We're getting close to the end now. Only a few classes left to go.
Tier 5
The classes in this group sit at the bottom of the tier list, the weakest of the lot for a solo game. Most of these classes are very solid choices in a normal party setting and only fall apart when asked to shoulder the load of a solo venture. These jobs are intended to provide utility skills and defensive abilities, not offensive output. Only the craziest individuals would be foolish enough to try using them for a single character, single class challenge. These jobs experience immense difficulties making it through the full length of a solo run, repeatedly running into roadblock boss obstacles and requiring herculean feats of experience/item grinding to continue onwards. In fact, several of these classes are so weak that they can't even fight random encounters consistently, and are forced to raise levels in special areas suited to their abilities. These classes often get past difficult bosses by running them out of magic points, spending hours on end slowly wearing down their opponents in marathon sessions. These are simply the worst options possible for a solo game - save one special job ranked even lower.
![[Image: thief-18.jpg]](http://www.sullla.com/FF/Thief/thief-18.jpg)
Thief
Overall Ranking: 22/26 [Tier 5, Rank 1]
Innate Command: Steal
Stats: Strength +1, Agility +16, Vitality: +2, Magic Power -6
Equipment: Daggers, Ninja/Thief weapons, Medium armor set
Abilities: See Passages (10 ABP), !Escape (20 ABP), Dash (30 ABP), !Steal (50 ABP), Caution (75 ABP), !Capture (150 ABP), Agility (300 ABP)
Total ABP to Master: 635 points
The Thief is a utility class in FF5, with a whole bunch of useful abilities unrelated to combat. The signature Thief ability is "Steal", which uses a round of combat in an attempt to pilfer some kind of item from an opponent of the player's choice. Nearly every enemy in the game has a stealable item of some kind, and in fact the vast majority of them actually have two stealable items, a "Common" steal (96% odds) and a "Rare" steal (4% odds). There's no way to get a Rare steal other than trying over and over again while hoping to get lucky, and only one item can be stolen from each opponent in each battle. The base chance for a successful steal is 40%, with a unique accessory called the Thief Glove doubling this to 80%. Despite a lot of misinformation out there on the Internet, nothing else affects the chance to steal in any way. With more levels in the job Thieves can open up the Capture command, which is a combined Attack + Steal together, very nice for not having to waste a round of action purely on stealing without dealing damage. As far as what can be stolen, there's all sorts of miscellaneous gear out there that the Thief can pick up, often getting certain items earlier than they would otherwise be available. A handful of rare items can only be obtained via Steal, with the Genji equipment held by Gilgamesh being the most famous example. The solo Thief suffers here from the innate restrictions of the class: most of the really good stuff that the Thief can swipe isn't equippable by the Thief class, including all of the Genji gear. (This is the pathos of the solo Thief.) When I played out this solo run, my character spent most of his time stealing Hi Potions and Elixirs in the first world before they became readily available. The best steal is the Double Lance in the basement of Bal Castle, one of the few Thief/Ninja weapons and a very strong option throughout the second world. Generally speaking though, the Steal command isn't as good as it might sound for a solo Thief.
The other Thief abilities are mostly unrelated to combat. "See Passages" does what the name indicates, making hidden passages visible on the screen. This is pointless for an experienced player who already knows where they're all located. "Escape" can be pretty handy, providing a guaranteed run from random encounters. This is useful in a number of places with difficult opponents that the party doesn't want to fight. "Dash" lets the Thief move faster on the overworld map screen, which is nearly useless considering that emulator Fast Forward has the same effect. The Gameboy Advance port made Dashing an innate feature of the game always available to everyone, and the Thief ability a super-fast version that's almost too rapid to control. This also doesn't do anything to help win battles. "Caution" blocks the Thief from ever getting Back Attacks, again a nice utility feature to have but nothing to write home about. "Agility" isn't an ability at all, simply the name that the game provides for mastering the job and passing on its stats to the Bare/Mimic jobs. This probably should have been "Equip Thief weapons" if this class followed the pattern of most other jobs. In any case, it's useless for a solo Thief who always has the innate Thief stats regardless.
On the subject of those character stats, the Thief has the highest Agility in the game and it's very noticeable while playing that this class is a bit faster than everyone else. Oftentimes the Thief can get in one more attack before a boss acts, or move faster than an opponent who normally goes first. Unfortunately that's about the only positive thing that can be said about the stats of this class. Strength is simply awful for a class that has no magical spells and must do all damage via melee weapons. Vitality is also quite low, especially for a class that has to spend much of its time in the front row to deal damage. Even Magic Power is bad, not that this class really needs that last stat though. The low Strength and Vitality combine to create a serious problem for the Thief, and I spent much of the game doing everything possible with gear to raise that Strength number a bit higher. Thieves have access to the unique Thief/Ninja weapons like the Full Moon and the Rising Sun, which can be used from the back row and can be helpful at times in the solo run. More often the class will be using the standard daggers though, since there are so few weapons that fall into the previous category. The Double Lance is definitely the strongest of the Thief/Ninja weapons and helps drag this class through the second world. By far the best weapon for the Thief is the Chicken Knife, which can avoid the Flee effect by using Capture and finally takes this class up to respectable status on damage. However, for much of the solo run the Thief is forced to make due with subpar weapons, and lack of access to shields causes a lot of deaths against the final endgame bosses. White Hole took out my solo Thief 47 different times, and that was despite a ridiculously high character level of 68.
The solo Thief struggles again and again to make progress in a solo run, largely because the class has terribly low Strength and zero abilities that boost damage in any way. The solo Thief has no choice but to run Byblos out of magic points, and unlike the Bard (who can Hide) and the White Mage (who has Armor status and plenty of healing capabilities), the Thief simply has to tank the damage and guzzle down endless stolen healing items. From my notes on the battle, my solo Thief had to inflict almost 8000 total points of damage at under 30 damage per attack, while drinking 10 Elixirs and 87 Hi Potions for more than 50,000 total HP restored. And that didn't even count the amount of time needed to Steal those Hi Potions and Elixirs one at a time in preparation for the battle. This is a class that had such low offensive output that Crayclaw was a difficult opponent, needing to attack the steel lobster 18 times at an average damage of 110 per round to prevail. My solo Thief also needed 15 Elixirs to defeat Sol Cannon, 30 Hi Potions to get past Archaeoavis, and needed to land the Mute spell via the Mage Masher to avoid dying against Gilgamesh on the Big Bridge. Atomos mandated gaining 25 levels - up to Level 64! - before my solo Thief had enough health to survive the Comet barrage and enough offensive damage to defeat the thing. Frankly, if that leveling hadn't been done against Atomos, it probably would have been needed against Exdeath at the end of the second world, another extremely difficult battle for a low-offense character. The third world was much easier with the Chicken Knife, but even there, the solo Thief struggled against Necrophobia and the Exdeath Tree form. If my character had been the standard Level 55 instead of Level 68 at the end of the game, his damage would be been rather pedestrian. Much as I may have liked my solo Thief, this was one of the slowest and most difficult character paths to complete the solo run.
Therefore the Thief has the dubious honor of being the best of the classes here in this bottom tier. Upon obtaining the Chicken Knife 80% of the way through the solo run, this becomes an above average class that traverses most of the endgame areas without too much trouble. However, the path to reach that point is among the hardest of any solo classes. This is a game where crime doesn't pay.
Tier 5
The classes in this group sit at the bottom of the tier list, the weakest of the lot for a solo game. Most of these classes are very solid choices in a normal party setting and only fall apart when asked to shoulder the load of a solo venture. These jobs are intended to provide utility skills and defensive abilities, not offensive output. Only the craziest individuals would be foolish enough to try using them for a single character, single class challenge. These jobs experience immense difficulties making it through the full length of a solo run, repeatedly running into roadblock boss obstacles and requiring herculean feats of experience/item grinding to continue onwards. In fact, several of these classes are so weak that they can't even fight random encounters consistently, and are forced to raise levels in special areas suited to their abilities. These classes often get past difficult bosses by running them out of magic points, spending hours on end slowly wearing down their opponents in marathon sessions. These are simply the worst options possible for a solo game - save one special job ranked even lower.
![[Image: thief-18.jpg]](http://www.sullla.com/FF/Thief/thief-18.jpg)
Thief
Overall Ranking: 22/26 [Tier 5, Rank 1]
Innate Command: Steal
Stats: Strength +1, Agility +16, Vitality: +2, Magic Power -6
Equipment: Daggers, Ninja/Thief weapons, Medium armor set
Abilities: See Passages (10 ABP), !Escape (20 ABP), Dash (30 ABP), !Steal (50 ABP), Caution (75 ABP), !Capture (150 ABP), Agility (300 ABP)
Total ABP to Master: 635 points
The Thief is a utility class in FF5, with a whole bunch of useful abilities unrelated to combat. The signature Thief ability is "Steal", which uses a round of combat in an attempt to pilfer some kind of item from an opponent of the player's choice. Nearly every enemy in the game has a stealable item of some kind, and in fact the vast majority of them actually have two stealable items, a "Common" steal (96% odds) and a "Rare" steal (4% odds). There's no way to get a Rare steal other than trying over and over again while hoping to get lucky, and only one item can be stolen from each opponent in each battle. The base chance for a successful steal is 40%, with a unique accessory called the Thief Glove doubling this to 80%. Despite a lot of misinformation out there on the Internet, nothing else affects the chance to steal in any way. With more levels in the job Thieves can open up the Capture command, which is a combined Attack + Steal together, very nice for not having to waste a round of action purely on stealing without dealing damage. As far as what can be stolen, there's all sorts of miscellaneous gear out there that the Thief can pick up, often getting certain items earlier than they would otherwise be available. A handful of rare items can only be obtained via Steal, with the Genji equipment held by Gilgamesh being the most famous example. The solo Thief suffers here from the innate restrictions of the class: most of the really good stuff that the Thief can swipe isn't equippable by the Thief class, including all of the Genji gear. (This is the pathos of the solo Thief.) When I played out this solo run, my character spent most of his time stealing Hi Potions and Elixirs in the first world before they became readily available. The best steal is the Double Lance in the basement of Bal Castle, one of the few Thief/Ninja weapons and a very strong option throughout the second world. Generally speaking though, the Steal command isn't as good as it might sound for a solo Thief.
The other Thief abilities are mostly unrelated to combat. "See Passages" does what the name indicates, making hidden passages visible on the screen. This is pointless for an experienced player who already knows where they're all located. "Escape" can be pretty handy, providing a guaranteed run from random encounters. This is useful in a number of places with difficult opponents that the party doesn't want to fight. "Dash" lets the Thief move faster on the overworld map screen, which is nearly useless considering that emulator Fast Forward has the same effect. The Gameboy Advance port made Dashing an innate feature of the game always available to everyone, and the Thief ability a super-fast version that's almost too rapid to control. This also doesn't do anything to help win battles. "Caution" blocks the Thief from ever getting Back Attacks, again a nice utility feature to have but nothing to write home about. "Agility" isn't an ability at all, simply the name that the game provides for mastering the job and passing on its stats to the Bare/Mimic jobs. This probably should have been "Equip Thief weapons" if this class followed the pattern of most other jobs. In any case, it's useless for a solo Thief who always has the innate Thief stats regardless.
On the subject of those character stats, the Thief has the highest Agility in the game and it's very noticeable while playing that this class is a bit faster than everyone else. Oftentimes the Thief can get in one more attack before a boss acts, or move faster than an opponent who normally goes first. Unfortunately that's about the only positive thing that can be said about the stats of this class. Strength is simply awful for a class that has no magical spells and must do all damage via melee weapons. Vitality is also quite low, especially for a class that has to spend much of its time in the front row to deal damage. Even Magic Power is bad, not that this class really needs that last stat though. The low Strength and Vitality combine to create a serious problem for the Thief, and I spent much of the game doing everything possible with gear to raise that Strength number a bit higher. Thieves have access to the unique Thief/Ninja weapons like the Full Moon and the Rising Sun, which can be used from the back row and can be helpful at times in the solo run. More often the class will be using the standard daggers though, since there are so few weapons that fall into the previous category. The Double Lance is definitely the strongest of the Thief/Ninja weapons and helps drag this class through the second world. By far the best weapon for the Thief is the Chicken Knife, which can avoid the Flee effect by using Capture and finally takes this class up to respectable status on damage. However, for much of the solo run the Thief is forced to make due with subpar weapons, and lack of access to shields causes a lot of deaths against the final endgame bosses. White Hole took out my solo Thief 47 different times, and that was despite a ridiculously high character level of 68.
The solo Thief struggles again and again to make progress in a solo run, largely because the class has terribly low Strength and zero abilities that boost damage in any way. The solo Thief has no choice but to run Byblos out of magic points, and unlike the Bard (who can Hide) and the White Mage (who has Armor status and plenty of healing capabilities), the Thief simply has to tank the damage and guzzle down endless stolen healing items. From my notes on the battle, my solo Thief had to inflict almost 8000 total points of damage at under 30 damage per attack, while drinking 10 Elixirs and 87 Hi Potions for more than 50,000 total HP restored. And that didn't even count the amount of time needed to Steal those Hi Potions and Elixirs one at a time in preparation for the battle. This is a class that had such low offensive output that Crayclaw was a difficult opponent, needing to attack the steel lobster 18 times at an average damage of 110 per round to prevail. My solo Thief also needed 15 Elixirs to defeat Sol Cannon, 30 Hi Potions to get past Archaeoavis, and needed to land the Mute spell via the Mage Masher to avoid dying against Gilgamesh on the Big Bridge. Atomos mandated gaining 25 levels - up to Level 64! - before my solo Thief had enough health to survive the Comet barrage and enough offensive damage to defeat the thing. Frankly, if that leveling hadn't been done against Atomos, it probably would have been needed against Exdeath at the end of the second world, another extremely difficult battle for a low-offense character. The third world was much easier with the Chicken Knife, but even there, the solo Thief struggled against Necrophobia and the Exdeath Tree form. If my character had been the standard Level 55 instead of Level 68 at the end of the game, his damage would be been rather pedestrian. Much as I may have liked my solo Thief, this was one of the slowest and most difficult character paths to complete the solo run.
Therefore the Thief has the dubious honor of being the best of the classes here in this bottom tier. Upon obtaining the Chicken Knife 80% of the way through the solo run, this becomes an above average class that traverses most of the endgame areas without too much trouble. However, the path to reach that point is among the hardest of any solo classes. This is a game where crime doesn't pay.

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