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Valkyrie (Acrobatics)
Bravely Default

Valkyrie (Acrobatics)

Master the Valkyrie job in Bravely Default! Learn about its 'Soul Mates' specialty, powerful abilities like Jump and High Jump, and how to maximize its Spear aptitude for devastating attacks.

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Master the Valkyrie job in Bravely Default! Learn about its 'Soul Mates' specialty, powerful abilities like Jump and High Jump, and how to maximize its Spear aptitude for devastating attacks.

The Valkyrie is a powerful offensive Job in Bravely Default, excelling with Spears and heavy armor. Its unique specialty, 'Soul Mates,' boosts attack power when allies fall, turning a disadvantage into an opportunity.

Aptitudes

EquipmentRank
SpearsS
Swords and StavesC
All other weaponsE~D
Shields, Helms and ArmorA

Specialty: Soul Mates

Each time an ally reaches zero HP, the user’s Physical Attack and Magic Attack rise by 25% each. This specialty allows the Valkyrie to capitalize on fallen allies, increasing their offensive power to punish the enemy.

Abilities

Level 1: Crescent Moon

Hits all enemies with a physical attack. This ability is effective for clearing groups of enemies, with damage efficiency increasing based on the number of targets. Spears or Staves are recommended for optimal results, as they deal 25% more damage when targeting multiple enemies.

Level 2: Jump

At the end of the turn, the user leaps into the air and drops down the next turn, inflicting double damage. Damage is tripled if a Spear is equipped. Equipping the Two-Handed ability further enhances this move's damage. With a Spear, this move can result in six times damage over two turns.

Level 3: Spear Lore

Raises the arms aptitude for Spears to S, allowing the character to gain the highest Attack bonus for Spears in any job.

Level 4: Judgement

Hits one enemy for three times damage. While this move effectively spends three turns for normal damage per turn, it can be useful for dealing significant damage in fewer overall attacks.

Level 5: Spirit Barrier

Creates a barrier that makes the user immune to damage for ten turns. However, the user loses MP equal to 10% of the damage taken. The barrier deactivates if the character reaches 0 MP or is affected by Dispel. This ability is beneficial for Valkyries as they typically do not rely heavily on MP.

Level 6: Soul Crush

Reduces one enemy’s MP by 10% of the damage dealt by a normal attack. While potentially useful for disabling spellcasters, it is generally less effective than Silence or direct elimination, and inefficient against bosses with large MP pools.

Level 7: BP Skill Amp

Raises the damage of abilities that consume BP by 1.5 times, but these abilities now require 1 more BP to use. This ability enhances the power of BP-consuming abilities at the cost of increased BP usage and potentially longer activation times.

Level 8: Decimate

Reduces allies and enemies with 10% or less of their maximum HP to 0 HP (does not work on bosses). This ability is theoretically useful for a guaranteed kill on low-HP targets, but its low threshold and potential unreliability compared to normal attacks make it less practical.

Level 9: High Jump

The user leaps into the air and drops down the next turn, inflicting triple damage on one enemy. Damage is multiplied by 4.5 if a Spear is equipped. This move is exceptionally powerful with a Spear, capable of reaching 9999 damage. It requires at least 1 BP in reserve to avoid immobility for one turn.

Level 10: Pierce Default

The character’s damage is not affected by an enemy using Default. This is highly effective against enemies or bosses that frequently use Default to reduce incoming damage.

Level 11: Soul Mates

Each time an ally reaches zero HP, the user’s Physical Attack and Magic Attack rise by 25% each. This provides a significant offensive buff during challenging battles where allies may fall.

Level 12: Aerials

When using Jump, High Jump, Sky High, or Super Jump, the character stays in the air for one extra turn. The damage dealt rises by 1.5 times, and the BP required is increased by 1 (except for Sky High). This ability offers an alternative to BP Skill Amp, providing an extra turn in the air that can offset the increased BP cost.

Level 13: Sky High

The user begins the battle in the air and drops down on the first turn, dealing double damage to one enemy. Damage is tripled when a Spear is equipped. This ability acts as an automatic Jump, saving a turn and avoiding potential damage before attacking.

Level 14: Super Jump

The user leaps into the air and drops down the next turn, inflicting double damage to all enemies. Damage is tripled if a Spear is equipped. This ability combines the area-of-effect of Crescent Moon with the delayed damage of Jump.

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