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10
[Prisoner of the Holy Ghost] boss guide
Author Summary
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Prisoner of the Holy Ghost ends 9/11/2017 at 15:00 JST.

Megathread
Relic Draw Thread
Full Throttle Guide

Cid’s Mission:

  • Beat Lesalia Castle, Back Gate (Classic) with a party which must include Alma.
  • Beat 凶 At the End of Ideals with a party consisting of only FFT synergy characters.

 

Stage 1&6: Orbonne Monastery

Boss: Knights & Archers & Alchemists

Boss HP: 500 each (Classic) | 5,800 each (Elite)
Status Vulnerabilities (All): Slow, Stun
Notable Attacks (Knights):

  • Attack (PHY: ST physical)
  • Armor Break (NAT: ST reduce defense)
  • Counter Tackle (response to physical attacks; PHY: ST moderate physical)

Notable Attacks (Archers):

  • Charge 2 (PHY: ST moderate ranged physical)

Notable Attacks (Alchemists):

  • Throw Stone (PHY: ST moderate ranged physical)
  • Potion (NAT: ST recover HP)
  • Counter Auto Potion (response to any attack; NAT: Self recover HP)

Notes and Strategies: There are two waves of one Knight, one Archer, and one Alchemist each.


 

Stage 2&7: Magick City of Gariland

Boss: Squires

Boss HP: 900 each (Classic) | 10,000 each (Elite)
Status Vulnerabilities (All): Slow, Stun
Notable Attacks:

  • Tackle (NAT: ST physical)
  • Throw Stone (PHY: ST moderate ranged physical)
  • Potion (NAT: ST recover HP)
  • Counter Tackle (response to physical attacks; PHY: ST moderate physical)

Notes and Strategies: There are two waves of three Squires each.


 

Stage 3&8: Ziekden Fortress

Boss: Argath & Black Mages

Boss HP: 5,600 (Argath, Classic) | 1,600 each (Black Mages, Classic) | 63,000 (Argath, Elite) | 18,000 each (Black Mages, Elite)
Status Vulnerabilities (All): Poison, Slow, Stun
Notable Attacks (Argath):

  • Attack (PHY: ST moderate physical)
  • Armor Break (NAT: ST reduce defense)
  • Counter Auto Potion (response to any attack; NAT: Self recover HP)

Notable Attacks (Black Mages):

  • Attack (PHY: ST moderate physical)
  • Fire (BLK: ST moderate magical fire)
  • Fire (BLK: AOE magical fire)

Notes and Strategies: Argath spawns with two Black Mages. You only need to defeat Argath to win.


 

Stage 4&9: Zeirchele Falls

Boss: Gaffgarion & Knights

Boss HP: 9,100 (Gaffgarion, Classic) | 2,600 each (Knights, Classic) | 70,000 (Gaffgarion, Elite) | 20,000 each (Knights, Elite)
Status Vulnerabilities (All): Poison, Slow, Stun
Notable Attacks (Gaffgarion):

  • Night Blade (NAT: ST moderate ranged physical, Self absorb HP)
  • Counter Tackle (response to physical attacks; PHY: ST moderate physical)

Notable Attacks (Knights):

  • Charge 1 (PHY: ST moderate physical)
  • Armor Break (NAT: ST reduce defense)
  • Counter Auto Potion (response to any attack; NAT: Self recover HP)
  • Throw Stone (PHY: ST moderate ranged physical)

Notes and Strategies: Gaffgarion spawns with two Knights. You only need to defeat Gaffgarion to win. During the fight, Gaffgarion shifts back and forth from the front row to the back row of the enemy formation; while in the back row, he is immune to melee range physical attacks but cannot use Counter Tackle.


 

Stage 5&10: Lesalia Castle, Back Gate

Boss: Inquisitor Zalmour & Knights & Monks

Boss HP: 16,000 (Zalmour, Classic) | 4,000 each (Knights/Monks, Classic) | 91,000 (Zalmour, Elite) | 26,000 each (Knights/Monks, Elite)
Status Vulnerabilities (All): Slow, Stun
Notable Attacks (Zalmour):

  • Attack (PHY: ST physical)
  • Curaja (WHT: ST recover HP)
  • Arise (WHT: ST revive with 100% HP)

Notable Attacks (Knights):

  • Throw Stone (PHY: ST heavy ranged physical)
  • Attack (PHY: AOE moderate physical)
  • Armor Break (NAT: ST reduce defense)

Notable Attacks (Monks):

  • Tackle (NAT: ST heavy physical)
  • Shockwave (NAT: ST heavy ranged physical earth)

Notes and Strategies: Zalmour spawns with one Knight and one Monk. Only Zalmour needs to be defeated to win.


 

EX Encounter with the Corpse Brigade

Boss: Thieves & Squires

Boss HP: 25,000 each
Medal Conditions: Defeat the bosses without being KO'd.
Status Vulnerabilities (All): Slow, Stun
Moveset (Thieves):

  • Attack (PHY: ST physical)
  • Steal Heart (NAT: ST medium chance to Confuse)
  • Throw Stone (PHY: ST moderate ranged physical)

Moveset (Squires):

  • Attack (PHY: ST physical)
  • Tackle (NAT: ST moderate physical)
  • Throw Stone (PHY: ST moderate ranged physical)

Boss: Wiegraf & Knight & Monk & Chocobo

Boss HP: 80,000 (Wiegraf) | 26,000 each (Knight/Monks/Chocobo)
Medal Conditions: Defeat Wiegraf with at least 3 characters alive.
Status Vulnerabilities (All): Slow, Stun
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Wiegraf):

  • Attack (PHY: ST physical)
  • Judgment Blade (NAT: ST moderate ranged physical, extremely low chance to Stop)
  • Northswain's Strike (NAT: ST ranged physical, extremely low chance to Instant KO)
  • Cleansing Strike (NAT: ST moderate ranged physical, low chance to Doom)
  • Counter Attack (response to physical attacks; PHY: ST physical)

Moveset (Knight):

  • Attack (PHY: ST physical)
  • Armor Break (NAT: ST reduce defense)
  • Potion (NAT: ST recover HP)

Moveset (Monks):

  • Attack (PHY: ST physical)
  • Aurablast (NAT: ST moderate ranged physical)
  • Tackle (NAT: ST physical)
  • Shockwave (NAT: ST moderate ranged physical earth)
  • Counter Attack (response to physical attacks; PHY: ST physical)

Moveset (Chocobo):

  • Choco Attack (PHY: ST physical)
  • Choco Cure (WHT: AOE recover HP)
  • Counter Attack (response to physical attacks; PHY: ST physical)

Notes and Strategies: In the first fight, there are two waves of one Thief and two Squires. In the second fight, Wiegraf spawns with one Knight and one Monk. Killing the Knight spawns the Chocobo, while killing the initial Monk spawns a second Monk. You only need to defeat Wiegraf to win the second fight.


 

EX Wielder of the Unyielding Blade

Boss: Meliadoul & Archers & Summoners

Boss HP: 126,000 (Meliadoul) | 36,000 each (Archers/Summoners)
Medal Conditions: Defeat Meliadoul without being KO'd.
Status Vulnerabilities (All): Slow, Stun
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Meliadoul):

  • Attack (PHY: ST physical)
  • Crush Armor (NAT: ST moderate ranged physical, reduce defense)
  • Crush Helm (NAT: ST moderate ranged physical, reduce resistance)
  • Crush Weapon (NAT: ST moderate ranged physical, reduce attack)
  • Potion (NAT: ST recover HP)

Moveset (Archers):

  • Attack (PHY: ST ranged physical)
  • Charge 1 (PHY: ST ranged physical)
  • Charge 2 (PHY: ST heavy ranged physical)
  • Potion (NAT: ST recover HP)

Moveset (Summoners):

  • Attack (PHY: ST physical)
  • Infernal Blaze (NAT: AOE magical fire)
  • Judgment Bolt (NAT: AOE magical thunder)
  • Glacial Shards (NAT: AOE magical ice)
  • Potion (NAT: ST recover HP)

Notes and Strategies: Meliadoul spawns with one Archer and one Summoner. When you kill either of the adds, another of the same type spawns. You only need to defeat Meliadoul to win.


 

EX Dark Knight

Boss: Gaffgarion & Knight & Time Mage

Boss HP: 140,000 (Gaffgarion) | 40,000 each (Knight/Time Mage)
Medal Conditions: Defeat Gaffgarion without being KO'd.
Status Vulnerabilities (Gaffgarion): Poison, Slow, Stun
Status Vulnerabilities (Knight/Time Mage): Poison, Silence, Paralyze, Slow, Stop, Stun
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Gaffgarion):

  • Attack (PHY: ST physical)
  • Night Blade (NAT: ST heavy ranged physical, Self absorb HP)
  • (Close Range only) Counter Tackle (response to physical attacks; PHY: ST moderate physical)

Moveset (Knight):

  • Attack (PHY: ST moderate physical)
  • Armor Break (NAT: ST reduce defense)

Moveset (Time Mage):

  • Attack (PHY: ST physical)
  • Haste (WHT: ST Haste)
  • Slow (WHT: ST medium chance to Slow)
  • Stop (BLK: ST medium chance to Stop)

Notes and Strategies: Gaffgarion spawns with one Knight and one Time Mage. You only need to defeat Gaffgarion to win. During the fight, Gaffgarion shifts back and forth from the front row to the back row of the enemy formation; while in the back row, he is immune to melee range physical attacks.


 

凶 Temple Knight's Raid

Boss: 凶 Isilud & Knights & Summoner & Archer

Phase LVL HP ATK DEF MAG RES MND SPD
Isilud, Default 140 170,000 440 550 450 1000 200 400
Isilud, Weak 470 600 1050
Isilud, Very Weak 500 620 1100
Knights 140 65,000 400 550 300 820 150 300
Summoner 140 53,000 300 370 440 970 150 330
Archer 140 59,000 350 400 350 770 150 400

Medal Conditions: Reduce Isilud's attack.
Status Vulnerabilities (All): Slow, Stun
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Isilud):

  • (Default only) Attack (PHY: ST 110% physical)
  • (Default only) Attack (PHY: AOE 159% physical)
  • Ultimate Armor Break (NAT: ST 188% physical, reduce defense by 30% for 20 seconds)
  • Jump (NAT: ST 344% ranged physical)
  • Counter Attack (15|20|25% response to any attack; PHY: ST 266% physical)
  • (Weak/V Weak only) Attack (PHY: AOE 206% physical)
  • (Very Weak only) Ultimate Jump (NAT: ST HP=1)
  • (Very Weak only) Attack (PHY: ST 100% physical, targets highest % HP)

Moveset (Knights):

  • Attack (PHY: ST 110% physical)
  • Ultimate Armor Break (NAT: ST 188% physical, reduce defense by 30% for 20 seconds)
  • Aurablast (NAT: ST 188% ranged physical)
  • Throw Stone (PHY: ST 188% ranged physical)
  • Ultimate Aurablast (NAT: AOE 159% ranged physical)
  • Counter Attack (15% response to physical attacks; PHY: ST 110% physical)

Moveset (Summoner):

  • Attack (PHY: ST 110% physical)
  • Infernal Blaze (NAT: AOE 198% magical fire)
  • Judgment Bolt (NAT: AOE 198% magical thunder)
  • Glacial Shards (NAT: AOE 198% magical ice)
  • Fira (BLK: ST 350% magical fire)
  • Thundara (BLK: ST 350% magical thunder)

Moveset (Archer):

  • Charge 1 (PHY: ST 188% ranged physical)
  • Charge 2 (PHY: ST 266% ranged physical)

Notes and Strategies: Isilud spawns with one Knight and one Summoner. If you defeat the Knight, a second Knight spawns; if you defeat the Summoner, an Archer spawns. You only need to defeat Isilud to win.

In Default phase (>70% HP), Isilud always follows Jump with his AOE Attack. In Very Weak phase (<40% HP), Isilud follows a very precise attack pattern for the first 32 turns, as follows: Ultimate Jump, weak Attack, AOE Attack, AOE Attack, repeat. On turns 8 and 24, Isilud will use a random attack instead of being forced to use his AOE Attack. The Knights always follow Ultimate Aurablast with Throw Stone. The Summoner uses Ifrit on its 5th turn and every 9th turn thereafter, Ramuh on its 8th turn and every 9th turn thereafter, and Shiva on its 11th turn and every 9th turn thereafter.

This fight is almost entirely physical (and is entirely physical if you kill the Summoner), so you can probably get away without bringing Shellga. Isilud is the only enemy which must be defeated in order to win, so if you're not worried about the Summoner's anemic magical attacks, focus all your firepower on him.


 

凶 At the End of Ideals

Boss: 凶 Wiegraf & Knight & Monks & Chocobo

Phase LVL HP ATK DEF MAG RES MND SPD
Wiegraf, Default 180 260,000 630 1450 580 1850 300 450
Wiegraf, Weak 670 1550 620 1950 480
Wiegraf, Very Weak 700 1650 640 2000 520
Knight 180 70,000 500 580 500 800 250 420
Monks 180 90,000 630 680 450 750 250 460
Chocobo 180 75,000 480 530 550 850 250 440

Medal Conditions: Afflict an enemy with Stun.
Status Vulnerabilities (All): Stun
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Wiegraf):

  • Attack (PHY: ST 110% physical)
  • Judgment Blade (NAT: ST 275% ranged physical, 48% chance to Stop)
  • Northswain's Strike (NAT: ST 337% ranged physical)
  • Cleansing Strike (NAT: ST 212% ranged physical, 18% chance to Doom)
  • Counter Attack (20% response to physical attacks; ST 266% physical)
  • (Weak/V Weak only) Ultimate Judgment Blade (NAT: AOE 127% ranged physical, 21% chance to Stop)

Moveset (Knight):

  • Attack (PHY: ST 110% physical)
  • Armor Break (NAT: ST reduce defense by 30% for 20 seconds)
  • Potion (NAT: ST recover HP)
  • Ultimate Shield Break (NAT: ST 266% physical, remove Protect and Shell)

Moveset (Monks):

  • Attack (PHY: ST 110% physical)
  • Aurablast (NAT: ST 266% ranged physical)
  • Tackle (NAT: ST 266% physical)
  • Shockwave (NAT: ST 212% ranged physical earth)
  • Chakra (NAT: AOE recover HP, Regen)
  • Counter Attack (15% response to physical attacks; PHY: ST 266% physical)

Moveset (Chocobo):

  • Choco Attack (PHY: ST 110% physical)
  • Choco Cure (WHT: ST recover HP)
  • Haste (WHT: ST Haste)
  • Choco Attack (PHY: ST 344% physical)
  • Counter Attack (15% response to physical attacks; PHY: ST 188% physical)

Notes and Strategies: Wiegraf spawns with one Knight and one Monk. If you defeat the Knight, a Chocobo will spawn. If you defeat the Monk, a second Monk will spawn. Wiegraf always uses Judgment Blade every 5th turn after last using it across all phases.

Pure physical, so leave Shellga and Magic Breakdown at home. You only need to defeat Wiegraf, and the other enemies aren't that annoying or dangerous, so just focus on him. You may wish to wear Stop resistance or bring Affliction Break or an Astra source to make Wiegraf's Judgment Blades and Ultimate Judgment Blades a little less annoying.


 

æ»… Those Who Aim for Revolution

Boss: æ»… Milleuda & Knight & Time Mage & Black Mages

Phase LVL HP ATK DEF MAG RES MND SPD
Milleuda, Default 220 380,000 1000 2700 780 3800 300 520
Milleuda, Weak 1050 2850 4000 550
Milleuda, Very Weak 1080 2950 4300 580
Black Mages 220 90,000 500 1550 880 2900 220 510/530
Knight 220 115,000 800 2000 550 2400 250 530
Time Mage 220 100,000 480 1500 670 2700 320 500

Medal Conditions: Reduce Milleuda's attack.
Status Vulnerabilities (All): None!
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Milleuda):

  • Attack (PHY: ST 110% physical)
  • Ultimate Armor Break (NAT: ST 344% physical, reduce defense by 30% for 20 seconds)
  • Ultimate Weapon Break (NAT: ST 344% physical, reduce attack by 30% for 20 seconds)
  • Attack (PHY: AOE 253% physical)
  • Attack (PHY: ST 344% physical)
  • Counter Attack (15|20|30% response to physical attacks; PHY: ST 266% physical)
  • (Weak/V Weak) Ultimate Weapon Break (NAT: AOE 240% physical, reduce attack by 30% for 20 seconds)

Moveset (Black Mages):

  • Thundaga (NAT: ST 170% magical thunder)
  • Thundaga (NAT: ST 490% magical thunder)
  • Blizzaga (NAT: ST 490% magical ice)
  • Firaga (NAT: ST 490% magical fire)
  • Firaga (BLK: AOE 278% magical fire)
  • Blizzaga (NAT: AOE 390% magical ice)

Moveset (Knight):

  • Attack (PHY: ST 110% physical)
  • Armor Break (NAT: AOE reduce defense by 30% for 20 seconds)
  • Ultimate Armor Break (NAT: ST 344% physical, reduce defense by 30% for 20 seconds)
  • Throw Stone (NAT: AOE 240% piercing0.5 ranged physical)
  • Attack (PHY: ST 344% physical)
  • Counter Attack (15% response to physical attacks; PHY: ST 266% physical)

Moveset (Time Mage):

  • Haste (WHT: AOE Haste)
  • Slow (WHT: ST 63% chance to Slow)
  • Stop (BLK: AOE 36% chance to Stop)

Notes and Strategies: Milleuda spawns with one Knight and one Black Mage. If you defeat the Knight, a Time Mage spawns; if you defeat the Black Mage, a second Black Mage spawns. You only need to defeat Milleuda to win.

In Default phase (>70% HP), Milleuda uses her weak Attack on her 1st and 2nd turns. In Weak phase (70%-40% HP) and again in Very Weak phase (<40% HP), Milleuda uses her AOE Ultimate Weapon Break on her 1st turn and every 5th turn thereafter. The initial Black Mage uses its weak Thundaga on its 1st and 2nd turns; both Black Mages use AOE Blizzaga on their 8th turn and every 8th turn thereafter. The Knight uses Attack on its 1st turn, Armor Break on its 2nd turn and every 7th turn thereafter, and uses Throw Stone every 6th turn after last using it. The Time Mage uses Haste on its 1st turn and every 7th turn thereafter.

The Black Mages here can actually put out a lot of damage if you neglect your magical defenses, so try to fit in at least a Shellga. Milleuda can strip your Shout/Ramza BSB2/Onion Ninja USB Attack buff from you with Ultimate Weapon Break, so it may be a better idea to rely on either a mage team or a hybrid attack buff like Onion BSB. Watch out for Milleuda's Counter Attack before you get Protectga/Wall up, it's extremely damaging with no mitigation.


 

Multiplayer:

Boss: Seymour Natus

Boss HP: 430,826 (Seymour, d160) | 86,447 (Mortibody, d160) | 855,471 (Seymour, d220) | 129,450 (Mortibody, d220)
Medal Conditions: Defeat Seymour with at least 4 characters alive. Reduce Seymour's magic. Exploit Seymour's weakness to holy attacks.
Elemental Damage Taken (Seymour):

Fire Ice Thunder Earth Wind Water Holy Dark Bio
50% 50% 50% 50% 50% 50% 150% 50% 50%

Elemental Damage Taken (Mortibody):

Fire Ice Thunder Earth Wind Water Holy Dark Bio
150%

Status Vulnerabilities (Seymour): None!
Status Vulnerabilities (Mortibody): Stop
Break Effectiveness (All):

Power Armor Magic Mental Mind
50% 50% 50% 50% 50%

Moveset (Seymour):

  • Attack (PHY: ST physical)
  • Protect (WHT: Self Protect)
  • Ultimate Chain Fira (NAT: RT heavy magical fire, 2 hits)
  • Ultimate Chain Thundara (NAT: RT heavy magical thunder, 2 hits)
  • Ultimate Chain Watera (NAT: RT heavy magical water, 2 hits)
  • Ultimate Chain Blizzara (NAT: RT heavy magical blizzard, 2 hits)
  • Counter Protect (10|20% response to physical attacks; WHT: Self Protect)
  • Counter Ultimate Flare (10|20% response to black magic; NAT: ST magical piercing non-element, high chance to Sap)
  • (Weak only) Ultimate Break (NAT: 3T low chance to Petrify)
  • (Weak only) Ultimate Flare (NAT: ST magical piercing non-element, high chance to Sap)

Moveset (Mortibody):

  • Ultimate Desperado (NAT: AOE supermassive ranged physical, 2 hits, Dispel)
  • Firaga (BLK: AOE supermassive magical fire)
  • Blizzaga (BLK: AOE supermassive magical ice)
  • Thundaga (BLK: AOE supermassive magical thunder)
  • Waterga (BLK: AOE supermassive magical water)
  • Mortisorbption (response to death; NAT: Ally supermassive magical non-element, Self absorb HP)
  • Cura (WHT: Ally recover HP)

Notes and Strategies: Mortibody will not use Ultimate Desperado until it is reduced to 50% HP or lower.

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