Dragon Quest 3 Remake has a lot of different options when it comes to combat, with different things available for each character depending on their vocation and weapon choice. The higher your level, the more options you’re going to have, and the more MP you’re going to have to cast them with.
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Certain vocations are going to unlock access to a wide variety of spells the higher their level, with these spells ranging in purpose from support to offensive and defensive spells. Some spells are upgraded versions of their former selves, while you’ll unlock others, especially later in the game, that have entirely new effects.
Spell Criteria
The spells in this guide have been included based on how useful they are in a variety of scenarios, combined with how much MP they cost to cast.
Some of the most powerful spells in the game have great effects, but you aren’t going to be using them too often because of their restrictive MP cost, which would set you up for failure in the future.
Offensive Spells
Offensive spells in Dragon Quest 3 Remake all vary in efficacy, based partially on how resistant that particular enemy is to that damage type. If you’re looking to maximize how useful your spells are, you’ll need to pay attention to the monsters’ weaknesses.
Many fights aren’t too difficult, but if you’re trying to punch above your weight class, making use of enemy weaknesses will be important.
The Most Useful Offensive Spells
Here are the most useful Offensive spells in Dragon Quest Remake 3:
Spell |
Vocation |
MP Cost |
Description |
---|---|---|---|
Boom/Kaboom |
Hero/Mage |
9/15 |
Boom (and its upgraded version, Kaboom) are great attack spells not because they do great damage, but because they do decent damage against every monster present. Many spells only target a certain monster group, meaning if you have four different groups of monsters, you aren’t getting much bang for your MP. These spells hit every monster, and it guarantees some damage is being spread around. |
Woosh/Swoosh/Kawoosh |
Priest |
4/6/10 |
Woosh and Swoosh both do a decent amount of wind damage to one group of enemies, while Kawoosh does an incredible amount of damage to a group of enemies. Kawoosh does use quite a bit of MP, so only use it when you need it, but when the time comes, it’s going to make short work of enemies, even if they’re slightly wind-resistant. |
Wack/Thwack |
Priest |
7/10 |
Whack and Thwack are both exceptionally valuable attack spells because they don’t rely on dealing damage; instead, they simply defeat monsters outright. While this can’t be used on bosses, it’s a great way to get rid of problematic enemies that have large health bars, and the Thwack variation is great for decimating an entire group of foes. (Its value is also increased by being one of the only good offensive spells available on the Priest.) |
Zapple |
Hero |
8 |
The only exclusively single-target spell to make the group, Zapple is here because the Zap variety of damage is the type that most enemies are weak to. This means you are likely to get some extra damage out of Zapple, which ordinarily already does extreme damage and is a great way to get rid of one enemy almost immediately. It’s a little bit steep in MP cost, but for an almost guarantee of heavy damage, it’s worth it. |
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Support Spells
Support spells in Dragon Quest 3 Remake serve a variety of purposes, but all of them enable your party to function more efficiently or under easier circumstances than they would otherwise. The Priest is going to be the one with the most access to these spells and is a great asset in pretty much any lineup you’re going to configure.
The Most Useful Support Spells
Here are some spells that are going to provide great support for your party in Dragon Quest 3 Remake:
Spell |
Vocation |
MP Cost |
Description |
---|---|---|---|
Kazing |
Priest |
20 |
Kazing is included here instead of Zin and Zing because of its consistency. Both Zin and Zing can revive a character on the first use, but they can also be entirely ineffective on multiple uses. While Kazing does cost considerably more MP, it guarantees a revive at full health, just like with a Yggdrasil Leaf, which is an extremely rare item. |
Midheal/Fullheal |
Hero/Priest |
5/9 |
Midheal and Fullheal are the most useful healing spells, out of the four that exist. Midheal is a great way to keep on top of a party member’s health without a big MP investment, oftentimes healing around 100 health overall. Fullheal will fully recover an ally for almost double the MP of Midheal. But, healing any amount of health necessary can be worth the extra cost for high-health characters. The other healing spells, while useful, oftentimes either don’t heal enough to be particularly helpful or don’t have use cases that are going to occur as often. |
Snooze |
Hero/Priest |
3 |
Snooze is a fantastic spell that has an extremely low MP cost. While enemies don’t always fall asleep to the spell, and some enemies are entirely immune to it, oftentimes, it’s a great way to incapacitate at least some of the monsters present and make the turn less punishing on your entire party. The Snooze Stick is a weapon that you can equip with Mages and Priests that allows you to essentially cast Snooze for free and is a fantastic item for a support-style character. |
Magic Barrier |
Priest |
6 |
Certain groups of monsters are going to use spells against you often, and some of those spells can be extremely powerful, hitting your entire party at once. Magic Barrier is going to limit how much damage those spells do, making a situation that would have been disastrous only inconvenient. |
Fizzle |
Hero/Priest |
5 |
Much like Magic Barrier, Fizzle is going to come in handy against enemies that use offensive magic to great effect against your party. But while Magic Barrier reduces the damage that magic is going to do to your party, Fizzle can stop them from using magic altogether. The trade-off here is that Fizzle is not guaranteed to work, so in some situations, it will make a bigger difference than Magic Barrier, while in others, it will be a waste of a turn. |
Convenience Spells
Some spells aren’t particularly (or at all) useful in combat, but they’re still a fantastic help, and you’re going to find yourself using them very often.
The Most Useful Convenience Spells
Here are the spells that are going to make your life a lot easier in Dragon Quest 3 Remake:
Spell |
Vocation |
MP Cost |
Description |
---|---|---|---|
Zoom |
Hero/Mage |
0 |
Zoom is likely going to be a spell you use regularly to get around the map. While you can travel the old-fashioned way everywhere, and there’s nothing wrong with doing that, it will be extremely time-consuming, especially considering the number of battles you’ll be getting into along the way. Zoom is free, allows you to fast-travel anywhere you’ve already visited and is the premier option for going back and forth between areas. |
Holy Protection |
Hero |
4 |
If you don’t plan on using Zoom to move around the map instantly, Holy Protection is going to keep you from getting into fights every few feet along your journey. Holy Protection keeps lower-level monsters from attacking you and allows you to walk through areas that you’ve already tread or areas with monsters that are below your level in peace. You likely don’t want to avoid fights with monsters that are going to reward you with a meaningful amount of XP, but if you’re traveling through areas containing monsters that aren’t going to help your party level up, Holy Protection is going to save you a lot of time and effort. |
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