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character progressionPATCH 2026.10.18

Dissidia Duellum Final Fantasy Job Medals: Effects, Ranks, and How to Earn Them

By VGSources Team 8 min read

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Job Medals are progression modifiers in Dissidia Duellum Final Fantasy. Each medal is tied to a Final Fantasy job and improves a particular combat or team statistic, such as attack, defense, boss damage, movement speed, ability cooldowns, recovery, or Bravery gained from crystal purification. The clearest public catalog available is an unofficial NiaMeowDB snapshot dated September 29, 2026: it lists 39 medal rows across 13 jobs, with ranks 1 through 3. Use those figures as a dated reference rather than a guaranteed live specification.

What Job Medals do

Job Medals modify a character’s performance. They are not a separate playable job, weapon, or character class; the job name identifies the type of bonus attached to the medal. The practical choice is therefore the effect you need, not the familiar Final Fantasy name by itself.

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The official game description presents Dissidia Duellum Final Fantasy as a three-versus-three team boss battle arena. Players fight monsters near a crystal, purify that crystal to gain Bravery, and then spend accumulated Bravery in a burst attack against the boss. That loop gives two particularly clear examples of medal value: a Hunter medal helps the damage phase, while a Sage medal helps the crystal-and-Bravery phase.

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Characters are described through four broad roles—Melee, Ranged, Agile, and Support—with role-related characteristics. The public material does not establish a rule that a particular medal may be equipped only by one of those roles, so treat roles as a team-building context rather than a confirmed medal restriction.

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Every Job Medal effect in the September 2026 catalog

The following table reproduces the effects listed by NiaMeowDB. That site describes itself as unofficial and unaffiliated with Square Enix or NHN PlayArt, credits DissidiaDB for game text and numeric records, and reports 39 rows covering 13 jobs. Its snapshot identifies version 1.8.0 as current at the time and says the corresponding medal catalog appears in version 1.7.0 game files.

Job Effect reported in the catalog Rank information
Bard Decreases status-ailment duration. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Black Mage Increases ATK. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Blue Mage Decreases damage from bosses and monsters. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Hunter Increases damage dealt to bosses and monsters. 1.5% at rank 1, 3% at rank 2, and 4.5% at rank 3.
Knight Increases DEF. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Monk Increases HP. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Ninja Increases ATK and movement speed. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Sage Increases team Bravery gained from crystal purification. 1% at rank 1, 2% at rank 2, and 3% at rank 3.
Samurai Increases ATK and HP. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Thief Increases movement speed. Ranks 1–3 listed; exact percentages not stated in the cited summary.
Time Mage Decreases ability cooldown time. 0.8% at rank 1, 1.6% at rank 2, and 2.4% at rank 3.
Warrior Increases ATK and DEF. Ranks 1–3 listed; exact percentages not stated in the cited summary.
White Mage Increases recovery amount. Ranks 1–3 listed; exact percentages not stated in the cited summary.

NiaMeowDB says it converts stored decimal values to percentages. The percentages above are therefore database-reported values, not independently measured results. Do not extrapolate an unlisted job’s rank values from the three examples.

How ranks work

The catalog uses three ranks for each listed effect. A higher rank means a larger modifier in the examples that publish numbers, but the available descriptions do not establish how ranks are crafted, merged, upgraded, or distributed. In particular, they do not document a universal conversion cost, duplicate requirement, level cap, or rank-up success rate.

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When checking a medal in your own client, record the rank and the exact wording shown there. A later patch can change a value while leaving the job name and broad effect intact. The September 29, 2026 snapshot is useful for identifying the system and its categories, but it should not override a newer in-game tooltip.

How to get Job Medals

Challenges are a reported route

A March 25, 2026 guide by Kongbakpao reports that clearing Challenges awards Job Medals along with other rewards. It describes Challenges as activities with predetermined winning conditions. This is a secondary guide, not an official statement of every current source, so use it as a route to check in the live client rather than as a complete drop schedule.

  1. Open the game’s Challenge area from the current main menu.
  2. Read the listed winning conditions before entering; the guide characterizes them as predetermined rather than purely win-by-any-means objectives.
  3. Complete the condition and claim the result through the game’s reward screen.
  4. Check the reward details for Job Medals and note whether the medal, rank, or quantity is specified before planning upgrades.

Menu labels and Challenge rotations can change. The public material reviewed here does not verify a current schedule, a guaranteed medal for every Challenge, or the exact quantity awarded by each condition.

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What is not established

  • No verified drop probability or pity system is published for Job Medals.
  • No confirmed direct purchase route for medals is established.
  • No complete, current list of solo, seasonal, ranked, or event sources is available from the cited material.
  • The game’s official site describes free-to-play distribution on the App Store and Google Play with in-app purchases, including randomized virtual items, but it does not say that Job Medals are among those items or disclose a medal-specific draw rate.

Choosing a medal for your team

There is no evidence in the cited sources for a universally best medal or a tested optimal build. Choose by the bottleneck you are trying to remove in a particular battle.

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If the boss survives your burst

Hunter is the direct offensive option in the catalog: it increases damage dealt to bosses and monsters, with the listed values of 1.5%, 3%, and 4.5% for ranks 1, 2, and 3. This is most directly aligned with the official loop’s final burst against the boss. Black Mage, Ninja, Samurai, and Warrior instead raise ATK (with Samurai also raising HP and Warrior also raising DEF), so their value depends on how much of your damage comes from attack scaling and whether you also need durability or speed.

If crystal purification is the slow part

Sage increases team Bravery gained from crystal purification. The catalog lists 1%, 2%, and 3% for ranks 1–3. Because Bravery is generated during the crystal phase and then spent against the boss, Sage supports the whole team rather than only the character carrying the medal’s job label. The sources do not state whether the effect stacks across teammates, so do not assume that equipping several Sage medals multiplies the bonus.

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If abilities are unavailable too often

Time Mage reduces ability cooldown time. Its listed values are 0.8%, 1.6%, and 2.4% at ranks 1–3. This is a utility choice for a kit whose effectiveness depends on frequent ability use. The catalog does not define whether the reduction is applied before or after other cooldown modifiers, so compare the actual in-game cooldown display when possible.

If movement decides the outcome

Thief increases movement speed, while Ninja combines movement speed with ATK. These effects are relevant when reaching monsters, rotating between a crystal and the boss, or avoiding attacks matters more than a pure defensive increase. The public descriptions do not provide movement-speed values or test results, so the catalog supports the category of benefit, not a measured time-saving claim.

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If survival or recovery is the problem

  • Knight raises DEF.
  • Monk raises HP.
  • Warrior raises ATK and DEF.
  • Samurai raises ATK and HP.
  • Blue Mage reduces damage from bosses and monsters.
  • White Mage increases recovery amount.

These bonuses address different failure points. HP adds a larger health pool, DEF improves the relevant defensive statistic, Blue Mage specifically reduces incoming damage from the named enemy categories, and White Mage improves the amount restored by recovery. The available descriptions do not give enough information to rank those options against one another for every character.

If disabling effects keep your character out of action

Bard decreases status-ailment duration. It is the catalog’s dedicated status-ailment utility effect. No listed source specifies which ailments are covered, whether the reduction affects every ailment equally, or whether it applies to allies, so verify the tooltip in the current client before building around it.

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A practical decision framework

  1. Identify the phase causing the loss. If the team cannot build Bravery efficiently, start with the crystal phase; if the burst fails, examine boss damage; if characters are defeated or disabled, examine survival and status control.
  2. Match one effect to that phase. Sage targets crystal Bravery, Hunter targets boss and monster damage, Time Mage targets cooldown downtime, and the defensive, mobility, recovery, and ailment options target their named statistics.
  3. Check the character’s actual role. The official roles are Melee, Ranged, Agile, and Support. Use that information to decide whether mobility, attack, recovery, or durability complements the character, but do not infer an undocumented equipment lock.
  4. Compare rank before job prestige. A higher-rank medal’s documented modifier may be more useful than a lower-rank medal with a theoretically attractive effect. For most jobs, exact public percentages are not stated, so use the live tooltip rather than guessing.
  5. Recheck after a patch. The catalog is a dated snapshot, and the database itself distinguishes its version context from the current game client.

What the progression feedback tells players

Square Enix’s CBT feedback report records historical concern that Job Medals and Growth Eggs were difficult to collect. One reproduced player comment says, “I found it difficult to collect growth eggs and job medals, so I hope they’ll be distributed through other ways like missions.” The report also quotes the Dev Team Comment section acknowledging limited ways to obtain rewards and discussing season points through Casual Battles and solo Challenges, including when players lose.

Those comments describe feedback and planned improvements at the time of the report, not a promise that every proposed route exists now. They are useful context for why acquisition may feel constrained, but they cannot establish today’s Challenge rotation, medal inventory, or drop rules.

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The same report says 61% of respondents enjoyed character progression either very much or somewhat, according to the developer’s stated figure. Its displayed components are 14% “I enjoyed it very much” and 46% “I enjoyed it somewhat,” which add to 60% after rounding. The report material available here does not state the sample size, survey dates, or geography, so the 61% figure should be read as the developer-attributed result rather than a general player-population statistic.

Common mistakes to avoid

  • Treating an unofficial list as a live patch note: the 39-row catalog is dated and secondary.
  • Assuming every rank value scales identically: only Hunter, Sage, and Time Mage values are given in the cited summary.
  • Calling one medal universally best: the sources provide no controlled build comparison or tier list.
  • Assuming multiple effects stack: stacking rules are not documented in the available material.
  • Confusing battle roles with medal eligibility: role descriptions explain team context, not confirmed equipment restrictions.
  • Assuming free-to-play monetization explains medal access: the official notice mentions randomized virtual items generally, without identifying Job Medals or a rate.

Bottom line

Job Medals are small, ranked modifiers that let you tune a character or team around a specific problem in the three-versus-three boss loop. Hunter, Sage, and Time Mage have publicly reported rank values in the September 29, 2026 catalog; the other ten jobs are documented by effect but not by percentages in the cited summary. Challenges are a reported way to earn medals, while the complete current acquisition system remains unverified publicly. Select the effect that matches your failed battle phase, confirm the live tooltip and rank, and treat dated third-party tables as reference material rather than an eternal specification.

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character progressionDissidia Duellum Final FantasyJob MedalsMobile RPGteam boss battles

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