Bonus Battles
Encounter with the Corpse Brigade
Thieves & Squires
HP: 25,000 each
Target Score:
- Defeat the boss without being KO'ed.
Weak: None
Absorb: None
Resist: None
Null: None
Status Vulnerabilities: Slow, Stun
Wiegraf (w/Knight, Monk, Chocobo)
HP: Wiegraf: 80,000 - Others: 26,000
Target Score:
- Defeat Wiegraf with at least 3 characters alive.
Weak: None
Absorb: None
Resist: None
Null: None
Status Vulnerabilities: Slow, Stun
Notes: Everything here is physical. The thieves in round 1 can confuse, so consider that.
Otherwise, nothing too dangerous. The choco's heals aren't too strong.
Wielder of the Unyielding Blade ++
Meliadoul (w/Archer, Summoner)
HP: Meliadoul: 1260,000 - Archer/Summoner: 36,000
Target Score:
- Defeat Meliadoul without being KO'ed.
Weak: None
Absorb: None
Resist: None
Null: None
Status Vulnerabilities: Slow, Stun
Notes: Pretty straightforward fight. Meliadoul initially spawns with 1 of each minion and only Meliadoul needs to be defeated for the win.
The summoner has the usual Fire/Ice/Lightning AoE magic attacks, so consider at least a Magic Break.
Dark Knight +++
Gaff Gaffgarion (w/ Knight, Time Mage)
HP: Gaffgarion: 140,000 - Knight/Time Mage: 40,000
Target Score:
- Defeat Gaffgarion without being KO'ed.
Weak: None
Absorbs: None
Resists: None
Null: None
Vulnerabilities: Gaff: Poison, Slow, Stun - Knight/TM: Poison, Silence, Paralyze, Slow, Stop, Stun
Notes: 100% physical damage with 1 NAT attack in Power Break. Only Gaffgarion needs to be defeated to win the fight.
Gaffgarion will shift between front and back rows.
Ultimate + Apocalypse Battles
Temple Knights Raid
凶Isilud (w/Knight, Summoner, Archer)
HP: Isilud: 170,000 - Knight: 65,000 - Summoner: 53,600 - Archer: 53/600
Target Score:
Weak: None
Absorbs: None
Resists: None
Null: None
Vulnerabilities: Slow, Stun
Notes: Defeating the Knight causes another Knight to spawn, but defeating the Summoner will spawn an Archer. Only Isilud needs to be defeated to win.
Isilud can put out some damage with his Jump attacks, but most of the AI is pretty scripted otherwise. The fight is 100% physical if you eliminate the Summoner, but even keeping it in means you can likely neglect magic mitigation - they aren't too strong.
At the End of Ideals
凶Wiegraf (w/Knight, Monk, Chocobo)
HP: Wiegraf: 260,000 - Knight: 70,000 - Monk: 90,000 - Chocobo: 75,000
Target Score:
- Afflict an enemy with Stun.
Weak: None
Absorbs: None
Resist: None
Null: None
Vulnerabilities: Stun
Moveset (Wiegraf):
Attack (PHY: ST 110% physical)
Judgment Blade (NAT: ST 275% ranged physical, 48% chance to Stop)
Northswain's Strike (NAT: ST 337% ranged physical)
Cleansing Strike (NAT: ST 212% ranged physical, 18% chance to Doom)
Counter Attack (20% response to physical attacks; ST 266% physical)
(Weak/V Weak only) Ultimate Judgment Blade (NAT: AOE 127% ranged physical, 21% chance to Stop)
Moveset (Knight):
Attack (PHY: ST 110% physical)
Armor Break (NAT: ST reduce defense by 30% for 20 seconds)
Potion (NAT: ST recover HP)
Ultimate Shield Break (NAT: ST 266% physical, remove Protect and Shell)
Moveset (Monks):
Attack (PHY: ST 110% physical)
Aurablast (NAT: ST 266% ranged physical)
Tackle (NAT: ST 266% physical)
Shockwave (NAT: ST 212% ranged physical earth)
Chakra (NAT: AOE recover HP, Regen)
Counter Attack (15% response to physical attacks; PHY: ST 266% physical)
Moveset (Chocobo):
Choco Attack (PHY: ST 110% physical)
Choco Cure (WHT: ST recover HP)
Haste (WHT: ST Haste)
Choco Attack (PHY: ST 344% physical)
Counter Attack (15% response to physical attacks; PHY: ST 188% physical)
Notes: All physical. Leave MBD and Shellga at home.
Wiegraf will use Judgement Blade every 5 turns regardless of phase, so stop resist accessories or Affliction Break is suggested.
You only need to defeat Wiegraf to win. Killing the Knight will spawn a Chocobo, and the Monk will spawn another Monk. Wiegraf and the Monk can both counter ~25% of attacks in weaker phases, so you may want to stockpile a SB charge to deal with their tail end phases.
Cid Mission: Rapha is a strong option here, having access to the 4* dances for debuffs. Otherwise, the fight isn't anything special.
Those Who Aim For Revolution (Apoc +)
滅Milleuda (w/Knight, Time Mage, Black Mage)
HP: Milleuda: 380,000 - Knight: 115,000 - Time Mage: 100,000 - Black Mage: 90,000
Target Score:
- Reduce Milleuda's attack.
Weak: None
Absorbs: None
Resist: None
Null: None
Vulnerabilities: None
Moveset (Milleuda):
Attack (PHY: ST 110% physical)
Ultimate Armor Break (NAT: ST 344% physical, reduce defense by 30% for 20 seconds)
Ultimate Weapon Break (NAT: ST 344% physical, reduce attack by 30% for 20 seconds)
Attack (PHY: AOE 253% physical)
Attack (PHY: ST 344% physical)
Counter Attack (15|20|30% response to physical attacks; PHY: ST 266% physical)
(Weak/V Weak) Ultimate Weapon Break (NAT: AOE 240% physical, reduce attack by 30% for 20 seconds)
Moveset (Black Mages):
Thundaga (NAT: ST 170% magical thunder)
Thundaga (NAT: ST 490% magical thunder)
Blizzaga (NAT: ST 490% magical ice)
Firaga (NAT: ST 490% magical fire)
Firaga (BLK: AOE 278% magical fire)
Blizzaga (NAT: AOE 390% magical ice)
Moveset (Knight):
Attack (PHY: ST 110% physical)
Armor Break (NAT: AOE reduce defense by 30% for 20 seconds)
Ultimate Armor Break (NAT: ST 344% physical, reduce defense by 30% for 20 seconds)
Throw Stone (NAT: AOE 240% piercing0.5 ranged physical)
Attack (PHY: ST 344% physical)
Counter Attack (15% response to physical attacks; PHY: ST 266% physical)
Moveset (Time Mage):
Haste (WHT: AOE Haste)
Slow (WHT: ST 63% chance to Slow)
Stop (BLK: AOE 36% chance to Stop)
Notes: Mixed bag here with the Black Mage present, as defeating the first one will only spawn another. Defeating the Knight will spawn a Time Mage - which presents its own difficulties with Slow and Stop issues.
It's worth noting that Milleuda can stop all Loudside activations with her Ultimate Weapon Break on the 1st turn of a phase shift and every 5 turns afterwards. Consider either a magic party or timing your RW/Loudside uses to just after the phase change. Also, her counter can hurt early on so save the attacks until you at least get Protect up.
The Black Mage can pump out some strong elemental damage as noted. Gigas Armlets/Necrophobe Wards will help as well bringing focused magic mitigation.
Jump Start Notes: The AI shifts to use regular attacks from the outset instead of the weaker normal attacks...so definitely stress getting mitigation up ASAP before taking a Milleuda to the face.