Dragon Quest 7 Reimagined: Best Early Vocations and First Unlock Targets

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What to Know

  • The Priest is the top-tier support choice, providing essential AoE healing and 100% success-rate revives.

  • The Mage is the ultimate early-game “farmer,” using elemental AoE spells to clear trash mobs efficiently.

  • The Martial Artist is a self-buffing physical powerhouse, ideal for dealing heavy single-target damage to bosses.

  • While specialized roles like the Shepherd, Troubadour, and Jester exist, they are often better suited for later experimentation.


Stepping into Dragon Quest 7 Reimagined‘s vocation system for the first time is a milestone in any journey through this world. While the freedom to choose any path is exciting, the early game rewards a balanced team that can handle a variety of threats. To progress smoothly, you need a generalist party that covers healing, area-of-effect damage, and single-target physical strength. Focusing on these core roles first ensures that you are never caught off guard by a sudden difficulty spike or a complex boss encounter.

The Core Early-Game Vocations

The Protagonist: The Priest – The Essential Healer

For the protagonist, the Priest is considered the most critical early-game vocation. The standout feature is Multiheal, unlocked at Rank 6, which restores the health of all party members in a single turn. This is vital for maintaining “turn economy” – ensuring you aren’t spending every action just trying to stay alive.

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The Priest also possesses the “Born Again” ultimate, which removes status ailments and revives all fallen allies with a 100% success rate. To keep your Priest safe, equip them with heavy armor and a lance or spear for increased block chances.

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Maribel: The Mage – The AoE Specialist

Maribel is the perfect candidate for the Mage due to her high natural Magical Might. This role is your primary tool for “farming” and clearing groups of enemies quickly using spells like Bang, Sizzle, and Boom.

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Beyond mob clearing, the Mage is useful in boss fights for single-target damage with Kafrizz and utility spells like Sap and Blunt, which weaken the enemy’s defenses and attack power.

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Ruff: The Martial Artist – The Physical Powerhouse

Ruff excels as a Martial Artist, a vocation that focuses on high-offense and self-sufficiency. Unlike the Warrior, the Martial Artist can buff itself using Clap Trap, an attack that simultaneously increases your own attack power.

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Another key skill is Focus Pocus, which causes the next skill used to trigger twice, allowing for massive damage when paired with Knuckle Sandwich. It also features Mens Sana, which clears debuffs and can often be used even when the character is silenced.

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Alternative and Support Vocations

While the “Big Three” listed above are recommended for a starting party, several other vocations offer unique utility:

  • Warrior: A resilient physical class with high HP and defense. While it lacks the self-buffing of the Martial Artist, it provides solid durability for those who prefer a tankier front line.

  • Shepherd: A support-oriented role that eventually gains the ability to summon sheep to assist in attacks.

  • Troubadour: An interesting utility class that can reduce MP costs to zero and provides unique buffs.

  • Jester and Dancer: These roles focus on charm-based mechanics and unconventional abilities. While they are less “optimal” for a three-person generalist team, they offer creative ways to tackle encounters once your base needs are met.

  • Sailor: A balanced class that offers an AoE attack buff, though it is generally overshadowed by the more focused Martial Artist in the very early game.

By prioritizing these core vocations, you will cover every tactical necessity, from group healing to high-impact physical strikes, ensuring your party is prepared for the road ahead.

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