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Crystal Tower ends 8/16/2017 at 15:00 JST.
Cid’s Mission:
- There are a series of Cid's Missions for defeating 1, 2, 3, and 4 of the Crystal Tower bosses without retreating from the Tower to reset your parties. If you do all 4 bosses in one shot, all of the Cid's Missions will be completed. You can retreat from individual bosses if you need to, just don't reset your parties.
Boss: æ»… Barbariccia
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Default | 220 | 575,000 | 1250 | 3700 | 1300 | 5500 | 300 | 625 |
Berserk | 1450 | 6000 | 1500 | 10,000 | 650 | |||
Tornado | 1250 | 9000 | 1300 | 15,000 | 625 |
Medal Conditions: Win with at least 3 characters alive.
Elemental Damage Taken (Default/Berserk):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
50% | 50% |
Elemental Damage Taken (Tornado):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
50% | 50% | 50% | 50% | 50% | 50% | 50% | 50% | 50% |
Status Vulnerabilities: None! (Special immunity: Reflect)
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- (Default only) Attack (PHY: ST 110% physical)
- (Default only) Megavolt (NAT: AOE 294% magical thunder)
- (Default only) Aeroga (NAT: ST 490% magical wind)
- Vacuum (NAT: AOE 202% ranged physical wind)
- Haste (WHT: Self Haste)
- 凶 Tornado (NAT: FRAOE 99% current HP damage, 3000% chance/auto-hit)
- Glare (NAT: ST Petrify, 21% chance)
- 凶 Maelstrom (NAT: BRAOE 25% maximum HP damage, 102% chance, BRAOE Stop, 102% chance)
- (Default/Berserk only) Counter Maelstrom (20%/30% response to black or white magic; NAT: AOE 25% current HP damage, 303% chance)
- (Berserk only) Windstorm (NAT: AOE 190% piercing0.5 ranged physical wind)
- (Berserk/Tornado only) Gigavolt (NAT: AOE 350% magical thunder)
- (Tornado only) Chain Aeroga (NAT: RT 350% magical wind, 3 hits)
- (Tornado only) Tornado (BLK: ST 650% magical wind)
- (Tornado only) Counter Tornado (50% response to any attack; BLK: ST 650% magical wind)
Notes and Strategies: Barbariccia uses Attack on her 1st turn. She is more likely to enter Tornado form with every turn she remains in Default form. I'm not sure what conditions trigger Berserk form; it's possible it's just an HP thing because she does have a phase 2 trigger for 20% HP. It is possible to cause Barbariccia to reduce herself to 1% HP once she is Berserk if you have used at least 10 (?) Jump-type attacks on her before that point (?); specific details are uncertain.
It's probably best to minimize your front row against Barby because of Ultimate Tornado; the back row Ultimate Maelstrom is both less dangerous and not auto-hit. Don't bother removing her Haste since she's so fast that the vast majority of her turn time is her attacks charging anyway. Bring either Instant KO resistance or Wind resistance for your accessories; she does have Thunder-element attacks but they are IMO less dangerous than her Wind attacks.
Boss: æ»… Yojimbo & Daigoro
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Yojimbo, Default | 220 | 440,000 | 1400 | 5400 | 1200 | 8300 | 500 | 600 |
Yojimbo, Weak | 1440 | 625 | ||||||
Yojimbo, Very Weak | 1500 | 630 | ||||||
Yojimbo, Enraged | 2000 | 5600 | 8800 | 635 | ||||
Daigoro | 220 | 100,000 | 1300 | 5000 | 1200 | 8000 | 500 | 600 |
Medal Conditions: Win with at least 3 characters alive.
Elemental Damage Taken (Yojimbo):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
120% |
Status Vulnerabilities (All): None!
Break Resistances (All): Power, Armor, Magic, Mental, Mind
Moveset (Yojimbo):
- (Default only) Attack (PHY: ST 110% physical)
- Kozuka (PHY: ST 400% ranged physical)
- Wakizashi (NAT: ST 431% ranged physical)
- Wakizashi (NAT: AOE 240% ranged physical)
- 凶 Kozuka (NAT: ST 462% ranged physical, Self Blink 1)
- (Weak/V Weak only) 凶 Wakizashi (NAT: AOE 400% ranged physical, reduce defense by 30% for 25 seconds)
- (V Weak/Enraged only) Zanmato (NAT: ST 462% physical, 18% chance to Instant KO)
- (Enraged only) 凶 Zanmato (NAT: 3T Instant KO, auto-hit)
Moveset (Daigoro):
- Attack (PHY: ST 100% physical)
- Attack (PHY: FRST 422% physical)
- Attack (PHY: BRAOE 253% physical, 102% chance to Silence)
Notes and Strategies: In Default phase (>70% HP), Yojimbo uses Attack on his 1st and 2nd turns and 凶 Kozuka on his 3rd turn. In Weak phase (70%-40% HP), Yojimbo uses 凶 Wakizashi on his 1st turn and every 5th turn thereafter. In Very Weak phase (<40% HP), Yojimbo uses 凶 Wakizashi on his 1st turn and every 4th turn thereafter and Zanmato on his 2nd turn. If Daigoro is killed, Yojimbo immediately and permanently enters Enraged mode; he uses 凶 Zanmato on his 1st turn and every 10th turn thereafter and the AOE version of Wakizashi on his 3rd turn in Enraged mode. Daigoro uses the Back Row AOE version of his Attack on his 3rd turn and at least every 3 turns thereafter.
There's no magic in this fight, so leave Shellga and Magic Breakdown at home. A Draw Fire/Sentinel (optionally with Retaliate) is useful here because it'll eat all of the Kozukas and Daigoro's ST 422% damage attacks; if you do bring a Draw Fire or similar effect, consider moving all of your mages to the front row. All of the non-tauntable attacks are ranged with the exception of Daigoro's AOE Silence, so you're not going to take any more damage, and Daigoro tends to spam that Back Row Silencing attack since he's forced to use it every 3 turns minimum and it's 50/50 whether he uses that or the Front Row tauntable attack otherwise.
Boss: æ»… Mateus
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Default | 220 | 480,000 | 1100 | 5300 | 1100 | 8200 | 500 | 610 |
Weak | 1140 | 5400 | 1120 | 8700 | 625 | |||
Very Weak | 1200 | 5700 | 1200 | 9200 | 635 |
Medal Conditions: Win with at least 3 characters alive.
Elemental Damage Taken:
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
150% |
Status Vulnerabilities: None!
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- (Default only) Attack (PHY: ST 110% physical)
- Star Cross (NAT: AOE 486% magical holy)
- Spellbind (NAT: ST 400% ranged physical, 300% chance to Slow and/or Stun)
- Breath of God (NAT: AOE 278% ranged physical)
- Thundaga (NAT: ST 450% magical thunder)
- Thundaga (NAT: AOE 450% magical thunder)
- (Weak/V Weak only) Slowga (WHT: AOE 102% chance to Slow)
- (Weak/V Weak only) Graviga (BLK: AOE 102% chance to deal 50% current HP damage)
Notes and Strategies: In Default phase (>70% HP), Mateus uses Attack on its 1st and 2nd turns, and Star Cross on its 3rd turn. In Weak phase (70%-40% HP), Mateus uses Slowga on its 1st turn and Graviga on its 2nd turn. In Very Weak phase (<40% HP), Mateus uses Slowga on its 1st turn, Graviga on its 2nd turn, and Star Cross on its 3rd turn. In each phase, it always follows Star Cross with Spellbind and AOE Thundaga with ST Thundaga; in Very Weak phase, it will use Breath of God on the 2nd turn after using Star Cross (the turn after Spellbind, if it follows a Star Cross).
Boss: æ»… Diamond Weapon
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
All | 255 | 600,000 | 1560 | 8500 | 1560 | 12,500 | 500 | 625 |
Medal Conditions: Win with at least 3 characters alive.
Status Vulnerabilities: None!
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- (Default only) Attack (PHY: ST 110% physical)
- (Default only) Light Bullet (NAT: ST 410% magical fire)
- Stomp (NAT: ST 422% physical)
- Trample (NAT: AOE 347% physical)
- Triple Light Bullet (NAT: RT 330% magical fire, 3 hits)
- (Weak/V Weak only) Light Bomb (NAT: ST 410% piercing0.5 magical fire)
- (Weak/V Weak only) 凶 Double Light Bullet (NAT: RT 410% piercing0.5 magical fire, 2 hits)
- (Core Open only) 凶 Diamond Flash (NAT: AOE 99,999% piercing0.5 magical non-element)
Notes and Strategies: For the entire duration of Weak phase (95%-35% HP), Diamond Weapon will count down from 5; if you don't deal at least 100,000 damage to it before it reaches 0, its core will open and it will use 凶 Diamond Flash every turn. If you do deal enough damage, it will re-start the countdown at 5 on its next turn. Similarly, in Very Weak phase (<35% HP), Diamond Weapon will count down from 3 and you need to deal 200,000 damage in that time period to prevent 凶 Diamond Flash. In Weak phase, Diamond Weapon uses 凶 Double Light Bullet on its 1st turn. In Very Weak phase, Diamond Weapon uses 凶 Double Light Bullet on its 1st and 2nd turns.
Note that the Very Weak phase Diamond Flash is basically just saying that you have to kill Diamond Weapon within 3 turns of it reaching Very Weak phase, because at that point it has 210,000 HP or less. Anyway, Diamond Weapon has mixed physical and magical attacks, so bring both kinds of mitigation, but I'd actually suggest not bringing a pure support character. You need that slot for DPS. Even a long term player's party might have problems dealing 200k damage in the 5 or so seconds you get to deal with Diamond Weapon's Very Weak phase. Note that you don't really have a chance to build up SB bars, either, because it starts its countdowns at 95% HP. Diamond Flash can be magic blinked or last standed, though, so even if you can't quite manage the DPS you can buy a little time.
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