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Uses ninja skills and double swords.


Ninja is a hume job from Final Fantasy Tactics Advance. It is one of the most praised jobs as its Speed growth and Attack power are outstanding. Ninja wields katanas and can master veils to hinder the opponent by inflicting status ailments. Ninja's downside is that its veils are weak, despite the Ninja's favorable Magic growth. The Ninja can be seen as a counterpart to the viera job of Assassin.


Ninja is balanced between physical and magical capabilities, although like the viera's Assassin, suffers from poor HP growth. Ninja has the highest Speed growth of all hume classes.

HP MP Atk Def Mag Pwr Mag Res Spd
5.8 D+ 2.1 D 8.4 B 7.2 C- 8.1 B- 7.6 C 2.1 A+


Ninja Tech[]

Ninja command. Fight with techs from a foreign land.

Skill Equipment AP MP Power Range
Throw Ninja Knife 100 4
Throw stocked item to deal damage.
Wood Veil Kotetsu 200 4 15 4
Wood jutsu. Damage and immobilize target.
Fire Veil Ashura 200 4 15 4
Fire jutsu. Damages and confuses target.
Earth Veil Osafune 200 4 15 4
Earth jutsu. Damages and slows target.
Metal Veil Kikuichimonji 200 4 15 4
Metal jutsu. Damages and inflicts darkness.
Water Veil Murasame 200 4 15 4
Water jutsu. Damages and silences target.
Unspell Heaven's Cloud 300 4 1
Neutralizes status enhancements.
Oblivion Masamune 300 24 1
Attack to the head. Addles target.

Throw does a normal 100% damage Magic Power-based attack, using [1.5 * Weapon Power] as the Power of the attack.


Skill Equipment Effect AP
Last Haste Ninja Gear Become hasted if severely wounded. 300


Skill Equipment Effect AP
Double Sword Nosada Enables two attacks with weapons in both hands. 999


Skill Equipment Effect AP
Ninja Combo Mythril Epee Failproof combo ability for ninjas. 100


Known for its overwhelming speed and strength, the Ninja is also notorious for having one of the most coveted support abilities, Double Sword, which allows a hume to equip two one-handed weapons simultaneously, increasing attack strength and allowing the character to learn weapon abilities at an otherwise impossible rate. Even if a Ninja is unnecessary for the party, most players use this class just for Double Sword, which allows the wielder to master other jobs faster.

As a combatant, the Ninja has almost unparalleled speed. Being the second fastest class the Ninja is only outpaced by Assassins or other Ninjas. Its other stats are offense oriented, boasting high attack and even decent magic power. Ninja is a popular candidate for using Thief abilities, seeing their speed and because Thief abilities are required to unlock the job in the first place. The Ninja's ranged abilities inflict useful status effects, giving them a degree of support as well. Although only wielding katanas, they are powerful weapons.

The Ninja's HP is low while their defense and resistance are meager, making it a poor tank. Double Sword, despite all its usefulness, is time-consuming to master. Though the Ninja has surprisingly high magic power, the low base power of its abilities makes it unable to inflict significant magical damage.

Overall, the Ninja is one of the best classes. Double Sword is among the most broken support abilities making this class appealing even if the player never plans to use Ninja in combat.

It is almost impossible to outpace enemy Ninjas. One of the classic strategies is to let the Ninja attack the party's tankier units, like a Paladin or Mog Knight, and then down the Ninja once the team gets moving. However, even the tanky units can struggle against Ninja, who can inflict statuses like immobilize to make one's defensive units useless. The player should not leave a ranged unit or mage in the Ninja's attack range. As long as the player is careful with the positioning of their ranged units, enemy Ninjas can be dealt with effectively. Like their basic counterpart, the Thief, going for reckless abilities like Beatdown or Mog Rush does not pay off due to their high evasion.


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A ninja was a covert agent or mercenary in feudal Japan who specialized in unorthodox warfare. The functions of the ninja included espionage, sabotage, infiltration, and assassination, and open combat in certain situations.