| Class |
Synergy |
Thoughts |
| WAR |
Good |
While running multiple Warriors may arguably boring in the context of a game that gives you so many other options, it's still as good a choice as it was back on the NES. It may even give more incentive to use WARCRY depending on the rest of your party. |
| THF |
Neutral |
Ironically, for all the stuff they can find and do for other classes, Thief's SEARCHes won't help a Warrior much, and they don't need the money either. They can still cast FAST for support after promotion at least, but there's better options. |
| MON |
Good |
WARCRY is one of the few things that can boost a Monk's attack. Warrior can also take the hits for them while they stand behind and punch things. |
| RDM |
Great |
Whatever a Warrior wants, a Red Mage can do for them. Buff their offense, provide AoE, add defense with ARUB, even heal in battle. |
| WHM |
Good |
A tank to stand up front and take (and dish out) hits, and a healer to make that tank last even longer. it's a good combo needless to say! Note that it only really takes off once they get higher tier CURE spells, and it shines best in battle. They can also throw out ARUB or even WALL to give additional defensive support for one running Dragon/Aegis/ProRing. |
| BLM |
Good |
Warrior gets to stand up front, taking hits and beating up stuff. Black Mage can stand in the back and support with AoE, as well as FAST and TMPR. |
| BLU |
Neutral |
Blue Mage can bring the AoE if needed, but otherwise they'll just exist together. |
| DNC |
Good |
Dancer can buff and even heal Warrior, and since the buffs are party-wide, you can get more mileage out of WARCRY. |
| GEO |
Good |
Buff (offensive and defensive alike) and heals for them, and AoE support. Geomancer can notably buff critical chance, which they'll love. |
| LNC |
Great |
A deceptively fantastic combo due to how enemy targeting works. With a jumping Lancer in slot 2, more attacks than usual will go to slot 1. Lancer has enough absorb to be in slot 2 and hits really hard. The only catch is that Lancer can run Dragon but not Opal Armor, yet no shields, so Dragon/Aegis/ProRing isn't as simple to run. |
| TRA |
Neutral |
Watch for Dragon Armor conflicts. It's the best Beastmaster armor, but Paladin might want it instead with Aegis/ProRing. Otherwise, Paladin can just use Opal. |
| EVO |
Neutral |
Evoker's support is just there. |
| TIM |
Good |
Really, just having FAST is enough to make Time Mage work well with a Warrior. |
| GRM |
Good |
Since REGEN is based on max HP, having more of it means more healing. They're another ARUB user in the late game, and other buffs are appreciated before then. |
| BRD |
Good |
If you're willing to be daring in the late game, a hiding Bard can pull the same trick as a Lancer. Otherwise, Bard gives welcome buffs. |
| DRK |
Good |
With a Warrior in slot 1, Dark Knight can stand in slot 2 without worrying about inviting ambushes due to low AGI/LUCK. Just watch that Dragon Armor conundrum. |
| SPL |
Jank |
There's only one Xcalber to go around, which is slightly more awkward than it is with double warriors. Other than that, their buffs play well with each other if needed. And at worst, Warrior's high HP can help shield them. Since Spellblade can use Opal equipment, they can just split the heavy stuff. |
| ARC |
Good |
Warriors make a good target for HUNTER'S MARK. |
| RON |
Good |
No overlap with the weapons, and Warrior can stand up front while Ronin is unpromoted. Again, both can use Opal equipment. |
| MCH |
Great |
While the weapons are only good for the midgame, Machinist's augments can give a Warrior additional elemental protection in the late game. Not only that, WARCRY works on guns. It ideally wants more than just a Machinist to buff. |
| Complex mixes |
- With Warrior, Machinist, and a Dragon Armor user who can't use Aegis, you can cover the conundrum.
- Warriors can get excellent use out of WARCRY in a completely physical party. Just watch for equipment conflicts. |
| Class |
Synergy |
Thoughts |
| THF |
Poor |
One Thief is enough for support. If you want to use scrolls in the late game, multiple will have to share. |
| MON |
Neutral |
Of course, a class that doesn't need money or equipment doesn't need the Thief's help. There's still FAST after promotion at least. |
| RDM |
Good |
MUG supplies cash for spells. Thief can find the Red Shirt, a unique piece of equipment for Red Wizards. It's not the most amazing piece of equipment, but it's there. Red Mage can also help a Thief out with FAST. |
| WHM |
Good |
MUG supplies cash for spells. |
| BLM |
Good |
MUG supplies cash for spells. FAST also helps tha Thief's weaker offense a lot. |
| BLU |
Neutral |
Blue Mage does not buy its spells and has nothing else to get. A Ninja also can't prevent forced trainer ambushes. |
| DNC |
Great |
A solid pair. Thief can find a powerful weapon for Dancer and help fund expensive escorts. Dancer in turn can buff a Thief's mediocre offense. It does mean two weak physical attackers early though, so make sure there's some others that can help with that. |
| GEO |
Good |
A Thief can find bells for a Geomancer sooner. It isn't that much sooner though: practically, it means you can trade for the Blessed Bell after a Mirage Tower dip rather than getting the last a bit through the Floating Castle. |
| LNC |
Neutral |
Nothing to find, not much to supply. |
| TRA |
Good |
Thief can give Trainer a big early boost by finding the Bone Mail in the Marsh Cave. |
| EVO |
Neutral |
Evoker does not buy its spells. And as with Blue Mage, you can't use Ninja to prevent forced ambushes. Fairly neutral. |
| TIM |
Good |
MUG supplies cash for spells. FAST also helps. |
| GRM |
Good |
MUG supplies cash for spells. |
| BRD |
Good |
The Gilbart Harp is behind the throne in Castle Ordeals, autocasting an experience boosting song. |
| DRK |
Great |
While Thief can find a few things for the Dark Knight, the real bonus comes after promotion due to the Ninja's ability to prevent ambushes. With this, a Dark Knight can freely stand in slot 1 without worry. |
| SPL |
Good |
Spellblades don't buy as many spells as other jobs, but they still buy spells and so MUG can help them. |
| ARC |
Neutral |
Not much here. Ninjas are hardly the best users of HUNTER'S MARK, and the FAST to help Archer is only after promotion. |
| RON |
Good |
Thief can find a weapon for the Ronin, but it's mediocre and the WS is bad. They might be able to help fund some storebought weapons, though. |
| MCH |
Good |
This helps their offensive deficiency. Later on, a Ninja can run the Breaker as a weapon choice. |
| Complex mixes |
|
#####
| Class |
Synergy |
Thoughts |
| MON |
Neutral |
An interesting property is that this will change the Master battle in Castle Ordeals, increasing the number of monsters but letting you use all Masters in the party. |
| RDM |
Good |
Monk appreciates FAST no matter what the source of it is. Note they can't benefit from TMPR. |
| WHM |
Neutral |
White Mage's PRAY is based off a percentage of HP, so the class with the highest gets the most out of it. Still, it's not really reliable, so this works out to be fairly neutral. |
| BLM |
Good |
A FASTed Monk is a dangerous Monk. |
| BLU |
Neutral |
They'll exist without affecting each other. |
| DNC |
Good |
They can benefit immensely from HASTE SAMBA and PALTRY POLKA helps their armor situation. But they cannot benefit from SWORD DANCE. |
| GEO |
Neutral |
As usual, they can't get offensive buffs from the FORGED IN series. |
| LNC |
Neutral |
A JUMPing Lancer will leave their allies behind to be hit in their place. Ideally, this is not a Monk. |
| TRA |
Neutral |
A Trainer does get heavy armor, so they can eventually be a pointman for the Monk. A Thief helps by getting them Bone Mail to do it sooner. |
| EVO |
Neutral |
Nothing really to note about this. |
| TIM |
Great |
FAST is already good. FAST2 on them can be disgusting. |
| GRM |
Good |
High HP means more restored through REGEN. |
| BRD |
Good |
Bard is one of the few ways to buff a Monk's attack. More absorb and crit chance doesn't hurt either. |
| DRK |
Neutral |
You might want to have the Monk in slot 1 even with weaker armor, just to reduce ambush chances. |
| SPL |
Neutral |
A Spellblade can't buff a Monk using fists. |
| ARC |
Great |
The LIMIT of the Master is performing a physical attack where all hits are critical. HUNTER'S MARK is like having this on demand! |
| RON |
Neutral |
There's no weapon clashes here, so they're an interesting duo. Just remember that both are low absorb classes until after promotion. |
| MCH |
Good |
The nunchucks might help for a bit, but the real advantage is the potential defensive bonuses, which can turn a Monk into a respectable tank. |
| Complex mixes |
- Monk+Dancer/Spellblade+physical: One problem is that Dancer and Spellblade's attack boosting buffs need a weapon to function. Having a Monk in the party will subsequently limit the potential of these abilities. |
| Class |
Synergy |
Thoughts |
| RDM |
Good |
Double the AoE! Double the buffs! Redundancy on LIFE! What's there not to love? |
| WHM |
Good |
Redundancy on LIFE is always nice if one user goes down. White Mage can also help make sure undead die. |
| BLM |
Neutral |
Double the offensive spells means double the pain. You might be able to get use out of FOCUS plus a status spell, but they're niche and it's kind of excessive with SABOTEUR. |
| BLU |
Neutral |
See above, minus the point about FOCUS. |
| DNC |
Good |
A Red Mage has enough offense to benefit properly from Dancer's buffs. |
| GEO |
Neutral |
|
| LNC |
Neutral |
Unlike most physical classes, Lancer won't benefit as much from FAST because JUMP isn't affected by it. |
| TRA |
|
|
| EVO |
Good |
The problem with Evoker bosses is that their charge attacks do way too much damage. A Red Mage can help against some of them by giving party-wide resistances. It's not too hard to make room for the spells either. |
| TIM |
Good |
A Red Mage can benefit from Time Wizard's DOUBLECAST. Or even FAST2 if needed. |
| GRM |
Good |
|
| BRD |
|
|
| DRK |
|
|
| SPL |
|
|
| ARC |
|
|
| RON |
|
|
| MCH |
Good |
|
| Complex mixes |
Red, Blue, Dark Knight. This will remove any temptation to waste a spell slot on DARK with Red, because Blue gets it for free. |
| Class |
Synergy |
Thoughts |
| BLM |
Neutral |
|
| BLU |
Good |
Blue Magic tends to have lowish accuracy. FOCUS can help them land their status spells if needed. And of course, double AoE will make sure big groups go down in a single round. |
| DNC |
Poor |
This is a case of not blending well. Dancer mostly gives physical buffs. Their HASTE SAMBA doesn't stack with FAST, and both jobs are money hungry. |
| GEO |
Neutral |
|
| LNC |
Neutral |
SUPER JUMP might end up partly obsoleting the Black Mage's spells in the late game, but at least a Black Wizard can kill on turn one. |
| TRA |
Good |
Trainers are a decent meatshield and a FAST target! |
| EVO |
Jank |
It's funny and sad at least: while the Evoker's charging up a spell, the Black Mage will be killing them immediately. At least there's the status stuff. |
| TIM |
Good |
You bet that the dedicated offensive magic class is a good recipient of DOUBLECAST. |
| GRM |
|
|
| BRD |
|
|
| DRK |
|
|
| SPL |
|
|
| ARC |
|
|
| RON |
|
|
| MCH |
Poor |
Wallet sharing, and a Black Mage can't really benefit from anything a Machinist can make. |
| Complex mixes |
- A party filled with offensive mages might be able to get some use out of BLUFF. Only maybe. |
| Class |
Synergy |
Thoughts |
| BLU |
Jank |
Each Blue Mage has to learn their skills individually, which can be annoying. |
| DNC |
|
|
| GEO |
|
|
| LNC |
Neutral |
|
| TRA |
Good |
A Trainer's ability to advance the encounter table quicker can help with finding WarMECH and IronGOL. |
| EVO |
Good |
The PHOENIX boss provides an alternate learning source for INFERNO. |
| TIM |
Great |
Besides DOUBLECAST, a Time Wizard's telepoints allows Blue Mage easier access to its abilities by putting a pseudo save point in a dungeon. It especially helps for HADES, who can take a while to show up. |
| GRM |
Good |
Just like telepoints, WARDING CIRCLE can be used to save mid-dungeon and soft reset battles to advance the encounter table as needed, or reset for HADES. |
| BRD |
Jank |
While Blue Mage can benefit from both the physical and magical buffs, there are two catches. HERO'S RIME might make enemies run away, and VICTORY MARCH can level a party up faster which also induces running. For this reason, try to keep the Auto Harp off a Bard when a Blue Mage is spell hunting. |
| DRK |
|
|
| SPL |
|
|
| ARC |
|
|
| RON |
Neutral |
Sadly, no Blue Magic sources from the ghosts. |
| MCH |
Good |
|
| Complex mixes |
|