(Part II) An Introduction on World Bosses (new PvE content on CN servers)

Apparently the write up was getting too long to fit in a single post so here's another post for Jormungandr and H&M

Previous Thread: https://www.reddit.com/r/langrisser/comments/c6zvuk/an_introduction_on_world_bosses_new_pve_content/

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Update Log:

- 2019/8/3: Updated Jormungandr

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(continued from previous post)

3.2.4. Jormungandr (hereafter referred to as Jorm)

Jorm has 2 phases just like the bosses before it, this time with slightly different perks and completely different skill set and attack patterns.

Perk

Odd & Even Phase:

i) Attacking Jorm will result in the attacker gaining a debuff "Venom" that lasts for 2 turns (P1)/3 turns (P3 and onward), which deals 20% of Jorm's attack as fixed damage after attacker finishes his/her turn. Each stack of debuff also increase aoe damage taken by 50%. Fixed damage component can be immuned to. Venom is stackable and non-dispellable.

ii) Jorm will aoe the entire map at the end of its turn for 0.3x atk.

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Even Phase only:

Attacking Jorm with a melee hero will grant Jorm a buff the reduces incoming melee damage by 80%. Attacking Jorm with a ranged hero will grant the corresponding buff for ranged damage. Only one buff can be active at a time.

Note: Ranged heroes with EMB is still considered to deal ranged damage. Melee heroes such as Kirikaze doing ranged moves is still considered to deal melee damage.

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Skills

Jorm has 2 skills for odd phase and 2 skills for even phase:

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Odd phase:

- Skill 1: Jorm does a line aoe that's 3 squares wide and 5 squares long dealing 0.2x atk aoe damage and applies a stack of Venom to all heroes hit. Jorm will do an normal attack when it cannot find a direction with more than 1 unit.

- Skill 2: Jorm does a line aoe that's 5 squares wide and 2 squares long dealing 0.25x atk aoe damage. Jorm will do an normal attack when it cannot find a direction with more than 1 unit.

- Skill 3 is a passive: Jorm deals 500% extra damage when less than 2 heroes are within 3 squares of itself.

Jorm's attack pattern for odd phase:

normal attack -> Skill 1-> Skill 2

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Even phase:

- Skill 1: Jorm will attack a single target with a stregnth of 5x atk. Has a range of 2. If no one is within range the skill will go into cooldown.

- Skill 2: Jorm does a line aoe that's 7 squares wide and 2 squares long dealing 0.3x atk aoe damage and applies a stack of Venom to all heroes hit. Jorm will do an normal attack when it cannot find a direction with more than 1 unit.

- Skill 3 is a passive: Jorm deals 500% extra damage when less than 3 heroes are within 3 squares of itself.

Jorm's attack pattern for even phase:

normal attack -> normal attack -> skill 1 -> skill 2

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Extra note: Jorm's tile is forest, so its always standing on a tree and receiving hidden terrain bonus as a result. It's more sturdy than it looks.

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S rank requires 3.8 million damage dealt (as of 2019-8-2)

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Analysis

Jorm is probably the most "player friendly" boss out of the 5 in the sense that it's a fight with a very smooth difficulty curve. All 4 of Jorm's skill can be cheesed such that it can be made to do pretty much just normal attacks (with the exception of p2 skill2), so the only threatening mechanics of the fight is the combination of fixed damage + the aoe at the end of Jorm's turn.

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A few key points to note for this fight are:

  1. Hero HP is very important because both fixed damage from Jorm's debuffs and its aoe will hit the hero directly. Troops with a ton of HP won't help.
  2. Fixed-damage immunity can significantly improve survival: accessories like meditation ring (SR int/mdef) and bracer badge/swordsmith badge (SSR def/mdef), Jugler's dragon barrier skill, etc. Although equipping these accessories may end up hurting your damage a lot too, so it's a tradeoff that needs careful consideration.
  3. Bring 2 ranged and 2 melee DPS to the fight, no more, no less, or even phases might end up a big pain in the ass. (i.e. if you bring 3 melee and 2 ranged, in even phases you will do m->r->m->r->m, which means Jorm will end with a melee damage reduction buff that means no retaliation damage. Lethal when you use Kirikaze to tank as he won't drain anything.)
  4. Sometimes waiting may be the wisest course of action. If you are taking too much damage from Jorm's aoe, it might be a good idea to stop attacking for 1 turn or 2 to let its debuff fall off. the 50% aoe damage taken component of Jorm's debuff is far more dangerous than the fixed damage component in later turns of the fight.

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Another point to note is that Jorm is standing on a forest tile which means its def is actually higher than what shows on the dashboard. 2 ways to deal with this are: 1. fixed damage and 2. skills that modify tile type (Jugler's breath of ice skill, etc.).

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Recommended Units

- Jugler: anti-aoe, anti-fixed-damage, applies -atk, -def and +dmg taken debuffs all at once, changes the boss's tile type. Put a bracer badge on it and Jugler will get you far.

- Kirikaze: 6* Kirikaze in infantry class is one of the top choices for tanking this fight with decent crit gear, as his life drain on crit perk will ensure he's always topped up after exchanging blows with Jorm (until very late into the fight). Unlimited Flash also hits for a ton of damage. Also usable in assassin form but not recommended as his atk stats is signficantly lower and will start to scratch the boss for very little damage fairly early on.

- Tiaris: Healing light will alleviate a lot of healing pressure. Wait that's an understatement. A LOT OF HEALING PRESSURE. access to 2 aoe healing spell makes her the best healer for the fight. Miracle can be used in conjunction with amulet+shrine maiden Sofia to cheese Jorm's p2 skill2.

- Sofia: To be honest there aren't that many healers to pick for Jorm so Tiaris + Sofia are pretty much mandatory. Sofia is very very good for Jorm as well due to:

i) her perk (+def and increased healing done) will help reduce Jorm's aoe damage slightly and lessen healer pressure

ii) access to shrine maiden and the fact that she doesn't stack debuffs means she will never die to Jorm's aoe

iii) Rewind is great for later turns as it allows back to back dragon barriers/miracle.

iv) with a amulet and miracle, sofia using shrine maiden will have a hero damage reduction of 100% which means she can tank Jorm's p2 skill2 without taking any damage herself.

- G&L: G&L can be deployed both in cav or cleric class for this fight. cav using melee attacks gains immunity after attack which means Jorm's debuff doesn't apply to the pair. clerics can use meditation ring and act as an offhealer. Needs 5*+ and good gear to be effective.

- Joshua: One of the few units that has no fear about dying to boss retaliation due to his massive -dmg taken passives. Fixed damage is also great for later turns of the fight. Would be nice if you have a spare last rites for him though.

- Angelina/Cherie/Clarett: standard flier dps. Angelina gives better utility but does less damage herself. Clarett does the most damage at high stars, but as she's released late into the game it's harder to have her at high stars so... Cherie is the mediocre pick.

- Leonhardt: Decent damage but don't have much else to speak of. Needs anti-fixed damage acc if you are looking to having tank which gimps his damage quite badly. Very good tank if you are willing to sacrifice his damage though.

- Luna: Luna has a few advantages over other archers (Narm/Sigma) for Jorm due to:

i) She can utilize meditation ring/bracer badge's mdef.

ii) She has high mobility which makes cheesing boss aoe skills a bit easier

iii) With ullr's, she can use holy pegasus which means she's unlikely to die to boss retaliation strikes unlike other archers.

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Usable Units

- Silverwolf: Discount Joshua. Tanky but a bit lacking in damage.

- Liffany: High fixed damage counters boss' high def well. Can utilize meditation ring well. Issue is she's rather squishy and may die to boss retaliation strike. An idea is to not attack and just let her perk do the work but that means you need to take out another dps for even phases or else your tank can't do much on retaliation.

- Narm/Sigma/Alustriel: Usable, but suffers from the same "too squishy" issue as other leather wearers. Alustriel is probably the best out of the 3.

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Unrated

- Zerida: Don't have a spare Sun-enchanted Last Rites for her so I have not tried fielding her. The biggest issue is survivability in later turns and I don't see how she can survive fixed damage + aoe without last rites. Will probably need to be fielded together with an offheal to ensure she's at full HP before each aoe.

- Freya: Massive fixed damage means she actually gets to do more damage to boss than your regular DPS past a certain point. Personally speaking I think that point is a bit too late in the fight.

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Not Recommended

- Dieharte/Omega/Feraquea: High burst means nothing in AC fights unfortunately. Don't have much going for them otherwise.

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Videos

How to cheese Jormungandr: https://www.bilibili.com/video/av57180024 This setup makes Jorm do single target attacks only.

Regular video showing how the fight proceeds: https://www.youtube.com/watch?v=ThOGjuqzzp0&t=926s

Posted Aug 3, 2019, 11:47 AM UTC · edited

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