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[JP] Insanity Sealion (Magicite) - 0:29:44 clear
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juniglee is in JP
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First sub-30 seconds clear, feeling really excited! Also for those who don't know me, when I'm excited, I tend to write walls of text.

Preface: I have been blessed with a number of Fire-elemental BSB's, however I have had zero luck with any Fire-elemental OSB's at all. Most sub-30 Sealion clears I've seen generally uses the Terra USB/OSB combo, or a standard Enfire/Fire OSB combo, but I have here a setup that doesn't use it. However, by no means does this mean this is easily replicated - instead of having relics for a specific character, you're required to have one relic for multiple characters instead.

No Entrusts, Wraths, or Lifesiphons were harmed in the making of this setup, which is why I thought it might be interesting for readers. Some maths work was done with the help of /u/CareerSMN and /u/SkyfireX.


Without further ado, let's go straight into the setup:

Team setup for Sealion

Soul Breaks:

  • Papalymo (Enochian Firaja BSB), using Rinoa RM4 (25% Black Magic damage up)
  • Ace (Firaga RF BSB), using Shantotto RM3 (30% Black Magic damage up when equipped with a Staff)
  • Onion Knight (Vessel of Fate BSB), using Tyro RM3
  • Echo (Echo's Gift BSB), using Cloud RM3
  • Sarah (Age-old Hymn BSB), using Tidus RM3/Squall RM3 (does not really matter)

Note that in terms of Record Dives, only Onion Knight and Sarah were fully dived. Papalymo, Ace and Echo were only dived up to 3* Motes.

Based on the team setup screenshot, here are the following preparations I made:

  • Level 99 characters. I have a self-maintained policy to only level characters I have a BSB or above for to 99 - this means I only spend MC3 Lodes on characters who have at least a BSB relic or above, excluding some circumstantial cases (Ramza for one). I have also generally been neglecting leveling new characters, but what I mean to say here is that RM options aren't overly important. That said, there were a few other characters that I have leveled for RM (thankfully they have a relic at least, so I feel justified!). The only exception is Echo, who I am currently in the midst of leveling over Orbfest (that's why she's dead!)
  • Fire gear. Lots of them. In my setup, I have exactly two Fire weapons (Ace is using Braska's SSB3 staff, and Onion Knight is using Papalymo's BSB rod), and three Fire armors (Rubicante's Cloak, Ace's Akademeia Uniform, and Locke's Gloves all have Fire ). For Ace, I had the option of giving him Hope's OSB weapon and Reynn's RM3 (Black magic damage 30% when equipped with a Thrown weapon) for an additional 34 MAG, but the belief is 20% Fire damage would outweigh the 34 MAG in terms of damage, especially with my suite of MAG buffs, which we'll get to in a bit.
  • The only exception is Papalymo, who would prioritize getting more MAG than Fire due to his BSB's CMD1 mechanics. I'd need to hit about 1193 MAG with all my buffs, and given that Magicite battles have zero RS, every bit was important.
  • Ace-specific nuance - place him in the front row so that you gain 5-hits from his BSB Command 1. Every bit of damage counts. Give him the Aurora Armlet for Major Ice Resist, as his Command 2 increases his MAG at the cost of RES, so he needs it more than the others do.
  • This is an all-mage team, so MAG buffs were necessary. For this setup, I had ATK/MAG (Onion Knight), MAG/RES (Echo 1), and Faith (on Echo). Ace had access to a Lingering Spirit type command 2 on his BSB, and Papalymo has a Stitch in Time version. All of these buffs very easily puts Papalymo and Ace near the MAG buffing soft cap - hence why I opted to go with 20% Fire damage on Ace over 34 MAG.
  • While this isn't a MAG buff, but another important ability for this setup is (sorry Global players!) Allegro con Motto. This is a Bard 5* ability that grants Quick Magic 3 to the whole party - essentially this allows Papa and Ace to dish out damage fast and hard.
  • Last but not least - Magicite options. Mombomb was my Main Magicite of choice, mostly due to the Imperil, but her abilities did deal some decent damage every now and then. For subs, prioritize anything that gives Magic Up, Bar-Frost, and En-Fire. My subs were Enkidu, Wendigo (both have Magic Up), Sealion (Bar-Frost), and Salamander (En-Fire).

General battle strategy:

Turn 1:

  • Papalymo and Ace handle Proshellga, Echo begins by Faithing Ace (faster of the two), OK opens with his BSB, and Sarah opens by summoning the RW Fabula Guardian (Urara's Wall SB).

Turn 2:

  • Echo Faiths Papalymo, Papalymo and Ace go ham with Meltdown and Chain Firaga, OK uses Fire Veil (do not use Smoldering Fire yet). Sarah casts Allegro con Motto.

Turn 3:

  • Papalymo and Ace continue doing their thing, Echo starts casting her BSB here, Sarah will summon the Mombomb magicite. OK continues to use Fire Veil.
  • In the leadup to this turn, nobody should be damaged more than twice. If Sealion targets one person consistently, they may die before Echo gets her BSB off - otherwise if the damage is spread out, her BSB will heal everyone for 40% of their max HP, and all will be good.

Turn 4 and beyond:

  • This is where the general strategy begins. Papalymo and Ace continue damaging Sealion until they have a bar, then they go into their BSB and use commands instead. Sarah will try and keep the party topped up with Curaja. - from experience, she will be unlikely to be able to cast her BSB until near the end of the battle, at which point it may be too late, otherwise she will try and find a good opportunity to cast Allegro con Motto once more throughout the fight.
  • Echo's main job is to keep Faith up on Papalymo and Ace. If she has any spare turns, she is to throw a Firaja at Sealion. If she manages to get another full bar, she is to use it to keep the party fresh.
  • OK's general strategy is to use Fire Veil until the Imperil Fire from Mombomb goes up, then he switches to Smoldering Fire. Once he runs out of Smoldering Fire uses, he uses Fire Veil. Since this is a sub-30 seconds run, OK does not need to refresh his BSB.

With an aggressive enough play, you can beat Sealion without using an En-OSB Entrust strategy too.

If I were to LD Papalymo and/or Ace I could probably go even faster with this setup. Especially if Papalymo is suddenly able to have a 35% chance to doublecast Chain Firaga or C1.


Things I'd like to try in the future:

  • Swapping Echo's Firaja for a Curaja. Sarah can carry an Ultra Cure instead.
  • Turning Echo into a pure healer with Curaja/something. In turn, Sarah can become a full time Bard with the new 5* Bard MAG song and Allegro con Motto. This will relieve turns for Echo to be using Faith, but the 5* Bard song would have to be honed to be of any real use.
  • Swapping Papalymo and Ace's Chain Firaga and Meltdown respectively. Papalymo's Chain Firaga was capping at 9999 x2 for me, so I feel I may be able to try and get more mileage out of Meltdown on Papalymo.

Bonus reward: 2 Major Ice Orbs for a sub-30 seconds clear. Given that they are currently 30 stamina each, and will continue to remain so after Orbfest is over (Orbfest ends on the 8th of May, half-stamina Magicite ends on the 15th), this is a good opportunity for me to stock up on Major Ice Orbs after burning a large chunk of them on honing 5* Ninja abilities.

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