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A Kind Lie, A Brave Love ends 10/17/2016 at 15:00 JST.
Starting with this event (and this event's MO, for that thread) I'm going to change the format slightly. Pre-EX stages are very standardized at this point, with only "don't die" medal conditions, so I'm removing the medal condition line from them. I'm also streamlining the elemental resistances and attacks sections for those bosses, because with OSBs widely available as Roaming Warriors it's fairly simple to kill even the difficulty 99 bosses with brand new accounts. Instead of giving a comprehensive overview of bosses that most people autoattack through and even the new accounts kill in two actions, I'll simply give a list of elemental properties (if any) and highlight their most dangerous attacks. This will help reduce the amount of time I spend on these threads and also make them quicker and easier to skim through for my readers.
Questions/comments about things other than bosses or event quests? Try the megathread or the relic draw thread.
Event Quest:
- Beat 凶 Looming Assassins with a party consisting of only FF13 synergy characters.
Stage 1: Pulse Vestige
Boss: Pantherons
Boss HP: 1,037 each
Elemental Resistances: WEAK to fire and ice.
Status Vulnerabilities: Poison, Confuse, Paralyze, Silence, Slow, Stop, Blind, Sleep, Petrify, Instant Death, Doom, Berserk, Sap, Stun
Notable Attacks:
- Attack (PHY: deal physical damage to one target)
Notes and Strategies: There are two Pantherons. These shouldn't be a problem for anyone at all -- all they can do is use a basic attack.
Stage 2: Lake Bresha
Boss: Shiva
Boss HP: 2,839
Status Vulnerabilities: Stun
Notable Attacks:
- Doom (NAT: Doom all targets [60 seconds])
- Blizzara (BLK: deal magical ice damage to all targets)
- Tornado Rave (PHY: deal physical damage four times to random targets)
Notes and Strategies: Shiva uses Doom as an interrupt when the fight starts.
Stage 3: Sunleth Waterscape
Boss: Enki & Enlil
Boss HP: 5,650 each
Elemental Resistances: NULLS water [Enki] or thunder [Enlil]; WEAK to thunder [Enki] or water [Enlil].
Status Vulnerabilities: Poison, Confuse, Paralyze, Slow, Stop, Blind, Sleep, Berserk, Stun
Notable Attacks:
- Wave of Rage/Storm of Rage (BLK: deal massive magical water/thunder damage to all targets/one target)
- Trample (PHY: deal physical damage to all targets)
Notes and Strategies: Enki and Enlil only become vulnerable to Confuse status after a specific HP threshold is passed. At that point, they can use their Wave/Storm of Rage attacks -- if they're confused, they will only hit one target, but if they aren't, they'll hit your whole party. Either way, a simple AOE RW cast will clear them out quickly.
Stage 4: Palumpolum
Boss: Ushumgal Subjugator
Boss HP: 20,345
Elemental Resistances: WEAK to thunder.
Status Vulnerabilities: Poison, Confuse, Paralyze, Silence, Slow, Stop, Blind, Sleep, Berserk, Stun
Notable Attacks:
- Beam Rain (NAT: deal ranged physical damage to all targets)
Notes and Strategies:
Stage 5: Fifth Ark
Boss: Bahamut
Boss HP: 31,414
Status Vulnerabilities: Stop, Stun
Notable Attacks:
- Doom (NAT: Doom all targets [60 seconds])
- Inferno (NAT: deal magical non-elemental damage to all targets)
- Heavy Strike (PHY: deal heavy physical damage to one target)
Notes and Strategies: Bahamut uses Doom as an interrupt when the fight starts.
Stage 6: Yaschas Massif
Boss: Nelapsi & Taxims
Boss HP: 23,211 (Nelapsi) | 18,398 each (Taxims)
Elemental Resistances: NULLS earth [Nelapsi]; WEAK to fire, ice, thunder, earth, wind, water [Taxims].
Status Vulnerabilities: Slow, Stun
Notable Attacks:
- Whirlwind Cut (NAT: deal magical wind damage to all targets)
- Cry (NAT: Blind and Stop one target and reduce its defense)
Notes and Strategies: The Nelapsi is immune to melee attacks. There are two Taxims.
Stage 7: Mah'habara Subterra
Boss: Hecatoncheir
Boss HP: 68,243
Status Vulnerabilities: Stun
Notable Attacks:
- Doom (NAT: Doom all targets [60 seconds])
- Quake (BLK: deal magical earth damage to all targets)
- Counter (NAT: deal physical damage to all targets)
- Impulse (NAT: deal moderate physical damage to one target)
Notes and Strategies: Hecatoncheir uses Doom as an interrupt when the fight starts. Hecatoncheir can attack multiple times per turn.
Stage 8: Sulyya Springs
Boss: Orobon & Ceratoraptor
Boss HP: 42,839 (Orobon) | 25,851 (Ceratoraptor) | 22,158 each (Ceratosaurs)
Elemental Resistances (Orobon): ABSORBS ice; NULLS water; WEAK to fire, thunder
Elemental Resistances (Ceratoraptor & Ceratosaurs): ABSORBS ice, water; WEAK to fire, earth
Status Vulnerabilities (Orobon & Ceratoraptor): Poison, Slow, Blind, Stun
Status Vulnerabilities (Ceratosaurs): Poison, Confuse, Paralyze, Silence, Slow, Stop, Blind, Sleep, Petrify, Instant Death, Doom, Berserk, Sap, Stun
Notable Attacks:
- Water (BLK: deal magical water damage to and Slow and Stun all targets)
- Power Spritz (WHT: grant Haste, Shell, and Protect to self)
- Water Gun (BLK: deal moderate magical water damage to and reduce the defense and resistance of one target)
Notes and Strategies: The Orobon uses Power Spritz at low health. The Ceratoraptor calls two Ceratosaurs at low health.
Stage 9: Taejin's Tower
Boss: Dahaka
Boss HP: 128,209
Status Vulnerabilities: Stun
Notable Attacks:
- Doom (NAT: Doom all targets [60 seconds])
- Foul Utterance (NAT: deal massive piercing magical non-elemental damage to one target)
- Bone-Chilling Breaker (NAT: deal moderate piercing magical ice damage to all targets and switch to Bone-Chilling Breaker state)
- Fulminous Firestorm (NAT: deal moderate piercing magical thunder damage to all targets and switch to Fulminous Firestorm state)
- Diluvial Plague (NAT: deal moderate magical non-elemental damage to all targets, Poison and Slow all targets, and reduce all targets' attack, defense, magic, and resistance)
Notes and Strategies: Dahaka can, depending on state, have no elemental resistances or weaknesses (default state), absorb fire and thunder (fulminous firestorm state), absorb ice and water (bone-chilling breaker state), or resist all elements (diluvial plague state). Dahaka uses Doom as an interrupt when the fight starts.
Stage 10: Oerba
Boss: Barthandelus
Boss HP: 158,206
Elemental Resistances: RESISTS fire, ice, thunder, earth, wind, water.
Status Vulnerabilities: Slow, Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Notable Attacks:
- Doom (NAT: Doom all targets [60 seconds])
- Laser (NAT: deal ranged physical damage to and Blind one target)
- Laser (NAT: deal ranged physical damage to and Silence one target)
- Dazega (BLK: deal magical non-elemental damage to and Sleep all targets)
- Dispel (WHT: remove all positive status effects from all targets)
- Apoptosis (NAT: deal % current HP damage to all targets, remove all positive status effects from all targets, and remove all negative status effects from self)
Notes and Strategies: Barthandelus uses Doom as an interrupt when the fight starts.
EX Approaching Friends
Boss: Kalavinka Striker
Boss HP: 82,267
Medal Conditions: Reduce the Kalavinka Striker's attack. Reduce the Kalavinka Striker's resistance.
Elemental Resistances:
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
Absorb | Resist |
Status Vulnerabilities: Poison, Slow, Sap, Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- Attack (PHY: deal physical damage to one target)
- Attack (PHY: deal moderate physical damage to all targets)
- Shock Breath (PHY: deal moderate physical thunder damage to one target)
Boss: Kalavinka Striker
Boss HP: 118,655
Medal Conditions: Use black magic against the Kalavinka Striker. Reduce the Kalavinka Striker's resistance.
Elemental Resistances:
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
Absorb | Resist |
Status Vulnerabilities: Poison, Slow, Sap, Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- Attack (PHY: deal physical damage to one target)
- Shock Breath (PHY: deal moderate physical thunder damage to one target)
- Hell Blast (PHY: deal moderate physical thunder damage to all targets)
Notes and Strategies: The Kalavinka Striker is immune to melee attacks.
The Kalavinka Striker's damage is pure physical (and largely thunder-element), so plan accordingly.
EX Brave Love
Boss: Bahamut
Boss HP: 159,819
Medal Conditions: Reduce Bahamut's magic. Reduce Bahamut's defense. Reduce Bahamut's attack.
Status Vulnerabilities: Stop, Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- Dragon Claw (PHY: deal physical damage twice to random targets)
- Inferno (NAT: deal magical non-elemental damage to all targets)
- Aerial Rave (PHY: deal heavy physical damage to one target)
- Heavy Strike (PHY: deal heavy physical damage to one target)
- Ignis (NAT: deal magical non-elemental damage to all targets)
- Doom (NAT: Doom all targets [60 seconds])
Notes and Strategies: Bahamut uses Doom as an interrupt when the fight starts. Note that Bahamut is vulnerable to Stop, so if you bring a high-Mind black mage or dancer you can keep him locked down.
Draw Fire Retaliate will negate all of Bahamut's physical damage, leaving just Inferno and Ignis to deal with.
EX Kind Lie
Boss: Hecatoncheir
Boss HP: 189,609
Medal Conditions: Reduce Hecatoncheir's attack. Reduce Hecatoncheir's defense. Reduce Hecatoncheir's resistance.
Status Vulnerabilities: Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (Default):
- Doom (NAT: Doom all targets [60 seconds])
- Revenge Style (enter Revenge Style 1 state)
Moveset (Revenge Style 1):
- Rush (PHY: deal heavy physical damage to one target)
- Quake (BLK: deal magical earth damage to all targets)
- Assault Tackle (PHY: deal very heavy physical damage to one target)
- Hurricane Kick (PHY: deal heavy physical damage to one target)
Moveset (Revenge Style 2):
- Counter (NAT: deal heavy physical damage to all targets and enter Default state)
- Impulse (NAT: deal very heavy physical damage to one target and enter Default state)
Notes and Strategies: Hecatoncheir uses Doom as an interrupt when the fight starts. Hecatoncheir will use Revenge Style on its first turn, then wait a while, then use either Quake or two of Rush/Assault Tackle/Hurricane Kick, then use either Counter or Impulse, all on the same turn. It will repeat that pattern until defeated.
Hec does have Quake to keep you honest, but most of his damage is physical so it's pretty safe to cheat a bit in that direction. Draw Fire Retaliate will work against all of the physical attacks from Revenge Style 1, but won't work against either of the Revenge Style 2 attacks.
凶 Headlong
Boss: 凶 Kaiser Behemoth
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Default | 140 | 229,587 | 628 | 840 | 588 | 1505 | 270 | 375 |
Standing 1 | 676 | 882 | 655 | 400 | ||||
Standing 2 | 700 | 425 |
Medal Conditions: Reduce 凶 Kaiser Behemoth's attack. Reduce 凶 Kaiser Behemoth's magic. Reduce 凶 Kaiser Behemoth's defense.
Elemental Resistances:
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
Absorb | Null |
Status Vulnerabilities: Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (>70% HP: Default):
- 5% chance: Attack (PHY: deal 110% physical damage to one target)
- 1% chance: Shell (WHT: grant Shell to self)
- 30% chance, unlocks turn 3: Claw (PHY: deal 110% physical damage twice to random targets)
- 35% chance, unlocks turn 3: Kachiage (PHY: deal 190% physical damage to one target)
- 30% chance, unlocks turn 3: Tail (PHY: deal 206% physical damage to all targets)
Moveset (Standing 1):
- 15/86 chance: Sunder Earth (NAT: deal 300% physical earth damage to all targets)
- 20/86 chance: Thundara (BLK: deal 250% magical thunder damage to all targets)
- 25/86 chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
- 25/86 chance: Claw (PHY: deal 110% physical damage twice to random targets)
- 1/86 chance: Shell (WHT: grant Shell to self)
Moveset (<20% HP: Standing 1):
- 100% chance: Sunder Earth (NAT: deal 300% physical earth damage to all targets)
Notes and Strategies: Once reduced to 70% or less HP, Kaiser Behemoth switches permanently to Standing 1 state and fully heals. In Default state, Kaiser Behemoth uses Shell on its first turn, Attack on its next turn, a random attack on its third turn, Tail on its fourth turn and every 3rd turn thereafter, and random attacks on the other turns. In Standing 1 state, Kaiser Behemoth will always follow non-Claw abilities with Claw on its next turn, and it cannot use Sunder Earth more frequently than once every 3 turns.
Because Kaiser Behemoth always follows non-Claw attacks with Claw in Standing 1 phase, his actual ratio of magical attacks is less than it appears (closer to 25% than 50%). Since Default and Standing 2 phases are both pure physical, and Standing 1 is mostly physical, it's not a bad idea to lean more heavily for physical mitigation. On the other hand, all of Kaiser Behemoth's physical attacks except for Sunder Earth and Tail are susceptible to Draw Fire Retaliate. Sunder Earth is very dangerous, though, so don't completely neglect physical defense in favor of Drawtaliate.
凶 Looming Assassins
Boss: 凶 Manasvin Warmech & 凶 Aster Protoflorian & 凶 Garuda Interceptor
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Warmech, Default | 160 | 114,897 | 650 | 1848 | 619 | 3080 | 308 | 400 |
Warmech, Weak | 721 | 686 | 500 | |||||
Protoflorian, Default | 160 | 114,897 | 661 | 1848 | 630 | 3080 | 308 | 400 |
Protoflorian, Weak | 732 | 697 | 500 | |||||
Interceptor, Default | 160 | 127,663 | 743 | 2033 | 707 | 3388 | 308 | 450 |
Interceptor, Weak | 786 | 748 | 550 |
Medal Conditions: Exploit the 凶 Manasvin Warmech's weakness to thunder attacks. Reduce the 凶 Aster Protoflorian's defense. Exploit the 凶 Garuda Interceptor's weakness to wind attacks.
Elemental Resistances (Warmech):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
Weak | Weak |
Elemental Resistances (Protoflorian):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
Absorb/Resist/Weak1 | Absorb/Resist/Weak1 | Resist/Weak1 | Resist | Resist | Absorb/Resist1 |
1: Aster Protoflorian switches between Fire Weak, Ice Weak, and Thunder Weak states. In Fire Weak state, it is weak to fire, absorbs ice, and resists thunder and water. In Ice Weak state, it is weak to ice, absorbs fire, and resists thunder and water. In Thunder Weak state, it is weak to thunder, absorbs water, and resists fire and ice.
Elemental Resistances (Interceptor):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
Null | Weak |
Status Vulnerabilities (All): Stun
Break Resistances (All): Power, Armor, Magic, Mental, Mind
Moveset (Manasvin Warmech, >50% HP: Default):
- 5/106 chance: Attack (PHY: deal 110% physical damage to one target)
- 40/106 chance, unlocks turn 3: Plasma Beam (PHY: deal 266% ranged physical thunder damage to one target)
- 20/106 chance, unlocks turn 3: Wave Cannon (BLK: 153% chance to deal 20% maximum HP damage to all targets)
- 15/106 chance, unlocks turn 3: 凶 Plasma Beam (NAT: deal 300% ranged physical thunder damage to all targets)
- 1/106 chance, unlocks turn 3: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
- 25/106 chance, unlocks turn 3: Thunder (BLK: deal 450% magical thunder damage to one target)
Moveset (Manasvin Warmech, <50% HP: Weak):
- 25% chance: Plasma Beam (PHY: deal 266% ranged physical thunder damage to one target)
- 25% chance: Wave Cannon (BLK: 153% chance to deal 20% maximum HP damage to all targets)
- 25% chance: 凶 Plasma Beam (NAT: deal 300% ranged physical thunder damage to all targets)
- 25% chance: Thunder (BLK: deal 450% magical thunder damage to one target)
Moveset (Aster Protoflorian, >50% HP: Default):
- 10/95 chance: Efflorescense (NAT: deal 246% magical non-elemental damage to all targets)
- 65/95 chance: Flower Screw (PHY: deal 84% physical damage six times to random targets)
- 10/95 chance: Attack (PHY: deal 159% physical damage to all targets)
- 10/95 chance: Fira2 (BLK: deal 250% magical fire damage to all targets)
- 10/95 chance: Blizzara2 (BLK: deal 294% magical fire damage to all targets)
- 10/95 chance: Waterga2 (BLK: deal 270% magical fire damage to all targets)
Moveset (Aster Protoflorian, <50% HP: Weak):
- 15% chance: Efflorescense (NAT: deal 246% magical non-elemental damage to all targets)
- 15% chance: Flower Screw (PHY: deal 84% physical damage six times to random targets)
- 15% chance: 凶 Flower Screw (NAT: deal 300% physical damage to all targets)
- 20% chance: Headbutt (PHY: deal 266% physical damage to one target)
- 15% chance: Dunk Smash (PHY: deal 344% physical damage to one target)
- 20% chance: Fira2 (BLK: deal 250% magical fire damage to all targets)
- 20% chance: Blizzara2 (BLK: deal 294% magical fire damage to all targets)
- 20% chance: Waterga2 (BLK: deal 270% magical fire damage to all targets)
Moveset (Garuda Interceptor, >50% HP: Default):
- 10% chance: Barrier (WHT: grant Protect and Shell to self)
- 25% chance: Shock Breath (PHY: deal 344% physical thunder damage to one target)
- 30% chance: Beam Rain (NAT: deal 300% ranged physical damage to all targets)
- 5% chance: Slowga (WHT: 216% chance to Slow all targets)
- 30% chance: Thundaga (BLK: deal 330% magical thunder damage to all targets)
Moveset (Garuda Interceptor, <50% HP: Weak):
- 10/80 chance: Barrier (WHT: grant Protect and Shell to self)
- 45/80 chance: Shock Breath (PHY: deal 344% physical thunder damage to one target)
- 20/80 chance: Beam Rain (NAT: deal 300% ranged physical damage to all targets)
- 5/80 chance: Slowga (WHT: 216% chance to Slow all targets)
- 20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)
2: Aster Protoflorian only uses the elemental attack corresponding to its current Absorb element.
Notes and Strategies:
- The Manasvin Warmech uses 凶 Plasma Beam on its 4th turn if above 50% HP and Rush on its 8th turn if above 50% HP. It always follows Rush, Wave Cannon, and 凶 Plasma Beam with Plasma Beam on its next turn.
- The Aster Protoflorian always begins the fight weak to fire and changes its weakness every 3 turns. It always follows its AOE attacks with either Flower Screw (in Default phase) or Headbutt (in Weak phase).
- The Garuda Interceptor uses Slowga on its second turn and every 6 turns thereafter. It always follows Slowga, Thundaga, and Beam Rain with Shock Breath on its next turn.
Event Quest Notes:
凶 A Kind Lie, A Brave Love
Boss: 凶 Bahamut & 凶 Hecatoncheir
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Bahamut, Default | 180 | 242,696 | 906 | 1452 | 838 | 2420 | 100 | 550 |
Bahamut, Weak | 942 | 915 | 575 | |||||
Bahamut, Very Weak | 975 | 953 | 600 | |||||
Hecatoncheir, Default | 180 | 169,502 | 1123 | 1452 | 1030 | 2420 | 347 | 550 |
Hecatoncheir, Revenge 1 | 1320 | 2200 | ||||||
Hecatoncheir, Revenge 2 | 600 |
Medal Conditions: Reduce 凶 Bahamut's attack. Reduce 凶 Bahamut's magic. Reduce 凶 Hecatoncheir's defense.
Status Vulnerabilities (All): Stun
Break Resistances (All): Power, Armor, Magic, Mental, Mind
Moveset (Bahamut, >70% HP: Default):
- Special: Doom (NAT: 225% chance to Doom all targets [60 seconds])
- 5% chance: Attack (PHY: deal 110% physical damage to one target)
- 30% chance, unlocks turn 3: Dragon Claw (PHY: deal 266% physical damage twice to random targets)
- 15% chance, unlocks turn 3: Inferno (NAT: deal 342% magical non-elemental damage to all targets)
- 15% chance, unlocks turn 3: Aerial Rave (PHY: deal 344% physical damage to one target)
- 10% chance, unlocks turn 3: Heavy Strike (PHY: deal 422% physical damage to one target)
- 15% chance, unlocks turn 3: Ignis (NAT: deal 390% magical non-elemental damage to all targets)
- 10% chance, unlocks turn 3: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
- 20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to one target)
Moveset (Bahamut, 70%-40% HP: Weak):
- 15% chance: Dragon Claw (PHY: deal 266% physical damage twice to random targets)
- 30% chance: Inferno (NAT: deal 342% magical non-elemental damage to all targets)
- 15% chance: Aerial Rave (PHY: deal 344% physical damage to one target)
- 20% chance: Heavy Strike (PHY: deal 422% physical damage to one target)
- 20% chance: Ignis (NAT: deal 390% magical non-elemental damage to all targets)
- 1% chance: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
- 20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to one target)
Moveset (Bahamut, <40% HP: Very Weak):
- 10% chance: Dragon Claw (PHY: deal 266% physical damage twice to random targets)
- 20% chance: Inferno (NAT: deal 342% magical non-elemental damage to all targets)
- 20% chance: Aerial Rave (PHY: deal 344% physical damage to one target)
- 20% chance: Heavy Strike (PHY: deal 422% physical damage to one target)
- 30% chance: Ignis (NAT: deal 390% magical non-elemental damage to all targets)
- 1% chance: Rush (PHY: deal 240% physical damage to all targets with a 30% chance to Paralyze them)
- 20% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to one target)
Moveset (Hecatoncheir, Default):
- Special: Revenge Style (enter Revenge Style 1 state)
Moveset (Hecatoncheir, Revenge Style 1):
- 20% chance: Rush (PHY: deal 266% physical damage to one target)
- 50% chance: Quake (BLK: deal 390% magical earth damage to all targets)
- 20% chance: Assault Tackle (PHY: deal 344% physical damage to one target)
- 15% chance: Hurricane Kick (PHY: deal 422% physical damage to one target)
Moveset (Hecatoncheir, Revenge Style 2):
- 50% chance: Counter (NAT: deal 253% physical damage to all targets and enter Default state)
- 50% chance: Impulse (NAT: deal 500% physical damage to one target and enter Default state)
Notes and Strategies: Bahamut uses Doom as an interrupt when the fight starts. Bahamut uses Rush on his 4th turn and a minimum of every 4 turns thereafter (5 turns in Weak or Very Weak states). Bahamut always follows Rush, Ignis, and Inferno with either Aerial Rave or Dragon Claw. Hecatoncheir uses Revenge Style on its first turn then waits 10 seconds before doing another action. On its next turn, it will use either Quake or two of Rush/Assault Tackle/Hurricane Kick, then use either Counter or Impulse, all on the same turn. It repeats that pattern until defeated.
Once again, while both Bahamut and Hecatoncheir have magical attacks, their AI quirks means that you'll take much more frequent physical attacks from both of them. That said, all of Bahamut's single target attacks and Hecatoncheir's Rush, Assault Tackle, and Hurricane Kick are all susceptible to Draw Fire Retaliate, which will do a great deal to provide you with breathing space (especially since Bahamut always follows his AOEs with single target physical attacks).
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