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Next after Belphegor in the 12-race trials should be Rafflesia the Plant. Rafflesia is the first of the elemental resistance hell trials we have to deal with (most going forward are like this). Let's go over the basics in this post.
Details
Wiki page: https://exvius.fandom.com/wiki/Twelve_Types_Takedown:_Rafflesia
Easy Mode Reward: Plant Killer (Materia: 50% P damage vs Plants)
Also from Easy Mode: Recipe to craft infinite Plant Killer (Materia: 75% P/M damage vs Plants)
Missions (Hard Mode) | Reward |
---|---|
Complete the quest | Plant Killer (Materia: 75% P/M damage vs Plants) |
Clear in 15 turns or less | Beast Eater Sense (Materia: 40% ATK/MAG, 75% Physical/Magical damage vs Beast) |
Party of 5 or less | STMR Ticket x5 |
No Items | 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.
Rafflesia:
HP | MP | ATK | DEF | MAG | SPR |
---|---|---|---|---|---|
8,500,000,000 | 10,000 | 18,000 | 700,000 | 23,000 | 660,000 |
Breaks: | -- | Can Break | Can Break | Can Break | Can Break |
Note: No stat passives at all
Fire | Ice | Lightning | Water | Wind | Earth | Light | Dark | Neutral |
---|---|---|---|---|---|---|---|---|
265% | 265% | 265% | 265% | 230% | 230% | 265% | 265% | 95% |
Poison | Blind | Sleep | Silence | Paralyze | Confuse | Disease | Stone |
---|---|---|---|---|---|---|---|
100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% |
- Race: Plant
- Vulnerable to all breaks, with no stat passives.
- Uses AoE All Ailments, AoE Charm, AoE Death
- Damage is purely magic, no physical at all
- AoE Water & Non-Elem Magic damage
- AoE -600% Water Imperil (before damage)
- Reflects spells
- Uses AoE Mana Drain
- Uses self healing by 8% per cast
Fight Tips
I look forward to this trial releasing on Global simply because I've still not cleared it on JP (due to my lack of viable DPS options). Like all trials, I'd assume it's going to be much easier on Global. Anyway, let's get onto the specific mechanics point by point:
Dealing Damage... kind of
We had a taste of this new trend in JP content with the Gabranth Judge Magister fight. Well, now experience it in trial format. The boss's lowest resistance is 230% to wind and earth, with 265% to everything else (and nearly immune to non-elemental). This means, to even be able to deal any damage at all, you need at LEAST a -135% imperil to wind or earth, but that only brings the boss down to 95% resistance, meaning still almost invulnerable.
The only way to deal any reasonable damage is with huge imperils stacked on top of an imperil field. Your options are:
- NV Emperor (-160% wind) Narshe Mog's Field (-25%)
- Tulien (-145% earth) Sieghard's Field (-25%)
- Lenna or Chizuru (-140% wind) Narshe Mog's Field (-25%)
The Emperor/Mog combo brings the boss to an effective resist of 45% wind. You could also do NV Lenna's shifted LB for -140% wind Mog, for a total of 65% wind. Also Chizuru technically, but her -140% imperil is 2 turn duration and only available in shift form, which is probably too clunky (or maybe it's fine?)
The Tulien/Sieghard combo brings the boss to an effective resist of 60% earth. In the next story update Tulien "should" get his story gauntlet that gives him a -160% earth imperil, which lets the earth route also reach 45% earth effective resist.
Something to be mindful about is that due to the reliance on imperil fields, using Esther is not recommended since she removes fields with every limit burst. But I'm not your dad, maybe you can make Esther work anyway.
Incoming Damage and Effects
There's a ST Water DoT, and a lot of AoE Water Magic damage, along with a fair chunk of Non-Elem magic damage on top. You want your magic tank to have high water resist while also having very high magical bulk for the non-elem stuff. The rest of the party can ignore bulk entirely (well, other than the mana drain being reduced by bulk).
Speaking of mana drains, yeah this boss does that, AoE every single turn, and it's 50% more powerful than Belphegor's phase 2 mana drain. Meaning you really need a reliable plan to sustain your mana because it's getting siphoned out very quickly.
The boss also does AoE all the ailments and charm, but these don't ignore immunity so just gear to be immune or use a buff.
Finally, the most annoying part: RNG Death. Most turns there's a 10% chance the boss decides to randomly cast AoE Death. Thankfully this can be immuned via gear, but it's just one more thing to deal with. Another option (or if you don't have enough death immunity to spread around, your only option) is to just RNG it or AoE Re-Raise. It's only 10% chance on most (but not all turns) to be cast. Meaning most of the time you won't ever see the AoE Death. That said, as soon as you decide to roll the dice and skip death immunity gearing, you're going to see it four attempts in a row.
EDIT: Seems you can provoke the ST water imperil with a non-tank and keep re-raise on tank/provoker to deal with the AoE imperil, and therefore not need as much water resist on your cover tank.
Finishing in 15 turns
I haven't beaten this trial at all yet in JP (thanks to not owning a single good wind or earth DPS), but for Global we have options like Chizuru and Olive and 90% breaks. I don't yet have a final team in mind to run, but as of the time of writing this guide, I'm thinking something like:
- Chow geared for water w/ counter Example pre-buff
- Emperor
- Mog
- Chizuru
- friend Chizuru
I would assume this could win thanks to Chizuru having self-contained wind support and 250% plant killer buff, while Emperor does breaks and 160% imperil w/ Mog's -25% field on top. Chow would cover and sustain the party with counter mana refills. But this is just a very very early idea. I'll plan this in more detail later.
Also note that the boss self heals by 8% most turns in phase 2. This is why I've not cleared it at all in JP. If you can't outpace the healing you can't do a slow clear.
Video Examples of the fight from JP
I don't have any preview vids of my own due to lack of unit options, but you can find some examples in the JP Thread
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