10 BEST Final Fantasy Battle Systems
Final Fantasy battle systems, Final Fantasy Tactics, Final Fantasy VI, Final Fantasy XII, Final Fantasy XVI, Final Fantasy XIII, Final Fantasy VII Remake, Final Fantasy V, Final Fantasy IX, Final Fantasy VII, Final Fantasy X, Active Time Battle, Conditional Turn-Based, Charge Time system, Materia system, Sphere Grid, tactical RPG, turn-based combat, real-time combat, job system, Final Fantasy gameplay, JRPG, grid-based combat, action RPG,10 Best Final Fantasy Battle Systems
Welcome to MojoPlays, and I couldn’t quite work out how to title this video. Each Final Fantasy entry has a distinct way that it handles the turnbased battle system, with the later entries scrapping it entirely. But with their own customisations and styles, each entry functions distinctively. So, these are the 10 best Final Fantasy Battle Systems, or rather, games with the best battle systems... Let’s go!
“Final Fantasy Tactics” (1997)
"Final Fantasy Tactics" stands out straight away because it doesn’t play like a typical "Final Fantasy" game, and at the time this was a breath of fresh air. Instead of the usual turn-based battles, it goes all-in on tactical, grid-based combat, putting it in a completely different style of RPG. That shift alone makes it feel fresh, but what’s cool is that it still keeps some familiar ideas from the main series, and translates them so effectively that it’s clear from the get-go that this is a Final Fantasy game. One of the biggest examples is its Charge Time system. Instead of everyone just taking turns in a fixed order, each unit builds up time before they can act. That means positioning, timing, and planning ahead all matter a lot more. You can’t just rush in, you’ve got to think about when your next move is actually going to happen. Strategy is ALWAYS going to be what makes a “Final Fantasy” game feel fun. If I’m just hitting X, get outta here.
“Final Fantasy VI” (1994)
"Final Fantasy VI" is easily one of the most loved games in the series, and it’s not hard to see why. It’s my favourite, and I’ll take any opportunity to talk about it. From its massive story to its beautiful pixel art and memorable characters, it just gets so many things right. Instead of trying to completely reinvent the formula, the game focuses on polishing what already worked in earlier entries, especially when it comes to combat. Rather than bringing back the job system, "Final Fantasy VI" puts all its energy into its cast. Every character feels different, with their own unique abilities, and creating separate teams on separate journeys, or being forced to use particular characters together, adds something new that is SO fun.
“Final Fantasy XII” (2006)
"Final Fantasy XII" tried to mix the classic Active Time Battle system with something more action-focused, and the result was the Active Dimension Battle system, and how much fun is that to say? Instead of battles cutting away to a separate screen, everything happens in real time on the map, which already makes things feel a bit more grounded. One of the biggest changes is that enemies aren’t always forced on you, you can actually avoid fights if you want, which is pretty different for the series. Another interesting element to this system is how positioning comes into play. Each ability has a set range, so you can’t just stand anywhere and attack. You’ve got to think about where your characters are and how they’re moving. It was fun! And after FFX essentially being the last mainline single player entry, they had big shoes to fill.
“Final Fantasy XVI” (2023)
"Final Fantasy" has been experimenting with real-time combat for a while now, especially in games like "Crisis Core: Final Fantasy VII" and even spin-offs like "Kingdom Hearts". Those games still kept one foot in the classic JRPG style though, with menus, abilities, and moments where you could slow things down and think about your next move, essentially mixing the old style with the new. That all changes with "Final Fantasy XVI". This time, the series goes all-in on action. Combat is fast, flashy, and much more focused on combos and real-time control, instead of menus and turn-based planning, and this is a big change from what people usually expect from "Final Fantasy". For some players, that might feel like a loss, but for others, it’s a smart move. Not everyone has time for a 100-hour JRPG anymore, and this more immediate, pick-up-and-play style makes the game easier to jump into. Let me make it clear, I WANT the 100-hour JRPG journey, if we could return to the style of the 90s I would, but this is fantastic regardless.
“Final Fantasy XIII” (2009)
"Final Fantasy XIII" is one of those games that splits the fanbase pretty hard. A lot of long-time players tend to rank it lower, mostly because of how it plays, especially in the early hours. The beginning can feel restrictive, and it doesn’t really show off what makes the combat system interesting right away. But, I’m going to put that aside for now, which is hard for me. If you stick with this game, there’s actually a lot more going on than it first seems. The battle system is built around different roles, with each character taking on one of six jobs at a time. Instead of just picking the strongest attack and spamming it, you’re constantly switching between setups to match what’s happening in the fight. "Final Fantasy XIII" definitely deserves more credit than it usually gets... FOR THE COMBAT.
“Final Fantasy VII Remake” Series (2020-)
There’s not much left for me to say about the FF7 remakes that I haven’t already said in 20 other videos. I love them, and I’m excited for part three. Instead of sticking to the older turn-based style, it fully leans into a more action-focused system, bringing everything up to the level of newer titles. This makes the world of Midgar feel more alive, and honestly, it’s SO much more fun to explore than it was in the originals even back in 1997. Even if you’ve played the original, this system makes things feel fresh again. It’s familiar, but different enough to keep you engaged.
“Final Fantasy V” (1992)
With "Final Fantasy V", the developers didn’t try to reinvent everything, they just took what worked from earlier games and made it better. It keeps the Active Time Battle system from "Final Fantasy IV", but brings the party size back down to four characters, which honestly makes things feel a lot smoother. Where the game really stands out is its job system. Bringing back the idea from "Final Fantasy III", it expands it in a big way. Characters can level up each job, unlocking new abilities as they go, which already adds a lot of depth. But the real twist is that you can carry abilities between jobs. That means you can mix and match skills to build your party exactly how you want. This game isn’t even about the combat, it’s about the planning, and it’s really cool.
“Final Fantasy IX” (2000)
With "Final Fantasy IX", Square basically went with a “don’t mess with what works” approach. Instead of building on the heavy customization seen in "Final Fantasy VII" and "Final Fantasy VIII", the game goes back to more defined character roles, similar to "Final Fantasy VI". Each party member has a clear purpose in battle, so success comes from picking the right team rather than endlessly tweaking builds. The combat itself sticks closely to the classic formula, but also brings its own spin on special moves with the Trance system, which works like a more expanded version of Limit Breaks from earlier titles. Some players weren’t huge fans of this return to basics, especially after how customizable the previous games were. But after 100 games of chess, it’s nice to chill out with some checkers.
“Final Fantasy VII” (1997)
After "Final Fantasy VI" had really polished the ATB system, "Final Fantasy VII" decided to shake things up again instead of just playing it safe. The result was arguably the best Final Fantasy entry of all time. One of the biggest changes was getting rid of the old job system and replacing it with the Materia system, which gave players way more control over their characters' magic and abilities. Instead of being locked into specific roles, any character could use magic, summons, or abilities depending on what Materia you equipped. That meant you could build your party however you wanted, which added a lot of flexibility and replay value. Characters still had their own unique touches, but overall, it was much more to individual customisation than FF6.
“Final Fantasy X” (2001)
This was it for me, there is no game I enjoy going back to for gameplay more than "Final Fantasy X". FFX is often seen as the high point for turn-based combat in the series, and it’s easy to understand why. Instead of sticking with the Active Time Battle system, the game switches things up with the Conditional Turn-Based (CTB) system. This removes the time pressure completely, letting you take your time and actually think about what you want to do next. One of the best parts is that you can always see the turn order on the side of the screen. That means you’re not guessing, you can plan ahead and even change the order by using certain abilities. On top of that, you can swap party members in and out mid-battle, which makes fights feel way more flexible. If an enemy has a weakness, you can bring in the right character instantly. And this is all before we even talk about the Sphere Grid, GOOD LORD this game rules.
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