Bonus Battles
Two Generals' Thoughts +
Carbuncle
HP: Head: 130,543
Target Score:
- Defeat Carbuncle without being KO'ed.
- Reduce Carbuncle's magic.
Weak: All (without Reflect active)
Absorb: None
Resist: None
Null: Earth (with Reflect active)
Status Vulnerabilities: Blind, Stun
Gilgamesh
HP: 130,221
Target Score:
- Defeat Gilgamesh without being KO'ed.
- Reduce Gilgamesh's attack.
Weak: None
Absorb: None
Resist: None
Null: None
Status Vulnerabilities: None
Notes:Carbuncle begins the fight with reflect active, and it cannot be dispelled. During the fight, he will drop reflect and become vulnerable to all elements. 100% magic based fight.
Gilgamesh can cause some status problems for newer players, namely sleep, confuse, and AoE blind. Ultra Cure or Esuna is suggested. Fight is 100% physical with some gravity damage for good measure.
Witch of the Interdimensional Forest ++
Calofisteri
HP: 178.432
Target Score:
- Reduce Calofisteri's magic.
- Reduce Calofisteri's resistance.
- Defeat Calofisteri before she uses Drain.
Weak: None
Absorbs: None
Resists: Thunder
Null: None
Vulnerabilities: Blind
Notes: 100% magical fight, which also means Blind is useless.
You can cheese the fight by casting Carbuncle, which will result in Calofisteri only casting Protect, Shell, cura, Esuna, Regen, and Haste. She has no means to kill you otherwise.
Second Challenge +++
Odin
HP: 198,000
Target Score:
- Defeat Odin before his 10th turn.
- Reduce Odin's attack.
- Reduce Odin's defense.
Weak: None
Absorbs: Holy
Resist: None
Null: None
Vulnerabilities: None
Notes: 100% physical fight. Will upgrade to a stronger Zantetsuken on his 10th turn.
Ultimate + Apocalypse Battles
Guardians of the Twin Towers (U)
凶Minotaur + 凶Omniscient
HP: Minotaur: 162,208 - Omniscient: 154,737
Target Score:
- Reduce the 凶Minotaur's attack.
- Reduce the 凶Minotaur's defense.
- Reduce 凶Omniscient's magic.
Weak: Omniscient: Wind
Absorbs: Minotaur: Earth, Water, Holy, Poison
Resist: None
Null: None
Vulnerabilities: None
Moveset (Minotaur):
Attack (PHY: ST moderate physical)
Critical (PHY: ST very heavy physical)
Attack (PHY: AOE moderate physical)
Holy (WHT: ST extremely heavy magical holy)
Counter Attack (response to black or white magic; PHY: AOE moderate physical)
Moveset (Omniscient):
(Default only) Attack (PHY: ST physical)
(Default only) Confuse (BLK: ST Confuse, medium chance)
(Default only) Poison (BLK: ST Poison, medium chance)
(Default only) Slow (WHT: ST Slow, medium chance)
(Default only) Graviga (BLK: ST current HP % damage)
Firaga (BLK: ST massive magical fire)
Blizzaga (BLK: ST massive magical ice)
Thundaga (BLK: ST massive magical thunder)
Flare (BLK: ST supermassive magical non-element)
凶 Thundaga (NAT: AOE piercing magical thunder)
Counter Curaga (response to physical attacks; WHT: Self heal)
(Weak only) Firaga (BLK: AOE moderate magical fire)
(Weak only) 凶 Blizzaga (NAT: AOE piercing magical ice)
Notes and Strategies: Not an unfamiliar fight, as both of their worst tendencies occur in this fight.
Minotaur will randomly cast Holy, as well as an interrupt on it's death. Mind Breakdown can help mitigate that.
Omniscient counters physical hits with an AoE 9,999 heal. Pair with that, it has both piercing thunder and ice elemental attacks and an AoE fire spell at lower HP. Good news is that Omniscient is entirely magic based while Minotaur is physical sparing the Holy casts. Omniscient is weak to wind, so that can help a physical team still score some KO's while dealing with the counter cure.
Recommended to kill Minotaur first.
Evil Herb (U++)
凶Dragon Pod (w/ Dragon Flower)
HP: HP: Pod: 260,000 - Flower: 25,046
Target Score:
- Reduce a 凶Dragon Flower's magic.
- Reduce a 凶Dragon Flower's defense.
- Reduce the 凶Dragon Pod's defense.
Weak: Earth, Dark
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Moveset (Upper Right Dragon Flower):
Pollen of Darkness (NAT: ST very heavy magical non-element, low chance to Blind)
Pollen of Darkness (NAT: ST very heavy magical non-element, medium chance to Blind)
Pollen of Darkness (NAT: ST massive magical non-element, high chance to Blind)
Pollination (NAT: AOE moderate magical non-element)
Attack (PHY: ST physical)
Moveset (Upper Left Dragon Flower):
Pollen of Confusion (NAT: ST very heavy magical non-element, low chance to Confuse)
Pollen of Confusion (NAT: ST very heavy magical non-element, medium chance to Confuse)
Pollen of Confusion (NAT: ST massive magical non-element, high chance to Confuse)
Pollination (NAT: AOE moderate magical non-element)
Attack (PHY: ST physical)
Moveset (Lower Right Dragon Flower):
Poisonous Pollen (NAT: ST very heavy magical non-element, low chance to Poison)
Poisonous Pollen (NAT: ST very heavy magical non-element, medium chance to Poison)
Poisonous Pollen (NAT: ST massive magical non-element, high chance to Poison)
Pollination (NAT: AOE moderate magical non-element)
Attack (PHY: ST physical)
Moveset (Lower Left Dragon Flower):
Paralyzing Pollen (NAT: ST very heavy magical non-element, low chance to Paralyze)
Paralyzing Pollen (NAT: ST very heavy magical non-element, medium chance to Paralyze)
Paralyzing Pollen (NAT: ST massive magical non-element, high chance to Paralyze)
Pollination (NAT: AOE moderate magical non-element)
Attack (PHY: ST physical)
Notes and Strategies: The Dragon Pod itself does not attack, but you cannot damage it while any flowers are alive.
Token physical attacks from all the flowers, but otherwise a 100% magical fight.
It's really a status mitigation fight more than anything else. You can go full magic team, which eliminates the need to guard against Blind and Poison is generally an afterthought anyways. There are also no elemental resistances, and Titan + Ultima summons can take care of the flowers fairly easily.
Cid Mission: Breaking the trend in some recent 2+ target CM fights is the availability of a realm dancer in Faris. Only having to focus on magic mitigation allows Faris to bring either Multi Break or a damage/defensive break option.
The new Quake Strike ability may also be worth the quick hones, as Bartz can help clear flowers out with it.
Ultra Cure can let you deal with the status you can't mitigate entirely, though long-time players should have 4-5 paralyze or confuse resist accessories at this point.
Fear of Death (Apocalypse +)
滅Necrophobe (w/ Necrophobe Ward)
HP: Necrophobe: 450,000* - Necrophobe Ward: 92,189
Target Score:
- Reduce 滅Necrophobe's magic.
- Reduce 滅Necrophobe's defense.
- Reduce a 滅Barrier's magic.
Weak: Necrophobe: All (150%)
Absorbs: None
Resist: Barrier: Ice, Thunder, Holy, Bio
Null: None
Vulnerabilities: None
*Gilgamesh will end the fight after depleting 400k of Necrophobe's HP.
Moveset (Barriers):
Attack (PHY: ST physical)
Holy (WHT: ST extremely heavy magical holy)
凶 Firaga (NAT: AOE piercing magical fire)
凶 Thundaga (NAT: AOE piercing magical thunder)
Firaga (BLK: AOE magical fire)
Blizzaga (BLK: ST very heavy magical ice)
Thundaga (BLK: ST very heavy magical thunder)
Flare (BLK: ST massive magical non-element)
Fira (BLK: ST magical fire)
Counter Blindga (response to resisted-element attacks; BLK: AOE blind, high chance)
Moveset (Necrophobe):
(Barriers Alive only) Fira (BLK: ST magical fire)
Attack (PHY: ST heavy physical)
Vacuum (PHY: ST very heavy physical, medium chance to Sap)
Hurricane (NAT: ST current HP % damage)
Flare (BLK: ST massive magical non-element)
Firaga (BLK: ST massive magical fire)
Blizzaga (BLK: ST massive magical ice)
Thundaga (BLK: ST massive magical thunder)
(Barriers Defeated only) 凶 Sap (NAT: AOE moderate magical non-element, high chance to Sap)
(Barriers Defeated only) 凶 Blizzaga (NAT: AOE piercing magical ice)
(Barriers Defeated, Weak/V Weak only) Firaja (BLK: AOE moderate magical fire)
(Barriers Defeated, Weak/V Weak only) Thundaja (BLK: AOE moderate magical thunder)
Notes and Strategies: Necrophobe is only targetable after the barriers are destroyed.
This fight can make good use of the Gigas Armlets and Necrophobe Ward, as there are no water spells to worry about.
Dancers are again the mitigation of choice, as the wards can deal some damage unless you mitigate them all at once.
Runic/GC can take a chunk out of this fights bite, but there are a few potent NAT spells that can be cast, so don't lean on it too hard.
Jump Start Notes: You have to chew through ~380k Ward HP before tackling Necrophobe's 400k. The good news is that Necrophobe will collapse pretty quickly under elemental team pressure once the wards are gone. Bringing a wall along with you for the first part of the fight may not be a bad idea, as again Celes or Exdeath can't mitigate all the spells. The good news is that bringing these will restock your Tornado/Quake Strikes and summon spells used to clear the wards out.