Dancer

This page remains incomplete.

Dancer (踊り子 [odoriko] or 'dancer' in Japanese) is often presented as the female counterpart of Bard, however, in many games it has appeared in it has been gender-neutral. The two jobs are similar in function, and were combined in the Songstress job. The job itself first appeared in Final Fantasy V, and has since been featured mostly in games not of the main series.
Dancers support their companions with dances that either buff up their side or debuff the enemy. They are usually rather fragile though, so are better kept off the frontlines. Examples of Dancers are Lilisette and Laila from Final Fantasy XI, and Penelo from the Ivalice games. One could also be said to be Mog from FF6, who is a kind of a mixture between a Dancer and a Geomancer.

Final Fantasy V

"Fighters whose smooth moves confuse enemies, leaving blood on the dance floor"

Dancers are a rather weak job stat-wise, although can be used effectively towards the end of the game if you know what you're doing. This often requires wearing some Dancer-specific equipment and/or liberal use of the Dance abilities.

Basics
Unlock: Earth Crystal
Command Ability: Dance
Innate Abilities: -
AP to Master: 400
Bonuses on Mastering (for FRE/MIM): STA, STR, AGI

Stats

Stat Modifiers
Strength: +5
Agility: +5
Stamina: +10
Magic: -5

Abilities

dancer_ff5.jpg

Level 1: Flirt (25 AP)
Level 2: Dance (50 AP)
Level 3: Equip Ribbons (325 AP)

Dances
Tempting Tango
Jitterbug Duet
Mystery Waltz
Sword Dance

Equipment

Weapons: Dagger, Dancer-specific
Shield: -
Head: Hats, Light Helmets, Dancer-specific
Body: Robes, Light Armor, Dancer-specific
Special Accessories: Armlets, Dancer-specific

Final Fantasy XI

Dancer was added to FF11 with Wings of the Goddess as one of the new advanced jobs. It can be unlocked by completing the quest Lakeside Minuet.

Dancers are often referred to as "Frontline Healers", and in the simplest application of the job, they are. One of a Dancer's main duties is, indeed, to heal, either as a main healer or in an emergency when the main healer has no MP. However, Dancers are good support units as well, with abilities to buff their allies and debuff their enemies.

Dancers use TP to perform their abilities, which means they don't need to rest and wait for MP, eliminating a lot of downtime a party would have with mages.

Though Dancers are mainly in a support role, they are very versatile. They can deal decent damage at higher levels, with better daggers and weaponskills; and it's not impossible for them to shadow-tank, though difficult.

Abilities

Dancer's 2-hour ability is Trance. It works similarly to a Black Mage's Manafont - it completely eliminates TP usage for one minute, allowing the Dancer to use any number of dances without having to worry about consuming TP.

There are 7 main types of dances: Sambas, Waltzes, Jigs, Steps, Flourishes I, Flourishes II, and Flourishes III. Sambas give an added effect to weapon attacks that buffs the Dancer's party. Waltzes heal and remove status. Jigs enable easier traveling. Steps and Flourishes I debuff enemies, while Flourishes II and III buff the Dancer's own attacks. Each dance type shares a recast timer - ie, before the cooldown of one Waltz finishes, a dancer cannot perform any other Waltz either.

To see details of the job's abilities, see here.

Stats

Dancers excel in quick, accurate attacks while supporting their allies, and depend more on evasion than defense. Their stats speak to this. They have average strength and dexterity; low vitality, mind, and intelligence; and some of the highest agility and charisma, as their waltzes depend on charisma. Combat-wise, they score a B+ in evasion, and a B in parrying.

Equips

Dancers can equip single-bladed daggers as well as some swords and hand-to-hand weapons. They can use chakra-type throwing weapons for ranged attacks. Their proficiency lie with daggers, by a longshot - their dagger rating is B+, and throwing C+, whereas sword and hand-to-hand are both at a low D, viable only at low levels. However, due to this, they will not be doing much damage for a long time, as daggers are incredibly weak - though fast and accurate - until endgame.

The job-specific equipment sets for Dancer somewhat resemble the costumes of flamenco dancers in the real world. The female outfits have dramatically flared sleeves and skirts over embroidered tights; the male outfits look… interesting. Many of the Dancer job-specific pieces enhance their special abilities, with the later sets giving them an edge in battle as well.

Artifact Armor
Level 52 - Dancer's Bangles
Level 54 - Dancer's Tiara
Level 56 - Dancer's Toe Shoes
Level 58 - Dancer's Tights
Level 60 - Dancer's Casaque
Level 74 - Dancer's Set +1

Relic Armor
Level 70 - Etoile Cape
Level 71 - Etoile Bangles
Level 72 - Etoile Tiara
Level 73 - Etoile Toe Shoes
Level 74 - Etoile Tights
Level 75 - Etoile Casaque
Level 75 - Etoile Set +1

Empyrean Armor
Level 80 - Charis Necklace
Level 81 - Charis Toeshoes / +1 / +2
Level 83 - Charis Tights / +1 / +2
Level 84 - Charis Feather
Level 85 - Charis Tiara / +1 / +2
Level 87 - Charis Bangles / +1 / +2
Level 89 - Charis Casaque / +1 / +2

Weapons
Level 40 (artifact) - War Hoop
Level 75 (mythic) - Terpsichore

Lore

The first school of battle dance in Vana'diel was the Kriegstanz, a style that originated with people living in the mountains of Gustaberg. Their talent shone when the Bastokan Blight hit Bastok, and the people of the Republic danced the Totentanz in despair. When the mountainfolk came to Bastok to peddle their wares, however, they danced the Kriegstanz, fighting back fear with hope, and freeing the hearts of the people.

Throughout the years, the Kriegstanz evolved, incorporating new steps, splitting into offshoots of other schools of dance. These dances came into prominence again during the Crystal War, when once again, brave dancers fought back darkness with their hope. These dancers marched into battles alongside warriors of all the nations, coming to be known as "Maidens of the Battlefield".

The full story can be found here.

Revenant Wings

Coming soon

Final Fantasy Tactics

A warrior who dances across the battlefield, garbed in colorful raiments.

Basics
Unlock: Geomancer lv5, Dragoon lv5
Unlocks: -
Command Ability: Dance
Innate Abilities: -
JP to Master: 8,000

Stats

dancer_fft.jpg

Stat Modifications
HP F, MP D-
Phys Atk C+, Mag Atk C-
SPD C
Phys EVA 20%, Mag EVA 0%
Move 3, Jump 4

Growth Rate for Stats
HP ★, MP ★
Phys Atk ★★★, Mag Atk ★
SPD ★

Abilities

Dance
Witch Hunt (100 JP)
Mincing Minuet (100 JP)
Slow Dance (100 JP)
Polka (100 JP)
Heathen Frolick (100 JP)
Forbidden Dance (100 JP)
Last Waltz (100 JP)

Reaction Abilities
Fury (600 JP)
Bravery Boost (700 JP)

Movement Abilities
Jump +3 (1,000 JP)
Fly (5,000 JP)

Equipment

Weapons: Knives, Cloths
Shield: -
Head: Hats
Body: Clothes

Grimoire of the Rift

The only Dancer in Grimoire of the Rift is Penelo, recruited after the end of the main storyline, by completing the quest An Elegant Encounter. While most dances inflict status effects, there are a few that do damage, with Mincing Minuet being a useful long-range attack.

Equips

Dancers can equip Knives, Rods, Staves, Poles, and Light Armor, as well as any accessories, including, as Penelo is the only Dancer, Ribbons.

Abilities

Dancer abilities mostly inflict status effects, though Mincing Minuet and Blade Dance are used for attacking. Penelo comes with most of these abilities already learned, though not all.

A-Abilities

Blade Dance
Forbidden Dance
Heathen Frolic
Jitterbug
Mincing Minuet
Polka
Slow Dance
Witch Hunt

R-Abilities

Critical: Quicken

Stats

Dancer stats are not great, somewhere on par with White Mages. Though they can equip a variety of attacking weapons, their stats favor magic.

Base Stats

Movement: 4
Jump: 2
Evade: 0

HP: 78
MP: 48
Strength: 64
Defense: 60
Magic: 87
Resistance: 80
Speed: 58

Stat Growths

HP: +6
MP: +6
Strength: +6
Defense: +6
Magic: +8
Resistance: +8
Speed: +1 (58%)

4 Heroes of Light

The Dancer's defining characteristic in FHL is their ability to raise the AP of themselves and their party members, enabling stronger attacks with less waiting time. Their job trait is raising the damage dealt by short swords. They have decent HP, Strength, and Spirit.
The Dancer Crown is unlocked by beating the boss Leviathan in the sea east of Liberte.

Equips

While any Crown can equip any weapon, Dancers are only really good with Sword Swords, and decent with Swords. However, with their job trait, there is no reason to use any weapon other than a Sword Sword, anyway.

Weapon Proficiency

Short Sword: A
Sword: B
Bow: C
Staff: C
Spear: C
Axe: C
Book: C
Harp: C

Stats

Dancers are somewhat strong and tough, with decent evasion, okay at dealing damage when not supporting their allies.

Stat Modifiers

HP: 1.3x
Strength: 1.3x
Intellect: 1.0x
Spirit: 1.3x

Magic Proficiency

Offensive: C
Defensive: C

Evasion

Physical: B
Magical: C

Abilities

Different abilities are learnt by evolving the Crown. The list below has all the abilities as well as the jewels required to evolve the Crown to that stage.

Lv 0 - Dance
Lv 1 - Perform(6 Rubies, 6 Emeralds)
Lv 2 - Applaud (6 Rubies, 2 Topaz, 6 Aquamarines, 1 Amethyst)
Lv 3 - Ovation (7 Rubies, 7 Sapphires, 3 Lapis Lazuli, 2 Amethysts, 1 Diamond)

Mobius

Dancer comes in two varieties. The main variety is the Dancer job card. The second is an advanced job of the Novice Ranger job card.

Dancer (Card)

dancer_ffm.png

Basics
Unlock: Card Summon
Type: Ranger
Elements: Water, Wind, Earth
Limit Break: Danse Macabre
Advanced Jobs: Etoile
Superior Jobs: Carneval

Stats

Note that in addition to the basic stats below, the various Skill Panel modifications and various abilities from the weapon and ability cards set for this job affect its stats.

Critical: ★★★
Speed: ★★★★
Defense: -

Level HP ATK BRK MAG
0 605 26 26 0%
50 1,210 60 60 8%
100 1,815 91 91 15%
150 2,420 123 123 23%

For comparison, below are the stats of the Dancer job with all of the Skill Panel modifications added in. Note that this still means the stats from weapon and ability cards need to be added for the complete stats.

Critical: ★★★
Speed: ★★★★
Defense: -

Level HP ATK BRK MAG
0 3,755 321 246 330%
50 4,360 355 280 338%
100 4,965 386 311 345%
150 5,570 418 343 353%

Skill Panels

Total Seeds Required
Skill Panel 1st: 203,250 Wind Seed, 135,100 Earth Seed, 51,400 Water Seed, 15,080 Dark Seed, 9,950 Light Seed, 10 Crystal
Skill Panel 2nd: 399,739 Wind Seed, 246,710 Earth Seed, 99,120 Water Seed, 26,700 Dark Seed, 20,030 Light Seed, 14 Crystal
All: 602,989 Wind Seed, 381,810 Earth Seed, 150,520 Water Seed, 41,780 Dark Seed, 29,980 Light Seed, 24 Crystal

Weapons Gained
Skill Panel 1st: Butterfly Edge
Skill Panel 2nd: Razzmatazz

Total Skills Gained
Skill Panel 1st: HP +1,250, ATK +110, Break +90, MAG +140%, Element Starter +8, Break Turns +2, Drive Heal Wind x2, Drive Heal Earth x2, Critical Damage Up +30%, Strengthen Job Limit Break Lv5, Resist Water +20%, Resist Wind +20%, Resist Bio +20%, Resist Critical Down +20%, Critical Drain
Skill Panel 2nd: HP +1,900, ATK +185, Break +130, MAG +190%, Element Starter +8, Break Turns +2, Drive Keep Wind x2, Drive Keep Earth x2, Strengthen Job Limit Break Lv4, Strengthen Wind +30%, Strengthen Wind +20%, Resist Bio +30%, Resist Critical Down +30%, Critical Snipe, Critical Haste
All: HP +3,150, ATK +295, Break +220, MAG +330%, Element Starter +16, Break Turns +4, Drive Heal Wind x2, Drive Heal Earth x2, Drive Keep Wind x2, Drive Keep Earth x2, Critical Damage Up +30%, Strengthen Job Limit Break Lv9, Strengthen Wind +30%, Strengthen Water +20%, Resist Wind +20%, Resist Water 20%, Resist Bio +50%, Resist Critical Down +50%, Critical Drain, Critical Snipe, Critical Haste

Skill Panel 1st
1-1
New job: Dancer
(default)
ATK +10
(30 wind, 30 dark)
HP +100
(200 earth)
Resist Water +10%
(150 water)
Break +5
(20 wind)
Element Starter +1
(150 earth)
Drive Heal: Wind
(100 wind)
Break +5
(100 wind)
MAG +10%
(100 water)
Element Starter +1
(150 earth, 50 light)
Resist Bio +20%
(100 wind, 100 light)
HP +100
(100 water, 100 earth)
Strengthen Job Limit Break
(300 wind)
MAG +10%
(100 water)
ATK +10
(100 wind)
Butterfly Edge
(1 Crystal)
1-2
Resist Wind +10%
(300 wind)
ATK +10
(150 wind, 50 dark)
HP +100
(400 earth)
Critical: Drain
(300 water, 1,000 light)
Break +8
(120 wind, 50 light)
Element Starter +1
(750 earth, 100 dark)
Drive Heal: Earth
(400 earth)
Break +8
(250 wind)
MAG +15%
(250 water)
Element Starter +1
(750 earth, 100 light)
Break Turns +1
(900 wind, 300 dark)
HP +100
(200 water, 200 earth)
Strengthen Job Limit Break
(900 wind)
MAG +15%
(200 water)
ATK +10
(200 wind)
Butterfly Edge+
(2 Crystal)
1-3
Resist Wind +10%
(4,000 wind)
ATK +15
(1,200 wind, 500 dark)
HP +150
(2,500 earth)
Critical Damage Up +30%
(2,000 water, 3,000 dark)
Break +12
(1,080 wind, 500 light)
Element Starter +1
(6,000 earth, 500 dark)
Drive Heal: Wind
(5,000 wind)
Break +12
(1,000 wind)
MAG +20%
(2,000 water)
Element Starter +1
(6,500 earth, 500 light)
Resist Critical Down +20%
(2,000 wind, 1,000 light)
HP +200
(2,000 water, 2,000 earth)
Strengthen Job Limit Break
(8,000 wind)
MAG +20%
(2,000 water)
ATK +15
(2,000 wind)
Butterfly Edge +2
(3 Crystal)
1-4
True Butterfly Edge
(72,000 wind)
ATK +20
(7,200 wind, 3,000 dark)
HP +200
(7,000 earth)
Resist Water +10%
(6,000 water)
Break +20
(7,200 wind, 3,600 light)
Element Starter +1
(33,000 earth, 3,600 dark)
Drive Heal: Earth
(40,000 earth)
Break +20
(5,000 wind)
MAG +25%
(10,000 water)
Element Starter +1
(30,000 earth, 3,000 light)
Break Turns +1
(40,000 wind, 4,000 dark)
HP +300
(14,000 water, 5,000 earth)
Strengthen Job Limit Break
(30,000 wind)
MAG +25%
(12,000 water)
ATK +20
(14,000 wind)
New job: Etoile
(4 Crystal)
Skill Panel 2nd
2-1
Strengthen Wind +10%
(30 wind)
ATK +15
(30 wind)
HP +150
(30 earth)
Strengthen Water +10%
(30 water)
Break +10
(30 wind)
Element Starter +1
(30 earth)
Drive Keep: Wind
(30 wind)
Break +10
(30 wind)
MAG +15%
(30 water)
Element Starter +1
(150 earth, 30 light)
Resist Bio +30%
(30 wind)
HP +150
(30 water)
Strengthen Job Limit Break
(30 wind)
MAG +15%
(30 water)
ATK +15
(30 wind)
Razzmatazz
(2 Crystal)
2-2
Strengthen Wind +10%
(15,000 wind)
ATK +15
(2,000 wind, 1,000 dark)
HP +150
(2,500 earth)
Critical: Snipe
(2,500 water, 2,500 light)
Break +10
(1,000 wind, 1,000 light)
Element Starter +1
(10,000 earth, 500 dark)
Drive Keep: Earth
(10,000 earth)
Break +10
(1,500 wind)
MAG +15%
(3,500 water)
Element Starter +1
(10,000 earth, 1,000 light)
Break Turns +1
(10,000 wind, 1,000 dark)
HP +150
(3,500 water, 2,000 earth)
Strengthen Job Limit Break
(10,000 wind)
MAG +15%
(2,500 water)
ATK +15
(3,500 wind)
Razzmatazz+
(3 Crystal)
2-3
Strengthen Wind +10%
(30,000 wind)
ATK +25
(4,000 wind, 1,500 dark)
HP +250
(5,000 earth)
Critical: Haste
(5,000 water, 5,000 dark)
Break +15
(4,000 wind, 2,000 light)
Element Starter +1
(15,000 earth, 2,200 dark)
Drive Keep: Wind
(20,000 wind)
Break +15
(3,000 wind)
MAG +25%
(5,000 water)
Element Starter +1
(15,000 earth, 1,500 light)
Resist Critical Down +30%
(15,000 wind, 2,500 light)
HP +250
(7,000 water, 4,000 earth)
Strengthen Job Limit Break
(20,000 wind)
MAG +25%
(7,000 water)
ATK +20
(7,000 wind)
Razzmatazz +2
(4 Crystal)
2-4
True Razzmatazz
(99,999 wind)
ATK +40
(10,000 wind, 4,500 dark)
HP +400
(10,500 earth)
Strengthen Water +10%
(9,000 water)
Break +30
(10,000 wind, 5,000 light)
Element Starter +1
(50,000 earth, 5,000 dark)
Drive Keep: Earth
(60,000 earth)
Break +30
(7,500 wind)
MAG +40%
(15,000 water)
Element Starter +1
(45,000 earth, 4,500 light)
Break Turns +1
(60,000 wind, 6,000 dark)
HP +400
(21,000 water, 7500 earth)
Strengthen Job Limit Break
(45,000 wind)
MAG +40%
(18,000 water)
ATK +40
(21,000 wind)
New job: Carneval
(5 Crystal)

Dancer (Novice Ranger)

Coming soon

FF-TCG

Dancers have appeared several times in the FF-TCG series, under the Water and Wind elements.

tcg_1055.jpg tcg_3038.jpg tcg_4084.jpg tcg_9058.jpg
1-055C Dancer 3-038C Dancer 4-084C Dancer 9-058C Dancer
tcg_9135.jpg
9-135C Dancer

Category: Jobs

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