Final Fantasy Wiki

Aim, also known as Charge, is an action ability in Final Fantasy Tactics, learned by the Archer job. The unit charges a powerful physical attack that activates in their next turn. The action ability must be learned by expending JP earned for the archer job.

Obtained[]

Aim has a total of eight abilities, each having its own JP cost. Once the unit has learned it, it is available for other jobs as long as they have the Aim skillset equipped.

If a unit that knows any of Aim abilities becomes a crystal, a human unit picking up the crystal may learn the one or more Aim abilities without spending JP, as long as said unit has unlocked the archer job.

The abilities are as follows:

Name Range Effect Speed JP Needed Description
Aim +1
(Charge +1)
Depends on equipped weapon 1 Now 100 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +2
(Charge +2)
Depends on equipped weapon 1 Now 150 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +3
(Charge +3)
Depends on equipped weapon 1 Now 200 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +4
(Charge +4)
Depends on equipped weapon 1 Now 250 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +5
(Charge +5)
Depends on equipped weapon 1 Now 300 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +7
(Charge +7)
Depends on equipped weapon 1 Now 400 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +10
(Charge +10)
Depends on equipped weapon 1 Now 700 Carefully aim to strike for increased damage. Attack power increases with longer charge time.
Aim +20
(Charge +20)
Depends on equipped weapon 1 Now 1200 Carefully aim to strike for increased damage. Attack power increases with longer charge time.

Mechanics[]

Aim deals damage based on its graduation, and the more powerful the attack, the longer it takes to execute. The archer's speed stat can make Aim execute faster. The Haste status effect and the time mage's Swiftspell support ability do not make Aim activate quicker.

The damage inflicted is dependent on the weapon type used. Aim deals damage like Attack, increased by the weapon's attack times the level of the ability. For example, with a weapon with 10 attack, Aim +1 would deal 10 more damage, 20 with Aim +2.

Aim can be used with any weapon, and even even with unarmed attacks.

Aimed attack can still miss or be blocked; aiming does not improve accuracy, only attack power.

Use[]

Aim allows the unit to charge a more powerful physical attack to deal increased damage. Its use is tailored towards ranged jobs like the archer, and can be used by other jobs with access to ranged weapons, such as chemists and orators, capable of equipping guns; alternatively, the support abilities Equip Crossbows (from archer) or Equip Guns (from orator) can be used.

Aim's damage can be improved with certain abilities, such as the geomancer's Attack Boost. Other abilities, such as samurai's Doublehand and the ninja's Dual Wield also work, although they are limited by weapon types.

Aim's main drawback is that more powerful versions have considerable slower charge times. While this can mitigated by increasing the user's speed, it still is difficult to hit the attack unless the target is affected by status ailments that prevents movement, namely Sleep, Stop, and Immobilize, or by decreasing the enemy's own speed stat.