Ranking EVERY Final Fantasy Party
Final Fantasy VI, Final Fantasy VII, Final Fantasy IX, Final Fantasy X, Final Fantasy XV, Final Fantasy XII, Final Fantasy IV, Final Fantasy V, Final Fantasy XIV, Final Fantasy VIII, Final Fantasy Tactics, Final Fantasy XVI, Final Fantasy II, Final Fantasy XIII, Final Fantasy III, Final Fantasy X-2, Final Fantasy Type-0, Stranger of Paradise, Final Fantasy Crystal Chronicles, JRPG, RPG parties, game characters, gaming, Square Enix,Ranking Every Final Fantasy Party
Welcome to MojoPlays, and today we are looking at the greatest JRPG series of all time, and ranking the teams from top to slop. We’re ranking every Final Fantasy Party. We’re doing all mainline entries, plus a few spin-offs I refuse to NOT talk about. Let’s go!
“Final Fantasy” (1987)
The original "Final Fantasy" party is a bit tricky to praise, because there is not exactly a lot going on there. The four Warriors of Light mostly stand around like heroic cardboard cut-outs, silently saving the world without ever stopping to say, “Hey, this is weird, right?” You can pick their jobs, which gives the game a little bit of flavour, but personality-wise they are basically blank fantasy action figures. That worked fine for the time, but compared to later "Final Fantasy" groups full of drama, jokes, trauma, and questionable haircuts, this crew feels pretty bare-bones. Important? Absolutely. Interesting? Let’s not get carried away.
“Final Fantasy III” (1990)
After finally adding some actual personality to the heroes in the previous game, "Square" somehow looked at that progress and went, “Nah, let’s try silent strangers again.” The party in "Final Fantasy III" ends up feeling strangely disconnected, with the four orphans joining forces mostly because the plot says so. Even in the remake, where extra dialogue was added, their conversations still come across a bit awkward, like coworkers making small talk in a broken elevator. There is not much chemistry holding the group together, so they often feel more like placeholders than real characters. Just like the original crew from "Final Fantasy", they do the job, save the world, and somehow leave almost no lasting impression while doing it.
“Final Fantasy XIII“ (2009)
For a game packed with dramatic speeches, emotional music, and characters constantly talking about fate, the party in "Final Fantasy XIII" somehow still manages to feel weirdly dull. The cast spends so much time arguing, moping, or explaining confusing lore that hanging out with them can start to feel like being trapped in the world’s prettiest group therapy session. None of the characters are completely terrible on their own, but together they never really click in a memorable way. A lot of their conversations drag on far longer than they need to, and the emotional moments rarely land as hard as the game clearly wants them to. By the end, surviving the dialogue almost feels tougher than fighting the actual enemies.
“Final Fantasy Crystal Chronicles” (2003)
What makes the party in "Final Fantasy Crystal Chronicles" stand out is how chaotic and weirdly wholesome it feels compared to the rest of the franchise. Most "Final Fantasy" games are packed with speeches about destiny and saving the universe, while this one is more about dragging a magical chalice across the countryside with your mates like some cursed camping trip. The multiplayer turns every dungeon into organised panic, especially when one person runs off, another forgets the objective, and somebody is definitely blaming lag for dying. It creates the feeling of a real adventure instead of a perfect hero squad. Honestly, any game that can test friendships over bucket-carrying deserves at least a little respect
“Stranger of Paradise: Final Fantasy Origin” (2022)
The crew in "Stranger of Paradise: Final Fantasy Origin" feels less like a traditional RPG party and more like five people who got kicked out of an MMA class for being too intense. Jack leads the charge by storming through every scene like he is seconds away from punching the concept of Chaos itself in the face. Meanwhile, Jed, Ash, Neon, and Sophia somehow match his energy, turning every conversation into this bizarre mix of sincerity and unintentional comedy. The whole game runs on loud music, angry vibes, and pure confidence, yet it weirdly works. What starts off feeling ridiculous slowly becomes kind of lovable. It is hard not to enjoy a party that treats every problem like it owes them money.
“Final Fantasy Type-0” (2011)
The students of Class Zero in "Final Fantasy Type-0" feel less like a cheerful RPG squad and more like a group project that accidentally got deployed into a battlefield. The game throws a huge cast at you, and while some characters definitely get more attention than others, the team still has a strong overall vibe. They operate like actual soldiers, which gives the story a harsher edge compared to the usual crystal-saving adventures the series loves so much. Everyone fights differently too, so swapping between weapons and playstyles keeps things interesting. The hardest part is honestly remembering who everybody is. Half the time it feels like the game expects you to memorise an entire classroom before the final exam starts.
“Final Fantasy X-2” (2003)
"Final Fantasy X-2" takes the sad, emotional ending of its predecessor and responds by handing the cast pop songs, costume changes, and way more confidence. Do I like the story? Not really. Is the cast infectious and fun? .. Goddamnit yes they are. Yuna is no longer quietly carrying the fate of the world on her shoulders every five minutes. Instead, she finally gets to figure out who she actually wants to be, which makes her feel far more relaxed and human. Rikku brings nonstop chaos and energy to the group, while Paine balances things out by looking permanently tired of everybody’s nonsense. The dressphere system also helps the party stand out, since changing jobs feels tied to the characters growing into new versions of themselves. It is sillier than "Final Fantasy X", but honestly, that charm is exactly why people still remember it.
“Final Fantasy V” (1992)
The cast of "Final Fantasy V" is definitely likable enough, but the game feels far more interested in its big adventure and job system than digging too deeply into the characters themselves. Bartz and the gang have their moments, yet a lot of their personal stories end up sitting quietly in the background while the plot races ahead to the next crystal-related disaster. That does not make the game bad at all, because honestly, "Final Fantasy V" is still one of the most fun entries in the series. It just means the party never reaches the emotional highs of some other games nearby on this list. Considering "Final Fantasy II" and "Final Fantasy IV" already pushed stronger character writing beforehand, the lighter approach here feels a little noticeable in comparison.
“Final Fantasy II” (1988)
"Final Fantasy II" might be remembered for some questionable gameplay ideas, but one thing it absolutely got right was making the party feel like actual people for once. Instead of another group of silent fantasy mannequins wandering from crystal to crystal, the heroes finally had names, personalities, and reasons to care about what was happening. Sure, the writing was still pretty simple compared to later games, but at least these characters felt alive enough to remember after the credits rolled. It was a huge step forward for the series, even if some of the other experiments landed with the grace of a Chocobo on roller skates. Without this game, a lot of the stronger character-driven stories later in "Final Fantasy" probably would not exist.
“Final Fantasy XVI” (2023)
"Final Fantasy XVI" feels like the series looked at modern action games and decided it wanted to throw giant monster fights, political drama, and emotional damage into one enormous blender. The cast is a huge reason the game works so well. Everyone has clear motivations from the beginning, so the characters feel more grounded than the usual “chosen hero saves crystals” setup. Clive carries enough emotional baggage to charge extra at the airport, Jill brings a quieter sense of compassion, and Cid steals almost every scene he appears in by sounding like the coolest man alive. Their relationships grow naturally as the story gets darker and messier. Combined with the brutal world and flashy combat, the party ends up feeling mature, believable, and surprisingly human for a game featuring people who can turn into gods.
“Final Fantasy Tactics” (1997)
"Final Fantasy Tactics" is the kind of game that takes one look at a normal fantasy adventure and says, “What if everybody was stressed, politically manipulated, and one bad meeting away from disaster?” The story is packed with war, betrayal, and enough backstabbing to make family dinners in Ivalice completely unbearable. Ramza stands out because he actually tries to do the right thing, even while the world around him keeps rewarding terrible people instead. Meanwhile, Delita slowly turns into the human version of “the ends justify the means,” which makes their rivalry way more interesting than a standard hero-versus-villain setup. Characters like Agrias, Mustadio, and the ridiculously overpowered Orlandu all add their own flavour, helping the cast feel layered, memorable, and constantly caught in the messiest politics imaginable.
"Final Fantasy VIII" (1999)
Back when "Final Fantasy VIII" first released, plenty of fans treated it like the awkward cousin of the series that showed up wearing leather jackets and talking about feelings. Over time though, people have warmed up to it a lot, and the cast is a huge reason why. The characters feel surprisingly believable, even when the plot starts doing some truly strange things. Yes, the whole orphanage reveal is still one of the weirdest “small world” moments in RPG history, but thankfully it does not ruin the group chemistry. Squall especially ended up aging better than expected. Underneath all the brooding and dramatic staring into the distance, he actually feels human. The party’s relationships and personal struggles helped "Final Fantasy VIII" stand out in a franchise full of memorable casts.
“Final Fantasy XII” (2006)
The party in "Final Fantasy XII" is interesting on paper, but the game often feels way more focused on politics, kingdoms, and giant plot developments than letting the characters properly shine. Because of that, the group can come across a little disconnected at times, like everybody accidentally boarded the same airship and just decided to keep travelling together. That doesn’t change the fact that there are still some of the most genuinely great personalities of the series in the mix though. Balthier practically steals every scene he appears in by acting like he knows he is the coolest man alive, and Fran adds a mysterious edge that helps the party stand out. The problem is that the rest of the cast rarely reaches that same level of charm.
“Final Fantasy XIV: A Realm Reborn “ (2013)
"Final Fantasy XIV" pulling itself back from disaster is still one of the biggest comeback stories in gaming. What started as a complete mess somehow transformed into one of the most beloved MMORPGs ever made, and a massive reason for that is the cast. Spending hundreds of hours with these characters makes them feel less like quest-givers and more like weird coworkers you accidentally became emotionally attached to. Thancred balances charm with genuine heart, Y’shtola constantly sounds like the smartest person in the room, and Urianger talks like every sentence was translated from an ancient scroll five minutes before recording. Alphinaud and Alisaie bounce off each other especially well, with one acting diplomatic and thoughtful while the other looks permanently ready to throw hands. Together, they give "Final Fantasy XIV" a ton of personality and warmth.
“Final Fantasy IV” (1991)
"Final Fantasy IV" was the moment the series finally realised players might actually enjoy characters with emotions instead of silent heroes politely staring at monsters. The game leans heavily into drama, redemption, sacrifice, and enough plot twists to keep everybody permanently stressed out. What really helps the story work is the cast itself. Cecil’s journey from guilty Dark Knight to actual hero gives the game a strong emotional core, while the rest of the party all bring their own goals and struggles into the adventure. Even the stranger additions to the group somehow end up feeling lovable by the end. Watching these characters grow together makes the world feel far more alive than the earlier games, and it set the standard for storytelling that the later "Final Fantasy" titles would build upon.
“Final Fantasy XV” (2016)
The party in "Final Fantasy XV" honestly had all the ingredients needed to become one of the greatest groups in the series. Noctis, Ignis, Gladiolus, and Prompto genuinely feel like close friends instead of random heroes forced together by destiny and crystal nonsense. Half the charm of the game comes from road trips, terrible camping meals, awkward jokes, and everybody bullying Prompto at least once an hour. The problem is that the story itself starts feeling rushed and uneven later on, almost like huge chunks of character development were left at a petrol station somewhere. Because of that, the emotional moments do not always hit as hard as they should. Even so, the chemistry between the four leads is strong enough to carry a huge part of the experience on its own.
“Final Fantasy X” (2001)
When "Final Fantasy X" arrived on the PlayStation 2, it felt like the series had suddenly discovered steroids, voice acting, and emotional trauma all at once. The game looked incredible for its time, but the real reason people still love it is the cast. Tidus might still divide players to this day, mostly thanks to one laugh heard around the world, but the chemistry between the party members is hard to deny. Watching the group slowly grow closer while travelling through Spira gives the story a ton of heart. Yuna’s quiet determination balances perfectly against Tidus’ loud optimism, while characters like Auron, Wakka, and Lulu help round out the team. Together, they make "Final Fantasy X" feel personal, emotional, and surprisingly human beneath all the giant monster fights.
“Final Fantasy IX” (2000)
By the time you get to "Final Fantasy IX", the series suddenly feels a lot warmer, stranger, and way more emotionally charming than expected. The party is packed with lovable weirdos, and somehow they all work together perfectly. Even Quina, who mostly seems motivated by eating absolutely everything in sight, ends up becoming oddly memorable. What really pushes this cast over the top though is Vivi. His story starts off simple and slowly turns into one of the most emotional character arcs in the entire franchise. For a game filled with goofy moments, theatrical villains, and giant chickens people somehow use as transport, it also hits surprisingly hard when it wants to. The whole group feels alive, making the adventure incredibly easy to get attached to from start to finish.
“Final Fantasy VII” (1997)
You cannot really have a conversation about iconic "Final Fantasy" parties without eventually landing on "Final Fantasy VII". This was the game that launched the series into another galaxy of popularity, and the cast is a huge reason why people still talk about it decades later. Even with a translation that occasionally reads like somebody speedran a dictionary, the characters still managed to become legendary. Cloud’s moody identity crisis, Tifa’s emotional support energy, Aerith’s warmth, and Barret yelling at everything in sight all helped the group stand out immediately. Every party member feels distinct, memorable, and important to the journey. Honestly, these characters became so famous that even people who have never touched an RPG probably recognise at least one of them somewhere from the internet, memes, or Smash Bros arguments.
“Final Fantasy VI” (1994)
"Final Fantasy VI" throws a gigantic cast at the player and somehow still manages to make almost everybody feel important. Most RPGs struggle to properly handle four or five heroes, while this game casually juggles an entire travelling circus of emotional damage, thieves, warriors, and people suplexing trains. Terra’s search for identity gives the story a strong emotional core, while Locke spends half the game trying to hold onto his ideals without completely falling apart. Even side characters get memorable moments that stick with players long after the credits roll. The sheer amount of personality packed into the adventure is honestly ridiculous for a Super Nintendo game. Anybody who skipped "Final Fantasy VI" because it looks old is missing one of the strongest casts the franchise has ever produced.
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