Here’s a complete list of every ability for the Archer in Final Fantasy Tactics: The Ivalice Chronicles – JP costs, unlock requirements, and what each one does.

In Final Fantasy Tactics: The Ivalice Chronicles (FFT), your character picks one job (class) and then evolves into different jobs as you level up. The more advanced the job, the better stats, abilities, and power you gain. In FFT, you earn Job Points (JP), which act as experience. Every action you take earns you JP for your current act job.
At the start of the game, you can either pick Squire or Chemist, with the main character defaulting to Squire. Therefore, you must understand the abilities, how you get them, what they are used for, and why you should skip some. In this guide, we show you all the Archer Job and explain all the abilities so you can pick the right ones!
Related FFT Guides:
- Best Archer Build For FFT
- Best Archer Skills For FFT
- Ultimate FFT Jobs Guide
- How Stat Growth Works in FFT
Overview of the Archer Job
The Archer is a long-range physical damage dealer unlocked when your Squire reaches Job Level 2. Archers are the first unit that can deal range damage after the Squire. However, you’ll need to position enough distance between the targets that you can hit them.
Archers also have a “Aim (Charge)” attack. This will allow you to delay damage and strike for a huge amount. This function is similar to a spellcaster and is helpful to burst down targets. Archers play with elevation, which determines damage and the chance to hit, so always look to gain an edge.
Why Use an Archer:
- Long-range physical attacks with no MP cost.
- Aim skills allow you to increase damage at the cost of delay.
- Excellent on high-ground maps thanks to vertical range.
- Unlocks Thief and is a prerequisite for Ninja.
Tips:
- Use bows that inflict status effects (like Sleep or Don’t Act) when available.
- Aim skills work best when enemies are slowed or disabled.
- Position on high ground for better range and accuracy.
- Equip Concentrate later to ignore evasion—a great synergy with bows.
Archer Ability List
Below are the abilities for the Archer Job in Final Fantasy Tactics: The Ivalice Chronicles, including Action, Reaction, Support, and Movement:
| Name | JP Cost | Type | Effect |
|---|---|---|---|
| Aim +1 | 100 | Action | Deals increased damage after 1 CT delay. |
| Aim +2 | 150 | Action | Deals increased damage after 2 CT delay. |
| Aim +3 | 200 | Action | Deals increased damage after 3 CT delay. |
| Aim +4 | 250 | Action | Deals increased damage after 4 CT delay. |
| Aim +5 | 300 | Action | Deals increased damage after 5 CT delay. |
| Aim +7 | 350 | Action | Deals increased damage after 7 CT delay. |
| Aim +10 | 400 | Action | Deals increased damage after 10 CT delay. |
| Aim +20 | 500 | Action | Deals increased damage after 20 CT delay. |
| Adrenaline Rush | 400 | Reaction | Increases Speed by 1 each time the unit takes damage. |
| Archer’s Bane | 400 | Reaction | Improves evasion against arrow attacks. |
| Equip Crossbows | 400 | Support | Allows any class to use crossbows. |
| Concentrate | 400 | Support | Prevents attacks from being evaded. |
| Jump +1 | 200 | Movement | Increases jumping height by 1. |
Tips for Unlocking and Using Archer Abilities
The best to unlock the Archer is by picking Squire at level 1. From here, learn the JP Boost ability, which helps power level any Job. Then, learn Move +1 from the Squire as well to increase overall speed. After reaching level two or higher with Squire, move to Archer and make sure to equip the support and movement abilities from Squire.
Below are some other tips and tricks for Archer Abilities:
- Use Charge +1 to +3 early for bonus damage without a huge delay.
- Try Charge +4 to +10 on targets with status effects like Sleep, Stop, or Don’t Move to guarantee hits.
- Concentrate is valuable on any physical job—it pairs well with Monk, Ninja, and even Knight.
- Equip Speed Save on high-Brave units to gain momentum as they take hits.
- Bows can be used diagonally and over allies—great for positioning behind tanks.
- Archers are fragile; keep them in the backline with Move +1 or Jump +1 to maintain safe range.
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