Archer

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Final Fantasy Tactics

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This Job is one of the first physical jobs that can be unlocked in Final Fantasy Tactics. Archers can use long rage weapons called Bows. This Job is well balanced, focusing on Speed, Defense and Magic Resistance. Good for beginners.

Male and female archers

Job Prerequisite

The only prerequisite for this job is that the unit you wish to become an Archer must be at least a level 2 Squire.

Job Ability: Charge

The ability for this job is called Charge, which skips your Act for the unit's current turn to use a more powerful attack later on. The main drawback is that the stronger the charge attack, the longer the charge time becomes. Unless an enemy unit is afflicted with Stop or Slow, using higher level Charge attacks could give them ample time to move away from the targeted panel, thus wasting your time.

Note: All ability names are from the original PS1 version of Final Fantasy Tactics

Ability Name Effect Charge Time MP Cost Required JP
Charge+1 0 100
Charge+2 0 150
Charge+3 0 200
Charge+4 0 250
Charge+5 0 300
Charge+7 0 400
Charge+10 0 600
Charge+20 0 1000

Reaction Abilities

Ability Name Effect Trigger Required JP
Speed Save Raise Speed. HP Damage. 800
Arrow Guard Evade bow/crossbow attack. Bow/Crossbow attack. 450

Support Abilities

Ability Name Effect Required JP
Equip Crossbow Equip crossbows regardless of the unit's current job. 350
Concentrate Enemy units cannot evade attacks if they are in the targeted panel(s). 400

Movement Abilities

Ability Name Effect Required JP
Jump+1 Increase jump elevation by 1. 200

Final Fantasy Tactics Advance

thumbs
The Archer is a base long-range job of Humes and Viera.

Abilities

Aim

Masters of the long-range weapon, Archers are invaluable as a party asset. An essential long-range addition to your team, their immobilizing abilities are useful as a support or part of a large strategy.


Action-Abilities

AbilityEffectLearnt fromAp Cost
Boost Improves Weapon Attacks Longbow 100 AP
Aim:Arm Disables the target Nail Bow 200 AP
Aim:Legs Immobilizes the target Thorn Bow 200 AP
Cupid Charms the target Artemis Bow 200 AP
Burial Removes target zombified unit from the battle Silver Bow 200 AP
Blackout Inflicts Darkness on the target Char Bow 200 AP
Take Aim Never-Miss, but low damage Yoichi Bow 300 AP
Faster Negates the targets R-Ability Perseus Bow 300 AP


Reaction-Abilities

AbilityEffectLearnt fromAp Cost
Block Arrows Blocks all Bow based attacks Green Beret 300 AP


Support-Abilities

AbilityEffectLearnt fromAp Cost
Concentrate Improves accuracy and damage Target Bow 300 AP


Combo

The Archer's combo is "Bow Combo", and can be learnt from the Mythril Bow, for 100 AP.


Prospects

The Archer is a good base for the long-range side of your team, until you gain access to Gunners, or Snipers. They're an essential part of a balanced party.

The Hume archer can become a Hunter after learning 2 Archer A-abilities.

The Viera Archer can become a Sniper once 2 Archer A-abilities have been learnt. Also of note, the Concentrate support ability is perhaps the most useful one available to an offensively oriented viera, in collabaration with the Assassin's skills, it yields great effect.


Equippable Items

Archers can equip only the basic of clothing and hats; Viera archers can equip ribbons. They use basic 2-handed bows as a weapon, and as such do not use shields.

Helms



Armours




Weapons



Shields


None.

Accessories



Related Forum Threads

FFTA Solo Archer Challenge Videos - last post by Euphoric @ Apr 29, 08
archer's burial - last post by Lost in Azure @ Jun 28, 08
archer/hunter level up - last post by carouselambra @ Feb 24, 08
Archer Ability: Burial - last post by Emoliciousnot @ Jul 21, 08
Archer's Concentrate - last post by tobei @ Jan 13, 07

Related Forums

Final Fantasy Tactics Forum
Final Fantasy Tactics Advance Forum
Final Fantasy Tactics A2: Grimoire of the Rift Forum

Major portions of this page were written by: Krunal Krunal and Avalith Avalith
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