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18
[Crystal Tower September] boss guide
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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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7 years ago