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Your party lineup inDragon Quest 3 Remakewill decide your options in battle. Many fights will come and go with ease, but some fights, particularly boss fights, and fights towards the later end of the game, can be a bit of a challenge to get through in one piece.
In these tougher fights, having the right party lineup is going to be paramount. There’s a lot that goes into figuring out what party lineup you go with, from preference, to the gear that you’ve found, to fulfilling certain roles that you’re going to need in combat. Some party compositions are better than others for specific situations.
Choosing Your Party Lineup
you may get through the game with just about any party lineup as long as the fights you’re getting into are leveled appropriately for your characters. That being said, ideally, you want somecharacters fulfilling certain purposes.
There are also vocations that are more specialty than the others to consider first.
The Hero
You’re going to want at least one character that can heal your party; luckily, the Hero, who you play as andis going to be in every party, can do so. The Hero isn’t necessarily the most adept at healing, but they can do it well enough in most situations.
Priests, Mages, And Sages
TheSage is the only vocation that you can’t start as; you can level a Gadabout to level 20 and switch vocations into Sage at the Alltrades Abbey, or you can switch a character into a Sage with a Words of Wisdom scroll, again at the Alltrades Abbey.
TheSage is capable of filling the role of both Priest and Mage. Because of this, these lineups don’t include Sages; instead, know that it’spossible to use a Sage in place of any lineup that includes a Mage or a Priestand that it would be an upgrade in versatility to the lineup overall.
The Best Offensive-Minded Party Lineups
There are multiple schools of thought that go into creating your lineup, and one of the most exciting (and dangerous) to play is an offense-focused one. These will be lacking somewhat in defensive and support capabilities compared to some of the other lineups, with the goal offinishing off the enemy before they can cause any significantdamage.
Description
Hero
In this lineup, theHero is going to be the only one capable of providing a meaningful amount of healingto the other characters, short of using items to do so. This means the Hero will forego doing much damage, but the other characters in the lineup will make up for it.
Martial Artist
TheMartial Artist is capable of some of the highest damage in the gameonce you get through the difficult early stages with them. They haveextremely high critical hit chances, and getting critical hits in Dragon Quest 3 Remake is going to make a tremendous difference to your damage output.
Mage
Similarly, theMage is capable of dealing a considerable amount of damage, in a very different way. They have awide variety of offensive spellsat their disposal, and once you’re familiar with enemy monsters' weaknesses, you’ll be able to exploit them for some easy heavy damage.
Warrior
TheWarrioris not necessarily an offensive-minded character. That being said, they’re capable of some of thebest single-target regular attacks in the game, and when it’s necessary, can protect the squishier Martial Artist and Mage.
Hero | Monster Wrangler | Martial Artist | Mage
If you’re looking to be a little riskier,swapping the Warrior for a Monster Wrangleris going to improve your overall damage possibilities, while ridding you of some of the only defensive capabilities this lineup was capable of.
The Hero’s job in this lineup is going to be very much the same as the last lineup, but just a little bit more difficult. Previously, the Warrior would be the one capable of tanking the damage, and in this lineup,their healing is going to need to be a bit more dispersed.
Because the Monster Wrangler adds new damage possibilities, the Martial Artist in this lineup just needs tofocus on dealing a tremendous amount of single-target damage.
Monster Wrangler
The Monster Wrangler is going to be able to doall the multi-target damage that this lineup needs, with abilities like Boulder Toss, Monster Pile-On, and Flame Breath. They can also contribute a bit of healing if the Hero needs help in that regard.
The Mage can adapt their spellcasting to fit the situation here. Not only in terms of hitting the opponents' weakness but indealingmulti-target or single-target damage as needed, a versatility the Mage is strong in.
The Best Defensive-Minded Party Lineup
Defensive-minded party lineups are looking to withstand any and all damage that enemy monsters can throw at them while whittling down the enemies over time.
This isn’t to say they can’t deal great damage, butevery character in this lineup is capable of providing support for their alliesif they need it.
In this lineup, the Herohas more freedom to deal damage than they do in the offensive-minded lineups. The Hero has a lot of weapon options in that regard, butboomerangs are capable of spreading great damage across the entire enemy lineupand are a fantastic choice.
The Warrior and Monster Wrangler will be working opposite each other in this lineup. If needed for support, theWarrior can cast Forbearance or Whipping Boy to tank damagefor the party. If not, the Warrior can focus on dealing damage.
If support is needed but the Warrior is dealing damage, theMonster Wrangler can cast Soothing Song to heal the entire party a bit. If healing isn’t needed, the Monster Wrangler can go back to dealing damage.
Priest
ThePriest in this lineup is going to be used for Support, whether that’s by healing or buffing an ally or by debuffing the enemy. TheSnooze Stick is a great choicefor the Priest, allowing them to cast a free Snooze by using it as an item any turn they’d like, preventing damage on the next turn, and saving that MP for when they need it.
The Best Balanced Party Lineups
Balanced partylineups aim is tonot tohave any particular weaknessesas a group, but in doing so, theydon’t have any exceptional strengths, either. That is not to say these lineups are bad at all; in fact, they can be hugely successful. They just don’t push any one mechanic too far, instead being good at everything.
The Hero in this lineup is going to beshifting back and forth from offense to defense as needed. On turns where extra healing isn’t necessary, the Hero can focus solely on damage.
As always, thePriest here is going to be very support-focused. The more healing the Priest provides, the more damage the Hero can focus on dealing.
TheMartial Artist will be entirely damage-focusedin this build, with their usual strength of dealing single-target damage. They can be the executioner of the group, while the Mage does their own damage job.
TheMage’s job here is going to focus primarily on multi-target damage. The more they can soften up groups of enemies, the easier time the Martial Artist will have in finishing them off. Without the inclusion of a Warrior to tank damage, the faster the Mage and Martial Artist can finish the enemy, the more successful this lineup will be.
On turns when one party member is down a considerable amount of health, the Hero is going to need tofocus on healing. On turns when that isn’t the case, they canfocus on damage.
TheWarrior in this lineup should usually be focused on tanking. The more the Warrior can tank the damage, the easier time the Hero is going to have directing their heals into one spot. It’ll give the Hero more chances to deal damage, and keep the other two healthy.
On turns where there needs to be a little healing upkeep but nobody is too worse for wear, theMonster Wrangler can take that turn to cast Soothing Song, healing everybody a small amount, while the other characters attack.
The Martial Artist has, as always, a singular focus. They are the only character in this lineup whosesole job is to deal damage, and it’s going to be important for them to do so, particularly on turns where other characters need to provide some support instead of dealing damage of their own.