Why the Monk in Final Fantasy Tactics is Actually the Best Job in the Game

Why the Monk in Final Fantasy Tactics is Actually the Best Job in the Game

You’re playing Final Fantasy Tactics, and you've finally unlocked the Monk. Most people just see a guy in a gi who punches things. They think, "Oh, cool, a physical attacker." But honestly? You're looking at the most versatile, broken, and self-sufficient unit in the entire game. If you aren't using a Monk in Final Fantasy Tactics, you’re basically playing on hard mode for no reason.

It’s about the economy of the battlefield. While your mages are sitting around charging spells—praying they don't get smacked by a stray arrow before the "Fire 3" goes off—the Monk is just... doing it. No MP. No charge times. Just pure, unadulterated utility. They heal. They revive. They destroy armor. They'll even restore your MP if you ask nicely. It’s kinda ridiculous when you actually break down the math behind their bare-handed damage.

The Math of the Punch

The damage formula for a Monk is different from almost every other job in Ivalice. Most weapons rely on a flat stat or a combination of Speed and Physical Attack. But the Monk? They use a specific multiplier that scales exponentially with their Physical Attack (PA) stat.

Basically, the formula is $PA \times (PA \times Multiplier)$.

Because they aren't using a weapon, their "Brawler" innate ability (also known as Martial Arts in some versions) kicks in. This effectively doubles their damage output compared to any other class with the same PA stat using a standard sword. You’ve probably noticed your Monk hitting for 200 damage when your Knight is struggling to break 80. That’s not a fluke. It’s the game’s engine rewarding you for being a minimalist.

But there’s a catch.

Since they don't wear heavy armor, they’re squishy. You can't just dive into a pile of Knights and expect to survive. You have to play them like a glass cannon that also happens to be a combat medic. It's a weird niche. It works.

Forget the White Mage, Bring a Monk

Let’s talk about the "Chakra" ability. This is the real reason the Monk in Final Fantasy Tactics stays relevant from Chapter 1 all the way to the end of the game. It heals HP and MP in a cross-shaped pattern around the user.

It’s free.

📖 Related: Why Titanfall 2 Pilot Helmets Are Still the Gold Standard for Sci-Fi Design

Think about that. In a game where MP management can be a nightmare in long battles—looking at you, Riovanes Castle—having a unit that can infinitely top off your mages is a godsend. Plus, it hits vertical levels better than most items do. If your chemist is stuck at the bottom of a hill and your dying Dragoon is at the top, the Chemist is useless. The Monk? They just stand nearby and flex, and suddenly everyone is healthy.

Then there’s "Revive."

It’s not 100% accurate, which sucks. I’ve lost matches because a Monk whiffed a Revive three times in a row. But when it hits? You’ve just saved a Phoenix Down and a turn of charging a Raise spell. It’s all about the "Action" economy. The Monk lets you keep your momentum. In Final Fantasy Tactics, momentum is everything. If you stop to heal, you lose. If you heal while attacking, you win.

The Counter-Counter Meta

If you’re not running "Hamedo" or "Counter," what are you even doing?

The Monk’s reaction abilities are legendary. "Hamedo" is particularly hilarious because it allows the Monk to strike before the enemy does. If the Monk’s hit kills the attacker, the attacker doesn't even get their swing off. You just watch them walk up, get punched in the face, and die. It’s the ultimate "no u" of tactical RPGs.

However, most pros will tell you that "Counter" is actually more reliable for general play. Why? Because Hamedo only works against basic "Attack" commands. It won’t save you from a Holy Knight’s "Stasis Sword." But Counter? Counter doesn't care. If you touch the Monk, the Monk touches back. Hard.

Why Everyone Goes Ninja-Monk

You’ve probably heard of the "Ninja with Brawler" build. It’s the most famous meta-build in the community. You take a Ninja, who naturally has the "Dual Wield" ability, and you give them the Monk’s "Brawler" support skill.

Now you’re hitting twice.

👉 See also: Sex Fallout New Vegas: Why Obsidian’s Writing Still Outshines Modern RPGs

With Monk scaling.

It’s disgusting. You can one-shot almost any boss in the game, including the Lucavi, with this setup. It feels like cheating, honestly. But even without the Ninja multiclassing, a pure Monk is a powerhouse. You just have to be smart about their movement. Give them a "Move+2" or "Teleport," and suddenly the entire map is their punching bag.

The Limitations Nobody Admits

Look, I love this job, but we have to be real. The Monk in Final Fantasy Tactics has some glaring weaknesses that will get you killed if you're arrogant.

First: Verticality.

Most Monk abilities, like "Wave Fist" or "Earth Slash," have strict vertical height tolerances. If an archer is standing on a crate just two units higher than you, "Earth Slash" isn't going to hit them. You’ll be standing there like an idiot while they pelt you with arrows. You have to manage your positioning constantly.

Second: The lack of hats.

Monks can't wear hats. In FFT, hats are where you get a lot of your HP and MP boosts, and more importantly, your Speed boosts. Because Monks are restricted to clothing, they often end up being slower than Ninjas or Thieves. If you don't supplement their Speed with accessories like the Bracer or a Power Wrist, you’re going to get lapped.

Third: Magic Defense.

✨ Don't miss: Why the Disney Infinity Star Wars Starter Pack Still Matters for Collectors in 2026

They have the magical durability of a wet paper bag. A Black Mage with a decent "MA" stat will delete your Monk from existence. You have to keep them away from the front lines until it's time to strike. They are predators, not tanks.

How to Actually Build a Monk

If you want to dominate, don't just stick with the default. You need to optimize.

  1. The Female Monk Paradox: Usually, you want males for physical jobs because they have higher PA. But female Monks have higher MA, which actually makes their "Chakra" and "Revive" more effective. It's a trade-off. If you want a pure killer, go male. If you want a support hybrid, go female.
  2. Bravery is Non-Negotiable: The Monk’s "Brawler" damage and several of their reaction skills are tied to the Brave stat. If your Monk has 50 Brave, they are mediocre. If they have 97 Brave (the maximum permanent stat you can get), they are gods. Use a Mediator or Ramza’s "Steel" ability to pump that number up immediately.
  3. The Item Sub-Skill: Giving a Monk "Items" as a secondary skill makes them the ultimate medic. Since they already have high mobility, they can zip around the map throwing X-Potions when "Chakra" isn't enough. Or, if you want more range, give them "Geomancy." It scales off both PA and MA, and Monks have plenty of PA to make it bite.

The Earth Slash Strategy

"Earth Slash" is the Monk's secret weapon. It’s a long-range, line-of-sight attack that hits everything in a straight path. It’s elemental (Earth, obviously), which means it can be boosted by certain gear. More importantly, it ignores height.

Sorta.

It travels along the ground. If there’s a gap or a massive wall, it stops. But if you’re on a flat plain, you can snipe enemies from five tiles away. It’s the only way a Monk can deal with those pesky mages without getting into "Fire 4" range. It also hits multiple enemies. If you can line up three Knights in a row, you can soften them all up for your heavy hitters to finish off.

It’s also great for destroying destructible objects or triggering traps if you’re into that kind of tactical play.

Misconceptions About Monk "Magic"

A lot of players think "Wave Fist" and "Air Render" are magic attacks. They aren't. They are strictly physical. They use your PA stat. This is important because it means they are affected by "Protect" but not "Shell."

Also, "Purification" is a slept-on skill. It cures almost every status ailment. In the mid-game, when enemies start spamming "Poison," "Blind," and "Silence," having a Monk who can just "shrug off" the debuffs for the whole party is invaluable. It’s better than an Esuna spell because, again—zero MP, zero charge time.

Actionable Next Steps for Your Playthrough

If you’re currently in the middle of a run, here is exactly how to make your Monk a monster:

  • Grind the Brave Stat: Get your Monk into a corner and have Ramza use "Steel" or "Shout" on them every single turn until their Brave is 97. You will see an immediate 20-30% jump in their damage and reaction frequency.
  • Equip a Power Sleeve: As soon as these become available in shops, buy them. The +2 PA bonus is worth way more than the extra HP from other clothes. For a Monk, PA is both their sword and their shield.
  • Unlock Ninja: Even if you don't want to play as a Ninja, unlock the class just to get the "Sunken State" or "Abandon" reactions. But really, you’re there for the Speed growth. Leveling up as a Ninja and then switching back to Monk gives you a fast Monk, which is the scariest thing in the game.
  • Master "Stigma Magic": It’s cheap JP-wise and saves you so much headache in the swamp maps or during the Cuchulainn boss fight.

The Monk in Final Fantasy Tactics isn't just a transitional job you use to get to something better. It’s a viable end-game unit that can hold its own against Holy Knights and Temple Knights alike. It’s about being lean. You don't need a 50,000 gil sword when you have two fists and a high Brave stat. Stop overcomplicating your party composition and just let your units punch their way to victory. It's more satisfying anyway.