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[Destroyer of Light and Darkness] boss guide
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Destroyer of Light and Darkness ends 11/14/2016 at 15:00 JST.

Questions/comments about things other than bosses or event quests? Try the megathread or the relic draw thread.

Event Quest:

  • Beat 凶 Devil Dyed in Darkness with a party consisting of only FF synergy characters.

 

Stage 1&6: Cave of the Altar

Boss: Land Turtle

Boss HP: 3,142 (Classic) | 48,137 (Elite)
Status Vulnerabilities: Poison, Confuse, Paralyze, Silence, Slow, Blind, Sleep, Berserk, Sap, Stun
Notable Attacks:

  • Attack (PHY: deal physical damage to all targets)

 

Stage 2&7: Cave of Flames

Boss: Salamander

Boss HP: 5,064 (Classic) | 65,209 (Elite)
Elemental Resistances: Weak to ice, water.
Status Vulnerabilities: Poison, Confuse, Paralyze, Slow, Berserk, Sap, Stun
Notable Attacks:

  • Fire Breath (NAT: deal magical fire damage to all targets)

 

Stage 3&8: Cave of Water

Boss: Kraken

Boss HP: 11,407 (Classic) | 101,967 (Elite)
Elemental Resistances: Weak to thunder.
Status Vulnerabilities: Poison, Confuse, Paralyze, Slow, Stop, Berserk, Sap, Stun
Notable Attacks:

  • Blizzara/Thundara/Fira (BLK: deal moderate magical ice/thunder/fire damage to one target)
  • Blind (BLK: moderate chance to Blind one target)

 

Stage 4&9: Bahamut's Cave

Boss: Bahamut

Boss HP: 23,683 (Classic) | 135,138 (Elite)
Elemental Resistances: Nulls earth, bio; Resists fire, ice, thunder, water, holy, dark; Weak to wind.
Status Vulnerabilities: Slow, Stun
Notable Attacks:

  • Megaflare (NAT: deal moderate magical non-elemental damage to all targets)

Notes and Strategies:


 

Stage 5&10: Ancient Labyrinth

Boss: Titan

Boss HP: 32,892 (Classic) | 148,904 (Elite)
Elemental Resistances: Nulls earth.
Status Vulnerabilities: Poison, Blind, Stun
Notable Attacks:

  • Attack (PHY: deal moderate physical damage to one target)
  • Quake (BLK: deal moderate magical earth damage to all targets)
  • Flare (BLK: deal very heavy magical non-elemental damage to one target)

 

EX The Source of the Flood

Boss: Xande's Clone

Boss HP: 126,565
Medal Conditions: Reduce Xande's Clone's magic. Remove Xande's Clone's Haste status.
Status Vulnerabilities: Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (Default):

  • Attack (PHY: deal physical damage to one target)
  • Firaga (BLK: deal moderate magical fire damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Thundaga (BLK: deal moderate magical thunder damage to one target)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)

Moveset (Weak):

  • Attack (PHY: deal physical damage to one target)
  • Firaga (BLK: deal moderate magical fire damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Thundaga (BLK: deal moderate magical thunder damage to one target)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)
  • Quake (BLK: deal magical earth damage to all targets)

Boss: Xande

Boss HP: 134,475
Medal Conditions: Reduce Xande's magic. Remove Xande's Haste status.
Status Vulnerabilities: Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (Default):

  • Attack (PHY: deal physical damage to one target)
  • Firaga (BLK: deal moderate magical fire damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Thundaga (BLK: deal moderate magical thunder damage to one target)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)

Moveset (Weak):

  • Attack (PHY: deal physical damage to one target)
  • Firaga (BLK: deal moderate magical fire damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Thundaga (BLK: deal moderate magical thunder damage to one target)
  • Firaga (BLK: deal magical fire damage to all targets)
  • Blizzaga (BLK: deal magical ice damage to all targets)
  • Thundaga (BLK: deal magical thunder damage to all targets)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)

Moveset (Very Weak):

  • Attack (PHY: deal physical damage to one target)
  • Firaga (BLK: deal moderate magical fire damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Thundaga (BLK: deal moderate magical thunder damage to one target)
  • Firaga (BLK: deal magical fire damage to all targets)
  • Blizzaga (BLK: deal magical ice damage to all targets)
  • Thundaga (BLK: deal magical thunder damage to all targets)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)
  • Meteor (BLK: deal heavy magical non-elemental damage to all targets)

Notes and Strategies:


 

EX Crystal Guardian

Boss: Cerberus

Boss HP: 158,063
Medal Conditions: Reduce Cerberus's magic. Reduce Cerberus's attack. Reduce Cerberus's defense.
Status Vulnerabilities: Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:

  • Attack (PHY: deal physical damage to one target with a low chance to Poison them)
  • Firaga (BLK: deal moderate magical fire damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Thundaga (BLK: deal moderate magical thunder damage to one target)
  • Firaga (BLK: deal magical fire damage to all targets)
  • Blizzaga (BLK: deal magical ice damage to all targets)
  • Thundaga (BLK: deal magical thunder damage to all targets)

Notes and Strategies: Cerberus attacks three times per turn.


 

EX Huge Water Dragon

Boss: Leviathan

Boss HP: 204,985
Medal Conditions: Reduce Leviathan's magic. Exploit Leviathan's weakness to thunder attacks. Remove Leviathan's Haste status.
Elemental Damage Taken:

Fire Ice Thunder Earth Wind Water Holy Dark Bio
50% 200% 50% 50%

Status Vulnerabilities: Poison, Stun
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (Default):

  • Attack (PHY: deal physical damage to one target with a very low chance to Petrify them)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)
  • Tsunami (NAT: deal heavy magical water damage to all targets)

Moveset (Weak):

  • Attack (PHY: deal physical damage to one target)
  • Blizzaga (BLK: deal moderate magical ice damage to one target)
  • Protect (WHT: grant Protect to self)
  • Haste (WHT: grant Haste to self)
  • Tsunami (NAT: deal heavy magical water damage to all targets)

Notes and Strategies: Leviathan acts twice per turn.


 

凶 Giants of Darkness

Boss: 凶 Hecatoncheir & 凶 Gaaps

Phase LVL HP ATK DEF MAG RES MND SPD
Gaaps 140 23,410 469 325 483 371 391 200
Hecatoncheir, Default 140 277,895 714 1554 641 2342 377 450
Hecatoncheir, Weak 738 1665 690 2453
Hecatoncheir, Very Weak 762 1776 715 2565 500

Medal Conditions: Use a dark element attack against 凶 Hecatoncheir or a 凶 Gaap. Reduce a 凶 Gaap's magic. Reduce 凶 Hecatoncheir's attack.
Elemental Damage Taken (Gaaps):

Fire Ice Thunder Earth Wind Water Holy Dark Bio
50% 50% 50% 50% 50% 50% 50% 200% 50%

Elemental Damage Taken (Hecatoncheir):

Fire Ice Thunder Earth Wind Water Holy Dark Bio
200%

Status Vulnerabilities (All): Sap, Stun
Break Resistances (All): Power, Armor, Magic, Mental, Mind
Moveset (Gaaps):

  • 40% chance: Attack (PHY: deal 110% physical damage to one target)
  • 20% chance: Fira (BLK: deal 350% magical fire damage to one target)
  • 20% chance: Blizzara (BLK: deal 350% magical ice damage to one target)
  • 20% chance: Thundara (BLK: deal 350% magical thunder damage to one target)

Moveset (Hecatoncheir, >70% HP: Default):

  • 50% chance: Attack (PHY: deal 180% physical damage to one target)
  • 50% chance: Attack (PHY: deal 110% physical damage twice to random targets)

Moveset (Hecatoncheir, 70%-40% HP: Weak):

  • 40% chance: Attack (PHY: deal 150% physical damage to all targets)
  • 30% chance: Attack (PHY: deal 110% physical damage twice to random targets)
  • 30% chance: Quake (BLK: deal 390% magical earth damage to all targets)

Moveset (Hecatoncheir, <40% HP: Very Weak):

  • 30% chance: Attack (PHY: deal 150% physical damage to all targets)
  • 40% chance: Attack (PHY: deal 110% physical damage twice to random targets)
  • 30% chance: Quake (BLK: deal 390% magical earth damage to all targets)

Notes and Strategies: You have to fight three waves of two Gaaps, then Hecatoncheir. The Gaaps spawn a new Gaap with full HP if you ever deal ANY damage to them (even lethal damage) which isn't dark-elemental. Hecatoncheir will not cast Quake more frequently than once every 3 turns.

A BSB with a dark AOE component or a fast-casting multi-hit dark single target component (Shadow BSB, Raines BSB, etc) will make short work of the Gaaps. You have to choose either to use a Heathen Frolic on them for medals or stick with Magic Breakdown and have one of them spawn a new Gaap; honestly it's not a big deal either way. Hecatoncheir himself is honestly pretty anticlimactic since his damage is pretty weak and his single target attacks can be Draw Fired (and Retaliated if you want to bother) while his Quake can't be used too frequently.


 

凶 Devil Dyed in Darkness

Boss: 凶 Xande

Phase LVL HP ATK DEF MAG RES MND SPD
Default 160 319,157 786 1803 718 2805 430 550
Weak 813 1829 729 3060
Very Weak 1854 785 3188

Medal Conditions: Reduce 凶 Xande's magic. Use a dark element attack against 凶 Xande. Remove 凶 Xande's Haste status.
Elemental Damage Taken:

Fire Ice Thunder Earth Wind Water Holy Dark Bio
50% 50% 50% 50% 50% 50% 50% 50%

Status Vulnerabilities: None!
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (>70% HP: Default):

  • 1st Turn: Protect (WHT: grant Protect to self)
  • 2nd Turn: Shell (WHT: grant Shell to self)
  • 15% chance: Attack (PHY: deal 180% physical damage to one target)
  • 20% chance: Firaga (BLK: deal 450% magical fire damage to one target)
  • 20% chance: Blizzaga (BLK: deal 450% magical ice damage to one target)
  • 20% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
  • 15% chance: Attack (PHY: deal 150% physical damage to all targets)
  • 10% chance: Meteor (BLK: deal 390% magical non-elemental damage to all targets)

Moveset (70%-40% HP: Weak):

  • 1st Turn: Haste (WHT: grant Haste to self)
  • 10% chance: Attack (PHY: deal 180% physical damage to one target)
  • 15% chance: Firaga (BLK: deal 450% magical fire damage to one target)
  • 15% chance: Blizzaga (BLK: deal 450% magical ice damage to one target)
  • 15% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
  • 15% chance: Attack (PHY: deal 150% physical damage to all targets)
  • 15% chance: 凶 Meteor (BLK: deal 800% piercing magical non-elemental damage to all targets)
  • 5% chance: Firaga (BLK: deal 294% magical fire damage to all targets)
  • 5% chance: Blizzaga (BLK: deal 450% magical ice damage to all targets)
  • 5% chance: Thundaga (BLK: deal 300% magical thunder damage to all targets)

Moveset (<40% HP: Very Weak):

  • 1st Turn: Haste (WHT: grant Haste to self)
  • 10% chance: Attack (PHY: deal 180% physical damage to one target)
  • 10% chance: Firaga (BLK: deal 450% magical fire damage to one target)
  • 5% chance: Blizzaga (BLK: deal 450% magical ice damage to one target)
  • 5% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
  • 20% chance: Attack (PHY: deal 150% physical damage to all targets)
  • 25% chance: 凶 Meteor (BLK: deal 800% piercing magical non-elemental damage to all targets)
  • 5% chance: Firaga (BLK: deal 294% magical fire damage to all targets)
  • 10% chance: Blizzaga (BLK: deal 450% magical ice damage to all targets)
  • 10% chance: Thundaga (BLK: deal 300% magical thunder damage to all targets)
  • 15% chance to activate in response to any attack: Counter Haste (WHT: grant Haste to self)
  • 15% chance to activate in response to any attack: Counter Protect (WHT: grant Protect to self)
  • 15% chance to activate in response to any attack: Counter Shell (WHT: grant Shell to self)

Notes and Strategies: Xande acts twice per turn in Weak and Very Weak phases. He cannot cast 凶 Meteor twice on the same turn but may cast it on back to back turns. Xande always follows 凶 Meteor with his AOE Attack command. Xande can cast his AOE elemental spells once every 3 turns (individually timed) in Weak phase or every 2 turns in Very Weak phase.

Xande is an unholy terror. His 凶 Meteor is utterly devastating (800% piercing damage) and he can clear the way for it with any of a number of other magical AOEs, so MBlink won't protect you from it reliably. He can spam the ever-loving shit out of 凶 Meteor and there's nothing you can do about it but suck it up and debuff his Magic as much as possible. Fortunately he's very much a glass cannon with hellacious offense but not much bulk or defenses to speak of, so something like Raines BSB can tear him to shreds pretty quickly. It's just a matter of who dies first. Alternately you can go the slow and steady approach with lots of stacking magic debuffs.

Event Quest Notes: Lack of MBlink in-realm is a bit of a problem in this fight because Xande just shits out devastating AOE magic. You're probably going to have to reset a few times just due to unfortunate AOE Attack-凶Meteor-AOE Attack-凶 Meteor luck. This is further exacerbated by the necessity to Dispel/Banishing Strike his buffs (he "only" has 550 Speed, so the Haste does actually make a real difference) and the lack of really good Support options in-realm. Ingus can carry Magic Breakdown and Banishing Strike, but Onion Knight is the only native source of Full Break in the realm (and only if you've Record Dived his Support up to 5 stars) and the realm also isn't really chock-full of stacking magic breaks either. I ended up doing this fight by just going YOLO DPS with Desch RWing Raines BSB and Onion doing his own BSB and everyone else just trying to keep everyone alive and contribute a little extra damage when they could. With that method, the fight is very short and very, very bloody.


 

凶 Terrible Annihilation

Boss: 凶 Garuda

Phase LVL HP ATK DEF MAG RES MND SPD
Default 180 347,832 851 2563 834 4271 499 550
Weak 882 865
Very Weak 914 927 600

Medal Conditions: Reduce 凶 Garuda's magic. Use a jump attack against 凶 Garuda. Exploit 凶 Garuda's weakness to wind attacks.
Elemental Damage Taken:

Fire Ice Thunder Earth Wind Water Holy Dark Bio
0% 200%

Status Vulnerabilities: None!
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset (>70% HP: Default):

  • 5/95 chance: Attack (PHY: deal 180% physical damage to one target)
  • 15/95 chance: Lightning (NAT: 303% chance to deal 20% maximum HP damage to all targets)
  • 15/95 chance, unlocks turn 2: Attack (PHY: deal 150% physical damage to all targets)
  • 20/95 chance, unlocks turn 3: Shockwave (PHY: deal 150% ranged physical damage to one target)
  • 20/95 chance, unlocks turn 3: Thundaga (BLK: deal 450% magical thunder damage to one target)
  • 20/95 chance, unlocks turn 3: Thundara (BLK: deal 210% magical thunder damage to all targets)

Moveset (70%-30% HP: Weak):

  • 5% chance: Attack (PHY: deal 180% physical damage to one target)
  • 5% chance: Attack (PHY: deal 150% physical damage to all targets)
  • 15% chance: Lightning (NAT: 303% chance to deal 20% maximum HP damage to all targets)
  • 15% chance: Shockwave (PHY: deal 150% ranged physical damage to one target)
  • 20% chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
  • 20% chance: Thundara (BLK: deal 210% magical thunder damage to all targets)
  • 10% chance: Meteor (BLK: deal 390% magical non-elemental damage to all targets)
  • 10% chance: 凶 Lightning (NAT: deal 800% piercing magical thunder damage to all targets)

Moveset (<30% HP: Very Weak):

  • 5/95 chance: Attack (PHY: deal 150% physical damage to all targets)
  • 20/95 chance: Lightning (NAT: 303% chance to deal 20% maximum HP damage to all targets)
  • 10/95 chance: Shockwave (PHY: deal 150% ranged physical damage to one target)
  • 15/95 chance: Thundaga (BLK: deal 450% magical thunder damage to one target)
  • 20/95 chance: Thundara (BLK: deal 210% magical thunder damage to all targets)
  • 15/95 chance: Meteor (BLK: deal 390% magical non-elemental damage to all targets)
  • 10/95 chance: 凶 Lightning (NAT: deal 800% piercing magical thunder damage to all targets)

Notes and Strategies: Garuda acts twice per turn. Garuda cannot cast Lightning more frequently than once every 5 turns. He casts 凶 Lightning on his first turn in Weak phase (and no more than once every 6 turns thereafter) and in Very Weak phase (and no more than every 4 turns thereafter). He can pair Lightning and 凶 Lightning on the same turn if the cooldowns line up properly.

This is another brutal, bloody DPS race of a fight, although at least there's no Cid's Mission to worry about this time. Note that Garuda can and will use Lightning on his first turn and his AOE Attack on his second turn, so be prepared to eat a ton of AOE damage right out of the gate. It may be wise to Mako Might/Dr. Mog's Teachings a healer BSB even if you don't normally do so. If you have enough survival to last even a little bit of time on your own merits, a RW Alphinaud BSB with a synergy mage weapon and a little bit of party buffing will absolutely annihilate Garuda. Mine, with one of Arc's staffs, Cid's goggles for the wind, and two 30% buffs was dealing 7000x8 on entry and 9999x4 with the instant cast command. You can probably cap the command with only a single magic buff (possibly even just the Faith ability) if you have a synergy mage stick.

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