|Class line||Priest ⇢ Cleric ⇢ Bishop ⇢ Sage ⇢ Iatromantis|
|Description||Restore the vitality of your patients through the mystical arts of energy manipulation.|
|Prerequisites|| Master Lvl 30 |
Master Lvl 30
- Clear Chapter 31 (43) Quest: Calming Spirit, Healing Palm.
|Level BonusesLevel bonuses are earned with levels 1, 5, 10, 15, and 20.||
|Completion Bonuses||Boost to healing cap for classes not row V +3%|
|Release date||2022-08-24||Other sites|
|Healing Aura||If main and auxiliary weapon are both staffs:
20% boost to healing cap and debuff immunity.
Starts battle with .
|Purging Aura||If main and auxiliary weapon are both spears:
Guaranteed triple attacks and 30% Bonus Elemental DMG effect.
|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.
|Base Multiattack Rates|
|Base DA RateIncluding Support Skills/Level Bonuses||Base TA RateIncluding Support Skills/Level Bonuses|
|Recommended Extended Mastery Perks|
|Icon||Skill Name||Effect||C/DCooldown in Turns||DurDuration in Turns or Seconds||SubSubskill usable on other classes||LVLClass level required||Notes|
|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.
Extended Mastery Skills
|Icon||Skill Name||Effect||C/DCooldown||DurDuration||EMPCost in EMP||Notes|
|Amyntiko Fos||All allies gain
MC gains .
|Pneuma||Grant an ally.||8T||-||30|
|Megali Fotia||1000% Elemental damage to all foes (Damage cap: ~1,900,000).
Fully restore all allies' HP and remove all debuffs.
10 turns10-turn cooldown at start of battle.
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:
- Two-Sword Style support skill
The following skills are altered by the auxiliary weapon:
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.
- 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 and , are unaffected by cuts to debuff duration.
- Auto-activates the first-slot skill after a foe uses a special attack if MC has at least 1 stack of
- Can only auto-activate once per turn.
- Consumes 1 stack of upon activation.
grants the following effects:
- 100% ATKNormal modifier Up
- 100% DEF Up
- 100% DA Up
- 20% TA Up
- 500 HP boost to healing cap
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.
- Sage Weapons are likely to be more effective overall. : 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
- However, its worth keeping in mind that Spears with healing effects like will be less effective than on Sage, since a spear mainhand locks out Healing 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 would benefit from their unique effects triggering every turn in shorter fights.
- is a fair consideration to help keep the party's multiattacks up while avoiding Double Trouble III as a sub-skill.
- : 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.
- : 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.
- 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. 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.
- GameWith, Iatromantis. https://グランブルーファンタジー.gamewith.jp/article/show/355001