Endless War III Walkthrough: Lap 6 & Lap 7 & Lap 8
With Endless War III here for more than a year, I finally cleared up to lap 7 and continuing, therefore I figure to share what I know for each node on how I dealt with them, either the same strategy or mostly a different strategy.
My explanations will mostly retain to lap 7 results, while a few will include lap 6 for comparison; therefore I'll try to explain the nodes based on the more difficult enemies or complex enemies/lineups and such, thus to avoid repeating basic battle strategies that would be general knowledge.
The Gameplay Videos will be in the comment section, be warned though some are very long and for most of the others, the sound quality is poor therefore some of them are muted.
With that being said, I'll list all the nodes on this guide:
#Node 1: Maintaining Buffs
Aggro-Tank/Specialized Nuke Deck:
I use an Aggro-Tank deck mainly to deal with all the smaller enemies while having the nuke deck focuses on damage against the bigger enemies and Brynhildr.
Fenrir/Garms: This is where I use Mobius Zone to bypass their actions so that I take less damage from them and finish off the garms while tanking. Once I'm about to defeat Fenrir, this where I made sure all my buffs were stacked for Brynhildr.
Brynhildr: The most important aspect to tanking Brynhildr was using the debuffs/buffs at the right time and the right turn and avoid using any explosive mobius zones to keep the mobius gauge open for job changing when needed. Once Brynhildr got enraged and charged her ultimate atk at the end of the 2nd turn, this is where I debuffed her turn 3 to take less damage. If I used my debuff(s) too early, then I wouldn't have been able take on the damage from her empowered forms later on. Against Brynhildr was a waiting game after I reduced her to low HP for the Critical Resist UP to vanish. In conclusion, this battle itself was rather unpredictable on whether she'll fully charge her yellow gauge or when releasing her feathers (other than being used right after Muspell Flame).
#Node 2: Break vs No-Break Strategies
Water/Earth:
I started off as the water deck to apply all the offensive buffs/debuffs needed to nuke the enemies here while the earth dealt with all the water enemies and wind bosses while also being deck that takes the hit from chimera. I chose the water deck to have the main role here in setting up and nuking because most of the heavier enemies (chimera, dahaka, and typhon) are fire while the earth was used as a compliment to take out the water enemies but also re-buff/expand stun when needed.
Chimera: I refrained from bringing any barrier/wall cards because I wanted room for full offensive base for both decks so therefore the earth deck needed to be able to take the pre-emptive hit by either having high fire resistance or high defense.
Ultro & Typhon: This is where the difference shows between the break method and a no-break method. The no-break method would proceed normally based on nuking etc, but if using the breaking method, this would trigger Typhon's Break Defense Immunity and also delay both of their turns continuously while Break Defense Immunity is intact for 3 turns.
With the break method, I go for breaking them first before I then start to nuke so that I can get rid of Ultros first. Finally, I get rid of Typhon with my Water Deck. If I couldn't kill either with this method, I would still be able to re-stun them due to Typhon being 'groggy' while Ultros waste turns hyping him into battle which still reduces the stun immunity countdown of both of them.
#Node 3: Countering the reactions
Reactions:
The bosses here have reactionary buffs that kick in once a certain thing happens. Therefore, I take advantage of this listed here of Kraken, Neslug, Blizzard Dragon, and Leviathan.
Methods: I didn't bring any boost card mainly due to the inherent ultimate or because of job's clutch when in critical condition. For Lap 7, I needed the room to deal with Leviathan's more powerful attacks attaining more Defensive/HP based card(s) for my tank thus giving my tank a total of 69,000+ HP (including trance & node bonus). Lap 6 of this node was a complete aggro method meant to take the enemies down without giving them a chance to act. I avoided in having my mobius gauge being too high in all of these battles because it was part of the strategy to build it up to full during the battle not before. I'll go over Lap 7 due to certain intricacies.
Kraken: I take a bunch of damage until clutch boost kicks to then stun/slow Kraken which from there I build up my mobius gauge and job change back and forth to avoid gaining too much Mobius Gauge and access more buffs. I break Kraken once and build up my ultimate + other buffs while its break immunity is intact due to the amount of actions I have to do so which is another reason why I reserved in using stun/slow.
Neslug & Blizzard Dragon: I focused on getting rid of Neslug 1st due to it being harder to tank if I gave it the chance to have too many actions, so I wouldn't give it an opportunity to use its debuffing attacks. I broke Blizzard Dragon only once I wanted to finish it off and got my curse/debrave ready for the Leviathan battle, and most importantly having my Mobius Gauge to at least 70 or so percent.
Leviathan: From here, this is where I only use my supports after taking an extent of damage to prepare for the incoming tidal wave which Leviathan uses on the last action or the 2nd last action. I used my ultimate only knowing once for sure each move afterwards would get it to 40% or more before Mobius Gauge filled. Once my Mobius Gauge got close, this is where I then break Leviathan to activate Mobius Zone while nuking to then use the Sub Deck to nuke it all the way through knowing I won't go back to sub deck for the rest of this battle. Also, I kept my Ultimate Gauge low before Mobius Zone so that I would ignite only the sub deck's ultimate during Mobius Zone. Final turn, I whittle down the yellow gauge as much as I can before Leviathan uses Grand Fall, from here, I then use my main deck's ultimate to then break and finish Leviathan off the same turn.
#Node 4: Nuking Synergy
Fire/Earth:
The Priority deck here is the one that nukes fire, therefore I used heavy exploit weakness for both the Fire and Earth decks. Another combination used was a pure tank deck + pure fire deck to deal with all the enemies during Lap 6 & 8.
Omegettes: Turn 1, as long as you have orbs for the omegette to steal, then they'll buff you, from there I stun/slow them and then finish them off.
Famfrit: I try to save my Mobius Zone for the 2nd turn after Famfrit has acted and from there I just nuke and tank with the fire deck. Lap 6 & 8 method, I just used my tank deck to take the hits from Famfrit when needed.
#Node 5: Perilous Tanking
Pure Tank/Earth Nuke & Break Based:
For Lap 6, I used a break based tank that had 82k+ HP and a earth nuke deck, but I changed it for lap 7. In Lap 7, my moves were organized against Chaos to keep myself healed and maintain my defenses throughout it's 4 element swords. I picked a tank that had inherent resistance to water, fure, wind, and earth.
Ochu & Microchus: I first plow through the microchus before I take down the Ochu, but this is battle I constantly refresh my buffs to make sure I don't fall short during the Odin battle.
Odin: I tank Odin while keeping Omega stunned. I constantly change between the main deck and sub deck while dealing with Odin so that I can break him when needed within one Mobius Zone. From here, this is where I eliminate Odin and focus on dealing with Omega and setting up and preparing for Chaos.
Chaos: While the 4 elemental swords were active, I avoided using earth abilities as much as possible. I tanked Chaos and healed myself once my HP dropped below 50% or close to it. The challenge here was to withstand all of Chaos' swords as I would heal drive and ulti-charge as quickly as I could. Once the swords were gone, this is where I switched to my offense and stun/slow locked him immediately and then a turn later, debuffed him as I went for the break. I timed when I damaged him to then activate Mobius Zone after Chaos recovered from break to then break him a second time and to finish the battle.
#Node 6: Cross-Shift Element Build
Earth/Dark-Shift Deck & Pure Tank Deck:
Lap 6 setup I used Main Deck Dark while Sub Deck was Earth. For Lap 7, I decided to go with Earth as my main element and dark as my shift element for my nuke deck. I used a tank purely to drive the elements, so importantly as long as both decks had access to fire, water, and wind to drive against Tiamat. The Earth enemies are ones that took the longest to get rid due to using Mainly Earth and using Dark.
Adrammelech: To deal with his perfect shield turn, this is where the tank takes part to heal and put up extra defense once my Main Deck was in critical condition. I wanted to put a dent in Adrammelech during the 1st turn so I could set up and have as much red gauge damage done as possible before switching to the tank that turn. On the next turn, this is where I focus on trying to get rid of Adrammelech before he gets to the chance to use its 'Judgement Bolt X' or else it would kill me (even with Curse). From here I get rid of the light arcangelis and take a long time to deal with the Earth Gaunt.
Storm Dragon/Atomos: Main thing to be careful he was when Atomos switched elements since its '-ja' spells do a lot of damage so therefore its ideal to break it immediately after it changes element.
Tiamat: In this battle, it's mandatory to kill off the flans first due to them constantly absorbing Earth so therefore I gradually kill them even with a semi-used Mobius Zone. Approaching Tiamat here was technical because I went for as much damage as I could but it took me break to then get Tiamat within clutch wall/barrier. After this happens, this is where I put Tiamat to sleep to then strattle the red gauge while its asleep for 2 turns. I avoided driving while doing this so that I could have a set of different element orbs to drive while its barrier/wall wore off. Therefore after I broke Tiamat, it had no actions for the whole turn in case I could not kill it this turn.
#Node 7: Heavily Timed Mobius Zone
Break-Based Nuker/Damage-Focused Nuker:
Both decks were used to atk and refresh buffs as the battles dragged on. The buff/debuff placements mattered because when used as a substrike it would provide faith as soon as possible. It was important that the Break-Based Nuker Deck was able to tank Exodus for a whole turn. I activate Mobius Zones in battles 2 and 3 because I needed to get rid of the faster enemies before they get too many actions due to them switching up their (stronger) atk patterns as they keep having their actions.
First Battle: I break & finish all the enemies here and build my Mobius Gauge close to at least 80% or a bit more before I enter the Buffalo fight.
Great Buffalo: I didn't want to have exactly full Mobius Gauge because I wanted to make sure I depleted enough of the yellow gauge before activating Mobius Zone so I would cast less and save Mobius Gauge from depleting too much. Once I get rid of the Great Buffalo, then I build up everything and defeat Marlboro once my Mobius Gauge gets close to +70%.
Abyss Worm & Bone Dragon: On Turn 1, I let Abyss Worm damage me until my clutches kick in for the Exodus battle. Afterwards, I stun/slow and prepare the Mobius Zone to break Abyss Worm finish it off as quickly as possible. Then, while I deal with Bone Dragon, I refresh all my buffs/debuffs, earth drives, and also getting Mobius Gauge to about 85% before ending the fight.
Exodus: At the start of the turn, I decoy his element drive as fire after hitting him with tengu. His element drive action is once per turn. From here, this is where I barrage his yellow gauge as much as I can to later on this turn trigger Mobius Zone. Having the Mobius Gauge exactly as that matter so that I would have enough actions to then deplete the rest of his yellow gauge as opposed to having it filled at the beginning. I do as much damage as I can unbroken before breaking him to make sure I kill him within Break. The 2nd Turn is the final turn where I put Exodus down before he gets the chance to use his edicts.
#Node 8: Rapid Ulti-charge/Sleep Method
Wind & Light Nuke Deck/Break-Based Dark Deck:
The Main Deck also cleared yellow gauge for my sub deck to consecutively break certain enemies in this node, by ulti-charging 7% for each tap atk. I didn't give the enemies a chance to act so therefore I utilized a square stun to hex stun all through while using sleep as part of the strategy after. Bringing either a dispelga card/job or a card/job that inflicts CRD is necessary for this strategy.
Cursed Wall & Cyclops: In this battle, I went for Cyclops first because he's immune to sleep so I wanted to take him out before he acts. This is where I used Mobius Zone to get closer and break him in 1 turn. From there, I eliminate Cyclops once the new turn starts and from there build everything up while using Cursed Wall to prepare for the next battle.
Kesari & Asipatra: I deplete almost half of the yellow gauge until I activate Mobius Zone to then chip some of Kesari's yellow gauge until I then switch back to then break both Sand Worm and Asipatra. I finish them off with the Main Deck to then pursue damaging Kesari the same turn. Next turn is where I break do a lot of damage and refrain from killing because I still wanted to build my Mobius Gauge and refresh my debuffs. Slow was resisted in this presentation therefore I had to play this differently so therefore I put Kesari to sleep to keep building up my Mobius Gauge so that next turn I then kill Kesari.
Hecatoncheir: In the first turn, I do as much damage to the yellow gauge as I can while maintaining flash break by tap attacking into the flans while my weapon is imbued dark. The most important factors for this strategy is that Mobius Zone activates around the end of this turn and not at the beginning ; utilizing sleep as much as possible for the turn. To break Hecatoncheir, I broke him on the dot right before his letter so that I could overwhelm him for 2 actions due to the flans occupying in between which makes 4 dots free for this to happen. Final Turn, I kill Hecatoncheir to then deal with flans and in doing so I job change and ulti-charge as quickly as I can to then use my ultimate to break both flans and then kill them.
#Node 9: Extended Break Kill
Flash Break Deck/Extend Break Nuke Deck:
The Main Deck was a Flash Break based deck mainly for the yellow gauge and also used to put a dent in the red gauge through the ultimate against the bosses while the Sub Deck breaks the bosses for the extended break count. Most of the nuking comes from the Sub Deck against the enemies, except for the first battle. Throughout all the nodes in this lap, this one took the most RNG to pull off hence a lot of prismatic returns and starting orbs.
Chocobo & Shadow Paladin: I break them once to deal damage and try to loop break them until they're dead. In this battle, I try to focus on killing the chocobo first if something goes wrong.
Coeruls: In this battle, I utilize Mobius Zone to Flash Break to break the coeruls and build up the Mobius Zone quickly by breaking them multiple times without nuking until my Mobius Gauge is ready to be activated for next battle.
Ultima: I go into Mobius Zone at the start of the first turn to then break Ultima and one of the UFO's (I leave the other one alive so that I can build back my Mobius Gauge + Refresh the card count). Most importantly here, once after I get rid of Ultima and one UFO, I then use my buffs after applying the force effect the turn I kill the last UFO so that I don't have to use the force card during the Valefor battle or else it would ruin the drive count on Valefor. Lastly, the UFO must be killed when the Mobius Gauge reaches almost 90% or above 85%. It had to be strictly within this vicinity.
Valefor: At the start of this battle, ideally, you'd want 3 actions to then trigger Mobius Zone for this strategy to deplete the dark drives with the other element. In my example, I had 2 actions that then triggered Mobius Zone. After this happens, this is where I inflict BDD and the rest of my debuffs before I then continue nuking with the other element to build up Valefor's drive. The order of this is important because if your debuffs are a different element than your break focus (yellow gauge) card then it'd actually take away if you used the debuffs after nuking the yellow gauge. Once I built up Valefor's drives with my Mobius Zone, this is where I break and then nuke all the way through and even in the next turn following.
Alternatives: An alternative to this setup of "flash break" and/or "extended break" setups would be armor break and spellsword setups as long as it deals with Valefor in 1 Turn. The armor break setup would be used to tank and break Valefor to then do damage until this triggers Mobius Zone to then use both decks to break him the 2nd time and nuke for the finish.
#Node 10: Bio Method
Break-based Deck/Pure Tank Deck:
This strategy is mostly dependent on tanking all the enemies here for a very long time and allowing Bio to kill most of them, especially the giant flans. The Sub Deck is used for different element drives and has an offensive setup for killing the Ahrimans before the countdown.
Giant Flans: This battle is extremely gradual in progress to kill these flans off due to the high def and high crit resist. I try to tank 1 at a time by extending Stun on one of the flans so that I can use Curse when the other comes close to awakening from stun. I just use wall support cards for everytime wall gets pierced while tanking since the buffs would come if you switch back to Main Deck re-stun/re-slow them. This process is repetitive. It took 14+ minutes for this whole battle to go down with Bio (sometimes doing damage) killing them both eventually. Ending this battle, I made sure I had as close to a full Mobius Gauge as possible.
Little Chimera: Here this is where I use Mobius Zone to move on and get rid of the claws and deal with just Chimera. Whenever Chimera changes element, I tank the first two hits of it before putting it on Stun since the tank deck was more designed to resist Light and Dark than anything else. From here, I finish the chimera off once I gain close to a full Mobius Gauge to enter the next battle.
Marilith & Iron Giant: I trigger Mobius Zone to then do as much break damage as possible until I switch back to tanking once stun/slow wear off. This battle is why I chose Water for my Sub Deck because Marilith ended up being the most dangerous enemy out of all the enemies in this node (and also generate fire drives directly for the tank). Mighty Guard takes up most of time on this node therefore I just tanked all the way through until it dissipates.
Alexander & Ahrimans: In this battle, I'm able to tank all 3 and eventually kill off the Ahrimans and to deal with Alexander as he keeps hitting you with 'Obliterator', 'Soaring Uppercut', "Rocket Punch", and his ultimate Divine Judgment, though all these attacks can be feasibly tanked. Bio chips off most of the HP and then I just used the Sub Deck to end the battle.
#Node 11: Double High Defense
High Defense Breaker/High Defense Nuker:
It was important that either the main deck or sub deck was immune (or a way to prevent) to stun and debarrier to take on the enemies here, in this case my main deck was built to be immune to both. Lap 6, I did something similar to this, but with the sub deck being used for just nuking.
Demon Walls: I use all buffs/debuffs between both decks and eventually just break the walls and then let them crumble.
Neslug: While battling Neslug, I tank/nuke unbroken damaging Neslug to about more than 50% HP and gradually reducing the red gauge so that when I break it, I'd be able to kill it and focus on using Dullahan to prepare buffs/debuffs for the next battle. I enter the next battle with my sub deck.
Takshakas: At the start of this battle, I debuff all enemies with all debuffs available to keep myself to tanking just the Takshaka immune to stun for a couple turns. I killed off the floating eyes after breaking them to then focus on killing the Takshaka immune to stun so that I could use other one to prepare my buffs/debuffs and Mobius Gauge. Most of the turns spent here are steady to make sure I had all the buffs needed for Zalera since I didn't have any Boost cards in either deck.
Zalera: This is one of the most decisive battles throughout all Endless War battles. To know exactly what Zalera does is unpredictable, but turn 1, it ranges from pain, atk (inflicts debarrier), gravity (inflicts stun), and dispelga (all buffs). In my run, he used atk first, then he used dispelga which is why I retained my buffs so that I could follow up and buff myself after he dispels me. At the end of the turn, this is where I stun/slow him to then use Mobius Zone as an extension to getting him within break range for my Sub Deck. Turn 2, I extend stun and then I break him and from there I pummel Zalera as much as I can. Turn 3, I continue to nuke even though I didn't kill it broken so that I can win this turn while its still stunned.
#Node 12: Endless Tanking
Break-Based Tank Deck/Nuke-Based Tank Deck:
The Main Deck used dark while the Sub Deck used Light. This node involved a lot of job changing in between actions to ensure that I'd be able to tank with Sub Deck to keep it safe or when absolutely necessary. Each battle, I killed off the lowest HP monsters first before moving to the bigger HP enemies.
Asipatra/Buffalo/Cub: Against these 3, I break/eliminate them 1 by 1 as the battle drags on. Buffalo ended being the last one I killed due to the drives so therefore I waded the dark drives before I then finished it.
Chimera/Garm/Coerul: My Main Deck here will deplete as much yellow gauge as possible to then switch into Sub Deck and refuel the ultimate gauge. From here I handle the coerul and garm to focus on killing off the chimera as I continuously debuff it.
Ogre: Dealing with Ogre was tricky but here I pummel the mandragoras while the Sub Deck steadily deals with Ogre. The key here was to build up a wall everytime Ogre would get its turn while enhanced with Berserk.
Gilgamesh: First thing I do is that I debuff all the enemies and try to get rid of the flans 1 by 1. I only extensively tanked Gilgamesh with my Main Deck if Gilgamesh was under curse/debrave throughout the turn or else I'd use just the Sub Deck for the tanking. Most of the damage done here was mainly unbroken damage considering the time consumption here, so no matter what weapon I used here for either deck, it would take 50+ minutes or perhaps more than 1 Hour 30 Minutes.
#Conclusion
TL;DR: The Gameplay Videos will be in the comment section, it's highly advised that you mute the videos due to poor audio quality. I will go back and edit the comment section once I complete more nodes of Lap 8.
Posted Nov 17, 2019, 12:52 AM UTC · edited
In this list, I'll list all of the videos ranging from lap 6, lap 7, and the succeeded lap 8 runs.
I know I said this in the guide already, but it's advised to have videos muted due to poor audio quality. Here is the list:
#Lap 6
Node 1: https://youtu.be/5Z3QpHihVRE
Jetstunner/Primeval Witch
Node 2: https://youtu.be/Y95LaYOu6MU
Mage/Red Mage
Node 3: https://youtu.be/o6XiCw96Cp8
Shorn One/Shorn One
Node 4: https://youtu.be/IHM3RTsZepc
Sword Saint/Toreador
Node 5: https://youtu.be/bl1y7hOK75Y
Kampfer/Wild Rider
Node 6: https://youtu.be/9R0IhYBdh5M
Stranger of the Mythos/Magitek Jester
Node 7: https://youtu.be/IjLuPMW8myc
Prima Donna/Nachtflug
Node 8: https://youtu.be/w_rTtEdtbAQ
SkySeer/SkySeer
Node 9: https://youtu.be/qBoc_0ytAwI
Gambler/Gambler
Node 10: https://youtu.be/TTbzkdC4_sQ
Cacciatrice/Eorzean Paladin
Node 11: https://youtu.be/gpdzrIALFp8
Scharfricter/(Wol Skin) Knight of Etro
Node 12: https://youtu.be/JT-g6MDurno
(Gunblade Squall Skin)/Reinsender
#Lap 7
Node 1: https://youtu.be/y3wtrXdkW18
JetStunner/Gunblade Squall Skin Gardien
Node 2: https://youtu.be/iL1QkFzjP4Q
Fauviste/Magitek Jester
Node 3: https://youtu.be/GN-S0PWVvuY
Reisender/Magitek Heroine
Node 4: https://youtu.be/uITeSGm1_T4
Glam Vamp/Tactician
Node 5: https://youtu.be/g7DF0NX3vVc
(Wol Skin)Knight/Vagabond
Node 6: https://youtu.be/RsPzWnhE73g
Kampfer/Legendary Guardian
Node 7: https://youtu.be/Mwb9BFP2QfU
Cacciatrice/Cacciatrice
Node 8: https://youtu.be/ChjC9VK8g1k
Vesna Krasna/Nightwalker
Node 9: https://youtu.be/Q-Z3ZAVo8-8
Amalthea/Ninja
Node 10: https://youtu.be/maomrxn-Nmk
Shorn One/Eorzean Paladin
Node 11: https://youtu.be/_kza14umo4o
Scharfricter/Avalanche Heroine
Node 12: https://youtu.be/dCPOK3p_pUc
Wahrsager/Sword Saint
#Lap 8
Node 1: https://youtu.be/NWjI5m5ERpE
JetStunner/(Gunblade Squall Skin) Hero of Despair
Node 2: https://youtu.be/8w_0X30dPpM part 1, https://youtu.be/jSeQO0EuPJM part 2
Santa Umbra/SkySeer
Node 3: https://youtu.be/2kEIu1m4Wro
(Wol Skin)Shorn One/Warrior
Node 4: https://youtu.be/RM_0jptdcM0
White Mage/Sage
Node 5: https://youtu.be/f1BdhU7pK-0
Kampfer/Kampfer
Node 6: https://youtu.be/hz_-TxOhkos
Eorzean Bard/The Mourner
Node 7: https://youtu.be/0NWCc35WOfg
Reisender/Cacciatrice
Node 8: https://youtu.be/iO7EU2GwEs8
Primeval Witch/The SweetHeart
Node 9: https://youtu.be/FfOu79Yc5nk part 1 , https://youtu.be/0_MzBldCn9o part 2
Wahrsager/Ninja
Node 10: https://youtu.be/ycKWu9UcZo4
Sword Saint/Mage
Node 11: https://youtu.be/Hr8JegtWpPI
Chevalier Noir/Glam Vamp
Node 12: https://youtu.be/Ta3m2ZF2GJA
Scharfricter/Eorzean Paladin
Playlist Completed Laps 5-7: https://www.youtube.com/playlist?list=PLjyRxWra28TVY41GPpF9ZnP8LfN0bHmHb
Great job mate. I suggest making a playlist in YouTube, making sharing more easier.
Congrats!
Thanks ! I went back and edited