The Cleric, the Scholar, the Merchant, the Warrior, the Dancer, the Apothecary, the Thief, and the Hunter: These are the eight main jobs in Octopath Traveler. (There are also secret jobs like the Starseer, the Runelord, the Warmaster, and the Sorcerer.) Each job has different Support Skills, passive effects that have benefits in or outside of battle.

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Each character may equip up to four Support Skills at a time, and more become available as each character gains more Skills overall. There are many to choose from, and most make the character a lot more powerful. However, some Support Skills are a waste of space, or even make the character worse in battles.

10 Evil Ward

Octopath Traveler Heal More

Evil Ward is a Support Skill for Cleric. To access it, the character must unlock 6 Cleric skills, which requires a total of 1630 JP. This Support Skill increases each and every party member's success rate when trying to flee from the battle. It does not stack if equipped by more than one character.

It's not very helpful, considering the chance to escape is random already and this effect does not help much. Running away in the first place isn't very productive — it's better to just fight (or use an item to escape).

9 Vim And Vigor

Octopath Traveler Cyrus Battle

This Scholar Support Skill is unlocked after learning 7 Scholar skills, which takes a total of 4630 JP to accomplish. The character who equips Vim and Vigor regenerates HP each turn.

Sounds good, right? Unfortunately, the regeneration is only 10 percent of the character's maximum HP, and the regeneration effect does not stack with items or other skills. Scholars don't need to waste their Support Skill slot on something that doesn't contribute to their damage output.

8 Hang Tough

Octopath Traveler Vulnerable Pirates

Hang Tough is a Support Skill for Merchant. Like Evil Ward, it requires learning 6 skills to unlock, which takes 1630 JP. When the character with this skill is above Critical HP, an incoming attack that would usually kill them leaves them at 1 HP instead.

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This is awful, considering Critical HP means a third of their health left. This means that Hang Tough only applies 66.7% of the time. They should not be getting targeted anyways, the tank should — and tanks do not need this.

7 Endless Items

Octopath Traveler Shrooms and Rhinos

This Support Skill for Merchant requires 4 skills learned, which only takes 130 JP to accomplish. When equipped, it gives a 25% chance for the character to not actually use up items that they consume in battle, such as Healing Grapes or Soulstones.

Though it seems useful, the percentage isn't high enough to rely on. Also, this skill does not apply to items used outside of battle.

6 Summon Strength

Octopath Traveler Primrose Attack

Summon Strength is a Warrior Support Skill, requiring 5 skills learned. This can be done fairly early as it only takes 630 JP. The effect is simple: the character's Physical Attack stat goes up by 50.

This Support Skill isn't necessarily bad. In fact, the more Physical Attack, the better. However, it's weak compared to other Support Skills that Warriors can equip. Try finding equipment and accessories to boost Physical Attack instead of wasting a Support Skill slot.

5 Encore

Octopath Traveler Cross Strike

This Dancer Support Skill is a higher-level one. The player must learn 7 Dancer skills to unlock it, which requires 4630 JP. Once per battle, the character who equips Encore gets to come back to life after dying, reviving with 25% of their maximum HP.

This sounds awesome, at first glance. However, there are better Support Skills available, and the only way this proves effective is if the character actually dies. Almost always, this Support Skill is useless at higher levels.

4 Inspiration

Octopath Traveler Vulnerable Beasts

Inspiration is a lower-level Support Skill for Apothecary. It requires 4 skills to unlock, which only takes 130 JP. Every time a standard attack is performed, the equipping character gets back SP equivalent to 1% of the damage they dealt.

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On paper, this is fantastic. But the character using this job likely is not dishing out many standard attacks, and 1% is low considering their probable strength level.

3 Snatch

Octopath Traveler Shocking Pursuit

This Support Skill for Thief requires 6 skills to unlock, which takes 1630 JP. The character who equips Snatch enjoys double the loot when stealing from an enemy or using Collect skills.

Unless the player has a dedicated stealer/collector, this Support Skill is pointless. Typically, there is no dedicated stealer/collector in a party, as those capable of those actions are probably focusing on other things like debuffing.

2 Incidental Attack

Octopath Traveler Vulnerable Mercenaries

This Support Skill for Thief can be unlocked fairly early. It requires 4 skills learned, which only takes 130 JP. Each time the equipping character performs a skill that does not inflict damage, there is a 50% chance they will make a standard attack as well.

While it may sound incredible, it's usually not great in practice. Typically, the character firing off non-damaging skills does not deal much damage to begin with since they're more focused on buffing and debuffing. Thus, the Incidental Attack isn't very effective.

1 Heighten Senses

Octopath Traveler Boost Attack

Heighten Senses is a Support Skill for Hunter. Like several others here, it's a lower-level skill that requires 4 skills learned and 130 JP to unlock. At the start of the battle, the character with this skill will have an increased chance to attack first.

It's a mystery why players would ever choose this skill. With how they understand their party, most players should already know which character will attack first and have a strategy ready before combat begins. This Support Skill just disrupts the flow, and throws a wrench into the player's plans right off the bat.

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