Post by DJC on Feb 9, 2008 15:16:39 GMT -5
Not all of the bosses are listed here yet, and there is some repeat information. Enemies currently listed alphabetically:
Aegir
Aquaron
Bahamut
Black Dragon
Blue Dragons
Calbrenda
Carbunkle
Charybdis
Demon Keeper
Dragona
Druidbane
Dragur Gerovitus
Gold Dragon
Grand Dragon
Kuwadora
Pale Dim
Phoenix
Tyrano
Valkyrie
Water Dragon
White Dragon
Wind Dragon
Yarthkin
Zombie Dragon
Aegir
You should still have a Water Ring from the Water Caverns, maybe an Aqua Shield, and the Blue Beret from Tenebrosus Specus. I think you may even be able to buy Water Rings at one of the nearby towns (Alveus), but I'm not sure. I suggest giving Meredith the Water Ring. In addition give her the spell Water Shell. She can cast that to increase any hero's Water elemental defense. I would also give her the Blue Beret to halve Ice elemental damage. Giver either Justin or Glen the Aqua Shield.
The conditions you'll face are Bleed (Gore), Frozen (Icicle), and Daze (Shell Shock). The only party wide one is Shell Shock and that occurs as part of the bosses' pattern so you can predict it. At this point in the game I don't think you can protect against these so make sure you have plenty of Heal potions.
Use Thunder Slash and Lightning/Electorcute before Aegir casts Thunder Shell. They will still be effective afterwards, but not nearly as much.
Also of importance is casting Slow on Aegir, especially to counter his casting of Fast. If you do not do this he will keep casting Fast and have way more speed than you, resulting in multiple turns to your one.
Every 10 turns you'll be hit by Tsunami. You may want to figure this pattern out so you can DEFEND that turn and halve the damage from the attack.
---------------------------------
Aquaron
Elemental protection against Ice and Water damage will go a long way in this battle. As such you will want to make sure you are using the Water Shell and Ice Shell skills on your White Wizard. If you combine elemental protection from equipment with spell based elemental protection you can absorb (be healed by) attacks rather than damaged.
Example: Equip the Aurora Armlet to your White Wizard. During battle cast Water Shell on her. She will then be healed by all Water damage she receives.
It is important to remember, however, that Aquaron has a skill that can lower your elemental resistance to Water (Maelstorm). You can counter this by casting Water Shell on the target. Also when a character dies and is revived their elemental resistance is reset to normal.
Maelstorm is something you cannot ignore. If you have heroes that have been hit by maelstorm with no elemental protection and have not been affected by Water Shell, they will be taking double damage from Water attacks. This will cause Cleansweep to destroy your party almost every time.
Also of importance is keeping track of how many times Maelstorm is cast. After every second cast there will be a random attack, followed directly by Reversal and then Cleansweep. When you know reversal is imminent you do NOT want to heal. Keep your HP and let Reversal heal you. Then you will be in good shape to survive Cleansweep. You will also have your turns available so you can choose to DEFEND and halve the damage from Cleansweep.
So the keys to this battle are dealing with Water elemental protection (and Ice to a lesser degree) and predicting when Reversal and Cleansweep are coming. Also worth note is that positive status effects will be difficult to maintain since Aquaron uses Shatterjaw and Might Makes Wrong. Thunder elemental attaacks will not prove effective once Aquaron casts Thunder Shell. You will also need to counter Safeguard every time it is cast by breaking Aquaron's armor again with a skill.
The status effects you'll have to deal with are Silence (Mind Freeze), Paralyze (Squeeze), Daze (Ice Spikes), and Frozen (Icicle). Most of these aren't too serious and only affect single characters.
Some equipment that may prove useful: Aurora Armlet (Ice/Water), Blue Armguard (Ice/Water and Frozen), Blue Beret (Ice), Jade Armlet (+20 Speed), Tin Armor (+50 Speed), Ice Shield/Armor/Helm (Ice), Elementalist Cape, Tiamat Armor (Water), Minerva (Ice), Ice Ring, Water Ring, Aqua Shield (Water). Many of these items are along the eastern path to Guardian Tyrano.
Also be careful where you get walkthrough and help info on these boards. Most of the stuff in the rm2k section does NOT apply to the new version you are playing.
You may also find Drakeor very useful with his skill Aura that will increase his own Ice and Water elemental resistance.
Reversal is one of the many special monster skills in the game. If you had your ship/airship and you recruited Master Miyagi from the town of Dale you can talk to him to view a list of all these skills and get information on how they work.
Reversal either heals or damages based on your current HP. If a hero has low current HP out of their maximum it will be switched to a higher percentage. A high current HP will be switched too a low percentage of their maximum. But how much healing or damage?
The key is the hero's HP half-maximum. If you have 6000 HP then 3000 is the half-max point. Any current HP below 3000 will be less than 50% of the maximum. Above 3000 you will have more than 50% of the maximum.
Let's say you have 5000 current HP out of the 6000 HP max. This is well above 50% (83.3%). Therefore Reversal will change this to the opposite percentage (16.7%) of your maximum. Therefore you will take damage that reduces your current HP to 1000 (opposite percentage represented by MaxHP-Current HP). So the true damage you'll see is 4000. Basically when you started you were 1000 short of your max, and after Reversal that's all you have.
The other case is you're below 50%, let's say 2000 out of 6000. The opposite percentage here is 4000 (what you're missing out of your max). So Reversal is going to boost your HP up to 4000, and therefore it must heal you for 2000.
It seems complicated, but in battle you simply need to pay attention to your current HP and its percentage out of your maximum. When you know Reversal is coming soon you want your current HPs to be low, so Reversal will heal you rather than damage your team. You can even leave characters dead and Reversal will revive them to 100% health. The opposite, of course, is that heroes with 100% health instantly die from Reversal.
Elemental protection against Ice and Water damage will go a long way in this battle. As such you will want to make sure you are using the Water Shell and Ice Shell skills on your White Wizard. If you combine elemental protection from equipment with spell based elemental protection you can absorb (be healed by) attacks rather than damaged.
Example: Equip the Aurora Armlet to your White Wizard. During battle cast Water Shell on her. She will then be healed by all Water damage she receives.
It is important to remember, however, that Aquaron has a skill that can lower your elemental resistance to Water (Maelstorm). You can counter this by casting Water Shell on the target. Also when a character dies and is revived their elemental resistance is reset to normal.
Maelstorm is something you cannot ignore. If you have heroes that have been hit by maelstorm with no elemental protection and have not been affected by Water Shell, they will be taking double damage from Water attacks. This will cause Cleansweep to destroy your party almost every time.
Also of importance is keeping track of how many times Maelstorm is cast. After every second cast there will be a random attack, followed directly by Reversal and then Cleansweep. When you know reversal is imminent you do NOT want to heal. Keep your HP and let Reversal heal you. Then you will be in good shape to survive Cleansweep. You will also have your turns available so you can choose to DEFEND and halve the damage from Cleansweep.
So the keys to this battle are dealing with Water elemental protection (and Ice to a lesser degree) and predicting when Reversal and Cleansweep are coming. Also worth note is that positive status effects will be difficult to maintain since Aquaron uses Shatterjaw and Might Makes Wrong. Thunder elemental attaacks will not prove effective once Aquaron casts Thunder Shell. You will also need to counter Safeguard every time it is cast by breaking Aquaron's armor again with a skill.
The status effects you'll have to deal with are Silence (Mind Freeze), Paralyze (Squeeze), Daze (Ice Spikes), and Frozen (Icicle). Most of these aren't too serious and only affect single characters.
Some equipment that may prove useful: Aurora Armlet (Ice/Water), Blue Armguard (Ice/Water and Frozen), Blue Beret (Ice), Jade Armlet (+20 Speed), Tin Armor (+50 Speed), Ice Shield/Armor/Helm (Ice), Elementalist Cape, Tiamat Armor (Water), Minerva (Ice), Ice Ring, Water Ring, Aqua Shield (Water). Many of these items are along the eastern path to Guardian Tyrano.
You may also find Drakeor very useful with his skill Aura that will increase his own Ice and Water elemental resistance.
---------------------------------
Bahamut
There is a very specific trick to defeating Bahamut. You MUST use the DEFEND command just before he casts Mega-Flare to halve the damage received. In addition I suggest casting Protect, using Spirit Resist potions or Hero Drinks, equipping high defense equipment, and using only heroes with maximum or very high HP and very high Defense. Basically the more defense the better.
None of Bahamut's other attacks are particularly devastating. Mostly they hinder your ability to deal damage. Just remember to dispel Spin from Storm's Embrace, keep Armor Break inflicted, remove Power Break from your heroes if attacking physically, and keep Might up, though Might Makes Wrong will make you pay for this.
---------------------------------
Black Dragon
It looks like the threshold for the Black Dragon's counter attack with Backfire is 5,000 damage. So if you deal more than that, expect to ge hit big time. If you have White Dragon and it is dealing more than that amount, you'll probably have to stop using it. If your normal attack is dealing above 5,000 damage, then either A) don't weaken the Black Dragon with Spear Rain so you do less damage, or B) check if it's a Holy elemental weapon and switch to something else if so. You can also switch to a weaker weapon to lower your damage output.
You'll want to maintain Regen and Aura as best you can. You want to absorb Shadow elemental attacks as health. Make sure to quickly dispel using Jump any positive conditions the Black Dragon casts on itself (Might, Protect). You'll probably need to wear a Ribbon for this battle since the Black Dragon can cast Pharaoh's Revenge. Also, it is critical that you figure out the pattern to the Crush attack since this will take you down to near-death every time and you need to be ready to heal afterwards. After the Black Dragon casts Holy Veil you may be able to use White Dragon again and not inflict above 5,000 damage.
---------------------------------
Blue Dragons
Perhaps you should try gaining more levels until you hit the restriction limit and stop getting so many battles. You need to defeat the Blue Dragon in that chest and get the Ribbon, it will be extremely valuable later. Make sure you're equipped against Ice elemental attacks and Frozen for the Blue Dragon. Remove conditions that halve defense (Blind/Bleeding from Virulent Claw) or else Overpower will do insane extra damage (it is based on your defense). When Dragon Force is coming (Turn #6 + every 10 turns thereafter) use the DEFEND command to halve the damage.
---------------------------------
Calbrenda
Protection vs. Dark elemental attacks is a good start, but it's not enough. Calbrenda casts Midnight Shade, which in addition to high damage to all party members also lowers their Dark elemental resistance. This means you need your White Wizard to cast Shadow Shroud on every member every time Midnight Shade hits them in order to preserve their boosted elemental defenses. This can be difficult and time consuming since your White Wizard is probably busy doing other things like healing.
A few solutions: enter Drakeor who can cast Aura on his own to maintain his elemental resistances, and just let party members die. When they are revived their resistances are restored to normal + equipment boosts. You have to be careful about who you let die and when, but it's easier than trying to cast Shadow Shroud all day.
Calbrenda has Disaster, but all you need is someone with the Esuna spell wearing a Ribbon. They will be immune to the conditions, and can immediately cast Esuna and restore the party. Calbrenda has a couple Bolt elemental attacks if you have spare room for some more elemental protection. Phantasm and Soul Breaker may cause problems, so deal with the conditions they cause with Angel Whisper, a Heal spell or item. Force Stealer will need to be countered with Esuna unless you only have one or wo physical attackers; then Angel Whisper will suffice. If you plan on using positive conditions (Regen, Might, etc) then you will have to recast after every Disenchant by Calbrenda.
It's important to understand how Bloodlust works. Once someone is targeted, Calbrenda will keep draining their HP every turn, taking more away each time. Calbrenda is also healed for this amount, which can significantly draw out the length of the battle. I think Calbrenda, unlike the Ultimate Weapon's Blood Song, actually stops her Bloodlust on her won after 7 turns or something. Still, your best option is to let the targeted player die as fast as possible. BUT do not revive them until you see the message that Calbrenda's Bloodlust as subsided. Otherwise she will resume stealing health until the hero dies again or she decides to stop and find a new victim.
Last few notes about her attack pattern: Midnight Shade always follows Disaster, so get that Esuna off quick then have your White Wizard heal all if necessary or just have everyone defend (unless Midnight Shade will heal them). Also, Gravija comes after Force Stealer. You want to heal right after Gravija, because if anybody is in the yellow (low HP range) Soul Drain will instant kill them on Calbrenda's next turn. Then she follows that up with corpse feast, which has the potential to heal Calbrenda for a massive amount if you have lots of dead heroes.
---------------------------------
Carbunkle
There are several things you must do to win this fight:
1) Counter Carbunkle's Fast spell with Slow, perhaps even several castings of Slow. You want to prevent Carbunkle from gaining speed above his base value, or better yet lower him below his starting speed. Slow is more effective the higher your caster's Mind power and the lower the target's, so inflict Mind Break on Carbunkle at least or for extra punch cast Focus on the hero casting of Slow.
2) Remove positive conditions on Carbunkle caused by spell Ruby Light. After Carbunkle casts this spell it has Regen, Might, Protect, and Focus. The Regen is especially devastating because it will heal for astronomical amounts every single turn. It must be removed immediately, so take multiple characters that have dispel skills. Hopefully you have the Dispel Slash skill scroll which many sword wielding heroes can use.
3) Re-inflict breaks and reduce physical resistance after every cast of Big Guard. This spell removes any break conditions you previously inflicted on Carbunkle, and increases his resistance to all physical attacks. Keen is a good choice with Banishing Blade since it inflicts all 4 breaks. There's a wide array of heroes that have skills that reduce physical resistance.
Now with those three critical pieces of strategy in mind, there are some other keys to the battle that will help:
*Equip all the Ribbons you have to prevent Disaster from decimating your team. Give at least one to someone with Esuna, so they can cast it following Disaster and get the entire party back on its feet.
*After you are hit with the spell Vulnerability, you have 1 turn before Quasar. You must heal quickly and get everyone's HP high enough to survive Quasar (approx. 3000 damage). Use a Mega-Potion if your White Wizard cannot be bothered to cast Recover at the moment.
*Do not waste time trying to maintain positive conditions like Regen, Boon, Focus, Might, etc. Carbunkle will frequently cast Dispel and Shatterclaw, removing positive conditions from everybody.
*You want heroes with high Mind and Defense, since Carbunkle casts Overpower and Psi Duel. High stats can also hurt, however, since God's Eye damages based on the sum of all your attributes.
*Specific conditions you'll face: Bleed (Gore, Virulent Claw), Silence (Virulent Claw), Blind (Virulent Claw), Mindblow (Phantasm). And of course, Disaster inflicts everything. But for characters without Ribbons you may want to give casters (Vixen, Vetu, Julia, Meredith) something to protect against Silence. Maybe a piece of Elven equipment if you can fit it in to stop Bleed.
*Carbunkle uses no elemental attacks so don't worry about elemental protection.
I suggest using the first few rounds where Carbunkle does nothing to cast Slow on him. If you can spare them, use Green Cherries on your fighters too give them Might, and then they can inflict some good damage before Might is removed and it becomes too hard to maintain it. Also, try to anticipate Carbunkle's pattern:
*Disaster (Starting turn #6, then every +14x turns after, where x is # of turns Carbunkle has taken)
*Big Guard (#7+14x)
*Ruby Light (#8+14x)
*Dispel (#9+7x)
*Vulnerability (#10+7x)
*Quasar (#12+14x)
*Fast (#13+14x)
*Overpower (#15+14x)
*Anguish (#16+14x)
It looks like Dispel and Anguish can overlap on turn #16 and every 14x afterwards, so you can't be sure which will take precedence.
---------------------------------
Aegir
Aquaron
Bahamut
Black Dragon
Blue Dragons
Calbrenda
Carbunkle
Charybdis
Demon Keeper
Dragona
Druidbane
Dragur Gerovitus
Gold Dragon
Grand Dragon
Kuwadora
Pale Dim
Phoenix
Tyrano
Valkyrie
Water Dragon
White Dragon
Wind Dragon
Yarthkin
Zombie Dragon
Aegir
You should still have a Water Ring from the Water Caverns, maybe an Aqua Shield, and the Blue Beret from Tenebrosus Specus. I think you may even be able to buy Water Rings at one of the nearby towns (Alveus), but I'm not sure. I suggest giving Meredith the Water Ring. In addition give her the spell Water Shell. She can cast that to increase any hero's Water elemental defense. I would also give her the Blue Beret to halve Ice elemental damage. Giver either Justin or Glen the Aqua Shield.
The conditions you'll face are Bleed (Gore), Frozen (Icicle), and Daze (Shell Shock). The only party wide one is Shell Shock and that occurs as part of the bosses' pattern so you can predict it. At this point in the game I don't think you can protect against these so make sure you have plenty of Heal potions.
Use Thunder Slash and Lightning/Electorcute before Aegir casts Thunder Shell. They will still be effective afterwards, but not nearly as much.
Also of importance is casting Slow on Aegir, especially to counter his casting of Fast. If you do not do this he will keep casting Fast and have way more speed than you, resulting in multiple turns to your one.
Every 10 turns you'll be hit by Tsunami. You may want to figure this pattern out so you can DEFEND that turn and halve the damage from the attack.
---------------------------------
Aquaron
Elemental protection against Ice and Water damage will go a long way in this battle. As such you will want to make sure you are using the Water Shell and Ice Shell skills on your White Wizard. If you combine elemental protection from equipment with spell based elemental protection you can absorb (be healed by) attacks rather than damaged.
Example: Equip the Aurora Armlet to your White Wizard. During battle cast Water Shell on her. She will then be healed by all Water damage she receives.
It is important to remember, however, that Aquaron has a skill that can lower your elemental resistance to Water (Maelstorm). You can counter this by casting Water Shell on the target. Also when a character dies and is revived their elemental resistance is reset to normal.
Maelstorm is something you cannot ignore. If you have heroes that have been hit by maelstorm with no elemental protection and have not been affected by Water Shell, they will be taking double damage from Water attacks. This will cause Cleansweep to destroy your party almost every time.
Also of importance is keeping track of how many times Maelstorm is cast. After every second cast there will be a random attack, followed directly by Reversal and then Cleansweep. When you know reversal is imminent you do NOT want to heal. Keep your HP and let Reversal heal you. Then you will be in good shape to survive Cleansweep. You will also have your turns available so you can choose to DEFEND and halve the damage from Cleansweep.
So the keys to this battle are dealing with Water elemental protection (and Ice to a lesser degree) and predicting when Reversal and Cleansweep are coming. Also worth note is that positive status effects will be difficult to maintain since Aquaron uses Shatterjaw and Might Makes Wrong. Thunder elemental attaacks will not prove effective once Aquaron casts Thunder Shell. You will also need to counter Safeguard every time it is cast by breaking Aquaron's armor again with a skill.
The status effects you'll have to deal with are Silence (Mind Freeze), Paralyze (Squeeze), Daze (Ice Spikes), and Frozen (Icicle). Most of these aren't too serious and only affect single characters.
Some equipment that may prove useful: Aurora Armlet (Ice/Water), Blue Armguard (Ice/Water and Frozen), Blue Beret (Ice), Jade Armlet (+20 Speed), Tin Armor (+50 Speed), Ice Shield/Armor/Helm (Ice), Elementalist Cape, Tiamat Armor (Water), Minerva (Ice), Ice Ring, Water Ring, Aqua Shield (Water). Many of these items are along the eastern path to Guardian Tyrano.
Also be careful where you get walkthrough and help info on these boards. Most of the stuff in the rm2k section does NOT apply to the new version you are playing.
You may also find Drakeor very useful with his skill Aura that will increase his own Ice and Water elemental resistance.
Reversal is one of the many special monster skills in the game. If you had your ship/airship and you recruited Master Miyagi from the town of Dale you can talk to him to view a list of all these skills and get information on how they work.
Reversal either heals or damages based on your current HP. If a hero has low current HP out of their maximum it will be switched to a higher percentage. A high current HP will be switched too a low percentage of their maximum. But how much healing or damage?
The key is the hero's HP half-maximum. If you have 6000 HP then 3000 is the half-max point. Any current HP below 3000 will be less than 50% of the maximum. Above 3000 you will have more than 50% of the maximum.
Let's say you have 5000 current HP out of the 6000 HP max. This is well above 50% (83.3%). Therefore Reversal will change this to the opposite percentage (16.7%) of your maximum. Therefore you will take damage that reduces your current HP to 1000 (opposite percentage represented by MaxHP-Current HP). So the true damage you'll see is 4000. Basically when you started you were 1000 short of your max, and after Reversal that's all you have.
The other case is you're below 50%, let's say 2000 out of 6000. The opposite percentage here is 4000 (what you're missing out of your max). So Reversal is going to boost your HP up to 4000, and therefore it must heal you for 2000.
It seems complicated, but in battle you simply need to pay attention to your current HP and its percentage out of your maximum. When you know Reversal is coming soon you want your current HPs to be low, so Reversal will heal you rather than damage your team. You can even leave characters dead and Reversal will revive them to 100% health. The opposite, of course, is that heroes with 100% health instantly die from Reversal.
Elemental protection against Ice and Water damage will go a long way in this battle. As such you will want to make sure you are using the Water Shell and Ice Shell skills on your White Wizard. If you combine elemental protection from equipment with spell based elemental protection you can absorb (be healed by) attacks rather than damaged.
Example: Equip the Aurora Armlet to your White Wizard. During battle cast Water Shell on her. She will then be healed by all Water damage she receives.
It is important to remember, however, that Aquaron has a skill that can lower your elemental resistance to Water (Maelstorm). You can counter this by casting Water Shell on the target. Also when a character dies and is revived their elemental resistance is reset to normal.
Maelstorm is something you cannot ignore. If you have heroes that have been hit by maelstorm with no elemental protection and have not been affected by Water Shell, they will be taking double damage from Water attacks. This will cause Cleansweep to destroy your party almost every time.
Also of importance is keeping track of how many times Maelstorm is cast. After every second cast there will be a random attack, followed directly by Reversal and then Cleansweep. When you know reversal is imminent you do NOT want to heal. Keep your HP and let Reversal heal you. Then you will be in good shape to survive Cleansweep. You will also have your turns available so you can choose to DEFEND and halve the damage from Cleansweep.
So the keys to this battle are dealing with Water elemental protection (and Ice to a lesser degree) and predicting when Reversal and Cleansweep are coming. Also worth note is that positive status effects will be difficult to maintain since Aquaron uses Shatterjaw and Might Makes Wrong. Thunder elemental attaacks will not prove effective once Aquaron casts Thunder Shell. You will also need to counter Safeguard every time it is cast by breaking Aquaron's armor again with a skill.
The status effects you'll have to deal with are Silence (Mind Freeze), Paralyze (Squeeze), Daze (Ice Spikes), and Frozen (Icicle). Most of these aren't too serious and only affect single characters.
Some equipment that may prove useful: Aurora Armlet (Ice/Water), Blue Armguard (Ice/Water and Frozen), Blue Beret (Ice), Jade Armlet (+20 Speed), Tin Armor (+50 Speed), Ice Shield/Armor/Helm (Ice), Elementalist Cape, Tiamat Armor (Water), Minerva (Ice), Ice Ring, Water Ring, Aqua Shield (Water). Many of these items are along the eastern path to Guardian Tyrano.
You may also find Drakeor very useful with his skill Aura that will increase his own Ice and Water elemental resistance.
---------------------------------
Bahamut
There is a very specific trick to defeating Bahamut. You MUST use the DEFEND command just before he casts Mega-Flare to halve the damage received. In addition I suggest casting Protect, using Spirit Resist potions or Hero Drinks, equipping high defense equipment, and using only heroes with maximum or very high HP and very high Defense. Basically the more defense the better.
None of Bahamut's other attacks are particularly devastating. Mostly they hinder your ability to deal damage. Just remember to dispel Spin from Storm's Embrace, keep Armor Break inflicted, remove Power Break from your heroes if attacking physically, and keep Might up, though Might Makes Wrong will make you pay for this.
---------------------------------
Black Dragon
It looks like the threshold for the Black Dragon's counter attack with Backfire is 5,000 damage. So if you deal more than that, expect to ge hit big time. If you have White Dragon and it is dealing more than that amount, you'll probably have to stop using it. If your normal attack is dealing above 5,000 damage, then either A) don't weaken the Black Dragon with Spear Rain so you do less damage, or B) check if it's a Holy elemental weapon and switch to something else if so. You can also switch to a weaker weapon to lower your damage output.
You'll want to maintain Regen and Aura as best you can. You want to absorb Shadow elemental attacks as health. Make sure to quickly dispel using Jump any positive conditions the Black Dragon casts on itself (Might, Protect). You'll probably need to wear a Ribbon for this battle since the Black Dragon can cast Pharaoh's Revenge. Also, it is critical that you figure out the pattern to the Crush attack since this will take you down to near-death every time and you need to be ready to heal afterwards. After the Black Dragon casts Holy Veil you may be able to use White Dragon again and not inflict above 5,000 damage.
---------------------------------
Blue Dragons
Perhaps you should try gaining more levels until you hit the restriction limit and stop getting so many battles. You need to defeat the Blue Dragon in that chest and get the Ribbon, it will be extremely valuable later. Make sure you're equipped against Ice elemental attacks and Frozen for the Blue Dragon. Remove conditions that halve defense (Blind/Bleeding from Virulent Claw) or else Overpower will do insane extra damage (it is based on your defense). When Dragon Force is coming (Turn #6 + every 10 turns thereafter) use the DEFEND command to halve the damage.
---------------------------------
Calbrenda
Protection vs. Dark elemental attacks is a good start, but it's not enough. Calbrenda casts Midnight Shade, which in addition to high damage to all party members also lowers their Dark elemental resistance. This means you need your White Wizard to cast Shadow Shroud on every member every time Midnight Shade hits them in order to preserve their boosted elemental defenses. This can be difficult and time consuming since your White Wizard is probably busy doing other things like healing.
A few solutions: enter Drakeor who can cast Aura on his own to maintain his elemental resistances, and just let party members die. When they are revived their resistances are restored to normal + equipment boosts. You have to be careful about who you let die and when, but it's easier than trying to cast Shadow Shroud all day.
Calbrenda has Disaster, but all you need is someone with the Esuna spell wearing a Ribbon. They will be immune to the conditions, and can immediately cast Esuna and restore the party. Calbrenda has a couple Bolt elemental attacks if you have spare room for some more elemental protection. Phantasm and Soul Breaker may cause problems, so deal with the conditions they cause with Angel Whisper, a Heal spell or item. Force Stealer will need to be countered with Esuna unless you only have one or wo physical attackers; then Angel Whisper will suffice. If you plan on using positive conditions (Regen, Might, etc) then you will have to recast after every Disenchant by Calbrenda.
It's important to understand how Bloodlust works. Once someone is targeted, Calbrenda will keep draining their HP every turn, taking more away each time. Calbrenda is also healed for this amount, which can significantly draw out the length of the battle. I think Calbrenda, unlike the Ultimate Weapon's Blood Song, actually stops her Bloodlust on her won after 7 turns or something. Still, your best option is to let the targeted player die as fast as possible. BUT do not revive them until you see the message that Calbrenda's Bloodlust as subsided. Otherwise she will resume stealing health until the hero dies again or she decides to stop and find a new victim.
Last few notes about her attack pattern: Midnight Shade always follows Disaster, so get that Esuna off quick then have your White Wizard heal all if necessary or just have everyone defend (unless Midnight Shade will heal them). Also, Gravija comes after Force Stealer. You want to heal right after Gravija, because if anybody is in the yellow (low HP range) Soul Drain will instant kill them on Calbrenda's next turn. Then she follows that up with corpse feast, which has the potential to heal Calbrenda for a massive amount if you have lots of dead heroes.
---------------------------------
Carbunkle
There are several things you must do to win this fight:
1) Counter Carbunkle's Fast spell with Slow, perhaps even several castings of Slow. You want to prevent Carbunkle from gaining speed above his base value, or better yet lower him below his starting speed. Slow is more effective the higher your caster's Mind power and the lower the target's, so inflict Mind Break on Carbunkle at least or for extra punch cast Focus on the hero casting of Slow.
2) Remove positive conditions on Carbunkle caused by spell Ruby Light. After Carbunkle casts this spell it has Regen, Might, Protect, and Focus. The Regen is especially devastating because it will heal for astronomical amounts every single turn. It must be removed immediately, so take multiple characters that have dispel skills. Hopefully you have the Dispel Slash skill scroll which many sword wielding heroes can use.
3) Re-inflict breaks and reduce physical resistance after every cast of Big Guard. This spell removes any break conditions you previously inflicted on Carbunkle, and increases his resistance to all physical attacks. Keen is a good choice with Banishing Blade since it inflicts all 4 breaks. There's a wide array of heroes that have skills that reduce physical resistance.
Now with those three critical pieces of strategy in mind, there are some other keys to the battle that will help:
*Equip all the Ribbons you have to prevent Disaster from decimating your team. Give at least one to someone with Esuna, so they can cast it following Disaster and get the entire party back on its feet.
*After you are hit with the spell Vulnerability, you have 1 turn before Quasar. You must heal quickly and get everyone's HP high enough to survive Quasar (approx. 3000 damage). Use a Mega-Potion if your White Wizard cannot be bothered to cast Recover at the moment.
*Do not waste time trying to maintain positive conditions like Regen, Boon, Focus, Might, etc. Carbunkle will frequently cast Dispel and Shatterclaw, removing positive conditions from everybody.
*You want heroes with high Mind and Defense, since Carbunkle casts Overpower and Psi Duel. High stats can also hurt, however, since God's Eye damages based on the sum of all your attributes.
*Specific conditions you'll face: Bleed (Gore, Virulent Claw), Silence (Virulent Claw), Blind (Virulent Claw), Mindblow (Phantasm). And of course, Disaster inflicts everything. But for characters without Ribbons you may want to give casters (Vixen, Vetu, Julia, Meredith) something to protect against Silence. Maybe a piece of Elven equipment if you can fit it in to stop Bleed.
*Carbunkle uses no elemental attacks so don't worry about elemental protection.
I suggest using the first few rounds where Carbunkle does nothing to cast Slow on him. If you can spare them, use Green Cherries on your fighters too give them Might, and then they can inflict some good damage before Might is removed and it becomes too hard to maintain it. Also, try to anticipate Carbunkle's pattern:
*Disaster (Starting turn #6, then every +14x turns after, where x is # of turns Carbunkle has taken)
*Big Guard (#7+14x)
*Ruby Light (#8+14x)
*Dispel (#9+7x)
*Vulnerability (#10+7x)
*Quasar (#12+14x)
*Fast (#13+14x)
*Overpower (#15+14x)
*Anguish (#16+14x)
It looks like Dispel and Anguish can overlap on turn #16 and every 14x afterwards, so you can't be sure which will take precedence.
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