[VII] The Dirge Begins Enemy Stats and AI
Ultimates and the Raids are now up! Thanks to u/Ph33rtehGD for the raw data for the Ultimates/Apoc, as per usual.
Raid Stats can be found in a comment below the thread.
Also, should mention I'm flagging a new Refusal criteria in this event: [Refusal based on No Targets]. It's the most basic type of Refusal there is, since any of the other Refusals will also naturally fail if there isn't a valid target for it to affect. However, it's necessary for certain Row Targeting attacks if they don't use any of the other Refusals. In this case, the attack will fail if there are no targetable party members in the selected row. This usually means that dead, petrified or Jumping party members would all be invalid targets, but it's theoretically possible that the ability would allow one or more of those states (a Front Row-only Raise, for instance). Not all Row Targeting abilities will have a Refusal attached, just like not all Status or Healing abilities have Refusals, so I will try to mark them when and where I see them.
*(*Note: If the ability is tauntable and a party member in the row not targeted by the ability is taunting it, then the ability will not be refused: the enemy will see that party member as a valid target.)
Dragonfly
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic | 2 | 1000 | 20 | 5 | 20 | 5 | 14 | 100 | 150 | 86 |
| Elite - Normal | 45 | 32000 | 120 | 96 | 120 | 104 | 125 | 150 | 150 | 86 |
| Elite - Weak | 45 | 32000 | 125 | 96 | 125 | 104 | 125 | 150 | 150 | 86 |
| Elite - Very Weak | 45 | 32000 | 130 | 96 | 130 | 104 | 125 | 150 | 150 | 86 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Dragonfly has the Faraway status, making it immune to PHY-type damaging attacks and stat-stealing abilities that are melee range.
Once Dragonfly has been brought under 71% HP, it will shift permanently to Weak Form.
Once Dragonfly has been brought under 41% HP, it will shift permanently to Very Weak Form.
Dragonfly will abort any currently casting ability when it shifts forms.
Global Actions:
- Forced: Missile (NAT: 2 hits/LR - 88% Phys Dmg) [Used on next turn after Pot Shot]
Normal Pattern:
- 50% Missile (NAT: 2 hits/LR - 88% Phys Dmg)
- 50% Pot Shot (PHY: AoE/LR - 89% Phys Dmg) [Unlocks on 3rd ATB]
Weak Pattern:
- 35% Missile (NAT: 2 hits/LR - 88% Phys Dmg)
- 20% Missile (NAT: 4 hits/LR - 88% Phys Dmg)
- 45% Pot Shot (PHY: AoE/LR - 89% Phys Dmg)
Very Weak Pattern:
- 40% Missile (NAT: 2 hits/LR - 88% Phys Dmg)
- 35% Missile (NAT: 4 hits/LR - 88% Phys Dmg)
- 25% Pot Shot (PHY: AoE/LR - 89% Phys Dmg)
This battle is against three waves of Pegasus Riders. The waves are set up as follows:
- Wave 1: 2x Pegasus Rider
- Wave 2: 2x Pegasus Rider
- Wave 3: 1x Pegasus Rider
Each wave begins with fully reset ATBs. When a wave is cleared, the next wave will immediately appear. Defeating the Pegasus Rider in Wave 3 wins the battle.
Pegasus Rider
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic | 9 | 1306 | 40 | 21 | 42 | 19 | 21 | * | 150 | 86 |
| Elite | 60 | 12085 | 151 | 124 | 204 | 137 | 165 | * | 150 | 86 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
The stats of all the Pegasus Riders are identical except for their SPD and attack patterns. SPD can be found in the following table:
| Stat | Wave 1 - Top | Wave 1 - Bottom | Wave 2 - Top | Wave 2 - Bottom | Wave 3 |
|---|---|---|---|---|---|
| SPD | 80 | 50 | 60 | 80 | 50 |
Wave 1 - Topmost Rider Pattern:
- Forced: Lunge (NAT: 110% Phys Dmg) [Used on next turn after Pot Shot <AoE>]
- 20% Lunge (NAT: 110% Phys Dmg)
- 60% Pot Shot (PHY: LR - 150% Phys Dmg)
- 20% Pot Shot <AoE> (PHY: AoE/LR - 127% Phys Dmg)
Wave 1 - Bottommost Rider Pattern:
- 25% (20/80) Lunge (NAT: 110% Phys Dmg)
- 75% (60/80) Pot Shot (PHY: LR - 150% Phys Dmg)
Wave 2 - Topmost Rider Pattern:
- Forced: Lunge (NAT: 110% Phys Dmg) [Used on next turn after Pot Shot <AoE>]
- 30% Lunge (NAT: 110% Phys Dmg)
- 40% Pot Shot (PHY: LR - 150% Phys Dmg)
- 30% Pot Shot <AoE> (PHY: AoE/LR - 127% Phys Dmg)
Wave 2 - Bottommost Rider Pattern:
- 42.9% (30/70) Lunge (NAT: 110% Phys Dmg)
- 57.1% (40/70) Pot Shot (PHY: LR - 150% Phys Dmg)
Wave 3 Pattern:
- Forced: Lunge (NAT: 110% Phys Dmg) [Used on next turn after Pot Shot <AoE>]
- 30% Lunge (NAT: 110% Phys Dmg)
- 40% Pot Shot (PHY: LR - 150% Phys Dmg)
- 30% Pot Shot <AoE> (PHY: AoE/LR - 127% Phys Dmg)
Heavy Armored Soldier is accompanied by 2x Deepground Soldier. Only Heavy Armored Soldier must be killed to win the battle.
Heavy Armored Soldier
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic - Normal | 17 | 8218 | 54 | 28 | 57 | 28 | 50 | 80 | 150 | 70 |
| Classic - Weak | 17 | 8218 | 57 | 28 | 57 | 28 | 50 | 80 | 150 | 70 |
| Classic - Very Weak | 17 | 8218 | 60 | 28 | 57 | 28 | 50 | 80 | 150 | 70 |
| Elite - Normal | 75 | 72602 | 230 | 183 | 216 | 170 | 182 | 150 | 150 | 70 |
| Elite - Weak | 75 | 72602 | 243 | 183 | 216 | 170 | 182 | 150 | 150 | 70 |
| Elite - Very Weak | 75 | 72602 | 256 | 183 | 216 | 170 | 182 | 150 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Once Heavy Armored Soldier has been brought under 51% HP, he will shift permanently to Weak Form.
Once Heavy Armored Soldier has been brought under 16% HP, he will shift permanently to Very Weak Form.
Heavy Armored Soldier will abort any currently casting ability when he shifts forms.
Normal Pattern:
- 40% Bazooka (NAT: LR - 88% Phys Dmg)
- 30% Bazooka (NAT: 3 hits/LR - 88% Phys Dmg) [Unlocks on 3rd ATB]
- 30% Bazooka (NAT: 5 hits/LR - 88% Phys Dmg) [Unlocks on 3rd ATB]
Weak Pattern:
- Forced: Machine Gun (PHY: LR - 120% Phys Dmg) [Used on next turn after Machine Gun <AoE>]
- 60% Machine Gun (PHY: LR - 120% Phys Dmg)
- 40% Machine Gun <AoE> (PHY: AoE/LR - 150% Phys Dmg)
Very Weak Pattern:
- Forced: Sky Toss (PHY: 188% Phys Dmg) [Used on Local Turn 1 and then every 2nd turn after]
- Forced: Downward Slash (PHY: 188% Phys Dmg) [Used on Local Turn 2 and then every 2nd turn after]
Deepground Soldier
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic | 17 | 1233 | 54 | 25 | 50 | 25 | 50 | * | 150 | 70 |
| Elite | 75 | 13890 | 180 | 113 | 189 | 106 | 171 | * | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
The Deepground Soldiers appear in three waves of 2x Deepground Soldiers each. The next wave of Soldiers will only appear when both current Soldiers have been defeated. Once the third wave of Deepground Soldiers have been killed, no further Deepground Soldiers will appear.
The stats of all the Deepground Soldiers are identical except for their SPD, which can be found in the following table:
| Stat | Wave 1 - Top | Wave 1 - Bottom | Wave 2 - Top | Wave 2 - Bottom | Wave 3 - Top | Wave 3 - Bottom |
|---|---|---|---|---|---|---|
| SPD (Classic) | 30 | 60 | 50 | 70 | 40 | 70 |
| SPD (Elite) | 70 | 100 | 70 | 100 | 70 | 100 |
Each Turn:
- 30% Cudgel (PHY: 110% Phys Dmg)
- 70% Pot Shot (PHY: LR - 88% Phys Dmg)
Shelke the Transparent
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic - Normal | 28 | 14318 | 70 | 40 | 90 | 40 | 77 | 100 | 150 | 70 |
| Classic - Weak | 28 | 14318 | 75 | 40 | 90 | 40 | 77 | 100 | 150 | 70 |
| Classic - Very Weak | 28 | 14318 | 80 | 40 | 90 | 40 | 77 | 100 | 150 | 70 |
| Elite - Normal | 90 | 106489 | 250 | 240 | 200 | 250 | 230 | 100 | 150 | 70 |
| Elite - Weak | 90 | 106489 | 260 | 240 | 200 | 250 | 230 | 110 | 150 | 70 |
| Elite - Very Weak | 90 | 106489 | 270 | 240 | 200 | 250 | 230 | 120 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
15% chance of countering PHY-type abilities with Swiftstrike (PHY: 110% Phys Dmg)
Once Shelke has been brought under 71% HP, she will shift permanently to Weak Form.
Once Shelke has been brought under 41% HP, she will shift permanently to Very Weak Form.
Shelke will abort any currently casting ability when she shifts forms.
Normal Pattern:
- 20% Sky Rend (NAT: 188% Phys Dmg)
- 40% Wild Sweep (PHY: 2 hits - 110% Phys Dmg)
- 40% Thrust (PHY: 2 hits - 110% Phys Dmg, all hits focus on one target) [Unlocks on 3rd ATB]
Weak Pattern:
- 25% Sky Rend (NAT: 188% Phys Dmg)
- 30% Wild Sweep (PHY: 2 hits - 110% Phys Dmg)
- 30% Thrust (PHY: 2 hits - 110% Phys Dmg, all hits focus on one target)
- 15% Combo (NAT: 9 hits - 50% Phys Dmg - Targets random characters weighted towards high HP%)
Very Weak Pattern:
- 40% Sky Rend (NAT: 188% Phys Dmg)
- 15% Wild Sweep (PHY: 2 hits - 110% Phys Dmg)
- 15% Thrust (PHY: 2 hits - 110% Phys Dmg, all hits focus on one target)
- 30% Combo (NAT: 9 hits - 50% Phys Dmg - Targets random characters weighted towards high HP%)
Azul the Cerulean is accompanied by 3x Barrel Drum. Only Azul must be defeated to win the battle.
Azul the Cerulean
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic | 35 | 22770 | 90 | 57 | 100 | 54 | 95 | 100 | 150 | 70 |
| Elite - Normal | 99 | 130109 | 288 | 350 | 300 | 350 | 279 | 190 | 150 | 70 |
| Elite - Weak | 99 | 130109 | 302 | 450 | 300 | 450 | 279 | 200 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist (Elite only): ATK, DEF, MAG, RES, MND, SPD
Azul has three positions he can move between: Top, Middle and Bottom. Each of these positions are behind one of three Barrel Drums in the battle. Azul begins battle in the Top position.
After Azul's 2nd turn in a single position, he will move to an adjacent position on his next ATB immediately before he starts casting his next attack. If he was in the Top or Bottom position, he will move to the Middle position. If he was in the Middle position, he will move to either Top or Bottom completely randomly.
Once Azul has been brought under 51% HP, he will shift permanently to Weak Form. This does not reset his ATB or his turn count for changing positions.
(Note: Each position counts as a separate Form, giving Azul 3 Normal Forms and 3 Weak Forms. This means that Local Constraints will be reset when he changes position, and also means he will only ever get a maximum of two Local Turns in a single position before changing.)
Normal Pattern:
- Forced: Kick (PHY: 188% Phys Dmg) [Used on next turn after Blast Wave]
- 44.4% (40/90) Kick (PHY: 188% Phys Dmg)
- 38.9% (35/90) Cannon (NAT: LR - 150% Phys Dmg)
- 16.7% (15/90) Blast Wave (NAT: AoE/LR - 89% Phys Dmg) [Unlocks on 3rd ATB]
Weak Pattern:
- Forced: Kick (PHY: 188% Phys Dmg) [Used on next turn after Blast Wave]
- 33.3% (30/90) Kick (PHY: 188% Phys Dmg)
- 38.9% (35/90) Cannon (NAT: LR - 150% Phys Dmg)
- 27.8% (25/90) Blast Wave (NAT: AoE/LR - 89% Phys Dmg)
Barrel Drum
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Classic | 35 | 7500 | 75 | 57 | 75 | 54 | 105 | 100 | 150 | 70 |
| Elite | 99 | 42447 | 330 | 350 | 330 | 350 | 279 | 250 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Haste, Slow, Stop, Protect, Shell, Reflect, Blind, Sleep, Petrify, Doom, Death, Berserk, Regen, Reraise, Slownumb, Sap, Interrupt
*(*Vuln: ---) *(*Sp.Imm: Reflect, Interrupt)
Break IMMUNE: ATK, DEF, MAG, RES, MND, SPD
Barrel Drums take no action. If a Barrel Drum is destroyed while Azul is in the position directly behind it, then it will use <Explosion> (NAT: AutoHit - 1500% Fire Phys Dmg, 100% chance of Imperil Fire [-20% resist, 25s duration] - 99999 Max Damage, Targets Azul the Cerulean) before it vanishes. All status effects are removed from the Barrel Drum before it uses <Explosion>.
Battle in the Courtyard (+)
Dragonfly
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 99 | 129670 | 280 | 350 | 344 | 350 | 269 | 200 | 150 | 86 |
| Weak | 99 | 129670 | 290 | 350 | 359 | 350 | 269 | 225 | 150 | 86 |
| Very Weak | 99 | 129670 | 300 | 350 | 374 | 350 | 269 | 250 | 150 | 86 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
Dragonfly has the Faraway status, making it immune to PHY-type damaging attacks and stat-stealing abilities that are melee range.
Once Dragonfly has been brought under 71% HP, it will shift permanently to Weak Form.
Once Dragonfly has been brought under 41% HP, it will shift permanently to Very Weak Form.
Dragonfly will abort any currently casting ability when it shifts forms.
Normal Pattern:
- Forced: Missile (NAT: 2 hits/LR - 88% Phys Dmg) [Used on next turn after Pot Shot]
- 50% Missile (NAT: 2 hits/LR - 88% Phys Dmg)
- 50% Pot Shot (PHY: AoE/LR - 89% Phys Dmg) [Unlocks on 3rd ATB]
Weak Pattern:
- 35% Missile (NAT: 2 hits/LR - 88% Phys Dmg)
- 20% Missile (NAT: 4 hits/LR - 88% Phys Dmg) [Locked for 2 turns after last use]
- 45% Pot Shot (PHY: AoE/LR - 89% Phys Dmg)
Very Weak Pattern:
- 40% Missile (NAT: 2 hits/LR - 88% Phys Dmg)
- 35% Missile (NAT: 4 hits/LR - 88% Phys Dmg) [Locked for 2 turns after last use]
- 25% Pot Shot (PHY: AoE/LR - 89% Phys Dmg)
Crimson Hound is accompanied by 3x Guard Hound. Only Crimson Hound must be killed to win the battle.
Crimson Hound
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 99 | 80488 | 300 | 350 | 404 | 350 | 221 | 200 | 150 | 110 |
| Weak | 99 | 80488 | 310 | 350 | 419 | 350 | 221 | 225 | 150 | 110 |
| Very Weak | 99 | 80488 | 320 | 350 | 434 | 350 | 221 | 250 | 150 | 110 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
Once Crimson Hound has been brought under 71% HP, it will shift permanently to Weak Form.
Once Crimson Hound has been brought under 41% HP, it will shift permanently to Very Weak Form.
Crimson Hound will abort any currently casting ability when it shifts forms.
Normal Pattern:
- 70% Rush (PHY: 110% Phys Dmg)
- 30% Dive Attack (NAT: 188% Phys Dmg) [Unlocks on 3rd ATB]
Weak Pattern:
- 60% Rush (PHY: 110% Phys Dmg)
- 25% Dive Attack (NAT: 188% Phys Dmg)
- 15% Crest Strike (NAT: 3 hits - 110% Phys Dmg)
Very Weak Pattern:
- 60% Rush (PHY: 110% Phys Dmg)
- 10% Dive Attack (NAT: 188% Phys Dmg)
- 30% Crest Strike (NAT: 3 hits - 110% Phys Dmg)
Guard Hound
| Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|
| 99 | 22997 | 250 | 250 | 359 | 250 | 221 | * | 150 | 110 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
The stats of all the Guard Hounds are identical except for their SPD, which can be found in the following table:
| Stat | Top | Middle | Bottom |
|---|---|---|---|
| SPD | 130 | 140 | 150 |
If a Guard Hound is killed, the Crimson Hound will set a revival count starting at 0 for that particular Guard Hound. This increases by 1 every time Crimson Hound's ATB is filled. The Guard Hound will be revived on the Crimson Hound's turn when it reaches a particular count based on the Crimson Hound's current form: 5 or more while in Normal Form, 4 or more while in Weak Form and 3 or more while in Very Weak Form. Revived Guard Hounds start with an empty ATB.
Each Turn:
- 40% Lunge (PHY: 110% Phys Dmg)
- 30% Leaping Strike (PHY: 110% Phys Dmg)
- 30% Tentacle (PHY: 110% Phys Dmg)
Riders on the Storm (++)
This battle is against three waves of Pegasus Riders. The waves are set up as follows:
- Wave 1: 2x Pegasus Rider
- Wave 2: 2x Pegasus Rider
- Wave 3: 1x Pegasus Rider
Each wave begins with fully reset ATBs. When a wave is cleared, the next wave will immediately appear. Defeating the Pegasus Rider in Wave 3 wins the battle.
Pegasus Rider
| Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|
| 110 | 36000 | 350 | 500 | 394 | 900 | 386 | * | 150 | 86 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
The stats of all the Pegasus Riders are identical except for their SPD and attack patterns. SPD can be found in the following table:
| Stat | Wave 1 - Top | Wave 1 - Bottom | Wave 2 - Top | Wave 2 - Bottom | Wave 3 |
|---|---|---|---|---|---|
| SPD | 150 | 100 | 110 | 140 | 100 |
Wave 1 - Topmost Rider Pattern:
- Forced: Lunge (NAT: 110% Phys Dmg) [Used on next turn after Pot Shot <AoE>]
- 20% Lunge (NAT: 110% Phys Dmg)
- 60% Pot Shot (PHY: LR - 150% Phys Dmg)
- 20% Pot Shot <AoE> (PHY: AoE/LR - 127% Phys Dmg)
Wave 1 - Bottommost Rider Pattern:
- 25% (20/80) Lunge (NAT: 110% Phys Dmg)
- 75% (60/80) Pot Shot (PHY: LR - 150% Phys Dmg)
Wave 2 - Topmost Rider Pattern:
- Forced: Lunge (NAT: 110% Phys Dmg) [Used on next turn after Pot Shot <AoE>]
- 30% Lunge (NAT: 110% Phys Dmg)
- 40% Pot Shot (PHY: LR - 150% Phys Dmg)
- 30% Pot Shot <AoE> (PHY: AoE/LR - 127% Phys Dmg)
Wave 2 - Bottommost Rider Pattern:
- 42.9% (30/70) Lunge (NAT: 110% Phys Dmg)
- 57.1% (40/70) Pot Shot (PHY: LR - 150% Phys Dmg)
Wave 3 Pattern:
- Forced: Lunge (NAT: 110% Phys Dmg) [Used on next turn after Pot Shot <AoE>]
- 30% Lunge (NAT: 110% Phys Dmg)
- 40% Pot Shot (PHY: LR - 150% Phys Dmg)
- 30% Pot Shot <AoE> (PHY: AoE/LR - 127% Phys Dmg)
Armored Concerto (+++)
Heavy Armored Soldier is accompanied by 2x Deepground Soldier. Only Heavy Armored Soldier must be killed to win the battle.
Heavy Armored Soldier
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 120 | 149627 | 400 | 771 | 409 | 1286 | 286 | 210 | 150 | 70 |
| Weak | 120 | 149627 | 420 | 771 | 429 | 1286 | 286 | 230 | 150 | 70 |
| Very Weak | 120 | 149627 | 440 | 771 | 450 | 1286 | 286 | 300 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
Once Heavy Armored Soldier has been brought under 51% HP, he will shift permanently to Weak Form.
Once Heavy Armored Soldier has been brought under 16% HP, he will shift permanently to Very Weak Form.
Heavy Armored Soldier will abort any currently casting ability when he shifts forms.
Normal Pattern:
- 40% Bazooka (NAT: LR - 88% Phys Dmg)
- 30% Bazooka (NAT: 3 hits/LR - 88% Phys Dmg) [Unlocks on 3rd ATB]
- 30% Bazooka (NAT: 5 hits/LR - 88% Phys Dmg) [Unlocks on 3rd ATB]
Weak Pattern:
- Forced: Machine Gun (PHY: LR - 120% Phys Dmg) [Used on next turn after Machine Gun <AoE>]
- 60% Machine Gun (PHY: LR - 120% Phys Dmg)
- 40% Machine Gun <AoE> (PHY: AoE/LR - 150% Phys Dmg)
Very Weak Pattern:
- Forced: Sky Toss (PHY: 188% Phys Dmg) [Used on Local Turn 1 and then every 2nd turn after]
- Forced: Downward Slash (PHY: 188% Phys Dmg) [Used on Local Turn 2 and then every 2nd turn after]
Deepground Soldier
| Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|
| 120 | 29277 | 350 | 566 | 368 | 943 | 353 | 200 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap
*(*Vuln: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
The Deepground Soldiers appear in three waves of 2x Deepground Soldiers each. The next wave of Soldiers will only appear when both current Soldiers have been defeated. Once the third wave of Deepground Soldiers have been killed, no further Deepground Soldiers will appear.
Each Turn:
- 30% Cudgel (PHY: 110% Phys Dmg)
- 70% Pot Shot (PHY: LR - 88% Phys Dmg)
Swarming Beasts (Ultimate)
Crimson Hound is accompanied by 3x Guard Hound. Only Crimson Hound must be killed to win the battle.
Crimson Hound (Ultimate)
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 140 | 200000 | 600 | 1074 | 643 | 1800 | 391 | 240 | 150 | 83 |
| Weak | 140 | 200000 | 615 | 1074 | 666 | 1800 | 391 | 275 | 150 | 83 |
| Very Weak | 140 | 200000 | 630 | 1074 | 690 | 1800 | 391 | 300 | 150 | 83 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
*(*Vuln: ---) *(*Sp.Imm: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
Once Crimson Hound has been brought under 71% HP, it will shift permanently to Weak Form.
Once Crimson Hound has been brought under 41% HP, it will shift permanently to Very Weak Form.
Crimson Hound will abort any currently casting ability when it shifts forms.
Normal Pattern:
- Forced: <Weak Attack> (PHY: 110% Phys Dmg) [Used on Local Turns 1 and 2]
- Forced: Rush (PHY: 110% Phys Dmg) [Used on next turn after <AoE Attack>]
- 27.8% (25/90) Rush (PHY: 110% Phys Dmg)
- 22.2% (20/90) <Attack> (PHY: 188% Phys Dmg)
- 27.8% (25/90) Dive Attack (NAT: 188% Phys Dmg)
- 22.2% (20/90) <AoE Attack> (PHY: AoE - 112% Phys Dmg)
Weak Pattern:
- Forced: Ultimate Dive Attack (NAT: AoE - 266% Phys Dmg) [Used on Local Turn 1]
- Forced: Rush (PHY: 110% Phys Dmg) [Used on next turn after <AoE Attack> or Ultimate Dive Attack]
- 15% Rush (PHY: 110% Phys Dmg)
- 10% <Attack> (PHY: 188% Phys Dmg)
- 20% Dive Attack (NAT: 188% Phys Dmg)
- 15% Crest Strike (NAT: 3 hits - 100% Phys Dmg)
- 15% Ultimate Tentacle (NAT: 344% Phys Dmg)
- 15% <AoE Attack> (PHY: AoE - 159% Phys Dmg)
- 10% Ultimate Dive Attack (NAT: AoE - 266% Phys Dmg)
Very Weak Pattern:
- Forced: Ultimate Dive Attack (NAT: AoE - 266% Phys Dmg) [Used on Local Turn 1]
- Forced: Rush (PHY: 110% Phys Dmg) [Used on next turn after <AoE Attack> or Ultimate Dive Attack]
- 15% Rush (PHY: 110% Phys Dmg)
- 10% <Attack> (PHY: 188% Phys Dmg)
- 15% Dive Attack (NAT: 188% Phys Dmg)
- 15% Crest Strike (NAT: 3 hits - 100% Phys Dmg)
- 15% Ultimate Tentacle (NAT: 344% Phys Dmg)
- 10% <AoE Attack> (PHY: AoE - 159% Phys Dmg)
- 20% Ultimate Dive Attack (NAT: AoE - 266% Phys Dmg)
Guard Hound (Ultimate)
| Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|
| 140 | 44000 | 600 | 812 | 571 | 1276 | 391 | 220 | 150 | 83 |
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
*(*Vuln: ---) *(*Sp.Imm: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
If a Guard Hound is killed, the Crimson Hound will set a revival count starting at 0 for that particular Guard Hound. This increases by 1 every time Crimson Hound's ATB is filled. The Guard Hound will be revived on the Crimson Hound's turn when it reaches a particular count based on the Crimson Hound's current form: 5 or more while in Normal Form, 4 or more while in Weak Form and 3 or more while in Very Weak Form. Revived Guard Hounds start with an empty ATB.
Each Turn:
- Forced: <Weak Attack> (PHY: 110% Phys Dmg) [Used on Local Turn 1]
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after Ultimate Tentacle]
- 15% Lunge (PHY: 110% Phys Dmg)
- 20% <Attack> (PHY: 188% Phys Dmg) [Unlocks on 3rd ATB]
- 30% Tentacle (PHY: 188% Phys Dmg) [Unlocks on 3rd ATB]
- 15% Leaping Strike (PHY: 188% Phys Dmg) [Unlocks on 3rd ATB]
- 20% Ultimate Tentacle (NAT: 266% Phys Dmg) [Unlocks on 3rd ATB]
Azul Menace (Ultimate ++)
Azul the Cerulean is accompanied by 3x Barrel Drum. Only Azul must be defeated to win the battle.
Azul the Cerulean (Ultimate ++)
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 180 | 350000 | 850 | 1900 | 761 | 2829 | 499 | 500 | 150 | 70 |
| Weak | 180 | 350000 | 875 | 1900 | 792 | 2829 | 499 | 550 | 150 | 70 |
Resist (80% Reduction initially): Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
*(*Vuln: ---) *(*Sp.Imm: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
Azul has three positions he can move between: Top, Middle and Bottom. Each of these positions are behind one of three Barrel Drums in the battle. Azul begins battle in the Top position.
After Azul's 2nd turn in a single position, he will move to an adjacent position on his next ATB immediately before he starts casting his next attack. If he was in the Top or Bottom position, he will move to the Middle position. If he was in the Middle position, he will move to either Top or Bottom completely randomly.
Once Azul has been brought under 21% HP, he will shift permanently to Weak Form. This does not reset his ATB or his turn count for changing positions. All of his elemental resists will be reduced to a 20% resistance at this time.
(Note: Each position counts as a separate Form, giving Azul 3 Normal Forms and 3 Weak Forms. This means that Local Constraints will be reset when he changes position, and also means he will only ever get a maximum of two Local Turns in a single position before changing.)
(Note: Azul's Global Actions have a lower priority than any of his Local Forced Actions.)
Global Actions:
- Forced: Ultimate Cannon (NAT: AoE/LR - 300% Phys Dmg, Ignores Def, Uses ATK^0.5) [Used on Turn 3 and then every 4th turn after]
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after Ultimate Cannon]
Normal (Top) Pattern:
- Forced: <Weak Attack> (PHY: 110% Phys Dmg) [Used on Local Turns 1 and 2]
Normal (Middle/Bottom) Patterns:
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after <AoE Attack> or Blast Wave]
- 20% <Attack> (PHY: 188% Phys Dmg)
- 20% Kick (PHY: 267% Phys Dmg)
- 25% Cannon (NAT: LR - 344% Phys Dmg)
- 20% <AoE Attack> (PHY: AoE - 250% Phys Dmg)
- 15% Blast Wave (NAT: AoE/LR - 300% Phys Dmg)
Weak (Top/Middle) Patterns:
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after <AoE Attack> or Blast Wave]
- 9.1% (5/55) <Attack> (PHY: 188% Phys Dmg)
- 9.1% (5/55) Kick (PHY: 267% Phys Dmg)
- 27.3% (15/55) Cannon (NAT: LR - 344% Phys Dmg)
- 27.3% (15/55) <AoE Attack> (PHY: AoE - 250% Phys Dmg)
- 27.3% (15/55) Blast Wave (NAT: AoE/LR - 300% Phys Dmg)
Weak (Bottom) Pattern:
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after <AoE Attack> or Blast Wave]
- 7.1% (5/70) <Attack> (PHY: 188% Phys Dmg)
- 7.1% (5/70) Kick (PHY: 267% Phys Dmg)
- 42.9% (30/70) Cannon (NAT: LR - 344% Phys Dmg)
- 21.4% (15/70) <AoE Attack> (PHY: AoE - 250% Phys Dmg)
- 21.4% (15/70) Blast Wave (NAT: AoE/LR - 300% Phys Dmg)
Barrel Drum (Ultimate ++)
| Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|
| 180 | 108737 | 2500 | 1900 | 2500 | 2829 | 499 | 550 | 150 | 70 |
Immune: Poison, Silence, Paralyze, Confuse, Haste, Slow, Stop, Protect, Shell, Reflect, Blind, Sleep, Petrify, Doom, Death, Berserk, Regen, Reraise, Slownumb, Sap, Interrupt
*(*Vuln: ---) *(*Sp.Imm: Reflect, Interrupt)
Break IMMUNE: ATK, DEF, MAG, RES, MND, SPD
Barrel Drums take no action. If a Barrel Drum is destroyed while Azul is in the position directly behind it, then it will use <Explosion> (NAT: AutoHit - 5000% Fire Phys Dmg, 100% chance of Imperil Fire [-20% resist, 25s duration] - 99999 Max Damage, Targets Azul the Cerulean) before it vanishes. All status effects are removed from the Barrel Drum before it uses <Explosion>.
Shelke the Transparent (Apocalypse +)
Shelke the Transparent (Apocalypse +)
| Stage | Lv | HP | ATK | DEF | MAG | RES | MND | SPD | ACC | EVA |
|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 220 | 450000 | 1100 | 4000 | 963 | 5500 | 608 | 600 | 150 | 70 |
| Weak | 220 | 450000 | 1150 | 4100 | 1000 | 5800 | 608 | 625 | 150 | 70 |
| Very Weak | 220 | 450000 | 1200 | 4200 | 1037 | 6100 | 608 | 650 | 150 | 70 |
Resist (20% Reduction initially): Fire, Ice, Lightning, Earth, Wind, Water, Holy, Dark, Bio
Immune: Poison, Silence, Paralyze, Confuse, Slow, Stop, Blind, Sleep, Petrify, Doom, Death, Berserk, Slownumb, Sap, Interrupt
*(*Vuln: ---) *(*Sp.Imm: Interrupt)
Break Resist: ATK, DEF, MAG, RES, MND, SPD
10% (Normal)/20% (Weak)/30% (Very Weak) chance of countering PHY-type abilities with Swiftstrike (PHY: 344% Phys Dmg)
Once Shelke has been brought under 71% HP, she will shift permanently to Weak Form. All of her elemental resists will be increased to a 30% resistance at this time.
Once Shelke has been brought under 41% HP, she will shift permanently to Very Weak Form. All of her elemental resists will be increased to a 40% resistance at this time.
Shelke will abort any currently casting ability when she shifts forms.
(Reminder: In Shelke's Weak and Very Weak Patterns, Ultimate Sky Rend is only available as a random attack at first. But after its first use in a pattern, she will next use it a certain number of turns after. The term 'Next used 3-4 turns after last use' means that it will be locked for the next 2 turns, can be used randomly again on the 3rd turn, but will be Forced on the 4th turn after last use if it still hasn't been used randomly by then.)
*(*JSB Note: In the Jump Start Battle, Shelke will shift to Weak Form when under 81% HP and to Very Weak Form when under 51% HP instead. Additionally, in her Weak Pattern, Shelke will next use Ultimate Sky Rend 2-3 turns after its last use, instead of 3-4 turns after last use.)
Normal Pattern:
- Forced: <Weak Attack> (PHY: 110% Phys Dmg) [Used on Local Turns 1, 2 and 3]
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after <AoE Attack>]
- 11.1% (10/90) <Attack> (PHY: 188% Phys Dmg)
- 16.7% (15/90) Sky Rend (NAT: 422% Phys Dmg)
- 27.8% (25/90) Wild Sweep (PHY: 2 hits - 200% Phys Dmg)
- 27.8% (25/90) Thrust (PHY: 2 hits - 290% Phys Dmg, all hits focus on one target)
- 16.7% (15/90) <AoE Attack> (PHY: AoE - 300% Phys Dmg)
Weak Pattern:
- Forced: Countertek (WHT: AoE - 100% chance of curing Haste/Protect/Shell/Reflect/Regen/Triple) [Used on Local Turn 1]
- Forced: <Attack> (PHY: 188% Phys Dmg) [Used on next turn after <AoE Attack>]
- Forced: Thrust (PHY: 2 hits - 320% Phys Dmg, all hits focus on one target) [Used on next turn after Ultimate Sky Rend]
- 5% <Attack> (PHY: 188% Phys Dmg)
- 15% Sky Rend (NAT: 422% Phys Dmg)
- 15% Wild Sweep (PHY: 2 hits - 250% Phys Dmg)
- 20% Thrust (PHY: 2 hits - 320% Phys Dmg, all hits focus on one target)
- 15% Combo (NAT: 9 hits - 110% Phys Dmg - Targets random characters weighted towards high HP%) [Locked for 2 turns after last use]
- 10% <AoE Attack> (PHY: AoE - 300% Phys Dmg)
- 20% Ultimate Sky Rend (NAT: AoE - 400% Phys Dmg, Ignores Def, Uses ATK^0.5) [Next used 3-4 turns after last use]
Very Weak Pattern:
- Forced: Countertek (WHT: AoE - 100% chance of curing Haste/Protect/Shell/Reflect/Regen/Triple) [Used on Local Turn 1]
- Forced: Thrust (PHY: 2 hits - 350% Phys Dmg, all hits focus on one target) [Used on next turn after Ultimate Sky Rend]
- 9.5% (10/105) <Attack> (PHY: AoE - 350% Phys Dmg)
- 14.3% (15/105) Sky Rend (NAT: 422% Phys Dmg)
- 4.8% (5/105) Wild Sweep (PHY: 2 hits - 300% Phys Dmg)
- 19% (20/105) Thrust (PHY: 2 hits - 350% Phys Dmg, all hits focus on one target)
- 14.3% (15/105) Combo (NAT: 9 hits - 150% Phys Dmg - Targets random characters weighted towards high HP%) [Locked for 2 turns after last use]
- 38.1% (40/105) Ultimate Sky Rend (NAT: AoE - 400% Phys Dmg, Ignores Def, Uses ATK^0.5) [Next used 2-3 turns after last use]
Posted Aug 5, 2017, 2:23 AM UTC · edited