A summoner that uses their mana power to manifest monsters and traps from another world. Their powers require a keen mind and quick wit—to excel, they must adapt and adopt new strategies on the fly, drawing new cards every turn to summon beasts or set up traps for devious counterattacks.
”
— Website description.
"A new-age summoner armed with a deck of cards", Duelist is one of the eight classes of 7th Dragon III Code: VFD. It is based on the present timeline and available from the start.
Being the initial class with access to elemental damage, Duelists are a quirky version of Mages. They have a wide variety of attacks to use, but all of these attacks are heavily restricted by the cards the Duelist has on hand. The Duelist begins the battle with two random cards, drawing a new one every turn. Their maximum hand size is six, and whenever they draw a new card while their hand is full, the leftmost one is discarded. The Duelist never runs out of cards to draw. Careful management of cards as the pace of the battle changes can pave the way to victory.
Strategy[]
For starters, work on investing in Draw Bonus to increase the possibility of options available. The Search skills are also ideal when setting up for a particular skill. Supply Draw offers a great quantity of cards but is less consistent than Search skills, but if you are investing in the Duelist's traps which all require a mixture of elements, it can prove advantageous. Judgment may be attractive for its incredible high damage output, but since it requires all three traps to set up and consumes all the traps once triggered, it is not worth the effort, especially when considering other party members being able to match Judgment's damage output in a similar time frame. Judgement set-ups are mostly useful during longer battles.
The Field attacks prove to be very useful within teams focused around a particular element. Invest according to what is most available so that the team can exploit the resistance penalty to its fullest. Picking up MANA Gain, even if not planning on using Ice skills, already restores a decent amount of MN every turn, similar to the Fortuner's Moonlight Poetry. If an Ice skill is used, MANA Gain has the potential to fully replenish MN.
If there is one particular element that stands out, it is fire. X Burn deals damage to all enemies at the turn end. The damage is dependent on how many fire cards has been used. A fully invested X Burn with 3 fire cards consumed has the potential to deal tremendous damage. The best part is that the damage is consistent over its duration and increases if more fire cards are consumed. This makes the Duelist extremely fearful given the right circumstances.
Destiny React can be picked up but is not always reliable, as the chance to activate is less than 50% given that 1) the Duelist may not deal an odd number and 2) it is not guaranteed to activate even if they deal an odd number. It also requires a turn to cast. Lucky Roll may not be useful every time it activates, but if the stars align, the boosts can be significant.
Party Combinations[]
In inactive parties, the Duelist has one of the most valued support skills: cleansing all ailments from the active party. In return, however, the Duelist takes longer to charge their support bar than most other classes. It is recommended to save an inactive Duelist's support bar for this express purpose, as it can make the difference between victory or defeat in a boss fight.
Samurai: X Burn and Windy Canopy is a lethal combination given the right circumstances. When maxed, X Burn has the potential to deal massive damage once 2 or more fire cards have been consumed. The disadvantage however is that X Burn requires a turn to set up, not to mention RNG-dependent. If the Samurai uses Solid Stance in combination with Windy Canopy, the damage boost will only apply on the first attack.
Agent: Duelist offer MN restoration, which is very valuable for non-Hacking Agents. The Agent can use the TROY skills with the Duelist's elemental skills, giving them another chance to activate Assassin's React.
Stats[]
Base Stats at Lv. 99[]
LIFE
MN
ATK
MAT
DEF
MDF
SPD
338
169
200
231
94
116
105
MAX stats[]
LIFE
MN
ATK
MAT
DEF
MDF
SPD
500
300
500
500
300
300
255
Reclass[]
Class changing refunds 100% of SP.
Stat
Lv. 30
Lv. 40
Lv. 50
Lv. 60
Lv. 70
Lv. 80
Lv. 99
MAT
+0
+1
+2
+5
+5
+8
+15
Standby[]
Duelist recover 1 gauge every 3 turns.
Support Skill[]
Cure 1st Team status ailments. Recharge in 3 turns.
Buddy Skill[]
Restore some 1st Team MN based on damage given to enemies. Recharge in 6 turns.
While buffed, if the Duelist is targeted with a melee attack from an enemy not weak to aerial damage (aka. grounded enemies only), the enemy responsible will be hit with melee MAT-based non-elemental damage and has a chance to cause Null Action for 2 turns.
The enemy's size (this includes dragons) will also affect the damage output as well. The multipliers are as follows:
Small: 0.8x
Medium: 1x
Large: 1.3x
Extremely Large: 1.5x
Any enemy with an aerial weakness counts as a flying enemy. A weakness counts as a multiplier of 1.01x or above.
Cannot miss at all levels.
Fills up 1.5% of the EX Gauge per hit at all levels.
Has a speed modifier of 100% and priority level of 2 at all levels.
While buffed, if the Duelist is targeted with ATK-based damage, the enemy responsible will be hit with ranged MAT-based aerial damage and has a chance to cause Bleed for 3 turns.
Cannot miss at all levels.
Fills up 1.5% of the EX Gauge per hit at all levels.
Has a speed modifier of 100% and priority level of 2 at all levels.
While buffed, if the Duelist is targeted with MAT-based damage, the enemy responsible will be hit with ranged MAT-based fire damage and has a chance to cause Blind for 5 turns.
Also activates after status ailment attacks, whether they succeed or not.
Cannot miss at all levels.
Fills up 1.5% of the EX Gauge per hit at all levels.
Has a speed modifier of 100% and priority level of 2 at all levels.
Lv. 1: 250% damage. +0.1x to lightning damage multiplier.
Lv. 2: 260% damage. +0.15x to lightning damage multiplier.
Lv. 3: 270% damage. +0.2x to lightning damage multiplier.
Lv. 4: 300% damage. +0.25x to lightning damage multiplier.
Lv. 5: 350% damage. +0.3x to lightning damage multiplier.
Consumes 2 lightning cards.
Has an accuracy modifier of 100% at all levels.
Fills up 5% of the EX Gauge per hit at all levels.
Has a speed modifier of 100% at all levels.
Titan
45
Massive non-elemental magic dmg: all
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.
Go to the Conference Floor
Go to the far left and up, you will find some vending machines
Interact with the shining vending machine and deposit 1000 AZ
Repeat step #3 until you obtain the Titan Gygas EX
Notes
Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
Cost 9900 SP to learn.
Other[]
Name
MN Cost
Description
Max Level
Prerequisite
X Burn
4
Fire dmg based on fire card usage: all. 3 turns
10
None
Progression
Lv. 1: Base skill.
Lv. 2: Damage increase per fire card used while skill is active ↑. Cost 400 SP.
Lv. 3: Damage increase per fire card used while skill is active ↑. Cost 1000 SP.
Lv. 4: Damage increase per fire card used while skill is active ↑. Cost 2000 SP.
Lv. 5: Damage increase per fire card used while skill is active ↑. Cost 2500 SP.
Lv. 6: Damage increase per fire card used while skill is active ↑. Cost 3000 SP.
Lv. 7: Damage increase per fire card used while skill is active ↑. Cost 3500 SP.
Lv. 8: Damage increase per fire card used while skill is active ↑. Cost 4500 SP.
Lv. 9: Damage increase per fire card used while skill is active ↑. Cost 5500 SP.
Lv. 10: Damage increase per fire card used while skill is active ↑. Cost 7000 SP.
Notes
Formula:
Lv. 1: 0.4x damage multiplier. Card Power = 2.1x for the first card, 1.1x for subsequent cards.
Lv. 2: 0.43x damage multiplier. Card Power = 2.3x for the first card, 1.3x for subsequent cards.
Lv. 3: 0.46x damage multiplier. Card Power = 2.5x for the first card, 1.5x for subsequent cards.
Lv. 4: 0.49x damage multiplier. Card Power = 2.7x for the first card, 1.7x for subsequent cards.
Lv. 5: 0.52x damage multiplier. Card Power = 3x for the first card, 2x for subsequent cards.
Lv. 6: 0.55x damage multiplier. Card Power = 3.3x for the first card, 2.3x for subsequent cards.
Lv. 7: 0.58x damage multiplier. Card Power = 3.6x for the first card, 2.6x for subsequent cards.
Lv. 8: 0.61x damage multiplier. Card Power = 4x for the first card, 3x for subsequent cards.
Lv. 9: 0.65x damage multiplier. Card Power = 4.5x for the first card, 3.5x for subsequent cards.
Lv. 10: 0.7x damage multiplier. Card Power = 5x for the first card, 4x for subsequent cards.
[(Duelist's MAT * Total Card Power) - Target's MDF] * Damage Multiplier.
Total Card Power is equal to 1 if no fire cards are used. Otherwise it is equal to the sum of the Card Power multipliers of the first card and any subsequent cards.
Places a buff on the Duelist for 3 turns.
While buffed, all enemies will be attacked with ranged MAT-based fire damage at the end of the turn. Damage increases depending on how many fire cards the Duelist that cast this used during the buff.
Only fire cards the user consumes counts towards X Burn's damage. Other Duelists cannot contribute to another Duelist's X Burn. Cannot trigger Destiny React as this activates at the end of the turn.
Has an accuracy modifier of 100% at all levels.
Fills up 1.5% of the EX Gauge per hit at all levels.
Has a speed modifier of 100% and priority level of 3 at all levels.
MANA Gain
0
Restore party MN based on ice card usage. 3 turns
5
Skill Development 1
Progression
Lv. 1: Skill learned. Cost 2000 SP.
Lv. 2: MN restoration per ice card used while skill is active ↑. Cost 3000 SP.
Lv. 3: MN restoration per ice card used while skill is active ↑. Cost 4000 SP.
Lv. 4: MN restoration per ice card used while skill is active ↑. Cost 5000 SP.
Lv. 5: MN restoration per ice card used while skill is active ↑. Cost 7000 SP.
Notes
Formula:
Lv. 1: Base Mana Restore of 6. Restore Power of 1.5x.
Lv. 2: Base Mana Restore of 10. Restore Power of 1.7x.
Lv. 3: Base Mana Restore of 13. Restore Power of 1.9x.
Lv. 4: Base Mana Restore of 15. Restore Power of 2.1x.
Lv. 5: Base Mana Restore of 17. Restore Power of 2.3x.
Base Mana Restore + [((Base Mana Restore * Restore Power) – Base Mana Restore) * # of Ice Cards Used].
If zero ice cards were used, the party only recovers the base amount of Mana.
Places a buff on the Duelist for 3 turns.
While buffed, the party will recover Mana at the end of the turn. Recovery increases depending on how many ice cards the Duelist that cast this used during the buff.
Only ice cards the user consumes count towards MANA Gain's restore. Other Duelists cannot contribute to another Duelist's MANA Gain.
Since this skill has no Mana cost, using it means the Duelist can practically never run out of Mana.
Has a speed modifier of 100% and priority level of 3 at all levels.
Lucky Roll
-
Auto. Roll die for random effect at battle start
1
Skill Development 1
Progression
Lv. 1: Skill learned. Cost 3000 SP.
Notes
Has an activation rate of 25%.
When activated, the Duelist conjures and rolls a large 6-sided die that provides a beneficial effect to the party. The effect depends on what side the die lands on:
Sun: Exp gain is tripled. (1/12 chance)
Star: SP gain is tripled. (3/12 chance)
Moon: Item drop rate is doubled. (4/12 chance)
Bolt: Party's Mana is completely restored. (4/12 chance)
However, the result of the roll is not actually determined by the die's animation. That is just for show.
Only 1 start of battle AUTO skill can activate at a time.
Judgement
-
Auto. Massive dmg when all 3 traps set
5
Skill Development 1
Progression
Lv. 1: Skill learned. Cost 2000 SP.
Lv. 2: Damage ↑. Cost 4000 SP.
Lv. 3: Damage ↑. Cost 5000 SP.
Lv. 4: Damage ↑. Cost 6000 SP.
Lv. 5: Damage ↑. Cost 8000 SP.
Notes
Formula:
Lv. 1: 3000% damage.
Lv. 2: 3500% damage.
Lv. 3: 4000% damage.
Lv. 4: 4500% damage.
Lv. 5: 5000% damage.
If at the end of a turn the Duelist has all 3 traps active (Pitfall, Barbed Wire, and Fire Whirl), all enemies are dealt MAT-based non-elemental damage and the traps are consumed.
Cannot miss at all levels.
My Turn!
-
Ally support/React length up
1
Skill Development 2
Progression
Lv. 1: Skill learned. Cost 2500 SP.
Notes
If at the end of a turn the party has any buffs active, the Duelist has a 12% chance to extend them by 1 turn.
Does not affect X Burn, MANA Gain, or the traps.
Occurs after turn counters tick, so it cannot extend buffs that only had 1 turn left.
Destiny React
5
Chance of +1 turn after dealing odd dmg. 4 turns
3
Skill Development 1
Progression
Lv. 1: Skill learned. Cost 2000 SP.
Lv. 2: Activation rate ↑. Cost 3500 SP.
Lv. 3: Activation rate ↑. Cost 5000 SP.
Notes
Formula:
Lv. 1: 60% activation rate.
Lv. 2: 70% activation rate.
Lv. 3: 80% activation rate.
X Burn deals damage after extra turns, so it can't activate Destiny React.
All react skills can only activate up to 3 times at most in a given turn.
Has a speed modifier of 100% at all levels.
Gallery[]
Duelist A-1
Duelist A-2
Duelist A-3
Duelist B-1
Duelist B-2
Duelist B-3
Male Duelist A-1
Female Duelist A-1
Male Duelist B-1
Female Duelist B-1
Trivia[]
The official names of the Duelist class members are Mishiru (Male A), Akira (Male B), Arika (Female A) and Nami (Female B).
The female Duelist A-1 is a playable character in the 7th Dragon III demo.
This class is primarily inspired by the manga Yu-Gi-Oh!, which featured among other games a fictional card game called Duel Monsters. Duel Monsters proved so popular with the readers that it became central to the plot of Yu-Gi-Oh! and spawned the real card game Yu-Gi-Oh!
The monster summoning is a reference to how the card game puts monsters in play.
The 3 traps are a reference to the meme "You just activated my trap card".