Stat growth ( Tactics ) The stat growth of the player characters in " Final Fantasy Tactics " is governed by their gender and jobs they use in battle . Base stats . Each unit has five base stats . There are five raw stats the game saves to determine the base stats the player never sees . The base stats are multiplied by the job constants to determine the unit ' s final stats . The game takes the background raw stats , and uses the following equations to get the base stats : Enemy Zodiac beasts , in the special story battles where they are fought , have unique equations that determine their HP and MP : The division by 163 , 840 instead of by 1 , 638 , 400 accounts for the Zodiac beasts ' extremely high HP and MP despite their unremarkable multipliers . Raw stats . For human units , the raw stat is a constant for each gender for the Sp , PA , and MA stats . For monsters , which are all one gender and are neither male nor female , only Sp is not random . The following tables explain how to determine the raw stats of a character . Initial values . Because the level up bonus is ultimately based on this initial value , females will have better MA growth than males , and males will have better PA growth than females . Ramza Beoulve is the exception , as he starts with 81 , 920 of both RPA and RMA ( but otherwise is a normal male ) . Raw HP and raw MP for each unit is randomized within a certain range . Instead of having truly random stats , bred monsters seem to have their raw stats selected at once from a set of 250 - 500 preset stat configurations . Bred monsters can have Brave and Faith ranging from 40 to 70 , unlike other randomly - generated monsters and units found in battle , which can have Brave and Faith ranging from 45 to 74 . Multipliers . Multipliers are class - specific constants that mostly fall between 50 and 200 . Differences in multipliers are what make the differences in the strengths and weaknesses of " Final Fantasy Tactics " jobs — a Dragoon , for instance , has a high PA multiplier but a low MA multiplier . Different classes also have different rates of stat growth , but differences in multipliers turn out to be more significant for the surface stats . There are some consequences of the initial raw stat distribution : Leveling up . Raw HP , Raw MP , Raw Sp , Raw PA , and Raw MA are all increased on level up , even when there is no visible increase in the corresponding surface stat . Different classes get different raw stat bonuses on level up , which results in the classes ' differing stat growth . The difference in stat growth between genders is only because of the differences in the initial statpoint distribution . Raw stat growth on leveling up is determined by the following equation : " R " is a generic term for any raw stat ( Raw HP , Raw MP , Raw Sp , Raw PA , or Raw MA ) , " Lv " is the level the unit just was , so if the unit is leveling up from 50 to 51 , Lv = 50 . " C " is a constant that varies for each class . The value of C is what differentiates one class ' s growth pattern from another ' s . Since C is in the denominator of this expression , lower values of C yield higher stats . Leveling down . Players can use the ' level up / down ' trick to build characters with super stats . The idea behind the trick is that the unit levels up in a job with strong stat growth ( low C values ) such as Ninja or Mime , and then levels down using Mindflare ' s Level Blast technique , or one of the many Degenerator traps scattered throughout the game ' s battlefields , with a class with poor stat growth ( high C values ) , such as Bard or Dancer . Though the game adjusts the unit ' s stats when it levels down so that the player loses the stats that they would have gained as that class , by using poor classes to level down the player can fool the game and lose less going down than the unit gains going up ; in this manner , the player can build all the stats up to their maxima if they do enough leveling cycles . If a unit levels up and down without changing classes , it will actually lower their stats , because the level down algorithm is the following equation : Lv is the level the unit is leveling down to . For instance , if a unit levels down to 50 from level 51 , Lv = 50 . However , if the player changes classes while leveling down , this small loss of stats will be compensated for by the higher C values of the poor stat - gaining class that the unit levels down in . Brief comparison of job stats . Normal jobs . < nowiki > * < / nowiki > Upon mastering the fourteen other jobs , Onion Knight advances to job level 8 and its stats increase substantially . ( Squire , Chemist , Mime , Dark Knight , and special jobs that replace Squire do not count towards this fourteen . ) Story character jobs . These special jobs are only available to particular story characters . Stat growth rates . A character ' s job also affects the rate at which his / her permanent stats change upon gaining an experience level . While all jobs will grow all stats , some jobs grow certain stats faster and slower . For example , Monk will grow HP quickly , while Ninja will grow Speed quickly . These growth rates don ' t always match up with the stat bonuses when the player is using the job . For instance , almost every job has the same Magick Attack growth rate , but they differ in their current Magick Attack . Move , Jump , and Evade rates do not change with level - up , so there are no growth rates for these stats . The player can exploit differences in these growth rates by leveling - down as a job with poor growth rates and then gaining levels as a job with a good growth rate . Normal jobs . < nowiki > * < / nowiki > Upon mastering fourteen other jobs , Onion Knight advances to job level 8 and its stat growth rates increase substantially . Onion Knights never gain experience , so the only way to gain levels as an Onion Knight is to breed Wild Boars and use their Bequeath Bacon ability . Job breakdown . Note that Ramza and Cloud in the original US translation have different stats from the Japanese and PSP versions . This table reflects their US PSX stats .