Overview – The Knight job is your workhorse job in Final Fantasy Tactics. The ability of the Knight to use the best armor and weapons means you often want to keep at least one around to absorb damage and you probably want most of your characters to learn a few skills from this job. If you want to take advantage of some of the best gear in the game, you will need at least one Knight. The following guide to the Knight job in Final Fantasy Tactics will help you best take advantage of the job benefits and spend your job points wisely.
Prerequisites – The Knight is very easy to unlock. You only need a level 2 Squire. A Knight doesn’t have any move abilities and most skills for the Knight are expensive, so you should have the character learn Move +1 and JP Up from Squire before switching jobs.
Advancement – A Knight can directly advance to either a Monk. Becoming a Monk requires a level 2 Knight. If you are intending to advance past Knight, keep in mind that Battle Skills don’t work with any weapon other than a knight sword, which only a Knight can equip.
Equipment – A Knight can equip swords and knight swords. The latter are required to use all abilities from the Battle Skill set. A Knight can also equip a shield, an armored helmet, armor, and robes. This equipment set matches relatively closely to a Lancer or Samurai, but not most other jobs.
Battle Skill: Armor Break (400 JP) – While breaking the armor of an enemy is useful, it essentially is little different than just attacking. This will rarely decrease the total number of hits required to defeat the enemy. It is a valuable late game skill, but avoid it in the early game.
Battle Skill: Weapon Break (400 JP) – Weapon Break should be your first Battle Skill acquisition for a Knight. You can absolutely neutralize many enemies by destroying a weapon. This is particularly useful when facing archers that tend to deal massive damage.
Battle Skill: Mind Break (250 JP) – Spell casters don’t tend to have a lot of hit points. Thus, most of the time you will be better off simply attacking for damage than using Mind Break. But, if you know for sure you can’t defeat a caster before the enemy attacks again or a caster is in the middle of casting a spell, Mind Break is a great way to reduce the damage of future spells.
Battle Skill: Shield Break (300 JP) – This should be right after Weapon Break on your priority list. While armor reduces the effectiveness of attacks, shields can outright prevent an attack and all effects of that attack. Many enemies will block repeatedly during a battle. The only flaw to Shield Break is that the target may block it with a shield. The Concentration skill from Archer can let you get around this.
Battle Skill: Head Break (300 JP) – Breaking a helmet is usually just less effective than breaking armor. Since this costs more than or equal to every other Battle Skill except for Armor Break and Weapon Break, it is a poor deal, only worth learning once you have maxed out all other skills in this set.
Battle Skill: Power Break (250 JP) – Against an enemy wielding a weapon, you should use Weapon Break instead of Power Break. But, against an enemy that attacks with natural weapons, like claws or a beak, Power Break has roughly the same effect, if not quite as pronounced. Since it is more versatile, you may want to acquire this first and put off Weapon Break just to save JP.
Battle Skill: Speed Break (250 JP) – There are a few specific enemies in the game where Speed Break is a life saver. But these enemies are few and far between and the Slow spell is almost equally effective. It is worth learning for the rare times that it is particularly useful, but you should be aware that it will usually just be a waste of JP.
Battle Skill: MP Break (250 JP) – MP Break is almost a complete waste of job points. Very few enemies in the game get even close to using all MP before the end of a battle and if you hit an enemy often enough to drain enough MP to be useful, you almost certainly could have killed the enemy with normal attacks.
Reaction: Weapon Guard (200 JP) – Weapon Guard is one of the best reaction skills in the game. It can parry any weapon attack made against the character it is equipped on. Every Knight should learn this first, unless the character has already mastered a superior Reaction ability from another job, which is generally unlikely.
Support: Equip Sword (400 JP) – Unfortunately, Equip Sword does not let you equip a knight sword, only a regular sword. This makes it pretty much a wasted skill, because any job that you want to use a sword with already has access to at least an equally good weapon. If you unlock Ninja or Samurai early and don’t have access to katanas or ninja swords, this may be a useful skill in the early game.
Support: Equip Shield (250 JP) – Essentially, this skill lets you put a Reaction skill in your Support slot. For that reason, it may be useful for specific character builds, but usually this is a poor expenditure of job points.
Support: Equip Armor (500 JP) – The difference between clothes and armor is quite exceptional, especially when you have a character that you need to put close to the front line of battles. Support abilities are so good that this is hard to justify in the early game, but it can be useful in the mid or late game once you don’t need job points as badly.
Strategy – The Knight is a job that you generally want to mostly ignore or finish a character in. As a final job, you will take advantage of the sturdiness of the Knight to either make a tank that is nearly immortal or to make an otherwise offensive build much harder to defeat. You rarely want to move straight to Knight from Squire without having learned about half a dozen skills first. If you intend to finish as a character as a Knight, many of those Squire skills will help you throughout the game and if you intend for the character to quickly move to another job, then the Squire skills are important for keeping the character alive in the new job. Keep in mind that Monk and Knight are not particularly synergistic, so the only skill from Knight you really need before moving to Monk is Weapon Guard, though Equip Shield isn’t a terrible choice if you don’t mind not using JP Up.