Here’s a complete list of every ability for the Squire in Final Fantasy Tactics The Ivalice Chronicles, including JP costs, unlock requirements, & more!

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 for the Squire class, arguably the best building block Job for any build In Final Fantasy Tactics.
Related FFT Guides:
- Best Squire Build For FFT
- Best Squire Abilities For FFT
- Ultimate FFT Jobs Guide
- How Stat Growth Works in FFT
Overview of the Squire Job
At the start of the game, you’ll find the main character, Ramza, as a Squire. This is the base Job (Class) and is yet one of the best overall. Each class has a variety of abilities to pick from: Action, Reaction, Support, and Movement. What’s great about the Squire is that your skills are effective even at higher levels or better jobs. For instance, skills like Stone give you range attack at the beginning of the game. Salve helps with status effects, and JP Boost is the best for power-leveling any JOB in the game. Therefore, consider some of these abilities (skills) critical for obtaining and using throughout your playthrough in Final Fantasy Tactics.
Squire Ability List

Below are the abilities for the Squire Job in Final Fantasy Tactics: The Ivalice Chronicles, including Action, Reaction, Support, and Movement:
| Name | JP Cost | Type | Effect |
|---|---|---|---|
| Throw Stone | 100 | Action | Throw a stone to deal minor ranged damage. |
| Salve | 250 | Action | Cures Poison, Blind, Silence, and Oil on one target. |
| Tailwind | 150 | Action | Raises target’s Speed by 1. |
| Cheer Up | 150 | Action | Increases target’s Bravery by 5. |
| Focus | 200 | Action | Increases own physical Attack stat. |
| Steel | 200 | Action | Increases own physical Defense (PA-based). |
| Shout (Ramza only, later chapter) | 600 | Action | Raises all stats and heals status effects for self. |
| Counter Tackle | 180 | Reaction | Counter with a tackle when hit by physical attack. |
| JP Boost | 250 | Support | Increases JP earned in battle. |
| Move +1 | 200 | Movement | Increases unit’s Move range by 1. |
Tips for Unlocking and Using Squire Abilities
Your overall goal early is JP Boost. This allows you to equip and power level on any Job in the future. Since Support abilities can be used on any class, it makes it a most have early on. Additionally, consider Move +1, another must-have for melee martial classes. Early in the game, you won’t have much ranged damage options and it’s an utter pain to close in on targets. You can use this until mid or late game and get Jump +3 later. Moreover, the Counter Tackle Reaction skill is worth taking to add some extra damage to front-line melee builds.
When you go to assign your abilities once you change classes, it will be called Fundamentals. This allows you to use Squire abilities and skills regardless of your main Job. This will fill in some missing holes in your build, especially if you need Stone for range damage, Tailwind to increase your speed, or Focus to increase physical damage.
Below are some other tips and tricks for Squire Abilities:
- JP Boost is your #1 priority. Equip this on every unit once unlocked to fast-track your job mastery progress.
- Use Focus and Steel repeatedly in safe zones to passively gain JP.
- Tailwind is extremely useful when you need a mage or fast character to get the edge in turn order.
- Move +1 stays relevant well into mid- and even late-game—many players run this on most physical classes until Jump +3 is unlocked later.
- Don’t overlook Salve—it’s a budget way to deal with status effects without Chemist items.
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