Categories: Final Fantasy Tactics, Best FFT Builds
This guide covers the best abilities, gear, and stat growth to make the most of the Orator job (class) in Final Fantasy Tactics Remaster!

Table of Contents
- Orator Job Overview
- Job Progression Path
- Ability Progression
- Key Abilities to Take
- Best Equipment Choices
- Best Party Members
- General Tips and Combat Strategy
- Recommended Stat Growth Path
Orator Job Overview
The Orator (formerly Mediator) is the ultimate verbal manipulator of Final Fantasy Tactics: The Ivalice Chronicles, specializing in speech rather than warfare by magic or weapons. Using the Speechcraft ability set, the Orator can inspire allies, demoralize enemies, or even convince foes to switch sides mid-battle. All of their abilities are instant, cost no MP, and are unaffected by Faith, making them one of the most reliable support jobs in the game. With proper setup, Orators can permanently alter units’ Bravery and Faith, creating lasting advantages across your army.
While Orators shine in tactical encounters and long battles, their lack of offensive power and low Speed can hold them back. Their speech abilities are also influenced by compatibility and Zodiac signs (month in game), which can make success rates swingy. However, the Orator becomes critical for permanently boosting stats, and with range gun, can make a fun hybrid playstyle.
Orator Pros
- Abilities are instant and cost no MP
- Can permanently increase or decrease Bravery/Faith
- Can recruit enemies mid-battle (Invite)
- Equip Gun
Orator Cons
- Low HP and Speed
- Damage output is poor
- Speech success rates depend on compatibility
- Relies on positioning and patience
Related
- All Builds FF Tactics Remaster
- Ultimate Jobs Guide FF Tactics Remaster
- FFT Best Abilities To Learn First
- Best Party Composition in FFT Remaster
- Best Stat Growth for FFT Remaster
Orator Job Progression Path
The Orator job progression path requires you to unlock Mystic and level it to level 3. However, you will need a variety of jobs and abilities to round out your Orator build as well. Below is a sample progression and a path for success:
Squire: seems odd, but it’s helpful to start as a Squire because you can learn JP Boost and Movement +1. Once you learn these two, move on to the Chemist.
Chemist: this is a great job and you don’t need to move off right away. Learn potion, phoenix down, then auto potion. You can stay and learn many other abilities including Throw Items which will help you heal and revive at range or you can move on to White Mage.
White Mage: learn Cure, Shell, Protect, and Revive. These will help if you don’t have many Chemist abilities unlocked and need to off-heal or revive allies.
Mystic: the mystic needs to reach level 3 and there are some overlap in abilities (sleep). Don’t spend much time here outside of unlocking the Orator.
Orator (this build!): unlock the basic abilities that debuffs target and boost bravery and faith. You can spam bravery and faith increases on your team during turn one then debuff or shot enemies with guns on turn two.
Time Mage or Knight Route
If you want spellcasting potential to help buff and debuff targets, then you want to unlock the Time Mage. Therefore, go back to Black Mage and reach level 3 then unlock Time Mage. Once you get Time Mage, learn Haste, Slow, Quick, Swiftspell, and Gravity. This will emphasis spellcasting vs. phyiscal damage.
The Knight route gives you access to Rend. This is helpful if you want to start at range and buff using the gun to hit targets from afar. You can rend weapons, armor, etc. using this as your secondary weapon set and it’s helpful if you want high PA, physical damage that leans into debuffs and destroying weapons. In this case, go back to Squire or if you skipped step one and unlock the Knight.
Orator Ability Progression
Below is the progression order of unlocks for your Orator Job in FFT Remaster:
- Mimic Darlavon (sleep): Attempts to put the target to Sleep. This is a simple and cheap spell to unlock that can stun lock one target and useful every fight.
- Preach (Faith): Increases target’s Faith, boosting magic potency. Use this on turn one to boost your primary magic damage dealer.
- Praise (Bravery): Increases target’s Bravery, enhancing reactions and physical skill success. Use this on turn one to boost your primary physical damage dealer.
- Condemn (Doom): Inflicts Doom on the target, causing death after a few turns. Great on targets with tons of HP that you can’t take out easily.
- Insult (Berserk): Inflicts Berserk, forcing physical attacks. A decent debuff but not as good as confuse.
- Intimidate (Lower Bravery): Reduces bravery of distance unit by 20. This is super helpful end game when you’re trying to farm Midlight’s Deep. One character must possess treasure hunter and low Bravery to unlock some of the best items in the game. You can permanently debuff one character and bring them in just for this purpose.
Orator Key Abilities to Take
| Type | Ability | Reason |
|---|---|---|
| Action | Speechcraft | Main abilities |
| Secondary Ability | Time Magicks or Arts of War | Buffs or Break Items |
| Reaction | Auto-Potion | automatic healing |
| Support | Swiftspell / Attack Boost | quicker cast times / more PA |
| Movement | Movement +2 | good movement |
You have a couple of build choices for the Orator due to it’s spellcasting mechanics and weapon gun. Option one is to go with some spellcasting like Time Mage as your secondary choice. This gives you massive utility and decent damage with Gravity and Meteor. Option two is to focus on weapon gunplay and rend via the Knight as your secondary abilities. It’s best to play a hybrid Time Mage and Gun gameplay and gear therefore, that’s our suggestions.
Best Orator Action Abilities
- Speechcraft (Orator) – your main build abilities boosting and lowering bravery and faith and also critical debuffs.
- Mystic Arts (Mystic) – support spellcaster that has some overlap with Orator but no gun.
- Time Magicks (Time Mage) – level with Time Mage to unlock many important abilities and good MA scaling.
Best Orator Secondary Abilities
- Time Magic (Time Mage) – Used to buff and debuff with haste, slow, and damage with Meteor. This is the spellcasting option.
- Arts of War (Knight) – the Knight learns Rend which can be used at range with your gun. Great option to debuff at range and remove weapons and armor.
- Items (Chemist) – great early or when you need a revive without a cast time.
Best Orator Reaction Abilities
- Auto-Potion (Chemist) – triggers a potion of lowest quality when hit in combat. Massive auto-heal makes you much harder to kill. Use X-Potions on Wiegraf fight to survive initial attack.
- Mana Shield (Time Mage) – Converts incoming HP Damage to MP loss
- Critical Quick (Time Mage) – if you go to critical HP you get an instant turn. Great to counter if you are low HP.
- Shirahadori (Samarui) – Evades physical attacks, best for avoiding physical damage.
- Counter (Monk) – returns damage to user helpful at start. This is a better alternative to Counter Tackle and it’s worth the 300 JP early on.
- Counter Tackle (Squire) – grab this right away and move onto Counter with Monk quickly.
Best Orator Support Abilities
- Swiftspell (Time Mage) – lowers cast time. Use this support ability if you’re using Time Mage as secondary.
- Attack Boost (Geomancer) – increases overall physical attack power passively. Use this ability if you’re using the Knight abilities in the secondary position.
- Halve MP (Summoner) – reduces MP Cost of spells by half
- Concentration (Archer) – ensures, attacks always hit their target.
- JP Boost (Squire) – purely for grinding and power leveling JP
Best Orator Movement Abilities
- Movement +3 (Bard) – by far the best, but super annoying to unlock. Teleport from the Time Mage is another option but also 3,000 JP and a spellcaster Time Mage required. Therefore, you’re likely to use Movement +2.
- Movement +2 (Thief) – great all around movement and it’s not annoying to get in the progression chain of Dragoon.
- Teleport (Time Mage) – can move anywhere on map but it has a chance of failing
- Jump +3 (Dragoon) – Improves vertical mobility even further.
- Ignore Elevation (Dragoon) – Negates terrain restrictions; excellent quality of life.
- Treasure Hunter (Chemist) – useful to fill gap
- Manafont (Mystic) – gains MP when moving.
Best Equipment Choices for Orator Job
The Orator’s speechcraft abilities do not use MA or PA rather your Bravery. Therefore, you’re free to build out your Orator build leaning into MA or PA. For this build, we suggest a hybrid PA and SPEED setup. This gives you flexibility, allowing you to buff and debuff with Time Magic and deal damage with your Gun at range. Even if you swap in Arts of War as secondary abilities, you will still have great utility. Therefore, look to boost your SPEED and survival first, then other stats depending on your gameplay and team.
Beginner Equipment / Mid-Game Equipment (Chapter 1–3)
| Slot | Recommended Equipment | Notes |
|---|---|---|
| Weapon | Romandan Pistol or Blind Knife | Range or Melee DMG |
| Armor | Jujitsu Gi | +1 PA |
| Helmet | Green Beret | +1 SPD |
| Accessory | Power Gauntlets | +1 PA |
Advanced Equipment / End-Game Equipment (Chapter 4+)
| Slot | Recommended Equipment | Notes |
|---|---|---|
| Weapon | Mythril Gun | Long Range |
| Armor | Power Garb | +2 PA (Gun damage) |
| Helmet | Thief’s Cap | +2 Speed |
| Accessory | Bracers / Hermes Shoes | +3 PA or +1 Speed |
Best Party Members for Orator
The Orator fits best in balanced or utility-heavy compositions where manipulation and control can turn the tide of prolonged battles. In FFT, you typically field 5 units, sometimes only 4, so balance is key. Below are the best options in order for a well-rounded party:
2x Knights or Monks: These act as your frontline tanks and bruisers, absorbing damage while the Black Mage focuses on offense. Monks are excellent because they can self-heal, deal consistent damage, and strike from range. Early on, Knights are sturdy choices, while later-game Dragoons offer even more survival and tanking options.
1x White Mage or Time Mage: You need a dedicate healer or support build in your party. Something that can revive and buff allies is preferred. You want two or more allies that can revive in case one goes down. Therefore, even a Chemist can fit well in this role.
1x Thief or Ninja: This is your utility slot. A Thief can steal gear and charm enemies, which is especially valuable for acquiring rare items. Alternatively, you can bring a Ninja for aggressive support or even substitute in another caster depending on your strategy.
Avoid pairing with pure glass-cannon teams or heavy melee groups with little magic or control, Orators thrive when the fight lasts long enough for speech abilities to stack impact. Also, swap in special characters later in the game like Agrias and Orlandeau in replacement for your two melee damage dealers.
General Tips and Combat Strategy
The Orator’s job revolves around positioning, persistence, and manipulation. Start battles by boosting allies’ Bravery or Faith with Praise and Preach. Once your frontliners are empowered, switch to demoralizing enemies with Threaten or disabling threats using Insult and Condemn.
Mid-fight, use Invite to recruit weakened or disabled enemies, turning battles into victories. In longer encounters, build permanent stat advantages, high Bravery on physical units for consistent counterattacks, and high Faith on mages for spell potency. Orators work best in teams that give them space to operate, ideally behind tanks or units with ranged attacks.
Remember that Orators or at least their abilities are critical for min-max grinding. You can spam boost to faith or bravery maxing out your best damage dealers. You also want to drop Bravery to 10 for one unit to farm the game’s end game 10 floor dungeon Midlight’s Deep.
Recommended Stat Growth Path
Orators have decent MA and HP, but low Speed. To optimize their growth, level in Knight or Geomancer early for better HP and PA, or Time Mage for Speed boosts.
Orator Job Build Frequently Asked Questions
How do success rates for Orator abilities work?
Success depends on the Orator’s Bravery, the target’s Bravery/Faith, and Zodiac compatibility. Higher compatibility improves odds, while opposing signs reduce them.
Can Orator abilities permanently change Bravery and Faith?
Yes. Changes from Praise, Preach, Threaten, and Intimidate persist after battle, letting you permanently customize units.
Is Invite worth using?
Yes. Invite can recruit both human and monster enemies permanently. It’s especially valuable in random encounters to build rare monster collections.
Does Faith affect Orator abilities?
No. Orator speechcraft is unaffected by Faith, making it reliable even on low-Faith characters.
What are good secondary jobs for Orator?
Time Mage or Knight are great secondary jobs because you gain buffs and debuffs or the ability to destroy weapons at range with Rend.
More Final Fantasy Tactics Remaster Builds
Check the Best Beginner Builds for FFT or builds for each job listed below:



