Short answer:
Long answer:
First of all, before deciding on a party, you should understand what each class can and cannot do. You must assign one of six classes to each party member at the start of the game, and you can never change classes. You can have multiple characters with the same class, though in most cases this isn't recommended.
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There is no "best configuration" (though there are plenty tied for "worst configuration"). There are some good setups, plenty of bad setups, and the rest are simply okay. You want to have a good balance of fighting ability, offensive magic, and curative magic.
A good party consists of:
Note that while the Thief should not fill the black magic user role, it does qualify for the "other physically strong class" slot, and is, in fact, recommended for beginners. You will also want to put the characters in a specific order (though you can change this at any time during the game).
Also, while the Monk class is an offensively strong class, they have poor defense and is only recommended to be paired up with a powerful white magic user.
The order, from front to back should be:
This is based on how many hits a character can take before getting killed (so factoring defensive power as well as HP). Always keep your White Mage/Wizard in the third or fourth position, even though a Thief/Ninja may have less HP, since you do not want your Life caster to die.
Using the above formula, we have reduced the number of possibilities from 1,296 to six.
See the next section for more on the differences between these six.
These are the most balanced parties, with characters that not only excels in at least one of the three areas - fighting ability, offensive magic, and curative magic - but properly balance out the other three's weaknesses.
This is the classic Final Fantasy I party, and it became the default setups for Origins and Dawn of Souls. You have a very balanced party and access to all magics, as well as the high speed of the Thief. The biggest problem with this setup is that you only have one character than can brush off damage. You will have to keep a close eye on your second character's (probably the Thief) HP at all times, and heal up immediately if it drops too low. Despite this, it is still one of the best parties because the speed of the Thief will allow you to run from most things (except mandatory fights, of course).
An excellent setup, though the lack of a thief will make it more difficult to run from battles. The fact that you are doubling the number of characters that can cast mid and high level spells makes you a nearly invincible. You have all three areas covered twice - two strong fighters, two healers, two magic users. In terms of surviving, combat, the Black Mage is still your weakest link, but you have three characters that can heal. The Red Mage will generally take as much damage as a Thief, though it has much better magic resistance. The Red Wizard's best weapon is weaker than the Ninja's, but at that point you can handle anything anyway.
This certainly solves the problem of having a vulnerable second position character - with warriors now taking most of the hits, and three characters capable of healing, you won't really have to worry about staying alive. The biggest problem is that a lot of the better equipment in the game is found in one place only. Of course, even with weapon that isn't the best, a Knight can do more damage than a Ninja or Red Wizard.
Basically all your doing for this party (compared to the first) is trading a few high level black spells for a lot of healing spells. You will still have the Thief, so fleeing will not be a problem, and the Red Mage has decent defense. You will want to get the class change quickly so the Red Mage can start using the better spells.
You may have problems going after the first crystal and getting through the two dungeons needed to get the class change. However, once the Red Mages become Red Wizards you will become very powerful, very quickly.
The hardest part will from when you go after the Earth Crystal to when you get your class change. There are quite a few low level spells that the Red Mage cannot equip. However, most of the enemies will be either undead or ice-based, so you will be able to use your fire magic. Two Warriors will be able to hit anything hard enough that a lack of offensive black magic won't hurt much. After the class change you can utterly decimate anything you come across.
These are the setups that, while not balanced very well, are still good parties. While not recommended for the novice, they are good to use if you want a bit more of a challenge. Their weakness (or flat out lack of ability) in one of the three areas - fighting ability, offensive magic, and curative magic - will not make the game next to impossible, but will require you to rethink your strategies.
Nintendo Power's suggested party gives you a little bit of everything. Fairly well balanced with two physical fighters and two magicians. Running is dependant on luck and speed, which the characters have enough of. The Knight is the most important character in the party, being able to use white magic, deal significant fighting damage, and his unique role in the party is to absorb plenty of damage. The party's fighting style is monotnous though; the magic users boost the physical attackers against bosses, and once the monk gains enough HP, he and the fighter can absorb damage from regular fights while the mages sling spells.
The biggest problem with not having a White Mage in your party is you can't use Cure4 or Life2. Your three Warriors will take single digit damage from the vast majority of enemies. However, there are a few that can do 100+ damage to even a Knight, and even Cure3 usually restores under 100HP. You will also only have one character that can do any kind of significant healing during a battle. The lack of Life2 also means that if someone should happen to die you will only be able to revive them with 1HP. That said you will be able to win any battle with ease, assuming the enemies don't get lucky and you aren't under-leveled.
With this party you have all White magic spells, plus three characters that will absorb most hits and suffer very little damage. The White Mage is your weakest link in terms of defense, however the character in the rear gets hit rarely enough that it isn't a problem. As with the party above, you have no redundancy of most spells, including Life and Stona. If the White Mage is incapacitated, you will have to resort to items for restoration.
This party is surprisingly good despite the fact that it is so unbalanced. The Warrior will be able to destroy anything quickly and take almost no damage from most enemies. However, there are plenty of enemies, especially later in the game, that can do massive damage against even a Knight. You will basically have no healing abilities during battle, and very limited MP for healing afterwards. Bosses can also be problematic as the fights tend to last several rounds and they are all very strong.
This is the default party for the NES version, and it isn't for beginners. Your Monk and Thief will take a lot of damage throughout the game, but especially when enemies start using spells that hit the entire party at once. Your Red Mage may not be able to keep up with healing the Monk and Thief. The party will also lack access to a lot of spells in the beginning that White and Black Mages could use. That said, this is a very strong party, physically, especially after the class change.
A slight variation from the original NES party, this offers slightly better defense. With the addition of a White Mage, the party has a full time healer to fix those wounds. Placing the Black Belt in the last two slots also prevents them from accumulating such wounds. The team is both strong and speedy that slaying hordes of enemies with only a Red Mage's lexicon should hardly be a problem. With the spell-casting items found in the game, the entire party can keep itself healthy with Heal1 and Bolt2. Equipment should be easier to buy with a Monk tagging along; they bring good power and cost almost no upkeep. After the class change, the HP-heavy Master may have to go to the 2nd slot when the Red Wizard's defenses start to lull. The only question is when to class change: do you hold off to power up your Monk or do you jump in so your Red Mage grows?
This is a good challenge party if you want to try something different. The Red Mages will be able to deal a decent amount of damage, though you will probably have to fight twice as many rounds as you would if you had a Warrior. The Red Mages will also take a lot of damage. Not only are they weaker than Warriors, but they will be in the front now, getting hit the vast majority of the time. The fact that you have three healers will help this, however you will have to keep a close eye on your magic reserves and save most of the Red Mage's MP for healing.
If you are looking to make the game even harder, or just mix things up a bit, try one of these parties.
Four of a Kind: All Warriors, all Red Mages, etc.
Two White Mages, two Black Mages


