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Final Fantasy XII: The Zodiac Age

Monk

By
Ben Chard
,
Jarrod Garripoli
, &
Nathan Garvin

At a glance, the Monk doesn’t seem to have too much going for it - Poles aren’t terribly exciting weapons (other than their high combo rate and ability to hit flying creatures), and while they get access to the Expose and Wither technicks, that just makes them a poor man’s Foebreaker. The Monk has all three Swiftness licenses, although two are on a license island. This isn’t as terrible as it seems, however, as you only need pick a second job with either the 50 LP or 80 LP Swiftness license and you’ll be able to island hop and get the other… so basically any pairings save Monk/Knight or Monk/Red Battlemage will get all three Swiftness licenses without having to use an Esper. Other than that, however, their key selling point is that they have access to every HP license. These two things alone are enough to make it an interesting support job.

All that build up serves only to intentionally under-sell the Monk, however, as it’s far better than the sum of its core licenses let on, as it can - with the help of Espers and Quickenings - gain access to a wide variety of potent White Magicks. Behind the 75 LP Quickening you’ll find White Magick 9, which will give them Curaja and Bravery. If the best party-healing magick and an attack buff aren’t good enough, Hashmal opens up White Magick 4 (Cura and Raise), Zodiark can unlock White Magick 13 (Renew), Famfrit will give White Magick 10 (Dispelga and Arise), and best of all Chaos allows you to access White Magick 11 and White Magick 12 (Holy, Esunaga, Protectga and Shellga). If you merely gain access to White Magick 9, 11 and 12 you’ll have turned the Monk into a competent healer, buffer and debuffer.

With all that in mind, the Monk as a stand-alone job is easily a match for jobs like the Knight, but like most jobs, where the Monk really shines - and what determines its ultimate utility - is how it works in combination with other jobs. At this the Monk is downright broken, as the Monk’s HP licenses make it a welcome addition for any mage, and its addition of White Magick will further expand a mage’s magick arsenal. Since the White Mage doesn’t need any more White Magick, and the Red Battlemage is one of the few jobs which will not get all three ranks of Swiftness, this leaves only the Black Mage. The Monk/Black Mage combo is simply one of the best in the game, having access to all Black Magicks, a healthy store of HP, all three ranks of Swiftness and a fine selection of White Magick.

Monk Core Licenses

Category Licenses
Swiftness Swiftness 30 LP
HP HP 1 - 12 (3,035 HP)
Battle Lore x16
Magick Lore x0
Weapons Poles 1 - 6, Whale Whisker, Kanya
Armor Light Armor 1 - 13
Technicks Achilles, Bonecrusher, Expose, First Aid, Libra, Numerology, Revive, Shades of Black, Wither
Magicks White Magick 9
Item Lore Phoenix Lore 30 LP, Phoenix Lore 50 LP, Potion Lore 1 - 2
Passives Adrenaline, Brawler, Focus, Headsman, Inquisitor, Last Stand, Martyr, Spellbound

Monk Esper Licenses

Esper Licenses
Adrammelech
Belias
Chaos White Magick 11 - 12
Cuchulainn
Exodus Souleater
Famfrit White Magick 10
Hashmal White Magick 4
Mateus
Shemhazai Potion Lore 3
Ultima Swiftness x2
Zalera
Zeromus Sight Unseeing
Zodiark White Magick 13
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Guide Information
  • Publisher
    Square Enix
  • Platforms,
    PC, PS4, Steam, Switch, XB One
  • Genre
    RPG
  • Guide Release
    30 August 2017
  • Last Updated
    17 December 2022
    Version History
  • Guide Author
    Nathan Garvin, Jarrod Garripoli

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Enter an era of war within the world of Ivalice. The small kingdom of Dalmasca, conquered by the Archadian Empire, is left in ruin and uncertainty. Princess Ashe, the one and only heir to the throne, devotes herself to the resistance to liberate her country. Vaan, a young man who lost his family in the war, dreams of flying freely in the skies. In a fight for freedom and fallen royalty, join these unlikely allies and their companions as they embark on a heroic adventure to free their homeland.

This guide contains the following:

  • A walkthrough that’ll guide you through the story, help you obtain all the best weapons and armor, and defeat every monster.
  • An interactive map of the Giruvegan Great Crystal; featuring all weapons, armors, save crystals, gate stones, way stones, bosses and rare enemies.
  • Tips for getting the best equipment from the Bazaar and from enemies.
  • A detailed Job Guide featuring all twelve job classes in the game, and the best ways to combine them and characters to form the ultimate party.
  • How to find and defeat all Hunt Marks and Rare Game.
  • Citations of the differences between this version of the game and the original.
  • A thorough explanation of all of the game’s mechanics.
  • All sidequests, including Trial Mode.
  • A trophy guide that will get you that shiny Platinum Trophy.

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