Didin't realize I forgot to do this. From worst to best.

Mime: While the class has incredibly high stats and great stat growth, the weird mime mechanics and the insufferable requirements for unlocking make this class a bragging rights reward more than anything. Fun for players seeking another challenge, but hardly practical for causal play.


Onion Knight: Similar to the Mime, while the class is easy to acquire, the requirements for fully unlocking it's potential are incredibly time consuming and not worth the effort. The inability to equip skills makes this one of the more boring classes to use, even with full mastery, and trying to unlock the Onion Gear in multiplayer is a bit of a hassle. The class is still more user-friendly than Mime, but will likely be a class most players will unlock and then quickly ignore.

Dancer: A class that would have been better served earlier in the game. Dancer's have some great skills to farm for female units and their Dance skills can be pretty fun and snazzy in battles, but iffy accuracy, high requirements in melee classes that will likely do more good for a female units attack scores than the skills this class offer don't help. Jump +3 is also not nearly as useful as it sounds barring getting maybe three or four unique items. The best use of the class is as a secondary job to help raise JP for slower classes.

Bard: Similar to the Dancer, Move +3 is what largely makes this class more useful though the mage skills can useful as well for late mage builds. Still, considering the requirements to unlock, this class probably should have been an early bird job instead of a late game one. Like Dancer, the class's skills used as secondary ability can help accumulate JP faster for slow jobs like Calculator.

Calculator/Arithmetician: Math Skills will break the game, but barring that, the rest of their skills are worthless beyond novelty. Their stats are also abysmal, their equipment is terrible and they are the slowest unit making their survivability in battle a serious headache. Granted Math Skills break the game under better classes.

White Mage: It's funny how different things are, I'm playing Tactics Ogre and a consistent magic healer is a constant in my party, to the point I'm kind of annoyed that I can't be too reckless and leave a dedicated healer on the sidelines. Not so in this game. While the class has some nice strengths with group healing and access to support skills like ReRaise and Protect, dabbling too much in Faith stats can leave this class hurting more than any other. Considering how easy it is to build units so strong that X-Potions and Chakra are more than enough healing makes this class quickly fall to the wayside for me. Becomes much better once Math Skills are unlocked, but you really don't need the class at that point.

Mediator/Orator: The best class for modifying units Bravery/Faith stats as well as recruiting both enemy humes and monsters. If you want to jump into some of the more meta-game elements or take a spin with unique party formations that use monsters or rely on poaching, this is the class you need. For regular play... not so useful outside of Equip Guns.

Oracle/Mystic: This class always surprises me. As VeloZer0 points out, their Poles weapons make them pretty effective fighters and skills like Stone/Break are incredibly useful against undead. Their ability to use spells that cast Faith, Aethiest, and lower Bravery are also quite useful. For mage builds, skills like Magic and Life drains as well as Manafont can be pretty useful as well when used with a secondary class or when this class uses other magic types as a secondary build. The one issue with the class is that they become all but obsolete once Beowulf shows up since his spellblade abilities are their skill set but with greater accuracy, access to a unique offensive spell, placed in a much sturdier unit. I still like them though.

Squire: Barring Ramza's broken variant on the job, Squire is a mixed bag. The stats are lackluster and you're better off jumping to a new class ASAP except... the class has some great skills. JP Boost is easily the most useful skill in the game for any player not exploiting glitches, and even Accumalate, Stone Throw, and Salve can stay pretty handy for long stretches of the game. Countertackle is a nice starting reaction skill, and Move +1 is invaluable as well. So chances are, it will help you in the long run to keep a character in this class until they learn the essentials.

Archer: Oh how the mighty have fallen from Tactics Ogre. Archers are not bad classes on any account, but lack the power and stats to back it up. Their only useful skill is Concentrate, and even then, there are more useful support skills. While the class never quite loses it's usefulness, it's never dominating either, and frankly I feel the enemy tends have more advantage in employing these units than the player. The Aim skills are insultingly useless.

Summoner: A combination of incredible costly and slow casting abilities combined with expensive skills makes this class a bit less useful on further analysis. Yes, Summons don't have to deal with friendly fire or being reflected by magic, but that's a small consolation for a class that requires a bit of work and several expensive support skills to make them functional on the field. Half MP is useful support skill but not as useful as Swiftness. It's not a bad class, but it's surprising to see how inefficient the class is against a well set-up Time Mage or Black Mage can be. They're better for end game use than the mid-game they appear in. On the brightside, I appreciate that they can learn all of their higher spells by simply having it cast on them despite the abysmal chances given.

Dragoon: More like quirky Knight. Dragoons require abusing the Turn Order in order to make them death machines. Their Jump commands are devastating hen they land, but it can be really tricky to do so without sacrificing power to use weaker Jump commands or deploying a support unit to immobilize the enemy for them. The Jump skills are a chore to unlock, but Dragonheart is pretty useful. The best part is the class being a pretty good powerhouse even without the use of their trademark skill set.

Geomancer: This is an odd class and one I ended up really liking in later playthroughs. They wear crappy gear, but make up for it with above average stats in most categories. Axes are funky weapons that are surprisingly useful despite the randomized damage and their signature Geomancy skill set can seriously turn the tide of battle for you. In fact, Nature's Wrath might be one of the most underrated Counter abilities in the game, especially since it can counter distance attacks from archers or gun users. What Geomancy lacks in damage output, it makes up for with it's high rate of inflicting debilitating status effects. You haven't lived until you've watched a unit single handily wipe out every unit by inflicting Stone on everything. It's a far better class than people give it credit for, but works better as a support unit or letting more durable classes inherit their skills.

Samurai: The Knights speedier, but less durable cousin. Samurai are an on odd class with an even stranger skill set. They are surprisingly decent front line fighters in term of damage, though less sturdier than the beef gate Knight or evasive Ninja. Their best strength is the sheer versatility their Draw Out Skill gives which gives them useful healing, buffing, and damage options the other classes can't compete with in their basic form. The drawback here of course is that the swords can break, making this an expensive and time consuming class to properly stock for, andDraw Out is better served on a Mage class. I also feel that Doublehand should have been a Knight skill like it was in FFV since it's very likely you'll unlock Ninja around the same time as this class and Duel-Wield is a far better support skill. On the flip side, Shirahadori (Blade Grasp) might be one of the best Reaction Skills in the game with a high enough Bravery stat. Sadly, the rest of the classes skills are not as useful.

Dark Knight: I mean what is there to say? It's an unlockable and frankly better version of Gafgarrion's Job Class. It gets the opposing movement abilities from Bard and Dancer for wichever gender you make them, some decent support skills, and despite their unique weapons being hidden behind multiplayer, they're actually a fun class to play without them unlike the Onion Knight. The only downside to them is their steep requirements to make them. Frankly, if you did everything needed to make one, chances are you don't need them. Also, like the Calculator ability, his class tends to make the rest of the game a bit too easy.

Thief: What the thief lacks in offensive might, it makes up for with excellent support and secondary functions. The various steal commands are far more useful than Knights Rend/Break variants since they weaken the enemy and fill your coffers when not snatching a rare piece of gear to make your army better. Poach is also needed for some of the really rare equipment as well as Catch for the late game stuff. The movement skills are excellent additions for any unit, and Steal Heart can honestly change the tide of battle more often than not, especially with a female thief. Frankly they are a class goldmine in terms of useful skills and only get sidelined by Balthier's better Plunder versions in the WotL edition. Frankly, while the class will quickly lose it's usefulness after the first chapter, it's skills set can serve you well until the end of the credits.

Time Mage: Like it's FFV version, Time Mage is great for both support and offensive purposes. Even with Meteor being a complete dud of a skill, Haste and Slow are game changers, Gravity is still useful, and the class learns Quick, Swiftness, and Critical Quick. Throw in the fact it can be a forced to be reckoned with any mage centric subjob, makes this a pretty awesome class overall. It's only downside is the high cost of most of these skills, but considering how useful so many of them are for other classes and characters, it makes it worth it in the end.

Black Mage: The surprisingly best Mage Class. Their elemental spell are quite powerful and with good builds, even low tier spells can stay useful for long stretches of time due to shorter casting times. They have great MA, and even better, they have the more versatile build for mage centric classes. As mentioned earlier, they utilize the Samurai Draw Out command better than they do and that combo makes them a far better support unit than a White Mage. Granted, their fourth tier spells are expensive and mostly useless due to casting times and incapatability with Math Skills, not to mention Math Skills kind of make them obsolete in the long run, but they are still one of the best mage classes that I tend to keep around until end game surprisingly.

Chemist: My main healing unit. I love them because they allow me to avoid the magic stat conundrum and there is no casting time to their skills. Auto -Potion is probably the second best Reaction skill behind Shirahadori. Move-Find Item is also a must have. Like Squire, this is a class that has a ton of useful skills that will carry you for most of the game. The fact they can equip guns makes them also more useful in battle than Squires. If they only had better stats...

Monk: You know, if they weren't som damn vulnerable, this would be my favorite class. As it stands, this class has easily the best skill set of any class in my opinion. Their broken unarmed mechanics also makes them one of the nastiest melee units in the game until Duel-Wield comes into play. Yet seriously, Chakra, Revive, Air Blast, Earth Render and even a status healing ability give this class way more versatility than they deserve.

Ninja: Skill-wise, Duel-Wield and Sunken State are probably the only great skills this class has going for it. The Throw command is kind of garbage compared to better alternatives and Ninja Blades are nowhere near as good as other bladed weapons. That's when you got to start really utilizing the skill slots and gear to make this the most powerful unit in the game bar none. While it has very little to contribute to other classes except the always overpowered Duel-wield, this is one of the more fun classes to play around with. The classes only downfall is their low health and lack of defensively powerful gear. You have to make them evasion masters in order to get around their glass connon state.

Knight: Despite being slow and their Rend and Equip Skills being useless Knights make up for everything with strong stats overall except speed, the useful Parry skill when combined with a shield, and being the most customizable class in the game. Like the FFV varient, this class doesn't teach anything useful but oh dear does it become a wrecking ball from using other class skills. I also consider this class kind of idito proof. As long as you keep them leveled and geared with the strongest stuff available, the class is surprisingly well rounded in any situation beyond range fighting, which iteself can be fixed with sub-jobs. This is the main reason I rank it higher than Ninja cause Ninja's strengths may not be as apparent to a newbie who will likely take Duel-Wield and Monk skills to build a unit that can easily destroy anything the game can throw at it that's isn't disgustingly overleveled.