Again, be aware of the reduced medal requirements for mastery. Don't waste stamina if you don't have too.
Bonus Battles
Guardians of the Ancient City
Daedalus
HP: 110,000
Target Score:
Weak: Holy
Absorb: Dark
Resist: Everything else
Null: None
Status Vulnerabilities: Silence, Confuse, Sap
Pandemonium
HP: 90,000
Target Score:
- Reduce Pandemonium's attack.
Weak: Wind
Absorb: Earth
Resist: None
Null: Everything else
Status Vulnerabilities: Silence, Sap, Stun
Notes:Both fights are 100% physical.
Daedalus is familiar to the Apoc fights weve had in the last few XII events, just toned down here.
Pandemonium can inflict petrify, slow, and blind - and can become immune to all damage for a few turns.
Bringer of Order +++
Hashmal
HP: 160,000
Target Score:
Weak: Wind
Absorbs: Earth
Resists:None
Null: Everything else
Vulnerabilities: Sap, Stun
Notes: Mixed offenses, but the magical attacks have earth element damage so you can accessorize. Quake can cause slow, however.
Tauntaliate can neutralize his physical component.
Hashmal will become immune to all damage for a few turns during the fight.
Ultimate + Apocalypse Battles
Ancient Weapons
凶King Bomb (w/Bomb 2x)
HP: King Bomb: 210,000 - Bomb: 35,000
Target Score:
- Exploit an enemies weakness to water attacks.
Weak: Water
Absorbs: Fire
Resists: King Bomb: Everything else except Poison
Null: None
Vulnerabilities: None
Moveset (King Bomb):
(Default only) Tackle (PHY: ST 110% physical)
(Default only) Fire (BLK: ST 330% magical fire)
Tackle (NAT: ST 266% physical)
Fira (BLK: AOE 246% magical fire)
Chain Reaction (Force a Bomb to use Self-Destruct)
(Weak/V Weak/Critical only) Call for Help (Spawn a Bomb)
(Critical only) Healing (NAT: ST recover HP)
(Critical only) Continuum (Reduce cast time to 0)
(Critical only) Fira (BLK: ST 250% magical fire)
(Critical only) 凶 Self-Destruct (NAT: AOE 99,999 damage, Self suicide)
Moveset (Bombs):
Tackle (NAT: ST 110% physical)
Fire (BLK: ST 330% magical fire)
Protect (WHT: ST Protect)
Tackle (PHY: ST 266% physical)
Fira (BLK: ST 90% magical fire)
Self-Destruct (NAT: ST damage equal to remaining HP, Self suicide)
Notes: The fight opens with King Bomb and two Bombs, with all 3 mobs hasted.
Will call for new Bomb every time less than 2 bombs are alive.
Chain Reaction is the main fear here. You can ignore the bomb, rely on last stand, and blast down the King Bomb - or - AoE everything you can and limit the times King Bomb can use Chain Reaction.
King Bomb also uses a scripted move when 5 turns have passed in a phase, so you'll need to act quick regardless; Chain Reaction in the first 3 phases and Self Destruct in Critical.
Demon Wall
凶Demon Wall
HP: 300,000
Target Score:
- Defeat Demon Wall before he uses Crush.
Weak: Holy
Absorbs: None
Resist: None
Null: None
Vulnerabilities: Sap
Moveset (Seymour):
Turn 1: Back Row AoE Silence (78% Chance)
Turn 2: Aspir (Front Row AoE Osmose)
Turn 3: Ultimate Attack (AoE physical, 63% chance to Interrupt)
Turn 4: Back Row AoE Silence (78% Chance)
Turn 5:Front Row AoE Blindga (78% Chance)
Turn 6: Ultimate Attack (AoE physical, 63% chance to Interrupt)
Turn 7: Aspir (Front Row AoE Osmose)
Turn 8: Front Row AoE Blindga (78% Chance)
Turn 9: Ultimate Attack (AoE physical, 63% chance to Interrupt)
Turn 10: Crush (AoE, 303% chance Instant KO) (will use on every turn after 10).
Notes: You can ignore advanced mitigation, because there are only 3 damaging attacks in the fight. Bigger concerns are Silence or Blind and "gotta go fast!" levels of speed.
Demon Wall can counter Black Magic 50% of the time with a Back Row AoE silence.
He can also haste himself as an interrupt action. With the strict turn limit, dispel can help.
Cid Mission: Only needing 3 XII heroes here helps in team building, but bring your heavy hitters. Ashe, Balthier, Basch, and even Fran can pump out some strong to respectable realm damage. Vaan's USB can really wreck here as well.
Three Sides Artificial Dragon (Apoc +)
滅Vinuskar
HP: 450,000
Target Score:
- Reduce Vinuskar's attack.
Weak: Dark
Absorbs: None
Resist: None
Null: None
Vulnerabilities: Sap
Moveset:
Attack (PHY: ST 110% physical)
Slowga (WHT: AOE 63% chance to Slow)
Tackle (NAT: AOE 253% physical)
Bite (NAT: ST 500% physical)
Break (BLK: FRST 93% chance to Petrify)
Haste (WHT: Self Haste)
Crown (NAT: ST 570% magical holy, 48% chance to Confuse)
Counter Attack (20% response to physical attacks; PHY: ST 188% physical, 33% chance to Sap)
(Weak/V Weak only) 凶 Sword Dance (NAT: AOE 3500 damage)
Notes: Slow, Petrify, and Confuse happen on scripted timers, 8 - 5 - 3 turns after their previous use respectively. Affliction Break is a need, Astra is a luxury.
Much of the damage output is physical, but Crown hits hard and can confuse.
Not very different from previous versions of this fight: it's a DPS race. Take it out before it takes you out. You can buy yourself some turns with a full backrow party since it will waste the petrify move.
Jump Start Notes: Merry Christmas! No Jump Start.
Or bah humbug, no rewards.