FFXIV Squadron Attribute Calculator
Balance physical, mental, and tactical values for Adventurer Squadron missions, then preview training board allocation, chemistry lift, success margin, and a weekly training schedule.
Squadron Mission Forecast
Balanced Rotation
Best when all three mission requirements are close. It spreads gains evenly and protects against a hidden tactical or mental shortfall.
Single Stat Rescue
Best when one requirement is negative by more than 15 points. The calculator weights the weakest margin first in the schedule.
Chemistry Clutch
Best when every requirement is near break-even. Chemistry improves the forecast but should not replace a positive base margin.
| Squadron Rank | Board Slot Cap | Typical Mission Use | Calculator Bonus |
|---|---|---|---|
| 2nd Lieutenant | 3 weighted slots | Early squadron unlocks and low level runs | +0 forecast points |
| 1st Lieutenant | 4 weighted slots | Mid squadron levels and routine priority missions | +6 forecast points |
| Captain | 6 weighted slots | Promotion checks, level 50 missions, command prep | +12 forecast points |
| Recruit Group | Attribute Lean | Roster Signal | When To Favor |
|---|---|---|---|
| Frontline physical | Physical +4 each | Gladiator, Marauder, Lancer, Pugilist, Rogue | Use when physical is the lowest mission margin |
| Support ranged | Mental +4 each | Archer, Conjurer, flexible support recruits | Use when mental is close but not yet positive |
| Caster tactical | Tactical +4 each | Thaumaturge, Arcanist, caster recruits | Use when tactical requirement is the blocking check |
| Mixed roster | +2 all stats | At least one recruit in every role group | Use for balanced missions and weekly resets |
| Weakest Margin | Readout | Training Response | Risk Note |
|---|---|---|---|
| -30 or worse | Major gap | Delay and run focused training first | Chemistry is unlikely to carry the mission |
| -29 to -1 | Close fail | Target the weakest stat for the next session | Retry only if chemistry and rank are strong |
| 0 to +24 | Playable edge | Use balanced or second-weakest training | A small roster swap can matter here |
| +25 or better | Comfortable | Train for the next mission instead | Good time to preserve board flexibility |
| Session | Primary Use | Stat Logic | Best Follow-Up |
|---|---|---|---|
| Session 1 | Patch the lowest mission margin | Highest priority because one failed stat can block the run | Recalculate after board training is applied |
| Session 2 | Patch the second lowest margin | Prevents overtraining a stat already above requirement | Check chemistry against the actual mission group |
| Session 3 | Balance surplus or prepare next mission | Converts leftover training into future flexibility | Store the result as your next weekly baseline |
| Extra review | Roster swap before sending | Class weights can change the weakest stat by several points | Prefer a positive weakest margin when possible |
Squadron mission in Final Fantasy XIV require that player manage a team of recruits in order to complete the requirements of specific mission. These mission requirements include certain level of physical, mental, and tactical attribute of the players’ recruits. Each player must ensure that their recruits has the required amount of each of these attribute in order to complete the squadron missions.
If the attributes of the players’ recruit match the requirement of the missions, they will succeed in completing the mission; if the attributes of the recruits do not meet the requirements of the missions, they will tend to fail in completing those mission. Each of these attribute does not increase at the same rate, so players must use the game’s training board to improve their recruits’ attribute. As players have a limited number of training board slot each week, though, they must plan which recruit to train and which slot to use on the training board.
How to Prepare Your Squadron Recruits for Missions
Players can use a calculator to determine if the players’ recruit are ready for the missions. The players must enter their recruits’ current attribute value and the mission requirement into the calculator, after which the calculator will calculate for the players the value of each attribute that is required for the recruits to succeed on the missions. The players must manually calculate those value, as it is often difficult to calculate the number of point that the players’ attribute will have after training, especially when taking into account the rank bonus, roster bonus, chemistry bonus, and mission tier.
By using the calculator, though, the players do not have to manually calculate these value, and they can easily see what the players’ recruits will have for each attribute after training. Squadron mission involve several factor that will influence whether the players succeed in their attempt. For instance, the player’s rank in the game will influence the number of training board slot that are available to the players, as well as the size of the bonus to the players’ attribute after they complete the training on the training board.
Additionally, the chemistry between the players’ recruit acts as a cushion for the players’ attribute value when the margin between the value and the missions’ requirement are near zero; the chemistry will increase the players’ success rate with their mission, but it is not a permanent increase in the players’ attribute. Other factor that influence players’ margin are the makeup of their roster; if a player selects three frontline physical recruit, for instance, their training board will be weighted towards developing physical attribute. Within the game, there is a training plan drop-down menu that allow for players to select which training plan to use for the upcoming week.
A balanced training plan will ensure that each of the recruit has an even distribution of increase in their attribute, and players may use it if all of the players’ attribute are near the requirement of the missions. A focused training plan, in contrast, will allow for players to focus their training effort on one specific attribute, which may be used if one of the players’ attribute is preventing them from completing the mission. The calculator will output three specific value for players to review: the projected stat of the recruit after training, the weakest margin between each of the recruits’ attribute and the requirement of the missions, and the estimated chance for success of the players with the recruits on their squadron mission.
These value will allow the players to decide whether or not they wish to send the recruit on the mission now or until the next training session. Most player will make two mistake when employing the chemistry factor to compensate for the lack of certain attribute within their recruit. For example, chemistry will provide some success in the players’ mission if the players’ attribute are close to the requirement of the missions, but it will not provide success if the players’ attribute are twenty or thirty point from meeting those requirement.
Additionally, players will often make the mistake of evenly distributing their training slot among their recruit if one of their attribute is the problem. The training calculator will avoid these mistake in that it will first focus on the weakest attribute, followed by the second weakest attribute, only after all other training slot are addressed. The rank that a player attains also affect the players’ mission in a number of way.
For example, if a player attains the rank of Captain rather than 2nd Lieutenant, they will have more training slot and more bonus provided to their attribute after training. However, the mission for players of rank 8 and above are more difficult. Thus, if a player has a roster that allow them to succeed with the mission at rank 6, they may not have the attribute to succeed with the mission at rank 8.
In this case, the player must enter the rank of the player into the training calculator, as well as the number of recruit that the player has and the level of each of the players’ recruit; the training calculator may adjust for the depth of the player’s team. Beyond the training calculator, there are also a number of reference table on the website that may assist the players. For instance, the margin reference table will help player to determine what margin between their attribute and the requirement of the missions indicate about their success rate; if the margin is at or below -20, for instance, it suggests that they should delay the mission until their attribute are trained; if between 0 and 24, they may succeed but with difficulty; if above 25, they will have success with the mission.
Additionally, the class weight table help player to determine which recruit type increase which attribute; this helps them to decide if they should train certain recruit in place of others within their team. The primary goal of using the training and mission planning tool is to help the players to understand and identify their weakest attribute. If the players focus upon the weakest attribute before sending the players’ recruit on the mission, the success rate for the players will improve.
Therefore, by using the training and mission planning calculator, player will find it easier to focus upon the weakest attribute of their recruit.
