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Early Tips for Stroper Trial
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The second 12 race trial is stone and the boss is Stroper. In JP this trial came out with the Tulien banner, right after Lenna/Dorgann, so it's probably a few weeks away from Global. Posting the tips early in case the trial comes early.

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Wiki page: Not made yet

Easy Mode Reward: Stone Killer (Materia: 50% P damage vs Stones)
Also from Easy Mode: Recipe to craft infinite Stone Killer (Materia: 75% P/M damage vs Stones)

Missions (Hard Mode) Reward
Complete the quest Stone Killer (Materia: 75% P/M damage vs Stones)
Clear in 10 turns or less Ghost Eater Sense (Materia: 40% ATK/MAG, 75% Physical/Magical damage vs Undead)
Party of 5 or less STMR Ticket x5
No Deaths Rare Summon Ticket x1

General Tips

Reminder that this is all based on the JP version. There may be changes when it releases to Global.

Stroper:

HP MP ATK DEF MAG SPR
10,000,000,000 10,000 26,000 200,000 7,500 100,000
Breaks: -- Can Break Can Break Can Break Can Break

Note: No stat passives at all

Fire Ice Lightning Water Wind Earth Light Dark Neutral
-115% 185% 185% 185% 185% 185% (-115% effectively) 185% 185% 0%
Poison Blind Sleep Silence Paralyze Confuse Disease Stone
100% 100% 100% 100% 100% 100% 100% 100%
  • Race: Stone
  • Vulnerable to all breaks, with no stat passives.
  • ST Silence, Confuse, Petrify, Death (resistable)
  • Only physical damage, no accuracy
  • Uses ST non-elem DoT every 5th turn
  • AoE Dispel every 5th turn
  • Permanent Field -300% Earth Resist (includes boss)

Fight Tips

Get ready for another throw-away trial from the JP devs. Like Archaeovis, this trial is a complete joke. Here's the basics to faceroll it:

  • Evasion Phys Cover Tank
  • Passive Provoker with evasion and death / status immunity
  • A way to cure unresistable ST petrify -OR- Seraph Staff on your provoker
  • High % breaks
  • Fire or Earth DPS (magic preferred, but phys works fine)

So yeah, the only thing that could be even the slightest threat would be the ST DoT on turn 5, assuming you didn't nuke this boss from orbit in 6 or less turns (you will). Everything else can be completely negated with an evasion tank. Assuming you don't actually win in 6 or less turns, just add some mitigation to your provoker and the DoT is also a non-issue.

The boss is equally weak to Fire and Earth (-115% effectively before imperils and after the special field). Half as much SPR, so magic dps will deal more damage, but most mages not named Angela suck, so physical is fine. Imbue a non-elem unit and go to town.

If you're having problems, consider doing the 5 man party, and 10 turn victory, in different clears.

Video Examples of the fight

Here's two clears of mine on this trial from the JP server:

3 turn clear with Grahf and Chu-Chu! Video

6 turn clear with free Tidus Video

There's also more example clears in the JP Thread

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