This page collects the data for every job, enemy, and command, plus practical tactics. All numbers come from the live game data.
| Job | Role | Cost | HP (Lv1→5) | Per-second (Lv1→5) | Traits & abilities |
|---|---|---|---|---|---|
| Paladin | Tank | 90 | 420 → 1280 | 12.5 → 60 | Cover (manually link an ally — permanent, switchable; redirects 100% of their damage to the Paladin) / Invincible (8s immunity below 25% HP, 90s CD) / Rampart (all tanks: 30% mitigation for 20s below 70% HP, 60s CD) |
| Warrior | Tank | 90 | 400 → 1220 | 15.8 → 75.8 | All attacks cleave (48px radius) / self-heals 35% of damage per enemy hit / Holmgang (lethal-save at 1 HP for 5s, 40s CD) / Rampart (shared) |
| Dark Knight | Tank | 95 | 410 → 1250 | 15.9 → 77.1 | Cleave (hits all enemies within 40px of target) / TBN (shields a dying ally, 15s CD) / Living Dead (8s undeath on lethal, 80s CD) / Rampart (shared) |
| Gunbreaker | Tank | 100 | 360 → 1080 | 21.5 → 107.1 | Soil (1 per 120 damage taken, max 3; below 50% HP spends all for 40% mitigation 8s + a blast at 2x per soil) / Superbolide (lethal-save, 30s CD) / Rampart (shared) |
| White Mage | Healer | 100 | 190 → 520 | 21.7 → 100 | Every 4th heal is AoE / Misery (charged 5x AoE blast) / Benediction (full heal below 25% HP, 60s CD) / Swiftcast Raise (instant revive, 120s CD) |
| Scholar | Healer | 110 | 190 → 520 | 15.8 → 74 | Heals grant a shield (50%) / placeable fairy (regen aura) / Fey Wind (AoE haste, 45s CD) |
| Astrologian | Healer | 105 | 185 → 510 | 17.4 → 79.6 | Cards (every 5s: +25% attack, speed or range to one ally for 5s, at random) / healed allies gain haste / Gravity (AoE heavy, 9s CD) |
| Sage | Healer | 115 | 190 → 520 | 14.8 → 68.4 | Kardia (manually link an ally — permanent, switchable; every landed attack heals + shields them) / periodic group barrier every 12s |
| Monk | DPS | 100 | 250 → 720 | 28.6 → 141.7 | +7% attack speed per hit (max 5 stacks; decays after 2.5s without attacking) |
| Dragoon | DPS | 110 | 270 → 770 | 22.5 → 107.1 | Jump (every 12s: unlimited-range 8x armor-piercing strike). Every 3rd jump is Stardiver: 60px AoE at a further 1.5x |
| Samurai | DPS | 115 | 260 → 750 | 29.3 → 145.3 | Iaijutsu (5s CD, cycling forms): Higanbana DoT (80% / 4s) → Tenka Goken 1.5x self-AoE (55px) → Midare Setsugekka 3x single |
| Ninja | DPS | 110 | 220 → 640 | 17.6 → 86.2 | Ninjutsu (7s CD): Trick Attack (+5% damage taken on bosses, used first) → Katon (1.6x AoE) → Doton (5s damage zone) → Raiton (chain lightning up to 5 targets, 0.75 falloff) |
| Reaper | DPS | 120 | 280 → 800 | 22.4 → 108.1 | Attacks cleave 42px / Enshroud (16s CD: 6s of 64px cleave + heavy aura, ends in a 2.5x burst) / Portal (free, manual) |
| Viper | DPS | 115 | 260 → 750 | 29.2 → 138.1 | Reawakening (every 10s: 4s of 1.5x AoE strikes) |
| Bard | DPS | 110 | 180 → 500 | 18.6 → 88.3 | Venomous arrows (attacks apply a permanent DoT at 30% power/s) / song aura: +10%+ damage to allies within 110px |
| Machinist | DPS | 120 | 190 → 560 | 16.7 → 80.6 | Drill (every 8s: 4x armor-piercing shot at the toughest enemy) / turret (manual, movable, 50% power) |
| Dancer | DPS | 115 | 210 → 620 | 20 → 100 | Dance (every 9s: 1.6x in 70px around self) / Closed Position (+18%+ damage to a linked ally) |
| Black Mage | DPS | 120 | 170 → 460 | 27.3 → 130.2 | Alternates Fire (AoE) and Blizzard (weak AoE + heavy) / Thunder (AoE DoT every 10s) |
| Summoner | DPS | 125 | 190 → 560 | 15.6 → 76.9 | Carbuncle (manual placement, 70% power) / Bahamut (every 20s: 6s of 1.8x AoE pet attacks) |
| Red Mage | DPS | 115 | 220 → 640 | 19.7 → 98.5 | Dualcast (1.5x melee combo + 0.7x far zap) / Vercure (heals every 8s) / Dualcast Raise (instant revive, level uses per wave; 10s stun + halved damage for the wave) |
| Pictomancer | DPS | 130 | 180 → 530 | 19.3 → 91.5 | Every cast splashes 55px with heavy charged hits / Line Stroke (10s CD: 2.2x to everything in a 230px line) |
| Enemy | Speed | Base HP | Trait |
|---|---|---|---|
| 95 | 28 | Fast, low HP | |
| 60 | 55 | Standard | |
| 38 | 170 | Carapace: ranged -50%, magic +25% | |
| 130 | 40 | Winged: melee -25%, ranged +50% / 50% slow resistance | |
| 55 | 90 | Slime: physical -40%, magic +50% / heals 6 HP/s | |
| 55 | 70 | Shieldbearer: ranged -60%, melee +25% / shield 60 | |
| 65 | 80 | Splits into 2 minis on death / magic +25% | |
| 90 | 25 | Small split spawn | |
| 70 | 60 | Incorporeal: physical -50%, magic +50% (AoE halved) / ignores hate | |
| 50 | 110 | Magic -25%, ranged +25% / speeds up as HP drops (up to +90%) | |
| 30 | 1800 | All damage -30%, 50% slow resistance, costs 3 lives |
| Command | Effect | Recast |
|---|---|---|
| 🛡️ Shield Wall → Stronghold → Last Bastion | Party-wide mitigation. LB1: 25%/20s, LB2: 45%/30s, LB3 Last Bastion: 65%/45s | LB1–LB3 |
| 🌿 Healing Wind → Breath of the Earth → Pulse of Life | Party heal. LB1: 50%, LB2: full, LB3 Pulse of Life: full heal + revive everyone | LB1–LB3 |
| ⚔️ Braver → Bladedance → Final Heaven | Armor-piercing strike on the toughest enemy. LB2 Bladedance and LB3 Final Heaven hit far harder | LB1–LB3 |
| ☄️ Skyshard → Starstorm → Meteor | Aimed bombardment whose radius and damage grow with LB level (80→105→130px) | LB1–LB3 |
Setup time is unlimited until you press Start, so build a calm opening squad: a Paladin by the path with a Monk and White Mage behind. Enemies only slow down while hitting the Paladin, giving your DPS time to work. Call waves early whenever your defense is comfortable; the bonus gil compounds. Enemy tanks appear at wave 4 and pass-through Swifts at wave 6.
Every 10th wave brings a boss with a punishing AoE attack — spread your front line so one swing cannot wipe it, tank the boss, and burn it with Dragoon Jumps and Black Mage casts. Shield enemies arrive at wave 12, Splitters at 15, and hate-blind Ghosts at 18; park a spare tank (or a covering Paladin) near your back line for those.
Enemy HP grows quadratically, so pushing existing jobs to Lv5 beats placing new ones late. The ideal setup is one or two kill zones: two tanks hold the line, Blizzard slows the crowd, Fire and Monks grind it down, and Jumps finish the big targets. Put a Bard in the middle and a Scholar fairy at the tanks’ feet. One Bard per zone is enough since songs do not stack.
The LB gauge gains 1 per 3 cleared waves (max 3). Decide between cycling cheap Shield Walls or saving 3 bars for Meteor. Healing Wind rescues a collapsing line, Braver shreds bosses. Place the Scholar fairy where enemies actually stop (at your tank) so its regen is never wasted. Against hate-blind Ghosts, keep a spare tank near your back line or trust the Paladin cover. Downed units revive faster while healers and the fairy keep healing them.
Every attack is melee, magic or ranged, and every enemy resists or fears one of them. Carapace tanks and shieldbearers shrug off arrows — bring blades or spells. Slimes and ghosts halve physical damage, so burn them with casters (Black Mage, Pictomancer, Summoner, Sage). Winged swifts and berserkers fall fast to ranged fire (Bard, Machinist, Ninja, Dancer). The Machinist drill, Dragoon Jump and the melee limit break pierce resistances entirely — save them for bosses.
The default "First" targeting works for DPS, but tuning it matters: set Black Mage to "Strongest" to bomb the heart of the pack, finishers to "Weakest" to secure kills, and lanes leaking pass-through Runners to "First".
From wave 41, enemy HP gains an extra ×1.08 multiplier every wave, so any defense eventually breaks. Enrage (enemies hit harder the longer they fight) melts tanks first, so healer count and fairy placement decide your record. Boss waves beyond 40 spawn several bosses — keep multiple Dragoons.