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: June 18
Event End Date: July 2
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-4/
Notable Rewards
6 star Accessory: Storm Armlet (High Resistance to Wind Attacks)
1x Soul of Hero
1x Memory Crystal
1x Memory Crystal II
1x Neo Bahamut Memory Crystal
Neo Bahamut
- 6 Star Summoning ability
- 3 hit (6.00 per hit) All Target Non-Elemental MAG (Minimum DMG: 2000)
Relics
Spoiler: show
Dungeon Bosses
Odin (FF3)
HP: ~193000
Target Score:
- Defeat Odin without being KO'd.
- Defeat Odin before he uses Zantetsuken three times.
- Reduce Odin's DEF.
Weak: None
Absorb: None
Vulnerabilities: Stun Abilities
Commentary
None
Recommended abilities: Draw Fire + Retaliate, Power Breakdown, Protectga
Recommended RW: Any
TOTAL medals = 18 medals, meaning you can only lose a max of 3 medals to get Mastery.
Sacred & Minotaur (FF8)
HP: ~131700 (Sacred) ~121700 (Minotaur)
Target Score:
- Defeat the Brothers without being KO'd.
- Exploit Sacred's weakness to poison attacks.
- Exploit Minotaur's weakness to wind attacks.
Weak: Wind and Poison
Absorb: Earth (Minotaur)
Resists: Earth (Sacred)
Vulnerabilities: Blind Abilities
Commentary
Sacred is the big red guy; Minotaur is the small blue guy.
Mad Cow Special is only used when both of them are alive. You can focus one down ASAP or use AoEs.
Recommended abilities: Magic Breakdown, Shellga
Recommended RW: SG/SS2, Scream (Ramza)
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Magus Sisters (FF10)
HP: ~104000 (Sandy), ~99500 (Cindy), ~92700 (Mindy)
Target Score:
- Defeat the Magus Sisters without being KO'd.
- Defeat the Magus Sisters before they use Delta Attack three times.
- Reduce Sandy's ATK.
Weak: None
Null: None
Vulnerabilities: Slow Abilities and Sap Abilities
Commentary
- After a set number of turns, if all three sisters are alive, they will perform the Delta Attack.
- Cindy will use Raise when either Sandy or Cindy are defeated.
It is wise to take down Cindy first for obvious reasons. Carbuncle is great against Mindy’s magic attacks, and Draw Fire + Retaliate is great in general since they all have physical attacks. If you have well honed AoE magic/summons this fight will be quick.
Recommended abilities: Multi-Break, Draw Fire + Retaliate, Breakdowns, Carbuncle, AoE
Recommended RW: SG/SS2, Scream (Ramza), Mighty Guard (VIII)
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Ark (FF9)
HP: ~257900
Target Score:
- Defeat Ark without being KO'd.
- Reduce Ark's ATK.
- Exploit Ark's weakness to wind attacks.
Weak: Wind
Null: Earth
Resists: None
Vulnerabilities: None
Commentary
Use defensive Breakdowns or defensive buffs coupled with a defensive Soul Break like SG/SS2. Exploit the Ark’s elemental weaknesses for a quick fight
Recommended abilities: defensive Breakdowns, Protectga
Recommended RW: SG/SS2, Scream (Ramza)
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.
Neo Bahamut (Abyss)
HP: ~260000 (Neo Bahamut) ~40000 (Energy Sphere)
Target Score:
- Hit Neo Bahamut with Summon magic.
- Do not use Physical attacks on Neo Bahamut.
- Do not use Black magic on Neo Bahamut.
Weak: Ice (P2: Fire Stage), Fire (P2: Ice Stage), Water (P2: Lightning Stage)
Resists: Fire (P2: Fire Stage), Ice (P2: Ice Stage), Lightning (P2: Lightning Stage)
Immunities: All Break Effects
Vulnerabilities: None
Abilities
► Phase 1
Dragon Fang: Deal physical damage twice to one target.
Firestorm: Deal special wind damage to all targets.
Flare: Deal massive non-elemental damage to one target.
Megaflare: Deal moderate non-elemental damage to all targets.
Gigaflare: Deal very heavy non-elemental damage to all targets.
► Phase 2
Tail: Deal moderate physical damage to one target.
Dragon Fang: Deal physical damage twice to one target.
Lunge: Deal ranged physical damage to all targets.
Firestorm: Deal special wind damage to all targets.
Flare: Deal massive non-elemental damage to one target.
Megaflare: Deal moderate non-elemental damage to all targets.
Gigaflare: Deal very heavy non-elemental damage to all targets.
Gigaflare (Nightmare): Deal fixed non-elemental damage to all targets. (5555 fixed + 1111 per “consumed” Energy Sphere)
Megaflare (Counter): Deal moderate non-elemental damage to all targets. (trigger: physical attacks, black & white magic)
► Phase 3
Lunge: Deal ranged physical damage to all targets.
Flare: Deal massive non-elemental damage to one target.
Megaflare: Deal moderate non-elemental damage to all targets.
Gigaflare: Deal very heavy non-elemental damage to all targets.
Gigaflare (Nightmare): Deal fixed non-elemental damage to all targets. (5555 fixed + 1111 per “consumed” Energy Sphere)
► Energy Sphere
Energy Bullet: Deal special non-elemental damage to one target.
Energy Bullet: Deal moderate special non-elemental damage to one target.
Energy Bullet: Deal heavy special non-elemental damage to one target.
Commentary
PHASE 1 (100%-80%):
No special mechanics in this phase. Just beat the boss down until Phase 2 starts. One thing worth noting is that you can use Ninja or White Magic abilities to deal damage in Phase 1. This lets you save some summon uses for Phase 2 and 3 which are the critical phases.
PHASE 2 (79%-50%):
- Neo Bahamut gains Reflect at the start of this phase.
- You’ll notice the background will change. This changes throughout Phase 2 and it will indicate the element Neo Bahamut is currently weak to and also what element it currently resists (this is important).
- Red fiery background (Fire stage): Weak to Ice; Resists Fire
- Blue icy background (Ice stage): Weak to Fire; Resists Ice
- Stormy grassfield background (Lightning stage): Weak to Water; Resists Lightning
- After every two turns, the background will change. Background cycle is as follows: F → I → L → F → I → L (in other words after 12 turns have elapsed, if Neo Bahamut’s HP isn’t brought down to 50% yet, Phase 2 ends prematurely and Phase 3 will begin)
- IMPORTANT: If you use an element that Bahamut resists, an Energy Sphere will spawn, they are immune to damage. Energy spheres come in 3 main colours: Red, Blue, Yellow (using a fire summon when Bahamut is currently resisting fire elements will spawn a Red Energy Sphere, and so on). Note that ONLY SUMMONS will trigger Energy Sphere spawns. (using Ninja abilities won’t work)
- Energy Spheres have three “Levels” of power, and they are indicated by its size. Power levels are determined by damage you deal from summons: 1-3999 = Level 1; 4000-9999 = Level 2; 10000 and above = Level 3.
- (So let’s say in the Fire stage, Ifrit deals 2.5k per hit, the Energy Sphere spawned will be Level 2.)
- You can spawn multiple Energy Spheres (maximum of 3 Spheres). You can only spawn 1 Sphere for each element. (You cannot spawn 2 Red Spheres, for instance)
- You need to have at least one Energy Sphere spawned before going into Phase 3.
PHASE 3 (49%-0%):
- Energy Spheres become targetable now. They have an invisible timer. If the timer runs out and the Spheres are still alive, it is a wipe.
- If you destroy Spheres within the timer, the Spheres will damage Bahamut. A Level 1 Sphere will deal 1×9999 damage to Bahamut; Level 2 = 2×9999; and Level 3 = 3×9999
- Therefore, the more Spheres you spawn in P2, and the more times you charge it, then you’ll have a very quick P3 (assuming you are able to nuke all Spheres down in time)
- Other than that, it’s a race to the finish line. Neo Bahamut will be spamming Gigaflare a lot.
- Energy spheres must be destroyed with a Summon attack. Failure in doing so will trigger Gigaflare NIghtmare.
- If there are multiple Energy Spheres, all of them has to be defeated simultaneously. If one Sphere is defeated before the other(s), all other Spheres will be consumed, and any Spheres that are alive will trigger Gigaflare Nightmare.
Recommended abilities: Shiva/Ifrit/Ramuh/Valefor/Maduin/Leviathan, Water Veil, Fire Veil, Swift Bolt
Recommended RW: SG/SS2
Total medals = 18, meaning you can only afford to lose 3 medals to get Mastery.