Bangaa elites. Trained for defense.
Defender is a job from Final Fantasy Tactics Advance for bangaa. Defenders wield broadswords and knightswords and are tanks when it comes to Weapon Defense. While they are somewhat similar to Paladins, Defenders prefer to help themselves rather than others.
Defenders are well set in their ways of simply being a huge wall. They have high HP, Attack and Defense, but little else across the rest of their stats. The Templar has slightly higher defense growth than the Defender.
|HP||MP||Atk||Def||Mag Pwr||Mag Res||Spd|
|8.4 A-||1.1 E||8.8 B+||9.4 A-||6.5 D||7.2 C-||0.9 D-|
Defender command. Protect yourself and your allies.
|Tremor||El Cid Sword||100||30||Self|
|Slam weapon on ground to knock back nearby units.|
|Self-KO. Deals area damage equal to own HP.|
|Raises weapon def. and magic res. for one turn.|
|Drop Weapon||Ragnarok||200||—||As Weapon|
|Quickly toss weapon out of hand and back into stock.|
|Hibernate to remedy status ailments. Vulnerable while asleep.|
|Damages surrounding units, at the cost of speed and evasion for a turn.|
|Enhances aura to bestow auto-life and auto-regen.|
|Expert Guard||Save the Queen||300||—||Self|
|Prevents all MP and HP damage for one turn.|
|Last Berserk||Predator||Go berserk if severely wounded.||300|
|Weapon Def+||Diamond Armor||Reduces damage from weapon attacks.||300|
|Defend Combo||Mythril Brand||Easily chained combo ability for defenders.||100|
Defenders are nothing short of hardy; their excellent defense and great HP give them have only a few things to worry about. Aura, in particular, gives them massive staying power with gradual health regeneration and auto-revive. This, combined with Meltdown, could make for a particularly powerful setup. Expert Guard makes them immune to damage for one turn, which allows them to survive until support arrives.
Defenders have strong area attacks that protect their personal space, but they don't help other allies too well. Defenders' magic resistance is meager and they fall to mage opponents. While Expert Guard prevents damage, it does not protect against status effects. With their slow speed, Defenders may fall to faster units dispatching them before they even act. Overall, Defenders can hold their own in battle like their hume counterpart, the Paladin. However, Defenders are not useful for support, and fear mages like most other physical classes.
Against Defenders, using magic is key. Slow and clunky, nearly any ranged unit can keep wailing on Defenders while keeping their distance. Defenders have area abilities that make their melee combat zone dangerous to approach. Aura can make Defenders everlasting tanks; the player may need to kill them twice, or even three times. Defenders struggle to get rid of status effects, so inflicting them is optimal when damage is not possible. As with other slow units, dispatching them before they can even act is the best way of offense against them.
Defender appears ion a card.
- Artwork for the Defender depicts him with a spear, a weapon type the class cannot naturally equip.