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Boss: æ»… Odin
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Default | 220 | 500,000 | 1250 | 4000 | 1025 | 6000 | 600 | 600 |
Weak | 1300 | 4200 | 6200 | 625 | ||||
Very Weak | 1340 | 4300 | 6500 | 630 |
Medal Conditions: Win with at least 3 characters alive.
Status Vulnerabilities: None!
Break Resistances: Power, Armor, Magic, Mental, Mind
Moveset:
- Attack (NAT: ST 110% physical)
- Attack (NAT: RT 344% physical, 3 hits)
- Attack (NAT: AOE 347% physical)
- (Weak/V Weak only) Zantetsuken (NAT: AOE 582% physical)
- (Weak/V Weak only) Zantetsuken (NAT: AOE 535% physical)
Notes and Strategies: In Weak phase (70%-40% HP), Odin uses the 535% Zantetsuken on his 1st turn and the 582% Zantetsuken on his 5th turn and every 4th turn thereafter. In Very Weak phase (<40% HP), Odin uses the 535% Zantetsuken on his 1st turn and the 582% Zantetsuken on his 4th turn and every 3rd turn thereafter.
Odin is all physical all the time, so don't bother with magical mitigation. None of his attacks are ranged, so being in the back row does a lot to mitigate his damage on its own. There are no elemental weaknesses or vulnerabilities to worry about, so just bring your best party and race him down.
Boss: æ»… Chaos
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Default | 220 | 470,000 | 1000 | 3000 | 1000 | 5000 | 350 | 550 |
Weak | 3300 | 1200 | 5300 | 590 | ||||
Very Weak | 3500 | 5500 | 640 |
Medal Conditions: Win with at least 3 characters alive.
Elemental Damage Taken:
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
50% | 50% | 50% | 50% | 50% | 50% | 50% | 50% | 50% |
Status Vulnerabilities: Stun (Special Immunity: Reflect)
Break Effectiveness:
Power | Armor | Magic | Mental | Mind |
---|---|---|---|---|
50% | 50% | 50% | 50% | 50% |
Moveset:
- (Default only) Blizzara (BLK: AOE 342% magical ice)
- Attack (PHY: AOE 253% physical, 24% chance to Paralyze)
- Firaga (BLK: ST 550% magical fire)
- Blizzaga (BLK: ST 550% magical ice)
- Thundaga (BLK: ST 550% magical thunder)
- Slow (WHT: ST 123% Slow)
- (Weak only) Inferno (NAT: AOE 438% magical fire)
- (Weak/V Weak only) Tsunami (NAT: AOE 438% magical water)
- (Weak/V Weak only) Tornado (NAT: AOE 438% magical wind)
- (Weak/V Weak only) Ultimate Flare (NAT: AOE 425% piercing0.5 magical non-element)
- (Weak/V Weak only) Curaja (WHT: Self recover 9999 HP)
- (Default/Very Weak only) Haste (WHT: Self Haste)
Notes and Strategies: In Default phase (>70% HP), Chaos skips its 1st and 2nd turns, uses Haste on its 3rd turn, and uses Attack on its 4th turn. In Weak phase (70%-30% HP), Chaos uses Ultimate Flare on its 1st turn.
Chaos uses magic almost exclusively with just the one AOE Attack to keep you honest, so you may be able to skimp on Protectga if you're daring or running a back row party. A Grand Cross or Indomitable Blade effect (or Magic Lure Reflect) will deal with the powerful ST -ga spells and with the annoying Slow. Dispel can be valuable to remove the Haste in his first 30% HP, but don't bother with it when he re-casts it in Very Weak phase.
Boss: æ»… Ravana
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Ravana, Phases 1&2 | 220 | 470,000 | 1100 | 5100 | 1200 | 8200 | 800 | 600 |
Ravana, Phase 3 | 1200 | 620 | ||||||
Ravana, Phase 4 | 1300 | 5500 | 1300 | 8400 | ||||
Ravana, Phase 5 | 1400 | 5600 | 1400 | 8500 | 645 | |||
Ravana, Phase 6 | 1500 | 5800 | 1600 | 8800 | ||||
Ravana, Phase 6 Counter | 6000 | 9000 | ||||||
Spirit Gana | 220 | 20,000 | 1000 | 3300 | 1000 | 4200 | 500 | 525 |
Moon Gana | 220 | 40,000 | 1000 | 3300 | 1000 | 4200 | 500 | 525 |
Medal Conditions: Win with at least 3 characters alive.
Elemental Damage Taken (Ravana):
Fire | Ice | Thunder | Earth | Wind | Water | Holy | Dark | Bio |
---|---|---|---|---|---|---|---|---|
150% |
Status Vulnerabilities (Ravana): None!
Status Vulnerabilities (Butterflies): Slow
Break Effectiveness (All):
Power | Armor | Magic | Mental | Mind |
---|---|---|---|---|
50% | 50% | 50% | 50% | 50% |
Moveset (Ravana):
- (Phase 1 only) Attack (PHY: ST 110% physical)
- (Phase 1, 3, 6 only) Budoken Flash (NAT: 3T 300% physical)
- (Phase 1, 3, 6 only) Revenge (NAT: Self enter Counter Mode)
- (Counter Mode only) Counter (100% response to physical attacks; PHY: ST 188% physical)
- (Phase 1 Counter, 3, 3 Counter, 6 only) Attack (PHY: ST 188% physical)
- (Phase 2, 5 only) Prelude to Slaughter (NAT: AOE 164% ranged physical, 3 hits)
- (Phase 2, 5 only) Slaughter (NAT: AOE 202% ranged physical, 3 hits)
- (Phase 3, 6 only) Devil Wujin (NAT: 3RT 253% physical, 2 hits)
- (Phase 3 only) Chandrahas (NAT: AOE 253%|394%|10,000% piercing0.5 physical)
- (Phase 4 only) Impact Shock (NAT: AOE 278% ranged physical)
- (Phase 4 only) Armor-Piercing Shot (NAT: 2T 240% ranged physical)
- (Phase 4 only) Battle Gun (NAT: 2T 240% ranged physical)
- (Phase 4 only) Fighting Bullet (NAT: RT 337% ranged physical, 3 hits)
- (Phase 5 only) Fierce Flame [Sudden] (NAT: RT 275% ranged physical, 4 hits AOE 300% physical)
- (Phase 6 only) Art Maringa (NAT: AOE 316% ranged physical)
Notes and Strategies: Ravana enters Phase 2 at 85% and then proceeds through the rest of its phases at specific turn counts from that point. Ravana summons two waves of three butterflies during the fight; each butterfly will use Falling Laughter on its 2nd turn, powering up Ravana's Chandrahas (1 use will increase it to 394% damage, 4 uses will increase it to 10,000% damage). Ravana loops through Phase 4 through 6 (plus 6 Counter) endlessly if you let it.
Boss: æ»… Shinryu Celestia
Phase | LVL | HP | ATK | DEF | MAG | RES | MND | SPD |
---|---|---|---|---|---|---|---|---|
Shinryu, Default | 255 | 575,000 | 1380 | 70,000 | 1380 | 86,000 | 600 | 610 |
Shinryu, Weak | 1480 | 1480 | 625 | |||||
Shinryu, Very Weak | 1680 | 1680 | 645 | |||||
Shinryu, Grounded | 1380 | 4000 | 1380 | 9000 | 600 | |||
Target | 255 | 40,000 | 500 | 5500 | 500 | 9500 | 500 | 500 |
Medal Conditions: Win with at least 3 characters alive.
Status Vulnerabilities: None!
Break Effectiveness (Shinryu Celestia):
Power | Armor | Magic | Mental | Mind |
---|---|---|---|---|
50% | 50% | 50% | 50% | 50% |
Break Effectiveness (Target):
Power | Armor | Magic | Mental | Mind |
---|---|---|---|---|
0% | 0% | 0% | 0% | 0% |
Moveset:
- (Default only) Attack (PHY: ST 110% physical)
- (Default/Weak only) Attack (NAT: ST 266% physical)
- Fire Breath (NAT: AOE 438% magical fire)
- Thunder Breath (NAT: RT 370% magical thunder, 7 hits)
- Predation (NAT: ST 680% physical)
Notes and Strategies: Periodically through the fight (if you're lucky) Shinryu will spawn a target reticle around itself with 40,000 HP. If you kill that big ol' target (which only sticks around for 2 turns, so you gotta be quick), Shinryu will drop to the ground, where it temporarily ceases to attack and has vastly reduced defenses.
In Default phase (>70% HP), Shinryu always follows Fire Breath with its 266% Attack. In Weak phase, Shinryu uses Predation on its 1st turn and always follows Fire Breath with its 266% Attack. In Very Weak phase (<40% HP), Shinryu uses Thunder Breath on its 1st and 2nd turns, and Predation on its 3rd turn and every 5th turn thereafter.
Shinryu is the tankiest boss in the game as far as raw defensive stats go (the original version was temporarily eclipsed by the 4 star Magicite bosses, but this Crystal Tower version reclaimed that throne with a vengeance) unless you can force it to land. There is no set timing for the Target to appear as far as I can tell, so you either have to plan to push through Shinryu Celestia's defenses or alternately play a turtle strategy with lots of debuffs and heals and maybe a Radiant Shield. Either way, it has a very powerful ST physical attack and two powerful AOE magical attacks, so bring both sorts of mitigation; if you have to you may be able to skip Protectga. Thunder Breath can randomly hit the same character 3-4 times and deal a really massive amount of damage, so thunder resistance accessories may be called for.
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