Final Fantasy Tactics reaction abilities

Reaction abilities in Final Fantasy Tactics are learned via Job Points. Each character can equip one reaction ability.
==Overview==
Except for Parry, Archer's Bane, and Reflexes, which provide passive boosts to evasion, reaction abilities only activate when their trigger condition is met, and the chance for activating depends on the user's Bravery stat in percentage: the braver the unit, the higher the chance. However, Shirahadori also enhances evasion with high Bravery. Characters cannot react to their own actions to trigger these abilities (e.g. Cup of Life would need someone else to heal to react to it).
The reactions that activate when being reduced to critical health (and Bonecrusher, though it is limited by weapon range) trigger more frequently for characters with higher HP because they can survive the attack while having more HP to enter critical status or do maximum HP damage in the case of Bonecrusher.
Equip Heavy Armor on a Monk or Dragonkin would be the best support ability for using critical reactions, as this adds even more HP to classes with innately high HP despite being unable to equip headgear outside female hair adornments. This also could trigger after being attacked when resurrected at ½ HP with Raise. 
Critical: Recover MP should be avoided as it does not stall nor give an immediate turn unlike the others. As a reaction ability it cannot be used in conjunction with Mana Shield to refill MP. 
Reaction abilities usually provide counterattacks (Nature's Wrath and Soulbind damage from anywhere when triggered) or grant beneficial status effects without needing to learn other abilities (such as Geomancy for Nature's Wrath, or X-Potion for Auto-Potion to work on its own, with Auto-Potion only needing the weakest potion in inventory to activate).
Reaction abilities that involve casting certain status effect spells on the users neither consume MP nor require Charge Time. The status effect is not permanent and can be dispelled.
==Reaction abilities==
Name	Description 	Trigger 	JP Cost	Job
 	Counterattack with a tackle. 	Physical Attack 	180 	Squire
 	Use a Potion to restore HP. 	HP Loss 	400 	Chemist
 	Block physical attacks with the equipped weapon. 	Physical Attack 	200 	Knight
 	Increase Speed. 	HP Loss 	900 	Archer
 	Dodge arrow and bolt attacks. 	Bow/Crossbow Attack. 	450 	Archer
 	Receive the blessing of HP regeneration. 	HP Loss 	400 	White Mage
 	Counterattack using the same magick with which the user was attacked.	Magick 	800 	Black Mage
 	Recover HP when critically wounded. 	Critical 	500 	Monk
 	Counterattack with a physical strike. 	Physical Attack 	300 	Monk
 	Attack preemptively before being attacked. 	Physical Attack 	1300 	Monk
 	Assume a defensive stance. 	HP Loss 	200 	Thief
 	Receive gil equal to the amount of damage taken. 	HP Loss 	200 	Thief
 	Catch thrown items and add them to the party inventory. 	Throw 	200 	Thief
 	Recover MP equal to the amount used by the opponent. 	Magick 	250 	Mystic
 	Receive an immediate turn when critically wounded. 	Critical 	700 	Time Mage
 	Damage is dealt to MP rather than HP. 	HP Loss 	400 	Time Mage
 	Counterattack with a geomancy skill. 	Physical Attack, Geomancy 	300 	Geomancer
 	Recover from KO status.Effect: Reraise. 	Physical Attack 	600 	Dragoon
 	Avoid the effects of Speechcraft. 	Speechcraft 	300 	Orator
 	Recover MP when critically wounded. 	Critical 	400 	Summoner
 	Deal damage equal to own maximum HP when critically wounded. 	Critical 	200 	Samurai
 	Evade non-ranged physical attacks. 	Physical Attack (bow and crossbow attacks excluded). Bugged: Bow and crossbow attacks NOT excluded	700 	Samurai
 	Become transparent. 	Physical Attack 	1000 	Ninja
 	Block attacks with greater ease. 	Physical Attack, Some Magicks 	400 	Ninja
 	When HP is restored, distribute any excess among one's allies. 	HP Restored 	200 	Arithmetician
 	Split any damage taken with the opponent who inflicted it. 	HP Loss 	300 	Arithmetician
 	Increase physical attack power. 	HP Loss 	550 	Dancer
 	Increase Bravery. 	Physical Attack 	500 	Dancer
 	Increase magickal attack power. 	HP Loss 	450 	Bard
 	Increase Faith. 	Magick 	500 	Bard
==Dummied content==
There is a dummied reaction ability found in the game data that has no effect. Its name and description suggest it would have granted the Reflect status to the unit if it was hit by magick.
Name	Description 	Trigger	JP Cost	Job
 	Conjure a magick-reflecting wall.Effect: Reflect	Magick 	200 	Dummied
Category:Reaction abilities in Final Fantasy Tactics
Category:Abilities in Final Fantasy Tactics
Category:Reaction abilities