Elements and Races

Warrior:
Like in vanilla, Warrior is a drag and drop class. You can put it into literally any party and have it do well just by virtue of "do a lot of damage" and "soak a lot of hits". The only way you can run into any sort of synergy problems is equipment shortages from having a full heavy armor team, and even then it's a minor issue. They can even bring a bit of support after promotion!

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.


Thief: The changes to Final Fantasy Renaissance have turned Thief into a support class. Whether it's through MUGging enemies for cash, SEARCHing for unique equipment, making near-guaranteed RUNs, or even adding a bit of extra FAST after promotion, it can fit into a lot of parties. Unlike Warrior, it isn't nearly as drag and drop: its own abilities still suck, so it's really about making other classes better.
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
##### Monk: In terms of synergy, Monk doesn't bring much to the table. It can deal a lot of damage at high levels and you'll only have to spend a token amount of money on it, but that's all. Instead, it's about what others can bring it.
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.
Red Mage: The other meta class from NES is just as capable here, especially after promotion which shores up the one weakness of needing higher levels than other classes to get their spell charges. They can fulfill a lot of different roles at once: physical and magic damage, buffs and debuffs, even token healing. They're not quite as drag and drop as a Warrior, but they still fit nearly anywhere.
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.
White Mage: There isn't much to say about the White Mage. It can bring healing, buffs, and revival to a party. Because of potions, the former is mainly good for in-battle healing. Note that Red cannot multi-target heal and will get its spell charges later, so White can still get a leg up in some respects. There's little that it directly synergizes with and it's not drag and drop, but it will rarely be out of place.
Class Synergy Thoughts
WHM Good While it is a little dull, two White Mages allows one of them to LIFE the other. With double the healing to boot, the other party members will be hard to kill.
BLM Neutral Undead will cry from the combination of HARM and FIR2.
BLU Neutral The advantage here over the other mages is that Blue Mage doesn't have to buy its spells. They may well be the best undead killing duo as a result.
DNC Neutral
GEO Neutral
LNC Jank
TRA
EVO Good Any job that can give elemental resistances will help the Evoker out with at least a few of its bosses.
TIM Good Using DOUBLECAST on healing spells may not be the best use of it, but it's pretty effective. You may or may not get FADE access.
GRM Good
BRD
DRK
SPL
ARC Good
RON
MCH Poor
Complex mixes
Black Mage:
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.
Blue Mage: Blue Mage is a fairly independent class. It can bring AoE to a party, but the spells don't do too much otherwise.
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
Dancer:
Class Synergy Thoughts
DNC
GEO
LNC
TRA
EVO
TIM
GRM
BRD
DRK
SPL
ARC
RON
MCH
Complex mixes
Geomancer:
Class Synergy Thoughts
GEO Bad
LNC
TRA
EVO
TIM
GRM
BRD
DRK
SPL
ARC
RON
MCH
Complex mixes
Lancer: Maybe the most independent class in the game.
Class Synergy Thoughts
LNC
TRA
EVO
TIM
GRM
BRD
DRK
SPL
ARC
RON
MCH
Complex mixes
Trainer: Evoker: Time Mage: Green Mage: Bard: Dark Knight: Spellblade: The extra swords they can pick up mostly benefit themselves, but can be used with other sword swingers to save a bit of money. They shine best in parties full of other physical attackers who can take advantage of their multi-target EN spells and IMPART. Which sort of clashes with how RUNIC works. Archer: (ARC)
Class Synergy Thoughts
ARC Jank Arrow "charges" are inventory based, so they have to share. HUNTER'S MARK can't stack. You may end up having to shell out for a Rose Bow with this, or have one run knives instead. Having two low offense characters can also cause problems, though it does artificially help earn more which is the only thing stopping this from being poor.
RON Good Archer with Ronin is the only way to get the Yoichi Bow's weapon skill. They're also good receipients of HUNTER'S MARK.
MCH Good Machinists can craft the Killer Bow, a weapon that can outperform all other bows.
Complex mixes - If there are multiple physical attackers in a party, it's up to turn order as to which one benefits from HUNTER'S MARK. A Time Mage can help control it with HASTE. - Two Archers and a Dancer can be problematic. Besides having three weak physical attackers (until promotion), this will absolutely force you to get a Catclaw or Rose Bow for the second Archer, unless the fourth is a Machinist.
Ronin: (RON) They aren't quite as good as the Warrior at tanking due to their armor situation early on, which is when things really matter. You'd think they'd have some interesting support in their skillset, but it's limited to the awkward ECONOMIZER and a bit of status in the form of silence, darkness, and bind.
Class Synergy Thoughts
RON Neutral While multiple Ronin will have to compete for equipment, this isn't too bad in practice due to how WS aren't too common to use, and the ones on non-storebought weapons generally aren't amazing.
MCH Great One of the big weaknesses of the Ronin is its poor defenses early. Machinist not only allows them to shore this up with augments, but crafting gives access to several weapons they normally wouldn't be able to have, and armor late in the game. Augmenting their armor also helps them keep up with the bigger tanks earlier on.
Complex mixes - Ronin, Machinist, and Archer is the only way to craft one of their weapons. It's a solid boost early on, though you won't miss it long-term.

Machinist: (MCH) With the ability to craft and improve equipment, Machinist is capable of supporting most jobs in the game. It has the same well armored with low HP problem as the Spellblade though, and it also can be a pricey class. It works better with physical classes than magical ones.
Class Rating Thoughts
MCH Jank There's only one Novice/Master Hammer in the game, limiting what multiple Machinists can do with tools. They also share a tool inventory and can't run different sets. This isn't a total clash though: guns exist and are perfectly viable.
Complex mixes - Keep in mind that you can only have one copy of rare equipment at a time. So for example, multiple of Red Mage and Blue Mage can't both have Enhancer.
- The Genji equipment can give a third strong armor option for certain heavy armor classes, if you're running three in the same party.

Index