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Final Fantasy XII: The Zodiac Age eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Getting Started
    • Return to Ivalice
    • Character Relationships
  • Treasure Chest System
    • Treasure Chest System
  • Battle System
    • Battle System
  • Gambits
    • Gambits
  • Zodiac Job System
    • Zodiac Job System
    • Party Composition
    • Jobs
    • Archer
    • Black Mage
    • Bushi
    • Foebreaker
    • Knight
    • Machinist
    • Monk
    • Red Battlemage
    • Shikari
    • Time Battlemage
    • Uhlan
    • White Mage
  • Espers and Quickenings
    • Espers
    • Quickenings
  • Trophies
    • Trophies
  • Walkthrough Part 1
    • Introduction
    • The Story Begins
    • Nalbina Fortress
    • Rabanastre 1
    • Dalmasca Estersand (The Stepping)
    • Lowtown 1
    • Giza Plains (Dry)
    • Garamsythe Waterway 1
    • Royal Palace of Rabanastre
    • Garamsythe Waterway 2
    • Nalbina Dungeons
    • Fire Up the Power Relay and Open the Gate
    • Dalmasca Estersand
  • Walkthrough Part 2
    • Rabanastre 2
    • Lowtown 2
    • Back to Rabanastre
    • Bhujerba 1
    • Lhusu Mines
    • Bhujerba 2
    • The Dreadnought Leviathan
    • Ogir-Yensa Sandsea
    • Nam-Yensa Sandsea
    • Tomb of Raithwall
    • Giza Plains (The Rains)
    • Ozmone Plain
    • Jahara—Land of the Garif
    • Golmore Jungle 1
    • Eruyt Village
    • Golmore Jungle/Ozmone Plain
    • The Henne Mines
    • Golmore Jungle 2
    • Paramina Rift 1
    • Mt Bur-Omisace
    • Paramina Rift 2
  • Walkthrough Part 3
    • Stilshrine of Miriam
    • Nalbina Town
    • Mosphoran Highwaste
    • The Salikawood
    • The Phon Coast
    • Tchita Uplands
    • Sochen Cave Palace
    • Sochen Cave Palace (Main)
    • Old Archades
    • The Imperial City of Archades
    • Draklor Laboratory
  • Walkthrough Part 4
    • Balfonheim Port 1
    • Golmore Jungle
    • The Feywood
    • The Feywood (South)
    • The Ancient City of Giruvegan
    • Balfonheim Port 2
    • Ridorana Cataract
    • First Ascent: Horizon of First
    • Second Ascent: Reach of Diamond Law
    • Third Ascent: Mete of Dynasty
    • Balfonheim Port 3
    • Sky Fortress Bahamut
  • Side Events
    • Side Events Part 1
    • Side Events Part 2
    • Side Events Part 3
    • Side Events Part 4
    • Side Events Part 5
    • Other Stuff
  • Weapons, Armor, and Accessories
    • One-Handed Weapons
    • Two-Handed Weapons
    • Ranged Weapons
    • Shields & Armor
    • Accessories
  • Items
    • Items
  • Technicks and Magicks
    • Technicks and Magicks
  • The Bazaar
    • The Bazaar
  • Bestiary
    • Overview Enemies
    • The Dalmasca Sands Enemies
    • Giza Plains Enemies
    • The Garamsythe Waterway Enemies
    • The Barheim Passage Enemies
    • The Lhusu Mines Enemies
    • The Yensan Sandsea Enemies
    • The Tomb of Raithwall Enemies
    • Ozmone Plain Enemies
    • Golmore Jungle Enemies
    • The Henne Mines Enemies
    • Paramina Rift Enemies
    • The Stilshrine of Miriam Enemies
    • The Mosphoran Highwaste Enemies
    • The Salikawood Enemies
    • Phon Coast Enemies
    • Tchita Uplands Enemies
    • The Sochen Cave Palace Enemies
    • The Feywood Enemies
    • The Ancient City of Giruvegan Enemies
    • The Ridorana Cataract Enemies
    • The Pharos Enemies
    • Zertinan Caverns Enemies
    • Cerobi Steppe Enemies
    • The Nabreus Deadlands Enemies
    • The Necrohol of Nabudis Enemies
    • Marks
    • Elite Marks Enemies
    • Espers Enemies
    • Bosses
    • Rare Game Enemies
    • Humanoid Enemies
    • The Archadian Empire Enemies
  • Trial Mode
    • Trial Mode

Final Fantasy XII: The Zodiac Age Guide › Zodiac Job System

Party Composition

Before making your first Job selection, it’s important to have an idea of what all twelve of them will likely be. This section gives you the tools you need to make a party that you can win battles with throughout the entire game. Together with the Job sheets, you’ll be able to create your own personal version of the heroes of FINAL FANTASY XII.

Things Every Party Needs

In every serious encounter in the world of Ivalice, your team will have a few roles that must be filled. It’s not as simple as doing damage faster than the opponent, although damage is certainly a must. You’ll also need sufficient healing to keep the party running, some support to weaken foes and/or strengthen allies, and likely a tough character, usually with Decoy on, to be the “tank” and take the hits that less-durable allies cannot. You’ll also need special-case damage, like ranged attacks or magick damage for some enemies.

Since you’ll have six Jobs across three characters available at any given time, it’s actually quite easy to cover all your bases. Jobs which have little to do except for swing a weapon now have the opportunity to double as healers or support characters. When in doubt, put opposite roles together on one character. The bigger a difference between boards, the better their absolute value will be. The worst possible combo would be the same Job twice, which you’re not able to do because it would be literally pointless. Branch out and gain power!

Two Teams or One?

Since you can only use three of your six characters at a time, this means you have a choice to make. You can engineer two separate teams to swap out in a chunk or you can make a party built to swap pieces in and out situationally. Making two teams requires a bit more planning initially but is simpler to think about over the game. One amorphous team is the most versatile but also requires a keen eye to recognize when a swap is needed.

What to Choose

Using this chapter may seem complicated, intimidating, and perhaps a bit scary. These are choices you won’t get back, and the threat of making the wrong choice is frightening. The most important thing to remember is that there are twelve Jobs and twelve Job slots. It’s easy to fall down this rabbit hole, so hold onto this: as long as every Job is represented, your team can handle anything, given some clever gambits and preparation. Make a deliberate choice, but remember that it’s easy to make sure you don’t make a wrong one.

Looking at how many Swiftness, Channeling, and Battle or Magick Lores each Job gets is very informative. Not only do these Augments meaningfully improve the performance of your characters, but you can use them to optimize the party. Putting together two Jobs with all three Swiftness licenses, for example, may be a waste when each of them could greatly boost a character who is only getting one swiftness for their other Job.

Locked Licenses

Some spaces on the board will seem to be floating off to the side, totally unreachable. These Licenses are “Locked” behind Espers you either haven’t defeated yet or have assigned to another character. They may also be Locked behind a Quickening slot that’s now gone because the other three have been bought. Understanding and managing these locks are critical to having a powerful team. You won’t be able to unlock all of the features for each Job, but if you assign Espers wisely, choose your Quickenings with care, and try to line up the abilities of the two Jobs, you can unleash much of the power behind these bonus spaces.

Use the Lock Chart to see which Licenses are Locked by which Espers or Quickenings to see how your team might look. Remember: any Licenses one Job unlocks carry over, so a lot of Locks become meaningless. If one Job opens up even a single space in a row of Battle Lores, for example, you get to buy all of them without needing to use that Esper. Most Jobs only have a few Licenses behind their Quickening Locks, with the notable exception being Shikari. You’ll necessarily miss one of the Ninja Sword Licenses no matter what you do.

Remember to prioritize the end of the game over the start when choosing locks. The Licenses highlighted in yellow are recommended because of the extra functionality they bring. Magick, some technicks and late-game equipment are easily the most useful. Early or mid-game equipment might help right now, but will be dead weight once that gear becomes obsoleted. Spaces colored purple mean that there’s a Quickening that can unlock those Licenses as well. Something being double-Locked sounds worse, but it’s actually much preferable because you only need to open one of those Locks, and Quickenings are much easier to line up and don’t take anything away from another character.

Job Armor Belias Chaos Zalera Zeromus Hashmal Ultima Exodus Cúchulainn Shemhazai Adrammelech Famfrit Mateus Zodiark 50: Quickening 75: Quickening 100: Quickening 125: Quickening

Archer

Light

x

5 Magick Lores (30B, C, D) (50C, D)

x

x

x

Infuse, 1000 Needles

x

x

Heavy Armor 10, 11, 12

x

390, 435 HP

x

Infuse, 1000 Needles

White Magick 4

x

x

x

Black Mage

Mystic

x

x

Steal, Poach

Heavy Armor 9

Makara

Telekinesis

Heavy Armor 8

x

Heavy Armor 7

Hand-bombs 2

190, 230, 310 HP

Hand-bombs 3

x

70 HP

x

x

390 HP

Bushi

Mystic

Libra

Brawler

Blood Sword, Karkata

2 Magick Lores (100A, C)

x

Stamp

500 HP

Stamp

Shield Block (25)

Souleater

x

x

Heavy Armor 9, 10 , 11

x

350 HP, 50: Battle Lore (D)

390 HP, 50: Battle Lore (C)

435 HP

Foebreaker

Heavy

Horology

x

Traveler

4 Magick Lores (30A,B,C,D)

Swiftness (50)

Swiftness (80)

4 Magick Lores (30A, B, C, D)

Shades of Black

x

Battle Lore (70C)

Magick Lore (50D)

x

x

x

x

390 HP

Battle Lore (100C)

Knight

Heavy

Potion Lore 1

390 HP, Revive, Excalipur

x

x

White Magick 8,9

Telekinesis, Battle Lore (70C)

350 HP

Battle Lore (70A)

Potion Lore 2

x

x

White Magick 6, 7

390 HP, Revive, Excalipur

x

x

x

390 HP, Revive, Excalipur

Machinist

Light

x

350 HP

x

Makara

x

3 Magick Lores (50B, C, D)

Green Magick 1

Magick Lore (30C)

Hand-bombs 3

x

Time Magick 8, 9 ,10

x

HP 390

x

x

x

3 Magick Lores (50B, 50C, 50D)

Monk

Light

x

White Magick 11, 12

Traveler

Sight Unseeing

White Magick 4

2 Swiftnesses (50, 80)

Souleater

x

Potion Lore 3

x

White Magick 10

x

White Magick 13

x

White Magick 9

x

Phoenix Lore

Red Battlemage

Mystic

x

Greatswords 3

x

Channeling (80)

Steal

Greatswords 1, 2

Heavy Armor 8, 9, 10

Black Magick 9, 10

White Magick 7

x

2 Battle Lores (30B, D)

x

Greatswords 4

White Magick 2

230 HP

x

435 HP

Shikari

Light

x

x

435 HP

x

Bonecrusher

2 Phoenix Lores (30, 50)

Stamp

White Magick 12

Guns 5, 6

Shades of Black

x

Gil Toss

x

Ninja Swords 1

Ninja Swords 2

Ninja Swords 3

Yagyu Darkblade & Mesa

Time Battlemage

Heavy

x

270 HP

Ether Lore 3

Addle, Shear

Channeling (80)

Swords 7, 8

Battle Lore (70D)

x

x

White Magick 4

Battle Lore (70A)

230 HP

Swords 9

x

150 HP

x

x

Uhlan

Heavy

x

Black Magick 7, 8

x

x

Bonecrusher

Expose

x

Wither

x

Battle Lore (100A)

Potion Lore 3

2 Magick Lores (50C, D)

x

x

x

Black Magick 5, 6

x

White Mage

Mystic

x

310 HP, Greatswords 2

x

270 HP

x

x

Battle Lore

Libra

230 HP

Souleater, Battle Lore (50C)

Numerology, Daggers 5

x

Greatswords 1

150 HP

190 HP

Battle Lore (50A)

x

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