The GenericsSince 'DL-legal' setups for FFT generics often come up in RPGmon, List Tournament, etc., I decided to provide numbers for them, too. I treat all generics as 70 Brave, 60-70 Faith. The former is the highest Brave you can get from the Soldier Office, the latter ranges from the highest Faith to average; I don't allow generics to be used as magical tanks, since that seems wrong to me. Of course, your judgement may vary.
Squire(Male)
Brave 70, Faith 60
HP 131 (331) [257] <301>
MP 37
PA 7 [11] <9>
MA 5
Sp 8 (10) <10>
PhysEvade 0
MagEvade 0
Can equip Swords, Daggers, Flails, Axes, Hats, and Clothes
Rune Blade
---
Thief Hat [Twist Headband]
Black Costume [Power Sleeve] <Power Sleeve>
---
Physical Attack: 98 [154] <126> damage.BASIC SKILL:
* Dash: 7 to 28 [11 to 44] <9 to 36> random damage. (Ignore Evade)
* Accumulate: +1 PA for rest of battle. Stackable. Self only. Attacks do 14 more damage per Accumulate.
* Heal: Remove Blind, Silence, and Poison.
Special abilities:
Counter Tackle - Squire has a 70% chance of countering melee attacks with Dash.
Comments: Pretty bad. Poor overall stats and no skillset worth noting.
Chemist(Male)
Brave 70, Faith 60
HP 99 (299) [269] {299}
MP 35
PA 5 [7]
MA 5
Sp 8 (10) [10] {10}
PhysEvade 0
MagEvade 0
Can equip Daggers, Guns, Hats, and Clothes
Mithril Gun [Air Knife] {Assassin Dagger}
---
Thief Hat
Black Costume [Power Sleeve]
---
Special abilities:
Auto-Potion - Chemist has a 70% chance of using an X-Potion upon taking any damage.
Maintenance - Chemist's equipment can not be stolen or broken.
Physical Attack (Mithril Gun): 64 damage. (Ignore Evade)Physical Attack (Air Knife): [80] Wind elemental damage.
Physical Attack (Assassin Dagger): {49} damage. 25% chance of Death Sentence.
ITEM:
* X-Potion: Restore 150 HP.
* Phoenix Down: Revive and restore 1-20 HP to a dead target. Inflicts instant death (ignore immunity) on undead.
* Remedy: Remove Petrify, Blind, Confuse, Silence, Oil, Frog, Poison, and Sleep.
* Holy Water: Remove Undead and Blood Suck.
Comments: Wow, they can't do damage at all! Despite that, they're not bad. Lots of healing, including counter-healing, and decent speed make them respectable.
Knight(Male)
Brave 70, Faith 60
HP 169 (399) [349]
MP 39 [69]
PA 11
MA 5
Sp 8
PhysEvade 49 <46>
MagEvade 15
Can equip Swords, Knight Swords, Shields, Helmets, Heavy Armour, and Robes
Rune Blade [Ice Brand]
Crystal Shield
Crystal Helmet
Crystal Mail [Black Robe]
---
Special abilities:
Weapon Guard - Knight gains an additional 15% [10%] physical evasion.
Physical Attack: 154 [169, Ice elemental] damage.* BATTLE SKILL:
* Weapon Break: 55% [54%] chance of destroying target's equipped weapon. The hit rate is lowered by evasion. If target has two weapons, destroy weapon in right hand first.
* Armor Break: 65% [64%] chance of destroying target's equipped armour. The hit rate is lowered by evasion.
* Head Break: 70% [69%] chance of destroying target's equipped helmet. The hit rate is lowered by evasion.
* Shield Break: 80% [79%] chance of destroying target's equipped shield. The hit rate is lowered by evasion.
* Magic Break: 61% chance of destroying 1/2 of target's Max MP. The hit rate is lowered by evasion.
* Speed Break: 61% chance of lowering target's Speed by 2. The hit rate is lowered by evasion.
* Power Break: 61% chance of lowering target's PA by 3. The hit rate is lowered by evasion.
* Mind Break: 61% chance of lowering target's MA by 3. The hit rate is lowered by evasion.
Special notes: All Battle Skills work on bosses (unless boss has Maintenence in the case of equipment breaks) and on status-immune targets.
Comments: Damage is rather unimpressive for a job billed as a heavy hitter (Ice Brand setup isn't worthwhile in a duel, in general) and he's slow, but durability is solid and Battle Skill has a number of useful tricks. He does run screaming from good evasion, though.
Archer(Male)
Brave 70, Faith 60
HP 131 (331) [257] <301>
MP 31
PA 10 [14] <12>
MA 5
Sp 8 (10) <10>
PhysEvade 40
MagEvade 15
Can equip Bows, Crossbows, Shields, Hats, and Clothes
Gastrafitis
Crystal Shield
Thief Hat [Twist Headband]
Black Costume [Power Sleeve] <Power Sleeve>
---
Special abilities:
Arrow Guard - Archer has a 70% chance of evading an arrow attack.
Speed Save - Archer has a 70% chance of gaining 1 Speed upon taking any damage. Can not be used with Arrow Guard.
Concentrate - Archer's attacks ignore evade.
Physical Attack: 100 [140] <120> damage.
CHARGE:
* Charge+1: 110 [150] <130> damage.
* Charge+2: 120 [160] <140> damage.
* Charge+3: 130 [170] <150> damage.
* Charge+4: 140 [180] <160> damage.* Charge+5: 150 [190] <170> damage. 1-turn charge time.
* Charge+7: 170 [210] <190> damage. 1.5-turn charge time.
* Charge+10: 200 [240] <220> damage. 2-turn charge time.
* Charge+20: 300 [340] <320> damage. 3.5-turn charge time. (-_-)
Special notes: It is typically difficult to get off any Charge past 4 at endgame, though 5 is sometimes possible. I treat 4 as his DL damage, though.
Comments: Basically an improved Squire. Range ignores a few counters, better damage, and evasion. Still not particularly impressive.
Monk(Male)
Brave 70, Faith 60
HP 205 (305) <275>
MP 43
PA 11 <13>
MA 5
Sp 9
PhysEvade 0
MagEvade 0
Can equip Clothes
---
---
---
Black Costume <Power Sleeve>
---
Special abilities:
Hamedo - Monk has a 70% chance to cancel a melee attack and instead counter with his physical.
HP Restore - If Monk's HP is reduced to below 1/5 max, he has a 70% chance to regain all HP. Can not be used with Hamedo.
Move-HP Up - Monk regains 10% of max HP each turn.
Physical Attack: 112 <171> damage.PUNCH ART:
* Earth Slash: 80 <114> Earth elemental damage. (Ignore Evade)
* Secret Fist: 57% chance of inflicting Death Sentence. (Ignore Evade)
* Stigma Magic: Remove Petrify, Blind, Confuse, Silence, Berserk, Frog, Poison, Sleep, Don't Move, and Paralyse.
* Chakra: Restore 80 <95> HP.
* Revive: 86% <89%> chance of reviving and restoring 1/5 max HP to a dead target.
Comments: Bad on durability, average on damage, and has some weak healing and regen. Death Sentence is an option if Monk can survive two turns after using it (Chakra helps). Hamedo completely screws over melee attackers, though.
Priest(Female)
Brave 70, Faith 70
HP 105 (305) [223] <268>
MP 84 [121] <149>
PA 6
MA 9 [13] <11>
Sp 9 (11) [10] <10>
PhysEvade 0
MagEvade 0
Can equip Staves, Hats, Clothes, and Robes
Gold Staff [Wizard Staff] <Wizard Staff>
---
Thief Hat [Flash Hat] <Flash Hat>
Black Costume [Wizard Robe] <Light Robe>
---
Special abilities:
Regenerator - Priest has a 70% chance of gaining Regen status upon taking damage.
Magic Defence UP - Priest takes approximately 5/8 damage from magical attacks. This makes her Faith functionally 43 from a defensive standpoint.
Physical Attack: 54 [52] <44> damage.
WHITE MAGIC:
* Holy (56 MP): 189 [273] <231> Holy magic damage. (Ignore Evade)* Cure (6 MP): Restore 61 [89] <75> HP.
* Cure 2 (10 MP): Restore 88 [127] <107> HP.
* Cure 3 (16 MP): Restore 132 [191] <161> HP.
* Cure 4 (20 MP): Restore 176 [254] <215> HP. 1-turn charge time. (Ignore Reflect)
* Raise (10 MP): 92% [94%] <93%> chance of reviving and restoring 1/2 max HP to a dead target.
* Raise 2 (20 MP): 82% [84%] <83%> chance of reviving and restoring all HP to a dead target. 1-turn charge time.
* Regen (8 MP): 87% [89%] <88%> chance of target gaining Regen.
* Protect (6 MP): Target gains Protect.
* Shell (6 MP): Target gains Shell.
* Wall (24 MP): 73% [74%] chance of target gaining Protect and Shell.
* Esuna (18 MP): 97% [99%] <98%> chance of removing Petrify, Blind, Confuse, Silence, Berserk, Frog, Poison, Sleep, Don't Move, and Paralyse.
Special notes: Regen restores 1/8 max HP per turn. Protect and Shell modify damage by 5/8.
Comments: Magic Defence UP keeps her from dying horribly to magic like other FFT mages. She has good speed and damage, and a useful skillset, but runs out of gas far too quickly and has issues with Holy defence.
Wizard(Female)
Brave 70, Faith 70
HP 87 (287) <205>
MP 91 <128>
PA 3
MA 13 (15) <18>
Sp 8 (10) <9>
PhysEvade 0
MagEvade 0
Can equip Rods, Hats, Clothes, and Robes
Wizard Rod
---
Thief Hat [Flash Hat]
Black Costume [Wizard Robe]
---
Special abilities:
Counter Magic - Wizard has a 70% of countering an opponent's attack magic with the same attack magic. Spell counter is treated just as if Wizard were using the spell to attack herself, right down to costing MP. Due to this drawback, Wizard may not wish to set this ability.
Physical Attack: 12 (!!!) damage.
BLACK MAGIC:
* Flare (60 MP): 386 <463> magic damage.* Bolt (6 MP): 117 <141> Lightning magic damage.
* Bolt 2 (10 MP): 151 <181> Lightning magic damage.
* Bolt 3 (24 MP): 201 <241> Lightning magic damage.
* Bolt 4 (48 MP): 268 <322> Lightning magic damage. 1-turn charge time. (Ignore Reflect)
* Poison (6 MP): 75% <77%> chance of inflicting Poison.
* Frog (12 MP): 58% <60%> chance of inflicting or removing Frog.
* Death (24 MP): 54% <56%> chance of inflicting Instant Death.
Special notes: Wizard also has Fire and Ice spells corresponding to the Bolt spells, except that Fire 2 and Ice 2 cost 12 MP instead of 10.
Comments: Pure ball lightning. Her damage with optimised Flare is utterly devastating, KOing most foes in a single shot. She can't take hits of any sort to save her life, and her status isn't all that accurate, but Flare's raw power makes up for all this.
Time Mage(Female)
Brave 70, Faith 70
HP 87 (287) [205] <250>
MP 84 [121] <149>
PA 3
MA 11 [15] <13>
Sp 8 (10) [9] <9>
PhysEvade 0
MagEvade 0
Can equip Staves, Hats, Clothes, and Robes
Gold Staff [Wizard Staff] <Wizard Staff>
---
Thief Hat [Flash Hat] <Flash Hat>
Black Costume [Wizard Robe] <Light Robe>
---
Special abilities:
MP Switch - If Time Mage has more than 0 MP, 70% chance of losing MP instead of HP upon taking damage. Generally should not be set.
Critical Quick - If Time Mage's HP is reduced to below 1/5 max, she has a 70% chance to immediately get a turn. Can not be used with MP Switch.
Float - Time Mage is immune to Earth elemental attacks.
Physical Attack: 66 [60] <52> damage.
TIME MAGIC:
* Meteor (70 MP): 277 [378] <327> magic damage. (Ignore Reflect/Evade)* Haste (8 MP): 93% [95%] <94%> chance of target gaining Haste.
* Haste 2 (30 MP): Target gains Haste. (Ignore Reflect)
* Slow (8 MP): 80% [81%] <81%> chance of inflicting Slow.
* Slow 2 (30 MP): 105% [107%] <106%> chance of inflicting Slow. (Ignore Reflect)
* Stop (14 MP): 50% [52%] <51%> chance of inflicting Stop.
* Don't Move (10 MP): 84% [86%] <85%> chance of inflicting Don't Move.
* Reflect (12 MP): 93% [95%] <94%> chance of target gaining Reflect.
* Demi (24 MP): 84% [86%] <85%> chance of destroying 1/4 of target's max HP. Works on bosses.
* Demi 2 (50 MP): 55% [56%] chance of destroying 1/2 of target's max HP. Works on bosses.
Comments: Again, lots of damage, though it eats through her MP fast. Again, very bad at taking hits. Don't Move and Reflect can seriously hurt pure fighters and pure mages, respectively.
Summoner(Female)
Brave 70, Faith 70
HP 76 (276) [194] <276>
MP 103 [140]
PA 3
MA 11 [16] <13>
Sp 7 (9) [8] <9>
Can equip Rods, Staves, Hats, Clothes, and Robes
Gold Staff [Wizard Rod] <Wizard Rod>
---
Thief Hat [Flash Hat]
Black Costume [Wizard Robe]
---
Special abilities:
MP Restore - If Summoner's HP is reduced below 1/5 max, she has a 70% chance to regain all MP.
Physical Attack: 66 [12] damage.
SUMMON MAGIC: (Magic. All these ignore Reflect/Evade.)
* Zodiac (50 MP): 443 [645] <524> damage. 1-turn charge time.
* Cyclops (31 MP): 231 [336] <273> damage.* Fairy (14 MP): Restore 129 [188] <152> HP.
* Golem (20 MP): Absorbs all damage from normal physical attacks and related skills. Broken after an attack that brings total damage done to Golem to 276 [194] or beyond.
* Carbunkle (15 MP): 78% [81%] <79%> chance of target gaining Reflect.
* Silf (13 MP): 67% [69%] <68%> chance of inflicting Silence.
* Lich (20 MP): 71% [73%] <72%> chance of destroying 1/2 of target's max HP. Works on bosses. Damage is Darkness elemental.
Comments: Zodiac does absolutely terrific damage, but given its Meteorain-esque charge time (not to mention difficulty to obtain) there's no way I'd let it be used in quickdraws. Still, if you don't knock off Summoner in your first turn, chances are you're dead to 500+ FFT damage. The rest of her skillset is useful, too.
Thief(Female)
Brave 70, Faith 60
HP 110 (310) [280] {310}
MP 25
PA 7 [9]
MA 5
Sp 9 (11) [11] {11}
PhysEvade 0
MagEvade 0
Can equip Daggers, Hats, and Clothes
Air Knife {Assassin Dagger}
---
Thief Hat
Black Costume [Power Sleeve]
---
Special abilities:
Catch - Thief has a 70% chance of evading a Throw attack.
Physical Attack (Air Knife): 90 [100] Wind elemental damage.Physical Attack (Assassin Dagger): {63} damage. 25% chance of Death Sentence.
STEAL:
* Steal Heart: 55% chance of inflicting Charm on a non-female target. (Ignore Evade)
* Steal Weapon: 41% chance of stealing target's equipped weapon. The hit rate is lowered by evasion. If target has two weapons, steal weapon in right hand first.
* Steal Armor: 46% chance of stealing target's equipped armour. The hit rate is lowered by evasion.
* Steal Helmet: 51% chance of destroying target's equipped helmet. The hit rate is lowered by evasion.
* Steal Accessory: 51% chance of stealing target's equipped accessory. The hit rate is lowered by evasion.
* Steal Shield: 46% chance of destroying target's equipped shield. The hit rate is lowered by evasion.
Special notes: Thief could also be male. If he is, he gains 8 HP, loses 1% off of Steal Heart's hit rate, and Steal Heart becomes effective against non-males only. I listed Thief as female because there are more male opponents, and this advantage outweighs a paltry 8 HP both in-game and, most likely, in-RPGDL/RPGmon.
Comments: Awful damage, good speed, weak 'status attacks'. Charm causes the opponent to act intelligently towards his own defeat, but he can not target himself with the Attack command or most skills (though magic works). Targets who lack a gender are susceptible to Steal Heart from either sex of Thief.
Mediator (Male)(Male)
Brave 70, Faith 60**
(Some people allow Mediator to start with 3 Faith, due to possessing the Solution ability. I don't, but it's worth noting.)
HP 105 (305) [275]
MP 30
PA 6 [8]
MA 5
Sp 8 (10) [10]
PhysEvade 0
MagEvade 0
Can equip Daggers, Guns, Hats, Clothes, and Robes
Mithril Gun [Air Knife]
---
Thief Hat
Black Costume [Power Sleeve]
---
Physical Attack (Mithril Gun): 64 damage. (Ignore Evade)Physical Attack (Air Knife): [90] Wind elemental damage.
TALK SKILL:
* Invitation: 25% chance of inflicting Invite.
* Threaten: 95% chance of lowering target's Brave by 20. Average Brave in FFT is 60, and if Brave ever falls below 10, target receives Chicken status (bosses are immune). Thus, arguably, three successful shots of this attack inflict Chicken upon the target.
* Solution: 95% chance of lowering target's Faith by 20. Greatly magic damage dealt and taken by target.
* Death Sentence: 35% chance of inflicting Death Sentence.
* Insult: 45% chance of inflicting Berserk.
* Mimic Daravon: 45% chance of inflicting Sleep.
Special notes: Talk Skill can be self-targeted (useful for Solution and maybe Insult). Sleeping targets are immune to Talk Skill, but otherwise its hit rate can not be reduced in any way save Zodiac compatibility (and a rare and exceedingly bad reaction skill).
Comments: A status whore of sorts; Threaten is essentially a 3-hit kill (its miss rate is negligible), while Berserk, Sleep, Death Sentence, and the insta-win Invite are also available at low hit rates. Solution is great for screwing over mages. Damage is definitely bad, though.
Oracle(Female)
Brave 70, Faith 70
HP 87 (287) [205]
MP 77 [114]
PA 3
MA 10 [13]
Sp 8 (10) [9]
PhysEvade 0
MagEvade 0
Can equip Sticks, Rods, Staves, Dictionaries, Hats, Clothes, and Robes
Octagon Rod
---
Thief Hat [Flash Hat]
Black Costume [Wizard Robe]
---
Special abilities:
Absorb Used MP - If Oracle is the target of a spell cast by an ally or enemy, she has a 70% chance of gaining the spell's casting cost in MP.
Defence UP - Oracle takes approximately 5/8 damage from physical attacks.
Move-MP Up - Oracle regains 10% of max MP each turn.
Physical Attack: 120 [156] damage.YIN-YANG MAGIC:
* Blind (4 MP): 88% chance of inflicting Blind.
* Spell Absorb (2 MP): 71% chance of draining 1/4 of target's Max MP, giving it to Oracle. Works on bosses. (Ignore Reflect/Evade)
* Life Drain (16 MP): 71% chance of draining 1/4 of target's Max HP, giving it to Oracle. Works on bosses. (Ignore Reflect/Evade)
* Pray Faith (6 MP): 67% (83% on self) chance of inflicting Faith. Faith causes the target to temporarily have 100 Faith. If cast on self, all spell hit rates rise by 43% of their base value; if cast on an average enemy, all spell hit rates rise by 67% of their base value. (If cast on both, no spells will ever miss barring magic evade.) (Ignore Evade)
* Doubt Faith (6 MP): 67% (83% on self) chance of inflicting Innocent. Note that Innocent targets are neither able to use nor affected by Yin-Yang Magic. (Ignore Evade)
* Zombie (20 MP): 46% chance of inflicting Undead.
* Silence Song (16 MP): 79% chance of inflicting Silence.
* Blind Rage (16 MP): 54% (63% on self) chance of inflicting Berserk.
* Foxbird (20 MP): 63% chance of lowering target's Brave by 30. Average Brave in FFT is 60, and if Brave ever falls below 10, target receives Chicken status (bosses are immune). Thus, arguably, two successful shots of this spell inflict Chicken upon the target.
* Confusion Song (20 MP): 58% chance of inflicting Confuse.
* Dispel Magic (34 MP): 96% chance of cancelling target's positive status. (Ignore Reflect/Evade)
* Paralyse (10 MP): 84% chance of inflicting Paralyse.
* Sleep (24 MP): 75% chance of inflicting Sleep.
* Petrify (16 MP): 50% chance of inflicting Petrify.
Special notes: Yin-Yang Magic, unlike Magic Sword,
can self-target if desired. All spells see a 1-3% hit rate increase if she uses an MA-boosting setup, but in general optimising her HP is much more worthwhile (and it's not worth giving up her good physical for a 2 MA Wizard Rod).
Comments: A nasty status attacker. She can lead with high-accuracy spells like Paralyse, Sleep, or Silence Song, and then pile on other statuses or just beat the target to death (her physical is surprisingly good for a mage, and Life Drain certainly is useful too). Tankish and fast but fears enemy mages... until she silences/innocents them.
Geomancer(Male)
Brave 70, Faith 60
HP 155 (355) [281] <325>
MP 58
PA 10 [14] <12>
MA 7 (10)
Sp 8 (10) <10>
PhysEvade 10
MagEvade 50
Can equip Swords, Axes, Shields, Hats, Clothes, and Robes
Rune Blade
Aegis Shield
Thief Hat [Twist Headband]
Black Costume [Power Sleeve] <Power Sleeve>
---
Special abilities:
Counter Flood - Geomancer has a 70% chance of countering melee attacks with Elemental.
Physical Attack: 182 [252] <224> damage.ELEMENTAL: 60 [80] <70> magic damage. (Ignore Reflect/Evade/Faith)
Special notes: Elemental has a 25% chance to add a status effect. Which effect depends on the terrain Geomancer is standing on. The twelve possible effects are: Don't Move, Frog, Stop, Petrify, Confuse, Paralyse, Sleep, Death Sentence, Blind, Silence, Slow, and Instant Death. If Geomancer opts for any shield other than Aegis, he loses 10% off his Elemental damage.
Comments: High damage, good durability by generic standards, speed, evasion... Geomancer is above average at everything without managing to excel in any one area.
Lancer(Male)
Brave 70, Faith 60
HP 169 (399)
MP 24
PA 11
MA 3
Sp 8
PhysEvade 40
MagEvade 15
Can equip Spears, Shields, Helmets, Heavy Armour, and Robes
Oberisk
Crystal Shield
Crystal Helmet
Crystal Mail
---
Special abilities:
Dragon Spirit - Lancer has a 70% chance of countering melee attacks by gaining Reraise status. (Worthless in a duel)
Physical Attack: 132 damage.
JUMP: 192 damage. (Ignore Evade)Comments: Quite possibly the most straightforward of the generics. He can Jump! And... uh... Jump! The damage is decent, and the staying power is outright good, but he doesn't have much else.
Samurai(Male) {Female}
Brave 70, Faith 60
HP 93 (323) {87 -> 237}
MP 39 {41 -> 63}
PA 11 {9}
MA 6 {7 -> 9}
Sp 8
PhysEvade 0
MagEvade 0
Can equip Katanas, Helmets, Heavy Armour, and Robes
Kikuichimoji
---
Crystal Helmet
Crystal Mail {Wizard Robe}
---
Special abilities:
Meatbone Slash - If a short-range attack reduces Samurai's HP below 1/5 max, he has a 70% chance of countering for 323 damage. This damage ignores evade and defence.
Blade Grasp - Samurai has a 70% chance of evading a single hit of a melee attack. Only one hit per melee attack can be dodged this way. Can not be used with Meatbone Slash.
Physical Attack: 210 {180} damage.DRAW OUT: (Magic. All these ignore Reflect/Evade/Faith.)
* Muramasa: 108 {162} damage. 25% chance of adding a status; there is an even chance of this status being Confusion or Death Sentence.
* Heaven's Cloud: 84 {126} damage. 25% chance of inflicting Slow.
* Kiyomori: Target gains Protect and Shell.
* Murasame: Restore 72 {108} HP.
* Bizen Boat: 24 {36} MP damage.
Comments: Along with Thief, a job that has a use for both genders in the duelling format. The male acts as a fighter with some support abilities, the female emphasises variety with better healing, MP damage, and Draw Out damage at the expense of some physical power and a lot of HP. Either way, Samurai has a nifty trick in Blade Grasp, which is a terrible barrier for pure fighters (except those of the multihitting variety) and a useful barrier in Kiyomori. Lack of speed is bad, though.
Ninja(Male)
Brave 70, Faith 60
HP 86 (286) [256]
MP 27
PA 11 [13]
MA 5
Sp 10 (12) [12]
PhysEvade 0
MagEvade 0
Can equip Ninja Swords, Daggers, Flails, Hats, and Clothes
Spell Edge
Spell Edge
Thief Hat
Black Costume [Power Sleeve]
---
Special abilities:
Sunken State - Ninja has a 70% chance of countering melee attacks by gaining Invisible status. (Ninja's next attack ignores evade.)
Physical Attack: 2 hits of 143 [156] damage. 286 [312] total. Each hit has a 25% chance of inflicting Paralyse (44% chance of Paralyse if both hits connect).THROW:
* Morning Star: 192 damage.
* Ice Brand: 156 Ice elemental damage.
* Flame Whip: 132 Fire elemental damage.
* Air Knife: 120 Wind elemental damage.
* Coral Sword: 96 Lightning elemental damage.
Comments: Very straightforward. Great speed and damage, and the damage even adds status at a respectable rate. Durability is poor, though better than a number of other generics...
Calculator(Female)
Brave 70, Faith 70
HP 67 (267) [185] <207>
MP 56 [93] <84>
PA 3
MA 6 [9]
Sp 4 (6) [5] <6>
PhysEvade 0
MagEvade 0
Can equip Sticks, Dictionaries, Hats, Clothes, and Robes
Octagon Rod
---
Thief Hat [Flash Hat]
Black Costume [Wizard Robe] <Chameleon Robe>
---
Special abilities:
Damage Split - If Calculator is dealt damage (and survives), she has a 70% chance of regaining half the damage dealt in HP, and dealing damage equal to the HP healed this way back to the original attacker.
Physical Attack: 72 [108] damage.
MATH SKILL: (Magic. All these ignore Reflect. In a duel, I allow Math Skill to target either self only, enemy only, or both, at the Calculator's discretion.)
* Holy: 126 [189] Holy magic damage. Chameleon Robe setup allows Calculator to heal herself for <147>. (Ignore Evade)* Flare: 115 [173] magic damage.
* Cure 3: Restore 88 [132] HP.
*
Raise, Raise 2, Reraise, Regen, Protect, Shell, Wall, Esuna, Poison, Frog, Death, Haste, Slow, Stop, Don't Move, Reflect, Demi, Demi 2, Blind, Pray Faith, Doubt Faith, Zombie, Silence Song, Blind Rage, Foxbird, Confusion Song, Dispel Magic, Paralyse, Sleep, Petrify: See Priest, Wizard, Time Mage, and Oracle. When cast by a Calculator, these spells have a 2-7% lower hit rate due to lower MA, but the spells are otherwise identical except with no MP cost.
Special notes: Remember that Pray Faith can be simultaneously cast on all targets. With everyone under Faith status, Holy does 300 [450] damage and healing, Flare does 276 [414] damage, Cure 3 restores 180 [240] HP, and all spells have a 100% hit rate barring magic evade. Of course, note that magic cast by others on the battlefield sees a similar skyrocket in power.
Comments: The one job that can really do it all. Possessing every magic skillset at her disposal except Summon, the Calculator has attack magic (albeit its damage is unimpressive until Pray Faith), loads of status both positive and negative, and parasitic healing through Holy. Pray Faith is an interesting option for more than doubling her power... and all of this comes on top of what is possibly the best counter ability in the game, for a duel. The problem? Her stats... utterly blow. 6 Speed? 6 MA? 207 HP? Pathetic. And so a Godlike skillset goes to waste.
Bard(Male)
Brave 70, Faith 60
HP 48 (248) [174] <218>
MP 20
PA 2 [6] <4>
MA 8
Sp 8 (10) <10>
PhysEvade 0
MagEvade 0
Can equip Harps, Hats, and Clothes
Bloody Strings [Fairy Harp]
---
Thief Hat [Twist Headband]
Black Costume [Power Sleeve] <Power Sleeve>
---
Special abilities:
MA Save - Bard has a 70% chance of gaining 1 MA upon taking any damage.
Physical Attack (Bloody Strings): 65 <78> damage. Bard regains HPs equal to damage done.Physical Attack (Fairy Harp): [105] damage. 25% chance of inflicting Charm.
SING:
* Cheer Song: 50% chance of gaining 1 Speed.
* Battle Song: 50% chance of gaining 1 PA.
* Magic Song: 50% chance of gaining 1 MA. 1-round charge time.
* Nameless Song: 50% chance of gaining a positive status; there is an even chance of this status being Protect, Shell, Haste, Regen, or Reraise. 1-round charge time.
Special notes: If Bard's speed increases above 10 (due to Cheer Song or Haste) then Magic Song and Nameless Song will require over a turn to use. If Bard's speed increases above 13, Cheer Song and Battle Song are similarly affected. For every
2 points of PA or MA gained by the Bard, Bloody Strings do 13 more damage, and Fairy Harp does 15 more.
Comments: A skillset that is effectively worthless in a duel, pathetic HP, and crappy parasitic healing. -_- Bard isn't exactly in his element, here.
Dancer(Female)
Brave 70, Faith 60
HP 49 (249) [207] <219>
MP 22
PA 7 [9] <9>
MA 8 [9]
Sp 8 (10) [9] <10>
PhysEvade 0
MagEvade 0
Can equip Daggers, Carpets, Hats, and Clothes
Ryozan Silk
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Thief Hat [Flash Hat]
Black Costume [Power Sleeve] <Power Sleeve>
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Special abilities:
A Save - Dancer has a 70% chance of gaining 1 PA upon taking any damage.
Physical Attack: 105 [135] <120> damage.DANCE: (All these ignore Evade/Defence.)
* Witch Hunt: 11 [15] <15> MP damage.
* Wiznaibus: 11 [15] <15> damage.
* Slow Dance: 50% chance of lowering target's Speed by 1.
* Polka Polka: 50% chance of lowering target's PA by 1.
* Disillusion: 50% chance of lowering target's MA by 1. 1-turn charge time.
* Nameless Dance: 50% chance of inflicting a status; there is an even chance of this status being Blind, Confuse, Silence, Frog, Poison, Slow, Stop, or Sleep. 1-turn charge time.
Special notes: Sleeping targets are immune to Dance. For every 2 PA gained by the Dancer, Ryozan Silk does 15 more damage. This bonus starts at the first PA gained unless Dancer uses Flash Hat.
Comments: Terrible HP and below average damage, all backed up by one of the worst status attacks (to a single target) to the DL! The rest of her skillset is pretty much useless, to boot.
Mime(Male)
Brave 70, Faith 60
HP 285
MP 16
PA 12
MA 8
Sp 9
PhysEvade 0
MagEvade 0
No equipment
Special abilities:
Concentrate - Mime's attacks ignore evade.
Mime - Whenever a non-Mime ally takes an action, Mime does the same action for no cost using his stats as the base. Obviously useless in the duel (and has some additional interpretation issues in a team match, which I won't get into here).
Physical Attack: 144 damage.Comments: Whee! Completely worthless. Nothing else to say.
And that's done!
Generic Rankings and AveragesI recommend using the generic averages for the generics (plot PCs are juiced by initial equipment which generics have no access to by definition), but if you feel differently, other numbers are provided.
HP (default setup)
Knight (399) = Lancer (399) > Geomancer (355) > Squire (331) = Archer (331) > Samurai (323) > Thief (310) > Monk (305) = Priest (305) = Mediator (305) > Chemist (299) > Wizard (287) = Time Mage (287) = Oracle (287) > Ninja (286) > Mime (285) > Summoner (276) > Calculator (267) > Dancer (249) > Bard (248)
GENERIC AVERAGE: 306
PC AVERAGE: 372
HP (overall-best setup)
Knight (399) = Lancer (399) > Geomancer (325) > Samurai (323) > Thief (310) > Mediator (305) > Squire (301) = Archer (301) > Chemist (299) > Oracle (287) > Ninja (286) > Mime (285) > Summoner (276) > Monk (275) > Priest (268) > Time Mage (250) > Dancer (219) > Bard (218) > Calculator (207) > Wizard (205)
GENERIC AVERAGE: 286
PC AVERAGE: 349
Damage (default setup)
Wizard (386) > Ninja (286) > Time Mage (277) > Summoner (231) > Samurai (210) > Lancer (192) > Priest (189) > Geomancer (182) > Knight (154) > Mime (144) > Archer (140) > Calculator (126) > Oracle (120) > Monk (112) > Dancer (105) > Squire (98) > Thief (90) > Bard (65) > Chemist (64) = Mediator (64)
GENERIC AVERAGE: 161
PC AVERAGE: 167
Damage (overall-best setup)
Wizard (463) > Time Mage (327) > Ninja (286) > Summoner (273) > Priest (231) > Geomancer (224) > Samurai (210) > Lancer (192) > Monk (171) > Archer (160) > Knight (154) > Mime (144) > Squire (126) = Calculator (126) > Oracle (120) = Dancer (120) > Thief (90) > Bard (78) > Chemist (64) = Mediator (64)
GENERIC AVERAGE: 181
PC AVERAGE: 181
Speed (overall-best setup)
Ninja (12) > Thief (11) > Squire = Chemist = Archer = Priest = Oracle = Geomancer = Mediator = Bard = Dancer (10) > Monk = Wizard = Time Mage = Summoner = Mime (9) > Knight = Lancer = Samurai (8) > Calculator (6)
GENERIC AVERAGE: 9.4
PC AVERAGE: 10 or 9.54, depending on if Auto-Haste is considered
And finally, for great NR hype:
BOCOChocobo
Brave 68, Faith 48
HP 210
MP 16
PA 11
MA 31 (ZOMG)
Speed 9
Attack: 77 damageChoco Heal: 93 healing to self and adjacent allies
Counter: 68% chance of respoding to melee physicals with his own physical attack.
Comments: Damage is below half average (but still better than Mustadio), the HP is below 2/3 average, and the speed is below average (just a little). Still, infinite resources, when coupled with his counters to spoil physical opponents and high MDef to spoil magical = undefeatable.