Ff1: Best Party For Final Fantasy 1 : Best Party? Final Fantasy Nes Best Party

As you’d expect, the first Final Fantasy is the starting point for many series traditions – including that of character classes, best party for final fantasy 1 with each playable party member fitting into a specific job class that you’ll likely be very familiar with even if you’ve never played FF1 before.

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Best Party For Final Fantasy 1

The character classes in FF1 form a basis for much of the series – not just in the sequels with explicit job systems, but also in specific characters throughout the other FF adventures. FF9’s Vivi is a direct descendant of an FF1 Black Mage, for instance. Yang, Tifa, and Zell are relations of the Black Belt. The skills of FF7’s Yuffie are those of a Thief and a Ninja – which aligns precisely to one of FF1’s job classes.

In the first Final Fantasy, you have four slots in your character party and six different job classes to choose from. That leaves you with a conundrum: how do you pick the best team for FF1 and its challenging adventure? And obviously, before that, you have to learn about and decide which the best of FF1’s character job classes are for you. On this page we aim to detail all this – and more…

FF1 Best Party & Final Fantasy Best Party Setup

Picking a party

Picking a party for the first Final Fantasy can be daunting. There are so many different characters to choose from, and each has their own unique abilities and spells. You even get to pick two extra characters at the end of the game.

Balanced parties

A good party for the first Final Fantasy is a well-balanced one. You’ll want characters who can cast magic, as well as characters who learn the abilities to heal themselves and others. Here’s a suggested party that should be able to tackle most of the challenges you’ll face in the game:

Warrior, Thief, White Mage, Black Mage

This party is balanced in terms of magic and physical attacks, as well as having characters who can heal ailments or injuries. If you’re looking for a party that can do it all, this is a great option.

  • Combat – 8/10
  • Black Magic – 8/10
  • White Magic – 8/10
  • Speed – 10/10
  • Defense – 6/10
  • Magic Defense – 8/10
  • Overall – 8/10
  • Pros: Balanced party with characters that can use magic and fight physically, good speed and agility, decent defense
  • Cons: Characters are weak physically compared to other parties, pretty poor defense and magic defense

Warrior, Thief, Red Mage, White Mage

The party above should be able to get you through the game. However, if you want to do it on an easier difficulty setting, this is a great party to have.

  • Combat – 9/10
  • Black Magic – 8/10
  • White Magic – 9/10
  • Speed – 10/10
  • Defense – 7/10
  • Magic Defense – 8/10
  • Overall – 8/10
  • Pros: three strong physical fighters, access to all magic, strong defense
  • Cons: lack of healing abilities compared to other parties, three characters are weak physically

Warrior, Monk, White Mage, Black Mage

If you want to play through the game and never have to worry about reviving your team mates, this is a good party for you. The Monk can also heal his own wounds, making this party much more self sufficient.

  • Combat – 10/10
  • Black Magic – 8/10
  • White Magic – 8/10
  • Speed – 7/10
  • Defense – 7/10
  • Magic Defense – 10/10
  • Overall – 8/10
  • Pros – Each person is specialized; all are strong fighters and have access to black and white magic, good speed and defense
  • Cons: No one is really fast, no one can heal themselves

Warrior, Warrior, White Mage, Black Mage

This party is for those who want a challenge. With no characters that can heal themselves, you’ll need to be careful in order to make it through the game.

  • Combat – 9/10
  • Black Magic – 8/10
  • White Magic – 9/10
  • Speed – 8/10
  • Defense – 9/10
  • Magic Defense – 8/10
  • Overall – 9/10
  • Pros – Two very strong physical fighters, access to all magic, strong defense
  • Cons: No one can heal themselves, relatively slow party members

Warrior, Red Mage, Red Mage, White Mage

This party is another well-rounded option. With two Red Mages, you’ll have access to all the magic in the game. This can be a huge help, and you won’t have to rely on buying spells as much as other parties might.

  • Combat – 9/10
  • Black Magic – 7/10
  • White Magic – 10/10
  • Speed – 9/10
  • Defense – 8/10
  • Magic Defense – 9/10
  • Overall – 9/10
  • Pros – Three strong fighters, three with good defense, access to all magic, decent speed and agility
  • Cons: The Red Mages can be a little weak at times, no one can really heal themselves

Warrior, Warrior, Red Mage, Red Mage

This party is all about the offense. With three strong fighters who can attack with swords, plus two Red Mages, you’ll be able to dish out some damage.

  • Combat – 10/10
  • Black Magic – 7/10
  • White Magic – 7/10
  • Speed – 8/10
  • Defense – 8/10
  • Magic Defense – 8/10
  • Overall – 10/10
  • Pros: Great physical damage output, three fighters with good defense, access to all magic
  • Cons: This party is suited to fast-paced, low level play. For a more casual run, you may need to do some grinding along the way

Physical-oriented parties

They are usually the best choice for beginners. With their high attack speed, they tend to have less downtime between encounters. This allows you to better maximize your experience point gains.

Warrior, Thief, Monk, Red Mage

This party is well balanced and easy to level up. Its physical attackers, the Warrior and Thief, can dish out some damage while its mages keep the party healed.

  • Combat – 10/10
  • Black Magic – 7/10
  • White Magic – 7/10
  • Speed – 10/10
  • Defense – 6/10
  • Magic Defense – 7/10
  • Overall – 6/10
  • Pros – Two strong fighters, two fast attackers, access to all magic
  • Cons – low defense and magic defense, weak healer
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Warrior, Red Mage, Monk, White Mage

This party is similar to the one above, but with a White Mage instead of a Thief. This gives you access to more healing magic, making it a better choice for those who want to be more careful.

  • Combat – 10/10
  • Black Magic – 6/10
  • White Magic – 10/10
  • Speed – 7/10
  • Defense – 7/10
  • Magic Defense – 8/10
  • Overall – 7/10
  • Pros – Lots of power: three fighters with good attack speed, three mages with access to all magic
  • Cons – Only the Red Wizard can use black magic. This can be a problem if you need to use black magic for healing or for attacking.

Warrior, Warrior, Red Mage, White Mage

This party is a good choice for those who want a well-rounded group. With three fighters and three mages, you’ll have access to all the magic in the game. This can be a huge help, and you won’t have to rely on buying spells as much as other parties might.

  • Combat – 10/10
  • Black Magic – 6/10
  • White Magic – 9/10
  • Speed – 8/10
  • Defense – 10/10
  • Magic Defense – 9/10
  • Overall – 10/10
  • Pros – Three strong fighters, three with good defense, access to all magic, decent speed and agility
  • Cons – Not many, but the White Wizard is the only one that can use black magic, so if you need to use black magic for healing or attacking, you’re out of luck.

Warrior, Warrior, Warrior, White Mage

This party is all about defense. With three strong fighters, you’ll be able to take a lot of damage. The White Mage will keep you healed, making this a good choice for those who don’t want to worry about healing as much.

  • Combat – 10/10
  • Black Magic – 0/10
  • White Magic – 9/10
  • Speed – 8/10
  • Defense – 9/10
  • Magic Defense – 10/10
  • Overall – 9/10
  • Pros – Three have high strength, defense, and speed. The Red Wizard can use black magic to help in tight spots, and the White Mage is dedicated to healing
  • Cons – Extremely monotonous gameplay, the party is not well-rounded and is vulnerable to status effects

Warrior, Warrior, Warrior, Red Mage

This party is all about offense. With three strong fighters and two Red Mages, you’ll be able to dish out a lot of damage. The Red Mages will take care of casting black magic when it’s needed to help out in combat.

  • Combat – 10/10
  • Black Magic – 6/10
  • White Magic – 8/10
  • Speed – 8/10
  • Defense – 10/10
  • Magic Defense – 10/10
  • Overall – 9/10
  • Pros – All four have average to high strength, three with good attack speed, and all four have decent defense. The Red Wizards can cast black magic when needed, and the White Mage is dedicated to healing.
  • Cons – Like the party above, not very well-rounded. No black magic for attacking or white magic for defense, so they are vulnerable to status effects.

Warrior, Warrior, Warrior, Warrior

This is the most well-rounded party in the game. With four strong fighters and no mages, they’ll be able to dish out damage and take it as well. This is a good choice for those who want a party that can do it all.

  • Combat – 10/10
  • Black Magic – 0/10
  • White Magic – 3/10
  • Speed – 9/10
  • Defense – 10/10
  • Magic Defense – 10/10
  • Overall – 9/10
  • Pros – You can pound the crap out of anything.
  • Cons – Extremely monotonous gameplay. You will not be able to use black magic or white magic, so you’re vulnerable to status effects.

Magic-oriented parties

Warrior, Red Mage, White Mage, Black Mage

This is the best party for gaining levels. The Red Mage can heal, making this a great choice for those who are not careful in combat or who do not want to use up their magic in dungeons crawling with monsters.

  • Combat – 8/10
  • Black Magic – 10/10
  • White Magic – 10/10
  • Speed – 8/10
  • Defense – 7/10
  • Magic Defense – 9/10
  • Overall – 8/10
  • Pros – Two strong physical fighters, three with access to all magic, good speed and agility.
  • Cons – No dedicated healer, so you will need to use items or black magic for healing, and you’re vulnerable to status effects

Red Mage, Monk, White Mage, Black Mage

This is another great party for gaining levels. The White Mage will take care of healing, so you won’t need to use items or Black Magic for healing. The Monk is a decent fighter and can use black magic for attacking, making this a good choice for those who want to play offensively.

  • Combat – 8/10
  • Black Magic – 10/10
  • White Magic – 10/10
  • Speed – 8/10
  • Defense – 5/10
  • Magic Defense – 9/10
  • Overall – 8/10
  • Pros – Access to all magic at any point in the video game.
  • Cons – All characters have limited armor selection.

Red Mage, Red Mage, White Mage, Black Mage

This is the best party for those who want to use black magic. The three Red Mages will have access to all black magic, making it easy to cast spells at any point in the game.

  • Combat – 7/10
  • Black Magic – 10/10
  • White Magic – 10/10
  • Speed – 7/10
  • Defense – 6/10
  • Magic Defense – 10/10
  • Overall – 7/10
  • Pros – Lots and lots of magic.
  • Cons – Only two physical fighters, and the Red Mages will not be able to use white magic for support.

All white/black mages

The challenge comes because you have no physical fighters and someone is going to have to be put in the front row to take most of the hits; be prepared to use lots of healing items.

Challenge parties

Four of a Kind

This is the ultimate challenge. All four party members will have the exact same stats, making it a test of endurance to see how far you can get.

  • Four Warriors: This is a good challenge party for beginners. Four strong fighters can beat anything in their path, but you will have to deal with the monotony of combat.
  • Four Red Mages: This is the ultimate challenge party. With all mages, you will have access to all magic, but you will be extremely vulnerable to physical attacks.
  • Four Thieves: This is a party for experts. With high speed and agility, four thieves can avoid most enemy attacks, but they will not be able to deal much physical damage.
  • Four Monks: This is a party for those who want to play offensively. With four monks, high strength and speed make them an extremely deadly force on the battlefield.
  • Four White Mages: This is a party for those who want to play defensively. With four white mages, you will have access to all healing magic, making it easy to restore your party’s HP and MP.
  • Four Black Mages: This is a challenging party that will test your tactical abilities. With four black mages, you will have access to all powerful black magic spells, but you will be vulnerable to enemy attacks.
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Solo

Warrior: A Warrior is a good choice for a solo party. With high strength and armor, they can withstand most enemy attacks and deal out lots of damage.

All Red Mages: This is a solo party for experts. All four red mages have access to all magic, but they are not very effective in combat. You will need to be careful in battle and use your magic wisely.

Thief: A Thief is a good choice for a solo party. With high speed and agility, they can avoid most enemy attacks and deal out lots of damage.

Monk: A Monk is a good choice for a solo party. With high strength and speed, they can deal lots of damage in melee combat and avoid most enemy attacks.

White Mage: Fighting against all but undead foes is a long and tedious process for a solo white mage. They will need to use lots of healing items to keep their HP up, but if you love using magic, this is the party for you.

Black Mage: Most fights will have to be settled without using MP, but a solo black mage will be able to wreak havoc on the enemy with their powerful spells.

How Magic works in FF1 & how to get final fantasy new spells

In FF1, magic works on a spell point system. Each character has a certain number of spell points, and each spell costs a number of spell points to cast. Once a character’s spell points are depleted, they can no longer cast spells.

There are a number of ways to increase the number of spell points a character has. As your characters level up, they will gain additional spell points. Alternatively, the party can find an item called a “Tent” which automatically restores all of a character’s spell points.

In addition to this, each time a party member levels up or finds a “Tent”, they will also learn new spells. There are a total of eight spells available in FF1, and each spell can be cast once per battle.

To cast a spell, open up the party menu and select “magic”. Selecting a spell from this list will bring up information about that spell. This includes the spell’s cost, as well as any special effects it may have.

Final fantasy best party members

Final Fantasy is a classic video game that has been remade many times. Each remake offers different party members, so it can be difficult to decide which party is the best. Here are some of the best party combinations for Final Fantasy.

The best party for Final Fantasy 1 is a three-person party consisting of two Red Mages and one Black Mage. This party has access to all magic, making it easy to cast spells at any point in the game. The Black Mage is also able to cast powerful spells that can easily take down most enemies.

FF1 Character Classes: all jobs explained

The six FF1 job classes are all unique, each with their own strengths and weaknesses that you’ll want to consider – including their base stats and which of the many weapons in FF1 they can equip. Each class also gets a promotion/upgrade to an advanced job, which significantly changes its utility.

The question of which is best is a complicated one that we’ll get into a little further down the page. For now, however, here’s all the character job classes in FF1:

Fighter: the archetypal RPG warrior class, it’s your primary physical damage dealer, leading from the front. It has no magic at first, but can later learn low-end White Magic, adding minor support functions. For most people, the Fighter will be the anchor of their team.Starting Stats: 35 HP / 10 Damage / 10% Hit / 0 Absorb / 53% EvadePromotion – Knight: Can use more weapons and armor, and is able to use low-level White Magic.Black Belt: in later FF titles, this class becomes the Monk. They miss quite often, and are challenging at lower levels, but the higher level they get, the more devastating they become. While you can equip weapons to them, don’t – they should fight with bare hands. Early on you might find them a bit weak, but picking them pays off in the late game. Key to this is the Absorb stat, which allows the Black Belt to nullify incoming damage an increasing amount as it levels up.Starting Stats: 33 HP / 2 Damage / 5% Hit / 1 Absorb / 53% EvadePromotion – Grand Master: Obtains no new moves, but is drastically more powerful.Thief: a defining class for the series, the Thieves are held back by their choice of weapons – which kinda sucks. However, the Thief has the highest chance at escaping from battles, which is really useful early on. In the late game, Thief promotes to Ninja – and the Ninja gets much more access to weapons, armor, and even some magic – which immediately transforms it into a fast, hard-hitting powerhouse. Starting Stats: 30 HP / 2 Damage / 5% Hit / 0 Absorb / 58% EvadePromotion – Ninja: Can use many weapons and perform low-level Black Magic.Black Mage: the archetypal mage, later in the game it’s promoted to the Black Wizard. It can learn all of the black magic spells in the game. It’s multi-target attack spells can help you to quickly mop up large enemy mob groups in random encounters, while powerful spells can blast down bosses. Just be warned it’s the squishiest class, with the lowest HP.Starting Stats: 28 HP / 2 Damage / 5% Hit / 0 Absorb / 53% EvadePromotion – Black Wizard: Unlocks the most powerful Black Magic spells. White Mage: unless you’re doing some sort of novelty run, a White Mage is a must-have for your class, as they’ll be your primary healer, promoting into the White Wizard later in the game. As well as healing and buffs, the White Mage can use their spells to annihilate undead monsters. Starting Stats: 28 HP / 2 Damage / 5% Hit / 0 Absorb / 53% EvadePromotion – White Wizard: Unlocks the most powerful White Magic.Red Mage: a jack of all trades but master of none, the Red Mage can use both Black and White magic, plus some heavy armor and weapons. They’re all-rounders, a combination of the two mages and fighter, but not as good in any single area as any of the three. A truly physically-based party could swap their mages for a Red Mage, however – you’d just have a more limited spell list.Starting Stats: 30 HP / 5 Damage / 7% Hit / 0 Absorb / 58% EvadePromotion – Red Wizard: Enables the use of a wider range of equipment and spells.

Once you’ve chosen your class, you’ll be thrown into the game proper with very little fanfare. If you’re wondering about the promotions you can get for each job later on, check out our more in-depth page on the job upgrades to Knight, Master, Ninja, and Wizard.

FF1 Best Team options: the best job loadouts for your party

Naturally, the first Final Fantasy is an open-ended RPG, and that means one core thing – there isn’t really one absolute best team or party setup in FF1, as the game is designed to be open-ended. In fact, some party setups might be preferred by some players because they lean into a specific play-style, or offer a particular sort of challenge. Additionally, the truth is that this first entry in the series is rather easy, even when you get into the deeper late-game bosses in FF1.

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With that said, there’s a lot of depth in this game despite its creaking age – and thanks to that, we’ve been putting our heads together to come up with some suggestions of some of our favorite ways to play FF1. Here’s our picks for the best team options and party class loadouts:

The Classic Party – Fighter / Black Belt / Black Mage / White Mage

This is arguably the most basic, iconic class setup in FF1. It’s sort of the ‘iconic’ setup, and though we wouldn’t argue it’s the best party, we’d be remiss not to mention it.

Out of the gate, the Fighter is your only strong physical attacker – but the Black Mage quickly catches up. What you’re really waiting for, however, is the Black Belt. FF1’s Monk basically needs to bide time to become a Master through the promotion, at which point it becomes a total beast that’ll equal and in some cases surpass the Knight.

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One advantage to having the Black Belt in your party is that they don’t need nearly as much gear – which frees up money for the Fighter/Knight gear and the spells for the Mages. Later in the game, the Level 4 Black Magic Spell Fast/Haste will be vital – as you can cast it on the Knight and Master, using it to drastically raise their damage output.

The Classic Party II – Fighter / Thief / Black Mage / White Mage

A twist on the classic party above, you’ll have access to a strong suite of both Black and White magic right from the start of the game, while the Fighter will be your physical attack anchor. However, you’ll need to consider this class carefully – it’s an expensive setup as you’ll need to keep the squishy Thief well-equipped and keep the spell upgrades flowing.

Ultimately, this class setup comes into its own in the later half of the game. Once the classes are promoted, the Thief finally becomes actually somewhat useful as the Ninja – and alongside the Knight, it means all four party members will have access to at least some basic spells.

Consider this class setup a slow burn – a little less exhilarating early on, but one that gradually grows into a satisfying powerhouse.

Low Healing Powerhouse – Fighter / Thief / Black Mage / Red Mage

This is similar to the above, but of course you’re switching out the White Mage for the Red Mage. This means you’re locking yourself out of the very best healing spells – but you’ll still have plenty of healing later in the game as both the Knight (evolved from Fighter) and Red Mage will have a suite of White spells.

The Fighter will remain your anchor for much of the game, especially as you wait for the Thief to get their hands on gear good enough to bolster their lacklustre attack. Most of your cash will have to be dedicated towards buying spells for the Mages – which means scavenging gear from dungeons. However, this class setup is all about biding time for the late game, where there’s a damage explosion as Thief hits Ninja and the Knight reaches its full potential.

All out Attack – Fighter / Fighter / Fighter / Red Mage

If you just want to absolutely go for it and throw everything you’ve got at every encounter like a total meathead, consider this class setup. It’s pretty simple, really – you’ll have top attack power and defense all game. Because you’re focused on physical attacks, you won’t be spending money on much magic until the late game.

The Red Mage is there to balance things just a touch; you’ll have access to some spells to help out, in particular healing. You’ll need to balance this carefully, however, as the gear to make all the fighters survivable in the early and mid-game is expensive.

By the endgame you’ll have a powerhouse that can steamroll everything in front of you – and of course, the class-evolved Knights will all have access to White Magic. An utterly beastly party setup, and one of the best – though perhaps a touch boring to play.

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The Magicians – Red Mage / Red Mage / Black Mage / White Mage

In many ways, this party setup is quite similar to ‘The Classic’ setups above, except you’re swapping out the three physically-minded classes for two Red Mage slots – and keeping your White Mages.

The magic is powerful in the early game, but you’ll be facing off against the limitations of the Red Mage class and also how expensive it is to keep everybody fully equipped. The Red Mage is closer to the Knight and Black Belt earlier on, but the deeper you get the wider that physical attack gulf becomes.

FAQs about Best Party For Final Fantasy 1

1. What is the best party in FF1?

The “best” party in FF1 is highly subjective. Each of the eight characters has their own strengths and weaknesses, and certain parties will work better in different situations.

That said, some general tips can be given. It is often a good idea to have a healer in your party, as they can keep the rest of the party alive during battles. Additionally, it is often helpful to have a character who can use magic to fight enemies from a distance.

2. How many party members are in FF1?

FF1 features a total of eight party members. These members are: Fighter, Thief, Black Belt, White Mage, Black Mage, Red Mage, Blue Mage, and the King.

3. How many jobs are in FF1?

There are a total of six jobs in FF1. These jobs are: Fighter, Thief, Black Belt, White Mage, Black Mage, and Red Mage.

In addition to these six jobs, the character Hidon can be recruited in FF1. While Hidon functions as a Monster, he can be assigned any of the six jobs, allowing for a total of 12 possible job combinations.

4. How long is the first Final Fantasy?

The first Final Fantasy is relatively short, clocking in at around 20 hours. However, there are a number of sidequests which can be completed to extend this length.

In addition, there is a second quest known as the “second quest” or “FFL” which adds additional content. The second quest is not available right away; it can be accessed by visiting the four elemental lighthouses.

We hope this blog post helped you know “The best party for Final Fantasy 1?”. If you have any questions about this topic, please leave a comment below!

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