Reaction abilities (リアクションアビリティ, Riakushon Abiritei?) in Final Fantasy Tactics are learned via Job Points. Each character can equip one reaction ability. Except for Parry and Reflexes, which provide passive boosts to evasion, reaction abilities only activate when their trigger condition is met, and the chance for activating depends on the user's Bravery stat in percentage: the braver the unit the higher the chance. Reaction abilities usually provide counterattacks or grant beneficial status effects.
Reaction abilities that involve casting certain status effect spells on the users themselves neither consume MP nor require Charge Time. Trigger depends on amount of Brave; the higher the character's Brave, the more likely it is to trigger. The status effect is not permanent and can be dispelled.
|Counter Tackle||Counterattack with a tackle.||Physical Attack||180||Squire|
|Auto-Potion||Use a Potion to restore HP.||HP Loss||400||Chemist|
|Parry||Block physical attacks with the equipped weapon.||Physical Attack||200||Knight|
|Adrenaline Rush||Increase Speed.||HP Loss||900||Archer|
|Archer's Bane||Dodge arrow and bolt attacks.||Bow/Crossbow Attack.||450||Archer|
|Regenerator||Receive the blessing of HP regeneration.||HP Loss||400||White Mage|
|Magick Counter||Counterattack using the same magick with which the user was attacked.||Magick||800||Black Mage|
|Critical: Recover HP||Recover HP when critically wounded.||Critical||500||Monk|
|Counter||Counterattack with a physical strike.||Physical Attack||300||Monk|
|First Strike||Attack preemptively before being attacked.||Physical Attack||1300||Monk|
|Vigilance||Assume a defensive stance.||HP Loss||200||Thief|
|Gil Snapper||Receive gil equal to the amount of damage taken.||HP Loss||200||Thief|
|Sticky Fingers||Catch thrown items and add them to the party inventory.||Throw||200||Thief|
|Absorb MP||Recover MP equal to the amount used by the opponent.||Magick||250||Mystic|
|Critical: Quick||Receive an immediate turn when critically wounded.||Critical||700||Time Mage|
|Mana Shield||Damage is dealt to MP rather than HP.||HP Loss||400||Time Mage|
|Nature's Wrath||Counterattack with a geomancy skill.||Physical Attack, Geomancy||300||Geomancer|
|Dragonheart||Recover from KO status.
|Earplug||Avoid the effects of Speechcraft.||Speechcraft||300||Orator|
|Critical: Recover MP||Recover MP when critically wounded.||Critical||400||Summoner|
|Bonecrusher||Deal damage equal to own maximum HP when critically wounded.||Critical||200||Samurai|
|Shirahadori||Evade non-ranged physical attacks.||Physical Attack (bow and crossbow attacks excluded). Bugged: Bow and crossbow attacks NOT excluded||700||Samurai|
|Vanish||Become transparent.||Physical Attack||1000||Ninja|
|Reflexes||Block attacks with greater ease.||Physical Attack, Some Magicks||400||Ninja|
|Cup of Life||When HP is restored, distribute any excess among one's allies.||HP Restored||200||Arithmetician|
|Soulbind||Split any damage taken with the opponent who inflicted it.||HP Loss||300||Arithmetician|
|Fury||Increase physical attack power.||HP Loss||550||Dancer|
|Bravery Boost||Increase Bravery.||Physical Attack||500||Dancer|
|Magick Boost||Increase magickal attack power.||HP Loss||450||Bard|
|Faith Boost||Increase Faith.||Magick||500||Bard|
|Reflect||Conjure a magick-reflecting wall.