Dragon Quest 7 Reimagined Best Vocations For Each Character Guide
Choosing vocations in Dragon Quest 7 Reimagined shapes how every party member performs from start to finish. Each character leans toward certain roles thanks to their stats and natural strengths, even though the system lets you experiment freely. This guide breaks down strong vocation paths for every character without locking you into one rigid setup. Think of this as smart direction, not handcuffs.
Best Vocation Picks Per Character
Hero Vocation Path Overview
The Hero works best when leaning into balanced offense early, then expanding into mixed damage later. Physical vocations shine first, with magic layered in once Moonlighting opens up more flexibility. He performs best when given tools to hit hard every turn, not babysit the party.
Early game choices like Warrior or Martial Artist build strong damage habits fast. Mid game hybrid vocations reward his even stats. By late game, advanced vocations take full advantage of his wide skill pool.
Maribel Vocation Path Overview
Maribel is your spell specialist and she never pretends otherwise. Her magic damage and utility scale extremely well when you keep her focused on spellcasting paths. Physical vocations slow her down and do not pay off.
Mage and Priest paths unlock everything she wants. Intermediate magic vocations give her flexibility without weakening her damage. Late game magic vocations turn her into a spell engine that deletes bosses while still helping the team survive.
Ruff Vocation Path Overview
Ruff thrives as a fast, flexible damage dealer with utility mixed in. He does best in vocations that reward speed, tricks, and adaptability rather than raw defense. He is great at cleaning up fights and controlling battle flow.
Early utility vocations set him up well. Intermediate monster focused or seafaring vocations add offense. Advanced options let him pivot into surprising damage roles without losing speed.
Aishe Vocation Path Overview
Aishe is strongest when playing a support focused role with style. Her kit favors buffs, turn control, and group support rather than pure damage. She benefits from vocations that improve party momentum.
Early performance vocations feel natural for her. Intermediate support focused vocations unlock key buffs. Late game magic support paths give her clutch spells that swing long fights.
Mervyn Vocation Path Overview
Mervyn is built to stand in front and take punishment. He shines when combining defense, healing, and steady damage. He does not need speed, he needs staying power.
Basic tank vocations suit him immediately. Intermediate holy and defensive paths add sustain. Advanced physical vocations give him teeth when fights drag on.
Recommended Vocation Progressions
Hero Suggested Vocations
Martial Artist
Warrior
Armamentalist
Hero
Maribel Suggested Vocations
Mage
Priest
Sage
Druid
Ruff Suggested Vocations
Thief
Shepherd
Monster Master
Pirate
Aishe Suggested Vocations
Troubadour
Luminary
Druid
Mervyn Suggested Vocations
Warrior
Paladin
Gladiator
Champion
Endgame Role Breakdown
Hero Endgame Role
The Hero performs best as a mixed damage carry. He brings physical hits, elemental options, and solid survivability. He fits into almost any party without adjustments.
Maribel Endgame Role
Maribel becomes your main source of spell damage and emergency magic. She controls fights through raw power and smart spell access. Protect her and she wins battles.
Ruff Endgame Role
Ruff ends the game as a high speed disruptor. He clears groups quickly and contributes strong single target damage. He rewards smart positioning and timing.
Aishe Endgame Role
Aishe dominates long encounters through buffs and turn control. She keeps the party efficient and alive. Her value increases the harder fights become.
Mervyn Endgame Role
Mervyn anchors the party. He absorbs damage, heals when needed, and finishes fights when others slow down. Boss fights feel much safer with him present.
Final Blurb
Dragon Quest 7 Reimagined rewards planning without punishing creativity. These vocation paths give each character room to grow while playing to their strengths. You can always experiment, but starting smart saves time and frustration. Also nobody enjoys grinding a bad vocation choice for 20 hours.
FAQ
Can I change vocations later if I make a mistake
Yes, vocations can always be changed at Alltrades Abbey, so no choice is permanent.
Does Moonlighting matter for these builds
Yes, Moonlighting lets you stack benefits and smooth out weaknesses, especially in mid and late game.
Are advanced vocations required to beat the game
No, but they make tough fights much easier and more flexible.
Can characters share the same vocation
Yes, but spreading roles usually leads to smoother combat and fewer problems.

