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Mildran: Final Quest and EX Dungeon Guide
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Hi guys, I haven’t written a guide in a long time since the last RC6 raid mission was out, so it’s time I write another one. This won’t be another raid guide, but the battles herein do feel like an epic raid one, especially the final quest (and damn right it’s epic!). As usual, it’s written with a slant towards JP players, but Global players may eventually find some use for it.

Let’s get down to it!


LOCATION: ミルドラン (“Mildran”) > 悠久神殿 (“The Eternal Shrine”)

QUEST: 魂の眠る地で (“In the Land where the Soul Sleeps”)

ENERGY: 50 / BATTLES: 1 / [CONTINUES DISABLED]

BOSS: 大神皇カルナ・マスタ (“Supreme God Emperor, Karna Masta)

Boss has no side parts, but has three phases.


PREPARATION

  • All right, first thing's first. There's going to be a long text in the next few sections describing what happens at each phase, so I'll first talk about preparation for the battle. If you know me and how I write my guides, I usually only provide sample squads because you should be able to make a decent squad just reading on what the boss does. However, since there are many things going on in the battle, I'm going to change that slightly and provide recommendations first so that you're better prepared.
  • Role recommendation:

    • Mitigator: Magress. However much I dislike providing one option only for any role, there is no contest that Magress is pretty much mandatory for this fight. The reason is because of his SP option enabling his mitigation buff to last two turns. Unless Alim releases new units capable of such thing in the future (Krantz, maybe?), Magress is the only option for this fight. I will explain why later.

      Note: It is possible to do the fight with other mitigators (Laberd, Krantz), but requires you to have extreme luck whereby you don't have to spend a Fujin Potion or Tonic on any other unit for the duration of the run. That's pretty unlikely. If you're planning to use a one-turn mitigator, you may want to consider using the normal attack method via Ark's BB or have two of them. You can also consider adding elemental mitigation to the stack, though Light element mitigation is mostly available only from Leader Skills in JP (Grahdens, for example). Note: Not to be confused with negate elemental weakness damage.

    • BC management: You will want to focus on:

      1. BC fill when attacked - e.g., Kulyuk (with SP option), El Feris, Layla, Zelnite, Klaus;
      2. Gradual BC fill - e.g., El Feris, Selena, Golzo, Leona, Klaus;
      3. BC fill - e.g., Eclise, Tilith, Golzo, Arus;
      4. BC fill when Sparking - e.g., El Feris, Sirius, Sareas;
      5. BC fill rate - e.g., Kulyuk, Astahl, Kulyuk, Atro.

      Preferably prioritized in the order listed. At least two of these are needed.

    • Healing: You will want to focus on:

      1. Burst healing - e.g., Lara, Kulyuk (with SP option), Tilith, Eclise, Layla;
      2. Gradual healing - e.g., Lara, Kulyuk (with SP option, but preferably not his), Eclise, Leona, Golzo, Layla, Selena;
      3. Healing when attacked - Lara, Selena, Tilith, Layla;
      4. HP drain - e.g., Magress, Leona.

      Again preferably prioritized in the order listed. Burst healing and gradual healing are pretty much mandatory.

    • Stat buffer: With Magress and the fixed guest (described later), you have both ATK and DEF covered, so you need only REC buffer. Recommended buffers are Atro and Sirius, and if you have converters too, that's great.

    • Overdrive gauge management: Although important, it isn't as mandatory as the previous roles. This is primarily the case only for Phase Two of the fight, which can be mitigated with a bit of damage management. What it does is smoothens the transition between Karna Masta's annihilation attacks and lessens the chance for mistake or RNG from blindsiding you, but it is itself not mandatory. In case you want to do so, focus on:

      1. Overdrive gauge fill - e.g., Pamela, Eclise, Arus, Zephyr;
      2. Overdrive gauge fill rate - e.g., Pamela, Eclise, Atro, Grahdens.
    • Damage buffer: If you can fit in the units in the top four roles, then you can consider the damage buffers (critical damage, BB/SBB/UBB modifier, Spark damage), though you can probably live without them.

    • Status ailment management: Karna Masta is immune to all ailments, but don't deal ailments of his own, so there's no need to actually prioritize a unit for it. Karna Masta is vulnerable to ATK and DEF debuffs, however, that can help a tiny bit in reducing his damage output. Unless you've room to spare for another status unit, though, stick with the more important roles.

  • Sphere focus should roughly follow a similar pattern, with priority on HP and DEF, BC management, and mitigation.

  • My clear squad:

    • Sirius (Lead)
      • Roles: Stat buffer, damage buffer, BC management
      • Spheres: 神器マハル=グラテカ ("Sacred Axe") and 羅獄焔燼メドブレア ("Medblare")
      • Elgif: 50% Spark damage
      • SP: 20% HP, ATK, DEF, and REC / 100% to BB/SBB/UBB modifiers / 6 BC every turn for 3 turns to BB/SBB
    • Magress
      • Roles: Mitigator, DEF buffer, healing
      • Spheres: 黒騎槍レオムルグ ("Leomurg") and 神器ジェナ=グレパス ("Sacred Blade")
      • Elgif: 10 BC when receiving 5,000 damage
      • SP: Reduce damage received by 50% for 2 turns to BB/SBB / 25% chance to convert 10% damage received to HP
    • Selena
      • Roles: Healing, BC management
      • Spheres: 宝剣レクシーダ ("Lexida") and 神器レド=クローガ ("Sacred Crystal")
      • Elgif: 20% HP, ATK, DEF, and REC to Water-type unit
      • SP: 1,000 HP 10% REC to gradual healing / Negate all status ailments / 5% BC and HC drop rates
    • Kulyuk
      • Roles: Healing, BC management, stat buffer
      • Spheres: 幻導機・セクメティール ("Sekhmetr") and 幻導機・ニヴレイシア ("Phantom Gizmo")
      • Elgif: 50% HP
      • SP: 4-7 BC when attacked for 3 turns to BB/SBB / Recover 2,000-3,000 11% healer's REC HP for all allies when attacking to BB/SBB
    • Pamela
      • Roles: Stat buffer, Overdrive gauge management
      • Spheres: 雷輝豪鎧ベイオルグ ("Beiorg's Armor") and 魔蟲樹盾マガジュラ ("Nature Shield")
      • Elgif: 50% Overdrive gauge fill rate
      • SP: N/A
  • The final unit slot is fixed for a guest:

    • 煉黒の騎士アーク (Refined Knight of Darkness, Ark)
    • Lord / 6★
    • Stats: L100 / HP: 7,000 / ATK: 2,600 / DEF: 2,450 / REC: 2,400
    • Normal Attack: 17 hits / 2 DC
    • LS: 悠久の願い ("Eternal Wish")
      • 50% to HP, ATK, DEF, and REC, 50% BC drop rate when Sparking, 100% Spark damage
    • ES: 生きる覚悟 ("Will to Live")
      • 25% chance to convert 20% damage received to HP, 100% chance for 3-5 BC when attacked, withstand incapacitation when HP is below 20% up to two times (100% HP recovery when triggered), negate elemental weakness damage
    • BB: アビスレイヴ ("Abyss Slave")
      • 270% 100 ATK damage (enemies), 2 normal hit count (100% damage) for 3 turns (allies), 100% chance to ignore DEF for 2 turns (allies)
    • SBB: 滅界の剣『ベルフェリアス』 ("Sword of Dark Boundaries, Velfrias")
      • 450% 100 ATK damage (enemies), 120% ATK for 3 turns (allies), 40% chance to inflict -50% ATK or DEF for 1 turn (enemies)
    • UBB: 封神の聖剣『ディムグリス』 ("Holy Sword of God Sealing, Dimgris")
      • 1200% 100 ATK damage (enemies), 500% BB/SBB/UBB modifiers for 3 turns (allies), grant Fire, Water, Earth, Thunder, Light, and Dark elements to attacks for 3 turns (allies)
    • Elgif: None
    • Spheres:
      • 廻向の幻華鏡 ("Flower Mirror")
        • Negate all status ailments, negate critical effects, negate elemental weakness damage, 4 BC every turn, recover 1,500-2,000 10% REC HP every turn
      • 覇天儀『アマデュリム』 ("Sky Orb")
        • 100% HP, ATK, DEF, and REC, 50% critical damage, 50% Spark damage
    • Note: Our guest is clearly a whale and a pingu.
  • Items to bring: Fujin Tonic, Fujin Potion, Revive, Revive Light, Hero Crystal. Use your Fujin Tonics and Potions very wisely.

  • Also essential is time. You need at minimum 30-45 min to beat him, this is considering the stars align in your favor. If you don't have the time and patience to do it, don't start.

BOSS GUIDE

  • Actions per Turn: ~5-6

  • I'll break the guide down into phases so that it's easier to walk you through the fight.

FIRST PHASE

  • Actions:

    • 『力の覚醒』 (“Awakening of Power”) - Buff removal and BB gauge reduction to all enemies.
    • 『イクリプス』 (“Eclipse”) - Fire, water, earth, thunder, light, and dark elemental mitigation to self.
    • 『ラストワード』 (“Last Word”) - Moderate damage to all enemies.
    • 『ミラージュサイト』 (“Mirage Site”) - Single-target damage on three random enemies.
    • 『その力は糧となる』 (“That power will be nourishment”) - ~40% BB gauge reduction to all enemies.
    • 『エターナルロスト』 (“Eternal Lost”) - Powerful HP% attack and inflict BB gauge fill rate reduction debuff to an enemy.
    • 『ミレニアム』 (“Millennium”) - Buff removal, powerful HP% damage, BB gauge reduction, and inflict BB gauge fill rate reduction debuff to all enemies.
    • 『天地創壊』 (“Beginning of Heaven and Earth’s Collapse”) - Buff removal and massive HP% damage to all enemies and apply Light barrier to self.
  • Let's get to the meat. On the first turn, simply normal attack him with all your units. He will use "Awakening of Power" that removes your buffs and drains your BB gauge, because he's that annoying.

  • In the following turn, you should start focusing on building your BB gauge. The priority should be: mitigation > gradual healing > BC when attacked if you can. I normally use one Fujin on the mitigator (Magress) and the gradual healer/BC fill every turn (Selena). Since Karna Masta takes many actions per turn, this is essential to your survival. Remember that your Spheres also help in BC management, so don't panic if you can't start punching Karna Masta in the face yet.

  • Third turn check. If you're fortunate, he will not use "Eternal Lost" on one of your units. "Eternal Lost" is a single-target HP% attack (damage reduced by mitigation) that also applies BB gauge fill rate reduction. It has a chance to be used and reused every 3 turns except when he reaches ~40%, where he'll use it twice and can target the same unit. There doesn't seem to be any obvious pattern on who he chooses to use it on, so if you didn't get hit by it, count yourself lucky. In one of my runs, he killed one of my units on the third turn itself because my Magress didn't have his BB gauge ready, hence why I suggest using Fujin on your mitigator.

  • Now we're entering the fight proper. At this point, you should have some BB (or SBB) gauges filled. If you use 5 or more BB/SBB (count as the same) total, Karna Masta will retaliate using "That power is nourishment". If you're using a one-turn mitigator (those who are not Magress), this can be pretty bad, so you might want to consider just using up to four BB/SBB. At this point, you have several options: use mitigator, BB fill when attacked, healing, and one last effect, either a stat buffer or Ark's BB (not SBB, unless you don't have an ATK buffer), since you'll be hitting him normally with the other two units. If you have Magress and don't have issue with BC management, then feel free to activate all six units' BB/SBB. This is where Magress's 2-turn mitigation is so favored, as it allows a buffering turn where he can rebuild your BB gauges.

  • This pattern repeats (BB > drain/normal attack > BB build up or guard if it's his third turn after your turn > BB) until you hit ~70%, where he'll use "Eclipse" and grant himself complete damage immunity to all six elements. There's nothing really special that normally comes the turn after this, so it's basically to waste your BB/SBB or throw your timing off. I'd suggest just using Magress's BB if "Eternal Lost" is expected next turn and guard the rest.

  • So, the pattern continues until you hit the threshold for "Millennium". It is a powerful AOE damage that removes buffs, reduces BB gauge, and applies BB gauge fill rate reduction debuff. Karna Masta precedes it with "That power is nourishment" and 『力が集まっていく・・・』 ("The power is gathering") before he ends his turn. He will fire "Millennium" the next turn. Both preceding actions drain your BB gauges (so that's about 60-80% BB gauge drain). Guard all your units, telling them to tell Karna Masta how fugly he looks, for the AOE buff removal and painful damage. Once he unleashes "Millennium", you're free to move again. Take stock of your units' HP and prioritize the buffs. This is why saving your Fujin Tonics and Potions are essential - "Millennium" happens at least three times in the fight, so these are very precious.

  • IMPORTANT NOTE: On the last "Millennium" threshold, if you somehow happen to be defeat his First Phase, Karna Masta will lead the Second Phase with 『溢れし力の脈動』 ("Pulsation of Overwhelming Power"). See the Second Phase for more details.

  • When Karna Masta has about ~15-20% HP, he will utter 『圧倒的な力が集約する・・・』 ("Overwhelming force is converging ...") and then idles. This is the cue that he will use his most devastating attack the next turn: "Beginning of Heaven and Earth's Collapse". Guard all your units, telling them to tell Karna Masta how they think Rhoa's abs are much cooler, in order to survive this. If you were using a Light-damage mitigation Leader Skill (e.g., Grahdens), you may be able to survive "Millennium" without guarding, but not "Beginning of Heaven and Earth's Collapse". Also, don't be an idiot like me being all excited to defeat him thinking he has only a tiny sliver of HP left - he has the Light barrier active already that absorbs all damage until broken, so it's a futile exercise.

  • IMPORTANT NOTE: If you somehow manage to cross both the thresholds for the last "Millenium" and "Beginning of Heaven and Earth's Collapse", you will be hit with then back-to-back. Karna Masta will drain you twice, use "Millennium", utter "Overwhelming force is gathering", and use "Beginning of Heaven and Earth's Collapse" in succession. Needless to say, this is ... extremely painful, but still survivable, so you might want to be careful with your damage towards the last leg.

  • Heal up, break the Light barrier, drop his HP to 0, and onwards to Second Phase!

  • Summary:

    • Normal attack first turn.
    • Watch out for "Eternal Lost" usage. Have mitigation up at all times.
    • On "Millennium" and "Beginning of Heaven and Earth's Collapse" thresholds, guard your units.

SECOND PHASE

  • Actions:

    • 『…破滅が始まる…』 (“... Ruination begins ...”) - Buff removal to all enemies.
    • 『混沌の波動』 (“Wave of Chaos”) - Moderate damage and applies DOT to all enemies.
    • 『創天瀑穿』 (“Heavenly Genesis Cascading Penetration”) - Single-target damage to three random enemies.
    • 『その力は糧となる』 (“That power will be nourishment”) - ~40% BB gauge reduction to all enemies.
    • 『抗えぬ滅び』 (“Obliterate Resistance”) - Powerful HP% attack and applies BB gauge fill rate reduction debuff to an enemy.
    • 『断哈灰燼』 (“Ashes of Judgment”) - Either fixed damage or HP% damage to all enemies.
    • 『溢れし力の脈動』 (“Pulsation of Overwhelming Power”) - Buff removal, massive damage, and inflict BB gauge fill rate reduction debuff and Leader Skill lock to all enemies.
  • Still alive? No unit or just one unit dead? Still have some items left? Good job, you've done great! Karna Masta just threw away the fake wings and descended in his floaty throne-like thingy. He also looks a tad bit uglier. Things will start to get a little hairier than before.

  • From the get-go, he'll use "... Ruination begins ..." to remove all your buffs. Sounds familiar? Yup, it's like his First Phase, he's annoying like that.

  • IMPORTANT NOTE: If you defeated his First Phase while he was charging for "Millennium", he will first do "... Ruination begins ...") to remove your buffs, then 『蓄えた力が膨張する・・・』 ("The accumulated power is expanding ...") on the second turn, and finally use "Pulsation of Overwhelming Power" on the third turn. In this case, make sure to fire off Ark's UBB on the second turn.

  • This form of his packs a lot more punch, as he gains ATK and normal hit count buffs from one of his skills (not sure which), and let's just say that he does a lot of normal attacks. Make sure your defenses and healing are up.

  • Similar to his First Phase, Karna Masta will drain your BB gauge via "That power is nourishment". In this phase, he'll use and reuse it every time you use a total of 6 BB/SBB or more. Again, if you're using a one-turn mitigator, you may want to stagger your BB/SBB usage.

  • He also uses a new trick: a painful DOT applied when he does his AOE ("Wave of Chaos"). You pretty much require gradual healing to counter this.

  • Every three turns and thereafter, he'll start using "Obliterate Resistance", which is similar to "Eternal Lost" except that this is reused quite consistently.

  • When his HP is lower (~50%), he also uses "Ashes of Judgment" in between "Obliterate Resistance", dealing significant amount of damage. Coupled with the DOT, these form the bulk of his damage.

  • At ~75%, 50%, 30%, and 15% HP, he will announce use "That power is nourishment", announces 『蓄えた力が膨張する・・・』 ("The accumulated power is expanding ...") then goes idle with mitigation buff active. That is your cue that he's going to use "Pulsation of Overwhelming Power" in the next couple of turns. It is a skill that deals massive damage survivable through guarding, but it also locks your Leader Skills for the next two turns, making it hell for you.

  • To counter "Pulsation of Overwhelming Power", you need to activate Ark's Overdrive and build his UBB gauge when he announced "The accumulated power is expanding ...", then use his UBB during 『力の膨張は破壊をもたらす・・・』 ("The expansion of the force shall bring about destruction ..."). If you cannot fill Ark's UBB gauge for some reason, use a Fujin Potion/Tonic. If you did it successfully, 『カルナ・マスタの力を抑えこんだ・・・!!』 ("Karna Masta's power has been suppressed ...!!") will be announced. When this happens, "Pulsation of Overwhelming Power" will be cancelled, your BB gauges will be filled, and Karna Masta will get ATK and DEF debuffs.

  • Dispense extreme justice to him the next few turns.

  • If you don't have an Overdrive gauge management and you're near one of the thresholds, it's best if you hold on to your damage output. This is where OD gauge filler/fill rate buffer smoothens the transition. Repeat the patterns till his HP reaches zero.

  • Summary:

    • Have gradual healing up at all times to counter DOT from "Wave of Chaos".
    • Watch out for "Obliterate Resistance" and "Ashes of Judgment" usage. Always have mitigation up.
    • On triggering "Pulsation of Overwhelming Power" threshold, use Ark to activate Overdrive on the first turn and fill his UBB gauge, use his UBB on the second turn, and then punch Karna Masta in the face on the third turn.
    • If you cannot fill the Overdrive gauge before the thresholds, mind your damage. Also, if you have no Overdrive gauge fill rate or fill buffer, make sure to save Hero Crystal for the Third Phase.

THIRD PHASE

  • Actions:

    • 『真聖界』 ("Pure Sacred World") - Massive HP% damage to all enemies.
  • Haha! You thought that was the last of him? Think again! Fortunately, you're near the end goal, so hold on tight! Unfortunately, you're on a race against time!

  • During the third phase, Karna Masta is immune to damage (or rather, receive only 1 damage from all attacks), recover large amount of his health every turn, and deals DOT to your squad. So, you still need to look out for your health.

  • When his HP is about 80% full (the bar reaches "T" on AUTO), he will announce 『崩壊と創世が訪れる』 ("Destruction and rebirth is nigh"), which is the cue that he will use "Pure Sacred World" next turn. It is an annihilation-class skill.

  • To weaken the effect, you have to use at least three UBB within 8 turns (that's how long it takes for his HP to reache 80%). On the 9th turn, his power will wipe your squad (and the world).

  • You have to have a Hero Crystal and some Fujin Potions/Tonics handy.

  • You can use anyone's UBB to fulfill the condition. However, if you use Ark's UBB, your Overdrive gauge will be restored by a great amount (~80%) as 『溢れた光が「力」となり降り注ぐ』 ("Overflowing 'power' of light inundates (you)"). Therefore, keep Ark alive as much as possible through all the phases.

  • If you are successful, Karna Masta will use "Pure Sacred World" and could only bring your units' HP down to 1, then got hit for massive damage and kills himself. If you are not successful, your team will get wiped out instead. Prepare a salt bucket just in case.

  • IMPORTANT NOTE: Sometimes, Karna Masta may not die immediately from getting hit with sudoku. Try to keep your units ready in case that happens.

  • Hurray, congratulations on winning the fight!


REWARDS

  • Gem (x1)

  • 煉黒の騎士アーク ("Refined Knight of Darkness, Ark")


LOCATION: ミルドラン (“Mildran”) > 隠者の館 (“Mansion of the Recluse”)

QUEST: 迷える隠者 (“The Hesitant Recluse”)

ENERGY: 50 / BATTLES: 1 / [CONTINUES DISABLED] / REQUIREMENT: "The Eternal Shrine" completed

BOSS: 煉黒の騎士アーク (“Refined Knight of Darkness, Ark)

Boss has no side parts and one phase.


PREPARATION

  • Unlike the previous battle, there isn't much that needs preparing. You can basically use the same squad you used for Karna Masta to battle a confused Ark. My clear squad switches Pamela out for Verne since there's no need for Overdrive gauge management.

  • You can also choose a Friend unit to help you out now! Praise Ark!

  • Ark is vulnerable to Sickness, ATK, and DEF debuffs normally and additionally Injury after using "Justice", so you may want to consider bringing debuff-inflicter to lower his damage output.


BOSS GUIDE

  • Actions per Turn: ~5-6

  • Actions:

    • リアクト・リリース (“React Release”) - Buff removal and massive damage to all enemies.
    • レイディアント・ブリンク (“Radiant Brink”) - Buff removal and massive HP% damage to an enemy.
    • 破滅の剣『ヴァルクレイド』 (“Sword of Destruction, Valcreid”) - Moderate damage to all enemies and grants normal hit count buff to self.
    • 滅界の剣『ヴェルフェリアス』 (“Sword of Dark Boundaries, Velfrias”) - Moderate damage to all enemies and grants ATK buff to self.
    • リベンジ・ガードシフト (“Revenge Guard Shift”) - Moderate damage to all enemies and grants damage reflection buff to self.
    • ガードシフト・リリース (“Guard Shift Release”) - Powerful damage and inflict BB gauge fill rate reduction to all enemies.
    • オーバードライブ (“Overdrive”) - Grants ATK, DEF, and REC buffs to self.
    • フォース・オブ・ブレイブ (“Force of Brave”) - Massive damage and inflicts DOT to all enemies and grants ATK and DEF buffs, Dark ATK buff, and damage mitigation to self.
    • ジャスティス (“Justice”) - Massive damage to all enemies and grants Spark damage buff to self.
  • For an EX Dungeon boss, Ark is notably less complicated than Karna Masta. But, that's not to say that he's less dangerous.

  • From the get-go, guard all your units. He will initiate with "React Release", which deals 99% of all your units' HP and then follow up by wiping your team. He's evil like that.

  • Also, note that if you trigger UBB at any time outside of the turns he'll be using "Force of Brave" or "Justice", he will hit you in the face with another "React Release".

  • He will use and reuse "Radiant Brink" every 3 turns, similar to "Eternal Lost" and "Obliterate Resistance". Make sure to have your units' health up as much as possible and guard before each use of this. This apparently targets units with the lowest current HP or highest DEF.

  • Like Ark in Karna Masta's fight, he will buff himself with normal hit count and ATK buffs, so his normal damage can be pretty painful.

  • At HP thresholds around 80% and 60%, he will activate "Revenge Guard Shift", granting himself damage reflection. It's easy to miss this because he will continue to use attacks after activating the skill. Check the BB Log or his buff window. He will follow up with a massive attack ("Guard Shift Release") the next turn, so make sure to guard your units.

  • You can also cancel "Guard Shift Release" by Sparking enough number of times (~31).

  • At 50% HP, he will trigger "Overdrive". That's the cue that he will use "Force of Brave" the next turn. You can guard all your units or counter with a UBB of your own, particularly a damage-reducing one (like Magress or Kulyuk's). Also note that "Force of Brave" applies a painful DOT, so make sure to have gradual healing up.

  • Continue to whittle away at his health until he announces 『…さぁ、この連撃を耐えることはできるか!?』 ("... Well, can you withstand these continuous attacks!?"). This should be ~20-25% HP. That's the cue that he will use "Justice" next. Again, either guard your units or counter with a damage-reducing UBB of your own.

  • Finish up by whopping him into submission.

  • IMPORTANT NOTE: At some point, it's noted that you can trigger both thresholds for "Force of Brave" and "Justice" back-to-back with enough damage. At that point, you will most probably have to use a three-turn damage-reducing UBB.

  • Summary:

    • Guard your units on the first turn.
    • Guard every three turns thereafter.
    • When "Revenge Guard Shift" is active, guard your units.
    • When Ark is below 50% and going to activate "Force of Brave", guard your units or use a damage-reducing UBB.
    • When Ark is below 25% and is going to activate "Justice", guard your units or use a damage-reducing UBB.

REWARDS

  • Gem (x5)

  • Sphere Frog (x1)

  • 幻翼双晶 ("Twin Crystals of Ethereal Wings") - Ark's Dream Evolution material


Congratulations, you've defeated the final part of the Ishgrian arc!


POST-SCRIPT UPDATES

  • Added note that Karna Masta is vulnerable to ATK and DEF debuffs and Ark is vulnerable to Sickness, ATK, and DEF debuffs normally and additionally Injury after using "Justice" (I tested them personally).

  • Added a few extra notes based on Redditor input. Thanks /u/NyantaTheCat and /u/ZeroBlaze05!

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