Starting around the time of the Seifer/Rinoa FF8 event, Dena will be releasing Mote Dungeons every month that is related to one event during that month. These dungeons function just like Abyss Dungeons in that they come back EVERY month!
So if you can't clear these dungeons, don't fret, just wait a month when you have better gear/hones/levels and then tackle it when it comes back with the new dungeon.
Also be aware roughly around the 2nd Mote Dungeon, this will start having associated Lucky Banners while Abyss Dungeons switch to Full Price Abyss Banners.
First Mote Dungeon - Ifrit (FF8) Arrival Date: July 26 2016
Cid Mission - Complete "Fire Cavern" with a full party of FF8 characters.
Fire Cavern (Mote Dungeon)
Ifrit
HP: ~336200
Target Score:
- Exploit Ifrit's weakness to ice attacks.
- Reduce Ifrit's MAG.
- Reduce Ifrit's ATK.
Weak: Ice
Absorbs: Fire
Resists: None
Null: None
Vulnerabilities: Stun Abilities
Abilities
Attack: Deal physical damage 2 times to one target.
Attack: Deal physical damage 4 times to one target.
Firaja: Deal very heavy magic fire damage to one target.
Firaja: Deal moderate magic fire damage to all targets.
Flame: Deal 1/4 of party’s current HP as damage to all targets.
Flame: Deal 1/2 of party’s current HP as damage to one target.
Hellfire: Deal heavy magic fire damage to all targets. (ignores RES)
Meteor: Deal heavy magic non-elemental damage to all targets.
Punch: Deal very heavy physical damage to one target (ignore DEF)
Commentary
This boss hits very hard. Highly recommend debuff stacking i.e. Full Break + Magic Breakdown + ATK/MAG break/breakdown (from Soul Breaks). Magic Blink is also great here.
Ifrit has such high stats, that you’re not going to be dealing much damage unless you’re exploiting his ice weakness.
2nd Mote Dungeon - Dahaka (FF13) Arrival Date: September 2016
FF13 (Mote Dungeon)
Dahaka
HP: ~336200
Target Score:
- Reduce Dahaka's DEF.
- Reduce Dahaka's MAG.
- Reduce Dahaka's ATK.
Weak: All Elements (Staggered Phase)
Absorbs: Fire/Lightning (Fulminous Firestorm), Ice/Water (Bonechilling Breaker), All (Diluvial Plague [Weak])
Resists: None
Null: None
Vulnerabilities: None
Abilities
► Normal
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Fulminous Firestorm: Deal heavy lightning magic damage to all targets.
Bone-Chilling Breaker: Deal heavy ice magic damage to all targets.
Fire/Blizzard/Thunder/Water: Deal fire/ice/lightning/water damage to one target.
Faith: Temporarily increases MAG of one target.
Doom: Doom one target.
► Fulminous Firestorm (Normal)
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Bone-Chilling Breaker: Deal heavy ice magic damage to all targets.
Fire/Thunder: Deal fire/lightning damage to one target.
Fira/Thundara: Deal fire/lightning damage to all targets.
Faith: Temporarily increases MAG of one target.
Doom: Doom one target.
Haste: Grant Haste to one target.
► Bone-Chilling Breaker (Normal)
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Fulminous Firestorm: Deal heavy lightning magic damage to all targets.
Blizzard/Water: Deal ice/water damage to one target.
Blizzara/Watera: Deal ice/water damage to all targets.
Faith: Temporarily increases MAG of one target.
Doom: Doom one target.
Haste: Grant Haste to one target.
► Weak
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Fulminous Firestorm: Deal heavy lightning magic damage to all targets.
Bone-Chilling Breaker: Deal heavy ice magic damage to all targets.
Diluvial Plague: Deal special non-elemental magic damage, Poisons and Slows all targets, and Dispel buffs; while granting self increase in ATK, DEF, MAG, RES, and removes any debuffs.
Fira/Blizzara/Thundara/Watera: Deal moderate fire/ice/lightning/water damage to one target.
Doom: Doom one target.
► Fulminous Firestorm (Weak)
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Bone-Chilling Breaker: Deal heavy ice magic damage to all targets.
Diluvial Plague: Deal special non-elemental magic damage, Poisons and Slows all targets, and Dispel buffs; while granting self increase in ATK, DEF, MAG, RES, and removes any debuffs.
Firaga/Thundaga: Deal heavy fire/lightning damage to one target.
Doom: Doom one target.
Haste: Grant Haste to one target.
► Bone-Chilling Breaker (Weak)
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Fulminous Firestorm: Deal heavy lightning magic damage to all targets.
Diluvial Plague: Deal special non-elemental magic damage, Poisons and Slows all targets, and Dispel buffs; while granting self increase in ATK, DEF, MAG, RES, and removes any debuffs.
Blizzaga/Waterga: Deal heavy ice/water damage to one target.
Doom: Doom one target.
Haste: Grant Haste to one target.
► Diluvial Plague (Weak)
Attack: Deal physical damage to one target.
Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs.
Fulminous Firestorm: Deal heavy lightning magic damage to all targets.
Bone-Chilling Breaker: Deal heavy ice magic damage to all targets.
Aeroga: Deal heavy wind damage to one target.
Faith: Temporarily increases MAG of one target.
Doom: Doom one target.
Haste: Grant Haste to one target.
Commentary
- When Dahaka uses Fulminous Firestorm / Bone-Chilling Breaker / Foul Utterance / Diluvial Plague, he switches to Fulminous Firestorm / Bone-Chilling Breaker / Foul Utterance / Diluvial Plague state.
Dahaka is much easier than Ifrit, he has a “fall” or “stagger” mechanic where there is a chance that Dahaka falls to the ground after receiving damage. During this time Dahaka is weak to all elements.
If you have multihit elemental attacks like the commands from various characters’ SSBs, the fight is pretty much won for you. You just need to be lucky that Dahaka falls at the right time. Otherwise, abilities such as Saint Cross works well too.
3rd Mote Dungeon - Magus Sisters (FF10) Arrival Date: October 2016
Remiem Temple (Mote Dungeon)
Magus Sisters
HP: ~215512 (Cindy), ~65688 (Mindy), ~65688 (Sandy)
Target Score:
- Reduce Sandy's ATK.
- Reduce Mindy's MAG.
- Reduce Cindy's ATK.
Weak: None
Absorbs: None
Resists: None
Null: None
Vulnerabilities: Slow Abilities, Poison Abilities, Confuse Abilities, Sleep Abilities
Abilities
► Cindy
Camisade: Deal heavy special physical damage to one target.
Attack: Deal moderate physical damage to one target.
Curaja: Restore very large amounts of HP to one target.
Delta Attack: Deal special massive non-elemental magic attack to all targets (ignores RES)
Gravija: Deal special magic damage to all targets, proportional to their HP.
Holy: Deal massive holy magic damage to one target.
Raise: Remove KO from one target.
► Mindy
Attack: Deal physical damage to one target.
Fira/Blizzara/Thundara/Watera: Deal moderate fire/ice/lightning/water magic damage to one target.
Flare: Deal massive non-elemental magic damage to one target.
Drain: Deal dark magic damage to one target and absorb some HP
Ultima: Deal heavy non-elemental magic damage to all targets.
Passado: Deal special ranged physical damage three times to one target.
Delta Attack: Deal special massive non-elemental magic attack to all targets (ignores RES)
► Sandy
Attack: Deal moderate physical damage to one target.
Razzia: Deal special heavy physical damage to one target.
Razzia: Deal special heavy physical damage to all targets.
Delta Attack: Deal special massive non-elemental magic attack to all targets (ignores RES)
Commentary
- Delta Attack will be used if all 3 sisters are alive and active.
- Cindy will immediately revive any other sister that dies to full HP.
The best way to defeat the sisters is to put them to Sleep and go crazy with magic attacks. Cindy’s HP is way more than the other two, and she is vulnerable to Poison so you may wish to exploit that. Never ever let Cindy be awake with the other sisters dead so she can’t revive them.
4th Mote Dungeon - Red Soul (FF2) Arrival Date: November 2016
FF2 (Mote Dungeon)
Red Soul & 2x Ogre Mages
HP: ~151800 (Red Soul), ~115860 each (Ogre Mage)
Target Score:
- Reduce Red Soul's RES.
- Reduce Red Soul's MAG.
- Reduce Red Soul's DEF.
Weak: None
Absorbs: Fire Abilities, Ice Abilities, Lightning Abilities, Poison Abilities, and Holy Abilities (Red Soul)
Resists: None
Null: None
Vulnerabilities: Blind Abilities, Stun Abilities (Both), Stop Abilities (Red Soul), Slow Abilities, and Sleep Abilities (Ogre Mage)
Abilities
► Red Soul (Normal)
Attack: Deal physical damage to one target.
Fire/Blizzard/Thunder 8: Deal fire/ice/lightning magic damage to all targets.
Scourge 8: Deal moderate poison magic damage to all targets.
Fire/Blizzard/Thunder 8: Deal heavy fire/ice/lightning magic damage to one target.
► Red Soul (Weak)
Attack: Deal physical damage to one target.
Fire/Blizzard/Thunder 8: Deal moderate fire/ice/lightning magic damage to all targets.
Scourge 8: Deal moderate poison magic damage to all targets.
Fire/Blizzard/Thunder 8: Deal very heavy fire/ice/lightning magic damage to one target.
Fire Breath: Deal special fire magic damage to all targets.
► Ogre Mage (Normal)
Attack: Deal physical damage to one target.
Blizzard 5: Deal ice magic damage to all targets.
Blind 4: Blind all targets.
Sleep 4: Sleep all targets.
Blink 3: Temporarily increase target’s evasion.
Blizzard 5: Deal moderate ice magic damage to one target.
► Ogre Mage (Weak)
Attack: Deal physical damage to one target.
Blizzard 10: Deal moderate ice magic damage to all targets.
Blind 4: Blind all targets.
Sleep 4: Sleep all targets.
Blink 3: Temporarily increase target’s evasion.
Blizzard 10: Deal heavy moderate ice magic damage to one target.
Commentary
Ogre mages likes to open with Blink 3, making it hard to hit with physical attacks. Of course, abilities like Lifesiphon ignores evasion. Soul Breaks ignores evasion too, that goes without saying.
The thing that will hurt you the most are their magic attacks.
5th Mote Dungeon - Ahriman (FF3) Arrival Date: December 2016
FF3 (Mote Dungeon)
Ahriman
HP: ~369820
Target Score:
- Reduce Ahriman's ATK.
- Reduce Ahriman's MAG.
- Exploit Ahriman's weakness to wind attacks.
Weak: Wind
Absorbs: None
Resists: None
Null: None
Vulnerabilities: Blind Abilities, Stun Abilities (Both), and Poison Abilities
Abilities
► Normal
Attack: Deal physical damage and sometimes Petrify one target.
Attack: Deal physical damage two times and sometimes Petrify one target.
Quake: Deal earth magic damage to all targets.
Curaja: Restore a very large amount of HP to one target.
Firaga/Blizzaga/Thundaga: Deal fire/ice/lightning magic damage to all targets.
Lunge: Deal special physical damage to one target (ignores DEF)
Scratch: Deal special physiical damage to all targets.
► Weak / Very Weak
Attack: Deal physical damage two times and sometimes Petrify one target.
Quake: Deal earth magic damage to all targets.
Curaja: Restore a very large amount of HP to one target.
Firaga/Blizzaga/Thundaga: Deal fire/ice/lightning magic damage to all targets.
Lunge: Deal special physical damage to one target (ignores DEF)
Scratch: Deal special physiical damage to all targets.
Meteor: Deal moderate NE magic damage to all targets.
Commentary
Ahriman always begins his first two turns with his regular attack. If you get Petrified, reset and try again.
Ahriman hits hard especially with his magic attacks. You’re going to need to have good mitigation to be able to survive his onslaught of spells.
Although Ahriman is tanky, he is weak to wind so definitely take advantage of that. Ahriman is also vulnerable to poison (status ailment). Given his high HP, each tick will do a lot of damage (5778 per tick) and they really do add up.
As long as you can keep his magic damage low, you shouldn’t have much problems. I highly recommend Gigas Armlet and other fire/ice/lightning resistance accessories.