Quick Answer
Quick Answer
If you are new, equip the Memory that helps your current carry clear faster, then save upgrade materials for Memories that stay useful in more than one setup. Lemon Slime and Proto Killer are easy keeps because they are broadly useful. Dragon Memory is a strong keep for DQ1/Roto physical-lightning builds. Ryuuou Army is a strong keep for thief-oriented blue-slot builds that want critical rate and dexterity synergy. Flame Warrior Memory is a strong keep for fire physical builds that want high attack and dexterity with Mera Tsubute synergy. Ice Golem is better when your build is already leaning into Ice Staff style magic. Akumashinkan is better when your account wants dark or physical damage support.
Update Note
Reviewed on June 4, 2026. Added Flame Warrior Memory from the Honoo no Senshi Shrine. Flame Warrior Memory is placed in S tier as a blue shrine Memory with fire physical damage, high attack and dexterity, and Mera Tsubute synergy. Dragon Memory remains S tier for DQ1/Roto physical-lightning builds. Ryuuou Army remains S tier for thief-oriented blue-slot builds. Proto Killer remains a broad, high-priority yellow physical Memory when the shrine or build fit is available. Lemon Slime remains a low-regret flexible keep for new players.
DQ1 / Dragon Memory
Event Memory
Dragon Memory is a yellow event Memory from the DQ1 collaboration that adds lightning physical damage. It fits Roto Sword or another physical lightning plan when the build can use a yellow or flexible slot. It is now rated as a top keep for accounts running that damage plan, not just a temporary event pickup.
Best Memories Tier List
Lemon Slime
The easiest Memory to keep when you want stable early value instead of a narrow one-build gamble.
Proto Killer
A broad, high-priority yellow physical Memory when the shrine is available or your build can use its fit.
Akumashinkan
Best when your carry wants dark or physical support, and still strong enough to be a serious keep.
Ice Golem
High value for Ice Staff style builds, but less universal than the broadest SS Memories.
Dragon Memory
A strong keep for DQ1/Roto physical-lightning builds.
Ryuuou Army
Event Memory with critical rate +4% and dexterity synergy. Strong fit for thief-oriented blue-slot builds that want crit consistency.
Flame Warrior Memory
Shrine Memory with fire physical damage +10%, Mera Tsubute opening skill, and high attack and dexterity stats. Strong fit for fire physical and arrow-type adventure skill builds.
Big Hammer
A farmable green pickup with a healing opening skill and a beast-family damage bonus for physical carries.
Mummy
Useful enough to equip early, especially when it fills a missing role in your setup.
Behoim Slime
A practical pick when your build needs more comfort instead of pure damage.
Mini Demon
Worth keeping when your sword carry can use the opening healing skill and small spell resistance buffer.
Lime Slime
A useful progression Memory because you can actually use it while better pieces are still missing.
Useful story drops
Equip them when the stats or effect match your carry, but do not spend your rarest materials first.
Narrow synergy Memories
Good inside the right build, weaker when you are still changing weapons and vocations every day.
What Should New Players Keep?
-
Step 1
Keep broad Memories first
A Memory with useful stats or simple damage support is valuable before your final build is decided. These are the safest keeps because they help story, farming, and early boss progression without asking for a perfect team. Lemon Slime remains a low-regret flexible keep when your account is still changing.
-
Step 2
Keep weapon-matching Memories second
If your best weapon is an Ice Staff style carry, Ice Golem becomes much more important. If your damage plan is darker or more physical, Akumashinkan is easier to justify. If your current plan is Roto Sword or another lightning physical carry, Dragon Memory becomes more relevant without becoming the default best Memory for every account. Memory value changes when the weapon changes.
-
Step 3
Use farmable bridge Memories
Do not leave a slot empty while waiting for a perfect pull. Farmable Memories with useful stats are good enough for early DRAGON QUEST Smash/Grow progression and can carry you until your account has better options.
Upgrade Priority by Player Goal
Fast story progression
Use the Memory that makes your main damage dealer stronger today. Clearing stages unlocks more systems and rewards.
Low-regret upgrades
Upgrade broad Memories before niche ones. A flexible piece keeps value even if your reroll target changes later.
Specific builds
Once your weapon plan is clear, upgrade the Memory that directly supports that build instead of chasing generic rank.
Reroll decisions
A great Memory is a bonus, not the whole account. Weapons, vocations, and early progression still matter more.
How to Use This List
Simple rule
Read the tier list from your account outward: first ask what weapon is carrying you, then ask which Memory improves that build, then decide whether the same Memory will still matter next week. That is why this page ranks broad value and progression comfort higher than perfect-looking effects that only work in one unfinished setup.
FAQ
Should I reroll for the No.1 Memory?
Usually no. In DRAGON QUEST Smash/Grow, Memories support builds; they do not replace a strong weapon and clean early progression. If the rest of your account is weak, one Memory is rarely enough reason to stop or continue rerolling.
Should I farm story-drop Memories?
Yes, if they fill a real slot. A farmable Memory that helps your current carry is better than waiting with an empty or mismatched slot while your progression slows down.
Does slot color matter more than the Memory effect?
It matters, but it should not be the only rule. If two Memories are close, slot fit can decide. If one Memory is clearly stronger for your build, use the stronger progression piece first.
Which Memory should I upgrade first?
Upgrade the best Memory that helps your main build and still has a future on your account. For many new players, that means a broad SS Memory before a narrow piece that only works with one weapon.