Final Fantasy
Paradigm Shift
The player can only control one character at a time in battle. The other party members' actions can be affected by a system called the "Paradigm Shift" (Optima Change in Japanese) .
Paradigms are described as "stances" or "classes" that the characters temporarily take during battle to define the abilities they use. They are more strict than job classes; for example, the character with a Medic's role can do nothing but heal, while the Commando's role forces the character to only attack with non-elemental attacks.
The paradigms can be changed at any time to suit the situation at hand, but they cannot be changed individually to each character, only for the whole party at a time. Thus, a paradigm is a combination of three roles. There are a total of 83 possible paradigm combinations (6 single, 21 double, and 56 triple member combinations). The roles used are shown as colored abbreviations next to the characters' names in the battle screen.
The roles within the paradigms are:
Name
Double Trouble
Slash & Burn
Misdirection
Divide & Conquer
Supersoldier
War & Peace
Dualcasting
Arcane Defense
Undermine
Archmage
Yin & Yang
Twin Shields
Stumbling Block
Building Block
Lifeguard
Havoc
Tide Turner
Sap & Salve
Rally
Sybioses
Double Dose
Combination
COM + COM
COM + RAV
COM + SEN
COM + SAB
COM + SYN
COM + MED
RAV + RAV
RAV + SEN
RAV + SAB
RAV + SYN
RAV + MED
SEN + SEN
SEN + SAB
SEN + SYN
SEN + MED
SAB + SAB
SAB + SYN
SAB + MED
SYN + SYN
SYN + MED
MED + MED
Description
Each COM attacks its own target.
COM and RAV combine their attacks to take down one enemy at a time.
SEN focuses on drawing enemy aggression while COM attacks.
SAB debilitates enemies and COM attacks them.
COM attacks enemies, augmented by SYN's enhancements.
COM attacks enemies while MED concentrates on healing.
Both RAVs concentrate their attacks on the same target.
SEN draws enemy aggression while RAV attacks.
RAV attacks while SAB attempts to weaken enemies.
RAV attacks enemies, augmented by SYN's enhancements.
MED heals while RAV attacks enemies.
Both SENs defend against enemy attacks.
SEN protects SAB, who attempts to weaken enemies.
SEN protects SYN, who focuses on strengthening the party.
SEN protects MED, who concentrates on healing.
Both SABs attempt to quickly weaken and debilitate enemies.
SAB weakens opponents while SYN focuses on strengthening the party.
SAB weakens opponents while MED handles healing.
Both SYNs focus on quickly strengthening the party.
MED handles healing while SYN focuses on strengthening the party.
Both MEDs concentrate on healing.
3 Party Members :
The Paradigm Shift menu in battle.
Color
RED
BLUE
YELLOW
GRAY
PURPLE
GREEN
Japanese
Attacker (ATK)
Blaster (BLA)
Defender (DEF)
Jammer (JAM)
Enhancer (ENH)
Healer (HLR)
English
Commando (COM)
Ravager (RAV)
Sentinel (SEN)
Saboteur (SAB)
Synergist (SYN)
Medic (MED)
Description
Build attack chains more easily with enhanced strength.
Charge enemy chain gauges with concentrated attacks.
Shield allies from enemy attacks.
Enfeeble enemies while charging their chain gauges.
Support allies with an array of magical enhancements.
Focus on restoring HP and removing status ailments.
Here is a quick overview on the different names for the Paradigms combinations.
2 Party Members :
Description
Each COM attacks its own target. Effective for picking off weaker enemies.
RAV and one COM attack a common target while other COM attacks its own.
SEN defends against dangerous attacks while COMs focus on dealing damage.
COMs attack separate targets while SAB weakens dangerous opponents.
COMs attack separate targets while SYN supports with enhancements.
COMs attack separate targets while MED supports with healing.
COM and RAVs focus on taking down one target at a time.
SEN draws enemy aggression while COM and RAV attack a common target.
COM and RAV combine their attacks while SAB attempts to weaken enemies.
COM and RAV coordinate attacks, augmented by SYN's enhancements.
COM and RAV coordinate attacks while MED supports with healing.
SENs defend while the lone COM attacks. Limited in effectiveness.
COM attacks enemies weakened by SAB while SEN defends against them.
COM attacks and SEN defends while SYN strengthens them.
MED heals and SEN defends while COM attacks enemies.
COM attacks while SABs attempt to weaken dangerous enemies.
COM, augmented by SYN's enhancements, attacks enemies weakened by SAB.
SAB weakens opponents while COM attacks them and MED heals the party.
SYNs strengthen COM, who picks off weaker enemies in the meantime.
COM dispatches targets with healing and support from MED and SYN.
Both MEDs focus on healing while lone COM attacks enemies.
All three RAVs combine their attacks, attempting to quickly fill chain gauges.
RAVs combine their attacks while SEN protects them from dangerous enemies.
RAVs combine their attacks while SAB weakens dangerous opponents.
RAVs coordinate their attacks, augmented by SYN's enhancements.
MED heals while RAVs combine their attacks against a common target.
SENs defend while the lone RAV attacks. Limited in effectiveness.
RAV attacks enemies weakened by SAB while SEN defends against them.
SEN defends while RAV attacks, augmented by SYN's enhancements.
SEN draws enemy aggression while MED heals and RAV attacks.
RAV attacks enemies heavily weakened by two SABs
RAV attacks while SAB weakens enemies and SYN strengthens the party.
SAB weakens opponents while RAV attacks and MED heals.
RAV attacks enemies, heavily augmented by two SYNs.
MED heals while RAV attacks enemies, augmented by SYN's enhancements.
RAV attacks enemies while MEDs rapidly heal the party.
All three SENs tighten their defenses. Effective for withstanding area attacks.
SENs protect SAB, who attempts to weaken enemies. Limited in effectiveness.
Both SENs defend while SYN strengthens the party. Limited in effectiveness.
Both SENs defend while MED heals the party. Limited in effectiveness.
SEN protects SABs while they weaken dangerous enemies.
SEN defends while SAB weakens opponents and SYN strengthens the party.
MED heals and SEN defends while SAB attempts to weaken enemies.
SEN protects two SYNs while they strengthen the party.
SEN defends while MED heals and SYN focuses on strengthening the party.
SEN protects two MEDs while they concentrate on rapid healing.
SABs attempt to quickly weaken and debilitate even resistant enemies.
SABs attempt to weaken enemies while SYN supports with enhancements.
SABs attempt to weaken enemies while MED supports with healing.
SYNs strengthen the party while SAB attempts to weaken enemies.
MED heals while SYN strengthens allies and SAB weakens enemies.
MEDs concentrate on healing while SAB attempts to weaken enemies.
All three SYNs focus on strengthen the party to take on powerful enemies.
MED heals while SYNs focus on strengthening the party.
Both MEDs concentrate on healing while SYN strengthens the party.
MEDs concentrate on healing, quickly removing numerous status ailments.
Combination
COM + COM + COM
COM + COM + RAV
COM + COM + SEN
COM + COM + SAB
COM + COM + SYN
COM + COM + MED
COM + RAV + RAV
COM + RAV + SEN
COM + RAV + SAB
COM + RAV + SYN
COM + RAV + MED
COM + SEN + SEN
COM + SEN + SAB
COM + SEN + SYN
COM + SEN + MED
COM + SAB + SAB
COM + SAB + SYN
COM + SAB + MED
COM + SYN + SYN
COM + SYN + MED
COM + MED + MED
RAV + RAV + RAV
RAV + RAV + SEN
RAV + RAV + SAB
RAV + RAV + SYN
RAV + RAV + MED
RAV + SEN + SEN
RAV + SEN + SAB
RAV + SEN + SYN
RAV + SEN + MED
RAV + SAB + SAB
RAV + SAB + SYN
RAV + SAB + MED
RAV + SYN + SYN
RAV + SYN + MED
RAV + MED + MED
SEN + SEN + SEN
SEN + SEN + SAB
SEN + SEN + SYN
SEN + SEN + MED
SEN + SAB + SAB
SEN + SAB + SYN
SEN + SAB + MED
SEN + SYN + SYN
SEN + SYN + MED
SEN + MED + MED
SAB + SAB + SAB
SAB + SAB + SAB
SAB + SAB + MED
SAB + SYN + SYN
SAB + SYN + MED
SAB + MED + MED
SYN + SYN + SYN
SYN + SYN + MED
SYN + MED + MED
MED + MED + MED
Name
Cerberus
Aggression
Offensive Screen
Devastation
Strike Team
Tireless Charge
Relentless Assault
Delta Attack
Ruthless
Decimation
Diversity
Guarded Assault
Dirty Fighting
Strategic Warfare
Solidarity
Exploitation
Bully
Scouting Party
All for One
Hero's Charge
Discretion
Tri-disaster
Mystic Tower
Smart Bomb
Malevolence
Thaumaturgy
Patinet Probing
Matador
Riot Shield
Entourage
Assassination
Guerilla
Variety
Supernatural
Coordination
Perpetual Magic
Tortoise
Overcaution
Conservation
Consolidation
Countermeasure
Premeditation
Attrition
Prudent Planning
Protection
Combat Clinich
Infiltration
Espionage
Safe Subversion
Superiority
Evened Odds
Perseverance
Rapid Growth
Recuperation
Convalescence
Salvation
The Paradigm Menu.
Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.
Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.
Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.
White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.
Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).
Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.