These are the top Ninja abilities in Final Fantasy Tactics Remaster, ranked based on usefulness, synergy, JP efficiency, and power.

The Ninja job is unlocked after reaching level 4 with the Thief, level 3 with Archer, and level 2 with Geomancer. However, it’s one of the most powerful physical damage dealing jobs because of it’s innate dual wielding and speed. The Ninja also has range damage built in with Throw, allowing players to throw objects like swords, bombs, daggers, and more.
However, it can be difficult to understand which thrown items are the best and why. It’s important to note that throwing an item causes it be destroyed. Therefore, it can get expensive and pricey, unless you know the best abilities to unlock. In this guide, we explain the 5 best Abilities, which you should prioritize, and why. Let’s get started with our 5best Ninja abilities ranked!
Related FFT Guides:
Best Ninja Abilities Rank – Final Fantasy Tactics Remaster
Dual Wield, Throw Shuriken, and Throw Bombs are the best Ninja abilities in FF Tactics Remaster. Dual Wield is a support ability that allows any job to equip two weapons. This doubles your attack power with classes like the Knight, Monk, Thief, etc. Throw Shuriken is a powerful and cheap way to use the Throw mechanic and hit targets at range. Similarly, Throw Bombs is also a great way to deal damage at range with the added effect of elemental damage.
Here are the top 5 Ninja abilities, considering Action, Reaction, Support, and Movement abilities, ranked by overall utility and impact:
- Dual Wield: allowing any job to equip two weapons at once, doubling their attacks per action.
- Throw Shuriken: cheap, reliable, and decent ranged damage.
- Throw Bombs: elemental damage and status effects via bombs.
- Throw Knight Sword: high damage though expensive.
- Reflexes: high evasion reaction great for avoiding damage.
5. Reflexes (Reaction)
- Type: Reaction
- JP Cost: 400
- Description: Increases the character’s evasion rate against most physical attacks and some magical attacks.
- Why it’s good: Ninjas are fast but have low HP and poor equipment options for defense. Abandon provides a passive evasion boost that can make them incredibly hard to hit, mitigating their biggest weakness. It’s a fantastic default reaction ability for any of your faster characters.
- Best used with: A high-brave character who you intend to send into the front lines, as it gives them a good chance to evade attacks.
The Reflexes reaction ability is perfect for the Ninja who focuses on high evasion to avoid attacks. With this equipped, you are much more likely to avoid attacks. Ninja’s excel at speed and damage, but often times are the first in the fray within melee range of enemies. Turn one or two you take a lot of incoming damage and can often die without correct positioning. Reflexes fixes this issue allowing the Ninja to constantly dodge attacks especially with high bravery!
However, Reflexes isn’t the best reaction ability in the game. Abilities like First Strike or Auto-Potion are better. First Strike from the Monk allows the Ninja to attack before receiving incoming damage. This can kill outright an attacker before they hit you! Auto-Potion can get back health when hit, allowing you to stay nearly topped off no matter if you are taking melee or ranged damage. These are technically better though Reflexes is a great pickup.
4. Throw Knight Sword
- Type: Action
- JP Cost: 400
- Description: Tosses a Knight Sword for ranged heavy damage.
- Why it’s good: Like Ninja Sword Throw, but with Knight Sword access. Great synergy with units who don’t normally equip Knight Swords.
- Best used with: Utility builds that want burst + survivability.
When it comes to throwing items, very little beats the damage of Knight Swords. Similar to Ninja Swords, these are a bit more available and less costly to throw, meanwhile dealing great damage. You can substitute your favorite weapon in this position, especially Ninja swords. The major difference is the availability of such items and what you’re willing to pay to keep throwing them.
3. Throw Bombs
- Type: Action
- JP Cost: 200
- Description: Throw Fire/Ice/Lightning-based bombs for AoE elemental damage.
- Why it’s good: Gives the Ninja elemental flexibility to hit weaknesses and deal splash damage.
- Best used with: Hybrid parties lacking elemental mages.
When you want range AOE damage, consider using the Throw Bomb ability. You deal AOE elemental damage like fire, ice, or lightning. This is great for builds that need some type of range AOE and you don’t want to play a Monk or the enemies are not in a straight line. Additionally, you can hammer enemies who are weak to one specific element and it gives you flexibility in throw damage.
The downside to Throw Bomb is, as you progress, enemies become more resistant to certain elemental types. Moreover, it’s sometime hard to know which enemies are resistant or vulnerable to what elements. In those cases, look for other throw options.
2. Throw Shuriken
- Type: Action
- JP Cost: 100
- Description: Throw Shuriken at an enemy for ranged physical damage.
- Why it’s good: Cheap, reliable ranged option that scales with Speed. Early in the Ninja job, it’s your bread-and-butter poke.
- Best used with: High-Speed builds or units who otherwise lack range.
The easiest and most effective throw ability is Shuriken. These are cheap items that deal good physical damage at range. You can start buying them at outfitters after you unlock and progress the Ninja, and with little Gil, you can always have a few ready to throw.
The best way to use Throw Shuriken is on turn one. Don’t over commit by charging in as far as you can go. This will cause every nearby attacker to focus you down and likely result in a turn one death. Instead, hang back at max range of Throw, and then poke a target with Shuriken until turn two. Then, charge in behind the most damage dealer target like a Summoner and finish them off.
1. Dual Wield
- Type: Support
- JP Cost: 900
- Description: Allows equipping two one-handed weapons simultaneously.
- Why it’s good: The most iconic Ninja ability. Doubles physical damage potential and allows creative setups (e.g., elemental sword combos).
- Best used with: Samurai, Knights, or Monks who want massive melee output.
One of the most powerful support abilities in the game because it allows any class to equip two weapons, attacking twice with one action. This is by far the most important ability for a Ninja to get because Dual Wield makes any other physical damage dealer double their damage.
While Ninja’s themselves get dual wield, you want to equip this on jobs like the Monk or Knight. A combo you can use with the Ninja is to either equip the support ability Attack Boost from Geomancer (33% more PA) or Equip Swords from Knight. This allows the Ninja to dual wield swords or increase their raw damage. The Monk with Dual Wield also is an incredible combo giving you two to three powerful end-game options all based on Dual Wield.
How to Prioritize JP Spending on Ninja
- Dual Wield — Ninja’s must-have.
- Shuriken Throw → Sword Throw for ranged pressure.
- Reflexes for evasion
- Skip niche Throw abilities and save JP for other Jobs.
Ninja Abilities Frequently Asked Questions
What are the best abilities for the Ninja in FFT Remaster?
Some of the top abilities for the Ninja include Two Swords (Dual Wield), Throw (Shuriken/Swords), and Reflexes. These abilities maximize their speed, mobility, and raw physical damage potential.
Which Ninja abilities should I unlock first?
Unlock Throw Shuriken, Dual Wield, and Reflexes right away.
Are Ninja abilities still good in the late game?
Yes. Dual Wield is one of the most powerful Support abilities in the entire game and remains a late-game staple even outside the Ninja Job. Throw (Ninja Sword) provides some of the best burst damage options in ranged combat, and Move +2 is always valuable.
Should I spend JP on every ability for Ninja?
Many of the Throw variants (e.g., Staves, Axes, or Bags) are niche and can safely be skipped. The Ninja’s JP should go toward the essentials that enhance damage and mobility.



