There’s a whole host of Asterisks you can obtain in Bravely Default 2, and with them comes with a lot of opportunity to mix and match main- and sub-job skills. Still, as with any game, there are some combinations more efficient than others, so here’s a list of them with their uses.
NOTES
These combinations will assume you can do the most efficient farms and obtain the end-game weapons for maximum optimization, and level 15 Jobs.
You will probably see a lot of Freelancer and Beastmaster, so why? For this, we need to see their respective Specialty 2 abilities:
- Freelancer’s Late Bloomer: Boosts all stats based on the number of jobs mastered
- Beastmaster’s Creature Comforts: All stats are increased by an amount based on the number of monsters you’ve captured
Both these classes allow for massive boosts to your base attributes, thus potentially trivializing content. Who needs to exploit weaknesses when you can just facetank everything, right?
PHYSICAL OFFENSE
DRAGOON – JUMP | ||
Main Job | Dragoon | |
Sub Job | Beastmaster / Freelancer | |
Specialty 1 | Momentum | Jump abilities will be performed more quickly, and will be more powerful the more weight the user is carrying. |
Specialty 2 | Highwind | Any additional effects applied to regular attacks also apply to Jump. Also, there will be no stat reduction for wielding two weapons as long as a sword or spear is equipped in the left hand. |
Abilities | Who Dares Wins (Ranger) | The user becomes more likely to inflict critical hits, and also immune to blind when BP are at one or higher. |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Sub-Job Specialty 2 (Bravebearer) | The second specialty listed for the user’s sub-job is activated | |
Indiscriminate Rage (Berserker) | Allows regular attacks to target all enemies at full power, but causes the user’s next turn to come around much later | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Weapons | Draconic Lance | Dragoon passive abilities: Comeback Kid, Sky High, Full Force, Brave Front, Spear Lore. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
This build will see you spamming Jump, or Soul Jump if you’re running four Dragoons. Thanks to the stats from Beastmaster, your damage can range from 20k to 40k per jump depending on the difficulty you are playing on. The Draconic Lance will free up space for other class passives (as is the case with Spear of Judgement), and will allow you to begin with Sky High (a free Jump).
Four Dragoons means four free Jumps, and Soul Jump means everyone gets to take off again. Indiscriminate Rage means your Jumps will hit all enemies, with Brave Front and Full Force (from the Draconic Lance) further boosting damage. The Spear of Judgement’s Critical Flow and BP Limit Up gives you more of that wiggle room with regards to BP usage, and Auto Guard reduces the need for healing.
If you’re able to crit enough, you can replace Who Dares Win with Drain Attack (White Mage) to heal with every Jump. If you’d like a little more flexibility with your skills, you can opt for Freelancer sub-job, though with enough monsters, Beastmaster will offer far superior stats. This setup will not use any MP.
SWORDMASTER – NINEFOLD FLURRY | ||
Main Job | Swordmaster | |
Sub Job | Beastmaster | |
Specialty 1 | Redoubled Effort | The more BP the user has, the more damaged inflicted when regular attacks and swordmaster counterattacking abilities are performed. |
Specialty 2 | Double Duty | Equipping the same type of weapon in both hands will activated the sub-job specialties. |
Abilities | Epic Group-Cast (Bard) | Targeting all enemies with spells or abilities will not reduce their damage or effects. |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Brave Front (Dragoon) | Spells or attacks affecting all enemies will inflict more damage the more BP the user has. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
The setup begins with Nature’s Blessings, which will cost 0 BP thanks to Sub-Job BP saver, for 0 mana spells. Go to town with Ninefold Flurry, with access to Beastmaster’s stats and Bravebearer’s passives with the Sword of Light. Across the Board allows Ninefold Flurry to deal AOE damage, where you can expect roughly 5k per slash with maxed out stats. Spear of Judgement is used to provide synergy for Brave Front and Critical Flow to lessen BP concerns. Trigger Critical Flow enough, and you would ideally spam 3 Brave turns per round.
Due to Ninefold Flurry not being able to deal more than 9999 damage per slash, Surpassing Power is not needed. This build is best paired with a Red Mage + Oracle support to provide Attack, Elemental Supplement buffs and Elemental Impairment debuffs on enemies.
SWORDMASTER – SOLID STANCE | ||
Main Job | Swordmaster | |
Sub Job | Beastmaster/Freelancer | |
Specialty 1 | Redoubled Effort | The more BP the user has, the more damaged inflicted when regular attacks and swordmaster counterattacking abilities are performed. |
Specialty 2 | Double Duty | Equipping the same type of weapon in both hands will activated the sub-job specialties. |
Abilities | Brave Front (Dragoon) | Spells or attacks affecting all enemies will inflict more damage the more BP the user has. |
Indiscriminate Rage (Berserker) | Allows regular attacks to target all enemies at full power, but causes the user’s next turn to come around much later | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Sub-Job Specialty 2 (Bravebearer) | The second specialty listed for the user’s sub-job is activated | |
Multitask (Swordmaster) | 33% chance of any regular attack being followed up with a further quick physical attack. | |
Weapons | Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
Begin by setting up with Solid Stance, then spam Attack. Stacking all those damage boosts on multi-target abilities and any effects that applies to the Attack command and topped off with Solid Stance, makes regular Attacks very threatening. To sum, the Attack command will:
- Target all enemies
- Doubled hits with Frenetic Fighting (with Vengeance equipped)
- Spammable Brave Attacks (with Spear of Judgement’s Critical Flow, and Vengeance’s Turn Tables)
Attack 8 times in total with a 33% chance to trigger Multitask with every attack, which can then trigger Critical Flow. Best supported with a Red Mage + Oracle to provide Attack, Elemental Supplement buffs and Elemental Impairment debuffs on enemies.
THIEF – GODSPEED STRIKE | ||
Main Job | Thief | |
Sub Job | Beastmaster | |
Specialty 1 | Sleight of Hand | Gives ‘Steal X’ Abilities the additional bonus of being able to take a strengthening effect from an enemy and apply it to the user. |
Specialty 2 | Up to No Good | Defaulting no longer causes BP to increase, but all abilities that are usually performed using BP can be performed using MP, and cost of the ‘Steal X’ abilities is halved. |
Abilities | Who Dares Wins (Ranger) | The user becomes more likely to inflict critical hits, and also immune to blind when BP are at one or higher. |
Fast Hands (Shieldmaster) | Any speed reductions caused by equipment in either hand become speed bonuses instead. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
You’d probably have had this combination at some point. Our suggested build will provide the highest speed possible, enhanced with Fast Hands. Nature’s Blessings will cost MP instead of BP with the Thief’s specialty, and will allow you to spam Godspeed Strike. You can expect around 20k twice at 300+ speed.
RANGER – X SLAYER | ||
Main Job | Ranger | |
Sub Job | Beastmaster | |
Specialty 1 | Barrage | The more successive actions the user performs in a turn, the more damage they will inflict. |
Specialty 2 | Apex Predator | X Slayer’ Abilities are more powerful, and will earn one BP for every critical hit inflicted and enemy killed. |
Abilities | Epic Group-Cast (Bard) | Targeting all enemies with spells or abilities will not reduce their damage or effects. |
Brave Front (Dragoon) | Spells or attacks affecting all enemies will inflict more damage the more BP the user has. | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
Never worry about BP again with this combination thanks to Apex Predator and Critical Flow, as you generate BP with every X Slayer ability. Across the Board will allow your abilities to hit all targets, with Full Force and Brave Front further enhancing damage. Unfortunately, this combination gets overshadowed by Swordmaster or Berserker combos.
Pair this with a Red Mage + Oracle for the buffs and debuffs to maximize damage output.
BERSERKER – LEVEL STRIKE & DEATH’S DOOR | ||
Main Job | Berserker | |
Sub Job | Beastmaster | |
Specialty 1 | Pierce Default | Attacking a Defaulting target will no longer result in reduced damage. |
Specialty 2 | Rage and Reason | Actions can be chosen freely half the time while berserk. |
Abilities | Who Dares Wins (Ranger) | The user becomes more likely to inflict critical hits, and also immune to blind when BP are at one or higher. |
Sub-Job Speciality 2 (Bravebearer) | The second specialty listed for the user’s sub-job is activated | |
Last Resort (Hellblade) | Physical and magical attack power increase as HP is reduced. | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Weapons | Draconic Lance | Dragoon passive abilities: Comeback Kid, Sky High, Full Force, Brave Front, Spear Lore. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
A build for dealing insane physical damage. Lower your HP to 10% with Level Strike, then spam Death’s Door. Beastmaster is once again used to boost stats and give access to Nature’s Blessings to remove Death’s Door’s 200 MP requirement. Level Strike and Death’s Door both deal AOE damage, so Full Force and Brave Front from the Draconic Lance enhances damage, then getting Critical Flow and BP Limit UP from Spear of Judgement synergizes with Brave Front.
Pair this with a Red Mage + Oracle for the buffs and debuffs to maximize damage output.
MONK – FOCAL BLAST | ||
Main Job | Monk | |
Sub Job | Beastmaster | |
Specialty 1 | Concentration | Causes critical chance to increase every time Invigorate, Inner Alchemy or Mindfulness is used. The effect lasts for the duration of the current battle. |
Specialty 2 | Single-Minded | Prevents berserk, confusion and charming. Using Martial Arts abilities or Default causes the next turn to come around more quickly. |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Brave Front (Dragoon) | Spells or attacks affecting all enemies will inflict more damage the more BP the user has. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
This build is a pretty straightforward one. Who Dares Win is unnecessary as Monk can already increase their Critical Chance through Concentration. Focal Blast means you can deal damage as well as applying a random debuff, which can hit all enemies with Across the Board and Dragoon abilities.
Pair this with a Red Mage + Oracle for the buffs and debuffs to maximize damage output.
SPIRITMASTER – ULTIMA BLADE & MINUS STRIKE | ||
Main Job | Spiritmaster | |
Sub Job | Hellblade | |
Specialty 1 | Spirited Defense | When spirits summoned by abilities are present, instant-death effects and status ailments that render their target inactive (sleep, paralysis, dread, berserk, confusion, charm, stop and freezing) are prevented, and as long as HP is at 20% or higher, the user can survive any attack with one HP. |
Specialty 2 | There in Spirit | Spirited Defense effects apply even when spirits are not present, and the effects of all spirit-summoning abilities learned so far are applied automatically when the user has one or fewer BP. |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Maximize HP (Monk) | Doubles Maximum HP during battle. This can enable HP to exceed 9999. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Fast Hands (Shieldmaster) | Any speed reductions caused by equipment in either hand become speed bonuses instead. | |
Counter-Savvy (Ranger) | The user is always able to evade physical counter abilities. Does not apply to magic and certain other abilities. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Red Moon | Red Mage passive abilities: Magic Critical, Revenge, HP/MP Convertor |
You will want to maintain your BP to one or lower to activate buffs from the spirits. Red Moon will give access to HP / MP Converter to reduce your HP to 1 with Ultima Sword while dealing 99,999 damage (when you have more than 5k HP) to all enemies at once. Keep it going with Minus Strike. With the Life Ring (+3,300 HP) you will hit the HP cap of 19,998, allowing you to deal 19,997 damage to all enemies with Minus Strike. Counter Savvy will help you prevent deaths from enemy counters, and you’ll be revived through Spiritmaster, provided your BP is one or lower.
Hellblade needs to be the Sub-Job to remove the BP cost with Sub-Job BP saver. Deal with the Devil (Hellblade Specialty 1) will also work against this build if you opt it as a Main Job, as the build aims to provide party wide support while dealing consistent damage.
BEASTMASTER – ULTIMATUM | ||
Main Job | Beastmaster | |
Sub Job | Vanguard | |
Specialty 1 | Animal Rescue | When an attack on the user reduces their hp to 20% or lower, a random captured monster will be let loose on the enemy. |
Specialty 2 | Creature Comforts | All stats are increased by an amount based on the number of monsters you’ve captured |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Brave Front (Dragoon) | Spells or attacks affecting all enemies will inflict more damage the more BP the user has. | |
Weapons | Ringmaster’s Spear | Beastmaster passive abilities: Raw Power, Spearhead, MP Saver, Beast Whisperer, Brute Force |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
Sub-Job BP Saver will allow you to spam Ultimatum (Perform an extremely powerful physical attack on all targets, after which the user is less likely to be targeted until their next turn comes around), and chaining Brave Ultimatum will deal impressive damage boosted via Raw Power and Brute Force from Ringmaster’s Spear. This build won’t be using much, if at all, HP and MP.
If Freelancer gives you more stats, you can swap to that as your main job instead.
SALVE-MAKER – ULTIMA BLADE | ||
Main Job | Salve-Maker | |
Sub Job | Hellblade | |
Specialty 1 | Master Medic | One healing herb and one magic herb are received after every battle. Also, items will occasionally not be expended when used. |
Specialty 2 | Unencumbered | All item effects are increased when the user is empty-handed. Any effects earned from compounding will also be intensified, and the BP cost of all abilities will be reduced by one. |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Fast Hands (Shieldmaster) | Any speed reductions caused by equipment in either hand become speed bonuses instead. | |
Counter-Savvy (Ranger) | The user is always able to evade physical counter abilities. Does not apply to magic and certain other abilities. | |
Dual Wield (Phantom) | Equipping multiple weapons will not reduce their effectiveness. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Red Moon | Red Mage passive abilities: Magic Critical, Revenge, HP/MP Convertor |
This build can deal more damage compared to the Spiritmaster + Hellblade combination, but can find it hard to generate BP without spending a lot of PG. You can heal yourself well, but you’ll also need the ingredients on hand. Pre-emptive use of items is not as “foolproof” as the Spiritmaster option.
This build will see you cast Ultima Blade -> party-wide Advanced Compounding (Ether + Healing Herb + Healing Herb = Elixir) for HP and MP restoration -> Ultima Blade -> Advanced Compounding. Rinse repeat. If you have a lot of PG, you can instead replace the last Advanced Compounding in the chain for a party wide Double BP Tonic to restore BP.
MAGICAL OFFENSE
ARCANIST – SPELL CASTING METEOR | ||
Main Job | Arcanist | |
Sub Job | Beastmaster | |
Specialty 1 | All In | Applying attack spells to multiple targets does not reduce the damage inflicted, but does cause them to target the user. |
Specialty 2 | Wild Wizardry | Attack spells are 20% more powerful, and also reduce their targets’ MP. However, they will also occasionally target all allies and enemies. |
Abilities | Sub-Job Specialty 2 (Bravebearer) | The second specialty listed for the user’s sub-job is activated |
Magic Critical (Red Mage) | Enables magical attacks to inflict critical hits. | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Magic Amp (Arcanist) | Spell cost 50% more MP, but deal 25% more damage. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Weapons | Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
Elemental spells can be a double-edged sword, due to enemies who either absorb or nullify them. In that case, you will want Meteor, the strongest non-elemental spell in the game. With four hits to Meteor, maxed out stats and criticals will see you rack up 17 to 19k damage per hit, for roughly 70k damage per cast. Wild Wizardry is nice for the damage boost, but if your party members don’t have enough stats, you might accidentally kill them and they lose MP to boot.
At the very least, this job combination will mean it is a good standalone damage dealer, as Meteor does not benefit from Elemental Impairment.
BEASTMASTER – SEMI HEALING | ||
Main Job | Beastmaster | |
Sub Job | Spiritmaster | |
Specialty 1 | Animal Rescue | When an attack on the user reduces their HP to 20% or lower, a random captured monster will be let loose on the enemy. |
Specialty 2 | Creature Comforts | All stats are increased by an amount based on the number of monsters you’ve captured |
Abilities | Who Dares Wins (Ranger) | The user becomes more likely to inflict critical hits, and also immune to blind when BP are at one or higher. |
Magic Critical (Red Mage) | Enables magical attacks to inflict critical hits. | |
Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Weapons | Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
Divine Rod | Light attacks do +30% Damage |
You’ll be kept healed up through Spiritmaster’s spells, while you can dish out respectable Magic damage (light, through Holy) or Physical damage (using Muzzling Maelstrom). You can expect to hit peaks of 40k with Holy, and 7 to 11k damage hits per strike with Muzzling Maelstrom. As Muzzling Maelstrom requires a spear, here’s where Spear of Judgement comes in to give access to Critical Flow and BP Limit Up.
Divine Rod further boosts Holy’s damage, but if you would prefer, you can opt for Sword of Light instead and have Spiritmaster as your main job and retain Beastmaster’s stat bonuses from the Sword of Light which gives you Sub-Job Specialty 2.
BRAVEBEARER – GIGAGRAVITY | ||
Main Job | Bravebearer | |
Sub Job | Beastmaster | |
Specialty 1 | Adrenaline | Defeating a target increases BP by one. |
Specialty 2 | True Grit | BP increase by one at the start of each turn. |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Maximise HP (Monk) | Doubles Maximum HP during battle. This can enable HP to exceed 9999. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Sub-Job Specialty 2 (Bravebearer) | The second specialty listed for the user’s sub-job is activated | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Weapons | Portcullis Hammer | Shieldmaster passive abilities: The Courage to Resist, Fast Hands, No Guts, No Glory. |
Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
Bravebearer has the potential to be the most overpowered job to deal 99,999 per action, but at 60 hours, Best Practice and Victory Double can only deal around 5k per strike. 50k requires 600 hours, which would be pretty unlikely for most people to hit. Instead, focus on maximum HP instead, with this build hitting 19,998 HP. You will need to heal up at the beginning of the battle, however, to ensure that Gigagravity will deal 14,999 damage.
As this damage cannot crit or be boosted, the abilities are more utilitarian and / or defensive: Sub-Job BP saver to remove Nature’s Blessings BP requirement, then you can spam Gigagravity. Vengeance is used for Turn Tables and Dual Wield to synergize with Thrust and Parry for the 50% damage reduction.
PHANTOM – BURIAL SHROUD | ||
Main Job | Phantom | |
Sub Job | Beastmaster | |
Specialty 1 | Achilles’ Heel | Any physical or magical attack that successfully exploits an enemy’s weakness has 50% chance of inflicting critical damage. |
Specialty 2 | Results Guaranteed | Expends 40 MP to guarantee that any ability effect with a percentage chance of occurring will be triggered. |
Abilities | Who Dares Wins (Ranger) | The user becomes more likely to inflict critical hits, and also immune to blind when BP are at one or higher. |
Sub-Job Specialty 2 (Bravebearer) | The second specialty listed for the user’s sub-job is activated | |
Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. | |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Weapons | Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
Demon’s Rod | Dark Attack + 30% |
All you want to do is use Nature’s Blessings then spam Burial Shroud. This build is focused on single target damage, and if that target happens to be immune to Dark elemental attacks, your damage output will be severely neutered at best.
Pair this with a Red Mage + Oracle for the buffs and debuffs to maximize damage output.
RED MAGE – TORNADO / QUAKE | ||
Main Job | Red Mage | |
Sub Job | Beastmaster | |
Specialty 1 | Nuisance | All attack spells also have a chance of inflicting status ailments. The ailment inflicted depends on the spell element. |
Specialty 2 | Chainspell | All spells cast are performed twice at no extra MP cost. |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Magic Critical (Red Mage) | Enables magical attacks to inflict critical hits. | |
Magic Amp (Arcanist) | Spell cost 50% more MP, but deal 25% more damage. | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Nirvana / Gaia’s Rod | Wind Attack + 30% / Earth attack + 30% |
You’ll be abusing Chainspell to multicast Tornado or Quake, with your weapons swapped accordingly depending on what element you want to boost (earth or wind). Across the Board via Sword of Light will ensure your spells will hit all enemies.
Pair this with an Oracle to debuff elemental resistance.
ORACLE – IMPAIRMENT + TRIPLAGA | ||
Main Job | Oracle | |
Sub Job | Beastmaster | |
Specialty 1 | In One’s Element | Attacks targeting elemental weaknesses deal 40% more damage, and elemental magic costs 40% less to perform. |
Specialty 2 | Moonlighting | Sub-job stat adjustments and weapon aptitudes are applied to the user’s main job. |
Abilities | Surpassing Power (Hellblade) | The upper limit for the amount of damage that can be inflicted is increased so that it can exceed 9999. |
Critical Amp (Phantom) | Critical hit damage is increased by 30% | |
Magic Critical (Red Mage) | Enables magical attacks to inflict critical hits. | |
Magic Amp (Arcanist) | Spell cost 50% more MP, but deal 25% more damage. | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Spear of Judgement | Bastion passive abilities: Auto Guard, Critical Flow, BP Limit Up, Shield Lore. |
This build can both support itself and deal damage, but it requires a bit more setup. For optimum setup, have 3 using this Oracle build, with a support that can heal both HP and MP. One Oracle will then need to focus on debuffing through Impairment for Fire, Water and Lightning then the rest cast Triplaga to hit those three elements. Beastmaster is once again for stat bonuses and for Nature’s Blessing to remove MP costs.
HEALING
SPIRITMASTER x WHITE MAGE | ||
Main Job | Spiritmaster | |
Sub Job | White Mage | |
Specialty 1 | Spirited Defense | When spirits summoned by abilities are present, instant-death effects and status ailments that render their target inactive (sleep, paralysis, dread, berserk, confusion, charm, stop and freezing) are prevented, and as long as HP is at 20% or higher, the user can survive any attack with one HP. |
Specialty 2 | There in Spirit | Spirited Defense effects apply even when spirits are not present, and the effects of all spirit-summoning abilities learned so far are applied automatically when the user has one or fewer BP. |
Abilities | Sub-Job Specialty 1 (Spiritmaster) | The first specialty listed for the user’s sub-job is activated. |
Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. | |
Maximize HP (Monk) | Doubles maximum HP during battle. This can enable HP to exceed 9999. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Auto Guard (Bastion) | The user’s turn will come around more slowly, but they will Default automatically even when it is not their turn. | |
Weapons | Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Pretty much one of, if not the best, healing combinations. Through Spiritmaster, you’ll get a whole host of buffs, and with Sword of Light giving you access to Across the Board, you can apply other buffs like Reraise, Protect, Shell, and Regeneration to the whole party in a single round. Auto Guard along with damage reduction from Thrust and Parry aided by Dual Wield (from Vengeance) and Maximize HP, you should be able to facetank most attacks.
SPIRITMASTER x SALVE-MAKER | ||
Main Job | Spiritmaster | |
Sub Job | Salve-Maker | |
Specialty 1 | Spirited Defense | When spirits summoned by abilities are present, instant-death effects and status ailments that render their target inactive (sleep, paralysis, dread, berserk, confusion, charm, stop and freezing) are prevented, and as long as HP is at 20% or higher, the user can survive any attack with one HP. |
Specialty 2 | There in Spirit | Spirited Defense effects apply even when spirits are not present, and the effects of all spirit-summoning abilities learned so far are applied automatically when the user has one or fewer BP. |
Abilities | Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Sub-Job Specialty 1 (Spiritmaster) | The first specialty listed for the user’s sub-job is activated. | |
Fast Hands (Shieldmaster) | Any speed reductions caused by equipment in either hand become speed bonuses instead. | |
Maximise HP (Monk) | Doubles Maximum HP during battle. This can enable HP to exceed 9999. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
While Spiritmaster is the main job, the star is Salve-Maker. With Salve-Maker, you’ll get Formulation, and you can go to town with BP manipulating abilities. Granted, these abilities are highly expensive, so Sword of Light will help make it more cost effective with Across the Board.
If you’re not up to spending your PG, Elixir will work just fine with Advanced Compounding (Ether + Healing Herb + Healing Herb) to heal both HP and MP with buffs from Spiritmaster specialties. This combination is also on the fragile side, but you can worry about that less thanks to Spiritmaster’s reviving capabilities. A very good healer, if expensive.
WHITE MAGE – HEALER | ||
Main Job | White Mage | |
Sub Job | Beastmaster | |
Specialty 1 | Angelic Ward | Roughly 30% chance of any damage received being halved. |
Specialty 2 | Holistic Medicine | All healing spells benefit all party members |
Abilities | Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. |
MP Regen (Arcanist) | MP is restored by 5% at the end of each turn. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Maximize HP (Monk) | Doubles Maximum HP during battle. This can enable HP to exceed 9999. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
White Mage will provide immediate effects compared to Spiritmaster’s gradual ones. This build doesn’t have the failsafe from Spiritmaster, but you will at least be tanky due to Thrust and Parry and Dual Wield. Beastmaster’s Nature’s Blessing will let you cast free Protect and Shell for your party with Across the Board, further boosting survivability on top of Beastmaster’s stats.
SALVE-MAKER – SUPPORT | ||
Main Job | Salve-Maker | |
Sub Job | Freelancer | |
Speciality 1 | Master Medic | One healing herb and one magic herb are received after every battle. Also, items will occasionally not be expended when used. |
Speciality 2 | Unencumbered | All item effects are increased when the user is empty-handed. Any effects earned from compounding will also be intensified, and the BP cost of all abilities will be reduced by one. |
Abilities | Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. |
Maximise HP (Monk) | Doubles Maximum HP during battle. This can enable HP to exceed 9999. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Fast Hands (Shieldmaster) | Any speed reductions caused by equipment in either hand become speed bonuses instead. | |
Epic Group-Cast (Bard) | Targeting all enemies with spells or abilities will not reduce their damage or effects. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Speciality 2, Across the Board. |
Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
This can help with the Oracle build, to heal the team with party wide Elixirs while having good defense. With Elixir and Treat being able to heal MP, it can be better than White Mage + Beastmaster while having BP manipulating abilities, at the cost of other support buffs like Protect and Shell. Salve-Makers can do party wide resurrections either through Revive (Cost 25% HP – Revive with 50% HP) or with Advanced Compounding (Phoenix Down + Healing Herb + Healing Herb – Revive with 100% HP).
BUFFERS / DEBUFFERS
PICTOMANCER – BUFF & DEBUFF | ||
Main Job | Pictomancer | |
Sub Job | Bard | |
Specialty 1 | Self-Expression | Using Artistry abilities on oneself costs nothing, and will cause positive instead of negative effects. |
Specialty 2 | Extra Coat | All status effects instigated by the user last a turn longer. |
Abilities | Sub-Job Specialty 1 (Spiritmaster) | The first specialty listed for the user’s sub-job is activated. |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Sub-Job BP Saver (Pictomancer) | The BP Cost of using sub-job abilities is reduced by one. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Born Entertainer (Bard) | The effects of Singing and Artistry abilities are increased by a percentage based on the user’s level divided by fifteen. | |
Weapons | Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Speciality 2, Across the Board. |
This combination focuses on applying buffs and debuffs. Thrust and Parry and Dual Wield (from Vengeance) will help with the relative frailty of this combination before the buffs really get going. If you can apply Sleep or Daub, then you can get an extra action through Rewarding Results (from Vengeance).
You won’t want to run Spiritmaster with this combination as the Purebringer spirit will remove your buffs. Other things to keep in mind is that buffs can’t go over 200%, and debuffs can’t go lower than 65%. If your base stats are maxed out, you will also find no use for the buffs.
RED MAGE – ELE SUPPLEMENT + IMPAIRMENT | ||
Main Job | Red Mage | |
Sub Job | Oracle | |
Specialty 1 | Nuisance | All attack spells also have a chance of inflicting status ailments. The ailment inflicted depends on the spell element. |
Specialty 2 | Chainspell | All spells cast are performed twice at no extra MP cost. |
Abilities | Status Conscious (Salve-Maker) | Increases the chance of inflicting status ailments. |
Epic Group-Cast (Bard) | Targeting all enemies with spells or abilities will not reduce their damage or effects. | |
Full Force (Dragoon) | Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. | |
Weapons | Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Speciality 2, Across the Board. |
This build is the support build for quite a few damage dealing builds that we’ve described above. With Across the Board allowing for party wide Quickga (increase Attack hits by 100%), Hastega (Act more quickly for 3 turns) and enhancing Attack through Elemental Supplement, then debuffing all enemies with Elemental Impairment, the damage potential goes through the roof for multi-hit physical jobs with all the buff and debuff stacking. Landing a successful Elemental Impairment gives you an extra action through Rewarding Results from Vengeance.
Caveats include:
- Spiritmaster’s Purebringer will remove stacked buffs
- Bosses with Counter Any Ability will let them gain BP through the Red Mage Chainspells
- Can heal up enemies when they absorb certain elemental damage even if you debuff other elemental defenses
BARD X ORACLE – BUFF | ||
Main Job | Bard | |
Sub Job | Oracle | |
Specialty 1 | Master Medic | One healing herb and one magic herb are received after every battle. Also, items will occasionally not be expended when used. |
Specialty 2 | Unencumbered | All item effects are increased when the user is empty-handed. Any effects earned from compounding will also be intensified, and the BP cost of all abilities will be reduced by one. |
Abilities | Revenge (Red Mage) | Roughly 25% chance of the user’s BP increasing by one when attacked. |
Maximise HP (Monk) | Doubles Maximum HP during battle. This can enable HP to exceed 9999. | |
Thrust and Parry (Salve-Maker) | Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. | |
Fast Hands (Shieldmaster) | Any speed reductions caused by equipment in either hand become speed bonuses instead. | |
Born Entertainer | The effects of Singing and Artistry abilities are increased by a percentage based on the user’s level divided by fifteen. | |
Weapons | Sword of Light | Bravebearer passive abilities: Sword Lore, Obliterate, Sub-Job Specialty 2, Across the Board. |
Vengeance | Phantom passive abilities: Critical Amp, Turn Tables, Rewarding Results, Dual Wield, Frenetic Fighting |
This build supports both Physical and Magical offense roles effectively. You have Elemental Supplement + Impairment, and the Bard’s stat buffs. Impairing enemies can then trigger Rewarding Results (through Vengeance) and further supplement elemental damage and/or physical attack for the whole party with Across the Board (through Sword of Light).
Once again, it falters some with Spiritmaster due to Purebringer removing buffs.
As mentioned, these are meant to be the most optimum possible, with the weapons saving slots for Abilities where relevant, and at level cap / stat cap where applicable. Feel free to shuffle around skills and weapons to best meet your needs, or just slap on Beastmaster and/or Freelancer for the tasty raw stats.