Doctor
About classes | Class list | Skill list | Extended Mastery | Master Level | Ultimate Mastery
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Class Data | |||||||||||||||
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Class line | ![]() ![]() |
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Description | Put on the lab coat and prove you'll stop at nothing to nurse your allies back to health. | ||||||||||||||
Style | ![]() |
Specialty | ![]() ![]() |
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Prerequisites | ![]() ![]() ![]() Rewards ![]() Change the ![]() Clear Chapter 63 Story: Boundless Joy | ||||||||||||||
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20. |
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Completion Bonuses | ![]() |
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Class Weapon | ![]() |
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Release date | 2018-12-18 | Other sites | ![]() (Japanese wiki) ![]() ![]() |
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Support Skills | |||||||||||||||
Medical Expertise | 20% boost to greenRestore 50% of an ally's HP. Medical Expertise: increased to 60%. and blueRestore 35% of all allies' HP. Medical Expertise: increased to 42%. potion effects to all allies. |
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Lifesaver | Restore 10% HP to all allies (Healing cap: 1500) at end of turn if an ally is almost knocked out. | ||||||||||||||
Potion Enhancement | Unlocks at Master Level 20: 30% boost to target's charge bar upon using a potion. |
Master Level BonusesRequirements to unlock Master Levels
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Total Master Level Bonuses | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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New Support Skill: Potion Enhancement Skill Upgrade: Potion Refinement |
Contents
Skills
Icon | Skill Name | Effect | C/DCooldown in Turns | DurDuration in Turns or Seconds | SubSubskill usable on other classes | LVLClass level required | Notes |
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Potion Refinement | Create 1 green potion. All allies gain ![]() Duration: 1 turn . At level 30: All allies also gain ![]() Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite and ![]() Strength: 10% (Max: 30%)Duration: Indefinite. |
6T | 1T | No | 1 |
Extended Mastery Skills
Icon | Skill Name | Effect | C/DCooldown | DurDuration | EMPCost in EMP | Notes |
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Nutrients | All allies gain ![]() Strength: 45%-15%Duration: 3 turns and ![]() Strength: 1000Duration: 3 turns.[1] |
6T | 3T | 25 | |
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Maddening Vitality | Grant another ally ![]() Duration: 4 turns, ![]() Strength: 70%Duration: 4 turns, and ![]() Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit.. Inflict ![]() Strength: 10% (Max: 90%)Duration: IndefiniteAt 100%, leaves 1 max HP on target ally.[1] |
3T | 4T | 40 | Can't target MC. Can't be used on characters with 90% max HP lowered. |
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Adrenaline Rush | All allies gain ![]() Strength: 100%Duration: 2 turns. Inflict ![]() Duration: 3 turns on all allies after effect ends. |
9T | 2T | 30 |
Assessment
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This section contains subjective remarks about this class. Relevancy of information and recommended weapons can quickly change over time. Use substantial discretion before heavily investing resources. |
Doctor is a compelling, flexible support option for damage-oriented players that want to keep their own party healthy. Instead of skills that provide party-wide heals, Doctor synthesizes Green Potions for powerful single-target healing. Because potions heal based on a percentage of the target's max HP and have no cap, and can be used while afflicted by debuffs that limit character actions (like ParalyzedCan't attack
or Skill SealedCan't use skills
), this makes Doctor a powerful healer in difficult battles.
The class has supportive abilities beyond mere healing; it can remove all debuffs through VaccineRemoves all debuffs at turn end (Can't be removed)
, and provides powerful buffs such as StrengthATK is greatly boosted based on how high HP is
, Recovery Cap BoostedRecovery cap is boosted
Strength: 1000 HPDuration: 3 turns, HypeATK is boosted
, and Charge Bar Gain UpCharge bar gain is boosted
. However, because the class' abilities are relegated to your own party, it is potentially less helpful in difficult raids with multiple players compared to other classes.
Skills
Potion RefinementCreate 1 green potion.
All allies gainVaccineRemoves all debuffs at turn end (Can't be removed)
Duration: 1 turn .
At level 30:
All allies also gain10% ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite and10% DEF Up (Stackable / Max: 30%)DEF is boosted while active (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite.: An upgraded version of the Alchemist class skill.VaccineRemoves all debuffs at turn end (Can't be removed)
removes all debuffs from the party at the end of the turn. While powerful, because it only lasts for one turn, you may be forced to pick between immediately using the skill for a green potion or saving it for a enemy special attack with debuffs. Furthermore, while potions can be used even if MC is hit withSkill SealedCan't use skills
, MC won't be able to use this skill for more green potions or for its debuff removal. On the other hand, it can be timed preemptively (as a psuedo-ImmuneDebuffs will be nullified
Duration: 1 turn ) to remove debuffs from MC such asSkill SealedCan't use skills
andSleepCan't attack and takes big DMG (Ends upon taking DMG)
Takes 25% more damage that cannot otherwise be healed with skills.NutrientsAll allies gain
StrengthATK is greatly boosted based on how high HP is
Strength: 45%-15%Duration: 3 turns andRecovery Cap Boosted (1000)Recovery cap is boosted
Strength: 1000Duration: 3 turns.: Doctor's default EM skill choice. Most of its noticed value will come from theStrengthATK is greatly boosted based on how high HP is
buff it provides, but theRecovery Cap BoostedRecovery cap is boosted
puts in a ton of work since it's a large relative increase to otherwise small heals such asRefreshHP is restored on every turn
,DrainNormal attack and C.A. DMG dealt is partially absorbed to HP
, and the Doctor's support skill Lifesaver.Maddening VitalityGrant another ally
HypeATK is boosted
Duration: 4 turns,70% Debuff Res. UpDebuff resistance is boosted
Strength: 70%Duration: 4 turns, andTank-and-Counter (5 times)Counters upon taking DMG
Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit..
Inflict10% Max HP Lowered (Stackable / Max: 90%)Max HP is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 90%)Duration: IndefiniteAt 100%, leaves 1 max HP on target ally.: Always worth considering, this EM skill will turn an ally into a bit of monster. A good option for a party that already wants to focus hostility onto a specific ally or if the party has one ally with a particularly high damage potential they need help reaching. Becomes more compelling in shorter fights where this skill's downside can't become a liability. See the Hype page for more information on theHypeATK is boosted
status effect.Adrenaline RushAll allies gain
100% Charge Bar Gain UpCharge bar gain is boosted (Can't be removed / Shorted effect after effect ends)
Strength: 100%Duration: 2 turns.
InflictShortedCharge bar is frozen (Can't be removed)
Duration: 3 turns on all allies after effect ends.: The most situational EM skill option. Very powerful with the right support and has very strong synergy with Charge Boosting skills, summon calls, and the like. However, its 2-turn effect is followed by 3 turns of zero charge bar gain, making it less suitable for longer battles.
How to Play
Doctor is a relatively straightforward class. As long as players adjust skills and weapons to fit their party and the content they're tackling, this class can carry them through difficult solo content.
Notable Main Weapons
Doctor does not need to rely on its Class Champion Weapon Psycho Syringe and can get by with any decently-powerful main gun or dagger.
Psycho Syringe is a CCW with its most notable feature being permanent stacking buffs to any team member healed by a potion (on top of lingering debuff resistance and healing). Its value significantly increases with more sources of potions - team members such as
Tikoh,
Mahira, or
Charlotta (Halloween) are valuable if you choose to use this CCW.
- Doctor's Humanity - Gives immunity to
ZombifiedReceives DMG if healed
and very slightly improvesJust The CureRestore 25% of all allies' HP (Healing cap: 1500).. Weak, and
ZombifiedReceives DMG if healed
is a rare status effect to begin with. - Doctor's Divinity - A free
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." to start a fight is useful, but for most fights you could simply take a character with aVeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."-providing skill, or even just the regularVeilAll allies gain
VeilDebuffs will be nullified (1 time)
"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune.". for the MC. Shows more promise when going into fights that open with a debuffing attack on the party before play even starts. (Wind parties can takeTiamat (Summer) instead.)
- Doctor's Devilry - Provides an enormous boost to team attack power when healing, at the cost of an undispellable defense debuff for the team. An aggressive option for players who can deal with the extra damage the team will be taking.
- Doctor's Humanity - Gives immunity to
Subskills
- A common setup for Doctor is
NutrientsAll allies gain
StrengthATK is greatly boosted based on how high HP is
Strength: 45%-15%Duration: 3 turns andRecovery Cap Boosted (1000)Recovery cap is boosted
Strength: 1000Duration: 3 turns. + two flex slots. - A more niche composition is
NutrientsAll allies gain
StrengthATK is greatly boosted based on how high HP is
Strength: 45%-15%Duration: 3 turns andRecovery Cap Boosted (1000)Recovery cap is boosted
Strength: 1000Duration: 3 turns. +Maddening VitalityGrant another ally
HypeATK is boosted
Duration: 4 turns,70% Debuff Res. UpDebuff resistance is boosted
Strength: 70%Duration: 4 turns, andTank-and-Counter (5 times)Counters upon taking DMG
Strength: 300%Duration: 4 turnsCounter attacks grant 5% charge bar per hit..
Inflict10% Max HP Lowered (Stackable / Max: 90%)Max HP is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 90%)Duration: IndefiniteAt 100%, leaves 1 max HP on target ally. + flex slot. - Typical flex slot recommendations:
Just the CureRestore 25% of all allies' HP (Healing cap: 1500).: Recommended for party-wide healing if you can't get by with your limited stock of blue potions, which Doctor can't create. Has an upgrade available from Psycho Syringe's Emblem of Humanity.
Splitting SpiritConvert caster's HP to charge bar3% charge bar for every 250 HP consumed, up to 100% charge bar.
(Consumes up to 50% of current HP.): Useful for topping off charge bar (since Doctor has a negligible innate multiattack rate), and the HP cost can be offset by a green potion.Out of SightGain
Hostility DownLess likely to be attacked
Strength: -10. Target ally gainsHostility UpMore likely to be attacked
Strength: +30.: Only used together with Maddening Vitality if someone in the party likes taking hits. Has a soft synergy with Psycho Syringe'sDEF Up (Stackable)DEF is boosted while active (Stackable)
buff, so Doctors using both the CCW and Maddening Vitality may get enough value out of this skill.Bard SongHarp: All allies gain
RefreshHP is restored on every turn
Strength: 5% maximum HP
(Healing cap: 300 HP).
Others: All allies gainRefreshHP is restored on every turn
Strength: 3% maximum HP
(Healing cap: 150 HP).: Very situational, but has potential to be worth considering in rare cases. Combined with Doctor's Nutrients buff, this can heal upwards of 3750 over its 5-turn duration but requires a very large HP pool (over 38k to get the max healing). Doctors should generally avoid this, but it may sometimes be helpful.
Resources
- Reddit Class Discussion (2019-08-16)
- Reddit Class Discussion (2020-03-21) (post-January 2020 Update)
- Reddit Class Discussion (2022-02-16) (post-Master Level Update)
References
- ↑ 1.0 1.1 Gamewith, Doctor. https://xn--bck3aza1a2if6kra4ee0hf.gamewith.jp/article/show/134578