Jack is capable of delivering devastating melee strikes, and the bulk of his abilities are focused on increasing his potential damage.
Essential Details
Initial Status
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Basic Attributes
|
|
|
|
|
|
|
|
|
|
Stats and Abilities
Growth by Level
| Level | Max HP | Max MP | Attack | Defense | Fire Magic | Ice Magic | Lightning Magic | Defense Magic |
|---|---|---|---|---|---|---|---|---|
| 9 | 340 | 175 | 75 | 49 | 57 | 39 | 49 | 51 |
| 10 | 355 | 180 | 76 | 49 | 58 | 40 | 50 | 52 |
| 20 | 496 | 207 | 86 | 52 | 63 | 45 | 55 | 57 |
| 30 | 626 | 233 | 96 | 54 | 68 | 50 | 60 | 62 |
| 40 | 742 | 260 | 106 | 57 | 73 | 55 | 65 | 67 |
| 50 | 846 | 286 | 116 | 59 | 78 | 60 | 70 | 72 |
| 60 | 938 | 313 | 126 | 62 | 83 | 65 | 75 | 77 |
| 70 | 1017 | 340 | 136 | 64 | 88 | 70 | 80 | 82 |
| 80 | 1083 | 366 | 146 | 67 | 93 | 75 | 85 | 87 |
| 90 | 1137 | 393 | 156 | 69 | 98 | 80 | 90 | 92 |
| 99 | 1175 | 414 | 165 | 71 | 102 | 84 | 94 | 96 |
| Class Zero Rank | 9th | 12th | 1st | 11th | 5th | 14th | 8th | 11th |
These numbers do not reflect stat bonuses granted by accessories or weapons.
Available Abilities
| Ability | Effect |
|---|---|
| Accelerate | Increase movement speed. |
| Twinspell | Equip two spells at once. |
| Quick Draw II | Cast level II finishing magic. |
| Quick Draw III | Cast level III finishing magic. |
| Triple Slip | Execute up to three dodges in succession. |
| Slipstream | Execute any number of dodges in succession. |
| Untouchable | Window for dodging increases. |
| Intel | Check status of locked-on targets. |
| Ninja Slice | Increase critical hit rate when attacking some enemies from the rear. |
| Quick Draw | Cast finishing magic after a normal attack. |
| Combo Bonus | Increase the number of hits in a normal attack. |
| Focus | Concentrate to temporarily increase Attack with Left Analog Stick Down + normal attack. |
| Focus: Power Up | Increase effect of Focus. |
| Reflex | Read enemies’ attacks and deliver a mid-range counterslash. |
| Reflex: Power Up | Increase power of Reflex. |
| Reflex: Crit Up | Increase critical hit rate of Reflex. |
| Reflex: AG Down | Reduce AG cost of Reflex. |
| Transience | Consume user’s HP to inflict heavy damage on enemies. |
| Transience: Power Up | Increase power of Transience. |
| Transience: Power Up II | Further increase power of Transience. |
| Transience: AG Down | Reduce AG cost of Transience. |
| Lightning Flash | Slash in rapid succession. |
| Lightning Flash: Crit Up | Increase critical hit rate of Lightning Flash. |
| Lightning Flash: AG Down | Reduce AG cost of Lightning Flash. |
| Deliverance | Rush at and attack enemies inflicted with Killsight. |
| Deliverance: AG Down | Reduce AG cost of Deliverance. |
| Piercing Gleam | Lower the enemy’s Defense. |
| Piercing Gleam: Effect Up | Increase effect of Piercing Gleam. |
| Piercing Gleam: Power Up | Increase power of Piercing Gleam. |
| Piercing Gleam: AG Down | Reduce AG cost of Piercing Gleam. |
| Tranquility | Read enemies’ attacks and deliver a devastating counterslash. |
| Tranquility: Power Up | Increase power of Tranquility. |
| Tranquility: +Killsight | Add Killsight effect to Tranquility. |
| Tranquility: AG Down | Reduce AG cost of Tranquility. |
Unlocking Abilities: Required Conditions
Recommended Strategies
Jack has the highest Attack rating in Class Zero, and he’s capable of dealing massive damage. He moves very slowly when his weapon is drawn, however, and he’s often left vulnerable after he performs an attack. This makes it very important for Jack to make the most of each strike.
Jack’s focus is on raw damage—he offers very little in terms of party support. Counterattacks like Reflex and Tranquility can be used to increase his survivability, but it’s often best to equip skills that are likely to boost his potential damage over the course of a mission.
Unlocking Recommended Abilities
| Ability | Anticipated Level | AP Cost |
|---|---|---|
| Triple Slip | 14 | 4 |
| Combo Bonus | 15 | 6 |
| Lightning Flash | 17 | 4 |
| Slipstream | 21 | 6 |
| Piercing Gleam | 23 | 5 |
| Focus: Power Up | 30 | 4 |
| Deliverance | 32 | 8 |
| Tranquility | 36 | 6 |
| Transience | 46 | 5 |
| Quick Draw | 57 | 12 |
| Quick Draw II | 72 | 20 |
| Quick Draw III | 97 | 38 |
| Untouchable | 99 | 4 |
| Accelerate | 99 | 7 |
Jack’s abilities have no level requirements, but they must be unlocked in order. This means you won’t have access to specific commands early in the game without investing time into leveling Jack up. Although you have no control over how you spend your AP, there are some abilities that are worth using as soon as they become available.
Jack has a very low movement speed—particularly when his weapon is drawn. Accelerate is the last skill to be unlocked, but Deliverance does give him some situational mobility. Use this command during a target’s Killsight state to perform a long-range lunge attack. Lightning Flash is a good high-speed melee combo with a bit of forward movement. It’s not suitable for moving between targets, but it can help him keep pace with an enemy that’s likely to dodge away from a normal attack.
Piercing Gleam is the closest thing Jack has to a support ability. Equip it when you expect your party to face a particularly durable enemy. Transience is a high-risk move that consumes Jack’s HP to inflict heavy damage. Tranquility is a devastating counterattack. It requires proper timing, but it allows Jack to deal massive damage to aggressive enemies.
Focus can be activated to temporarily increase Jack’s Attack. The effect triggers fairly quickly, so remember to use it whenever you want to deal a little extra damage.