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- Terra
- Sage
- WoB: 5 Carbunkl, 5 Maduin
- WoR: 5 Carbunkl, 15 Maduin
- Sage with focus on white & black magic.
- For WoB, a White Mage with good wind magic.
- After Tritoch & Phoenix, very powerful black mage & white mage.
- For endgame, grab a Ragnarok level, & use Ultima.
- If desired, grab handful of HP levels (Unicorn or Phoenix).
- Tank Mage
- WoB: 5 Unicorn, 5 Carbunkl
- WoR: 5 Unicorn, 5 Carbunkl, 5 Phoenix, 5 Maduin
- Non-traditional tank mage.
- Bulky White Mage with good wind magic for WoB.
- Morph keeps elemental magic powerful for WoR,
- and Ultima workable during endgame.
- If desired, grab extra Maduin.
- Mighty Morpher
- WoB: 10 Bismark
- WoR: 20 Bismark
- Glass cannon fighter.
- Morph, apply Berserk, do huge damage.
- Use boomerangs, elemental blades, or Apocalypse.
- Needs Smoke Bomb or Refract support.
- Be cautious in Sealed Cave & Thamasa arc.
- For endgame, use Aegis Shield & Minerva for speed & elemental defense.
- If desired, grab handful of Phoenix.
- Paladin / Red Mage
- WoB: 5 Bismark, 5 Unicorn
- WoR: 10 Bismark, 5 Unicorn, 5 Phoenix
- Knight with elemental & healing magic.
- Boasts high-end black & white magic over Celes.
- Don't forget Morph, especially with black magic.
- Adjust HP & MP ELs as desired;
- Phoenix yields endgame potential,
- Unicorn & Carbunkl have better availability & fine-tuneability.
- Regen Tank
- WoB: 10 Unicorn
- WoR: 10 Unicorn, 10 Tritoch
- No MP mage for WoB,
- transition to regen tank with Morph & Omega in WoR.
- Absurd regen status under Morph, Life Bell & Genji recommended.
- Level 30 yields RegenX.
- If desired, grab early Carbunkl to trade endgame potential for WoB usability
- Locke
- Rogue
- WoB: 10 Ramuh
- WoR: 15 Ramuh, 5 Phoenix
- Rain stabby death with knives, boomerangs, & swords. Aim for weaknesses.
- Use Valiance + Zantetsuken endgame.
- Lives in Shadow's shadow in WoR;
- grab Phoenix levels to capitalize on Locke's magic & HP advantages.
- If want speed, trade some Ramuh for Ifrit.
- If desired, trade handful of Ramuh for Kirin,
- trading endgame damage for midgame health.
- Paladin
- WoB: 10 Ramuh
- WoR: 10 Ramuh, 10 Phoenix
- Rain stabby death in the WoB,
- transition to a Paladin in the WoR.
- Don't forget your black magic.
- Ignore Ifrit & Kirin.
- Steal a Healing Shiv if you want Locke to heal in the WoB.
- White Mage
- WoB: 5 Ifrit, 5 Kirin
- WoR: 5 Ifrit, 5 Kirin, 10 Phoenix
- Rogueish white mage.
- Steal a Healing Shiv in Zozo, transition to (X-)Magic after Phoenix Cave.
- X-Life 2 is the ultimate in salvaging a near wipe.
- X-Fire 3 annihilates Fire-weak bosses mid-WoR, but otherwise heal.
- For more endgame potential, trade Kirin for Ifrit or Phoenix;
- tough out low HP in WoB.
- Phoenix
- WoR: 20 Phoenix
- X-Magic lovers dream.
- (Extreme) late bloomer.
- Tough out the WoB, mass HP & MP for WoR.
- Nuke stuff, keep the team alive, be awesome.
- Tank
- WoB: 10 Kirin
- WoR: 20 Kirin
- For WoB, bulky healer by stealing Healing Shiv in Zozo.
- Transition to regen tank with Omega in WoR.
- Use Omega + Valiance if you like dual-wielding.
- Grab a handful of Ifrit and/or Phoenix levels if desired.
- Edgar
- Paladin
- WoB: 10 Golem
- WoR: 10 Golem, 10 Palidor
- Spam blasters & tank hits early on.
- Sit out the Floating Continent.
- Fire Dragoon for Daryl's Tomb.
- Grab Chainsaw, Defib, Nirvana Band, etc.
- Attack, support, Cure, be awesome.
- Trade 3-5 Palidor for Siren if desired for
- WoB speed & extra oomph on WoR supports.
- Sparta with spear counterattacks for the lulz.
- Red Mage
- WoB: 10 Siren
- WoR: 10 Siren, 10 Palidor
- Frailer than Paladin,
- but more turns for attacking & supporting.
- Snag handful of Unicorn if desire HP.
- Wall
- WoB: 10 Golem
- WoR: 15 Golem, 5 Palidor
- Never die, great Golem summons,
- but suffers from slow speed.
- Self-apply Haste & tough it out.
- Replace Palidor with Siren if desired.
- Sparta with spears for the lulz.
- Dragoon
- WoB: 5 Unicorn,
- WoR: 5 Unicorn, 15 Palidor
- Glass cannon & supporter.
- Jump only truly shines in long boss fights.
- Lives in Shadow's shadow.
- Don't forget Defib, Battery, & Cure.
- If desired, replace Unicorn with Siren, or go pure Palidor.
- Support Engineer
- WoB: 5 Siren, 5 Unicorn
- WoR: 15 Siren, 5 Unicorn
- Reviver & MP restorer, with very poor attacks.
- Spams Defib & Battery to cheese death & MP concerns.
- Greatly compliments low HP / MP builds.
- Use heavy and magic armor.
- For WoB, spam blasters, sit out Floating Continent.
- Sabin
- Master
- WoB: 10 Golem
- WoR: 15 Golem, 5 Terrato
- Standard martial artist build.
- Spam Blitz & hit weaknesses with elemental claws.
- Summon Golem, abuse status effects, maybe use Mantra.
- Go pure Golem if desired.
- Bum Rush drops off a bit endgame; keep using elemental claws & Golem.
- Monk
- WoB: 10 Stray
- WoR: 15 Stray, 5 Terrato
- Support Monk & Regen tank.
- Start as traditional martial artist,
- transition to regen tank in midgame,
- transition to HP & MP battery for endgame.
- Great support if whole team burns MP,
- otherwise an average Regen Mage.
- Adjust HP levels as desired.
- Red Monk
- WoB: 5 Golem, 5 Stray
- WoR: 10 Golem, 10 Stray
- Red Mage, martial artist style.
- Beatdown enemies while regen tanking & Chakra spamming.
- Careful with your low HP.
- Celes
- Paladin
- WoB: 5 Ramuh, 5 Seraph
- WoR: 5 Ramuh, 5 Seraph, 5 Crusader, 5 Alexander
- Paladin with gray & elemental magic.
- Use elemental blades early, grab Illumina asap.
- Always equip Veil (sans boomerangs) & Black Belt (counterattacks).
- Mostly inferior to Magic Celes;
- only boasts counterattacks & occasional better damage.
- Adjust exact HP & vigor ELs as desired;
- ELs listed are balance of potential vs. availability
- General
- WoR: 10 Crusader, 10 Alexander
- Paladin with maximum endgame potential,
- but extreme latebloomer.
- Tough out the IMF & early WoR.
- Counterpart to Magic General.
- Trade 2-3 Alexander for more Crusader if desired.
- Fighter
- WoB: 5 Ramuh, 5 Seraph
- WoR: 5 Ramuh, 5 Seraph, 10 Crusader
- Glass cannon fighter.
- Loses Celes' HP advantage, but boasts speed over Terra.
- Don't forget your magic.
- Similar to Dragoon Edgar, living in Shadow's shadow.
- Adjust exact HP & vigor ELs as desired; Crusader preferred for speed;
- Alexander over Seraph or Pure Crusader are options.
- Knight
- WoB: 10 Ramuh
- WoR: 15 Ramuh, 5 Alexander
- Ramuh build; traditional paladin.
- Inferior to Crusader, especially with magic,
- but has stronger counterattacks & damage per blow.
- Adjust Alexander levels as desired;
- Seraph is option for midgame usability at cost of more endgame potential.
- Dark Knight
- WoB: 10 Phantom
- WoR: 10 Phantom, 5 Crusader, 5 Alexander
- Regen tank with a hidden attack.
- Suffers from unfocused stats.
- For less HP, do 13 Phantom, 7 Crusader.
- For more HP, do 10 Phantom, 10 Alexander.
- Pure Phantom or Ramuh are options, but not preferred.
- Magic General
- WoB: 5 Siren, 5 Seraph
- WoR: 10 Siren, 10 Seraph
- Supporting tank mage.
- Healer for early game, transitions to awesome tanky mixed mage when returning after Thamasa.
- Most defensive of 4 main mages, for self & party.
- Boasts high speed, superb gray magic, & good elemental magic.
- Great Reriser.
- 5 Alexander, 5 Seraph is option for more HP.
- Siren preferred for extra turns for supporting with low-MP defensive magic.
- Sage
- WoB: 5 Shiva, 5 Seraph
- WoR: 15 Shiva, 5 Seraph
- Traditional Sage.
- Healer for early game, transitions to Sage when returning after Thamasa.
- Very diverse; possesses similarities to each of other 3 main mages.
- Shiva preferred to maximize damage from high-MP elemental magic.
- Red Mage
- WoB: 5 Siren, 5 Seraph
- WoR: 7 Siren, 7 Crusader, 5 Seraph
- Speed-focused Red Mage.
- Start as tank mage, then grab Illumina asap to transition to Red Mage.
- Speedy & diverse, but suffers from low HP & MP, and weaker attacks & cures.
- Take advantage of enemy magical & physical weaknesses with high speed.
- True Red Mage
- WoB: 3 Siren, 3 Phantom, 3 Seraph
- WoR: 7 Siren, 7 Phantom, 7 Seraph
- Traditional Red Mage.
- Perfectly balanced growth of all stats.
- Suffers greatly from unfocused stats.
- Mainly thematic.
- Cyan
- Samurai
- WoB: 10 Bismark
- WoR: 15 Bismark, 5 Alexander
- Traditional knight.
- Struggles in WoB (IMF & Floating Continent), but takes off in WoR.
- Grab Mutsunokami from Colosseum asap; big boost to Flurry & Tempest.
- Remember Fight is targetable.
- Pure Bismark or extra Alexander are also options.
- If desired, grab early Kirin to trade endgame potential for midgame usability;
- Kirin replaces whichever.
- Dragon
- WoB: 10 Kirin
- WoR: 20 Kirin
- The premier tank. Virtually unkillable.
- Dispatch early on, then spam Dragon. Then, spam Dragon more.
- Empowerer makes you immortal. Very easy-to-use & straightforward.
- Be absolutely awesome.
- Eclipse & healing have their niches too.
- Shadow
- Shadow
- WoB: 10 Phantom
- WoR: 10 Phantom, 10 Fenrir
- Ninja. Excellent glass cannon & supporter.
- Superb damage with Thrown knives, scrolls, & stars or Fight with wind blades.
- Excellent support with Image, Haste, Rerise, & Berserk. Best Item healer.
- By far the frailest character, so beware.
- Extra Phantom is option for regen tanking & Throw damage per price.
- Extra Fenrir is option for (yet) higher turn count,
- for inexpensive (GP & MP) attacks & supports.
- Gau
- Berserker
- WoR: 20 Fenrir
- Speedy Rageserker. No menu input means Gau keeps moving.
- Rages include physical & elemental attacks, sweeper magic,
- healing, status effects, Rerise, Image, & Refract.
- WoB relies on sweeper & elemental magic, Rerise, & healing after IMF.
- For WoR, grab Bone Club asap to transition to physical with occasional elemental;
- healing & buffs diversify & remain useful. Sheer speed creates good healer.
- If desire WoB Brawler, Cephalid, or Griffin, grab handful of early Stray.
- High endgame potential, even as healer, but a latebloomer.
- Regen Mage
- WoB: 10 Stray
- WoR: 15 Stray, 5 Fenrir
- Non-traditional White Mage;
- heals self & party by Regen magic & status, has extra status defense.
- Core strategy is heal or attack while equipping Life Bell.
- Rages are Brawler (early), Griffin, Defender, Cephalid,
- Peepers, Tumbleweed (no Bell), and Mantodea.
- Troll, Belladonna, & Marlboro are alternatives with innate regen;
- Mesosaur & Flan are niche options.
- Don't discount your other Rages.
- Mog
- Magic Moogle
- WoB: 10 Shoat
- WoR: 15 Shoat, 5 Terrato
- Elemental mage.
- Dance or Rod Fight all game, using Earth Blues / Punisher & elemental rods / dances.
- Rods provide higher damage, Dance provides healing & utility.
- X-Magic is a lategame alternative, but requires MP support or Dance support & luck;
- generally inferior because difficult-to-use with small rewards.
- Equips like Light Robe pair well with healing dances.
- Adjust HP levels as desired.
- Dancing Moogle
- WoB: 10 Maduin
- WoR: 10 Maduin, 5 Shoat, 5 Terrato
- Dance Mog. Strong healing & never stumbles, but weaker attacks.
- Adjust Shoat & Terrato ELs as desired. Don't overdo Maduin.
- Mogoon
- WoR: 15 Palidor, 5 Terrato
- Non-traditional dragoon;
- Moogle Charm & Dragoon Seal yields fast, but weak jumps.
- Does high damage over time.
- Late-bloomer unavailable for WoB & with tardy HP esper.
- Status & healing dances are possibility with Genji.
- Rod Fighting stronger prior to Gungnir, but its variable & requires MP.
- Adjust HP levels as desired.
- Setzer
- White Mage, "The Bank"
- WoB: 10 Seraph
- WoR: 20 Seraph
- Basic Tanky White Mage with strong but inconsistent attacks.
- Slots are very strong but hard-to-use WoB attack.
- Daryl's Soul with Avengers, Man Eaters, & Fixed Dice in WoR.
- Death magic with huge MP pool.
- Use Rerise & Seraph to prevent death.
- If desired, grab handful of Shoat or Starlet (not both).
- Tank Mage
- WoB: 5 Seraph, 5 Shoat
- WoR: 10 Seraph, 10 Shoat
- Tank Mage attacking with hard-to-use nonelemental Slots.
- Blackjack is main attack. Strong, consistent, but hard to use.
- Struggles endgame; either give rare Crystal Orb, or
- transition to White Mage with Fixed Dice.
- If desired, trade some Seraph for Shoat.
- Regen Tank
- WoB: 10 Seraph
- WoR: 10 Seraph, 10 Starlet
- Regen Tank with GP Toss.
- Extreme late bloomer. White Mage in WoB.
- Most consistent, but has MP troubles and weak attacks & heals.
- Struggles with slow growth & low stats.
- If desired, trade some Seraph for Starlet.
- Strago
- Blue Mage
- WoB: 5 Shiva, 5 Carbunkl
- WoR: 15 Shiva, 5 Carbunkl
- Off-elemental attack & support mage;
- utilizes Lore, Magic, & Rods, with many party buffs & Holy Wind.
- Lore hunt asap, then attack, buff, and/or Holy Wind; be awesome.
- Black Omen is generic endgame nuke.
- Rods have greatest potential, but require front row; use with Black Belt.
- Alternate growth is 10 Shiva, 10 Zoneseek;
- slower MP growth & less stamina for slightly more endgame MP.
- Pure Shiva is also an option.
- Regen Mage
- WoB: 5 Carbunkl, 5 Shiva
- WoR: 5 Carbunkl, 5 Shiva, 10 Odin
- Non-traditional White Mage;
- heals party & self by Regen magic & status, has extra status defense.
- Life Bell + Holy Wind is key.
- Extreme late bloomer, weak nonelemental attacks.
- Alternate growth is 10 Zoneseek, 10 Odin, but given ELs preferred;
- extra stamina outweighs minor extra MP.
- More Odin or pure Odin are options.
- Relm
- Nuke Mage
- WoB: 10 Zoneseek
- WoR: 15 Zoneseek, 5 Ifrit
- Powerful nonelemental Sage that burns MP.
- Latebloomer, but extremely powerful.
- Defeat Doom Gaze asap; learn WoR magic;
- nuke, heal, Rerise, Zoneseek, be awesome.
- Careful with HP & MP. Crystal Orb highly recommended.
- Ignore Sketch, except select cases.
- Pure Zoneseek is an option.
- For WoB, use Rods, brush healing, & Sketch Atma.
- Shadow
- WoB: 10 Ifrit
- WoR: 12 Ifrit, 8 Bahamut
- Shadow's little girl.
- Trades MP efficiency & power per blow
- for high turn count & power over time.
- Best Reriser & brush buffer, high turn count for Cure.
- If desired, Zoneseek and/or more Ifrit (replace whichever).
- Regen Mage
- WoB: 5 Ifrit
- WoR: 10 Starlet, 5 Bahamut, 5 Ifrit
- Non-traditional White Mage;
- heals party & self by Regen magic & status, has extra status defense.
- Life Bell in randoms where RegenX is unused.
- Flare & Meteor weaker, but still powerful.
- Replace Ifrit for more Starlet if desired.
- Red Mage
- WoB: 10 Zoneseek
- WoR: 10 Zoneseek, 10 Starlet
- Regen Nuke Mage.
- Strong attacks & regens, but slow with worse MP issues.
- Crystal Orb highly recommended; remember it boosts MP.
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