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List of Bravely Default support abilities

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Bravely-Default-abilities

An example of the support abilities screen.

The following is a list of support abilities in Bravely Default. They enhance a character using slots and are unlocked by leveling up jobs to the required level, and can be equipped if the character have the job active or not.

Some abilities, usually more powerful ones, require the use of more slots to equip. These slots are unlocked as the player progresses through the game and awakens the crystals. Each successful awakening rewards the player 1 extra slot, for the grand total of 5 slots per character.

Abilities for each jobEdit

FreelancerEdit

Ability Job Level Required Slots Required Description
Divining Rod 3 1 Displays the number of unopened treasure chests within a dungeon on the map screen.
Dungeon Master 4 1 Avoid damage and status ailments from tricks, traps, and other dungeon devices. Note this effect applies to all allies.
MP 10% Up 7 1 Raise maximum MP by 10%.
Poison Immunity 9 1 Confer immunity to Poison during battles.
JP Up 10 1 Earn 1.2 times the normal amount of job points. Note that this effect does not stack with similar effects from items.
Lure Enemy 12 1 Double the enemy encounter rate. Note that effects from the same ability do not stack.
Stand Ground 13 3 When KO'd, has a 75% chance to survive with 1 HP. Doesn't work if already at 1 HP to begin with.

MonkEdit

Ability Job Level Required Slots Required Description
HP 10% Up 4 1 Raise maximum HP by 10%.
Knuckle Lore 5 1 Raise arm aptitude for knuckles to S. In addition, when no weapons are equipped, a value equal to two times your level will be added to Physical Attack.
Blind Immunity 8 1 Confer immunity to blind during battle.
P.Attack 10% Up 9 1 Raise Physical Attack by 10%.
HP 20% Up 10 2 Increase maximum HP by 20%.
HP 30% Up 12 3 Increase maximum HP by 30%.
Natural Talent 14 1 Physical Attack increase by 100% when nothing is equipped (both hands, head, body and accessories).

White MageEdit

Ability Job Level Required Slots Required Description
M.Defense 10% Up 2 1 Raise Magic Defense by 10%.
Staff Lore 4 1 Raise arms aptitude for staves to S.
Self-Healing 5 1 Recover from Poison, Blind and Silence at the end of a battle.
Abate Water 7 1 Reduce damage taken from water attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Water nullification effects take precedence over reduction effects.
Angelic Ward 8 1 Has a 50% chance to halve the damage received, regardless of whether it is a single-target or multiple-target attacks. However, this effect does not apply to damage from poison.
M.Defense 30% Up 10 3 Raise Magic Defense by 30%.
Epic Group-Cast 12 3 The damage dealt and the amount of recovery do not decline when group-casting magic. Note that this effect can also be invoked from the Menu Screen.
Conservation of Life 14 3 Bring back all allies from K.O. and restore all their HP when you suffer a K.O..

Black MageEdit

Ability Job Level Required Slots Required Description
Rod Lore 2 1 Raise arms aptitude for rods to S.
Abate Fire 4 1 Reduce damage taken from fire attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Fire nullification effects take precedence over reduction effects.
Damage Dispersion 5 1 Disperse 15% of damage to each ally when hit by a single-target attack and sustain the remaining damage yourself. Does not apply to magic damage reflected by Reflect.
Silence Immunity 6 1 Confer immunity to silence during battles.
Black Resonance 8 1 Black magic damage rises with each ally (excluding yourself) on which Black Resonance has been set.
0 allies with Black Residences: No effect
1 ally with Black Residences: Damage ×1.1
2 allies with Black Residences: Damage ×1.15
3 allies with Black Residences: Damage ×1.2
M.Attack 20% Up 10 2 Raise Magic Attack by 20%.
Pierce M.Defense 12 3 Ignore the target's Magic Defense when dealing magic damage.
Group-Cast All 14 3 Enable group-casting even for normally non-group-cast magic. However, this does not apply to magic targeting yourself.

KnightEdit

Ability Job Level Required Slots Required Description
Two-Handed 2 1 Double a weapon's Physical Attack when swords/axes/spears/staves/katanas are held in both hands. (One hand must be free before this will take effect).
P.Defense 10% Up 3 1 Raise Physical Defense by 10%.
Protect Ally 5 1 If an ally with less than 20% of HP left takes a single-target attack, you will take the attack instead.
Shield Lore 7 1 Raise armor aptitude for shields to S.
Sword Lore 9 1 Raise arms aptitude for swords to S.
Dual Shields 11 1 Equip a shield on both arms.
P.Defense 30% Up 12 3 Raise Physical Defense by 30%.
Chivalrous Spirit 13 1 Raise Physical Defense by 25% for five turns each time Protect ally, Full Cover, or White Knight is used.

ThiefEdit

Ability Job Level Required Slots Required Description
Abate Wind 2 1 Reduce damage taken from wind attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Wind nullification effects take precedence over reduction effects.
Speed 10% Up 3 1 Raise Speed by 10%.
Speed 20% Up 5 2 Raise Speed by 20%.
Raid 7 1 Raises all allies' BP by one when the party gets first strike or gains a +1 BP bonus at the start of battle.
Dagger Lore 8 1 Raise arms aptitude for daggers to S.
Master Thief 10 3 Doubles the success rate of stealing abilities. Note that this effect does not stack with similar effects from items.
Rob Blind 11 2 Nab two items instead of one when stealing.
Speed 30% Up 13 3 Raise Speed by 30%.
Burgle and Buff 14 1 Raise physical attack by 25% when stealing an item from an enemy or recovering HP with Life Thief.

MerchantEdit

Ability Job Level Required Slots Required Description
White Knight 3 1 The ally with the most HP protects you when you suffer a single-target physical while your HP is below 20%.
Speculate 8 1 Has a 50% chance to deal double damage and a 50% chance to deal none.
More Money 9 2 Earn 1.5 times more money than normal after a battle. Note that this effect does not stack with similar effects from items, but the bonus from multiple characters using this ability does stack.

Spell FencerEdit

Ability Job Level Required Slots Required Description
Firewall 3 1 Has a 50% chance to counterattack with fire damage when hit with a single-target physical attack.
Auto-Aspir Blade 5 1 Imbue a weapon with an MP absorb effect for ten turns, starting from the beginning of the battle. Attacks with this weapon absorb the target's MP. Note that this can be overwritten by other sword magic.
Magic Armor 6 1 When using elemental sword magic, damage from the element in use is reduced for four turns.
Memento 8 3 Restore 50% of MP for all allies except yourself when you suffer a K.O. However, allies in the K.O. state do not recover MP. Except during Bravely Second, the upper limit for MP restoration is 999.
Anti-Magic 10 2 Raise Magic Defense by 50% for four turns when hit by a magic attack. The upper limit for M.Def is 150%.
Sword Magic Amp 11 1 The MP cost of sword magic doubles, but the damage dealt while the ability is in effect is 1.25 times greater no matter which sword magic is used.
M.Def Specialize 13 1 Lower Physical Defense by 25% and raise Magic Defense by 50%.
Phantom Weapon 14 3 The damage from the currently equipped weapon is added to the damage of magic attacks.

Time MageEdit

Ability Job Level Required Slots Required Description
M.Attack 10% Up 2 1 Raise Magic Attack by 10%.
Slow Parry 3 1 Has a 50% chance to apply slow to your attacker when taking a single-target physical attack.
Time Slip 5 3 Return to the start of a battle if the entire party is wiped out. Note that even if multiple characters have this support ability, the effect only occurs once per battle. SP is not returned.
Stop Immunity 7 1 Confer immunity to Stop during battles.
Save TM MP 9 2 Lower the MP cost of time magic by 25%.
Slow World 11 2 Lower the BP of all allies and enemies by one every two turns. This works even if the character with this support ability is in the K.O. state.
M.Attack 30% Up 12 3 Raise Magic Attack by 30%.
Hasten World 14 2 All enemies and allies gain one BP at end of turn.

RangerEdit

Ability Job Level Required Slots Required Description
Paralyze Immunity 5 1 Confer immunity to Paralysis during battles.
Bow Lore 8 1 Raise arms aptitude for bows to S.
Hawkeye 12 1 Raise accuracy by 100%.
Precision 13 2 When all conventional attacks hit, damage will rise according to the number of attacks. Specifically, damage is increased by 3% for each attack.

SummonerEdit

Ability Job Level Required Slots Required Description
Abate Lightning 2 1 Reduce damage taken from Lightning attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Lightning nullification effects take precedence over reduction effects.
Friendship 5 1 The amount that affinity goes up with one Summon Friend doubles.
Summoning Amp 6 2 Raise the MP cost of summoning magic by 1.25 times, and raise it's damage by 1.25 times. This can be set at the same time as Max Summoning.
Summon Substitute 9 1 When you suffer a K.O., random summon magic that you have learned is invoked without consuming any MP. Note that this effect will not occur during reraise or in the case of a K.O. from poison damage.
Convert MP 11 3 Restore MP equal to 1% of sustained damage. This effect is not triggered by damage from poison.
Summoning Surge 12 3 Each time summon magic is used in combat, the damage it does rises by 10%. Note that the same summon magic does not have to be used for this to take effect.
Summon in Pinch 13 2 Automatically uses a random summon when in critical HP.
Amp Friends 14 1 Enhances the effect of Friend Summons.

ValkyrieEdit

Ability Job Level Required Slots Required Description
Spear Lore 3 1 Raise arms aptitude for spears to S.
BP Skill Amp 7 3 The BP cost of abilities activated by BP use rises by one, but the damage they deal also increases by 1.5 times.
Pierce Default 10 2 Your attack's damage will not be reduced by the target's Default state.
Soul Mates 11 1 Physical attack and magic attack each rise by by 25% for five turns each time an ally suffers a K.O. The upper limit for P.Atk and M.Atk is 150%.
Aerials 12 1 The number of turns in the air during jump-type abilities increases by one turn, and the amount of damage dealt rises by 1.5 times. Note that the BP cost also rises by one, except for with Sky High.
Sky High 13 3 Start out battle already jumping.

Red MageEdit

Ability Job Level Required Slots Required Description
MP 20% UP 2 2 Raise maximum MP by 20%.
Turn Tables 4 1 Raise BP by one when evading an enemy attack.
MP Free in a Pinch 5 2 MP cost falls to zero when your HP is below 20%.
Adrenaline 7 1 BP rises by one when your attack defeats an enemy. Note that if you simultaneously defeat multiple enemies, your BP rises by the number of enemies defeated.
Save Magic MP 8 3 Lower the MP cost of black, white, time, and summon magic by 25%.
BP Recovery 9 1 Raise BP by 2 when sustaining a status ailment.
Revenge 11 2 Has a 25% chance to increase BP by one when taking damage. Poison damage does not trigger this ability.
Revival 12 2 Has a 75% chance to raise your BP by two when your HP falls below 20%. Using abilities that consume your own HP does not trigger this ability, however.
An Eye for an Eye 13 1 When your HP falls below 20%, the chance of scoring a critical hit will rise by 900% for 5 turns.
In the Red 14 1 Increases Magic Damage when you have negative BP.

Salve-MakerEdit

Ability Job Level Required Slots Required Description
Attack Item Amp 4 1 Raises the damage dealt by attack items to 1.5 times normal.
Auto-Potion 6 1 Automatically use a potion on yourself when you take damage. Note that you must have a potion for this to occur.
Shorten Ailment 7 1 The chance of the status ailments sleep, paralyze, dread, confuse, charm, and stop being naturally cured at the start of each turn rises to 50% higher than normal.
Healing Lore 9 2 Double the effectiveness of recovery effects when you use magic, abilities, or items to restore HP or MP.
Auto-Phoenix 11 2 Automatically use a phoenix feather if an ally is in the K.O. state during the last command in your turn. Note that this will not occur if you do not have a phoenix feather. *Will not activate during Bravely Second.
Feel No Pain 14 3 HP will not fall for two turns after the start of a battle, even when taking damage. But at the end of the second turn, any damage taken will be subtracted from HP all at once. Note that damage in this case cannot be reduced.

PerformerEdit

Ability Job Level Required Slots Required Description
Support Amp 6 1 Add 10% to the stat-raising effects you receive, and subtract 10% from stat-lowering effects.
Buff Up 9 2 Your Physical Attack, Magic Attack, Physical Defense, and Magic Defense each rise 5% for five turns at the end of each turn. The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
Prolong Support 10 2 Double the number of turns that stat-raising effects on yourself last.
Charm Immunity 11 1 Confer immunity to Charm during battles.
Save Singing MP 12 2 Lower the MP cost of Singing by 50%.

PirateEdit

Ability Job Level Required Slots Required Description
Adrenaline Rush 8 2 Physical Attack and Physical Defense each rise by 50% for five turns when your HP falls below 20%. The upper limit for P.Atk and P.Def is 150%.
P.Attack 20% Up 9 2 Raise Physical Attack by 20%.
Axe Lore 12 1 Raise arms aptitude for axes to S.

NinjaEdit

Ability Job Level Required Slots Required Description
Transience 2 1 Evade an attack and counterattack, dealing the same damage as a conventional attack.
Evade 10% Up 3 1 Raise evasion by 10%.
Comeback Kid 5 1 Magic Attack and Physical Attack each rise 25% for three turns with each physical attack evaded. The upper limit for P.Atk and M.Atk is 150%.
Cleave 7 1 Has a chance to perform an additional attack after defeating a target with a conventional attack. Note that the chance goes up the more damage you deal in relation to the defeated target's remaining HP.
Evade 20% Up 8 2 Raise evasion by 20%.
Dual Wield 11 2 When equipping a weapon in each hand, normally only 50% of the weapons' Physical Attack is applied to the characters' Physical Attack. This support ability allows 100% to be applied.
Evade 30% Up 13 3 Raise evasion by 30%.
Frenetic Fighting 14 2 Extend user's hit count from 16 to 32.

SwordmasterEdit

Ability Job Level Required Slots Required Description
Abate Earth 2 1 Reduce damage taken from earth attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Earth nullification effect take precedence over reduction effects.
Katana Lore 3 1 Raise arms aptitude for katanas to S.
Multitask 5 2 Has a 25% chance to follow up with an additional attack when making a conventional attack.
Counter 6 2 Has a 60% chance to counterattack, when taking a single-target physical attack, and deal the same damage as a conventional attack.
Confusion Immunity 7 1 Confer immunity to confusion during battles.
Counter Amp 9 1 Raise the damage dealt by counterattacks to x1.5 normal. This is effective even for counterattacks other than the swordmaster's.
Redoubled Effort 11 2 The higher your BP, the more the power of your physical attacks rises.
0 BP or less: no effect
1 BP: ×1.1
2 BP: ×1.21
3 BP: ×1.33
4 BP: ×1.46
Slow and Steady 13 1 After using a default, speed raised to maximum for 2 turns.

SpiritmasterEdit

Ability Job Level Required Slots Required Description
Auto-Shell 2 1 Invoke Shell on yourself for ten turns at the start of battle.
M.Defense 20% Up 3 2 Raise Magic Defense by 20%.
Save WM MP 6 2 Lower the MP cost of white magic by 25%.
Holy One 9 2 Lower Physical Attack by 25%, but boost the effectiveness of recovery magic by 2.5 times.
Maximize HP 14 3 Maximum HP doubles only during battle.

ArcanistEdit

Ability Job Level Required Slots Required Description
Black Magic Amp 2 1 Raise the MP cost of black magic by x1.5, and raise its damage by x1.25. This can be set at the same time as Max Black Magic.
Absorb M.Damage 4 1 Recover HP equal to 25% of the damage taken from a magic attack. This effect is not triggered by damage from poison, nor by damage that results in a K.O.
Save BM MP 6 2 Lower the MP cost of black magic by 25%.
Zero 8 1 Raise the damage of magic attacks to x1.5 normal when the last digit of your current MP is 0.
Convergence 9 3 Increase the damage of magic that can only be group-cast to x1.5 normal by narrowing its focus to a single target.
Status Ailment Amp 11 1 Raises the chances of imparting a status ailment.
Max Black Magic 13 3 The MP cost of black magic doubles, but it also does 1.5 times more damage. This can be set at the same time as Black Magic Amp.

TemplarEdit

Ability Job Level Required Slots Required Description
Abate Light 2 1 Reduce light-elemental damage received. Note that you will not receive further reduction if this ability is used along with items with similar effects. Light nullification effects take precedence over reduction effects.
P.Defense 20% Up 3 2 Raise Physical Defense by 20%.
Magic Critical 5 1 Has a 15% chance of a critical hit when using magic. A critical hit will double the amount of damage or recovery.
Default Guard 6 1 Reduce the amount of damage received during Default by 75%.
Item Critical 8 1 Has a 15% chance of a critical hit when using an item. A critical hit will double the amount of damage or recovery.
Critical Amp 10 2 The damage dealt from critical hits will be 2.5 times normal. Note that this effect applies to magic and item critical hits as well.
BP Limit Up 11 1 Raise the BP limit by one, up to a maximum of 4.
Armor Lore 13 1 Armor rating becomes rank S.

Dark KnightEdit

Ability Job Level Required Slots Required Description
Abate Dark 2 1 Reduce the damage taken from dark attacks. Note that you will not receive further reduction if this ability is used along with items with similar effects. Dark nullification effects take precedence over reduction effects.
Adversity 3 1 Your physical attack, magic attack, physical defense, and magic defense each rise by 10% for three turns each time you accumulate damage equal to 25% of your maximum HP. The upper limit for P.Atk, M.Atk, P.Def, M.Def is 150%.
See You In Hell 5 1 Deal four times the damage of a conventional attack to all enemies when you suffer a K.O. Note that this will not activate while Reraise is in effect.
Helm Lore 7 1 Raise armor aptitude for helms to S.
Gloom 9 1 The damage dealt by dark attacks rises 1.25 times, regardless of whether it is from a weapon, magic, or an ability.
P.Attack 30% Up 12 3 Raise Physical Attack by 30%.

VampireEdit

Ability Job Level Required Slots Required Description
Absorb P. Damage 2 1 Restore HP equal to 30% of the damage taken from physical attacks. However, damage resulting in K.O. will not be healed.
Bloodlust 4 1 Physical Attack, Magic Attack, Physical Defense, and Magic Defense rise by 25% for 5 turns each time you defeat an enemy with your own attack. The upper limit for P.Atk, M.Atk, P.Def, and M.Def is 150%.
Monster Ability Up 7 1 Raise the damage dealt by genome abilities to 1.25 times normal.
Self-Restore 10 1 Fully restore your HP at the end of battle.
Drain Attack Up 12 1 Raise the damage dealt by drain attacks to 1.5 times normal. (The BP drained by Battle Thirst will be doubled.)
Genome Drain 13 1 Can learn Genome Abilities even when one's job is not currently Vampire.
Rise from Dead 14 1 If KO'd, there is a chance of reviving at the end of the turn.

ConjurerEdit

Ability Job Level Required Slots Required Description
Steady MP Recover 2 1 Recover 30 MP at the end of each turn.
Critical MP Recover 4 1 Recover 200 MP when HP falls below 20%.
Save SM MP 6 2 Lower the MP cost of summon magic by 25%.
Post-Battle MP 7 2 Recover 25% of your maximum MP at the end of a battle.
Obliterate 9 4 Cause Instant Death at the start of battle to targets twenty or more levels lower than you. Note that you will still get the usual pg, experience, JP, and items at the end of the battle. This will not work on certain enemies such as bosses.
Max Summoning 11 3 MP cost of summon magic doubles, but it also does x1.5 times more damage. This can be set at the same time as Summoning Amp.
MP 30% Up 12 3 Raise maximum MP by 30%.
Experience Up 14 1 Gain x1.5 more EXP from battles.

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