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Unique among mages. Can "learn" monster techs.


The Blue Mage is a job in Final Fantasy Tactics Advance granted to humes. Blue Mages wield sabers, and, in addition to the standard ability to learn monster abilities, can gain become immune to certain status ailments. As with the Blue Mages from most games in the series, they learn their abilities by being struck by the ability they are trying to learn.

Many abilities, such as White Wind, can only be learned when a Beastmaster in the party is controlling the monster or it is under the effects of charm, as a creature would never normally cast a healing or enhancing spell on an opponent. Blue Mages cannot learn abilities from Morphers or allied Blue Mages; they must be learned from either the original monster or an opponent Blue Mage.

Blue Mages are best used as a support job, especially due to the wide range of healing and support magic they can learn.

Goblins and Thundrakes will eventually become extinct, so Goblin Punch and Dragon Force must be obtained before then. The last opportunity for Dragon Force is Ogma the Worldwyrm ("Mission #088 The Worldwyrm"), one of the post-completion missions. Goblin Punch can be acquired from the Dark Knight in "Mission #097 The Dark Blade", also post-completion. Likewise, LV3 Def-Less is also technically missable if their level is above 48 (the last level divisible by 3 that can be hit by the ability).


The Blue Mage is the first magic-oriented advanced job available for humes. They are equally balanced in both physical and magical stats, but have the lowest MP growth of the magical hume jobs.

HP MP Atk Def Mag Pwr Mag Res Spd
6.8 B- 3.6 C+ 8.1 B- 8.4 B 8.4 B 9.2 A- 1.2 D+


Blue Magic[]

Blue mage command. Use learned enemy ability.

Skill Enemy MP Power Range
Goblin Punch Goblin 8 30 1
All-out punch. Damage varies.
Magic Hammer Red Cap 8 38 3
Mystical hammer. Deals damage to MP.
Acid Flankind 12 3
Corrosive liquid. Inflicts random status ailment.
Blowup Bomb 2 15 Self
Self-KO. Deals massive damage to nearby enemies.
Mighty Guard Icedrake 8 1
Raises weapon def. and magic res. for one battle.
Guard-Off Firewyrm 10 1
Fire breath. Lowers weapon def. and magic res.
Dragon Force Thundrake 12 1
Releases the dragon soul within. All stats improve.
Night Lamia 24 All
Call to the darkness. Puts all enemies to sleep.
Twister Lilith 20 3
Whipping whirlwind. Reduces HP by half in an area.
LV3 Def-Less Bugkind 12 3
Lowers magic res. and weapon def. in units with levels divisible by 3.
Matra Magic Toughskin 24 3
Switches target's HP and MP.
Poison Claw Red Panther 8 30 1
Poison claw attack damages and poisons target.
Hastebreak Coeurl 12 1
Slows target. Stops hasted targets.
Bad Breath Malborokind 20 1
Incredibly foul breath causes status ailments.
Inflicts five of the following status ailments, chosen at random: Blind, Confuse, Frog, Poison, Silence, Sleep, Slow.
Stare Floateye 12 Cone
Fearsome gaze. Confuses target.
Inflicts Confuse on all units facing the caster with 100% accuracy.
Roulette Ahriman 20 All
The roulette decides who is KO'd...friend or foe?
Element: Dark
Drain Touch Zombie 10 20 1
Evil touch. Drains and absorbs HP from target.
LV? S-Flare Vampire 30 55 All
Shadowflares units with same one's digit in level.
Heavy Dark damage to all units on the battlefield whose digit in their level is the same as the caster.
White Wind Sprite 12 3
Fluttering fairy wings. Heals HP equal to own HP.
Angel Whisper Titania 24 30 3
Angelic sigh. Heals HP and bestows auto-raise.
Element: Holy.
  • Note on Goblin Punch:

Goblin Punch does a normal 100% damage attack, but the final damage is subject to extra variance:


Skill Equipment Effect AP
Damage > MP Judo Uniform Converts HP damage to MP. (Doesn't work if MP is 0) 300


Skill Equipment Effect AP
Learning Blue Saber Study attacks against you. Learn some as blue magic.
Cannot be taught by Morphers and Blue Mages who are allies.
Immunity Survival Vest Confers resistance to some status ailments. 300


Skill Equipment Effect AP
Blue Combo Mythril Saber Ranged combo ability for blue mages. 100


These devoted disciples are eager to show off their magic. Training a Blue Mage is tough and hard work, most likely requiring a Beastmaster. However, doing so can be rewarding. Fully mastered, Blue Mages will have a huge arsenal of damage, healing, and support magic to choose from. They are one of the best support classes in the game, having abilities fit for almost any situation. However, the effort required to have a successful Blue Mage turn many players away. Learning Blue Magic in the first place has its own, irritating intricacies. In addition, their stats are nothing to write home about. Damage is not their thing; Blue Mages are not made for combat.

The Blue Mage's stats can be seen as a compromise between the Ninja and Illusionist. The Illusionist has superior MP and Magic, but is slower and weaker physically. The Blue Mage surpasses the Ninja in all but two stats, having three-tenths of a point less in attack and missing out on the Ninja's excellent speed. Since most of the Blue Mage's abilities do not rely on the Magic stat, and some actually use Attack, one idea is to master Learning, then switch to another class like Hunter for leveling and equip Learning only when facing an enemy monster with an ability the Blue Mage wants. Overall, Blue Mages provide incredible support matched by no one, but the time required will usually not interest speedrunners.

Matra Magic.

Matra Magic is one of a Blue Mage's most devious abilities; it can make enemy mages unable to cast their high-MP cost spells or give one of the party's own mages an MP boost at the cost of health. It is even more deadly against physical units with low MP, as it can reduce their HP dramatically. There are a variety of abilities that can damage an enemy unit's MP directly, so the player can drop the enemy unit's MP to zero first, turning Matra Magic into an instant KO. Because this is not a KO effect, it can be used to get around some immunities, such as from an equipped Ribbon. The downside is that the Blue Mage cannot achieve this instant KO alone. Though the Blue mage can use Magic Hammer, they must then wait a turn for Matra Magic, and the enemy unit will regain some MP at the start of its turn. A Time Mage or Juggler can give the Blue Mage a second turn early, but that still requires the Blue Mage to work in tandem.

The player party should push enemy Blue Mages into combat, their weakest aspect, by silence or law cards. One should be prepared for some annoying status effects and enemy support. Despite being mages, they lack magical abilities in their ability set, so rushing them with attackers is ideal. Dispatching a Blue Mage's allies is detrimental, as suddenly their supporting magic becomes less useful.


Relm-ffvi-snes-battle.pngThis gallery is incomplete and requires Blue Combo added. You can help the Final Fantasy Wiki by uploading images.


  • Blue Mages cannot equip staves despite wielding one in their official artwork.
  • Despite being mages, none of their offensive spells are based on Magic Attack except Blowup.