[VII] The Dirge Begins Enemy Stats and AI

Guide/Analysis

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic210002052051410015086
Elite - Normal45320001209612010412515015086
Elite - Weak45320001259612510412515015086
Elite - Very Weak45320001309613010412515015086

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic913064021421921*15086
Elite6012085151124204137165*15086

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:

StatWave 1 - TopWave 1 - BottomWave 2 - TopWave 2 - BottomWave 3
SPD8050608050

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic - Normal17821854285728508015070
Classic - Weak17821857285728508015070
Classic - Very Weak17821860285728508015070
Elite - Normal757260223018321617018215015070
Elite - Weak757260224318321617018215015070
Elite - Very Weak757260225618321617018215015070

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic1712335425502550*15070
Elite7513890180113189106171*15070

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:

StatWave 1 - TopWave 1 - BottomWave 2 - TopWave 2 - BottomWave 3 - TopWave 3 - Bottom
SPD (Classic)306050704070
SPD (Elite)701007010070100

Each Turn:

  • 30% Cudgel (PHY: 110% Phys Dmg)
  • 70% Pot Shot (PHY: LR - 88% Phys Dmg)

 


Shelke the Transparent

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic - Normal2814318704090407710015070
Classic - Weak2814318754090407710015070
Classic - Very Weak2814318804090407710015070
Elite - Normal9010648925024020025023010015070
Elite - Weak9010648926024020025023011015070
Elite - Very Weak9010648927024020025023012015070

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic35227709057100549510015070
Elite - Normal9913010928835030035027919015070
Elite - Weak9913010930245030045027920015070

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Classic3575007557755410510015070
Elite994244733035033035027925015070

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Normal9912967028035034435026920015086
Weak9912967029035035935026922515086
Very Weak9912967030035037435026925015086

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Normal9980488300350404350221200150110
Weak9980488310350419350221225150110
Very Weak9980488320350434350221250150110

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

LvHPATKDEFMAGRESMNDSPDACCEVA
9922997250250359250221*150110

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:

StatTopMiddleBottom
SPD130140150

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

LvHPATKDEFMAGRESMNDSPDACCEVA
11036000350500394900386*15086

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:

StatWave 1 - TopWave 1 - BottomWave 2 - TopWave 2 - BottomWave 3
SPD150100110140100

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

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Normal120149627400771409128628621015070
Weak120149627420771429128628623015070
Very Weak120149627440771450128628630015070

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

LvHPATKDEFMAGRESMNDSPDACCEVA
1202927735056636894335320015070

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)

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Normal1402000006001074643180039124015083
Weak1402000006151074666180039127515083
Very Weak1402000006301074690180039130015083

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)

LvHPATKDEFMAGRESMNDSPDACCEVA
14044000600812571127639122015083

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 ++)

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Normal1803500008501900761282949950015070
Weak1803500008751900792282949955015070

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 ++)

LvHPATKDEFMAGRESMNDSPDACCEVA
180108737250019002500282949955015070

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 +)

StageLvHPATKDEFMAGRESMNDSPDACCEVA
Normal22045000011004000963550060860015070
Weak220450000115041001000580060862515070
Very Weak220450000120042001037610060865015070

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

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