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God-Hand A
A martial artist that relies on hand-to-hand combat and medical skills. God Hands are aptly named, providing both healing succor and raw destruction with little but their hands. They also inflict “God Depth” on enemies with their abilities, letting them connect even stronger attacks, and can even strengthen their allies.
— Website description.

"A combatant versed in martial and medicinal arts", God-Hand is one of the eight classes of 7th Dragon III Code: VFD. It is based on the present timeline and available from the start.

God-Hand is considered the successor of Destroyer with lower defenses but added medical and stat enhancement capabilities.

OverviewEdit

God-Hand is very strategic and reliable. Their main focus lies in dealing massive physical damage while having average physical and magic defenses. They're expert in hand-to-hand combat and use fists and knuckles as weapons. Their attacks inflict a special effect called God-Depth, which can grow up to G3. The higher God-Depth the enemy has, the more powerful God-Hand skills can be used. They also have medical and useful stat buff skills.

StrategyEdit

God-Hand's main offensive output is dependent on stacking God-Depth on their enemies. They have no AoE attacks and are therefore most suited for single-target encounters such as bosses and dragons. Because their low MN pool, it is recommended to invest in MANA Bonus at some point to alleviate this.

The main offensive skills to invest in are Drill Crawler and Coup de Grace, which is considered the bulk of God-Hand's damage output. Jab and Front Punch are also good for setting up God-Depth: Jab has lower overall damage but places 2 God-Depth at full investment, immediately enabling higher tiered skills, while Front Punch deals higher damage and no G-restriction at full investment. God React is a very useful skill as it has a chance to grant extra turns when setting up God-Depth, allowing more flexibility to support the party or get extra damage in. Double Hook and Spinning Edge offer decent damage as well as support by debuffing enemies, though if you want to make the most of them a full investment in Jab is recommended.

While the God-Hand is indispensable for their innate ability to heal in the early parts of the game, bear in mind that all their healing skills are single-target, which pales in comparison to Rune-Knights, Mages and Fortuners. This becomes more apparent when facing bosses with attacks that hit the entire party. The one edge they have over other healers is that their healing skills always have priority, allowing them to save someone from the brink of death.

Party CombinationsEdit

In inactive parties, the God-Hand plays a vital support role. Their support skill will heal the active party without expending any resources–perfect for boss fights. Their Buddy skill is less useful though, dealing damage and healing a small amount to only one party member.

  • Rune-Knight: A supportive God-Hand can pair well with a tank-oriented Rune-Knight. While the Rune Knight draws attacks to themselves and take a brunt from the attacks, the God-Hand can quickly heal them back up before the enemy acts again. Landing Double Hook on enemies and using DEF Acupressure will reduce the damage the Rune-Knight takes, which in turn reduces the number of turns spent healing. ATK Acupressure also allows the Rune-Knight to deal even higher damage with Brave Sword.
  • Mage: If the God-Hand is built as a tanky counterattack machine using Ambush Stance and Anti-Ailment, veils are very handy in dealing extra damage. The Mage can as well heal the God-Hand and remove their status ailments.
  • Banisher: Like Rune-Knight and their Brave Sword, a supportive God-Hand with ATK Acupressure allow the Banisher to hit harder with Earthquake. SPD Acupressure can also be used to mitigate their low speed.

StatsEdit

Base Stats at Lv. 99Edit

LIFE MN ATK MAT DEF MDF SPD
391 136 200 159 100 89 99

MAX statsEdit

LIFE MN ATK MAT DEF MDF SPD
500 300 500 500 300 300 255

ReclassEdit

Class changing refunds 100% of SP.

Stat Lv. 30 Lv. 40 Lv. 50 Lv. 60 Lv. 70 Lv. 80 Lv. 99
LIFE +0 +1 +2 +5 +5 +8 +15

StandbyEdit

God-Hand recover 1 gauge every 2 turns.

Support SkillEdit

Restore some 1st Team LF. Recharge in 2 turns.

Buddy SkillEdit

Restore some 1st Team LF based on damage given to enemies. Recharge in 4 turns.

SkillsEdit

UniversalEdit

Name MN Cost Description Max Level Prerequisite
LIFE Bonus - Bonus to max LF 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: Max LIFE ↑. Cost 550 SP.
  • Lv. 3: Max LIFE ↑. Cost 1500 SP.
  • Lv. 4: Max LIFE ↑. Cost 3000 SP.
  • Lv. 5: Max LIFE ↑. Cost 5500 SP.
MANA Bonus - Bonus to max MN 5 None
Progression
  • Lv. 1: Skill learned. Cost 300 SP.
  • Lv. 2: Max MANA ↑. Cost 750 SP.
  • Lv. 3: Max MANA ↑. Cost 2000 SP.
  • Lv. 4: Max MANA ↑. Cost 4000 SP.
  • Lv. 5: Max MANA ↑. Cost 6000 SP.

God-DepthEdit

Name MN Cost Description Max Level Prerequisite
Jab 2 Dmg/1G: one. Instant 5 None
Progression
  • Lv. 1: Skill learned.
  • Lv. 2: Damage ↑. Cost 250 SP.
  • Lv. 3: Damage ↑. Cost 450 SP.
  • Lv. 4: Damage ↑. Cost 700 SP.
  • Lv. 5: Damage ↑. Inflicted G 1→2. Cost 1000 SP.
Notes
  • Has high speed activation.
Front Punch 4 G1. Medium dmg: one 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage ↑. Cost 130 SP.
  • Lv. 3: Damage ↑. Cost 300 SP.
  • Lv. 4: Damage ↑. Cost 550 SP.
  • Lv. 5: Damage ↑. Inflicted G 0→1. No G required. Cost 1200 SP.
Quaretto 6 G2. Dmg based on enemy G. Resets enemy G 10 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Damage ↑. Cost 200 SP.
  • Lv. 3: Damage ↑. Cost 500 SP.
  • Lv. 4: Damage ↑. Cost 1000 SP.
  • Lv. 5: Damage ↑. Cost 1500 SP.
  • Lv. 6: Damage ↑. Cost 2000 SP.
  • Lv. 7: Damage ↑. Cost 3000 SP.
  • Lv. 8: Damage ↑. Cost 4000 SP.
  • Lv. 9: Damage ↑. Cost 5000 SP.
  • Lv. 10: Damage ↑. Cost 7000 SP.
Notes
  • Has high speed activation.
Double Hook 6 G2. High dmg. ATK/MAT ↓: one 5 None
Progression
  • Lv. 1: Skill learned. Cost 300 SP
  • Lv. 2: Damage ↑. ATK/MAT decrease rate ↑. Cost 550 SP.
  • Lv. 3: Damage ↑. ATK/MAT decrease rate ↑. Cost 1500 SP.
  • Lv. 4: Damage ↑. ATK/MAT decrease rate ↑. Cost 3500 SP.
  • Lv. 5: Damage ↑. ATK/MAT decrease rate ↑. Cost 5000 SP.
Spinning Edge 6 G2. High dmg. DEF/MDF ↓: one 5 None
Progression
  • Lv. 1: Skill learned. Cost 300 SP
  • Lv. 2: Damage ↑. DEF/MDF decrease rate ↑. Cost 550 SP.
  • Lv. 3: Damage ↑. DEF/MDF decrease rate ↑. Cost 1500 SP.
  • Lv. 4: Damage ↑. DEF/MDF decrease rate ↑. Cost 3500 SP.
  • Lv. 5: Damage ↑. DEF/MDF decrease rate ↑. Cost 5000 SP.
Coup De Grace 10 G3 Very high dmg: one 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3000 SP
  • Lv. 2: Damage ↑. Cost 5000 SP.
  • Lv. 3: Damage ↑. Cost 7000 SP.
  • Lv. 4: Damage ↑. Cost 9000 SP.
  • Lv. 5: Damage ↑. Cost 9500 SP.
Drill Crawler 12 G3. Very high dmg: one. Restore own LF 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 3500 SP
  • Lv. 2: Damage/LF restoration ↑. Cost 6000 SP.
  • Lv. 3: Damage/LF restoration ↑. Cost 8500 SP.
  • Lv. 4: Damage/LF restoration ↑. Cost 9000 SP.
  • Lv. 5: Damage/LF restoration ↑. Cost 9500 SP.
Ambush Stance 2 Counter stance/Enmity ↑ 10 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP
  • Lv. 2: Damage/Enmity increase ↑. Cost 250 SP.
  • Lv. 3: Damage/Enmity increase ↑. Cost 500 SP.
  • Lv. 4: Damage/Enmity increase ↑. Cost 1000 SP.
  • Lv. 5: Damage/Enmity increase ↑. Cost 1500 SP.
  • Lv. 6: Damage/Enmity increase ↑. Cost 2500 SP.
  • Lv. 7: Damage/Enmity increase ↑. Cost 3500 SP.
  • Lv. 8: Damage/Enmity increase ↑. Cost 4500 SP.
  • Lv. 9: Damage/Enmity increase ↑. Cost 5500 SP.
  • Lv. 10: Damage/Enmity increase ↑. Cost 6500 SP.
Anti-Ailment 0 Prevent ailments/Counter stance/Enmity ↑ 5 None
Progression
  • Lv. 1: Skill learned. Cost 1500 SP
  • Lv. 2: Damage/ailment cure rate/Enmity increase ↑. Cost 2500 SP.
  • Lv. 3: Damage/ailment cure rate/Enmity increase ↑. Cost 3500 SP.
  • Lv. 4: Damage/ailment cure rate/Enmity increase ↑. Cost 5000 SP.
  • Lv. 5: Damage/ailment cure rate/Enmity increase ↑. Cost 6500 SP.
Earth Breaker 30 Massive dmg/Null Action: one 1 Post Chapter 5.1
How to Unlock
After Chapter 5.1, Director Yoshida explain EX skills and give pointers to how to unlock them. The prerequisite is to first have a Lv. 50 character of respective class and set them as leader.
  1. Talk to the Blaster Raven in the Main Plaza.
  2. Follow him to the top of the 7th Encount Tower.
  3. Defeat him in 4 turns or less.
Notes
  • Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
  • Cost 9900 SP to learn.

SupportEdit

Name MN Cost Description Max Level Prerequisite
Chiropractic 3 Restore LF: one ally. Instant 10 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: LF restoration ↑. Cost 250 SP.
  • Lv. 3: LF restoration ↑. Cost 500 SP.
  • Lv. 4: LF restoration ↑. Cost 1000 SP.
  • Lv. 5: LF restoration ↑. Cost 1500 SP.
  • Lv. 6: LF restoration ↑. Cost 2000 SP.
  • Lv. 7: LF restoration ↑. Cost 2500 SP.
  • Lv. 8: LF restoration ↑. Cost 3000 SP.
  • Lv. 9: LF restoration ↑. Cost 3500 SP.
  • Lv. 10: LF restoration ↑. Cost 4000 SP.
Detox 4 Cure Poison/Blind/Paralysis: one ally 5 None
Progression
  • Lv. 1: Base skill.
  • Lv. 2: Cure Burn, Freeze, Bleed. Cost 500 SP.
  • Lv. 3: Cure all ailments. Cost 1000 SP.
  • Lv. 4: Instant activation. Cost 2000 SP.
  • Lv. 5: MN: 4→3. Cost 4000 SP.
CPR 4 Revive a fallen ally 5 None
Progression
  • Lv. 1: Skill learned. Cost 250 SP.
  • Lv. 2: LF after revival ↑. Cost 700 SP.
  • Lv. 3: LF after revival ↑. Cost 1300 SP.
  • Lv. 4: LF after revival ↑. Cost 2500 SP.
  • Lv. 5: LF after revival ↑. Cost 3000 SP.
ATK Acupressure 3 ATK/MAT ↑: one ally. 6 turns 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1000 SP
  • Lv. 2: Effects ↑. Cost 2000 SP.
  • Lv. 3: Effects ↑. Cost 3000 SP.
  • Lv. 4: Effects ↑. Cost 4000 SP.
  • Lv. 5: Effects ↑. Cost 5000 SP.
Notes
  • Has high speed activation.
DEF Acupressure 3 DEF/MDF/ailment resist ↑: one ally. 6 turns 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1000 SP.
  • Lv. 2: Effects ↑. Cost 2000 SP.
  • Lv. 3: Effects ↑. Cost 3000 SP.
  • Lv. 4: Effects ↑. Cost 4000 SP.
  • Lv. 5: Effects ↑. Cost 5000 SP.
Notes
  • Has high speed activation.
SPD Acupressure 3 SPD/EVD ↑: one ally. 6 turns 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 1000 SP.
  • Lv. 2: Effects ↑. Cost 2000 SP.
  • Lv. 3: Effects ↑. Cost 3000 SP.
  • Lv. 4: Effects ↑. Cost 4000 SP.
  • Lv. 5: Effects ↑. Cost 5000 SP.
Notes
  • Has high speed activation.

OtherEdit

Name MN Cost Description Max Level Prerequisite
God Charge 3 100% G inflict, ATK ↑. 4 turns. 5 None
Progression
  • Lv. 1: Skill learned. Cost 150 SP.
  • Lv. 2: ATK/MAT increase ↑. Cost 1200 SP.
  • Lv. 3: ATK/MAT increase ↑. Effective turns 4→5. Cost 1500 SP.
  • Lv. 4: ATK/MAT increase ↑. Cost 2500 SP.
  • Lv. 5: ATK/MAT increase ↑. Effective turns 5→6. Cost 4000 SP.
The Final Flame - Auto. May survive/restore LF, even after LF is 0 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 2500 SP.
  • Lv. 2: Activation rate/LF restoration ↑. Cost 4000 SP.
  • Lv. 3: Activation rate/LF restoration ↑. Cost 5000 SP.
  • Lv. 4: Activation rate/LF restoration ↑. Cost 6000 SP.
  • Lv. 5: Activation rate/LF restoration ↑. Cost 7000 SP.
Pre-emptive God - Auto. Attack/inflict 1G at battle start: all 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 2000 SP.
  • Lv. 2: Damage ↑. Cost 3000 SP.
  • Lv. 3: Damage ↑. Cost 4000 SP.
  • Lv. 4: Damage ↑. Cost 5000 SP.
  • Lv. 5: Damage ↑. Cost 6000 SP.
Stardust Press - Auto. May counter at turn end after taking dmg 5 Skill Development 2
Progression
  • Lv. 1: Skill learned. Cost 3000 SP.
  • Lv. 2: Damage ↑. Cost 4500 SP.
  • Lv. 3: Damage ↑. Cost 6000 SP.
  • Lv. 4: Damage ↑. Cost 7000 SP.
  • Lv. 5: Damage ↑. Cost 8000 SP.
God React 0 Chance of + 1 turn after inflicting G. 4 turns 5 Skill Development 1
Progression
  • Lv. 1: Skill learned. Cost 500 SP.
  • Lv. 2: Activation rate ↑. Cost 1000 SP.
  • Lv. 3: Activation rate ↑. Effective turns 4→5. Cost 1500 SP.
  • Lv. 4: Activation rate ↑. Cost 2000 SP.
  • Lv. 5: Activation rate ↑. Cost 2500 SP.

GalleryEdit

TriviaEdit

  • The official names of the God-Hand class members are Rangelow (Male A), Sakaki (Male B), Aogiri (Female A) and Cherry (Female B).
    • Suprisingly, Aogiri bears a striking resemblance of Aoi from 7th Dragon 2020 as they both have red hair tied in a red sidetail. They even share similar names.
  • Female God-Hand A-1 is a playable character in the demo under her default name Aogiri.

NavigationEdit

Classes
7th Dragon
Fighter》《Rogue》《Samurai》《Knight》《Mage》《Healer》《Princess
7th Dragon 2020 &
7th Dragon 2020-II
2020 &
2020-II
Samurai》《Destroyer》《Trickster》《Psychic》《Hacker
2020-II exclusive
Idol
7th Dragon III Code: VFD Present
Samurai》《God-Hand》《Agent》《Duelist
Past
Future
Mage》《Banisher