Male Archer Archer Female Archer

Archer

The Archer Job Class beomes available early in the game and is one of your best classes during the first chapter. Archers are your first fighters that can attack from a distance, preserving their own safety while delivering solid attacks that can help  whittle an enemy down to the point of death. They are decent attackers and defenders, with the ability to equip Shields and mid-grade equipment. Archers are a good complement to your party in the early stages of the game, with the Charge skill set that may or may not be worth buying, depending on your strategy.

In battle, Archers belong in the middle and back, causing havoc from afar. They can use bows to attack enemies from a high position on the battlefield without fear of retaliation. For this reason, it's a good idea to turn at least one character into an Archer during the first half of the game, but after you reach Goug Machine City and Guns become available, I would much rather change classes to take advantage of the more powerful long range weapon.

Equipment

Weapons: Bow, Crossbow
Shield?: Yes (Only with Crossbows)
Helmet: Hat
Armor Type: Clothes

Baseline Stats

Move

Jump

Speed

Class-Evade

JP Needed To Master

3

3

8

10%

5200

Charge

Name

Description

Range

Effect

Vertical

MP

Speed

Jp

Useful?

Charge +1

Charge up your weapon to do more damage than a normal attack.

Weapon dependent

1

N/A

0

Quickest Charge

100

Rarely

Charge +2

Slightly stronger than Charge +1

Weapon dependent

1

N/A

0

Slower than +1

150

A little

Charge +3

Stronger than Charge +2

Weapon dependent

1

N/A

0

Slower than +2

200

A little

Charge +4

Stronger than Charge +3

Weapon dependent

1

N/A

0

Slower than +3

250

Sometimes

Charge +5

Stronger than Charge +4

Weapon dependent

1

N/A

0

Slower than +4

300

Sometimes - Best charge to use

Charge +7

Stronger than Charge +5

Weapon dependent

1

N/A

0

Slower than +5

400

Sometimes

Charge +10

Stronger than Charge +7

Weapon dependent

1

N/A

0

Slower than +7

600

Almost never

Charge +20

Strongest charge attack

Weapon dependent

1

N/A

0

Slowest Charge

1000

Not really

The Archer's skill set of Charge attacks follows a simple premise: you charge up your weapon over time to do more damage to your enemy. If you time it right, you can use this skill to eliminate your enemies in fewer attacks and free up other units to concentrate on different threats. If you always remember to check the AT list when using Charge abilities , you can guarantee success and maximize damage.Unfortunately, there are two problems with this skill. First, if you are killed before the attack is released, no damage is done and your previous turn will have effectively been wasted. Second, if the enemy's turn comes up before you release your attack, they can move out of range and avoid the blow. Enemies also frequently dodge Charge attacks, so you may have to equip the Concentrate Support Skill to make sure that your attack succeeds. If you want to purchase the skills in this set, I suggest investing in the first six, as they do not take much longer to execute than regular attacks and deal out slightly more damage than normal attacks. I usually found Charge +10 and +20 to take too long to execute for them to be worth the JP, but they might be good attacks if you combined them with the Short Charge Support Skill. On a side note, you can use charge attacks with any weapon, but I find them to work best with a long range weapon like a Bow or Gun.

As a secondary ability, Charge is an okay skill. It may be helpful in eliminating enemies faster early in the game, but I didn't find it powerful enough to bother with after I progressed through the game. You may want to give it to somebody in the first half of the game, but I suggest switching to a better support skill later, when more powerful and practical abilities are needed. Also, if I was giving this skill set to somebody, I would want to give it to somebody with a long range weapon.

Reaction Abilities

Name

Description

Trigger

JP

Useful?

Speed Save

When a character takes damage, his/her Speed increases by 1

HP Damage

800

Not really

Arrow Guard

Increases your chance of evading Bow/Crossbow attacks

Bow/Crossbow Attack

450

Early in the game

The Archer has decent reaction skills. Although I never really found Speed Save to be useful, it is one of the few ways to improve your speed in Chapter 1. Although I find casting Haste to be more effective, you may want to use this to increase the speed of your character. This skill might come in handy for a Chemist, allowing his/her turn to arrive quicker so he/she can heal himself/herself and possibly prevent death. The downside to this skill is that if you are killed, the higher speed would also speed up the appearance of your crystal. Arrow Guard is the better of the two skills, as it allows you to evade many Bow and Crossbow attacks. I found this to be a valuable skill in the first half of the game, when many of my enemies were Archers. However, in the later stages of the game, there are very few enemy Archers, leaving you no reason to equip this skill.

Support Abilities

Name

Description

JP

Useful?

Equip Crossbow

Allows a character to equip a crossbow, regardless of Job Class.

350

Not really

Concentrate

Makes an enemy unable to evade your attacks. Guarantees success if the enemy stays in the targeted panel.

400

Yes

The Archer's Support Abilities are a mixed bag, with Equip Crossbow ranking among the more useless support abilities in the game, while Concentrate can be one of the best. Equip Crossbow allows you to do just that: Equip a Crossbow. As for the value of this support skill, I couldn't really find any. I suppose that if you wanted a mage or somebody to do some damage from the back row earlier, you could use this; still, I'd rather go with a more effective support skill. If you really want to do damage from afar with your character, wait and buy Equip Gun in Chapter 2 or 3 as a Mediator. As for why this skill was even included instead of Equip Bow, I have no idea what the guys at Square were on at the time. On the bright side, Concentrate is a great support skill. If you set this skill, your attacks will never miss and you can kill enemies much quicker and easier. This makes many battles much easier throughout the game, so stick this on someone whose attacks don't seem to find their mark. One warning, however, is due. NEVER equip this skill on somebody that is using a Gun as a weapon, as Guns already hit their target all the time.

Movement Abilities

Name

Description

JP

Useful?

Jump + 1

Increases a character's Jump elevation by 1

200

Not really

The Archer's Movement Ability of Jump +1 increases your Jump Elevation by 1. I suppose it could be useful if you were on a tall battlefield and needed to climb it quickly, but I personally never wound up using it. Early in the game, when this might be used, I stuck with Move +1 or Move-Find Item. Since you can gain access to the Thief Job Class and the skills of Move +2 and Jump +2 relatively early in the game by reaching Level 2 as an Archer, I would prefer to just wait until those became available instead of using this ability.

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