Learn about the Juggler and Tinker classes in Final Fantasy Tactics, including abilities like Gil Toss, Molotov Cocktail, and Silver Disk.
Juggler Class Requirements: 2 Tinker Abilities
Juggler Abilities:
- Gil Toss - 100 AP (Requires Jackknife): Pummel the target with gil. Gil used in the attack are gone forever. This attack is strong in the early parts of the game but wastes valuable gil.
- Weapon Toss - 100 AP (Requires Kris): Throw a weapon from the party's inventory at the target. This wastes a perfectly good weapon that could be sold, and is only useful in the early game when gil is scarce.
- Molotov Cocktail - 250 AP (Requires Khukari): Hurl a flaming bottle that explodes in a gout of fire. Deals fire damage and drives the target into a BERSERK (causes units to only use melee attacks) rage. Useful on mages, but Berserk can be a negative status effect.
- Ball Toss - 350 AP (Requires Scramasax): Bounce a ball off the target's head. Damages and CONFUSES (causes units to randomly attack allies or enemies) the target. Confuse is a good debuff, with a chance to hit enemies even if it targets allies.
- Dagger Toss - 400 AP (Requires Swordbreaker): Send a razor-sharp dagger whizzing through the air. Damages and DISABLES (prevents units from using their hands, thus preventing attacks) the target. Disable is considered one of the best debuffs as it stops enemy actions.
- Smile Toss - 450 AP (Requires Orichalcum Dirk): Put a smile on the target's face. The target takes the next turn. This is a very powerful ability, especially when used on a heavy hitter or a friendly unit to grant them an immediate turn.
- Ring Toss - 450 AP (Requires Cinquedea): Throw a ring around the target to STOP (prevents units from moving or taking turns) it from taking actions. This is useful as it ensures 100% accuracy for any attacking unit and does not require MP.
Juggler Reaction Abilities:
- Sticky Fingers - 250 AP (Requires Brigandine): Catch items thrown at the user and place them in the party's inventory. This is less useful in practice as weapons are rarely thrown at units, and the items caught are often common and not valuable.
- Return Fire - 250 AP (Requires Power Sash): Avoid bow-based enemy attacks and fire an arrow back at the attacker. This is useful against archers, though archers' abilities often deal more damage than their basic attacks.
Tinker Class Requirements: 2 Thief Abilities
Tinker Abilities:
- Silver Disk - 250 AP (Requires Metal Knuckles): An ingenious contraption that BLINDS (reduces accuracy) its victims. Where it lands, nobody knows. This ability can blind all units on one side of the battlefield and can be negated for your units with a Blue Mage.
- Red Spring - 250 AP (Requires Rising Sun): An ingenious contraption that casts HASTE (increases movement and action speed). Where it lands, nobody knows. This can be beneficial for your units but also allows enemies to reach your units faster, potentially triggering traps.
- Green Gear - 250 AP (Requires Poison Knuckles): An ingenious contraption that POISONS (inflicts damage over time) its victims. Where it lands, nobody knows. This is useful if it affects enemies, but requires Cure and Esuna if it affects your units.
- Chroma Gem - 250 AP (Requires Dream Claws): An ingenious contraption that puts its victims to SLEEP (prevents units from acting). Where it lands, nobody knows. This is dangerous if it affects your units, as it leaves them vulnerable to enemy attacks.
- Gold Battery - 250 AP (Requires Cat Claws): An ingenious contraption that heals wounds. Where it lands, nobody knows. This is very useful when fighting undead enemies.
Tips:
- The Juggler class is considered unbalanced and
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