Bonus Battles
Distorted Loyalty +
Fujin & Raijin
HP: Fujin: 70,182 - Raijin: 75,863
Target Score:
- Defeat Fujin & Raijin without being KO'ed.
- Reduce Fujin or Raijin's attack.
Weak: Poison
Absorb: Fujin: Wind - Raijin: Thunder
Resist: None
Null: None
Status Vulnerabilities: Slow, Blind, Stun
Mobile Type-8
HP: 101,252
Target Score:
- Defeat Mobile Type-8 without being KO'ed.
- Exploit Mobile Type-8's weakness to thunder attacks.
Weak: Thunder
Absorb: None
Resist: None
Null: Earth
Status Vulnerabilities: Stun
Notes: You can blind Raijin and slow both members of the Disciplinary Committee to make that fight mainly about Fujin and magic mitigation.
Just focus on Mobile Type-8's main body and don't worry about when its' support weapons come out. TG Cid (RW or otherwise) can make sure Type-8 is dead before they do.
Craving Victory ++
Seifer
HP: 155,000
Target Score:
- Reduce Seifer's attack.
- Reduce Seifer's magic.
- Reduce Seifer's defense.
Weak: Poison
Absorbs: None
Resists: None
Null: None
Vulnerabilities: Stun
Notes: Nothing fancy. Seifer will use Zantetsuken Reverse as a counter to using the Odin summon, but otherwise the ability is not in his AI normally.
Two Witches +++
Adel (w/Rinoa - Junctioned)
HP: Adel: 196,700 - Rinoa: 40,000
Target Score:
- Reduce Adel's attack.
- Reduce Adel's magic.
- Do not kill Rinoa.
Weak: Wind
Absorbs: Holy
Resist: None
Null: None
Vulnerabilities: Stun
Notes: Token physical attack, but otherwise you can focus solely on magical mitigation.
Adel will use Drain on Rinoa when Adel's HP gets low.
If Rinoa dies, Adel will only use Ultima.
Ultimate + Apocalypse Battles
Confronting the Twin Giants (U)
凶Iron Giant + 凶Behemoth
HP: 125,000 each
Target Score:
- Exploit 凶Iron Giant's weakness to thunder attacks.
- Exploit 凶Behemoth's weakness to ice attacks.
- Reduce 凶Iron Giant's or 凶Behemoth's defense.
Weak: Iron Giant: Thunder (150%) - Behemoth: Ice (150%)
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Moveset (Iron Giant):
(100%-40% only) Attack (PHY: ST 188% physical)
(100%-40% only) Attack (PHY: AOE 112% physical)
Grand Sword (NAT: AOE 159% physical)
Downward Swing (NAT: ST 344% physical)
(<70% HP only) Counter Grand Sword (15% response to physical; NAT: AOE 188% physical)
(<40% HP only) Mighty Guard (NAT: Self Protect & Shell)
Moveset (Behemoth):
(100%-40% only) Attack (PHY: ST 110% physical)
Assault Horn (PHY: ST 266% physical)
Tornado (BLK: AOE 294% magical wind)
Thundaga (BLK: ST 410% magical thunder)
Flare (BLK: ST 650% magical non-element)
Meteor (BLK: AOE 390% magical non-element)
(<70% HP only) Counter Meteor (15% response to white or black magic; BLK: AOE 390% magical non-element)
(<40% HP only) Mighty Guard (NAT: Self Protect & Shell)
Notes: You fight both targets simultaneously. Both have a chance at 40% to begin countering with Mighty Guard.
Iron Giant is purely physical and Behemoth is almost pure magical, so pick one to focus down at a time and mitigate them accordingly.
Ancient Beasts (U++)
凶Archaeosaurs (2x)
HP: HP: 212,278
Target Score:
- Exploit an 凶Archaeosaur's weakness to ice attacks.
- Reduce an 凶Archaeosaur's attack.
- Reduce an 凶Archaeosaur's defense.
Weak: Ice (150%)
Absorbs: None
Resist: Everything Else
Null: None
Vulnerabilities: Slow, Stun
Moveset:
Attack (PHY: ST 110% physical)
Tail Swipe (PHY: AOE 206% physical)
Attack (PHY: AOE 159% physical)
Quake (NAT: AOE 294% magical earth)
Magma Breath (NAT: FR [front row] 246% magical fire, 30% chance Petrify)
Counter Bite (30% response to black magic; PHY: ST 266% physical)
(<70% HP) 凶 Tail Swipe (NAT: AOE 300% physical)
(<70% HP) Bite (NAT: ST 500% piercing0.5 physical)
Notes and Strategies: Any front row characters are subject to the petrifying effects of Magma Breath. Ultra Cure can of course fix that, but may be best to gear frontline fighters with the one or two petrify accessories you may have. Short of that, definitely rely on Affliction Break.
Killing one Archaeosaurs will dramatically boost the speed and defense of the 2nd, while raising its regular token physical hit to nearly a 200% attack. Time your kills to be around the same time.
Counter Bite is the other main attack you need to watch out for. While it isn't ranged, it is a 500% piercing physical hit.
Cid Mission: FF8 has ice synergy out the wazoo with some wazoo to spare. The resistance to the other elements though makes some teams have to think a bit.
Laguna with decent buffs can do some harm here with the new-ish Icicle Shot and some atk buffs. Squall or Rinoa's ice SB's can do a lot of good, and if you can pump Edea's magic past 1205 then she can be a must bring if you have her BSB. 6 hits of 8k+ damage? Yes please.
Witch Posessed By Hatred(Apocalypse +)
滅Edea
HP: 454,788
Target Score:
- Reduce 滅Edea's magic.
- Reduce 滅Edea's defense.
- Reduce 滅Edea's resistance.
Weak: See Notes
Absorbs: None
Resist: None
Null: Everything except weakness
Vulnerabilities: Stun (Immune to Reflect)
Moveset:
(1st Turn) Protect (WHT: Self Protect)
(2nd Turn) Shell (WHT: Self Shell)
Astral Punch (NAT: ST 422% physical)
Graviga (BLK: AOE 303% chance 40% maximum HP damage)
Sleepga (BLK: FR [front row] 63% chance Sleep)
(70%-40% HP) 凶 Astral Punch (NAT: AOE 300% physical)
(<40% HP) 凶 Astral Punch (NAT: AOE 350% physical)
(70% & 40% HP) Dispel (WHT: AOE Dispel)
Thunder Weak (>70% HP):
(100%-70% HP) Thunder (BLK: ST 250% magical thunder)
(100%-70% HP) Thundaga (BLK: ST 490% magical thunder)
(100%-70% HP) Thundaga (BLK: AOE 342% magical thunder)
(100%-70% HP) 凶 Thundaga (NAT: AOE 390% piercing0.5 thunder)
Fire Weak (70% - 40% HP):
(70%-40% HP) Firaga (BLK: ST 490% magical fire)
(70%-40% HP) Firaga (BLK: AOE 342% magical fire)
(70%-40% HP) 凶 Firaga (BLK: AOE 390% piercing0.5 magical fire)
Ice Weak (40% - 0% HP):
(40%-0% HP) Blizzaga (BLK: ST 490% magical ice)
(40%-0% HP) Blizzaga (BLK: AOE 342% magical ice)
(40%-0% HP) 凶 Blizzaga (BLK: AOE 390% piercing0.5 magical ice)
Notes and Strategies: First, Astral Punch can hurt. Don't neglect physical mitigation.
Second, Gigas Armlets are great options as Edea will only use Fire/Ice/Thunder in her element selections.
There are scripted Dispelga's at on weakness changes at 70% and 40%, but it's just the regular Pro/Shell/Haste removing Dispel. It is also a good idea to bring a dispel of your own to counter her initial Pro/Shell casts.
Outside of the above, the mechanics of this fight aren't too terrible to understand. She will use the element she is weak to, and Sleepga will always follow Dispel but only hits front row characters.
Jump Start Notes: With changing elemental weaknesses, it isn't quite the Buff + Nuke approach. And with her null-ing all elements outside her weakness you'll have to rely on the non-elemental side of non-weakness affiliated OSB/BSB's to get you through.
If you've got a pimped out OK, he is a good option to bring. As would Vaan and his superior magical mitigation talents. Both can be operated at range as well which helps with Sleepga.
The boon, as mentioned above, is that Gigas Armlets (and Necrophobe Ward, etc) are great mitigation tools to help you last a little longer with the weaker non-elemental sides of attack options. Edea herself doesn't have anything too dangerous and you can control the scripted Dispels with smart OSB use.