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.
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— 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.
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 and lasts for 3 turns. 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.
Strategy[]
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 Combinations[]
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.
Stats[]
Base Stats at Lv. 99[]
LIFE
MN
ATK
MAT
DEF
MDF
SPD
391
136
200
159
100
89
99
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
LIFE
+0
+1
+2
+5
+5
+8
+15
Standby[]
God-Hand recover 1 gauge every 2 turns.
Support Skill[]
Restore some 1st Team LF. Recharge in 2 turns.
The heal is 35% of their maximum LIFE.
Has a speed modifier of 100%.
Buddy Skill[]
Restore some 1st Team LF based on damage given to enemies. Recharge in 4 turns.
Deals 150% non-elemental damage to the target.
The heal for the designated buddy is 20% of the damage dealt.
Has an accuracy modifier of 100%.
Has a speed modifier of 100%.
Skills[]
Universal[]
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.
Notes
Formula:
Lv. 1: 1.1 * LIFE.
Lv. 2: 1.15 * LIFE.
Lv. 3: 1.2 * LIFE.
Lv. 4: 1.25 * LIFE.
Lv. 5: 1.3 * LIFE.
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.
Notes
Formula:
Lv. 1: 1.1 * MANA.
Lv. 2: 1.15 * MANA.
Lv. 3: 1.2 * MANA.
Lv. 4: 1.25 * MANA.
Lv. 5: 1.3 * MANA.
God-Depth[]
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
Formula:
Lv. 1: 120% damage. Inflicts 1 G-Depth.
Lv. 2: 140% damage. Inflicts 1 G-Depth.
Lv. 3: 160% damage. Inflicts 1 G-Depth.
Lv. 4: 180% damage. Inflicts 1 G-Depth.
Lv. 5: 200% damage. Inflicts 2 G-Depth.
Deals ATK-based non-elemental damage.
The chance of inflicting G-Depth is 200%, which is equal to guaranteed as all enemies have a 50% to 80% resistance to G-Depth.
Has priority.
Has an accuracy modifier of 150% at all levels.
Has a critical hit rate of 2x at all levels.
Has a speed modifier of 120% at all levels.
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.
Notes
Formula:
Lv. 1: 250% damage. 100% chance to inflict 1 G-Depth.
Lv. 2: 260% damage. 100% chance to inflict 1 G-Depth.
Lv. 3: 270% damage. 100% chance to inflict 1 G-Depth.
Lv. 4: 280% damage. 100% chance to inflict 1 G-Depth.
Lv. 5: 300% damage. 200% chance to inflict 1 G-Depth.
Deals ATK-based non-elemental damage.
Requires at least 1 G-Depth on the target to use at levels 1 through 4. At level 5, no G-Depth is required.
Has an accuracy modifier of 130% at all levels.
Has a critical hit rate of 5x at all levels.
Has a speed modifier of 110% at all levels.
Quaretto
6
G2. Dmg based on enemy G. Resets enemy G
10
None
Progression
Lv. 1: Base skill.
Lv. 2: Damage ↑. Cost 250 SP.
Lv. 3: Damage ↑. Cost 450 SP.
Lv. 4: Damage ↑. Cost 900 SP.
Lv. 5: Damage ↑. Cost 1800 SP.
Lv. 6: Damage ↑. Cost 3000 SP.
Lv. 7: Damage ↑. Cost 4500 SP.
Lv. 8: Damage ↑. Cost 6000 SP.
Lv. 9: Damage ↑. Cost 8000 SP.
Lv. 10: Damage ↑. Cost 9500 SP.
Notes
Formula:
Lv. 1: Damage: 0 G = 350%. 1 G = 1385%. 2 G = 437.5%. 3 G = 525%.
Lv. 2: Damage: 0 G = 375%. 1 G = 412.5%. 2 G = 468.75%. 3 G = 562.5%.
Lv. 3: Damage: 0 G = 400%. 1 G = 440%. 2 G = 500%. 3 G = 600%.
Lv. 4: Damage: 0 G = 425%. 1 G = 467.5%. 2 G = 531.25%. 3 G = 637.5%.
Lv. 5: Damage: 0 G = 450%. 1 G = 495%. 2 G = 562.5%. 3 G = 675%.
Lv. 6: Damage: 0 G = 470%. 1 G = 517%. 2 G = 587.5%. 3 G = 705%.
Lv. 7: Damage: 0 G = 490%. 1 G = 539%. 2 G = 612.5%. 3 G = 735%.
Lv. 8: Damage: 0 G = 510%. 1 G = 561%. 2 G = 637.5%. 3 G = 765%.
Lv. 9: Damage: 0 G = 530%. 1 G = 583%. 2 G = 662.5%. 3 G = 795%.
Lv. 10: Damage: 0 G = 580%. 1 G = 638%. 2 G = 725%. 3 G = 870%.
Deals ATK-based non-elemental damage.
Damage scales with the amount of G-Depth on the target. 1x for no G-Depth, 1.1x for 1 G-Depth, 1.25x for 2 G-Depth, and 1.5x for 3 G-Depth.
To be able to inflict the 0 and 1 G-Depth damage, multiple God Hands in the party would be required.
Counterattack will be activated to the enemy responsible when the God-Hand nullifies an ailment attack, which deals ATK-based non-elemental damage.
The ailment must be nullified by the skill. Using equipment to do so will not activate counters.
Has a 100% chance to inflict 1 G-Depth.
Has priority.
Has an accuracy modifier of 200% at all levels.
Has a critical hit rate of 5x at all levels.
Has a speed modifier of 100% at all levels.
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. Once all objectives are cleared, the EX skill is unlocked for all characters of that class.
Talk to the Blaster Raven in the Main Plaza.
Follow him to the top of the 7th Encount Tower.
Defeat him in 4 turns or less.
Progression
Lv. 1: Skill learned. Cost 9900 SP.
Notes
Using EX applies a 1.5x multiplier to the attack's damage output and infliction rate, if the skill inflicts any ailments. This also applies to EX skills, so the value listed below is simply the base damage value. Since the skill cannot be used without using EX, the actual damage and infliction rate will be listed as well. Using EX also provides priority to the skill, if it did not have it before. All EX skills have a critical hit rate of 0x.
Deals 2200% (Actually 3300%) ATK-based non-elemental damage to one enemy.
Has a 90% chance to inflict Null Action for 3 turns.
Has an accuracy modifier of 150%.
Has a speed modifier of 100%.
Support[]
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.
Notes
Formula:
Lv. 1: 40 Base heal.
Lv. 2: 50 Base heal.
Lv. 3: 60 Base heal.
Lv. 4: 70 Base heal.
Lv. 5: 75 Base heal.
Lv. 6: 80 Base heal.
Lv. 7: 85 Base heal.
Lv. 8: 90 Base heal.
Lv. 9: 100 Base heal.
Lv. 10: 120 Base heal.
Has priority.
Has a speed modifier of 200% at all levels.
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.
Notes
Formula:
Lv. 1: Cures Poison, Paralysis, and Blind.
Lv. 2: Cures Poison, Paralysis, Blind, Burn, Frostbite, and Bleed.
Lv. 3: Cures all ailments.
Lv. 4: Cures all ailments. Has priority.
Lv. 5: Cures all ailments. Has priority.
Has a speed modifier of 100% at all levels.
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.
Notes
Formula:
Lv. 1: 40 Base heal.
Lv. 2: 80 Base heal.
Lv. 3: 120 Base heal.
Lv. 4: 160 Base heal.
Lv. 5: 200 Base heal.
Has a speed modifier of 200% at all levels.
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
Formula:
Lv. 1: 1.05x ATK and MAT multiplier.
Lv. 2: 1.07x ATK and MAT multiplier.
Lv. 3: 1.1x ATK and MAT multiplier.
Lv. 4: 1.14x ATK and MAT multiplier.
Lv. 5: 1.19x ATK and MAT multiplier.
Has priority.
Has a speed modifier of 120% at all levels.
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
Formula:
Lv. 1: 1.05x DEF and MDF multiplier. 0.7x ailment multiplier.
Lv. 2: 1.07x DEF and MDF multiplier. 0.65x ailment multiplier.
Lv. 3: 1.1x DEF and MDF multiplier. 0.6x ailment multiplier.
Lv. 4: 1.14x DEF and MDF multiplier. 0.55x ailment multiplier.
Lv. 5: 1.19x DEF and MDF multiplier. 0.5x ailment multiplier.
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[]
God-Hand A-1
God-Hand A-2
God-Hand A-3
God-Hand B-1
God-Hand B-2
God-Hand B-3
Male God-Hand A-1
Female God-Hand A-1
Male God-Hand B-1
Female God-Hand B-1
God-Hands
Trivia[]
The official names of the God-Hand class members are Rangelow (Male A), Sakaki (Male B), Aogiri (Female A) and Chieri (Female B).
Aogiri bears a striking resemblance to Aoi Unose from 7th Dragon 2020, and Shirow Miwa confirmed in a tweet that Aogiri, was directly inspired by Aoi's design.[1]
Female God-Hand A-1 is a playable character in the demo under her default name Aogiri.