Final Fantasy Tactics is a tactical role-playing game developed and published by Squaresoft (later changed to Square and now Square Enix) for the Sony PlayStation video game console. It is the first game of the Final Fantasy Tactics series and was released in Japan in June 1997 and in the United States in January 1998. FINAL FANTASY TACTICS, SQUARE ENIX and the SQUARE ENIX logo are registered trademarks or trademarks of Square Enix Holdings Co., Ltd.
Squire is one of the classes in Final Fantasy Tactics (FFT). There are a ton of classes in FFT and it can be overwhelming trying to figure out which is the right one. Which skills and abilities are good? Which classes are good? This guide will tell you everything you need to know about the Final Fantasy Tactics Squire Class.
It takes 1,670 total JP to master the Squire class. Zawgyi keyboard for windows.
Squire has below average stat growths across the board, including weak physical attack growth.
Squire gains the Focus skill, which lets it accumulate attack power and gain JP, as well as a few basic skills, like increasing movement range and throwing weak projectiles.
(Lower is better)
HP: 11 MP: 15 SPD: 100 PA: 60 MA: 50
You wouldn’t expect the starter class to have good stat growths and… it doesn’t. The HP growth isn’t terrible, but you should get out of this class as quickly as possible because its PA growth is abysmal and it will severely impact your character’s effectiveness if you level up too much in this class.
Let’s be straight up with it. Every skill here is terrible except Focus, which is exceptional and integral to every grinding strategy in the game. Not only is its intended effect useful (adds +1 to PA, stacking infinitely), its real use is to generate tons of JP. Focus grants JP every time it’s used, so you can just kill every enemy except one, disable it in any number of ways, then have your characters just Focus repeatedly until you hit your JP target for the fight.
Counter Tackle is adequate when you have absolutely no other Reaction Abilities whatsoever, but aside from that, it’s not good. You should replace it as quickly as possible with a skill that’s good.
Equip Axes is bad. Beastmaster is pretty useless. Defend is not good. JP Boost should be your go-to support ability until you’ve earned a support ability that you really want. You’ll use JP Boost most of the time.
Move +1 is actually very useful. You’ll use it on every character until you get Move +2, Teleport, or another skill that’s good. It’s a decent slot-filler until you get something better.
Squire is the starter class, so of course it’s not going to be the best class in the game. You should get out of it fairly quickly, but as a starter class it’s very good and offers some basic skills that are useful for a long time. On most characters you should definitely stay in Squire long enough to learn Focus, JP Boost and Move +1. Beyond that, nothing is worthwhile, but you’ll get a lot of mileage out of those 3 skills.
That about covers it for the Final Fantasy Tactics Squire Class. Be sure to check out the Games Section for more content like this and click here for more game guides related to FFT.
Final Fantasy Tactics Class Guides:
Squire – Chemist – Knight – Archer – Thief – Monk – Geomancer – Dragoon – Ninja – Samurai – Dark Knight – White Mage – Black Mage – Time Mage – Mystic – Summoner – Orator – Bard – Dancer– Arithmetician – Mime – Onion Knight