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Jobs and Classes Part 3

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White Mage

  • Character Stats: HP: C, MP: A, STR: D, VIT: E, INT: B, MND: A, DEX: D, AGL: C
  • Weapon/Armor: S rank: Staff; B rank: Rod; C rank: Dagger; E rank: All the rest.
  • Passive Ability: Angelic Ward - 50% chance of receiving half damage from any attack.
  • Job Unlock: Defeat Holly during Side Story 3 in Chapter 2.
  • Job Command and Support Abilities

    - White Magic Level 1: Enables the use of level 1 white magic: Cure and Aero.

    - Angelic Ward: Has a 50% chance to halve the damage received, regardless of whether it is a single-target or multiple-target attacks.

    - White Magic Level 2: Enables the use of level 2 white magic: Esuna and Raise.

    - White Magic Level 3: Enables the use of level 3 white magic: Cura and Aerora.

    - White Magic Level 4: Enables the use of level 4 white magic: Curada and Esunaga.

    - Silence Immunity: Confer immunity to silence during battles.

    - White Magic Level 5: Enables the use of level 5 white magic: Curaga and Aeroga.

    - Group-Cast Master: The damage dealt and the amount of recovery do not decline when group-casting magic.

    - White Magic Level 6: Enables the use of level 6 white magic: Arise and Holy.

    - Circle of Life: Bring back all allies from K.O. and restore all their HP when you suffer a K.O.

    Merchant

  • Character Stats: HP: C, MP: C, STR: C, VIT: D, INT: B, MND: C, DEX: C, AGL: C
  • Weapon/Armor: S rank: Staff, Dagger, Spear, C rank: Bow, Gun; E rank: All the rest.
  • Passive Ability: More Money - Earn 1.5 times more cash after each battle.
  • Job Unlock: Defeat Profiteur during Side Story 3 in Chapter 2.
  • Job Command and Support Abilities

    - Pay to Pay: Spend your level times 50 pg to raise the target's critical rate by 300% for four turns.

    - White Knight: The ally with the most HP protects you when you suffer a single-target physical attack while your HP is below 20%.

    - Pharmacy: Spend pg to purchase a recovery item and use it on a single target.

    - Salesman: Force an enemy to buy a consumable item from you at 2.4 times its regular selling price.

    - More Money: Earn 1.5 times more money than normal after a battle.

    - Hedge Risk: Halve the damage you suffer for five turns by spending money equal to half the damage.

    - Takeover: Spend your level times 50 pg to deal damage to one target that is equal to the money you spent.

    - BP Drink: Purchase a BP recovery item and use it on one target.

    - Big Pharma: Restore one enemy's HP and make the target pay pg equal to the number of HP recovered.

    - Payoff: Spend money to buy off the enemy and end the battle.

    Black Mage

  • Character Stats: HP: C, MP: A, STR: E, VIT: E, INT: A, MND: B, DEX: D, AGL: C
  • Weapon/Armor: S rank: Rod; C rank: Staff, Dagger; E rank: All the rest.
  • Passive Ability: Black Resonance - Black magic damage increased with every ally (other than self) in which Black Resonance is in effect.
  • Job Unlock: Defeat Ominas during Side Story 4 in Chapter 2.
  • Job Command and Support Abilities

    - Black Magic Level 1: Enables the use of level 1 black magic: Fire and Blizzard.

    - Rod Lore: Raise arms aptitude for rods to S.

    - Black Magic Level 2: Enables the use of level 2 black magic: Thunder and Aspir.

    - Black Magic Level 3: Enables the use of level 3 black magic: Fira and Blizzara.

    - Black Resonance: Black magic damage rises with each ally (excluding yourself) on which Black Resonance has been set.

    - Black Magic Level 4: Enables the use of level 4 black magic: Thundara and Drain.

    - Black Magic Level 5: Enables the use of level 5 black magic: Firaga and Blizzaga.

    - Pierce M.DEF: Ignore the target's Magic Defense when dealing magic damage.

    - Black Magic Level 6: Enables the use of level 6 black magic: Thundaga and Dark.

    - Group-Cast All: Enable group-casting even for normally non-group-cast magic. However, this does not apply to magic targeting yourself.

    Ranger

  • Character Stats: HP: C, MP: C, STR: B, VIT: C, INT: D, MND: D, DEX: S, AGL: B
  • Weapon/Armor: S rank: Bow, Dagger; B rank: Gun; D rank: Sword, Spear, Rod, Staff, Katana, Knuckle; E rank: All the rest.
  • Passive Ability: Precision - When all standard attacks hit, damage is boosted based on number of attacks.
  • Job Unlock: Defeat Artemia during Side Story 4 in Chapter 2.
  • Job Command and Support Abilities

    - Berserk: Enter berserk mode. While in berserk mode, your P.Atk will be increased by 50%, and you will repeatedly perform conventional attacks.

    - Targeting: Deal a physical attack that always strikes for critical damage.

    - Bug Slayer: Deal 1.5 times the damage of a conventional attack to members of the bug family.

    - Plant Slayer: Deal 1.5 times the damage of a conventional attack to members of the plant family.

    - Beast Slayer: Deal 1.5 times the damage of a conventional attack to members of the beast family.

    - Aquatic Slayer: Deal 1.5 times the damage of a conventional attack to members of the aquatic family.

    - Precision: When all conventional attacks hit, damage will increase proportional to hit count.

    - Dragon Slayer: Deal 1.5 times the damage of a conventional attack to members of the dragon family.

    - Bow Lore: Raise bow proficiency to S.

    - Multiburst: Unleash four physical attacks that randomly target enemies, dealing 0.6 times the damage of a conventional attack.

    Knight

  • Character Stats: HP: B, MP: D, STR: B, VIT: S, INT: D, MND: D, DEX: D, AGL: D
  • Weapon/Armor: S rank: Sword, Greatsword, Shield; A rank: Axe, Spear, Armor, Helmet; C rank: Dagger; E rank: All the rest.
  • Passive Ability: Protect Ally - Cover ally with 20% or less HP when they are attacked.
  • Job Unlock: Defeat Heinkel during Side Story 5 in Chapter 2.
  • Job Command and Support Abilities

    - Stomp: Deal damage 1.25 times that of a conventional attack. However, your physical defense and magic defense will decrease by 25% for two turns.

    - Two-Handed: Double a weapon's Physical Attack when swords/axes/spears/staves/katanas/greatswords are held in both hands.

    - Ironclad: Start at the beginning of a turn to raise your physical defense to the maximum level for the entire turn.

    - Protect Ally: If an ally with less than 20% of HP left takes a single-target attack, you will take the attack instead.

    - Shield Lore: Raise armor aptitude for shields to S.

    - Shield Strike: Deal the same damage as a conventional attack and for two turns, raise physical defense by 25%. Available only when equipping a shield.

    - Full Cover: During the entire turn this is used, when the specified ally takes a single-target physical attack, you will take the hit instead, but only suffer half of the damage.

    - Dual Shields: Equip a shield on both arms.

    - Chivalrous Spirit: Raise Physical Defense by 25% for five turns each time Protect ally, Full Cover, White Knight or Iron Wall is used.

    - Super Charge: Attack using a physical attack that converts double the amount of physical defense into attack power.

    Ninja

  • Character Stats: HP: C, MP: C, STR: B, VIT: D, INT: C, MND: C, DEX: A, AGL: S
  • Weapon/Armor: S rank: Dagger; B rank: Katana; C rank: Sword; D rank: Bow, Rod, Staff, Knuckle, Greatsword; E rank: All the rest.
  • Passive Ability: Dual Wield - Retain 100% potency of weapons equipped in each hand.
  • Job Unlock: Defeat Kikyo during Side Story 5 in Chapter 2.
  • Job Command and Support Abilities

    - Shippuujinrai: Deal a swift attack at the start of the turn.

    - Confuse Immunity: Confer immunity to confusion during battles.

    - Shunshin: Raise evasion to maximum for six turns.

    - Transience: When you evade an attack counterattack against the attacking foe, dealing the same damage as a conventional attack.

    - Dual Wield: Negates the 50% penalty to weapons' P.Atk that typically applies when equipping weapons in both hands.

    - Utsusemi: Evade a physical attack one time.

    - Comeback Kid: With each physical attack evaded, P.ATK and M.ATK each rise by 25% for three turns.

    - Ikkikasei: Raise hit count by 100% for that turn only.

    - Kairai: Triggers at the beginning of a turn. For that turn only, the target of enemy single target attacks will be switched to the ally you select.

    - Frenetic Fighting: Raise the maximum hit count from sixteen to thirty two.

     
    Verdict:
    Very Helpful
    OK
    Not Useful
     

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