Overview – The Dancer job in Final Fantasy Tactics is quite unique because only female characters can unlock the job. It is also a surprisingly weak job for one that has warrior jobs as a prerequisite. It is unlikely that you will ever want a character to remain a Dancer for the remainder of the game, but you may want to go through the considerable effort to unlock the job in order to gain some rather unique abilities. The following guide to the Dancer job in Final Fantasy Tactics will help you best take advantage of the job benefits and spend your job points wisely.
Prerequisites – To unlock the Dancer you need a female character to become both a level 4 Lancer and a level 4 Geomancer. The amount of work it takes to unlock this job is high enough that you are unlikely to obtain this job until at least the second half of the game.
Advancement – Dancer is not required to unlock any other jobs in the Final Fantasy Tactics.
Equipment – A Dancer can equip knives, hats, and clothes. This equipment selection is almost as bad as the average spell caster, so don’t expect a Dancer to be good in melee combat, despite any combat skills the character may have learned from the prerequisite jobs.
Dance: Witch Hunt (100 JP) – Like every other ability in the game that deals MP damage, Witch Hunt is nearly worthless. It is nearly impossible to reduce the MP of an enemy to a low enough value to meaningfully effect a battle no matter how many of these types of abilities you use.
Dance: Wiznaibus (100 JP) – Wiznaibus will cause damage to all enemies on the battlefield. The damage is so low that this is practically worthless, even if your entire party is nothing but Dancers using this dance. There is no good reason to learn this dance.
Dance: Slow Dance (100 JP) – Slow Dance decreases the speed of all enemies by 1. This won’t have a massive impact on a battle, but sometimes the slight difference will change the order of actions enough to make a battle much easier or even possible. This ability can be especially useful in battles where your party is split and otherwise unable to work together.
Dance: Polka Polka (100 JP) – This Dance will lower the attack value of all enemies by 1 point. This benefit is much less meaningful than lowering speed because usually battles are a mix of physical enemies and spell casting enemies.
Dance: Disillusion (100 JP) – Disillusion works exactly like Polka Polka, except it decreases magic attack. It is basically equally of low value for the same reasons.
Dance: Nameless Dance (100 JP) – Nameless Dance is the best first Dance to learn, because it is the most likely to be useful. It has a chance to randomly add Darkness, Confusion, Frog, Silence, Poison, Sleep, Stop, and Slow to all enemies. While the benefits are random, you are almost certain to get one or two good status effects on your enemies when you use this dance and might get much luckier than that.
Dance: Last Dance (100 JP) – The main benefit of Last Dance is that it has a very low MP cost. When used it can potentially set all enemy CT count to 0. This basically lets all your characters act before all enemies. The danger of this Dance is that any enemies still alive after that will all act at essentially the same time, potentially allowing a very nasty counterattack. Use this skill carefully.
Reaction: A Save (550 JP) – When the Dancer takes hit point damage, the character’s physical attack increases by 1 for the duration of the battle. This isn’t particularly great for a Dancer, because Dancers should not be involved in melee combat if possible, but it is a good skill for any highly durable fighting class. A Lancer, a Knight, or a Samurai, for example, backed by a healer of some sort, could potentially use this skill to gain near infinite attack power.
Reaction: Brave Up (500 JP) – If you want to increase the permanent Brave score of a character, this skill is a great way to do it. It will increase the Brave of the character by 3 each time the character is subject to a physical attack. You can even throw rocks at your own party member to quickly activate this. For every four points of temporary Brave a character gains in a battle, one permanent point is gained after the battle. There are other skills that increase Brave, but this is the only one on the warrior side of the job tree.
Move: Jump +3 (1000 JP) – In order to unlock Dancer, you need to have unlocked Lancer. Since a Lancer can learn Ignore Height for fewer job points than this skill, this is practically worthless.
Move: Fly (1200 JP) – With Fly, a Dancer can move to any location on the battlefield and even move through enemies. This level of mobility is absolutely brutal for some jobs. The Dancer, who is better off staying in the rear of any battle lines, doesn’t really need it, but it can be amazing for Thieves or Ninjas who usually want to target specific enemies.
Strategy – Dances are, for the most part, quite terrible. Only about three total are regularly worth using and the chance of success is too random to rely on dancing. If you do intend to stick with a Dancer, the character is probably a replacement for one of your mages and you should equip some skill that allows the Dancer to attack at range, like Punch Arts from Monk or Draw Out from Samurai. It is much better to simply grab a few useful skills from Dancer and then switch to another job. Brave Up and A Save are both quite useful and rather unique. Fly is also unique, but only is particularly useful in a small set of battles. It may have the best value for a Geomancer that can use the skill to more easily get to hard to reach squares for optimal use of Elemental Attacks.