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JP Version Only Global Players: Be respectful or be removed. π¨
Series Boss Battle - Zeromus (FFIV)
Missions
- Clear: Unlock new abilities for base 3/4β FFIV units
- Summon Shiva: 50x Trust Coins
- Kill Zeromus w/ LB: 2x Summon Tickets
- Within 20 turns: Unlock new abilities for base 5β FFIV Units
Clear Videos
Youtube /u/Meyrime [10 Turns, All Missions, Dual Mag Tank]
Awakened RainDawn Warrior GalufCG CharlotteCG Onion KnightCG Folka CG Onion Knight
Youtube /u/CrasherED [10 Turns, All Missions, Single Mag Tank]
CG CharlotteAdventurer LockeRegisAerithCG Onion Knight CG Onion Knight
Youtube /u/togeo [15 Turns, All Missions, Single Mag Tank]
Elfim Dawn Warrior Galuf Light Warrior Lenna CG Aldore King Rain CG Charlotte CG Aldore King Rain
Youtube /u/Sinzar_ (All Missions, 15 Turns, Single Mag Tank)
CG Warrior of Light Lunafreya CG Charlotte Elfim (CG) Light Warrior Bartz (CG) Light Warrior Bartz
Youtube /u/FConFFBE (All Missions, 12 Turns, Single Mag Tank)
CG Charlotte CG Sieghart Regis Light Warrior Lenna CG Zidane CG Zidane
Overview
Series Boss Trials
- FFBE reenactment Trial of the Final Fantasy series Final Bosses.
Series Bonus:
- 100% All Stats to Final Fantasy IV Units.
Boss: γΌγγ γΉ - Zeromus
Monster Info
- Name: γΌγγ γΉ (Zeromus)
- Race: Demon
- Level: 99
- Libra: Link
- Actions/Turn: 5
Stats
HP | MP | ATK | DEF | MAG | SPR |
---|---|---|---|---|---|
356,000,000 | 155,000 | 3300 [2200( 1100)] |
3000 [2000( 1000)] |
2325 [1550( 775)] |
3060 [2040( 1020)] |
Values in ( ) indicate extra stats gained from passives.
These are not affected by breaks.
Resistances
Non Elemental |
||||||||
---|---|---|---|---|---|---|---|---|
-- | -- | -- | -- | -- | -- | -- | -- | -- |
100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
ATK Break |
DEF Break |
MAG Break |
SPR Break |
Phys Mitigation |
Mag Mitigation |
---|---|---|---|---|---|
β | β | β | β | No | No |
Skillset / AI / Behaviour thanks to /u/togeo and aEnigma
Raw Dump: Link
AI Breakdown by /u/togeo: Image Format | Spreadsheet AI <50% HP
Name | Effect | DMG Type | ATK Type | Element |
---|---|---|---|---|
[Passive] ε
¨γΉγ50% |
Increase ATK, DEF, MAG and SPR by 50% | -- | -- | |
γγγ°γγΌγ³ | Magic damage (35x, MAG) to all enemies | Magic | Magic | |
γγ©γγ―γγΌγ« | Remove all buffs and debuffs from all units | -- | None | |
ε ¨δ½γγ¬γ’ | Magic fire damage (14x, MAG) to all enemies Reduce resistance to Fire by 100% for 3 turns to all enemies |
Magic | Magic | |
ε ¨δ½γ’γΉγγ« | Magic damage (0.3x, MAG) as MP drain (30%) to all enemies | Magic | Magic | |
γ―γΌγ« | 99% HP damage to all enemies | None | Fixed | |
γ‘γγͺ | Magic damage (14x, MAG) to all enemies | Magic | Magic |
Team Used
Awakened Rain | Dawn Warrior Galuf | CG Charlotte | CG Onion Knight | CG Folka | CG Onion Knight |
---|---|---|---|---|---|
200% Fire Resist | 100% Provoke 100% Dodge |
200% Fire Resist | ATK / Demon Killers | HP/MP/SPR | ATK / Demon Killers |
Strategy:
Zeromus is a hard hitter. Like, really hard. With stats that big and nukes like his infamous Big Bang, even units like Charlotte can't tank it without dying at least once. Once again, /u/togeo come in with a specific strat which is 100% safe for EVERYTHING. And I mean it since I tried it myself.
As you can see, the line up consist of 3 tanks. 1 of them (Galuf) will take all the physical attacks. The remaining 2 (Charlotte, A.Rain) ONLY need 200% Fire Resist and nothing else (Maybe some MP to keep covering but it shouldn't be a big problem). That way, the only damaging moves that can (and will) kill them are Meteors and Big Bangs. Your three others units shouldn't be in near danger of anything. However, Zeromus has a pretty strong Aspire (MP Drain) spell which will most likely going to reduce all your mp down to zero, especially with a setup that doesn't use breaks. That's where Folka shines, with her instant MP refill skills working on her LB and not MP. If you wants, give her some Auto-LB.
The strategy is simple. One of your mag tank will cover until it dies (don't bother with Guts or Reraise, tried both, it's not even working). When it's dead, simply have your second mag tank cover and raise the first. With 200% Fire Resist, they will both resist the "Megaflare". A.Rain come even with 90% Fire Resist innate after SBB, making it far more easier to build both of them. The downside of this strategy is the lack of buffs and OK isn't the best DPS here, since his rotation works poorly against Zeromus.
Once below 50%, Zeromus AI will change, depending on the turn you cross the threshold. For normal teams, you want to avoid crossing on T11 or 12, as you'll tank double Big Bang during T13 (Use the spreadsheet to see Zeromus rotation. Make a copy of it). However, this line up doesn't even need to care about those scary turns. Your mag tank will cover absolutely EVERYTHING, even if it's dead way before the end of the turn. You'll tank double Big Bangs and even during turns where "Megaflare" is used (After a Big Bang for exemple), your mag tank will still cover it. You just need to have a big DPS to play on that and kill Zeromus fast enough to get the Turn Limit kill. Also, use Shiva on Galuf since most he'll do is guard or use LB at the end.
Community Guides & Clears
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Subreddit
Post Details
- Posted
- 5 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/FFBraveExvi...