Final Fantasy Tactics support abilities

FFT Support Ability Icon

Support abilities (サポートアビリティ, Sapo-to Abiriti?) in Final Fantasy Tactics are learned via Job Points. Each character can equip one support ability. Support abilities usually only let a character equip things that their current job will not allow, though they do provide abilities that can protect them in certain circumstances, as well as provide some stat boosts.

Name Description JP Cost Job
Equip Axes Equip axes, regardless of job. 170 Squire and special jobs
Beastmaster
(Monster Skill)
Adds an ability to all monsters in neighboring tiles with an elevation difference of 3h or less. 200
Evasive Stance
(Defend)
Defend oneself against an attack. Adds the Evasive Stance command. 50
JP Boost
(Gained JP Up)
Increase the amount of JP earned in battle. 200
Throw Items Throw items within an increased radius, even if not a Chemist. 350 Chemist
Safeguard
(Maintenance)
Prevent equipment from being destroyed or stolen. 250
Reequip
(Equip Change)
Change equipment mid-battle. Adds the Reequip command. 0
Equip Heavy Armor Equip helms and armor, regardless of Job. 500 Knight
Equip Shields Equip shields, regardless of Job. 250
Equip Swords Equip swords, regardless of Job. 400
Equip Crossbows Equip crossbows, regardless of job. 350 Archer
Concentration Make attacks unblockable. If an enemy is in the targeted tile, it will always be a hit. 400
Magick Defense Boost
(Arcane Defense / Magic DefendUP)
Take less damage from magickal attacks. 400 White Mage
Magick Boost
(Arcane Strength)
Inflict greater damage with magickal attacks. 400 Black Mage
Brawler Deliver more powerful unarmed attacks, even if not a monk. 200 Monk
Poach Deliver slain monsters' remains to a poachers' den. 200 Thief
Defense Boost
(Defense UP)
Take less damage from physical attacks. 400 Mystic
Swiftspell
(Swiftness / Short Charge)
Reduces the time needed to cast magick spells. 1000 Time Mage
Attack Boost Increases the unit's physical attack power. 400 Geomancer
Equip Polearms Equip polearms, regardless of job. 400 Dragoon
Equip Guns Allows the unit to equip guns, regardless of job. 800 Orator
Tame Force a critically wounded enemy/monster to become an ally. 500
Beast Tongue (Monster Talk) Gain the ability to use Speechcraft against monsters, even if not an Orator. 100
Halve MP Reduce MP consumption by half when using magicks. 1000 Summoner
Equip Katana Equip katana, regardless of job. 400 Samurai
Doublehand Wield a weapon with both hands, increasing its destructive power. 900
Dual Wield Allows the unit to wield a weapon in each hand, even if not a ninja. Certain weapons can be equipped in this manner, allowing the unit to attack twice each turn. 1000 Ninja
EXP Boost Earn more EXP for the same actions. 350 Arithmetician
HP Boost Increase maximum HP by 20 percent. 2000 Dark Knight
Vehemence Increase attack power by 50 percent and decrease defensive power by 50 percent. 400

Dummied content[]

CT 0 is a dummied ability that still has a JP cost assigned to it. Its effect while equipped removes the charge time from every abilities. No units make use of the ability, and it appears more to be a debug tool than an ability intended to be in the game.

Name Description JP Cost Job
CT 0 Reduce charge time to zero. 3000 Dummied