Bonus Battles
Via Purifico
Grothia, Pterya, Spathi
HP: Grothia: 27,309 - Pterya/Spathi: 30,059
Target Score:
- Defeat Isaaru's Aeons without being KO'ed.
- Reduce Spathi's magic.
Weak: None
Absorb: Grothia: Fire
Resist: None
Null: None
Status Vulnerabilities: None
Evrae Altana
HP: 80,065
Target Score:
- Defeat Evrae Altana without being KO'ed.
- Reduce Evrae Altana's magic.
Weak: Holy
Absorb: None
Resist: None
Null: None
Status Vulnerabilities: Slow, Blind
Notes: The aeons have some damaging magic attacks, so focus there for mitigation. Otherwise they won't last too long.
Evrae Altana can petrify you, so pack Ultra Cure just in case.
End of the Road +++
Defender X
HP: 201, 172
Target Score:
- Defeat Defender X without being KO'ed.
- Reduce Defender X's attack.
- Reduce Defender X's defense..
Weak: None
Absorbs: None
Resists:None
Null: None
Vulnerabilities: Berserk
Notes: Purely a physical fight. Defender X does has a fairly accurate AoE slow and will cast Mighty Guard when entering weak phase.
But you know this fight. Berserk to limit his attack options to Blast Punch with KO resist and you can auto the fight to death.
Ultimate + Apocalypse Battles
The Truth Revealed+++
凶Seymour (w/Guado Guard, Anima)
HP: Seymour: 150,000 - Guado Guard: 30,000 - Anima: 200,000
Target Score:
- Exploit Anima's weakness to fire attacks.
- Reduce Seymour's magic.
- Reduce Seymour's defense.
Weak: Anima/Seymour: Fire
Absorbs: None
Resists: None
Null: None
Vulnerabilities: Seymour: Poison, Slow - Guado Guard: Poison, Silence, Slow, Blind, Petrify, KO
Notes: Phase 1 of Seymour ends after dealing 45k damage, and he has his HP restored to full for Phase 3.
Seymour cannot be targeted until after both Guado Guards are gone, and they like to buff him with protect. You can KO them with Odin if you want, or the monk KO abilities.
Anima's Obliteration attack is physical, but everything else here if magic based. If you can clear Anima before it goes off, you can ignore physical mitigation.
Runic eats Seymour alive in his post Anima phase, sparing the AoE attacks. He starts this phase with a scripted shell, so if you have a mage team bring a dispel.
Unwanted Reunion
凶Seymour Natus (w/Mortibody)
HP: Seymour Natus: 350,000 - Mortibody: 350,000
Target Score:
- Reduce Seymour Natus' magic.
- Reduce Seymour Natus' defense.
- Reduce Seymour Natus' resistance..
Weak: None
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Moveset (Seymour):
(Default only) Protect (WHT: Self Protect)
(Default/Weak only) Firaga (NAT: ST 330% magical fire)
(Default/Weak only) Thundaga (NAT: ST 330% magical thunder)
(Default/Weak only) Waterga (NAT: ST 330% magical water)
(Default/Weak only) Blizzaga (NAT: ST 330% magical ice)
凶 Meteor (NAT: AOE 800% piercing0.5 magical non-element)
(Weak/V Weak only) Dispel (WHT: AOE Dispel)
(V Weak only) Firaga (NAT: AOE 342% magical fire)
(V Weak only) Thundaga (NAT: AOE 342% magical thunder)
(V Weak only) Waterga (NAT: AOE 342% magical water)
(V Weak only) Blizzaga (NAT: AOE 342% magical ice)
Moveset (Mortibody):
Attack (PHY: ST 110% physical)
Desperado (PHY: AOE 253% physical)
Fire (BLK: AOE 246% magical fire)
Thunder (BLK: AOE 246% magical thunder)
Water (BLK: AOE 246% magical water)
Blizzard (BLK: AOE 246% magical ice)
Cura (WHT: ST recover HP, targets Seymour)
Mortisorbption (NAT: ST 410% [minimum 9999] magical non-element, recover HP equal to damage dealt, targets Seymour)
Notes: 100% magic based fight for Seymour, but Mortibody's Desperado is just dangerous enough where you'll want at least protect.
Mind the dispels, both in using them to remove Seymour's protect to start the fight and then the two scripted ones at 71% and 41% HP phases.
The trick with this fight compared to the others is dealing with Seymour's Ultimate Meteor. It's a "damage before X turns" mechanic and the thresholds are 40k, 70k, and 90k damage after entering each new phase before he starts using it.
Cid Mission: Since Tidus is required for this CM, if you have nothing for him SB wise Powerchain + Full Charge can help you output the damage needed for those Ultimate Meteor thresholds.
Rikku can help with dances here instead of Wakka. You'll also get more mileage out of a physical team here since Braska and Lulu aren't the most durable and there are some nasty AoE's to worry about. Also, no elements to take advantage of.
Yuna's a no brainer for healing.
The Heart of the Lost SUmmoner (Apoc +)
滅Yojimbo (w/Daigoro)
HP: Yojimbo: 440,000 - Daigoro: 100,000
Target Score:
- Exploit Yojimbo's weakness to water attacks.
- Reduce Yojimbo's attack.
- Defeat Yojimbo before he uses Ultimate Zanmato.
Weak: Yojimbo: Water
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Moveset (Yojimbo):
(Default only) Attack (PHY: ST 110% physical)
Kozuka (PHY: ST 400% ranged physical)
Wakizashi (NAT: ST 431% ranged physical)
Wakizashi (NAT: AOE 240% ranged physical)
凶 Kozuka (NAT: ST 462% ranged physical, Self Blink 1)
(Weak/V Weak only) 凶 Wakizashi (NAT: AOE 400% ranged physical, reduce defense by 30% for 25 seconds)
(V Weak/Enraged only) Zanmato (NAT: ST 462% physical, 18% chance to Instant KO)
(Enraged only) 凶 Zanmato (NAT: 3T Instant KO, auto-hit)
Moveset (Daigoro):
Attack (PHY: ST 100% physical)
Attack (PHY: FRST 422% physical)
Attack (PHY: BRAOE 253% physical, 102% chance to Silence)
Notes: No need for magic mitigation here, purely a physical battle.
DO NOT KILL DAIGORO. It will prompt Yojimbo to enter rage mode immediately and then begin the Ultimate Zanmato spam.
Be mindful of when Yojimbo uses Kozuka for the blink, Wakizashi for the party Def down, and the Instant KO normal Zanmato. KO Resist is your best bet, even though Ultimate Zanmato is auto-hit.
Jump Start Notes: The stats for the JS are the same. No changes.
I kind of miss the days when the JS fight were a little different mechanically.