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Moogle that borrows strength from animals.


The Animist is a job in Final Fantasy Tactics Advance for moogles. Animists rely on the aid of the animal kingdom and can turn the tide of battle. Most of their abilities involve using an animal for personal gain, but some abilities can damage opponents. Animists use the power of musical instruments and abilities such as Cuisine, which fully heals a unit, and 100% Wool, which bestows a unit the Protect and Shell status effects. Animist is a good support job.


Statistic-wise, the Animist is the moogle's basic attack-oriented job, having the highest HP, Attack and Defense of all the basic moogle jobs. Their strength lies in its abilities rather than stats. Compared to other basic Attack-oriented jobs, like the hume Soldier or the nu mou Beastmaster, the Animist is much more balanced between HP, MP, Attack and Magic Power, and focuses more on Defense and Resistance than anything else.

HP MP Atk Def Mag Pwr Mag Res Spd
7.2 B- 2.6 D+ 7.6 C 8.8 B+ 7.2 C- 8.8 B+ 1.2 D+



Animist command. Borrow strength from animals.

Skill Equipment AP MP Power Range
Sheep Count Glass Bell 100 8 4
Summons forth sheep to put target to sleep.
100% Wool Earth Bell 200 8 Self
Soft wool. Improves weapon def. and magic res.
Cuisine Heal Chime 300 32 1
Cook animal and serve it to completely heal HP.
Tail Wag Fairy Harp 200 8 1
Wagging tail. Charms target.
Chocobo Rush Satyr Flute 300 12 45 WATK Double Line
Chocobo stampede! Deals damage.
Frogsong Aone Flute 200 18 4
Lilting refrain. Turns target into a frog.
Friend Blood Strings 300 12 4
Summons random creature from the spirit world.
Catnip War Trumpet 100 12 1
Catnip! Drives target berserk.


Skill Equipment Effect AP
Block Arrows Green Beret Dodge bow and longbow attacks.
Because it's a reaction, it does not activate against counterattacks.


Skill Equipment Effect AP
Animal Combo Mythril Bell Failproof combo ability for animists. 100



Animist is a good support class. Cuisine is a strong heal, while the job's other abilities inflict status ailments on enemies. Animists have high attack for a moogle, and very high defense and resistance. Despite having decent attack growth, Animists shouldn't see frontline combat, as instruments are weak and they lack damaging abilities. Their MP growth is also troublesome for a support class. Their mediocre stats do not make Animists useless, as their support abilities are often used by classes with better stat gains and equipment. Overall, Animist is a good support job and a great stepping stone for moogles on the way to better classes.

Enemy Animists often support their teammates, and are decently tanky themselves. It is advised to not let the Animist or its allies survive long on low health, as a single Cuisine can bring them back into full condition. Even with good attack, Animists don't hit hard with their instruments. Silence is a big weakness for Animists, almost as much as for mages. Unlike other supporters, their high defense and resistance poses a problem to ranged units looking to down them from afar. Animists require a bit more force than others to KO, but offensive units, like Fighters and Dragoons, can handle them nicely.

Like Beastmasters, Animists are shown holding a Whip in their official artwork despite it not being a weapon type in Final Fantasy Tactics Advance. This could allude to their ability to call upon and control animals.


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Animist is someone who practices Animism (from Latin animus "soul, life"). It is the worldview that non-human entities (animals, plants, and inanimate objects or phenomena) possess a spiritual essence. Animism is used in the anthropology of religion as a term for the belief system of some indigenous tribal peoples, especially prior to the development of organized religion.