Remember that you do NOT need to worry about completing this, if you are a newer player and don't have the hones/gear/chars leveled needed to clear, you can wait for the abyss dungeon to open up again next month and complete both this one and the next one then.
Event Start Date: December 12
Event End Date: December 26
All Information is taken from a mixture of Reddit/Spreadsheets/Kongbakpao Site.
Most, if not all info for the event (Commentary/Ultimate Abilities was directly copy/pasted from it, so all credit to the site for that especially!) comes from this site: http://ffrk.kongbakpao.com/abyss-11/
Notable Rewards
6 star Accessory
1x Soul of Hero
1x Memory Crystal
1x Memory Crystal II
1x Valigarmanda Memory Crystal
Valigarmanda
- 6 Star SMN ability
- 3 hit (5.50 per hit) All Target Fire/Ice/Lightning MAG.
Relics (SSB+ or Higher)
FFCore: Tyro
FF3: Arc
FF4: Rydia
FF5: Krile
FF6: Terra
FF7: Aerith
FF8: Rinoa
FF9: Garnet
FF9: Eiko
FF10: Yuna
FF10: Seymour
FF10: Braska
FF12: Ashe
FF13: Hope
FF14: Alphinaud
Battles
Valigarmanda (Nightmare)
HP: ~389,083
Target Score:
- Use summon attacks on Valigarmanda.
- Win before Nightmare Tri-Disaster is used.
- Make Glutturns (Yellow) appear.
Weak: None
Absorbs: None
Resists: None
Break Resistance: Null
Vulnerabilities: None
Abilities
Phase 1
Blizzaga/Firaga/Thundaga: Deal heavy ice/fire/lightning magic damage to one target.
Blizzaga/Firaga/Thundaga: Deal heavy ice/fire/lightning magic damage to all targets.
Absolute Zero: Deal very heavy ice magic damage to all targets.
Nightmare Tri-Disaster: Deal massive fire/ice/lightning magic damage to all targets. (ignores DEF)
Nightmare Tri-Disaster (Counter): Deal massive fire/ice/lightning magic damage to all targets. (trigger: physical attacks, black/white magic, Ninja)
Phase 2 / Phase 3
Blizzaga/Firaga/Thundaga: Deal heavy ice/fire/lightning magic damage to one target.
Blizzaga/Firaga/Thundaga: Deal heavy ice/fire/lightning magic damage to all targets.
Absolute Zero: Deal very heavy ice magic damage to all targets.
Tri-Disaster: Deal special massive fire/ice/lightning magic damage to all targets.
Nightmare Tri-Disaster: Deal massive fire/ice/lightning magic damage to all targets. (ignores DEF)
Nightmare Tri-Disaster (Counter): Deal massive fire/ice/lightning magic damage to all targets. (trigger: physical attacks, black/white magic, Ninja)
Glutturn (Red)
Ultima: Deal massive NE magic damage to all targets.
Attack: Restore 2 ability uses of all party members.
Attack: Restore 1 ability use of all party members.
Heartless Anngel (Counter): Bring all targets’ HP to 1
Glutturn (Yellow)
Entice: Charm all targets.
Attack: Restore 2 ability uses of all party members.
Attack: Restore 1 ability use of all party members.
Diabolic Whistle (Counter): Doom, Berserk, Sap, Slow and Blind all targets.
Glutturn (Blue)
Blaster: KO one target.
Attack: Restore 2 ability uses of all party members.
Attack: Restore 1 ability use of all party members.
Punishment (Counter): KO one target.
Commentary
The following featured guide this time is by SkyfireX! He’s definitely not a stranger in the FFRK community. Do take some time to read his guide, it’s simple to understand and effective! Here it goes:
This is probably one of the more well designed Abyss/Nightmare fights. Difficult and Rng if you do not grasp the mechanics, but a straightforward fight based on execution once you do. You still need good magic buffs/mitigation, so it’s not a total walkover even if you understand the fight!
Summon Nightmare Valigarmanda
At first, this fight looked to be a highly RNG based fight with the barriers switching colours. After testing it out over about 10 S/Ls and with the help of SolitaireD from Gamefaqs, we solved the puzzle totally!
So let’s breakdown the Boss phases!
Phase 1
Valigarmanda starts off by counting down to 5, or basically he will use Abyss – Tri Disaster at the end of 5 turns.
Killing the Energy Sphere brings us to Phase 2, and reset the counter.
Just setup your mitigation and buffs, then bring him to phase 2 where the fun begins
Phase 2
This is the part where most people originally thought it was RNG based.
First let’s talk about the mechanics (shamelessly copied from SolitaireD) :
Each time an Energy Sphere is spawned, 2 Elemental Barriers will be spawned as well.
- There are 3 colors: Red, Blue, Yellow.
- If the current color is Red and Blue, Valigarmanda will resist Fire and Ice. If both colors are Red, it will be immune to Fire, etc.
- Using the opposite element to that color will cause that barrier to disappear. Ice for Red Barrier, Fire for Blue Barrier, Water for Yellow Barrier.
- When both barriers are eliminated, 2 Glutturns will be spawned. Their colors correspond to the barriers’ color when destroyed. So if you eliminate them when it is Red and Blue, a Red and Blue Glutturn will appear.
- They will run away if the timer reaches 0, or if you defeat the Energy Sphere ahead of them.
- If both Glutturns are of the same color, they will drop a +2 Ether when defeated. If the colors are different, the Ether will only restore 1 ability usage.
- The front barrier changes color every 1 second, the back barrier changes color every 2 seconds.
- Here lies the main difficulty of this Nightmare. You should eliminate the barriers before killing off the Sphere in order to spawn Glutturns for ether refresh. Otherwise, you have to really hone your summons. (Unless you have Rydia and Alphinaud’s BSB)
- At first glance, it seems to be completely RNG. Because they are changing color constantly, you’ll need luck to hit the correct barrier at the correct time with the correct summon.
However, SolitaireD and I have discovered a pattern to overcome this “RNG”.
First off, the color change follows a pattern. Red -> Blue -> Yellow -> Red -> Blue -> Yellow –
Secondly, the barriers are in consecutive color the first time they appear.
Random between Red/Blue, Blue/Yellow, Yellow/Red
Summons have a cast time of 1.8 second, so you should press activate it at the correct timing.
I.E if the combination is yellow/red, you should summon an ice summon a bit after the barriers are Yellow/Blue, so that it will hit when both barriers are Red/Red. If you miss that timing, then summon a fire summon when it’s Red/Yellow so that you hit it when it’s Blue/Blue
With this you are bound to get 2 ability refresh with every Glutturns. This will help your hones a lot.
Phase 3
This is basically similar to Phase 1 except that the counter is now 3. In here, it’s just going all out till you win, without letting the counter reach 0.
Tips:
- Be good in timing your abilities uses
- Use Magic Boosts
- Mitigation (shellga is not enough alone, do get a res+50% at least)
- Take some time during phase 2 to refresh your buffs!