Ok. Im making this thread for Delve Battle strategies in a attempt to give more insight on winning combinations and step by step mechanics for each NM. Each of the NM's gimmicks can be explained in the other Delve thread but ill post exactly what buffs and how to do each Delve NM here. Keep in mind you can Win Delve a hundred different ways and with every job in the game, this is just a simplified strat i use when doing Low Man as i typically do 18/18 Delve for my Ls. Also i had request from a few members to do this soo, here goes.
Morimar Basalt Fields
Ideal setup- WHM,BRD,COR,DD(ANY),DD(ANY),SCH/BLM. (SN:If you want to make this run even easier use a Rdm/Blm as 7th outside pt for enfeebles, Haste 2, and stunning Tojil's spells. also optional you can have a DD perferably Mnk come /run to take off Tojil's aura with rune enhancements its weak to during every 25% of its health)
Cor does sam roll/chaos roll, Brd does 2x marches 1 mad.
Volatile Matamata- Have your Sch only on this NM at start, When i do this NM on Sch i just nuke Stone 2 once or twice then bind and stand away until it TPs again then repeat. By the 4th TP moves its usually ready or when your T2 nukes start doing 100ish damage. then on Next TP move have Melee rush in to kill it.
Perdurable Raptor- Typically you dont want to cast any magic or SC on this NM because it can cause it to Rage. But most players with 119 Gears and weapons can just zerg this one and kill it quick with SCs no worries.
Shimmering Tarichuk- You'll want your Whm or Rdm (if you brought one) to silence this NM. Just makes it alot easier.
Tutewehiwehi- Your Sch or Rdm if you brought one will need to Blind this. Also you'll want your Sch to focus on stunning its TP moves to avoid petrafication.
Kurma- This NM does Hardened Shell form time to time and needs to be dispel'd. you can have your Brd finale it or Sch and Rdm dispel it. Its also weak to thunder so Sch or Rdm can thunder nuke it.
Tojil- Main thing here is having your Sch focus on stunning its TP moves. if you're solo stunning let the magic spells go off, if you brought a Rdm have the Rdm stun its spells while Sch focus on TP moves. I dont like to silence Tojil myself because it'll just cause it to do more TP moves and you dont want to miss many TP stuns here. If you brought a a /run you can follow the chart posted here https://www.bg-wiki.com/bg/Tojil for its elemental weakness to take off Aura.
Foret de Hennetiel
Ideal setup: WHM,BRD,COR,MNK/RUN,MNK/RUN,SCH/BLM
Cor does Chaos Roll/Sam roll, Brd does 2x marches 1 mad
Faded Craklaw- Have your MNKs only on this one, Have MNKs pop Formless Strikes at start (can also put on Sulpor) and just melee it hold WSs until its about 80%. Sch will need to focus on stuns here so MNKs dont lose formless strikes. At 80% WSs go to finish it off quick.
Aberrant Uragnite- You'll want every enfeeble on this NM as possible to reduce its -pdt. Have Brd use Requiem, Threnody, Elegy, and Pinion Noct. Have Sch cast Impact if they have it also Helix. This NM also has a doom aura, you'll want to Run away from it before 0. you can then return to fight.
Divagating Jagil- Have your Whm silence this NM. Also you dont want to cast magic on this or use rune enhancements because it can absorb the element and rage. just silence and kill it quick.
Nerrivik- You'll want your MNKs to use Impetus and change your Cor Roll to Rogues Roll for critical hits to break lanterns. Have melee hit it directly in front. Sch needs to focus on stunning Mayhem Lantern before Lanterns break.
Krabakarpo- Have your Mnks use formless strikes(If not up then Sulpor works fine too) at start and dont WS until 50%. at 50% WSs can go and Cor can use Requiescat to kill it even faster.
another way you can do this is to WS from start to finish making SCs which will count as magic damage. Either way works.
Dakuwaqa- Biggest thing to know here is the Verve and Mayhem TP moves at every 25% and at very start as first TP move. Mayhem is instant KO form ranges 5~20 yalms. so When you see it ready Verve, you'll want your Melee to hug the shark within 5 yalms and mages to run away atleast 20.1 Yalms. You'll also want your Brd to finale x2 after every Mayhem. Mnk's need to keep 2x Sulpor up on this fight at all times to remove the water shield. Sch focus on stunnign it's TP moves and let magic spells go off.
Ceizak Battlegrounds
Ideal Setup: WHM,BRD/WHM,COR/DNC(Melee),THF,SAM,SCH/BLM
Cor does Sam roll/Chaos Brd does 2x Marches 1 mad
Unfettered Twitherym- This NM needs certain elements in SCs to break its -PDT, Just have Sam spam Fudo for Light, and Thf spam Rudra's for Dark and you shouldnt run into any problems at all. Cor can assist with Chant Du Cygne for Dark also.
Supernal Chapuli- It used to be you didnt want to WS this NM at all unless it was casting so it wouldnt rage and get evasion+, but with 119 gears/weapons you should be able to just WS away and zerg it down.
Transcendent Scorpion- You'll want your Brd to Dia spam this NM so it's AoE TP move doesnt hurt you, it'll hit for 0 if it has Dia on it. You'll want to have your Sch focus on stunning its TP moves, can also toss out a helix after every TP move to help remove some -PDT.
Mastop- You'll want your Brd to do threnody,requiem 1,and pinion noct spam on this to remove some -pdt, have the Sch spam blizzard (weak to ice)tier 2 on this NM, and have the Cor use Last stand, this NM will go down quick.
Tax'et- The trick to this NM is to get it to use Exuviation's as much as possible to reduce it's -pdt. But when it uses Exuviation it heals itself, you can make it stop healing by only doing Brd debuffs. So have the Brd do all its debuffs, Requim, elegy, threnody, pinion noct, and no other enfeeble. No added effects form WSs either, it'll cause it to heal. Brd spams debuffs, melee kill it quick as it Exuviations and -pdt is taken off.
Muyingwa - Thf use Rudra spam, Cor use Last Stand spam, and Sam build TP and use Apex Arrow and this dies quick. Sch focus on stuning TP moves, you can let spells go off unless its breakga. Piercing and Range damage tears this NM apart.
Yorcia Weald
Ideal Setup: WHM,BRD,COR/DNC(melee),GEO,SAM,SAM.
Cor does Fighters roll/Sam Roll, Brd does 2x marches 1 mad, Geo does defense-/fury att+ (For NMs 1~3)
Xag'Nar- Have your Geo blind this, Sam's go to town on it. Dies quickly as long as its blinded.
Laevvid- Hve your Geo cast Impact on this at start(If he has it, if not no worries). Then Have Geo cast tier 4 or 5(if has) Water on it to cause it to Leaf storm which removes it's -PDT. Dont spam Water tho because it can kill your melee lol, but only cast when needed. Sam's kill quickly.
Morseiu- Have your Geo spam Fire on this NM to reduce it's Endrain effect. Cor can also WildFire this NM. Whm be rdy to cure and take off debuffs on this one. Dies quickly as well.
Ircinraq- I recommend changing Cor rolls to Hunters/Gallants for this one. and Change Geo buffs to evasion down/magic resist+ to reduce Zzz. I tend to turtle this fight a bit just to ensure no one dies which can slow down the run. Gallents roll should be able to keep your Whm from getting 2-shotted as well if Melee gets slept. Have Geo dispel and Brd finale when it uses Photosynthesis to stop it from regening,Amnesia'ing the melee, and causing Doom towards the end.
Hyoscya- Change your Geo buffs to magic acc-/magic resist+ for pt. If you want to make this fight as smooth as possible, have your Geo 1 hour Bolster it's spells to Ensure almost 100% resist to Fatale Charms. if by chance anyone do get charmed, have charmed player slept and melee's turn so no one gets eaten.
Wopket- Have Cor do Hunters/Sam, and Geo do evasion down/magic resist+. Sam's should be spamming Fudo on this Boss to make Light SCs which will assist in keeping Aura off. Geo can cast high tier Wond nukes on Light SCs but its really not needed to take off Aura, enough Light SCs will take them off. Keep Aura off and Fudo spam and this will die quickly.
Kamihr Drifts
Ideal setup: WHM,BRD,COR/DNC(melee),GEO,SAM,MNK/RUN
Have Cor do Fighters/Sam, Brd does 2x Marches 1 Mad, Geo does defense-/fury
Calydontis- This NM tends to change its weakness/resistance over the course of the battle. you DONT want to do damage it's resistant to because it can cause it to level up. Best to just turn or disengage. For Magic weakness have Geo nuke and Cor Wildfire, for Piercing weakness have Cor melee/WS with Daggers, for slashing weakness have Sam using Gkt, for Blunt weakness have Mnk uing it's H2h. once enough of the required weakness damage is dealt, it'll proc Blu and be weak to all damage types.
Azeman- You'll want to have your Geo keep this NM silenced. If Geo gets resistance you can either change buffs to magic acc+ or have Sam Tachi Gekko to inflict Silence which is pretty reliable. You'll also want your Mnk/Run to use Lux to deal light damage which takes off -PDT. Light SCs also work in removing its -PDT. This NM will also have a high Counter trait at times, have your Melee turn when that happens so they dont die. This NM you want Melee on oppisite sides, mainly in back.
Sinaa- Simple NM that dies quickly but it has a conal insta death TP move. You can avoid it by turning. Best to have Melee with hate turn when it faces and readies its TP move to avoid it. Have melee's on oppisite sides here.
Cherti- Very similiar to the Calydontis but you dont have to turn on this one. It changes weakness between Magic,Melee, and Range Attacks. on Magic have Geo nuke and Cor WildFire, on Melee all melee's go to town on it, and on Range attack have Cor do Last Stand and Sam use Apex Arrow. Whm needs to be ready with erases and stona on this one.
Mirka- mechanics for this NM is simple, just WS it on the Butt. Try to avoid WSs to the face as it can cause it to level up. WSing form behind reduces level ups and prevents it from using Beastruction. Whm again be ready with erases and stona. Melee's stand on oppisite sides.
Utkux- Have your Geo do magic acc-/magic defense+ for pt. This will allow melee's to be able to stand near it w/o dying much. Have your Mnk/Run use 2x Ignis. Cor can do hunters/Sam or Hunters/Magus if you like. You'll want to do as many Light SCs as possible to asist with taking off Aura, Have Cor use Wildfire which assist also. Geo can also Nuke high tier Fire on Light SCs to ensure Aura being taken off. Sam can either stay on Lion as melee or stand back and shoot with Apex Arrow, either works.
Marjami Ravine
Ideal Setup: On 1~5+B runs i typically go WHM,BRD or COR,GEO,PLD,RNG,RNG and on 1~3+B I typically go WHM,BRD,COR,GEO,THF,THF or DNC. all melee's except PLD and COR come /run. Cor comes /DNC.
Broxa- Both strategies you can have your Geo Nuke to make the NM cast back and takes off it's -PDT. in this setup have your Brd Noct Pinion it. Typically just spamming tier 2 spells work, but you can also cast high level nukes and run away out of NMs sight midcast and it's spell will be interupted. DDs just kill quickly as it cast.
Plaguevein Bats- Dies pretty harmlessly. I typically nuke spam Ice tier 2 on this which usually MB and procs Blue to kill off a bat, making it even easier. you can also blind this NM and it'll do less damage.
Hakawai- Have the Geo silence this NM which will prob Blue, This NM dies quickly with Rudra spam. Also its weak to ice so Geo can spam ice on it as well.
Ironbeak Inguza- I havnt found a effect melee strat for this NM worth posting so ill explain the RNG strat for it. Just have PLD backwards tank it, Flash/Provoke, and have RNGs Decoy shoot Pld form a distance. Shoot die pretty harmlessly as long and Rngs and Whm is out of AoE range.
Podarge- Although i have killed this with Melee's i find the Rng strat for this NM much easier. Best advice i can give about this NM because i dont have it 100% figured out yet, The Person directly in front of it,(usually the tank) is the one that tends to take less damage from its AoE move that kills everyone else. Although im sure ive been in runs where all melee around it died, everytime i do the Rng strat the Pld always stays alive and NM is killed easily. My thoughts maybe is any damage it takes other than directly in front of it can rage it and cause it to wipe PT. When we do Rng strat only Pld is in front of it and Rngs directly in back of Pld doing Decoy shot. So maybe its worth testing to have Thf's trick attack in back of Pld and only deal damage directly to the front of this NM. So my advice, Have tank directly in front and watch hate because if it turns at all to face Rng's your Pld can be toast.
Cailimh- Rng strat pretty self explainable, Have Pld tank it and Rng's shoot away making Dark SCs. Have Geo MB Earth off Dark SC to take off Aura. Melee Strat have Geo do magic acc-/magic resist+ to allow your melee's to stay on it without dying. Have /run's use Tellus for added protection. Same things make Dark SCs and have Geo MB Earth off them to remove aura.
NOW KEEP IN MIND, THIS ISNT THE 100% OFFICIAL STRAT TO GO, THIS IS JUST 1 OF 100 WAYS YOU CAN WIN DELVE. IF YOU HAVE YOUR OWN STRAT YOU USE PLEASE POST IT. THIS IS JUST ONE OF MANY STRATS I USE TO WIN AND POSTED TO GIVE YOU A IDEA IF YOU'RE STARTING FROM SCRATCH AND WANT TO KNOW WHERE TO BEGIN.
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