Iatromantis

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About classes | Class list | Skill list | Extended Mastery | Master Level


Iatromantis gran sprite.png

Iatromantis gran icon.jpg

Iatromantis gran.png

Iatromantis djeeta icon.jpg

Iatromantis djeeta.png
Iatromantis djeeta sprite.png
Class Data
Class line Class 120001 wa icon.pngPriestClass 120101 wa icon.pngClericClass 120201 wa icon.pngBishopClass 120301 wa icon.pngSageClass 120401 wa icon.pngIatromantis
Description Restore the vitality of your patients through the mystical arts of energy manipulation.
Style Label Type Heal.png Specialty Label Weapon Staff.png Label Weapon Spear.png
Prerequisites Class 120301 wa square.jpg Sage Master Lvl 30
Class 190301 sp square.jpg Apsaras Master Lvl 30
CP square.jpg CP ×10,000
Trophy Gold square.png Cultivating LifeClear the quest Calming Spirit, Healing Palm
Rewards
Crystal square.jpg Crystal ×50
- Clear Chapter 31 (43) Quest: Calming Spirit, Healing Palm.
Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.
Lvl 1Icon Bonus Healing.png Healing +10%   Total:
Icon Bonus Healing.png Healing +20%
Icon Bonus Debuff Resist.png Debuff Resistance +6%
Icon Bonus Double Attack.png DA +10%
Icon Bonus Triple Attack.png TA +10%
Lvl 5Icon Bonus Debuff Resist.png Debuff Resistance +3%
Lvl 10 Icon Bonus Healing.png Healing +10%
Lvl 15Icon Bonus Debuff Resist.png Debuff Resistance +3%
Lvl 20Icon Bonus Double Attack.png DA +10%
Icon Bonus Triple Attack.png TA +10%
Completion Bonuses Icon Bonus Healing.png Boost to healing cap for classes not row V +3%
Release date 2022-08-24 Other sites Icon Gamewith.pngGamewith
Support Skills
Healing Aura If main and auxiliary weapon are both staffs:
20% boost to healing cap and debuff immunity.[1]
Starts battle with Status AutoRevive.pngAutorevivedRecovers once from a knockout while in effect (Can't be removed)
Duration: Indefinite
.
Purging Aura If main and auxiliary weapon are both spears:
Guaranteed triple attacks and 30% Bonus Elemental DMG effect.[1]
Aiding Aura If main and auxiliary weapon groups are different:
15% boost to double attack and 10% boost to triple attack for all allies.
~30% chance to remove 1 debuff from all allies at turn start.[1]
Base Multiattack Rates
Base DA RateIncluding Support Skills/Level Bonuses Base TA RateIncluding Support Skills/Level Bonuses
Recommended Extended Mastery Perks
Recommended Subskills

Skills

Icon Skill Name Effect C/DCooldown in Turns DurDuration in Turns or Seconds SubSubskill usable on other classes LVLClass level required Notes
Ability m 1817 2.png Vita Brevis Restore all parties' HP (Healing cap: 5000 [2500 for other parties]).
Remove 1 debuff from all parties.
1-turn cut to all allies' debuff durations.
5T - No 1

Extended Mastery Skills

Icon Skill Name Effect C/DCooldown DurDuration EMPCost in EMP Notes
Ability m 1818 3.png Amyntiko Fos All allies gain Status Veil.pngVeilDebuffs will be nullified (1 time)
Duration: Indefinite"Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
and Status TripleUp.pngGuaranteed TA (1 time)Guaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: Indefinite
.
MC gains Status 7430 2.pngTherapeutic StanceFirst-slot skill activates when a foe uses a special attack (Can't be removed)
Duration: Indefinite
.
10T - 40
Ability m 1819 3.png Pneuma Grant an ally Status 7431.pngPneumaATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted / Recovery cap is boosted (Can't be removed)
Multiplier: NormalDuration: IndefiniteStacking: Special Buff
.
8T - 30
Ability m 1820 1.png Megali Fotia 1000% Elemental damage to all foes (Damage cap: ~1,900,000).[1]
Fully restore all allies' HP and remove all debuffs.
(Can't recast.)
Ready in
10 turns10-turn cooldown at start of battle.
- 50

Gameplay Notes

Auxiliary Weapon

Auxiliary weaponsA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section are a mechanic unique to Gladiator, Chrysaor, Viking and Iatromantis where the top-left slot of the sub weapon section gains a different border than usual and defines how related passive and active skills will behave.

The weapon must match the weapon specialty of the current class, as well as the main weapon's element to qualify as an auxiliary weapon.

Auxiliary weapons are displayed in battle along with the mainhand, but do not qualify as a mainhand for weapon skill requirements.

The following skills require an auxiliary weapon to activate:

  • Gladiator
    • Ability Blade Swap.png Blade SwapGain Status Blade Swap.pngBlade SwapNext charge attack switches to the auxiliary weapon's charge attack (Can't be removed)
      Duration: 1 turn
      and Status C.A. DMG Boosted (1 time).pngC.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
      Duration: 1 turn
      .
      (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
    • Two-Sword Style support skill
  • Chrysaor
    • Ability Blade Swap.png Blade Swap IIGain Status Blade Swap.pngBlade SwapNext charge attack switches to the auxiliary weapon's charge attack (Can't be removed)
      Duration: 1 turn
      , Status C.A. DMG Boosted (1 time).png20% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
      Strength: 20%Duration: Until used
      , and Status CA DMG Cap.png10% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
      Strength: 10%Duration: Until used
      .
      (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
      At level 30:
      Also gain Status Uplift.pngCharge Bar +30%Instantly boosts Charge Bar by 30%
      Strength: 30%
      .
    • Ability Piercing.png Chase BladeGain Status TripleUp.png100% TA UpTriple attack rate is boosted
      Strength: 100%Duration: 2 turns
      and Status DmgUp.pngSupplemental DMGDMG dealt is supplemented
      Strength: Up to 20,000 damageDuration: 3 turns
      .
      (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
    • Ability Dual Arts.png Dual ArtsGain Status C.A. Reactivation.pngC.A. ReactivationCharge attack reactivates
      Duration: 2 turns
      .
      (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
    • Ability Diptych.png DiptychGain Status Routine Step.pngDouble StrikeAttacks twice each turn
      Duration: 2 turns
      and Status Bonus Damage.png20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 20%Duration: 2 turns
      .
      (Consumes 20% of charge bar.)
      (Can only be used when an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped.)
    • Dual Blades' Authority support skill
    • Mailbreaker support skill

The following skills are altered by the auxiliary weapon:

  • Gladiator
    • Extra skill Ability Decimate.png Decimate5-hit, 100% superior elemental damage to a foe (Damage cap: ~81,000 per hit).
      When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Number of hits doubles to 10.
  • Chrysaor
    • Ability Phalanx.png Cross GuardAll allies gain Status Dmg Cut 40.png40% DMG CutTaking 40% less DMG
      Duration: 1 turn Damage Cut reducing damage taken for all elements.
      Warning! Does not work for Plain Damage!
      .
      When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Caster also gains Status Armored.png100% / 60% ArmoredChance of lowering DMG taken
      Strength: 100% chance of taking 60% less damage.Duration: 1 turn
      .
    • Ability Aurum Flow.png Aurum Flow300% elemental damage to a foe (Damage cap: ~630,000).
      Gain Status Uplift.pngCharge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      .
      When an auxiliary weaponA class specialty weapon of the same element as the main weapon, equipped in the top-left slot of the sub weapon section is equipped: Activates twice.
  • Viking
    • Ability m 1703 3.png Norden HarrAll allies gain Status Adversity.png20% DMG AmplifiedDMG for one-foe attacks and counterattacks is amplified
      Strength: 20%Duration: 3 turns
      .
      If main or auxiliary weapon is a sabre: Also gain Status TripleUp.pngGuaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
      Duration: 3 turns
      .
      If main or auxiliary weapon is an axe: Also gain Status Bonus Damage.png30% Bonus DMG (1 time)Deals bonus DMG for one-foe one-ally attacks
      Strength: 30%Duration: 3 turns
      .
    • Ability m 1706 1.png Banahogg2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
      Inflict Status DefenseDown.png25% DEF DownDEF is lowered
      Strength: 25%Duration: 180 secondsStacking: Single
      .
      If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
      If main or auxiliary weapon is an axe: Also inflict 25% Element DEF DownElement DEF Down debuff based on weapon element
      Strength: 25%Duration: 180 seconds
      .

Since they are not equipped in the main weapon slot, Class Champion Weapons of other classes can be used as an auxiliary weapon.


Unlike the other classes that make use of this mechanic, Iatromantis only uses it to determine which of the three support skills take effect. None of their active skills are directly influenced by or require an Auxiliary weapon. Like the Viking, they have no means of accessing the charge attack of their auxiliary weapons either.

It is worth noting however, that using two staff weapons is required for the class to act as a direct upgrade to the Sage, while other combinations sacrifice that in exchange for more offensive potential.

Vita Brevis

  • Debuff durations cannot be cut to 0 turns. They can be cut to a minimum of 1 turn remaining.
  • Debuffs that activate at the end of their duration, such as Status Death.pngDeathKnocked out after
    and Status Flame of Justice.pngSoulfire ImmolationKnocked out after 5 turns.
    (Effect can be passed to ally by using a skill. Passed effect can't be removed.)
    , are unaffected by cuts to debuff duration.

Amyntiko Fos

  • Auto-activates the first-slot skill after a foe uses a special attack if MC has at least 1 stack of Status 7430 2.pngTherapeutic StanceFirst-slot skill activates when a foe uses a special attack (Can't be removed)
    .
    • Can only auto-activate once per turn.
    • Consumes 1 stack of Status 7430 2.pngTherapeutic StanceFirst-slot skill activates when a foe uses a special attack (Can't be removed)
      upon activation.

Pneuma

  • Status 7431.pngPneumaATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted / Recovery cap is boosted (Can't be removed)
    Multiplier: NormalDuration: IndefiniteStacking: Special Buff
    grants the following effects:[1]
    • 100% ATKNormal modifier Up
    • 100% DEF Up
    • 100% DA Up
    • 20% TA Up
    • 500 HP boost to healing cap

Assessment

Notable Main Weapons

Since the choice of mainhand (and auxiliary) weapon affects the class fundamentally, the value of either weapon type is somewhat dependant on how it synergizes with the available options.

Healing Aura:

  • Hallowed Pilgrimage square.jpg Hallowed Pilgrimage: While the Sage CCW can also be equipped by Iatromantis, its main skill of Saint's Nature doesn't affect Vita Brevis. Saint's Humanity also becomes ineffective as long as Healing Aura is active. The Charge attack is still decent, but any of the other notable options for Sage Weapons are likely to be more effective overall.
  • However, its worth keeping in mind that Spears with healing effects like Weapon s 1040212400.jpg Cherubim's Lance will be less effective than on Sage, since a spear mainhand locks out Healing Aura.

Purging Aura:

  • Since it guarantees Triple Attacks, Spears that boost multiattack for the MC specifically lose a lot of value.
  • On the other hand, a weapon like Weapon s 1040211400.jpg Draco Horn would benefit from their unique effects triggering every turn in shorter fights.
  • Last Storm Lance square.jpg Last Storm Lance is a fair consideration to help keep the party's multiattacks up while avoiding Double Trouble III as a sub-skill.
  • Weapon s 1040207900.jpg Huanglong Spear: With guaranteed TA's, a strong spear with a focus on charge attacks definitely has value, alongside providing an immunity to a debuff, something the class lacks compared to both the Sage and Healing Aura versions of itself.
  • Weapon s 1040211900.jpg Hollowsky Spear: Provides another way to make the most of the guaranteed TA's plus their bonus damage by making each hit stronger. With still pretty strong healing, the Iatromantis is fairly well suited to keeping the party healthy to satisfy that requirement.

Aiding Aura:

  • Provides something of an in-between option for both weapon types. Previous mentions still apply to some degree:
    • Spear options granting the MC high multiattacks still get to provide their full potential.
    • Spears with healing effects still lose out on bonus healing, but so do Staff weapons outside of Healing Aura, so the playing field evens out.
  • Staff weapons without healing effects but other party buffs work best in this scenario. Weapon s 1040417900.jpg Nilakantha nicely synergizes with the passive multiattack buff for example. The passive effect also cancels out the disadvantage of lacking Double Trouble III that normally comes with picking a staff for the entire class line.

Resources

References