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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, if you give them the chance. Training a Blue Mage is tough and hard work, most likely requiring a Beastmaster. However, doing so can be extremely rewarding. Fully mastered, Blue Mages will have a huge arsenal of damage, healing, and support magic to choose from. Undoubtedly, 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 most players away. Learning Blue Magic in the first place has its own, irritating intricacies. It will take more than a minute for a Blue Mage to achieve their impressive stock of Blue Magic. In addition, their stats are nothing to write home about. Damage is not their thing; Blue Mages are not made for combat, and they never will be. Overall, Blue Mages provide incredible support matched by no one, but the time required will usually not interest speedrunners or those lacking motivation.

Against Blue Mages, push them into combat. Combat is their weakest aspect, so force them into it by silence or law cards. 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 actually quite ideal. Dispatching a Blue Mage's allies is quite detrimental, as suddenly, their supporting magic suddenly 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.