Octopath Traveler 0 may step away from the eight-character narrative format of earlier titles, but it retains one of the strongest identity systems in the series — its job classes. Instead of selecting a single protagonist and living with that choice forever, players gradually unlock all eight available jobs and freely reassign them to the main character.

Each job introduces unique combat tools, weapons, and team roles, so understanding what every class does early will help you build a party that thrives throughout Orsterra. This guide gives you a complete breakdown of every protagonist-eligible job with integrated reference tables for fast comparison and decision-making.
How Jobs Work in Octopath Traveler 0
You choose your first class after the prologue — no second job until its skill tree is finished using JP gained through battles. Only the protagonist can change jobs, meaning they will naturally become your most flexible party asset.
See also: Octopath Traveler 0 Mastery Guide – All Skill Mastery Locations
Unlocking all job skills lets you master them, turning key abilities into transferable Masteries. These can later be equipped by other allies (when compatible with their weapon type), giving this game long-term progression depth beyond a single class lane.
Octopath Traveler 0 Job Overview – All Playable Classes
A quick look at every job before we break them down individually:
| Job | Role | Weapons | Strength Type |
|---|---|---|---|
| Warrior | Physical frontline attacker | Sword / Polearm | Raw damage, defense breaking |
| Hunter | Multi-hit breaker + range | Bow / Axe | Shield shredding, critical setups |
| Thief | Speed + steal utility | Dagger / Sword | HP/SP drain, crit burst |
| Apothecary | Healing + revive | Axe / Tome | Sustain & status protection |
| Cleric | Light healer/mage hybrid | Staff / Fan | AoE heals + light damage |
| Dancer | Buffer + agility support | Fan / Dagger | Group buffs + Ice magic |
| Scholar | Elemental damage dealer | Staff / Tome | Fire/Light/Wind AoE nukes |
| Merchant | Economy & BP battery | Polearm / Bow | SP regen, JP farming, money |
What Every Class Offers and When to Use It
Below each job section you will find two structured tables:
- Battle Skills (SP costs + effects)
- Support Skills (passives that alter playstyle)
Warrior – The Pure Frontline Powerhouse
The Warrior is ideal for players who want immediate offensive output. Sword and polearm skills let you control the battlefield through direct hits, defense reduction, and counter-engagement for bosses with repeat swings. When powered through Abide, Warriors hit some of the highest physical numbers in early and mid-game.
Warrior Battle Skills
| Skill | SP Cost | Description |
|---|---|---|
| Cross Strike | 12 | Sword damage to one enemy. |
| Abide | 6 | Boost self physical attack (3 turns). |
| Spearhead | 9 | Polearm hit + act sooner next turn. |
| Helmcleaver | 8 | Sword hit + reduce enemy physical defense. |
| Counter Posture | 36 | Counter incoming physical attacks (2 turns). |
| Assault | 34 | Polearm AoE, stronger from back row. |
| Upending Strike | 35 | Heavy sword damage twice. |
Warrior Support Skills
| Support Skill | Effect |
|---|---|
| Peak Performance | Bonus damage at full HP. |
| Phys. Atk +50 | Increase attack power greatly. |
| Phys. Def +50 | Boost durability. |
| Defiant Spirit | +1 BP gain while debuffed. |
Hunter – Hit Many Times, Break Shields Fast
The Hunter specializes in breaking multiple shields quickly with random-hit skills like Rain of Arrows. Bow users deal consistent ranged DPS, while axes add a secondary strike profile. Sniper (support skill) is a defining mechanic — when positioned in the back row, you gain a bonus end-of-turn strike, granting free damage every round.
Hunter Battle Skills
| Skill | SP | Description |
|---|---|---|
| Stray Arrows | 14 | Bow attacks random foes x2. |
| Boomerang Toss | 14 | Axe strikes random foes x2. |
| Trade Tempest | 15 | Wind damage AoE. |
| Ensnare | 9 | Target acts last (2 turns). |
| First Shot | 30 | Bow hit + guaranteed crit next attack. |
| Rain of Arrows | 12 | 5–8 bow hits, amazing for breaking. |
| Two-Tiered Shot | 30 | Bow x2 → move back row → end-turn bow x2. |
Hunter Support Skills
| Support Skill | Effect |
|---|---|
| Extra Experience | Bonus EXP (non-stackable). |
| Invigorating Break | Recover HP when breaking foes. |
| Crit +50 | Massive crit boost. |
| Sniper | Automatic bonus shot in back row. |
Thief – Speed, Sustain, and Steals
The Thief shines through survival and utility. Steal enables item acquisition early, while HP Thief/SP Thief allow sustain without consumables — valuable for low-item progression runs. Dark damage skills add coverage against magic-weak enemies, while high evasion makes Thieves notoriously hard to hit.
Thief Battle Skills
| Skill | SP | Description |
|---|---|---|
| Steal | 3 | Take an item from enemy. |
| HP Thief | 9 | Dagger x2, heal portion of damage. |
| Shadow Bind | 8 | Dark hit + speed down. |
| Level Slash | 14 | Sword AoE hit. |
| SP Thief | 9 | Dagger x2, absorb SP. |
| Master of Shadows | 8 | Dark damage x2. |
| Tri-Edge | 27 | Dagger triple strike. |
Thief Support Skills
| Support Skill | Effect |
|---|---|
| Extended Enfeeblement | Debuffs last +1 turn. |
| Evasion +50 | High dodge chance. |
| Speed +50 | Faster turn priority. |
| Entrap | 50% chance to inflict debuff on hit taken. |
Apothecary – Reliable Healing and Revival
If survivability is important to you, Apothecary is the most impactful early pick. Access to Vivify (revive) sets them apart from Cleric and Dancer. They also provide total status immunity windows and regen-wide healing, enabling safe run stability for long dungeons.
Apothecary Battle Skills
| Skill | SP | Description |
|---|---|---|
| First Aid | 6 | Targeted heal. |
| Amputation | 12 | Axe hit. |
| Enshroud | 9 | Chance to blind target. |
| Rehabilitate | 15 | Status immunity (2 turns). |
| Vivify | 24 | Revive an ally. |
| Heal All | 15 | Front/back row regen (3 turns). |
| Cross Cleave | 30 | High-power axe strike. |
Apothecary Support Skills
| Support Skill | Effect |
|---|---|
| Resist Ailments | Higher resistance to conditions. |
| Max SP +50 | Expanded casting pool. |
| Max HP +500 | Massive health boost. |
| Inspiriting Break | Restore SP on enemy shield break. |
Cleric – Light Magic + Group Survival
A Cleric blends healing with Light elemental offense. Light of Judgement hits hard, while Celestial Veil returns SP based on damage taken — excellent for tank-heavy front rows. Wondrous Veil also acts as a one-time party safetynet, similar to auto-revive mechanics.
Cleric Battle Skills
| Skill | SP | Description |
|---|---|---|
| Heal Wounds | 12 | Heal front/back row. |
| Holy Light | 11 | Light hit to one. |
| Brain Bash | 18 | Weapon-based hit. |
| Sacred Flame’s Protection | 16 | Small chance to negate attacks. |
| Light of Judgement | 22 | Big Light nuke. |
| Celestial Veil | 8 | SP recovery barrier (2 turns). |
| Wondrous Veil | 30 | Ally auto-resurrect once. |
Cleric Support Skills
| Support Skill | Effect |
|---|---|
| HP Recovery Up | Higher healing output. |
| Elem Def +50 | Magic resistance increase. |
| Max SP +50 | Bigger cast pool. |
| Encore | Self-revive once. |
Dancer – Buff Engine + Elemental Support
Buff-focused teams flourish with a Dancer. Physical and elemental stat enhancement skills ramp entire parties over time, while Frosty Refrain adds Ice damage for elemental variety. Boost-Start making your first BP free lets you open fights explosively.
Dancer Battle Skills
| Skill | SP | Description |
|---|---|---|
| Lion Dance | 6 | Boost ally physical attack. |
| Wild Strike | 14 | Fan strike x2 random. |
| Coney Caper | 6 | Boost evasion. |
| Frosty Refrain | 11 | Ice magic hit. |
| Peacock Strut | 6 | Boost elemental attack. |
| Porcupine Stomp | 6 | Boost elemental defense. |
| Triple Arc | 27 | Three fan hits. |
Dancer Support Skills
| Support Skill | Effect |
|---|---|
| The Show Goes On | Buffs last longer. |
| Extra JP | More JP per fight. |
| Speed +50 | Faster acting. |
| Boost-Start | Begin with +1 BP. |
Scholar – Elemental AoE Control
The Scholar is the strongest choice if clearing battles quickly is priority. Access to Fire, Wind and Light multi-target spells — including double-strike variants — makes them unmatched in wave control. Analyze auto-exposes weaknesses early, reducing trial fights.
Scholar Battle Skills
| Skill | SP | Description |
|---|---|---|
| Analyze | 1 | Reveal HP + weakness. |
| Fireball | 12 | Fire AoE. |
| Tornado | 12 | Wind AoE. |
| Luminescence | 14 | Light AoE. |
| Fire Storm | 33 | Fire AoE x2. |
| Maelstrom | 33 | Wind AoE x2. |
| Blinding Light | 33 | Light AoE x2. |
Scholar Support Skills
| Support | Effect |
|---|---|
| Study Foe | Auto weakness reveal. |
| Elem Atk +50 | Higher spell output. |
| Lasting Memory | Buffs persist even KO’d. |
| Mystic Breath | Auto buff when back-row. |
Merchant – The Infinite Sustain Engine
A powerful long-term pick, the Merchant sustains SP, recovers HP without cost, steals Leaves, and generates JP using Arrow of Fortune. In long dungeons they often replace items entirely — your Mage will never run dry again.
Merchant Battle Skills
| Skill | Cost | Description |
|---|---|---|
| Deadly Thrust | — | Crit-prone polearm stab. |
| Rest | 0 | Full HP/SP + status recovery. |
| Mystic Shot | 18 | Bow AoE + party SP recovery based on damage. |
| Collect | 3 | Steal Leaves. |
| Piercing Thrust | 30 | Critical polearm burst. |
| Arrow of Fortune | 35 | Huge bow hit + JP gain. |
| Donate BP | 5 | Give 1 BP to ally. |
Merchant Support Skills
| Support Skill | Effect |
|---|---|
| Extra Leaves | Earn more money. |
| Phys Def +50 | Bulkier frontline. |
| Elem Def +50 | Magic tanking benefit. |
| Borrow BP | Borrow BP; both lose recovery next turn. |
Choosing Your First Class – Which Fits You?
Pick based on playstyle, not damage alone. If you want:
| Preferred Style | Recommended Job |
|---|---|
| Big weapon damage | Warrior |
| Fast wave clearing | Scholar |
| SP sustain + team economy | Merchant |
| Crit + abilities that steal resources | Thief |
| Revive and long survival | Apothecary |
| Group buffs scaling into late-game | Dancer |
| Multi-hit shield break | Hunter |
| Balanced heals + Light coverage | Cleric |
Eventually, you will unlock them all — but your first job determines how you survive the early curve. As JP accumulates and Masteries unlock, experiment, swap, and sculpt your protagonist into the most flexible fighter in Orsterra. Play Now!
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