Berserker
April 4, 2017
15:31
The good news: HULK SMASH.  HULK SURVIVE SMASH.  HULK SMAAAAAAAAAAAAASH
The bad news: Hulk have no self control ):
Strength
+21
Agility
-9
Vitality
+25
Magic
-23
Hands
Daggers
Axes
Armor
Heavy Headgear
Heavy Armor
Heavy Accessories
Command
NOTHIN'
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
100
Berserk
Yes
The titular ability of the Berserker.  Ensures that the Berserker is always under Berserk status - which can NEVER be removed while you're in Berserker.  Ever.  There's nothing you can do about it.  All you do is FIGHT, FIGHT, FIGHT!
The good news?  Berserk does provide a benefit - you have 1.5x Weapon Attack while in Berserk.  Combined with the Berserker's powerful Axes already - or ANY weapon type if you want to be weird and pass this onto another class that's just going to be mashing !Fight anyway (Monk?  Knight?) - and that's actually a huge physical damage increase!
2
400
Equip Axes
No
Strength +21
Transfers the use of Axes onto another character.  Axes aren't a bad weapon type; they're a little unreliable, but generally powerful (although some of that comes from the Berserker's constant 150% Weapon Attack bonus from being enraged).  The Strength modifier boost is only outmatched by Knights and Monks, too.
Success Strategy
Not in Natural Challenge
Use Berserkers when you need raw physical damage, and stack them with +Strength gear.  If you have Knight or Ninja available, throw Double Grip or Dual Wield on them for hilarious results; otherwise pass them any other useful passives, since they can't use Commands (such as Equip Ribbon, Sword Grab, Footwork). 
Do not use Berserkers when physical damage is a bad idea (And by that we mean leave them dead temporarily).
It's really that simple.
Natural Jobs Only
You have a permanent Berserker (OR MORE if Berserker Risk is an asshole).  Just equip them with the best thing you can - or whatever is most appropriate to the upcoming situation, really - and let them go absolutely nuts. Enhance their damage further with +Strength gear.  Remember to select their weapons BEFORE battles, and that they can access Daggers as well (notable for things like muting magic bosses via Mage Masher for instance).
If you desperately need them to NOT physical attack (such as the Great Trench, where enemies react to physical attacks with deadly spells), kill them off for the time being.
Just remember, pretty much any single character can 'babysit' a group of Berserkers through the game.
If you're having a whooole lot of trouble, see the Magic Underflow section at the end.
SNES Version Special Note
Due to a bug, in this version of the game, you CANNOT flee battle if all living party members are berserked. Don't wait until your 'zerker is the last one alive to retreat, because you won't be able to!
Special Equipment
  Axes are a unique and exceptionally powerful weapon category, and the main 'advantage' to the Berserker. They also have highly variable damage, and ignore the majority of an enemy's defensive stats.
Hit Rate: 80%-90%
Double Grip?: Yes (and heaven help your enemies should you be able to)
Magic Sword?: No
Can Throw?: Variable
Axes use the following damage formula:
((50-150% of Weapon Attack) - 1/4th Enemy Def) * Multiplier (Strength, Fast)
Weapon
Attack Power
Where to find
Notes
Battle Axe
23
Bought: Act 1, Walse
Can be Thrown
Mythril Hammer
28
Bought: Act 1, Karnak
Cannot be Thrown
Ogre Killer
33
Bought: Act 1, Jacole
Cannot be Thrown
Death Sickle
43
Dropped: Act 1, Crescent Island, Crescent (enemy)
Steal: Act 3, near Castle Bal, Mykale
On attack, 33% chance of casting Doom
Cannot be Thrown
War Hammer
38
Bought: Act 2, Regole/Bal/Quelb
Can be Thrown
Poison Axe
48
Bought: Act 2, Surgate
On attack, 67% chance of causing Poison
Can be Thrown
Gaia Hammer
58
Steal: Act 1, Titan (Thief only, sadly)
Found: Act 3, Pyramid
Bought: Act 3, Mirage/Dwarf Kingdom
Deals full damage from the Back Row
On attack, 25% chance of casting Quake (155 Magic Power earth damage spell vs all enemies)
Can be Thrown
Titan's Axe
91
Found: Act 3, Istory Falls
Steal: Interdimensional Rift, Castle, Twintania (When charging Giga Flare)
Whether this or Rune Axe is stronger depends on a lot of things
Cannot be Thrown
Rune Axe
71
Found: Act 3, Legendary Weapon
Magic +3 while equipped
When attacking, will use 5 MP if possible to add 10 extra Attack Power (up to 61-181)
Also adds an ADDITIONAL Magic & Level-based multiplier to the Berserker's attack if MP is used
The ONE time you may want a command equipped to the Berserker for its Magic stat boost (e.g. !Black)
Can be Thrown
Thor's Hammer
81
Found: Cleft of Dimensions, Castle
Steal: Cleft of Dimensions, Castle, Death Claw
Deals full damage from the Back Row
Cannot be Thrown ( :/ )
Magic Underflow Glitch
So you want to break the game, do you?
Berserkers have a massively low natural Magic.  They, being Heavy Armor classes, can also equip two pieces of equipment that severely reduce Magic further - Thornlet and Giant's Glove.  With one of these equipped, Bartz, Faris, and Krile are reduced below 0 Magic; with both equipped, even Lenna is.
So why's this matter?
Simple: When you go below 0 in a stat, the game 'wraps around' back up to a near-maximum value.
With only one piece of equipment, on Bartz/Faris/Krile, you can equip the Earth Hammer.  When Quake triggers it will use the Berserker's near-maximum Magic value instead of a near-nonexistent one, dealing absolutely massively multiplied damage over normal.
With both Thornlet AND Giant's Glove equipped, you can instead use the Rune Axe on any character as a Berserker, and they will gain an absolutely huge extra attack modifier when the Rune Axe consumes MP.
Just make sure you're not equipping any sort of +Magic gear or abilities that increase Magic.
NOTE: This glitch was fixed the GBA version and onward.