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Wards off attacks and aids allies.


Paladin is a job class in Final Fantasy Tactics Advance available to humes who wield knightswords and greatswords.

Paladin is a defensive class whose action abilities focus on aiding fellow clan members in battle. It has balanced stat growth, boasting solid offensive stats and top of the line defensive stats (albeit with the game's lowest Speed). With the correct support abilities, the Paladin can be one of the most powerful classes due to having access to knightswords, among which are some of the most powerful melee weapons.


Paladin is a knight donned in white and ivory. They wear a white turban that flows down their back, a red-jeweled necklace and luxurious-looking sash slung across their right shoulder. A Paladin wears a pair of white gauntlets and an ivory cape that covers much of the left portion of their body. Enemy Paladins adopt a white and pink color scheme instead.

Though holding two swords in the official artwork, the Paladin cannot naturally wield two weapons at once. This can be accomplished after learning and equipping the Ninja support ability Double Sword.


Paladin is the most specialized defensive job for humes. It has moderately high HP, Attack and Magic Power, as well as superb defense and resistance. Its main downfall is the poor Speed growth; Paladin is tied with Templar, Sage and nu mou Illusionist for the slowest job. It also suffers from poor MP, though the Paladin generally will not need it.

HP MP Atk Def Mag Pwr Mag Res Spd
7.6 B+ 2.2 D 8.1 B- 9.2 A- 7.2 C- 8.8 B+ 0.8 E



Paladin command. Defend allies with your sword.

Skill Equipment AP MP Power Range
Nurse Defender 100 30 Self centered 3x3 cross
Tender care. Heals HP and remedies status ailments.
Defense Lion Heart 200 Self
Raises weapon def. and magic res. for one turn.
Cover Save the Queen 200 4
Unit takes damage for target until next action.
Subdue Ancient Sword 200 As Weapon
Hold back on an attack to deal only light damage.
Useful for aiding Hunters in capturing monsters or to remove Sleep, Charm, or Confuse. Element is the same as equipped weapon.
Drop Weapon Ragnarok 200 As Weapon
Quickly toss weapon out of hand and back into stock.
Parley Barong 200 1
Convinces target to leave the field of battle.
Success rate varies on kills made by the user.
Saint Cross Arch Sword 300 24 35 Self
Blessed aura. Deals area holy damage.
Holy Blade Excalibur 300 32 As Weapon As Weapon
Attack with a pure heart. Deals holy damage.

Parley's chance of success depends on the number of KOs the caster has been responsible for, and the percentage of HP the target has left.

The formula for the success rate of Parley is as follows:


Skill Equipment Effect AP
Reflex Genji Armor Predict and avoid a regular attack. 300


Skill Equipment Effect AP
Weapon Def+ Diamond Armor Reduces damage from weapon attacks. 300


Skill Equipment Effect AP
Knight Combo Mythril Brand Failproof combo ability for paladins. 100


Paladin boasts some of the highest defense and magic resistance around. A noble helper and tough warrior, Paladin is often the first to arrive and the last to leave. It has relaxed unlocking requirements for an advanced class. Paladin uses knightswords, which include some of the game's best weapons. With abilities like Nurse and Defense, a Paladin is a self-sufficient fortress, while abilities like Cover and Drop Weapon give it some supporting capability. Its strongest abilities, Saint Cross and Holy Blade, are Holy-elemental, bolstering their power against undead enemies. Paladin also has surprisingly compatible reaction and support abilities; Reflex and Weapon Def+ both increase the Paladin's survivability. Paladin can benefit from abilities from other hume classes, like the Fighter or Hunter.

The Paladin's MP and magic power are poor, and it is tied among the slowest classes in the game, and thus can struggle supporting more nimble allies. Some of its abilities, Parley and Drop Weapon in particular, have debatable usefulness. With below average MP, the Paladin only has limited use of Saint Cross and Holy Blade, although the Paladin still has better MP than most other physical classes.

Overall, Paladin is hardy, only rivaled by the Templar, Defender, Mog Knight, and Dragoon. It can support itself and its allies, and even with terrible agility and sub-par MP, the job's sheer tankiness makes it one of the best physical classes.

Against enemy Paladins, most units will hardly leave a scratch on them. Only the most offensively oriented units, like Gladiators and Sages, can break through the Paladins' massive defenses. Inflicting them with status effects, like Disable or Stop, can cripple them, as Paladins cannot get rid of the status effect themselves. Stealing the Paladin's equipment can likewise neuter them, and doing so is not difficult seeing how slow they are. Paladins lack ranged attacks and thus ranged units can keep them at bay. The player should take caution if the Paladin knows Saint Cross or Holy Blade. Enemy healers in tandem with Paladins can be annoying, effectively negating any damage the Paladins incur.


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The paladins, sometimes known as the Twelve Peers, were the foremost warriors of Charlemagne's court, according to the literary cycle known as the Matter of France.