Bravely Default Jobs Guide
Your guide to every job ability in Bravely Default.
Bravely Default's expansive jobs system lets you mix and match the powers of two different professions to create characters with unique abilities, like a pirate with vampire powers or a mage with sweet ninja skills. But to create the best mixes, you'll need to know what the abilities each job will have (for example, if you want to make your Knight immune to blind, then you'll need to level up your Monk to level 8 before you assign it as your secondary job).
Bravely Default has 24 unique jobs, each with their own advantages and disadvantages. Check out all of Bravely Default's job abilities below to plan out your ideal combo. And for more tips on Bravely Default, check out author Biospark27's full guide on our sister site GameFAQs. And for more of Biospark27's guides, check out his full profile here.
Full Job Listings
The below contains a full list of job abilities. Cost is explained through the following:
- N/A: Does not have a cost
- 0: Costs no MP or BP in battle
- ??? HP: Costs HP
- ??? MP: Costs MP
- ? BP: Costs extra BP
- ? SP: Costs Support Points (not to be confused with Sleep Points)
Arcanist
The Arcanist uses strong black magic that can take advantage of status conditions.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Absorb M. Damage | N/A | Whenever you are hit by magic damage, you restore HP equal to 25% of that damage |
1 | Corpse | 4 MP | 75% chance to cause the doom state. Success rate depends on your M. Atk and opponent's MND stat. |
2 | Black Magic Amp | 1 SP | Damage from black magic increases by 25%, but it costs 50% more MP. |
3 | Exterminate | 4 MP | Deals high amounts of dark damage to anyone who is poisoned. |
4 | Absorb M. Damage | 1 SP | Whenever you are hit by magic damage, you restore HP equal to 25% of that damage |
5 | Twilight | 9 MP | Causes all sleeping allies and enemies to be knocked out (except bosses). Success rate depends on your M. Atk and the target's MND. |
6 | Save BM MP | 2 SP | Black magic costs 25% less. |
7 | Sacrifice | 25% HP | Raises your M. Atk by 50% for 3 turns. |
8 | Zero | 1 SP | Magic damage is 50% more powerful when the last digit of your MP is 0. |
9 | Convergence | 3 SP | Magic that can only be group cast does 50% more damage, but only targets one target. |
10 | Annihilation | 4 MP | Deals dark damage to everyone with less than 0 BP. Power increases when the target's BP is lower. |
11 | Status Ailment Amp | 1 SP | You are more likely to inflict status ailments. |
12 | Iniquity | 4 MP | Deals dark damage to everyone with more than 0 BP. Power increases when the target's BP is higher. |
13 | Max Black Magic | 3 SP | Black magic costs double MP, but does 50% more damage. |
14 | Interment | 25% MP | Deal dark damage to all enemies |
Black Mage
The black mage provides damage through offensive magic.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Black Resonance | N/A | Black magic becomes more powerful when more allies have the ability: +10% for 2, +15% for 3 and +20% for 4. |
1 | Black Magic Lv. 1 | N/A | Use Level 1 Black Magic |
2 | Rod Lore | 1 SP | Rods become rank S weapons. |
3 | Black Magic Lv. 2 | N/A | Use Level 2 Black Magic |
4 | Abate Fire | 1 SP | Halve damage from fire attacks. |
5 | Damage Dispersion | 1 SP | You take 55% damage from an attack, while allies take 15% each. |
6 | Silence Immunity | 1 SP | Character is immune to silence. |
7 | Black Magic Lv. 3 | N/A | Use Level 3 Black Magic |
8 | Black Resonance | 1 SP | Boosts black magic (see starting ability for more details) |
9 | Black Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Atk 20% Up | 2 SP | Increases M. Atk by 20% |
11 | Black Magic Lv. 5 | N/A | Use Level 5 Black Magic |
12 | Pierce M. Defense | 3 SP | Magic ignores M. Defense. |
13 | Black Magic Lv. 6 | N/A | Use Level 6 Black Magic |
14 | Group-Cast All | 3 SP | Magic targets an entire party. Doesn't apply to magic that can only be self targeted. |
Conjurer
The conjurer uses summons to boost their stats.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Post-Battle MP | N/A | Gain 25% max MP at the end of a battle. |
1 | Invocation Lv. 1 | 90 MP | Raises P. Def to maximum for 10 turns |
2 | Steady MP Recover | 1 SP | Restore 30 MP every turn. |
3 | Invocation Lv. 2 | 90 MP | Raises Speed and Evasion to maximum for 10 turns |
4 | Critical MP Recover | 1 SP | Restore 200 MP if HP falls below 20% |
5 | Invocation Lv. 3 | 90 MP | Raises M. Def to maximum for 10 turns |
6 | Save SM MP | 2 SP | Summoning magic costs 25% MP less. |
7 | Post-Battle MP | 2 SP | Gain 25% max MP at the end of a battle. |
8 | Invocation Lv. 4 | 90 MP | Raises P. Atk to maximum for 10 turns. |
9 | Obliterate | 4 SP | Knocks out all targets 20 levels or more lower than you at the start of battle (except bosses). |
10 | Invocation Lv. 5 | 90 MP | Raises M. Atk to maximum for 10 turns. |
11 | Max Summoning | 3 SP | Summon magic costs double MP but does 50% more damage. |
12 | MP 30% Up | 3 SP | MP increases by 30% |
13 | Invocation Lv. 6 | 90 MP | Critical rate is increased by 500% for 10 turns |
14 | Experience Up | 1 SP | Increases experience gained by 50% |
Dark Knight
The Dark Knight uses physical attacks that sacrifice HP in order to do damage.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Adversity | N/A | P. Atk, P. Def, M. Atk and M. Def increase by 10% for 3 turns each time you take damage equal to 25% of your HP (damage from sacrifice attacks counts) |
1 | Dark Bane | 20% HP | Dark attack that does 25% more damage. |
2 | Abate Dark | 1 SP | Halves damage from dark attacks |
3 | Adversity | 1 SP | P. Atk, P. Def, M. Atk and M. Def increase by 10% for 3 turns each time you take damage equal to 25% of your HP |
4 | Demon Master | 6 MP | Charms a member of the demon family |
5 | See You in Hell | 1 SP | When knocked out, causes an attack which deals 4 times regular damage to all opponents. Does not work with Reraise or poison damage. |
6 | Minus Strike | 16 MP | Deals damage equal to the amount of HP you have lost |
7 | Helm Lore | 1 SP | Armor ranking for helmets increases to S. |
8 | Black Bane | 30% HP | Attack all enemies with a dark attack that deals 50% more damage. |
9 | Gloom | 1 SP | Increases dark damage by 25% |
10 | Absorb Magic | 0 | All magic damage (except reflected magic damage) is absorbed. Gain MP equal to the MP cost of the spell. |
11 | Dark Nebula | 20% HP | Attack everyone with a dark physical attack with 4 times the power of a normal attack. |
12 | P. Atk 30% Up | 3 SP | Increases P. Atk by 30%. |
13 | Life or Death | 0 | P. Atk, M. Atk, P. Def and M. Def increase by 50% for 4 turns, but you inflict the Doom status on yourself which causes KO in 4 turns*. |
14 | Rage | 2 BP | Dark Bane is used on a random target up to 5 times or until your HP reaches 1. |
Freelancer
The freelancer is a "jack of all trades", a profession which can do most things with average ability. It's the starting job of the game. Freelancer has access to useful abilities, but it's probably not a profession you want to stay in for most of the game.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Late Bloomer | N/A | HP, MP, P. Atk, P. Def, M.Atk & M.Def increase by 1% per job mastered. |
1 | Examine | 0 | Display information on selected enemy. |
2 | Treat | 0 | Heal target for 20% of their maximum HP. |
3 | Divining Rod | 1 SP | Displays the number of remaining chests in a dungeon. |
4 | Dungeon Master | 1 SP | Prevents damage/status effects from dungeon traps. |
5 | Mislead | 0 | Enemies will target you less frequently. |
6 | Prayer | 8 MP | Chance based abilities are 50% more likely to succeed for 10 turns. Does not affect support abilities. |
7 | MP 10% Up | 1 SP | Max MP is increased by 10%. |
8 | Endure | 0 | P. Def and M.Def increases by 25% for 4 turns. |
9 | Poison Immunity | 1 SP | Character is immune to poison. |
10 | JP Up | 1 SP | Increases JP for the character by 20%. |
11 | Flee | 0 | Flee the battle with 100% success. Doesn't work in boss battles, or Dimension's Hasp |
12 | Lure Enemy | 1 SP | Doubles enemy encounter rate. |
13 | Stand Ground | 3 SP | 75% chance to survive damage that would cause a KO, unless character is at 1 HP. |
14 | Mimic | 0 | Repeats last action of an ally. (Fails on special moves and Rage). |
Knight
The Knight has high P.Def and decent attack power.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Protect Ally | N/A | Take a single target attack directed at any ally under 20% HP. |
1 | Stomp | 0 | Attack with 25% more power, but drops P. Def and M. Def by 25%. |
2 | Two-Handed | 1 SP | Doubles boost from a one handed weapon when the other hand is empty. |
3 | P. Def 10% Up | 1 SP | Increases P. Def by 10%. |
4 | Ironclad | 5 MP | Increases P. Def to maximum at the start of the turn. Only applies for that turn. |
5 | Protect Ally | 1 SP | Take a single target attack directed at any ally under 20% HP. |
6 | Shield Strike | 8 MP | Attack with a shield and raise P. Def by 25% for 2 turns. Must have a shield. |
7 | Shield Lore | 1 SP | Armor ranking for shields goes up to S. |
8 | Vengeance | 1 BP | Attack against all enemies which is more powerful with more allies knocked out. |
9 | Sword Lore | 1 SP | Swords become S rank weapons. |
10 | Full Cover | 0 | Protects an ally from single target physical attacks for 1 turn. Damage you take is halved for these attacks. |
11 | Dual Shields | 1 SP | Use 2 shields instead of a weapon. |
12 | P. Def 30% Up | 3 SP | Increases P. Def by 30% |
13 | Chivalrous Spirit | 1 SP | Every time you protect an ally using Protect Ally, Full Cover or White Knight, your P. Def goes up by 25% for 5 turns. |
14 | Super Charge | 1 BP | Deal damage according to your P. Def. |
Merchant
The merchant is good for making money, and can also spend money to provide support.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | More Money | N/A | Increases money earned from battles by 50%. Doesn't stack, contrary to the description. |
1 | Pay to Play | Money | Spend 50 pg multiplied by your level to raise critical hit rate by 300% for 4 turns. |
2 | Salesman | 0 | Sell a recovery item for 2.4 times its sale price. |
3 | White Knight | 1 SP | If you are under 20% HP, the ally with the most HP will defend you from a single target physical attack. |
4 | Pharmacy | Money | Pay for a recovery item and use it on a target. |
5 | Hedge Risk | Money | Halves damage for 5 turns. Every time you take damage, you lose money equal to the damage prevented by this ability. |
6 | Takeover | Money | Spend 50 pg multiplied by your level to cause damage equal to the money you spent. |
7 | BP Drink | Money | Pay 1000 pg to boost an ally's BP by 1, 10000 pg for 2 BP and 100000 for 3 BP. |
8 | Speculate | 1 SP | Either deal double damage or none at all, with equal probability. |
9 | More Money | 2 SP | Increases money earned from battles by 50% |
10 | Millionaire | Money | Send 25 pg multiplied by your level to a friend. Need to use the Send command, then update data. |
11 | Big Pharma | N/A | Heal an enemy with an item. They lose pg equal to the amount of HP recovered. |
12 | Full Leverage | N/A | Damage and recovery are doubled. HP, MP and BP costs are doubled for everyone in battle. |
13 | Low Leverage | N/A | Damage and recovery are halved. HP, MP and BP costs are halved for everyone in battle. |
14 | Payoff | Money | Spend money to end the battle. Choose how much to spend in 10000 pg increments. Chances of succees are higher if you spend more. |
Monk
The monk specializes in physical attacks, armed or unarmed.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Knuckle Lore | N/A | Knuckles become Rank S weapons. Increases P. Atk by 2 times your level if no weapons are equipped. |
1 | Strong Strike | 0 | Attack with double power, but 50% success rate. |
2 | Invigorate | 0 | Increases P. Atk by 25% for two turns with 75% chance of success. If it fails, user takes 20% HP in damage. |
3 | Inner Alchemy | 5 MP | Removes poison, blind, silence, dread and confuse status from yourself. |
4 | HP 10% Up | 1 SP | Increases maximum HP by 10%. |
5 | Knuckle Lore | 1 SP | Knuckles become Rank S weapons. Increases P. Atk by 2 times your level if no weapons are equipped. |
6 | Hidden Dragon | 0 | Attack last, but with 25% more damage. |
7 | Qigong Wave | 12 MP | Attack with 25% more damage. Default does not reduce damage. |
8 | Blind Immunity | 1 SP | Character is immune to blind. |
9 | P. Atk 10% Up | 1 SP | Increases P. Atk by 10% |
10 | HP 20% Up | 2 SP | Increases HP by 20% |
11 | Pressure Point | 1 BP | Deal 2 times the damage of a normal attack. Ignores opponent's P. Def. |
12 | HP 30% Up | 3 SP | Increases HP by 30% |
13 | Phoenix Flight | 0 | Reduce your HP to 1. Deal damage equal to amount of HP sacrificed. |
14 | Natural Talent | 1 SP | Doubles P. Atk if nothing is equipped. |
Ninja
The Ninja focuses on evading attack and is good at using two weapons at once.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Dual Wield | N/A | Weapons do not decrease in power when weapons are held in both hands. |
1 | Shippujinrai | 16 MP | Attack first during a turn. |
2 | Transience | 1 SP | Counterattack when evading a single target attack. |
3 | Evade 10% Up | 1 SP | Increases evasion by 10% |
4 | Utsusemi | 0 | Evade the next physical attack. |
5 | Comeback Kid | 1 SP | P. Atk and M. Atk increase by 25% for 3 turns when a physical attack is evaded. |
6 | Ikkikasei | 1 BP | Doubles number of attacks for the turn it is used. |
7 | Cleave | 1 SP | May attack again after defeating an enemy with a normal attack. |
8 | Evade 20% Up | 2 SP | Increases evasion by 20% |
9 | Shunshin | 0 | Increases evasion to maximum for 6 turns. |
10 | Kairai | 0 | Causes all enemies to target the ally selected. |
11 | Dual Wield | 2 SP | Weapons do not decrease in power when weapons are held in both hands. |
12 | Kakuremi | 0 | Chance of you being targeted is reduced for 5 turns |
13 | Evade 30% Up | 3 SP | Increases evasion by 30% |
14 | Frenetic Fighting | 2 SP | Attack limit is increased from 16 hits to 32 hits. |
Performer
The Performer uses singing to support all allies.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Save Singing MP | N/A | Singing costs half MP. |
1 | Love Power | 30 MP | Raises all allies' P. Atk by 25% for 4 turns. |
2 | Love Rush | 24 MP | Raises all allies' Speed by 25% for 4 turns. |
3 | One More for You | 26 MP | Increases target's BP by 1. |
4 | Got Your Back | 24 MP | Raises all allies' P. Def by 25% for 4 turns. |
5 | Key to Your Heart | 24 MP | Raises all allies' M. Def by 25% for 4 turns. |
6 | Support Amp | 1 SP | When your stats are raised or lowered, the stat affected is increased by 10% |
7 | Little Devil | 24 MP | Raises all allies' M. Atk by 25% for 4 turns. |
8 | Catch Me | 12 MP | You are more likely to be targeted by enemies. |
9 | Buff Up | 2 SP | P. Atk, M. Atk, P. Def and M. Def increase by 5% each turn. |
10 | Prolong Support | 1 SP | Stat raising effects last twice as long |
11 | Charm Immunity | 1 SP | Character is immune to Charm. |
12 | Save Singing MP | 2 SP | Singing costs half MP. |
13 | Zero Sum | 30 MP | Reduces all enemies' BP to 0 if they have 1 or more BP. |
14 | My Hero | 2 BP | All allies' BP is increased by 1. |
Pirate
The Pirate uses attacks that lower stats.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Adrenaline Rush | N/A | P. Atk and P. Def increase by 50% when HP falls below 20% |
1 | Double Damage | 25% MP | Does double damage of a normal attack. |
2 | Provoke | 0 | Makes you more likely to be targeted. |
3 | Shell Split | 9 MP | Attack and lower P. Def of target by 25% for 4 turns. |
4 | Scale Strip | 9 MP | Attack and lower M. Def of target by 25% for 4 turns. |
5 | Shin Smash | 9 MP | Attack and lower Speed of target by 25% for 4 turns. |
6 | Mass Attack | 1 BP | You attack, along with other party members below 20% HP |
7 | Berserk | 0 | Your P. Atk is increased by 50%, but you are forced to attack for 6 turns. |
8 | Adrenaline Rush | 2 SP | P. Atk and P. Def increase by 50% when HP falls below 20% |
9 | P. Atk 20% Up | 2 SP | Increases P. Atk by 20% |
10 | Defang | 9 MP | Attack and lower P. Atk of target by 25% for 4 turns. |
11 | Skull Bash | 9 MP | Attack and lower M. Atk of target by 25% for 4 turns. |
12 | Axe Lore | 1 SP | Axes become S Ranked weapons. |
13 | Torrent | 2 BP | Deal up to 16 consecutive water attacks to a target, each at 30% of their normal power. |
14 | Amped Strike | 50% MP | Does 4 times the damage of a normal attack. |
Ranger
The Ranger specialises in targeting enemy weaknesses.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Hawkeye | N/A | Accuracy increases by 100%. |
1 | Targeting | 12 MP | Deal 25% more damage than a normal attack. |
2 | Bug Slayer | 8 MP | Deals 50% more damage to bug enemies. |
3 | Plant Slayer | 8 MP | Deals 50% more damage to plant enemies. |
4 | Beast Slayer | 8 MP | Deals 50% more damage to beast enemies. |
5 | Paralyze Immunity | 1 SP | Character is immune to paralysis. |
6 | Aerial Slayer | 8 MP | Deals 50% more damage to aerial enemies. |
7 | Aquatic Slayer | 8 MP | Deals 50% more damage to aquatic enemies. |
8 | Bow Lore | 1 SP | Bows become Rank S weapons |
9 | Dragon Slayer | 8 MP | Deals 50% more damage to dragon enemies. |
10 | Undead Slayer | 8 MP | Deals 50% more damage to undead enemies. |
11 | Demon Slayer | 8 MP | Deals 50% more damage to demon enemies. |
12 | Hawkeye | 1 SP | Accuracy increases by 100% |
13 | Precision | 2 SP | Boosts damage if all attacks in a turn hit, +3% per hit |
14 | Multiburst | 1 BP | Deal four random attacks with 60% power |
Red Mage
The Red Mage can use offensive and defensive magic, as well as attacks, but doesn't specialise in anything.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Revenge | N/A | 25% chance to increase BP by 1 when taking damage. |
1 | B/W Magic Lv. 1 | N/A | Use Level 1 Black Magic and White Magic. |
2 | MP 20% Up | 2 SP | Increases MP by 20% |
3 | B/W Magic Lv. 2 | N/A | Use Level 2 Black Magic and White Magic. |
4 | Turn Tables | 1 SP | BP increases by 1 when evading an enemy attack. |
5 | MP Free in a Pinch | 2 SP | MP cost is 0 if your are below 20% HP |
6 | B/W Magic Lv. 3 | N/A | Use Level 3 Black Magic and White Magic. |
7 | Adrenaline | 1 SP | BP rises by 1 each time your attack defeats an enemy. |
8 | Save Magic MP | 3 SP | Cost of all black, white, time and summon magic is reduced by 25%. |
9 | BP Recovery | 1 SP | BP increases by 2 every time you are hit with a status condition. |
10 | B/W Magic Lv. 4 | N/A | Use Level 4 Black Magic and White Magic. |
11 | Revenge | 2 SP | 25% chance to increase BP by 1 when taking damage. |
12 | Revival | 2 SP | BP increases by 2 if your HP falls below 20% with a 75% success rate. Sacrifice moves do not trigger this ability. |
13 | An Eye for an Eye | 1 SP | Increases critical hit rate by 900% for 5 turns when HP is below 20%. |
14 | In the Red | 1 SP | Power of attacks goes up when your BP is below 0. |
Salve-Maker
The Salve-Maker uses items to attack, heal, and support the team.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Healing Lore | N/A | All healing from any ability is doubled. |
1 | Compounding | 0 | Combine 2 items to use in battle. Results vary depending on the items you use. |
2 | First Aid | 0 | The ally with lowest HP is healed at the end of the turn. |
3 | Experiment | 0 | Make an attack item from a consumable item. |
4 | Attack Item Amp | 1 SP | Attack items do 50% more damage. |
5 | Inoculate | 0 | Use a status removing item to give immunity to that status for 6 turns. |
6 | Auto-Potion | 1 SP | Use a potion on yourself if you take damage. Consumes a potion. |
7 | Shorten Ailment | 1 SP | Sleep, paralyze, dread, confuse, charm and stop have a +50% chance of being cured. |
8 | Widen Area | 1 BP | Use an item which will affect all targets. |
9 | Healing Lore | 2 SP | All healing from any ability is doubled. |
10 | Turn Toxic | 0 | Use a healing item that deals damage instead and causes poison. |
11 | Auto-Phoenix | 2 SP | At the end of your turn, use a Phoenix Down if an ally is knocked out. Consumes a Phoenix Down. |
12 | Collect | 0 | Get an item, depending on your location |
13 | Resurrect | 0 | Revive all knocked out allies with 25% maximum HP |
14 | Feel No Pain | 3 SP | Damage to your character is delayed for the first 2 turns. |
Spell Fencer
The Spell Fencer uses magic to power up their attacks.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Anti-Magic | N/A | M. Def goes up by 50% when hit by magic for 4 turns. |
1 | Sword Magic Lv. 1 | N/A | Use Level 1 Sword Magic |
2 | Sword Magic Lv. 2 | N/A | Use Level 2 Sword Magic |
3 | Firewall | 1 SP | If you are hit by a physical single target attack, you have a 50% chance to counter with a fire attack. |
4 | Sword Magic Lv. 3 | N/A | Use Level 3 Sword Magic |
5 | Auto-Aspir Blade | 1 SP | You start off with Aspir Sword Magic for 10 turns. |
6 | Magic Armor | 1 SP | When you use sword magic, you take half damage from the element you're using for 4 turns. |
7 | Sword Magic Lv. 4 | N/A | Use Level 4 Sword Magic |
8 | Memento | 3 SP | All other allies not knocked out recover 50% MP if your are knocked out. |
9 | Sword Magic Lv. 5 | N/A | Use Level 5 Sword Magic |
10 | Anti-Magic | 2 SP | M. Def goes up by 50% when hit by magic for 4 turns. |
11 | Sword Magic Amp | 1 SP | Doubles cost of sword magic, but increases damage by 25% when sword magic is in effect. |
12 | Sword Magic Lv. 6 | N/A | Use Level 6 Sword Magic |
13 | M. Def Specialize | 1 SP | Boosts M. Def by 50% but lowers P. Def by 25%. |
14 | Phantom Weapon | 3 SP | All magic attacks have weapon damage added to them. |
Spiritmaster
The Spiritmaster has moves that prevent or reduce damage.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Save WM MP | N/A | White Magic costs 25% less MP |
1 | Spirit Ward | 16 MP | Target is immune to elemental damage for 4 turns. |
2 | Auto-Shell | 1 SP | Shell is in effect for 10 turns at the start of the battle. |
3 | M. Def 20% Up | 2 SP | Increases M. Def by 20% |
4 | Fairy's Aid | 1 BP | Target does 50% more damage with elemental attacks for 5 turns. |
5 | Convert BP | 25% MP | Increases BP of the user by 2. (This results in a net gain of 1 BP) |
6 | Save WM MP | 2 SP | White magic costs 25% less. |
7 | Adaptation | 32 MP | Target absorbs all elemental damage for 4 turns. |
8 | Stillness | 2 BP | All allies and enemies take no damage from attacks for 2 turns. |
9 | Holy One | 2 SP | Healing is 150% more effective, but P. Atk is reduced by 25%. |
10 | Greater Spirit Ward | 2 BP | Elemental damage is halved for all allies for 4 turns. |
11 | Fairy Ward | 2 BP | All allies are immune to status conditions for 5 turns |
12 | Moderation | 2 BP | Increases BP by 1 for everyone with negative BP. Decreases BP by 1 for everyone with positive BP. |
13 | Enigma | 3 BP | All allies are immune to elemental damage for 4 turns. |
14 | Maximize HP | 3 SP | Doubles maximum HP in battle. |
Summoner
The Summoner deals party-wide damage through summoning monsters.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Convert MP | N/A | Gain MP equal to 1% of damage you take. |
1 | Summoning Lv. 1 | 40 MP | Summon Girtablulu. |
2 | Abate Lightning | 1 SP | Halves damage from lightning attacks. |
3 | Summoning Lv. 2 | 40 MP | Summon Hresvelgr. |
4 | Summoning Lv. 3 | 40 MP | Summon Ziusudra's Sin. |
5 | Friendship | 1 SP | Affinity increases with friends more. |
6 | Summoning Amp | 2 SP | Summons cost 25% more MP and do 25% more damage. |
7 | Summoning Lv. 4 | 40 MP | Summon Promethean Fire. |
8 | Summoning Lv. 5 | 40 MP | Summon Deus Ex. |
9 | Summon Substitute | 1 SP | On KO, use random summon magic. |
10 | Summoning Lv. 6 | 60 MP | Summon Susano-o. |
11 | Convert MP | 3 SP | Gain MP equal to 1% of damage you take. |
12 | Summoning Surge | 3 SP | Summon magic does 10% more damage each time it is used |
13 | Summon in Pinch | 2 SP | When HP falls below 20%, use random summon magic. |
14 | Amp Friends | 1 BP | Increases power of Friend summons. |
Swordmaster
The Swordmaster uses counterattacks.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Counter | N/A | 60% chance to counterattack when hit by a single target physical attack. |
1 | Nothing Ventured | 0 | Counter any physical attack with an attack that does double damage, halves damage from physical attacks. |
2 | Abate Earth | 1 SP | Halve damage from earth attacks. |
3 | Katana Lore | 1 SP | Katanas become S Ranked weapons. |
4 | Squeaky Wheel | 1 BP | Lowers target's BP by 1. Lower success rate on bosses and special enemies. |
5 | Multitask | 2 SP | 25% chance to attack again after a normal attack. |
6 | Counter | 2 SP | 60% chance to counterattack when hit by a single target physical attack. |
7 | Confuse Immunity | 1 SP | Character is immune to confusion. |
8 | Before Swine | 0 | Counter any magic attack with an attack that does triple damage, halves damage from magic attacks. |
9 | Counter Amp | 1 SP | Increases counterattack damage by 50%. |
10 | Know Thine Enemy | 0 | Counter any single target attack from the enemy selected with 4 times the power of a normal attack. |
11 | Redoubled Effort | 2 SP | Physical attacks are more powerful with more BP. |
12 | The Worm Turns | 0 | Counter any attack from an enemy with 7.5 times the power of a normal attack if your HP is below 20%. |
13 | Slow and Steady | 1 SP | Speed increases to maximum for 2 turns when using Default. |
14 | Free Lunch | 0 | MP cost is zero for 2 turns. |
Templar
The Templar has a fairly high defense, and can also utilise critical hit attacks and skills.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | BP Limit Up | N/A | Maximum BP during battle is 4 instead of 3. |
1 | Heart Strike | 1 BP | An attack that is always a critical hit. |
2 | Abate Light | 1 SP | Halves damage from light attacks |
3 | P. Def 20% Up | 2 SP | Increases P. Def by 20% |
4 | Giant Slayer | 16 MP | Physical attack that does 50% more damage when target has more HP than you. |
5 | Magic Critical | 1 SP | Magic has a 15% chance to be a critical hit. |
6 | Default Guard | 1 SP | Default reduces damage by 75% instead of 50% |
7 | Rampart | 2 BP | All allies block the next physical attack that targets them. |
8 | Item Critical | 1 SP | Items have 15% chance to be a critical hit. |
9 | Radiant Blast | 40 MP | A physical light attack that does 50% more damage and ignores Default. |
10 | Critical Amp | 2 SP | Critical hits do 150% more damage instead of 100% more. |
11 | BP Limit Up | 1 SP | Maximum BP during battle is 4 instead of 3. |
12 | Desperation | 0 | Attack with your P. Def added to the value of your P. Atk. P. Def is reduced to minimum (75%) |
13 | Armor Lore | 1 SP | Armor ranking for torso armor is increased to S. |
14 | Heaven's Gate | 3 BP | Light attacks that hit random enemies. The higher your BP, the more hits are made. |
Thief
The Thief specialises in stealing items, and also has fairly high hit counts.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Master Thief | N/A | Stealing abilities have double the chance of success. |
1 | Steal | 0 | 25% chance of stealing an item from a target. |
2 | Abate Wind | 1 SP | Halves damage from wind attacks. |
3 | Speed 10% Up | 1 SP | Increases speed by 10%. |
4 | Life Thief | 8 MP | 75% chance to attack and steal HP from an opponent. |
5 | Speed 20% Up | 2 SP | Increases speed by 20%. |
6 | Mug | 16 MP | Attack, with a 25% chance of stealing an item. |
7 | Raid | 1 SP | Raise BP by 1 on first strike. |
8 | Dagger Lore | 1 SP | Daggers become S rank weapons. |
9 | Godspeed Strike | 2 BP | Attack based on your speed stat. Ignores P. Def |
10 | Master Thief | 3 SP | Stealing abilities have double the chance of success. |
11 | Rob Blind | 2 SP | Steals 2 items instead of one when stealing. |
12 | Shake Down | 1 BP | Steal from all enemies with a 25% success rate. |
13 | Speed 30% Up | 3 SP | Increases speed by 30% |
14 | Burgle and Bluff | 1 SP | Boosts P. Atk by 25% each team you steal or use Life Thief successfully. |
Time Mage
The Time Mage can provide both offensive and support magic.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Time Slip | N/A | If your party is wiped out, you return to the start of battle. Only happens once a battle. |
1 | Time Magic Lv. 1 | N/A | Use Level 1 Time Magic |
2 | M. Atk 10% Up | 1 SP | Increase M. Atk by 10% |
3 | Slow Parry | 1 SP | If you are hit by a physical single target attack, you have a 50% chance to cause Slow on the attacker. |
4 | Time Magic Lv. 2 | N/A | Use Level 2 Time Magic |
5 | Time Slip | 3 SP | If your party is wiped out, you return to the start of battle. Only happens once a battle. |
6 | Time Magic Lv. 3 | N/A | Use Level 3 Time Magic |
7 | Stop Immunity | 1 SP | Character is immune to Stop |
8 | Time Magic Lv. 4 | N/A | Use Level 4 Time Magic |
9 | Save TM MP | 2 SP | Time magic costs 25% MP less. |
10 | Time Magic Lv. 5 | N/A | Use Level 5 Time Magic |
11 | Slow World | 2 SP | Everyone in battle loses 1 BP at the end of every second turn. |
12 | Time Magic Lv. 6 | N/A | Use Level 6 Time Magic |
13 | M. Def Specialize | 3 SP | Boosts M. Atk by 30% |
14 | Hasten World | 2 SP | Everyone in battle gains 1 BP at the end of every turn. |
Valkyrie
The Valkyrie uses BP-based attacks to do large amounts of damage.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Soul Mates | N/A | P. Atk and M. Atk increase by 25% for five turns every time an ally is knocked out. |
1 | Crescent Moon | 1 BP | Deal an attack to all enemies. |
2 | Jump | 1 BP | Go offscreen, then hit next turn for double damage (triple if spear is equipped) |
3 | Spear Lore | 1 SP | Spears become S Ranked weapons. |
4 | Judgment | 2 BP | Does triple damage to an opponent. |
5 | Spirit Barrier | 10 MP | For up to ten turns, whenever you take damage, you lose 10% of that attack's damage as MP. Ends if MP drops to 0. |
6 | Soul Crush | 16 MP | Causes one enemy to lose MP equal to 10% of the damage that would be caused by a physical attack. |
7 | BP Skill Amp | 3 SP | Skills costing BP cost 1 more BP, but do 50% more damage. |
8 | Decimate | 0 | Everyone in battle with 10% or less HP takes damage equivalent to their current HP. |
9 | High Jump | 2 BP | Go offscreen. 2 turns later, hit enemy for triple damage. (4.5 times if a spear is equipped) |
10 | Pierce Default | 2 SP | Your attacks will not be affected by Default. |
11 | Soul Mates | 1 SP | P. Atk and M. Atk increase by 25% for five turns every time an ally is knocked out. |
12 | Aerials | 1 SP | Jump attacks last for 1 more turn, do 50% more damage and cost +1BP. |
13 | Sky High | 2 SP | Start offscreen. On the first turn, you attack an opponent for double damage (triple if spear is equipped). |
14 | Super Jump | 3 BP | Go offscreen. 2 turns later, hit all enemies for double damage. (triple if a spear is equipped) |
Vampire
The Vampire can learn the abilities of various monsters.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Genome Drain | N/A | Character can learn certain monster abilities when targeted by them. |
1 | Genome Ability | N/A | Use a monster's ability that you've learnt. |
2 | Absorb P. Damage | 1 SP | Whenever you take physical damage, you restore HP equal to 30% of that damage. |
3 | Blood Thirst | 0 | Attack an enemy and absorb HP equal to the damage dealt. |
4 | Bloodlust | 1 SP | P. Atk, M. Atk, P. Def and M. Def increase by 25% for 5 turns each time you defeat an enemy with an attack. |
5 | Charm | 0 | Has a chance to inflict the charm status on an enemy. |
6 | Magic Thirst | 0 | Drains MP by 10% of the damage of a normal attack. |
7 | Monster Ability Up | 1 SP | Genome abilities do 25% more damage. |
8 | Battle Thirst | 16 MP | Steals 1 BP from the target. Success rate depends on the enemy. |
9 | Subvert | 20 MP | Chance to charm all enemies. |
10 | Self-Restore | 1 SP | Restores all HP when a battle ends. |
11 | Absorb Stats | 20 MP | Increase one of your stats by 25% and decrease the target's by 25%. |
12 | Drain Attack Up | 1 SP | Draining attacks do 50% more damage. |
13 | Genome Drain | 1 SP | Character can learn certain monster abilities when targeted by them. |
14 | Rise from Dead | 1 SP | 50% chance to revive with 25% max HP if knocked out at the end of a turn. |
White Mage
The white mage provides healing and support for other party members.
Job Level | Ability | Cost | Mechanics |
---|---|---|---|
Start | Self-Healing | N/A | Poison, Blind and Silence are cured at the end of a battle. |
1 | White Magic Lv. 1 | N/A | Use Level 1 White Magic |
2 | M. Def 10% Up | 1 SP | Increases M. Def by 10%. |
3 | White Magic Lv. 2 | N/A | Use Level 2 White Magic |
4 | Staff Lore | 1 SP | Staves become Rank S weapons. |
5 | Self-Healing | 1 SP | Poison, Blind and Silence are cured at the end of a battle. |
6 | White Magic Lv. 3 | N/A | Use Level 3 White Magic |
7 | Abate Water | 1 SP | Halve damage from water attacks. |
8 | Angelic Ward | 1 SP | 50% chance to halve damage received. |
9 | White Magic Lv. 4 | N/A | Use Level 4 White Magic |
10 | M. Def 30% Up | 3 SP | Increases M. Def by 30% |
11 | White Magic Lv. 5 | N/A | Use Level 5 White Magic |
12 | Epic Group-Cast | 3 SP | Magic does not decrease in power when group cast. |
13 | White Magic Lv. 6 | N/A | Use Level 6 White Magic |
14 | Conservation of Life | 3 SP | If you are knocked out, all other characters are revived. Works once per character per battle. |
For more tips on Bravely Default, check out author Biospark27's full guide on our sister site GameFAQs.
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