G3 Plot. That's really all that needs to be said.
Wild ARMS 3 - SUPER Clive edition. We just need to paint his horse green and give him a hat.
Rafitana: Has scripted AI! Read about this through one of the other boss guides on GameFAQs. Basically her first turn is always Copy Ability (which acquires base attack arcana) and then her second move is always Reflect. If you're faster, you can theoretically cast Reflect on Turn 2. However, Clive Speed. So Flash Hit equipped on turn 1 and cast Reflect ASAP. After that is done, the only real problem is outracing Sacred Blood. Restoring 4000 HP is actually kinda competent at this point - Clive only deals around 1400 at 100 FP and I need a crit to even reach 4k damage. However, I suspect from fighting her that the healing is also scripted (not set to activate every turn...I think it might be every 3 turns actually), which means she DOES eventually die. It just takes a long time. Thankfully, blocking weakness and then keeping up Reflect up makes things faster as Rafitana proceeds to commit suicide by repeatedly hitting herself with magic.
At this point, I kinda have a choice. I can go through the Abyss and pick up Zephyr. However, Zephyr has an unblockable guaranteed you lose move. He also has his summon move which deals quite a bit of damage (like 600 to 1800 base?). The more concerning problem is that he has 18000 HP like the other guardians. Unlike the other guardians, Exploder is bad. Very bad. If you take Clive's 100 FP damage, you'll see it takes at least 11 turns under those conditions of straight attacking to win. 11 turns of going through and not eating Exploder even once. Reflect helps some sure - but he's also faster. Which means that there is always a chance he gets Exploder off before I can cast Reflect. With that, I did a little roundabout method. However, this required me to keep playing in a somewhat unorthodox boss order...which you'll see below!
Chameleon Man: Chameleon Man has two attacks. Attack 1: Inflict Misery. Attack 2: Inflict instant death. He has no actual damage. You do have to block both due to him turning invincible. But uh...yeah. Competent he is not.
Schroedingers (Caging Tower): Fun fact - Wild Bunch requires Maya to be alive in order for it to be used. If she is dead, the other three will not use it. A couple of changes here. The main one being Wild Bunch. You want them to use this attack as it sacrifices Maya's potentially deadlier turn with Calamity Jane. In addition, you ward off three additional attack from Todd/Shady/Alfred. Basically, the 500 you take < eating 4 separate attacks. They love spamming this move, which is fine with me. Fiery Rage/Brave Seal/Lucky Hand set up. Gun down Maya immediately while the others use Wild Bunch and heal up as needed. This is easily managable. Once Maya is down (and this should not take long), take down Todd since he deals the most damage and has the ever present Healing Factor (although at this point, it vaguely sucks nuts in terms of healing). Then take down Shady and then Alfred. It's pretty simple when it comes down to it and is easily the least threatening of the Shroedinger battles. Funny that the solo makes one of the other moves that is normally threatening become the fight's very downfall.
Lombardia: Also vaguely sucks. She will spend three turns buffing herself before attacking. Casting Eraser on turn 3 removes them and drops her damage to somewhat pitiable levels. Also, it seems after 2 or 3 attacks in Mighty Might mode, she goes into overheat and basically takes 4x more damage than normal. Welp.
Kraken: At this point I have the Kramer dolls. Which means I can finally fight other bosses. Most importantly, to get rid of Zephyr without much fuss, I want the Comet Mark. Originally, I planned to use Attachment to get rid of Kraken...but attachment is also on Hope Shard. Oops? Well...turns out even with Attachment, it wouldn't have been the best way to do this. As you may know, Kraken's main claim to fame is Water damage. Very high water damage. Aqua Wisp has Water Ward innate. So he's auto locked on Clive as the medium. What you might not know, is that Kraken does not counter magic damage, but he does counter physical damage. Which means a magic set up is much preferred to taking down Kraken. So Lust Jaw/Love Charm become the remaining two mediums. Turns out this ends up being the optimal way of killing it solo to boot. Now then, equip the PS's Weakness/Life Charge/Water Ward/ATT Blocker. These are all innate. The oter other PS's do not matter as much but you basically need these 4. Once that's done, the first to do in battle is throw a Full Carrot. This will up your defense and allow you to Copy Ability immediately without triggerin any counters at all. From there, spam Maelstrom until it dies. If it uses it's physical, you should be able to eat 4 of them before dying. Which gives you actual ample time to utilize Life's Charge 25% healing. When defending, you can actually outrace Kraken's physical damage (...), which means he has no way to actually run you out of resouces. It took around 35+ minutes. But after a long and very harmless battle, it dies and drops the Comet Mark. Inadvertenly, I also got a 9.9x EXP Mult (...), which gave my levels just a small boost >_>.
Heimdal Gazal: Another secret boss. This one is in dissection facility and drops the Gold License, which halves the cost from everything money related. Yes, this includes ARM upgrades. Which is really important because I have like no money to fully upgrade Clive's ARM the way I want (15 SHT). Okay, so what's up with this guy? Uh...Dark damage. And lots of it. Also has a physical that 4-5HKOs. Sound familiar? Yeah. Well only this time, I have Comet Mark instead of Maelstrom to put him down. Doesn't take too long before it drops!
Sadas: This is actually kinda of funny. First, Sadas outspeeds Clive (non surprise, but it creates problems). Which means, he can fully suicide into me for 2400 damage. This is normally OHKO territory >_>. So it was kinda of a good thing I got some EXPs and levelled up from Kraken. With that in place, it high 2HKOs, but managable. You have to kill Sadas Jr. but you can't hit Jr until Sadas is gone. This isn't a problem because Sadas kinda explodes first thing against Clive, which leaves Sadas Jr. open for a beating. Turn order is Sadas Jr --> Sadas --> Clive, which is important because otherwise, it wouldn't be possible (Sadas explodes, Sadas Jr revives, Clive is
). So to win, all I really have to do is tank out Sadas' kamikaze tendencies and attack whenever possible. 2 shots and its down. Thankfully since that caliber of damage is very scary (much more than anything else to come for a while).
Melody/Malik/Leehalt: They all bring their tricks here. However, Clive's recent promotion to SUPER Clive, means that this is very much a pretty easy battle (and it probably is normally too). Leehalt doesn't have scanner, which means you only have to worry about Malik and Melody. Only 2 attackers and one person who you won't bother touching until near the end. Normally, you just set up POIZN Ward/Focus/Misery Ward/Disease Ward and your done (which means for me Brave Seal/Fiery Rage/Terra Roar) since that shuts off every trick. Then you kill Melody. Well same thing here. Except Clive kinda shatters the damage curve at this point. He deals roughly 7000 damage on a single shot. Needless to say! This did not last long. Once Melody is dead, target Malik with Lock On. He goes down in one hit as well. Then Leehalt. Well I still have 75 FP. So...cast Hyper, 3-hit Gatling. Oh look, Leehalt exploded. Totally didn't expect that.
Ephrem Zein: Okay, so now I have to make my way to the Abyss. This is the hardest portion of the game ever because I seriously have no clue if you can Continue in the Abyss. And because of that, it also meant that every ambush was basically very deadly since the other 3 PCs kinda suck. Just kinda. Well thankfully, the ambushed was mostly Gallows, who had enough HP to take a hit or two. I also got ambushed mostly by money eaters. OH NOES. Well it slows down my upgrade, not that Clive doesn't destroy worlds at this point. The boss itself...dies to your typical in game strategy. It cancels intercepts because Clive speed. Only now, I have 4x the attack power so it dies in 2 hits. Get ready to see that a lot.
Zephyr: First move I thought was locked Phantasmal Heart - it's not. Which means I could've still lost if he casted exploder on me >_>. Doesn't matter. Anyway! This is what all that work against Kraken was for. First turn cast Hyper. Second turn, 2 hit Gatling, dealing 20000 damage. Yep, just BARELY enough to take it out in one round. Probably can go a few more turns before Exploder in reality, but hey. This gets past things without fuss.
Ose: Immune to physicals! Until you cast Ice on him. Oh well.
Malik/Melody: Standard fare. Block their status, take out whichever one first. Then gun down the other. Their damage can probably be decent, but it can't be harder than the 3 prophets fight. And especially not since I have Comet Mark goodness.
Wyvern: Even taking only one action a turn, it dies like a pansy >_>. Build up 100 FP (4 attacks or so), Draconic Gun Blaster. GG
Fafnir: Hitting any of it's weaknesses causes Fafnir to counter with Fafnir horn, which deals decent damage. However, he also falls to only 2 shots so it never matters.
Leehalt/Melody and Malik Clone: Malik Clone has no perfect evade. He's also more annoying than Melody. He dies first to a shot, and then Melody. Leehalt eats more Hyper'd Gatling because I do not want to find out if he has just 14000 HP and end up eating a 12000 Rule of Vengence in return >_>
Seigfred: Clive buffs himself until the end of the world. And then, attack, attack, oh look! OHKO crit that deals 34000 damage. Yeah, I could've stolen the Teardrop, but like Clive can use it ever? (Also more fun this way!)
Sagna Fred: Dies like all air battles. DRACONIC GUN BLASTUUUUUUUUUUUUU
Hydra: You could opt for OHKO crit damage again! Or, do what I do and attach fire to your attack, set up Aqua Wisp/Fiery Rage/Brave Seal with POIZN and Water Wards maxed. You may have to sacrifice one or two levels of Comet Mark here because Comet Mark's cost is insanely high (and for good reason!). 4 shots and it dies
Salamandra: Hey, remember that OHKO thing? Yeah. I don't know if Salamandra Burn causes status (Jet kinda died the one time Salamandra decided to use it), but as long as you block Fire, this is a easy fight. And what was Clive's optimum set up again? Yeah. Hyper/Gella/Lucky Card shinnengans. Hey look! Critical hit for 34000+ damage >_>. It explodes.
EDIT: I should note I also took the liberty to rename the Shroedingers. Excal is now Todd, the afro butler. Pyro is Alfred, NEB is Shady and Ciato is Maya and basically owns all three. Yes, this was the most important part of the update.