
Oh, shut up and help me remodel the Final Fantasy Tactics stats page!
The following is a list of stats in Final Fantasy Tactics. Stats applies to all units, both party members and enemies.
The stat names vary in different versions. Some stats are listed alongside each other in The War of the Lions, but together in The Ivalice Chronicles.
The stats can be broadly divided into Primary Stats (HP, MP, Speed, Physical Attack, and Magickal Attack) which grow at level-up based on complex mechanics, and other stats which are either fixed, situational, or modified by equipment and abilities.
List of stats[]
Primary stats[]
These five stats are governed by the growth mechanics, raw stats, and job modifiers detailed in the next section.
HP[]
A measure of the unit's life. When a unit's HP is reduced to zero, he or she is KO'd. The amount of HP gained on level up corresponds to the job class they were in. Mime, knight, and dragoon jobs typically raise the most HP, whereas bard and dancer gain the least. Equipping certain armor and helmets also raises max HP. The maximum HP a unit can theoretically attain is 999. Boss monsters, namely the Lucavi, can exceed 999 HP.
HP can be restored in battle using the help of items, magick, and other abilities, such as in the Chakra action ability of the monk, and by picking up crystals left by defeated units. Lifefont restores HP by moving and Regen also restores health passively on a unit's turn. Some recovery abilities' and items' effects are reversed on undead targets, so they will deal damage instead of providing healing. HP/MP are fully restored after the end of each battle.
MP[]
These points are used to cast magicks. A unit's MP depends on which job they are currently using and which jobs they have used in the past, as the stat growth depends on the jobs in use at the time of the level up. Mage type jobs have a much greater MP gain than melee jobs.
Mage equipment gives more MP to the wearer. Manafont restores some MP to the unit when they move during their turn, and Mana Shield protects the unit by deducting MP rather than HP when damaged.
Speed[]
A combination of the unit's inherent speed and any job, equipment, or ability bonuses. A higher number means the unit's turn will come more quickly, as it determines how fast the CT gauge fills.
Physical Attack[]
Known as "ATK" (top number) in The War of the Lions.
Physical Attack sums the unit's total physical attack attribute, combining the base stat with any bonuses from their job, abilities, or equipment. It is a key factor in determining damage from physical attacks.
Magickal Attack[]
Known as "ATK" (bottom number) in The War of the Lions.
This sums the unit's total magick attack attribute, combining the base stat with any equipment, job, or ability. It is a key factor in determining damage and healing from magickal abilities.
Secondary stats[]
These stats are fundamental to a unit's progression and action in battle, but are not governed by the raw stat growth formulas.
Lv.[]
Indicates the unit's level, which increases by 1 for every 100 experience points earned (or from Bequeath Bacon monster ability). The maximum level is 99. A unit's level grants EXP based on the target's level; 10 EXP is granted for a same-level target, with ±1 EXP for each level of difference. The abilities Accrue EXP and EXP Boost can be equipped to gain more EXP.
EXP.[]
A numerical representation of the unit's experience. EXP is gained by using command abilities on any target (friend, foe, or self). More EXP is gained when targeting higher-level units. The EXP Boost ability increases EXP gain. Units will not gain experience if their action is not significant (e.g. healing a unit at full HP). Accrue EXP allows the unit to gain EXP just by moving. When EXP reaches 100, the unit levels up and the counter resets to 0, regardless of any overflow. EXP is not gained during multiplayer mode in the PSP version. EXP also has a minor effect on the success of errands.
CT[]
Indicates the amount of time a unit must wait between turns. The unit cannot take a turn until its CT reaches 100. All battle units and most spells/abilities have a CT. Direct attacks and some skills do not require charging. A unit's Speed determines how fast the CT gauge fills (CT gain per "tick" = Speed).
After a turn, CT is reduced: by 100 for moving and acting, by 80 for moving or acting, and by 60 for waiting. Leftover CT caps at 60 before recharging.
Abilities that require charging use a separate, hidden CT gauge based on the ability's own speed, which is not affected by the user's speed, Haste, or Slow (except for Jump). Stop will halt this charge.
If a unit's turn comes up while charging an ability, they must choose "Wait" to continue charging, or the ability will be canceled. While charging (except for Jump), a unit cannot evade and takes ~50% extra physical damage.
Abilities like Haste (increases speed) and Quick (sets CT to 100) can manipulate the CT gauge.
CT is also a special command ability for the Arithmetician, allowing magick to target units based on their current CT value.
Combat stats[]
Bravery and faith govern percentages and effectiveness for many actions in combat. They do not grow with levels but are modified by specific abilities.
Bravery[]
This number indicates how brave the unit is. It affects the physical attack power of bare hands, katanas, and knight swords. It also directly represents the percentage chance of most reaction abilities activating. Bravery also affects the chemist's Treasure Hunter movement ability. If a unit's max bravery is 5 or below at the end of a battle, they will leave the party permanently (Ramza is the only character who will never leave).
Faith[]
Faith is a measure (in percentage) of a character's belief in the divine, and impacts the effectiveness of their magicks. A high faith stat is double-edged: units with higher faith will deal higher magickal damage and healing, but will also receive increased damage and healing from magicks, are more susceptible to magickal status effect spells, and take increased damage from elemental guns. Most spells compute the faith scores of both caster and target. Zero faith (or the Atheist status) will render all magick unsuccessful. If a unit's max faith is 95 or higher at the end of a battle, they will leave the party permanently (Ramza is the only character who will never leave).
Derived and equipment stats[]
These stats are determined by a unit's Job, equipped items, and equipped abilities, not by level growth.
Movement[]
Known as "Move" in The War of the Lions.
A combination of the unit's base movement range and any job, equipment, or ability bonuses. The higher the number, the farther the unit can move.
Jump[]
A combination of the unit's base jumping ability and any job, equipment, or ability bonuses. This attribute governs how many tiles the unit can jump horizontally, as well as how far up or down a slope the unit can jump.
Physical Evasion[]
Listed as the top number under "C-EV" in The War of the Lions.
Refers to the unit's ability to evade a physical attack. It sums up their base evasion rate and any bonuses from a job, equipment, or ability.
Magickal Evasion[]
Listed as the bottom number under "C-EV" in The War of the Lions.
Refers to the unit's ability to evade a magick attack. It sums up their base evasion rate and any bonuses from a job, equipment, or ability.
Weapon Attack[]
Known as "Weapon Power" in The War of the Lions.
Refers purely to the bonus attack power granted by the equipped weapon. Represented with (R) and (L) for right and left hands.
Weapon Parry[]
In The War of the Lions, it is listed alongside Weapon Power on the right number.
Refers to the weapon's chance to parry an attack. Represented with (R) and (L) for right and left hands.
Shield Physical Parry[]
Listed as the top number under "S-EV" in The War of the Lions.
The chance the equipped shield provides in blocking a physical attack.
Shield Magickal Parry[]
Listed as the bottom number under "S-EV" in The War of the Lions.
The chance the equipped shield provides in blocking a magick attack.
Cloak Physical Evasion[]
Listed as the top number under "A-EV" in The War of the Lions.
The chance that an accessory (like a cloak) can evade a physical attack.
Cloak Magickal Evasion[]
Listed as the bottom number under "A-EV" in The War of the Lions.
The chance that an accessory (like a cloak) can evade a magick attack.
Stat growth mechanics[]
The stat growth of the player characters in Final Fantasy Tactics is governed by their gender and jobs they use in battle. This system applies to the five primary stats: HP, MP, Speed, PA, and MA.
Raw stats vs. displayed stats[]
Each unit has five "Raw Stats" the game saves to determine the base stats the player never sees. These Raw Stats are multiplied by the job constants (Multipliers) to determine the unit's final, displayed stats.
The game takes the background raw stats, and uses the following equations to get the base stats:
- If the final value is less than 1, it becomes 1.
Enemy Zodiac beasts, in the special story battles where they are fought, have unique equations that determine their HP and MP:
The division by 163,840 instead of by 1,638,400 accounts for the zodiac beasts' extremely high HP and MP despite their unremarkable multipliers.
Raw stat initial values[]
For human units, the raw stat is a constant for each gender for the Sp, PA, and MA stats. For monsters, which are all one gender and are neither male nor female, only Sp is not random. The following tables explain how to determine the raw stats of a character.
| Gender | Raw Sp | Raw PA | Raw MA |
|---|---|---|---|
| Male | 98,304 | 81,920 | 65,536 |
| Female | 98,304 | 65,536 | 81,920 |
| Monster | 81,920 | 81,920 - 98,303 | 81,920 - 98,303 |
Because the level up bonus is ultimately based on this initial value, females will have better MA growth than males, and males will have better PA growth than females.
Ramza Beoulve is the exception, as he starts with 81,920 of both RPA and RMA (but otherwise is a normal male).
Raw HP and raw MP for each unit is randomized within a certain range.
| Gender | Initial RHP | Initial RMP |
|---|---|---|
| Male | 491,520 - 524,287 | 229,376 - 245,759 |
| Female | 458,752 - 491,519 | 245,760 - 262,143 |
| Monster | 573,440 - 622,591 | 8,304 - 147,455 |
Instead of having truly random stats, bred monsters seem to have their raw stats selected at once from a set of 250-500 preset stat configurations. Bred monsters can have bravery and faith ranging from 40 to 70, unlike other randomly-generated monsters and units found in battle, which can have bravery and faith ranging from 45 to 74.
Multipliers and growth[]
Multipliers (labeled "M" in the Job breakdown table) are class-specific constants that mostly fall between 50 and 200. Differences in multipliers are what make the differences in the strengths and weaknesses of Final Fantasy Tactics jobs—a dragoon, for instance, has a high PA multiplier but a low MA multiplier. Differences in multipliers are generally more significant for the surface stats than differences in growth rates.
There are some consequences of the initial raw stat distribution:
- Females gain more MP and MA on level up than males.
- Males gain more HP and PA on level up than females.
- Monsters gain more HP, PA, and MA than either human sex.
- Monsters gain less MP and Speed than either human sex.
Leveling up[]
Raw HP, Raw MP, Raw Sp, Raw PA, and Raw MA are all increased on level up, even when there is no visible increase in the corresponding surface stat. Different classes get different raw stat bonuses on level up, which results in the classes' differing stat growth.
Raw stat growth on leveling up is determined by the following equation:
"R" is a generic term for any raw stat (Raw HP, Raw MP, Raw Sp, Raw PA, or Raw MA), "Lv" is the level the unit just was, so if the unit is leveling up from 50 to 51, Lv = 50. "C" is a constant that varies for each class (labeled "C" in the job breakdown table). The value of C is what differentiates one class's growth pattern from another's. Since C is in the denominator of this expression, lower values of C yield higher stats.
Leveling down[]
Players can use the 'level up/down' trick to build characters with super stats. The idea behind the trick is that the unit levels up in a job with strong stat growth (low C values) such as ninja or mime, and then levels down using mindflayer's Level Blast technique, or one of the many Degenerator traps scattered throughout the game's battlefields, with a class with poor stat growth (high C values), such as bard or dancer. Though the game adjusts the unit's stats when it levels down so that the player loses the stats that they would have gained as that class, by using poor classes to level down the player can fool the game and lose less going down than the unit gains going up; in this manner, the player can build all the stats up to their maxima if they do enough leveling cycles.
If a unit levels up and down without changing classes, it will actually lower their stats, because the level down algorithm is the following equation:
Lv is the level the unit is leveling down to. For instance, if a unit levels down to 50 from level 51, Lv = 50. However, if the player changes classes while leveling down, this small loss of stats will be compensated for by the higher C values of the poor stat-gaining class that the unit levels down in.
Job stat reference tables[]
A character's job affects their current stats via Multipliers (M-Values) and their permanent stat growth via Growth Constants (C-Values). For C-Values, a *lower* number results in *better* growth.
Brief comparison of job stats[]
Normal jobs[]
| Job | HP | MP | Phys Atk | Mag Atk | Speed | Move | Jump | Evade |
|---|---|---|---|---|---|---|---|---|
| Squire | C- | D+ | C- | D+ | C | 4 | 3 | 5% |
| Chemist | D | D+ | D+ | D+ | C | 3 | 3 | 5% |
| Knight | C+ | C- | B- | D+ | C | 4 | 3 | 10% |
| Archer | C- | D | C+ | D+ | C | 3 | 3 | 10% |
| Monk | B | C- | B | D+ | B | 3 | 4 | 20% |
| White Mage | D | A- | C- | C | B | 3 | 3 | 5% |
| Black Mage | D | A- | D | B | C | 3 | 3 | 5% |
| Time Mage | D | A- | D | B | C | 3 | 3 | 5% |
| Summoner | D | A | D- | C+ | D | 3 | 3 | 5% |
| Thief | D+ | D- | C | D- | B | 4 | 4 | 25% |
| Orator | D | D+ | D+ | D | C | 3 | 3 | 5% |
| Mystic | D | B | D- | C | C | 3 | 3 | 5% |
| Geomancer | C | C | C+ | C- | C | 4 | 3 | 5% |
| Dragoon | C+ | D- | B- | F | C | 3 | 4 | 10% |
| Samurai | D | C | B | C- | C | 3 | 3 | 20% |
| Ninja | D | D- | B- | D | A | 4 | 4 | 30% |
| Arithmetician | D- | C- | D- | D | F | 3 | 3 | 5% |
| Bard | F | D- | F | C | C | 3 | 3 | 5% |
| Dancer | F | D- | C+ | C- | C | 3 | 3 | 5% |
| Mime | B+ | D- | B- | C | A | 4 | 4 | 5% |
| Dark Knight | D | C | B+ | D+ | C | 3 | 3 | 0% |
| Onion Knight | F | D- | D- | F | C | 3 | 3 | 5% |
| Onion Knight* | B+ | A+ | B+ | C | A | 4 | 4 | 30% |
*Upon mastering the fourteen other jobs, Onion Knight advances to job level 8 and its stats increase substantially. (Squire, Chemist, Mime, Dark Knight, and special jobs that replace Squire do not count towards this fourteen.)
Story character jobs[]
These special jobs are only available to particular story characters.
| Character | HP | MP | Phys Atk | Mag Atk | Speed | Move | Jump | Evade |
|---|---|---|---|---|---|---|---|---|
| Squire (Ramza) | C+ | B- | C+ | C- | C | 4 | 3 | 10% |
| Holy Knight | B+ | C+ | C | C- | C | 3 | 3 | 25% |
| Machinist | C- | D+ | C- | C- | B+ | 4 | 3 | 18% |
| Game Hunter | C+ | B- | C+ | C- | C | 4 | 3 | 10% |
| Skyseer | C- | C+ | C | C | B+ | 3 | 3 | 10% |
| Netherseer | C- | B | C+ | C- | B | 4 | 3 | 8% |
| Templar | C+ | A+ | B | C- | C+ | 4 | 3 | 14% |
| Sky Pirate | C | C- | C+ | C- | A | 4 | 4 | 25% |
| Sword Saint | B+ | A- | B- | C- | B | 4 | 3 | 12% |
| Holy Dragon | B+ | D- | A | A+ | B | 5 | 3 | 5% |
| Dragonkin | B+ | B+ | B- | C | A | 3 | 3 | 7% |
| Divine Knight | C+ | C- | B- | C- | C+ | 4 | 3 | 10% |
| Soldier | C+ | C+ | C+ | C- | C | 3 | 3 | 20% |
Stat growth rates[]
This table reflects the C-Values (Growth Constants). More stars mean a lower C-Value and thus faster stat growth.
Normal jobs[]
| Job Class | HP | MP | Phys Atk | Mag Atk | Speed |
|---|---|---|---|---|---|
| Squire | ★★★ | ★★☆ | ★★☆ | ★ | ★ |
| Chemist | ★★☆ | ★★ | ★☆ | ★ | ★ |
| Knight | ★★★☆ | ★★☆ | ★★★★ | ★ | ★ |
| Archer | ★★★ | ★★ | ★★★☆ | ★ | ★ |
| Monk | ★★★★ | ★★★ | ★★★☆ | ★ | ★ |
| White Mage | ★★★☆ | ★★★★ | ★★★ | ★ | ★ |
| Black Mage | ★★☆ | ★★★★☆ | ★★☆ | ★ | ★ |
| Time Mage | ★★☆ | ★★★★ | ★★ | ★ | ★ |
| Summoner | ★★ | ★★★★★ | ★★ | ★ | ★ |
| Thief | ★★★ | ★★ | ★★★ | ★ | ★★ |
| Orator | ★★★ | ★★ | ★★☆ | ★ | ★ |
| Mystic | ★★☆ | ★★★★ | ★★☆ | ★ | ★ |
| Geomancer | ★★★☆ | ★★★☆ | ★★★☆ | ★ | ★ |
| Dragoon | ★★★☆ | ★★☆ | ★★★★ | ★ | ★ |
| Samurai | ★★☆ | ★★☆ | ★★★☆ | ★ | ★ |
| Ninja | ★★☆ | ★★★ | ★★★★ | ★ | ★★★ |
| Arithmetician | ★★ | ★★★★ | ★★ | ★ | ★ |
| Bard | ★ | ★☆ | ★ | ★ | ★ |
| Dancer | ★ | ★☆ | ★★★ | ★ | ★ |
| Mime | ★★★★☆ | ★ | ★★★★★ | ★★★★ | ★ |
| Dark Knight | ★★☆ | ★☆ | ★★★★ | ★ | ★ |
| Onion Knight | ★★ | ★★★ | ★ | ★ | ★ |
| Onion Knight* | ★★★★☆ | ★★★★★ | ★★★★★ | ★★★★ | ★★★★★ |
*Upon mastering fourteen other jobs, Onion Knight advances to job level 8 and its stat growth rates increase substantially. Onion Knights never gain experience, so the only way to gain levels as an Onion Knight is to breed Wild Boars and use their Bequeath Bacon ability.
Story character jobs[]
| Character Job | HP | MP | Phys Atk | Mag Atk | Speed |
|---|---|---|---|---|---|
| Squire (Ramza) | ★★★ | ★★★☆ | ★★★ | ★★ | ★★ |
| Holy Knight | ★★★☆ | ★★★☆ | ★★★ | ★ | ★ |
| Machinist | ★★★ | ★★★ | ★★★ | ★ | ★ |
| Game Hunter | ★★★ | ★★★☆ | ★★★ | ★★ | ★★ |
| Skyseer | ★★★ | ★★★☆ | ★★★ | ★ | ★ |
| Netherseer | ★★★☆ | ★★★☆ | ★★★ | ★ | ★ |
| Templar | ★★★☆ | ★★★☆ | ★★★☆ | ★★★ | ★ |
| Sky Pirate | ★★★☆ | ★★★ | ★★★ | ★ | ★★★★★ |
| Sword Saint | ★★★☆ | ★★★☆ | ★★★★ | ★★★☆ | ★ |
| Dragonkin | ★★★★★ | ★★★★ | ★★★★☆ | ★★★★★ | ★★ |
| Divine Knight | ★★★☆ | ★★☆ | ★★★★☆ | ★ | ★ |
| Soldier | ★★★ | ★★★☆ | ★★★★ | ★★☆ | ★ |
Job breakdown[]
This table details the specific multipliers (M) and growth constants (C) for each job, as used in the formulas in the stat growth mechanics section.
- **M (Multiplier):** Determines the job's current stats based on Raw Stats. Higher is better.
- **C (Constant):** Determines the job's stat growth on level-up. Lower is better.
Note that Ramza and Cloud in the original US translation have different stats from the Japanese and PSP versions. This table reflects their US PS1 stats.
| Job Class | HPM | MPM | SpM | PAM | MAM | Move | Jump | C.Ev | HPC | MPC | SpC | PAC | MAC |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Squire | 100 | 75 | 100 | 90 | 80 | 4 | 3 | 05% | 11 | 15 | 100 | 60 | 50 |
| Chemist | 80 | 75 | 100 | 75 | 80 | 3 | 3 | 05% | 12 | 16 | 100 | 75 | 50 |
| Knight | 120 | 80 | 100 | 120 | 80 | 3 | 3 | 10% | 10 | 15 | 100 | 40 | 50 |
| Archer | 100 | 65 | 100 | 110 | 80 | 3 | 3 | 10% | 11 | 16 | 100 | 45 | 50 |
| Monk | 135 | 80 | 110 | 129 | 80 | 3 | 4 | 20% | 9 | 13 | 100 | 48 | 50 |
| Priest | 80 | 120 | 110 | 90 | 110 | 3 | 3 | 05% | 10 | 10 | 100 | 50 | 50 |
| Wizard | 75 | 120 | 100 | 60 | 150 | 3 | 3 | 05% | 12 | 9 | 100 | 60 | 50 |
| Time Mage | 75 | 120 | 100 | 50 | 130 | 3 | 3 | 05% | 12 | 10 | 100 | 65 | 50 |
| Summoner | 70 | 125 | 90 | 50 | 125 | 3 | 3 | 05% | 13 | 8 | 100 | 70 | 50 |
| Thief | 90 | 50 | 110 | 100 | 60 | 4 | 4 | 25% | 11 | 16 | 90 | 50 | 50 |
| Mediator | 80 | 70 | 100 | 75 | 75 | 3 | 3 | 05% | 11 | 18 | 100 | 55 | 50 |
| Oracle | 75 | 110 | 100 | 50 | 120 | 3 | 3 | 05% | 12 | 10 | 100 | 60 | 50 |
| Geomancer | 110 | 95 | 100 | 110 | 105 | 4 | 3 | 10% | 10 | 11 | 100 | 45 | 50 |
| Lancer | 120 | 50 | 100 | 120 | 50 | 3 | 4 | 15% | 10 | 15 | 100 | 40 | 50 |
| Samurai | 75 | 75 | 100 | 128 | 90 | 3 | 3 | 20% | 12 | 14 | 100 | 45 | 50 |
| Ninja | 70 | 50 | 120 | 120 | 75 | 4 | 4 | 30% | 12 | 13 | 80 | 43 | 50 |
| Arithmetician | 65 | 80 | 50 | 50 | 70 | 3 | 3 | 05% | 14 | 10 | 100 | 70 | 50 |
| Bard | 55 | 50 | 100 | 30 | 115 | 3 | 3 | 05% | 20 | 20 | 100 | 80 | 50 |
| Dancer | 60 | 50 | 100 | 110 | 95 | 3 | 3 | 05% | 20 | 20 | 100 | 50 | 50 |
| Mime | 140 | 50 | 120 | 120 | 115 | 4 | 4 | 05% | 6 | 30 | 100 | 35 | 40 |
| Squire (Ramza) | 120 | 105 | 107 | 111 | 102 | 4 | 3 | 10% | 11 | 11 | 95 | 50 | 48 |
| Holy Swordsman (Orlandeau) | 160 | 120 | 110 | 122 | 100 | 4 | 3 | 20% | 10 | 11 | 100 | 42 | 42 |
| Dragonkin (Reis) | 140 | 115 | 120 | 120 | 110 | 3 | 3 | 7% | 5 | 10 | 95 | 39 | 38 |
| Engineer (Mustadio) | 100 | 75 | 115 | 95 | 100 | 3 | 4 | 18% | 11 | 13 | 100 | 50 | 50 |
| Skyseer (Rapha) | 90 | 100 | 115 | 80 | 100 | 3 | 3 | 10% | 11 | 11 | 100 | 50 | 50 |
| Netherseer (Marach) | 100 | 110 | 110 | 105 | 100 | 4 | 3 | 8% | 10 | 11 | 100 | 50 | 50 |
| Holy Knight (Agrias) | 140 | 100 | 100 | 100 | 100 | 3 | 3 | 25% | 10 | 11 | 100 | 50 | 50 |
| Temple Knight (Beowulf) | 122 | 145 | 105 | 125 | 105 | 4 | 3 | 14% | 10 | 11 | 100 | 48 | 45 |
| Divine Knight (Meliadoul) | 125 | 80 | 105 | 120 | 90 | 4 | 3 | 12% | 10 | 15 | 100 | 39 | 50 |
| Soldier (Cloud) | 125 | 116 | 100 | 123 | 120 | 3 | 3 | 20% | 11 | 10 | 100 | 42 | 46 |
External links[]
- Download mirror for Ganon's Level Up Simulator