"The emmissary of the elements who controls the power over nature and rule over who are unfathomably weak against them."
The Elementalist is a Rare Class in School Fare series. Elementalists uses a variety of nature's power to use elemental magicks. Elementalists have total access to the Synergist role since their abilities are consist of offensive, healing and status-inducing variants. Their Versatility is considered Great.
Elementalist's abilities are all small area-of-effect range, yet they do not cost too much MP nor have too long for a cast time. Their abilities's range isn't too flexible, but make up for having short Latency. Elementalists are great Mid-liner Support, in both offense and crowd-control.
Elementalists may use their special attacks if they set their respective Elementalism magick then immediately performing any normal attacks with specific equipments. If the combo right after the magick hits even once, they will immediately perform the skill just like a Chain-Ability.
|Flaming Style||Attack||Whip /Fire||Deals four combo hits with Firewhip in succession.||C||Fire -elemental combos||4|
|Whirlwind Style||Attack||Katana /Wind||Deals seven combo hits with Shining Air in succession.||D||Wind -elemental combos||7|
|Umbra Style||Magick||Soul /Dark||Deals five combo hits with Evil Gaze in succession.||B||Dark -elemental combos||5|
|Fissure Style||Attack/Magick||Knuckle /Earth||Deals four combo hits with Boulder Crush in succession.||C||Earth -elemental combos||4|
|Aqua Style||Magick||Glove /Water||Deals six combo hits with Sliprain in succession.||D||Water -elemental combos||6|
|Plasma Style||Magick||Staves /Lightning||Deals five to six combo hits with Thunderous Roar in succession. The sixth combo only hits during cloudy or rainy weather.||B-Varies||Lightning -elemental combos||5-6|
|Natural Shift||Attack-Magick||Magick||Deals five combo hits to a single enemy with Elemental Shift. Only combo when the first strike hits.||F-Varies||Randomly shifts the target's elemental weakness||5|
"Using nature's power to rule over the bounty of corruptors."
|Skill||Effect||Skill Point to Master||MP Cost||Rank|
|Firewhip||Deals Fire damage and may inflicts Stagger to several enemies within attack range.||Learned||10||I|
|Earth Heal||Heals descent HP to a single ally using Earth-elemental magick.||Learned||9||I|
|White Flame||Heals moderate HP to several allies in a small area using Fire-elemental magick.||350||18||I|
|Shining Air||Deals Wind damage and may inflicts Flashed or Blind to a several enemies in a small area.||250||10||I|
|Evil Gaze||Deals Dark damage and may inflicts Confuse , Trauma or Delusional to several enemies in short sight range in front of user.||250||10||I|
|Boulder Crush||Deals Earth damage and usually inflicts Stumped to several enemies in a small area.||200||10||I|
|Sliprain||Deals Water damage and usually inflicts Sink to several enemies in a small area.||200||10||I|
|Thunderous Roar||Deals Lightning damage and may inflicts Stagger to a single enemy.||300||10||I|
|Elemental Shift||Randomly shifts and adds the elemental resistances of several enemies in a small area.||400||26||II|
|Dragonic Prominence||Summons a dragon made of fire. The dragon will trashes about while 'dancing' in form of arcs, appearing similar to a prominence. Inflicts massive Fire damage to all enemies it hit.||500||34||III|
|Rogue Tsunami||Summons a surge of water around the user. Then, pulverizing the ground to cause the water to rose high like a tsunami. Inflicts heavy Water damage to all enemies and knocks them away.||500||III|
|Falling Subsidence||Invokes the earth's wrath with sheer ferocity. The ground will be subsided and the subsidence will 'pop' off the ground. They will fall onto the ground again. Inflicts massive Earth damage to all enemies crushed by the subsidence.||600||III|
|Whirling Tornadoes||Spins and conjures a whirlwind, then releasing it away in the user's direction. The whirlwind will increases in size drastically and causes all to be 'spin-cycled' and blown away. Inflicts heavy Wind damage to all enemies it hit and toss them away in random directions.||550||III|
|Devouring Eye||Summons an eerie bloody ball that vaguely resembles a mouth. It will then chases the nearest enemy. When it caught them, it will opens it's mouth and then shock them with the eye insides. Later, it will 'munch' its victim. Inflicts massive damage to units with eyes.||600||III|
|Ambrosial Weed||Summons a grassy terrain that is lush of flowers and berries. The terrain will heal all allies who steps onto them by increasing their HP regeneration. If the user equips Natural Ability, Ambrosial Weed may removes a whole variety of debuffs. The Ambrosial Weed is present for a few random minutes, has HP equivalent to 30% of the user's HP and is considered a Amazon-elemental summon.||500||III|
|Astral Lighting||Invokes an electrifying force in space. A few moments later, a electrical surge will 'rain down' from the sky, hitting random units in a large area. If it hits allies, it doesn't deal any damage, but may inflicts Stun or Downed instead. Inflicts heavy Lightning damage to all enemies it hit and inflicts Stun.||600||III|
|Secret Entity||Inflicts a single buff on any allies while a single debuff on any foe in range.||800||46||IIII|
|Skill||Effect||LP To Master|
|Serenity Chant *||Next elemental damage will either be nullified or absorbed.||450|
|Shifting Wind||Receiving any elemental damage will be countered with Elemental Shift and then an elemental counter-attack varies with the elemental resistance shifted.||450|
|Environmental Affinity||Any elemental ability used by an ally nearest to the user will have the user uses a similar elemental powers.||500|
- Serenity Chance only reacts to any elemental effects that damages the user's HP by either Normal, Halves or Weak to it.
|Skill||Effect||LP To Master|
|Sagacity||Increases Resistance and Resilience by 20%.||400|
|Shamanism||Increases Magick and Focus by 20%.||300|
|Arcana||Decreases magick cast time by 20%, increases magick damage by 25%. MP cost is doubled||600|
|Assist Synchronize||Increases Synch with all party members when healing, bestowing buff or receiving buffs from allies for 1 whole minute.||350|
|Mana Force||Gains MP equivalent to the MP cost of the magick used on this unit.||400|
|Reservoir||Decreases both MP and SP costs by 10%. Increases MP and SP regeneration when idle or taking cover by 30%.||400|
|Skill||Effect||LP To Master|
|Nature's Bliss||Increases natural items and foraging potency by 25%. Affects the whole party.||200|
|Natural Ability||Increases Attack, Strength and Magick when fighting on a natural terrain by 30%.||300|
|Natural Resistance||Significantly increases Resistance by 40% after receiving elemental damage for roughly 1 minute.||350|
|Butterfly Wings||Using Secret Entity may bestow more buffs and inflict debuffs on allies and enemies.||400|
|Nature Triad||Increases Synch and Focus by 50% when in a party of Elementalist, Geomancer and Aetherist only).||400|
- School Fare's Elementalists are complete copies of Elemetalists from Final Fantasy Tactics A2.
- Most of Elementalists' feature have been bring back yet somewhat improved from it's fallen glory since Final Fantasy Tactics A2.