Bravely Default II Job list, abilities, and how to unlock all classes

The Bravely Default series began life as a love letter to a classic era of 16-bit RPGs, taking much inspiration from the classics of that era - and one major place where it copies those games is in its job system, the primary form of character progression and growth in the game. 

Bravely Default II keeps with that tradition, delivering a wide range of jobs both hitting familiar RPG tropes and some more unique ideas to this series. Each member of the player’s adventuring party will be able to choose a job and a sub-job. This will determine your base stats and combat abilities - picking the right jobs will truly define your experience.

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Bravely Default 2 Jobs: job unlocks and abilities in full

On this page, we list all jobs in Bravely Default II, every job ability you can unlock, and how to unlock every job in Bravely Default II. Because this page lists all jobs, including the secret post-game job, consider this a spoiler warning.

The jobs are listed in the order they’re obtained. All but a couple of the jobs in the game - Gambler, Salve-Maker and the secret job - are simply obtained through natural story progression. Regardless, we list when & how every job is unlocked below anyway.

If you want to know about the best jobs, subjobs and job combinations in Bravely Default 2, we’ve got a separate guide for that sticky topic - just hit the link. Likewise if you want to learn about unlocking the job level limit to hit level 15 - which can't be done until very late in the game. Otherwise, use the links below to jump down this page...

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Freelancer Job Abilities

The Freelancer Job takes on the same role that it does in many role-playing games - it’s the default, base job. A freelancer can do a little bit of everything, but they also excel at nothing. This is the base job that the game’s cast begins with - but nice and early you’ll get more jobs. However, Freelancer still has abilities and skills that make it useful.

As you progress, the Freelancer Job unlocks the second speciality Late Bloomer, which raises all stats based on the number of jobs that character has mastered. The freelancer comes with the Miscellany Command, which as the name suggests gives you access to a range of abilities that have a wide range of potential effects:

  1. Examine: reveal an enemy’s HP, weaknesses and family.
  2. Treat: restore 20% of a target’s HP and 10% of their MP. (20 MP cost)
  3. Divining Rod:  displays the number of unopened treasure chests nearby (Passive, costs 1 to equip)
  4. Forage: search for items. The items found will depend on the user’s job level.
  5. Dungeon Master: nullifies all terrain-inflicted damage. (Passive, costs 1 to equip)
  6. Lucky Charm: Increase a target’s luck for five turns. (15 MP cost)
  7. Self-Healing: cures poison, blindness and silence when battle ends. (Passive, costs 1 to equip)
  8. Purge: remove berserk, confusion, dread, charm and drown from a target. (20 MP cost)
  9. JP Up: JP earned is increased by a multiple of 1.2 (Passive, costs 1 to equip)
  10. Square One: Remove various status effects from a target. (28 MP cost)
  11. Body Slam: deal physical damage to a target based on the user’s encumbrance, and delay that target’s turn. (1 BP cost)
  12. JP Up and Up: JP earned is increased by a multiple of 1.5. Increases to 1.7 when combined with JP up. (Passive, costs 2 to equip)
  13. Wish Upon a Star: Increase all allies’ luck for five turns. Even more effective at night. (42 MP cost)
  14. Limit Breaker: Doubles the potential effects of all stat boosts received. (Passive, costs 1 to equip)
  15. Mimic: Repeat the most recent action performed by the user or an ally without expending HP, MP, BP, pg or items.
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Black Mage Job Abilities

A classic staple of role-playing games, the Black Mage job is of course focused on black magic - that is to say offensive magic that can be used to damage and eliminate threats. Later in progression, you'll unlock the powerful High-Velocity Spells specialty, which prevents any attack spells from being nullified or being absorbed, but doesn't stop reflection or damage debuffs.

Naturally, the Black Mage comes with the Black Magic fixed command, which contains those damaging spell abilities:

How to Unlock: It unlocks early in the game as part of the storyline progression, unlocking alongside the White Mage and Vanguard to give you your first few classes.

  1. Fire: Perform a fire magic attack on a target/all targets. (15 MP cost)
  2. Blizzard: Perform a water magic attack on a target/all targets. (15 MP cost)
  3. Thunder: Perform a lightning magic attack on a target/all targets. (15 MP cost)
  4. Poison: attempt to poison a target (18 MP cost)
  5. Lunar-Powered: During the night, offensive magic, evasion and luck are increased, and 4% of MP is restored each turn. (Passive, costs 1 to equip)
  6. Fira: Perform a powerful fire magic attack on a target/all targets. (38 MP cost)
  7. Blizzara: Perform a powerful water magic attack on a target/all targets. (38 MP cost)
  8. Thundara: Perform a powerful lightning magic attack on a target/all targets. (38 MP cost)
  9. Aspir Attack: Restores an amount of MP based on damage inflicted with the ‘Attack’ command. (Passive, costs 1 to equip)
  10. Firaga: Perform an extremely powerful fire magic attack on a target/all targets. (66 MP cost)
  11. Blizzaga: Perform an extremely powerful water magic attack on a target/all targets. (66 MP cost)
  12. Thundaga: Perform an extremely powerful lightning magic attack on a target/all targets. (66 MP cost)
  13. Flare: Perform an incredibly powerful fire magic attack on a target. (80 MP cost)
  14. Freeze: Perform an incredibly powerful ice magic attack on a target. (80 MP cost)
  15. Burst: Perform an incredibly powerful lightning magic attack on a target. (80 MP cost)
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White Mage Job Abilities

Another old faithful RPG job class, the White Mage job is of course the inverse of its counterpart - instead offering up helpful healing spells that can cure or buff the party. It’s an essential component of any party composition - KOed characters can’t win battles! It comes with the White Magic fixed command, of course. 

How to Unlock: The class unlocks early on, after defeating the first major boss in the game. This is at the same time as you get Black Mage and Vanguard.

  1. Cure: Restore a little of a target’s/multiple targets’ HP. (8 MP cost)
  2. Protect: Increase a target’s physical defense by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (11 MP cost)
  3. Shell: Increase a target’s magical defense by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (13 MP cost)
  4. Raise: Revive a knocked-out target and restore a few HP. (25 MP cost)
  5. Solar-Powered: During the daytime, restorative power, aim, and luck are increased, and 4% of MP is restored each turn. (Passive, costs 1 to equip)
  6. Cura: Restore some of a target’s/multiple targets’ HP. (28 MP cost)
  7. Benediction: Increase the user’s restorative power by 30% for three turns. Stats cannot be increased beyond 200% of their base value. (15% HP cost)
  8. Basuna: Cure a target of poison, blindness, silence, sleep, paralysis, contagion, freezing and daubing. (22 MP cost)
  9. Drain Attack: Restores an amount of HP based on damage inflicted with the Attack command. (Passive, costs 1 to equip)
  10. Arise: Revive a knocked-out target with full HP. (95 MP cost)
  11. Better than Ever: When the user is healed beyond maximum HP, their maximum HP is temporarily increased by the remainder. (Passive, costs 1 to equip)
  12. Curaga: Restore a lot of a target’s/multiple targets’ HP. (60 MP cost)
  13. Esuna: Cure most of a target’s status ailments (works on all ailments cured by Basuna plus dread, berserk, confusion, charm, slow, stop, doom and resistance reductions). (45 MP cost)
  14. Above and Beyond:  When a target is healed beyond maximum HP, their maximum HP is temporarily increased by the remainder. (Passive, costs 2 to equip_
  15. Raise All: Revive multiple knocked-out targets with full HP. (110 MP cost)
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Vanguard Job Abilities

Think of the Vanguard job as Bravely Default 2’s base Knight class. The job skills that the Vanguard gains access to through its Heroics command vary, but they’re all based around being a strong powerhouse of a character, dishing out hefty damage and taking it in equal measure, as well as some handy elemental abilities and skills that can take some of the bite out of enemy attacks:

How to Unlock: It’s unlocked at the same time as White and Black Mage, after completing BD2’s first major boss - it’s one of your first base starting jobs.

  1. Cross Cut: Perform two physical attacks on a target in quick succession. (18 MP cost)
  2. Shield Bash: Use equipped shield to perform an earth-imbued physical attack on a target and slightly delay their next turn. (10% HP cost)
  3. Defang: Perform a physical attack on a target and decrease their physical attack by 7% for five turns. Stats cannot be reduced below 65% of their base value. (12 MP cost)
  4. Skull Bash: Perform a weak physical attack on a target and decrease their magical attack by 7% for five turns. Stats cannot be decreased below 65% of their base value. (12 MP cost)
  5. Pain into Gain: Taking damage in battle while not defaulting has a roughly 30% chance to increase your physical attack power by 1-3%. (Passive, costs 1 to equip)
  6. Aggravate: Increase the user’s likelihood of being targeted by 25% for three turns. Stats cannot be increased beyond 200% of their base value. 
  7. Sword of Stone: Perform a powerful earth-imbued physical attack on a target. (26 MP cost)
  8. Shield Stun: Use equipped shield to perform a quick physical attack on a target and significantly delay their next turn. (25% HP cost)
  9. Defensive Offence: Performing an attack with a weapon equipped will cause all damage to the user to be reduced to 70% until their next turn. (Passive, costs 1 to equip)
  10. Enrage: Guarantee that an enemy’s next two actions will be aimed at the user. (24 MP cost)
  11. The Gift of Courage: Give one of the user’s own BP to a target. (1 BP cost)
  12. Neo Cross Slash: Perform two powerful physical attacks on a target in quick succession. (54 MP cost)
  13. Infuriate: Increase the user’s likelihood of being targeted by 50% for three turns. Stats cannot be increased beyond 200% of their base value. (40  MP cost)
  14. Quake Blade: Perform an extremely powerful earth-imbued physical attack on a target. (70 MP cost)
  15. Ultimatum: Perform an extremely powerful physical attack on all targets, after which the user is less likely to be targeted until their next turn comes around. (1 BP cost)
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Monk Job Abilities

Like the previous classes, Monk is pretty self explanatory. You unlock this during the last boss of the prologue, right before you truly start your adventure. As one of your first (and best) Jobs, a maxed out Monk is incredibly useful to keep in your back pocket whenever you feel things getting too hard.

The Martial Arts battle commands this job unlocks are necessary for any physical based builds you want to start, making Monk useful for a majority of the game. Monks are focused on raw damage, with the passive abilities giving you a significant head start in this aspect. Monk’s don’t need weapons, and can penetrate enemy Default defenses making this especially useful for bosses. 

How to Unlock: The Monk Job unlocks as you exit the prologue, after beating a boss.

  1. Strong Strike: Perform a physical attack on a target that deals heavay damage, but has a slightly reduced chance of landing. (18% HP cost)
  2. Inner Alchemy: Restore 20% of the user’s HP and cure poison, blindness, and slow. (20 MP cost)
  3. Bare-Knuckle Brawler: Boosts user and equipment’s physical attack by 80% and aim by 30% when both hands are empty. (Passive, costs 1 to equip)
  4. Firebird: Perform a fire-imbued physical attack on a target. Target’s resistance to fire is reduced for two turns. (15% HP cost)
  5. Qigong Wave: Perform a physical attack that can penetrate a target’s Default defence. (20% HP cost)
  6. Mindfulness: Restore 15% of the user’s MP and cure silence, dread, and contagion. (1 BP cost)
  7. Flying Heel Drop: Perform a powerful physical attack on a target. (30% HP cost)
  8. Invigorate: Boost the user’s physical attack by 15% for three turns. Stats cannot be increased beyond 200% of their base evalue. (20 MP cost)
  9. Tortoise Kick: Perform a physical attack on a target and delay their next turn. (10% HP cost)
  10. Flames of War: Perform an extremely powerful fire-imbued physical attack on a target. (35% HP cost)
  11. Pressure Point: Perform a physical attack that can penetrate a target’s Default defence. (20% HP cost)
  12. Focal Blast: Perform an incredibly powerful physical attack on a target which will also reduce a random stat by 20% for four turns. Stats cannot be reduced below 65% of their base value. (99 MP cost)
  13. Natural Talent: Boosts physical attack and aim by 200% when no weapons, armour or accessories are equipped. (Passive, costs 2 to equip)
  14. Phoenix Flight: Reduce the user’s HP to one, and deal the amount of HP lost as damage to a target twice. (2 BP cost)
  15. Maximise HP: Doubles maximum HP during battle. This can enable HP to exceed 9999. (Passive, costs 1 to equip)
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Bard Job Abilities

I’ve spent 30 minutes trying to find a good way to fit in an FFIV reference, and I’m coming up short. The Bard is the first and main buff-based support Job you’ll get in BD2, and is unlocked by story progression.

With the Singing command, Bards can temporarily improve the stats of your party and decrease the stats of your enemies. Need your monk to dish out extra damage or even increase their crit chance for a few turns? Noticing a boss get ready to deliver a brutal attack that threatens to wipe your entire party out? You should probably level up a Bard then!

How to Unlock: All you need to do is beat the first Asterisk boss of Chapter 1, but that’s easier said than done.

  1. Don’t Let ‘Em Get to You: Reduce physical damage to multiple targets by 15% for three turns. Stats cannot be reduced below 65% of their base value. (20 MP cost)
  2. Don’t Let ‘Em Trick You: Reduce magical damage to multiple targets by 15% for three turns. Stats cannot be reduced below 65% of their base value. (20 MP cost)
  3. Step into the Spotlight: Increase the likelihood of a target being the subject of enemy attacks by 20% for three turns. Stats cannot be increased beyond 200% of their base value. (20 MP cost)
  4. Close Those Tired Eyes: Attempt to put a target to sleep. (12 MP cost)
  5. Born Entertainer: The effects of Singing and Artistry abilities are increased by a percentage based on the user’s level divided by fifteen. (Passive, costs 1 to equip)
  6. (Won’t) Be Missing You: Increase multiple targets’ aim by 5% for three turns. Stats cannot be increased beyond 200% of their base value. (18 MP cost)
  7. Right Through Your Fingers: Increase multiple targets’ evasion by 5% for three turns. Stats cannot be increased beyond 200% of their base value. (18 MP cost)
  8. Hurts So Bad: Increase physical damage inflicted by multiple targets by 15% for two turns. Stats cannot be increased beyond 200% of their base value. (38 MP cost)
  9. Work Your Magic: Increase magical damage inflicted by multiple targets by 15% for two turns. Stats cannot be increased beyond 200% of their base value. (38 MP cost)
  10. All Killer No Filler: Increase multiple targets’ critical chance by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (60 MP cost)
  11. Screamin’ It Out: Perform an extremely powerful non-elemental magic attack on multiple targets. (54 MP cost)
  12. Shut Up and Dance: Cause a target to act immediately after the user. (194 MP cost)
  13. Thank You, and Goodnight: Perform a powerful non-elemental attack on all targets that may also put them to sleep. (66 MP cost)
  14. Epic Group-Cast: Targeting all enemies with spells or abilities will not reduce their damage or effects. (Passive, costs 1 to equip)
  15. More! Mooore!: Extend the effects of all Singing abilities currently affects all targets for another three turns. (1 BP cost)
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Beastmaster Job Abilities

The Beastmaster job has never appeared in the Bravely Default series until now, but was introduced in Final Fantasy V. The closest thing I can really relate it to would be the Blue Mage job, but there’s more of a focus on dealing physical damage.

The Taming command involves lowering monster health as low as possible and attempting to capture them. You can gather a small army of monsters and unleash them one at a time on other foes. Each monster has a special skill, ranging from damage to debuffs to casting negative status effects on your enemies. The passives are also worth unlocking for both physical and magic based builds, increasing both damage output and helps conserve MP respectively.

How to Unlock: You’ll unlock Beastmaster naturally by progressing through the story, requiring you to defeat the second Asterisk boss in Chapter 1.

  1. Capture: Capture a weakened monster. Chance of success is based on the target’s remaining HP—the lower the better. Will not work on humans or more powerful enemies.
  2. Off the Leash: Let a captured monster loose on a target.
  3. Staggering Swipe: Perform a physical attack on a target and significantly delay their next action. (19 MP cost)
  4. Muzzle: Attempt to silence multiple targets. (12 MP cost)
  5. Mow Down: Perform a physical attack on all targets. (21 MP cost)
  6. Mercy Strike: Perform a physical attack on a target. This attack cannot reduce HP below one. (11 MP cost)
  7. Raw Power: Every use of the brave command increases physical attack by 10% until the end of the turn. (Passive, costs 1 to equip)
  8. Spearhead: The user will act first in battle when a spear is equipped, unless the enemy has the advantage. (Passive, costs 1 to equip)
  9. Mercy Smash: Perform a powerful physical attack on a target. This attack cannot reduce HP below one. (35 MP cost)
  10. MP Saver: Reduces MP consumption by 20%. (Passive, costs 1 to equip)
  11. Beast Whisperer: Roughly 30% chance of capturing defeated monsters. (Passive, costs 1 to equip)
  12. Off the Chain: Send a captured monster to brutally savage a target. (2 BP cost)
  13. Muzzling Maelstrom: Use equipped spear to perform four powerful physical attacks at random. These attacks may also silence their targets. (115 MP cost)
  14. Brute Force:Increases physical attack by 50% when three BP are spent performing the Brave command in the same turn. (Passive, costs 1 to equip)
  15. Nature’s Blessing: Reduce the user’s MP costs to zero for two turns. (1 BP cost)
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Thief Job Abilities

It’s impossible to have a class based Final Fantasy game without a Thief, they’re mainstays for a very good reason. They’ve made this classic Job more viable than ever, and it might just be one of the most powerful ones in the entire game.

The Thievery command is rather simple from the outset, letting you steal items from every enemy in the game. However it isn’t long until you unlock this Job’s unique physical attacks, making it quite deadly. Thieves can unleash powerful speed-based attacks, find themselves drained of all their MP, and then steal it right back from. 

How to Unlock: You obtain the Thief class through naturally progressing the main story, needing to defeat an Asterisk boss at the end of Chapter 1.

  1. Steal: Attempt to steal an item from an enemy.
  2. Steal Breath: Perform a quick physical attack on a target that also heals the user. (27 MP cost)
  3. Flee: Escape from battle without fail. Won’t work in certain encounters. (20 MP cost)
  4. Steal Spirit: Reduce a target’s MP and restore MP to the user. (15% HP cost)
  5. Sky Slicer: Perform a wind-imbued physical attack on a target. (1 BP cost)
  6. Steal Courage: Attempt to steal one BP from a target. This ability has a roughly 50% chance of success. BP cannot be stolen from targets who have 0 or fewer BP. (2 BP cost)
  7. Attack Item Amp: Damage inflicted by items is increased by 50%. (Passive, costs 1 to equip)
  8. Mug: The user occasionally steals items when performing regular attacks. (Passive, costs 1 to equip)
  9. Godspeed Strike: Perform a physical attack on a target with an attack power bonus based on the user’s speed. Further damage will also be inflicted after a little time has passed. (95 MP cost)
  10. Magpie: Roughly 25% chance of acquiring rare items when stealing. (Passive, costs 1 to equip)
  11. You Snooze, You Lose: Perform a physical attack that’s extremely effective on sleeping targets. (2 BP cost)
  12. Rob Blind: When stealing, two items can be acquired at once. (Passive, costs 1 to equip)
  13. Tornado’s Edge: Perform an extremely powerful wind-imbued physical attack on a target. (70 MP cost)
  14. Dagger Lore: Dagger aptitude increased to S. (Passive, costs 1 to equip)
  15. Rest in Peace: Attacking sleeping enemies will not wake them up. (Passive, costs 1 to equip)
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Gambler Job Abilities

I don’t know about you, but I love gaming. Well, you’d have to as well if you’re even here at all. The Gambler job doesn't focus on that kind of gaming though, sorry to get your hopes up.

Excelling in the latter is also the best way you’ll find yourself utilizing a Gambler’s Gaming command abilities. You put your faith into chance, summoning wheels to cause a variety of potentially devastating effects. Gambler’s have above average magic stats, making them pair with Black Mages quite well. If you want to grind for Cash, it’s a good idea to progress in this job for the More Money passive ability.

How to Unlock: This is the game’s first “optional” Job, unlocked by completing the Taking a Gamble quest. This becomes available at the very end of Chapter 1, and be found by entering the Savalon Gaming Hall. I hope you like RPG card games, or have excellent luck. If you want more specific information on this quest, check out our more detailed guide on how to unlock the gambler asterisk.

  1. Odds or Evens: Spin the wheel and perform a physical attack on a target that can deal double damage depending on whether the result is odd or even. (200 pg cost)
  2. Life or Death: Spin the wheel to revive unconscious allies and restore their HP. The amount of HP restored depends on the result of the wheel, but stopping on a skull will KO the user. (666 pg cost)
  3. Flash the Cash: Spend 50 pg multiplied by the user’s level to deal 1.3x that amount of damage to a target.
  4. More Money: Pg earned after battle increases by 10% for every party member with this ability. (Passive, costs 1 to equip)
  5. Spin the Wheel: Spin the wheel and receive 77 times the result in pg. (1 BP cost)
  6. Elemental Wheel: Spin a double wheel featuring both numbers and elements, and perform elemental attacks on random targets based on the result. (300 pg cost)
  7. Triples: Spin the wheel and perform a physical attack on a target. Landing on a number in the range selected will result in triple damage. (500 pg cost)
  8. Night Shift: Non-roulette abilities with a chance of triggering extra effects are more likely to do so at night. (Passive, costs 1 to equip)
  9. Bold Gambit: Spin a wheel featuring the numbers one to ten. Landing on ten will result in all allies or enemies earning three BP. (777 pg cost)
  10. Rare Talent: The likelihood of enemies dropping rare items increases by 10% for every party member with this ability. (Passive, costs 1 to equip)
  11. High Roller: Spend 10000 pg to perform an extremely powerful physical attack on a target. 
  12. Dealer’s Choice: Trigger random effects that can affect enemies, allies or both.
  13. Even More Money: Pg earned after battle increases by 20% for every party member with this ability. (Passive, costs 2 to equip)
  14. Real Elemental Wheel: Spin a double wheel featuring both numbers and elements, and perform powerful elemental attacks on random targets based on the result. (700 pg cost)
  15. Unlucky Eight: Spin the wheel and perform a physical attack that will be eight times more powerful if you land on number eight. (800 pg cost)
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Berserker Job Abilities

If you thought Monk’s were powerful, you haven’t seen anything yet. They don’t hold a candle towards the raw (yet unfocused) damage potential found in the Berserker Job.

While a nice increase in physical attack is enjoyable, the Savagery is where the high risk high reward style comes into play. Berserkers can inflict various status effects on themselves that leave them open to attack yet can really increase their physical attack. Their abilities can also use up a lot of their BP and HP, but are devastating when used by any physical build. Pairs excellently with a monk.

How to Unlock: Berserker is the final Job you’ll unlock via story progression in Chapter 1, requiring you to defeat the Chapter’s final Asterisk boss.

  1. Crescent Moon: Perform a physical attack on all targets. (1 BP cost)
  2. Vent Fury: Go berserk for the next three turns. (While berserk, physical attack is increased by 50%, physical defence is reduced by 30%, and only the ‘Attack’ command can be used.) (18 MP cost)
  3. Double Damage: Perform a powerful physical attack on a target. (55 MP cost)
  4. Water Damage: Perform a water-imbued physical attack on a target. (32 MP cost)
  5. Bloody-Minded: Physical attacks performed by the user cannot be evaded, but will also damage them. However, this damage cannot reduce their HP below one. (Passive, costs 1 to equip)
  6. Free-for-All: The attacking abilities performed at random while berserk do not cost anything. (Passive, costs 1 to equip)
  7. Shell Split: Perform a quick physical attack on a target that will reduce their physical defence by 5% for four turns. Stats cannot be reduced below 65% of their base value. (16 MP cost)
  8. Scale Strip: Perform a quick physical attack on a target that will reduce their magical defence by 5% for four turns. Stats cannot be reduced below 65% of their base value. (16 MP cost)
  9. Unshakeable Will: Prevents all status ailments that impede the user’s ability to freely choose their actions. (Sleep, paralysis, dread, berserk, confusion, charm and freezing.) (Passive, costs 1 to equip)
  10. Level Slash: Perform a powerful physical attack on all targets. (30% HP cost)
  11. Indiscriminate Rage: Allows regular attacks to target all enemies at full power, but causes the user’s next turn to come around much later. (Passive, costs 1 to equip)
  12. Amped Strike: Perform an extremely powerful physical attack on a target. (120 MP cost)
  13. Flood Damage: Perform a powerful water-imbued physical attack on a target. (80 MP cost)
  14. Axe Lore: Axe aptitude increased to S. (Passive, costs 1 to equip)
  15. Death’s Door: Perform an incredibly powerful physical attack on all targets. The lower the user’s current HP, the greater the damage inflicted. (200 MP cost)
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Red Mage Job Abilities

Red Mages are another traditional Final Fantasy staple, providing a balanced magic based Job that offers a lot of variety. They can use both healing and offensive magic, while lacking in proficiency in either.

The Red Magic command doesn’t essentially give you access to both already unlocked White and Black magic abilities, but instead gives you new abilities in the same vein. Red Mages are the ultimate side job to any Black or White mage, expanding their ability pools and vastly improving the elemental attack potential.

How to Unlock: Red Mage is one of the first you unlock in the game’s second chapter, and players are able to choose if they wish to unlock this or Ranger first. After a dungeon and a challenging boss, you’ll be able to party like it's 1987.

  1. Stone: Perform an earth magic attack on a target/all targets. (15 MP cost)
  2. Aero: Perform a wind magic attack on a target/all targets. (15 MP cost)
  3. Heal: Restore 1000 HP to a target. (14 MP cost)
  4. Stonera: Perform a powerful earth magic attack on a target/all targets. (38 MP cost)
  5. Aerora: Perform a powerful wind magic attack on a target/all targets. (38 MP cost)
  6. Healara: Restore 2000 HP to a target. (36 MP cost)
  7. Magic Critical: Enables magical attacks to inflict critical hits. (Passive, costs 1 to equip)
  8. Revenge: Roughly 25% chance of the user’s BP increasing by one when attacked. (Passive, costs 1 to equip)
  9. Healaga: Restore 3000 HP to a target. (49 MP cost)
  10. Stonega: Perform an extremely powerful earth magic attack on a target/all targets. (66 MP cost)
  11. Aeroga: Perform an extremely powerful wind magic attack on a target/all targets. (66 MP cost)
  12. Disaster: Perform an extremely powerful magical attack on a target that combines the powers of earth and wind. (100 MP cost)
  13. Quake: Perform an incredibly powerful earth magic attack on a target. (80 MP cost)
  14. Tornado: Perform an incredibly powerful wind magic attack on a target. (80 MP cost)
  15. HP/MP Converter: Using abilities during battle expends HP instead of MP, but at ten times the MP cost. (Passive, costs 2 to equip)
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Ranger Job Abilities

Rangers are practically the reason why Bows exist in Bravely Default II. The Ranger is a slow burn kind of class, but offers plentiful rewards for those who stick with it. Every enemy is given a type based on their species in Bravely Default II, and Rangers can deliver extremely powerful attacks based on that.

Few things are as satisfying as unleashing all your BP and then delivering numerous powerful attacks to snipe your enemies. The Counter-Savvy passive is also crucial for any physical attacker, allowing them to unleash numerous powerful attacks on enemies without being able to take damage from counters. 

How to Unlock: The Ranger job is one of the first you unlock in the game’s second Chapter, and players are able to choose if they wish to unlock this or Red Mage first. After a dungeon and a challenging boss, you’ll be able to party like it's, er... 1990.

  1. Bug Slayer: Perform a physical attack on a target. Particularly effective against Insect family monsters. (28 MP cost)
  2. Plant Slayer: Perform a physical attack on a target. Particularly effective against Plant family monsters. (28 MP cost)
  3. Shadowbind: Attempt to paralyse a target. (14 MP cost)
  4. Beast Slayer: Perform a physical attack on a target. Particularly effective against Beast family monsters. (28 MP cost)
  5. Aquatic Slayer: Perform a physical attack on a target. Particularly effective against Aquatic family monsters. (28 MP cost)
  6. Counter-Savvy: The user is always able to evade physical counter abilities. Does not apply to magic and certain other abilities. (Passive, costs 1 to equip)
  7. Quickfire Flurry: Perform 5-8 quick physical attacks on random targets. Extra damage will be dealt to paralysed foes. (7% HP cost)
  8. Humanoid Slayer: Perform a physical attack on a target. Particularly effective against Humanoid family monsters. (66 MP cost)
  9. Who Dares Wins: The user becomes more likely to inflict critical hits, and also immune to blindness when NP are at one or higher. (1 BP cost)
  10. Sloth Hunter: Perform two physical attacks that are extremely effective against slowed targets. (42 MP cost)
  11. Undead Slayer: Perform a physical attack on a target. Particularly effective against Undead family monsters. (38 MP cost)
  12. Demon Slayer: Perform a physical attack on a target. Particularly effective against Demon family monsters. (38 MP cost)
  13. Spirit Slayer: Perform a physical attack on a target. Particularly effective against Spirit family monsters. (48 MP cost)
  14. Bow Lore: Bow aptitude increased to S. (Passive, costs 1 to equip)
  15. Grand Barrage: Perform 5-8 quick physical attacks on all targets. Extra damage will be dealt to paralysed foes. (15% HP cost)
bravely_default_2_shieldmaster_job_abilities.jpg

Shieldmaster Job Abilities

Bravely Default II really seems to enjoy its Knight-based job classes, huh. Shieldmasters are exactly the Tank themed class they’re implied to be. They’re slow, but they make up for it with an incredibly high defence stat.

Characters in this job can use the Shieldcraft command to take hits for allies. To be the most useful, they need to attract incoming attacks. They’re masters of defaulting and Bravely Default II’s new equipment load stat, able to stack up a lot of BP and use their heavy equipment to deliver powerful attacks.

How to Unlock: This job is unlocked in Chapter 2’s main story arc, requiring you to defeat the asterisk boss at the end of the tower dungeon in Wiswald Tower. 

  1. Bodyguard: The user will step in to take damage in place of a selected ally, automatically adopting the default stance in the process.
  2. Dual Shields: Allows a shield to be equipped in each hand. Doing so increases aim by 100%. (Passive, costs 1 to equip)
  3. Blinding Flash: Attempts to blind all targets. (14 MP cost)
  4. The Courage to Resist: Defaulting does not increase BP, but does nullify all status ailments except slow, stop, and doom. (Passive, costs 1 to equip)
  5. Crushed Ice: Perform a physical attack that’s extremely effective on frozen targets. (44 MP cost)
  6. Reprisal: For five turns, 50% of any damage received by the user will also be inflicted on the attacker. (40 MP cost)
  7. Defender of the People: Take up to three attacks in place of allies before the user’s next turn, automatically adopting the default stance in the process. Does not apply to attacks that target all allies.
  8. Heavy Hitter: Perform a physical attack on a target. The heavier the equipment in the user’s left hand, the greater the damage inflicted. (1 BP cost)
  9. Bumblewhacker: Perform a physical attack that’s extremely effective on confused targets. (44 MP cost)
  10. Fast Hands: Any speed reductions caused by equipment in either hand become speed bonuses instead. (Passive, costs 1 to equip)
  11. No Guts, No Glory: Physical and magical defence increase with BP, but will also decrease when BP drop below zero. (Passive, costs 1 to equip)
  12. The Gift of Wisdom: Donates 33% of the user’s maximum MP to a target. If MP is below 33% of maximum level, all available MP will be donated. (33% MP cost)
  13. Super Heavy Hitter: Perform two physical attacks on a target. The heavier the equipment in both the user’s hands, the greater the damage inflicted. (2 BP cost)
  14. Firmly Grounded:  Boost MP and magical attack for three turns by an amount based on the user’s encumbrance. Any negative effects of being overburdened are ignored. (20% HP cost)
  15. Harsh Reprisal: For three turns, 100% of any damage received by the user will also be inflicted on the attacker. (68 MP cost)
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Pictomancer Job Abilities

This is a brand new class for the Bravely series, representing the other side of the support coin from Bards. Where Bards specialize in buffs, Pictomancers focus mainly on debuffs.

Using their paint brushes, Pictomancers take advantage of their natural talents of Artistry to daub foes with paint. This can apply various negative status effects, including elemental and weapon type resistance. Pictomancers who have advanced far enough into the job can also make things a lot easier for their damage dealing party members.

How to Unlock: This is the final story based job players will unlock in Chapter 2, requiring them to beat the Asterisk boss waiting for the cast at the end of the Wiswald arc.

  1. Disarming Scarlet: Reduce a target’s physical attack by 10% for four turns. Stats cannot be reduced below 65% for four turns. (23 MP cost)
  2. Splatter: Attempt to daub a target. Targets’ resistance to all elements and weapon types is reduced by one when daubed. (45 MP cost)
  3. Disenchanting Mauve: Reduce a target’s magical attack by 10% for four turns. Stats cannot be reduced below 65% of their base value. (23 MP cost)
  4. Purify: Remove various status effects from a target. (28 MP cost)
  5. Incurable Coral: Reduce a target’s restorative power by 10% for four turns. Stats cannot be reduced below 65% of their base value. (16 MP cost)
  6. Freehand: Inflict ten times the abilities casting cost as magical damage 1-5 times on a random target. (30 MP cost)
  7. Indefensible Teal: Reduce a target’s physical defence by 10% for four turns. Stats cannot be reduced below 65% of their base value. (30 MP cost)
  8. Zappable Chartreuse: Reduce a target’s magical defence by 10% for four turns. Stats cannot be reduced below 65% of their base value. (34 MP cost)
  9. Sub-Job BP Saver: The BP cost of using sub-job abilities is reduced by one. (Passive, costs 1 to equip)
  10. Chiaro: Perform a powerful light magic attack on a target. (60 MP cost)
  11. Scuro: Perform a powerful dark magic attack on a target. (60 MP cost)
  12. Convert MP: Taking damage will cause the user’s MP to be restored by a proportional amount. (Passive, costs 1 to equip)
  13. Dirty Fighter: The more status ailments a target is afflicted with, the more damage is inflicted when attacking that target. (Passive, costs 1 to equip)
  14. Brush with Death: Attempt to inflict the doom ailment on a target. If the target is immune to doom or instant death attacks, they will receive a set amount of magical damage instead. (23 MP cost)
  15. Mass Production: For three turns, the user’s Artistry abilities can be applied to multiple targets. (70 MP cost)
bravely_default_2_dragoon_job_abilities.jpg

Dragoon Job Abilities

We might make fun of Dragoons, but their legacy is undeniable. I can’t imagine a Bravely or Final Fantasy game without them. The Draconics command allows Dragoons and their allies to jump, temporarily sparing them from damage and allowing them to crash back down to attack enemies. Masters of spears, Dragoons are a very balanced class that excels in both speed and damage output.

How to Unlock: You’ll unlock this through the main story, requiring you to defeat the game’s Dragoon Asterisk holder in the beginning of Chapter 3.

  1. Jump: Jump up and out of the field of battle, then come crashing down next turn, performing a powerful physical attack on a target. (1 BP cost)
  2. Sonic Thrust: Perform a physical attack on all targets. (27 MP cost)
  3. Thunder Thrust: Perform a powerful lightning-imbued physical attack on a target. (40 MP cost)
  4. Spirit Surge: Perform a powerful physical attack on an enemy that will heal an amount of the user’s HP and MP based on the damage inflicted. (44 MP cost)
  5. Comeback Kid: All status ailments will be automatically removed two turns after being inflicted, at which point HP and MP will be fully restored, and BP will be reduced by one. (Passive, costs 1 to equip)
  6. Angon: Perform a powerful physical attack that can penetrate a target’s physical Default defence. (52 MP cost)
  7. Sky High: Performs Jump on a random enemy at zero cost as soon as battle begins. (Passive, costs 1 to equip)
  8. Suffer in Silence: Perform a physical attack that’s extremely effective on silenced targets. (30 MP cost)
  9. Soul Jump: All allies jump up and out of the field of battle, then come crashing down on their next turn, performing powerful physical attacks on random targets. (3 BP cost)
  10. Full Force: Applying spells or other abilities to multiple targets will increase their effect, including the amount of damage inflicted. (Passive, costs 1 to equip)
  11. Spirit-Crusher: Perform a quick physical attack on a single target that has a good chance of removing one of their BP. (A critical hit is required to take BP to -2 or below.) (2 BP cost)
  12. Brave Front: Spells or attacks affecting all enemies will inflict more damage the more BP the user has. (Passive, costs 1 to equip)
  13. Spear Lore: Spear aptitude is increased to S. (Passive, costs 1 to equip)
  14. Bolt Blast: Perform an extremely powerful lightning-imbued physical attack on a target. (90 MP cost)
  15. Super Jump: Jump up and out of the field of battle, then come crashing down next turn, performing a powerful physical attack on all targets. (3 BP cost)
bravely_default_2_spiritmaster_job_abilities.jpg

Spiritmaster Job Abilities

Spiritmaster is the ultimate healing support class in Bravely Default II. I can’t imagine it would be possible to reach the end game without it, and mastering it alongside White Mage can create the perfect healer.

The Spirit Magic command initially only applies occasional buffs every few turns. You can summon a spirit that focuses on restoring HP, MP, curing status effects, and even automatically reviving downed party members. If one masters this job they’ll unlock the There in Spirit specialty which summons every spirit at once for the entire fight. In addition to being excellent healers, this Job has access to the strongest Light based magic in the game, letting them dish out light based damage when they aren’t keeping their party alive.

How to Unlock: Spiritmaster is unlocked alongside the Swordmaster job, requiring you to beat both Asterisk bosses at once during the story events occurring in Chapter 3.

  1. Healthbringer: Summon a spirit that will restore all allies’ HP three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear. (22 MP cost)
  2. Banish: Perform a light magic attack on a target/all targets. (10 MP cost)
  3. Devotion: Restore a target’s MP by an amount equal to 20% of the user’s maximum MP. (1 BP cost)
  4. Regeneration: Restore 10% of a target’s HP at the end of their turn. Effect will remain until actively removed. (30 MP cost)
  5. Banishra: Perform a powerful light magic attack on a target/all targets. (38 MP cost)
  6. Reraise: A selected ally will be automatically revived if knocked out. Effect will remain until target has been revived or effect is removed. (80 MP cost)
  7. Spiritbringer: Summon a spirit that will restore all allies’ MP three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear. (55 MP cost)
  8. Sub-Job Speciality 1: The first speciality listed for the user’s sub-job is activated. (Passive, costs 1 to equip)
  9. Basunabringer: Summon a spirit that will perform Basuna on all allies three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear. (33 MP cost)
  10. Banishga: Perform an extremely light magic attack on a target/all targets. (66 MP cost)
  11. Purebringer: Summon a spirit that will remove status effects from all allies three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear. (77 MP cost)
  12. Holy: Perform an extremely light magic attack on a target/all targets. (66 MP cost)
  13. Lifebringer: Summon a spirit that will revive all allies three times at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear. (2 BP cost)
  14. Staff Lore: Staff aptitude is increased to S. (Passive, costs 1 to equip)
  15. Bravebringer: Summon a spirit that will restore a BP to all allies three times, at regular intervals. Two spirits cannot be summoned at once. Summoning a new spirit will cause any existing spirit to disappear. (1 BP cost)
bravely_default_2_swordmaster_job_abilities.jpg

Swordmaster Job Abilities

The Swordmaster job has returned from the previous games, but no longer carries over the Samurai aesthetic. Katanas do not exist anymore, and the job has been redesigned accordingly.

Swordcrafting allows the user to enter certain Stances, changing how they function in battle. They can choose to attack twice, or enter a stance where they can intercept incoming attacks and deliver powerful counterattacks. Swordmasters are some of the strongest characters in the game, allowing them to hold weapons with two hands to increase their damage output by 1.4x. 

How to Unlock: Swordmaster is unlocked alongside the Spiritmaster job, requiring you to beat both Asterisk bosses at once during the story events occurring in Chapter 3.

  1. Solid Stance: Adopt a stance from which the ‘Attack’ command is automatically performed twice every time it is selected.
  2. Fluid Stance: Adopt a counterattacking stance from which the user will automatically hit back against any attack aimed at them.
  3. Counter: 50% chance of answering any physical attack with a counterattack. Will not be triggered by attacks that target the entire party.(Passive, costs 1 to equip)
  4. Solid Right Style: Usable when in Solid Stance. Perform a physical attack on a target that will delay their next turn. (22 MP cost)
  5. Fluid Left Style: Usable when in Fluid Stance. When attacked, hit back with a physical strike that will reduce the opponent’s BP by one. This will happen every time the user is attacked until their next turn, even if they have a negative number of BP. (20 MP cost)
  6. Out with a Bang: When the user is knocked unconscious, a hugely powerful physical attack will be unleashed on the perpetrator and their allies. (Passive, costs 1 to equip)
  7. Divide Attention: For four turns, the user will be targeted as frequently as their most frequently targeted ally. (17 MP cost)
  8. Fourfold Flurry: Perform four physical attacks on a target in quick succession. (48 MP cost)
  9. 2 Hands Are Better Than 1: Equipping a sword, axe, spear or staff in the user’s right hand will result in its being used with both hands, increasing its stats to 1.4x normal levels. The user’s left hand must be empty. (Passive, costs 1 to equip)
  10. Solid Slash: Usable when in Solid Stance. Perform a powerful physical attack on a target and bring the user’s next turn around more quickly. (27 MP cost)
  11. Fluid Flow: Usable when in Fluid Stance. When attacked, hit back with a powerful physical strike that will increase the user’s BP by one. This will happen every time the user is attacked until their next turn, even if they have a negative number of BP. (36 MP cost)
  12. Multitask: 33% chance of any regular attack being followed up with a further quick physical attack. (Passive, costs 1 to equip)
  13. Ninefold Flurry: Perform nine physical attacks on a target in quick succession. (99 MP cost)
  14. Solid Smash: Usable when in Solid Stance. Perform an extremely powerful physical attack on a target that will delay their turn, and also bring the user’s next turn around more quickly. (90 MP cost)
  15. Fluid Frenzy: Usable when in Fluid Stance. When attacked, hit back with a powerful physical strike that will steal one of the target’s BP. This will happen every time the user is attacked until their next turn, even if they have a negative number of BP. (72 MP cost)
bravely_default_2_oracle_job_abilities.jpg

Oracle Job Abilities

Oracles are this game’s version of the Time Mage, another slow burn Job that can be incredibly useful the more time you put into it. By using the power of Divination, they can speed up allies, slow down enemies, and protect the party members from magical attacks. If you find your allies with negative BP in a critical moment, Oracles can get them back in the fight fast while delaying potential devastating enemy attacks in the process.

How to Unlock: The Oracle Job is unlocked by defeating the last story boss in Chapter 3.

  1. Quick: Enable an ally to deliver 50% more hits with the ‘Attack’ command for two turns. (21 MP cost)
  2. Slow: Attempt to slow a target down. (26 MP cost)
  3. Haste: Make a target able to act more quickly for three turns. (42 MP cost)
  4. Elemental Impairment: Reduce a target’s resistance to a selected element for two turns. (55 MP cost)
  5. Triple: Perform up to three quick fire, water or lightning magic attacks on a target. (20 MP cost)
  6. Elemental Supplement: Imbue a target’s regular attacks (performed with the ‘Attack’ command) and attacking abilities with a selected element for two turns. (46 MP cost)
  7. Reflect: Place a magic-reflecting barrier in front of a target for two turns. (36 MP cost)
  8. Stop: Attempt to stop a target. (44 MP cost)
  9. Elemental Ward: Increase a target’s resistance to a selected element for three turns. (32 MP cost)
  10. Noble Sacrifice: When the user is knocked unconscious, any unconscious allies will be revived with full HP. One use per battle. (Passive, costs 1 to equip)
  11. Triplara: Perform up to three fire, water or lightning magic attacks on a target in quick succession. (55 MP cost)
  12. Hastega: Make a target able to act a lot more quickly for three turns. (70 MP cost)
  13. Quickga: Enable an ally to deliver 100% more hits with the ‘Attack’ command for two turns. (32 MP cost)
  14. Slowga: Attempt to slow a target down significantly. (62 MP cost)
  15. Triplega: Perform up to three powerful fire, water or lightning magic attacks on a target in quick succession. (110 MP cost)
bravely_default_2_salve-maker_job_abilities.jpg

Salve-Maker Job Abilities

Salve-Makers, like Gamblers, are another unique style of Job, focused again on buffs and supporting the party, but this time through creating unique effects by mixing together items with the Formulation command, which in other RPGs is typically known as Combine or Mix. Formulation can combine two items to create a new one that they can use immediately. 

How to Unlock: Salve-Maker is the only other Job unlocked by completing a Side Quest, and thankfully doesn’t require you to master a card game! You’ll need to complete a special quest in Enderno, which is accessible at the beginning of Chapter 3. At the end of the quest, you’ll have to defeat the Asterisk owner associated with the Job. We've got a more detailed guide on how to unlock Salve Maker if you need it. 

  1. Compounding: Combine two items together for a range of interesting effects.
  2. Survey: Scrutinise all enemies closely, revealing their HP, vulnerabilities and family. (32 MP cost)
  3. Widen Area: Use an item on multiple targets instead of one. (55 MP cost)
  4. Philtre: Attempt to charm a target. (22 MP cost)
  5. Revive: Revive a knocked-out target with 50% of their HP restored. (25% HP cost)
  6. Status-Conscious: Increases the chance of inflicting status ailments. (Passive, costs 1 to equip)
  7. Heartbreak: Perform a physical attack that’s extremely effective on charmed targets. (1 BP cost)
  8. Thrust and Parry: Reduces damage received by 15% x the number of weapons equipped. Damage is reduced by a further 20% if the Highwind or Dual Wield passive abilities are in effect. (Passive, costs 1 to equip)
  9. BP Tonic: Mix up medicine that increases BP by one, and administer it to a target. (7500 pg cost)
  10. BP Depleter: Mix up a medicine that reduces BP by one, and administer it to a target. (9000 pg cost)
  11. Analysis: Perform a quick physical attack on a target that will reveal their vulnerabilities. For the next three turns, any attacks on monsters of that family will deal vulnerability-exploiting damage. (30 MP cost)
  12. Healing Item Amp: The effects of all healing items are increased by 50%. (Passive, costs 1 to equip)
  13. Advanced Compounding: Combine three items together for a range of exciting effects.
  14. Double BP Tonic: Mix up a medicine that increases BP by two, and administer it to a target. (15000 pg cost)
  15. Multimix Elixir: Make five copies of an item and administer them to a target at regular intervals.
bravely_default_2_arcanist_job_abilities.jpg

Arcanist Job Abilities

The Arcanist class takes the irresponsible high risk high reward playstyle of Berserkers and applies it to a magic based class. These jobs utilize the power of darkness with the Necromancy command. Arcanists can unleash powerful magic without any acknowledgment for their own wellbeing. Their most powerful attacks can often hurt the caster and the party in the process, so you’ll need to be careful. For those who know what they’re doing, this pairs excellently with the black mage class.

How to Unlock: This is one of the three classes you can unlock in any order at the beginning of Chapter 4. You’ll need to complete the new story arc that shows up in Wiswald, and defeat the Asterisk boss that appears there.

  1. Dark: Perform a dark magic attack on a target/all targets. (15 MP cost)
  2. Ardour: Perform a magical attack on ally and foe alike that combines the powers of fire and water. (36 MP cost)
  3. Drain: Perform a magic attack that absorbs a target’s HP. (30 MP cost)
  4. Darkra: Perform a powerful dark magic attack on a target/all targets. (38 MP cost)
  5. Electon: Perform a magical attack on ally and foe alike that combines the powers of lightning and light. (50 MP cost)
  6. Aspir: Perform a magic attack that absorbs a target’s MP. (20% HP cost)
  7. Darkga: Perform an extremely powerful dark magic attack on a target/all targets. (66 MP cost)
  8. Meltdown: Perform a powerful magical attack on ally and foe alike that combines the powers of fire and wind. (70 MP cost)
  9. Death: Attempt to instantly KO a target. (25 MP cost)
  10. MP Regen: MP is restored by 5% at the end of each turn. (Passive, costs 1 to equip)
  11. Comet: Perform two to four quick non-elemental magic attacks on a target. (45 MP cost)
  12. Doomsday: Perform an incredibly powerful dark magic attack on a target. (80 MP cost)
  13. Magic Amp: Spells cost 50% more MP but deal 25% more damage. (Passive, costs 1 to equip)
  14. Apocalypse: Perform an extremely powerful magical attack on ally and foe alike that combines the powers of earth and darkness. (110 MP)
  15. Meteor: Perform four incredibly powerful non-elemental magic attacks on random enemies in quick succession. (136 MP cost)
bravely_default_2_bastion_job_abilities.jpg

Bastion Job Abilities

Wow Bravely Default II, why does mom let you have FOUR Knight jobs? Since the Bastion is a late game job, it’s only fair that it pulls from the proficiencies of the last three.

Bastions can use the Guardianship command, letting them cast various barriers that can completely protect allies from harm. They can manipulate the flow of BP gain to set the pace of battles.

How to Unlock: This is one of the three classes you can unlock in any order at the beginning of Chapter 4. You’ll need to complete the new story arc that shows up in Halcyonia, and defeat the Asterisk boss that appears there.

  1. Bulwark: Perform a quick physical attack on a target and increase the user’s physical defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (12 MP cost)
  2. Phalanx: Perform a quick physical attack on a target and increase the user’s magical defence by 15% for three turns. Stats cannot be increased beyond 200% of their base value. (12 MP cost)
  3. Rampart: Erect a barrier that will protect multiple targets from a single physical attack. Cannot be combined with Vallation. (30% HP cost)
  4. Vallation:Erect a barrier that will protect multiple targets from a single magical attack. Cannot be combined with Rampart. (25% HP cost)
  5. Light of Justice: Perform a powerful light-imbued physical attack on a target. (47 MP cost)
  6. Wall: Increases the user’s physical and magical defense by 25% for three turns. Stats cannot be increased beyond 200% of their base value. (38 MP cost)
  7. Blindsider: Perform a physical attack that’s extremely effective on blinded targets. (44 MP cost)
  8. Auto Guard: The user’s turn will come around more slowly, but they will Default automatically even when it is not their turn. (Passive, costs 1 to equip)
  9. Critical Flow: Performing a critical attack may cause BP to increase by one. (Passive, costs 1 to equip)
  10. Double Default: For three turns, Defaulting will increase BP by two instead of one. (35% HP cost)
  11. Sanctuary: Shut up shop so that allied and enemy HP, MP, and BP cannot be changed until the user’s next turn. (However, usage costs for any abilities used in the meantime will still be deducted.) (1 BP cost)
  12. BP Limit Up: Increases BP limit by one, allowing up to four BP to be accumulated. (Passive, costs 1 to equip)
  13. Holy Light: Perform an extremely powerful light-imbued physical attack on a target. (90 MP cost)
  14. Shield Lore: Shield aptitude is increased to S. (Passive, costs 1 to equip)
  15. Corporal Punishment: Perform a powerful physical attack on a target that will deal more damage the higher the user’s physical defence. (1 BP cost)
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Phantom Job Abilities

Phantoms are similar to thieves in terms of speed, but are much stronger and can dish out frequent critical hits. Occultism commands can be used to dish out powerful multi-hit attacks, and can take advantage of specific vulnerabilities to kill enemies fast. They can hit critical hits more than other jobs. Phantoms work great with thieves as a sub job, and will unlock the dual wielding passive ability that will give you an edge in the end game.

How to Unlock: This is one of the three classes you can unlock in any order at the beginning of Chapter 4. You’ll need to complete the new story arc that shows up in Savalon, and defeat the Asterisk boss that appears there. You’ll have to solve a little word riddle to begin the fight, but you’re given infinite tries and it's not too difficult.

  1. Recurring Nightmare: Perform a single quick physical attack on a target. If the target is defeated, another action can be performed. (36 MP cost)
  2. Become Lightning: Increase the user’s physical and magical attack by 25% for three turns. Stats cannot be increased beyond 200% of their base value. (20% HP cost)
  3. Dream Within a Dream: Perform three quick physical attacks on a target. (36 MP cost)
  4. Shroud: Perform a powerful darkness-imbued physical attack on a target. (46 MP cost)
  5. Milk Poison: Perform a physical attack that’s extremely effective against poisoned targets. (46 MP cost)
  6. Critical Amp: Critical hit damage is increased by 30%. (Passive, costs 1 to equip)
  7. Flit: Enable the user to evade a single physical attack. (15% HP cost)
  8. Sick Twist: Perform a physical attack that's extremely effective against targets suffering from contagion. (46 MP cost)
  9. Turn Tables: Evading an attack will cause BP to increase by one. (Passive, costs 1 to equip)
  10. Rewarding Results: Inflicting a status ailment on a target will be rewarded with an extra action. (Passive, costs 2 to equip)
  11. Dual Wield: Equipping multiple weapons will not reduce their effectiveness. (Passive, costs 1 to equip)
  12. Never-Ending Nightmare: Perform an extremely powerful physical attack on a target. If the target is defeated, another action can be performed. (106 MP cost)
  13. Burial Shroud: Perform an extremely powerful darkness-imbued physical attack on a target. (96 MP cost)
  14. Frenetic Fighting: The maximum number of hits dealt by the ‘Attack’ command is increased from 16 to 32. (Passive, costs 1 to equip)
  15. Ethereal Edge: Enable the user’s weapon to ignore enemies’ physical defence for three turns. (66 MP cost)
bravely_default_2_hellblade_job_abilities.jpg

Hellblade Job Abilities

The staggering strength of the Hellblade Job is shown to you from the beginning of the game, giving you a hint at what's to expect. They have access to the Diabolism command, requiring them to sacrifice HP, SP, or BP to attack with elemental sword attacks that cause further damage for a few turns.

Hellblade is only job that has access to attacks of every single element in the game, making them useful in any situation. This is a great job for those who love to play dangerously, rewarding you for keeping your health as close to 0 as possible with a powerful strength bonus. The biggest bonus from this class has to be the Surpassing Power skill, which lets your attacks exceed the 9999 damage limit.

How to Unlock: This job is unlocked naturally by playing through the story, specifically by defeating the final boss of Chapter 4.

  1. Ruby Blades: Expend 25% of the user’s maximum HP in order to perform three powerful fire-imbued physical attacks at regular intervals. (25% HP cost)
  2. Sapphire Blades: Expend 25% of the user’s maximum HP in order to perform three powerful water-imbued physical attacks at regular intervals. (25% HP cost)
  3. Dread Blade: Attempt to fill a target with dread. (44 MP cost)
  4. Diamond Blades: Expend 25% of the user’s maximum HP in order to perform three powerful lightning-imbued physical attacks at regular intervals. (25% HP cost)
  5. Minus Strike: Inflict damage on a target equal to the user’s maximum HP minus their current HP. (1 BP cost)
  6. Carnelian Blades: Expend 25% of the user’s maximum HP in order to perform three powerful earth-imbued physical attacks at regular intervals. (25% HP cost)
  7. Emerald Blades: Expend 25% of the user’s maximum HP in order to perform three powerful wind-imbued physical attacks at regular intervals. (25% HP cost)
  8. Terrorise: Perform a physical attack that’s extremely effective against targets suffering from dread. (44 MP cost)
  9. Quartz Blades: Expend 25% of the user’s maximum HP in order to perform three powerful light-imbued physical attacks at regular intervals. (25% HP cost)
  10. Onyx Blades: Expend 25% of the user’s maximum HP in order to perform three powerful darkness-imbued physical attacks at regular intervals. (25% HP cost)
  11. Death Throes: The user is doomed. In exchange, attack and defence are increased by 50%. Stats cannot be increased beyond 200% of their base value. (10 MP cost)
  12. Surpassing Power: The upper limit for the amount of damage that can be inflicted is increased so it can exceed 9999. (Passive, costs 1 to equip)
  13. Ultima Sword: Sacrifice all MP in order to inflict damage on a target proportional to the amount of MP expended.
  14. Last Resort: Physical and magical attack power increase as HP is reduced. (Passive, costs 1 to equip)
  15. Deathstorm: Bombard all targets with ten magical sword strikes imbued with random elements, after which the user will be left with on HP, zero MP and -3 BP.
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Bravebearer Job Abilities

Bravebearer is the ultimate job in Bravely Default II, and the hardest to get. Since this will likely be the final Job you unlock, they’ve made it rather difficult to get. You can’t reach the game’s true ending without this Job, and the game doesn’t go out of its way to fill you in on how to even get it.

How to Unlock (and more): After you reach your second ending, reload your clear save to go back to where you were in Chapter 6. After a few cutscenes, head back to the important grave found on the rock pass between Halcyonia and Savalon - the one from early in the story. When you make it here, you’ll be given a chance to fight a ghost of a Hero of Light in their prime. This is one of the final tests needed to pass to be worthy of facing the true final boss.

The reward for this brutal boss is the absolutely busted Bravery command. Bravebearers are masters of BP, allowing your party members to change the rate in which every character gains or loses BP. In a very Bravely move, this job will go as far to take advantage of your game’s playtime and total battles won in some of the attacks. The strongest move they have in my opinion are the gravity attacks, which deal damage to every enemy based on 25, 50, and 75% of the user’s current HP.

This is extremely useful for many late game fights, and can destroy foes with unnaturally high defence and low HP. Grinding becomes a nonissue thanks to Obliterate, which instantly destroys enemies 20 levels or more below you. In addition to the amazing set of skills, Bravebearers get an incredible increase in stats. Combine this with a freelancer who has mastered almost every job in the game while equipping Sub-Job Speciality 2, and you’ll make a monstrously powerful character.

  1. Supergravity: Deal damage to all targets equal to 25% of the user’s current HP. (36 MP cost)
  2. Wall of Woe: Cause all allies and enemies to lose one BP three times at regular intervals. (84 MP cost)
  3. Sword Lore: Sword aptitude is increased to S. (Passive, costs 1 to equip)
  4. Practice Makes Perfect: Deal physical damage to a target based on the length of time for which the game has been played. (2 BP cost)
  5. Dawn of Odyssey: Cause all allies and enemies to gain one BP three times at regular intervals.
  6. Hypergravity: Deal damage to all targets equal to 50% of the user’s current HP. (80 MP cost)
  7. Equaliser: Reduce BP by one for all allies and enemies whose BP is at one or more, and increase it by one for anyone whose BP is at minus one or below. (32 MP cost)
  8. Obliterate: Any enemy twenty or more levels below the user is instantly killed at the beginning of battle. (Passive, costs 1 to equip)
  9. Victory Smite: Deal physical damage to a target based on the number of battles you’ve won. (25% HP cost)
  10. Sub-Job Speciality 2: The second speciality listed for the user’s sub-job is activated. (Passive, costs 1 to equip)
  11. Gigagravity: Deal damage to all targets equal to 75% of the user’s current HP. (125 MP cost)
  12. Victory Double: Perform two physical attacks on a target, each dealing damage based on the number of battles you’ve won. (3 BP cost)
  13. Across the Board: Any ability that usually affects a single target now affects multiple targets. (Passive, costs 2 to equip)
  14. BP Bump: Increase all allies’ BP by one. (2 BP cost)
  15. Best Practice: Perform two physical attacks on a target, each dealing damage based on the length of time for which the game has been played. (3 BP cost)