Rend, slaughter, devour your enemies!
You can use 3 characters in battle. I used Serph/Argilla/Gale when I could most of the time.
The game uses a Press Turn system, it's a bit hard to explain, check a faq or play the game for a more detailed explanation. It should matter far less in a duel than in game, anyway. (Not that they have a good chance to be ranked, unfortunately) The only thing that could matter is that a character (PC or enemy) that does a critical attack or hits a weakness only uses half a turn and immediatly acts again. (Hitting a weakness again won't give him another turn, though)
You might not respect the durability bosses with elemental weaknesses much, since they can be hit more times per round in game. Your choice. (And again, this won't really matter)
[size=16]Stats[/size]
HP: I'll let you guess what it does.
MP: Same.
Strength: Physical attack power.
Agility: Affects evade and hit rate.
Vitality: Affects HPs and physical defense.
Magic: Magical power and defense.
Luck: Affects critical rate, chances to be hit by a status, chance to recover from a status, and item drops (Cielo for Godlike)
[size=16]Statuses[/size]
- Poison: 20% max HP damage after every attack. Much lowered physical attack damage. Doesn't wear off.
- Mute: Can't cast spells. Draining moves do a lot more damage against muted characters. Doesn't wear off.
- Sleep: Can't act for a while. Enemies have a higher chance of getting criticals, and a critical wakes you up immediatly.
- Panic: Panicked characters can drop money, do a random action, attack an ally physically, do nothing or just follow the normal order. Wears off after a while.
- Charm: Do stuff that helps the enemy. Attack an ally physically, healing or stat boosting the enemy. A charmed character can't attack himself. Wears off after a while.
- Hunger: Hungry characters start attacking the other PCs physically or lose around 1/5 of their max HPs. This is cured in game by an NPC. (The NPC appears once per round) I would completely ignore that status in a duel. Full status protection doesn't help agains it.
- Curse: A cursed character takes the same amount of damage as he deals. ID protection stops this.
- Bat: Physicals do 10% damage, magic does 50% damage, and you take 2x more damage from everything, 4x from wind. Basically you suck. Victims recovers after a while, the recovery rate depends on luck. (On average, it lasts 3 turns)
- Stun: Accuracy and evade become incredibly low. Defense is also lowered if that wasn't enough. Doesn't wear off.
- Stone: = Death, basically.
- Shocked: Every attack against an electrified character will do a critical hit. Has a low chance to be inflicted after using any electricity spell.
- Frozen: Every attack against a frozen character will do a critical hit, and have a chance to instantly kill the victim. A frozen character also loses all its resistances and immunities. Has a low chance to be inflicted after using any ice spell.
[size=16]Elements[/size]
Physical: Physical.
Hunt: Semi-Physical. If a Hunt skill is used on an opponent, it will be devoured. Hunt skills don't work on bosses.
Bullet: Usually the same as physicals, but critical against humans and birds.
Fire: Fire.
Ice: Ice.
Earth: Earth.
Electricity: Lightning.
Force: Wind.
Almighty: Non-elemental.
All bosses are immune to Expel, Death and Status magic., unless otherwise mentioned.
[size=16]
Harley[/size]
HP: 600.
Can be statused. Weak against Ice. Immune to Fire.
Attack: 15. Physical.
Skewer: 17. Fire.
Fire Storm: 25, MT. Fire.Void Ice: Immune against Ice attacks this round. Worthless.
Party:
Average HP: 66
Average damage: 29 (Hitting a weakness) / 23.
Comments: Mm. He's alright for a first boss, I guess. Pretty average.
High Light.[size=16]
Bat 1[/size]
HP: 666
Immune to Earth. Incredible magical defense. (Takes ~7 from every spell)
Bat has two patterns. (Get used to this) At the beginning, he only uses normal attacks. However, after losing roughly 80 HPs, he uses Rage, a spell and Guard every round. If he gets his ass kicked 2 times by earth attacks, he'll use a "First phase attack" like HP thief instead of Guard. (Yes, he learns his lesson!)
First phase:
Attack: 23. Physical.
Raving Slash: 30, adds Panic. 65%.
HP Thief: 20, parasistic. Considered an ailment.
Second phase:
Rage: Gets 2 Half Turns. = Can act two more times. Can't be used more than once per turn.Guard: Becomes weak against earth and immune to physicals, everything else does 1 damage. Bat needs to recast Guard every turn.
Spiral Edge: 35, MT. Physical.Maragi: 14. Fire.
Mabufu: 14. Ice.
Party:
Average HP: 106
Average damage: 39
Comments: Bat is pretty damn good. Unrankable if you allow him to use Guard, even. (Can only be hit with earth!) If you don't, Rage and insane magical defense are still enough to put him in
Godlike.
[size=16]
Jinana[/size]
HP: 2000.
Hell Thrust: 37. Physical.
Whirlwind: 37, MT. Force.Marin Karin: Charms. 70%.
Summon: Summons an Unicorn. Unlimited, but she can only have 2 Unicorns at the same time.
Seraph Lore: 78% HP reduction. Expel. It's a combo with an Unicorn. (Takes both Jinana's and the Unicorn's turn)
UnicornHp: 400.
Can be statused.
Attack: 26. Physical.Hama: Halves HPs. Expel. I'll check odds later, it should be around 50%.
Body Rush: 30. Physical. Unimpressive accuracy.
Seraph Lore: 78% HP reduction. Expel. See above.
Party:
Average HP: 165.
Average damage: 60.
Comments: Edit: Whoops, Expel doesn't work on humans, meaning she fails. Still
Heavy thanks to Charm, and those Unicorns racking up the damage.
[size=16]
Bat 2[/size]
HP: 666.
Immune to Earth. Incredible magical defense.
Bat always goes first and uses that combo:
Psycho Rage: Gets 4 Half Turns.
Summon: Summon a Baphomet.
Summon: The Baphomet summons another Baphomet.
Guard: Becomes weak against earth and immune to physicals, everything else does 1 damage. The effect stays, Bat doesn't need to cast it again.
After the two Baphomets die, he loses the Guard Protection and his skills change. Note, you can kill him before his second phase.
First phase (With the Baphomets):
Void Expel: Becomes immune to Expel attacks this round. MT.
Void Earth: Becomes immune to Earth attacks this round. MT.
Second Phase (Without the Baphomets):
Rage: Gets 2 Half Turns. = Can act two more times. Can't be used more than once per turn.Attack: 50. Physical.
Spiral Edge: 40, MT. Physical.
Leech: 45, Parasitic. Almighty.Physi Drain: Absorbs physicals this turn. Worthless.
BaphometHp: 666
Weak against Expel. Immune to Fire and Death. Can be statused.
Attack: 30. Physical.
Stun Needle: 30. Inflicts Stun with a ~50% hit rate.Mudo: ID. Very low odds. (~20%)
Mudoon: ID. Low odds. (Probably around 30%)
Curse: Inflicts Curse. 65%.
Party:
Average HP: 165.
Average damage: 60.
Comments:
Heavy. PC killing at its finest. Curse -completely- screws over non healers, and ID kills most people who lack damage. (=healers) Utterly pathetic against bosses. If you don't allow the Baphomets, he's a bad Light.
[size=16]
Sea Mother[/size]
HP: ~300
Attack:
30. Physical.Party:
Average HP: 228
Average damage: 67
Comments: Plot fight. Ignore it.
[size=16]
Mick[/size]
HP: Head: 1500
Body: 1100
The head is weak against Force and immune to Earth, Fire and Electricity. The body is weak against Fire, and immune to Force and Ice.
Mick can act two times per round. (One time for each body part, the head acts first) There's no main part; each one can survive without the other.
Dragon Quake: 40, MT. Earth. It's a combo between the head and the body
Attack: 39. Physical. Only usable by the body.
Zionga: ~25. Elec. Only usable if the head is alone.
Power Charge: Doubles the damage of the next attack. Only usable if the body is alone.
Dragon Thrash: Only usable by the head, and if both body parts are alive. Captures a PC, and absorbs 19 HPs after each time another PC acts. 100%.
Absorb: Absorbs 19 HPs from the captured PC. Only usable if there's a captured PC.
Reunite: Releases a captured PC. Used if the head was attacked.
After Reunite, Mick does this combo:
Psycho Rage: Gets 4 Half Turns. (= 4 actions)
Diarama: Heals 238 HPs. Can only be used on the head.
Rakukaja: Raises defense, MT, stackable 3 times. Works on bosses. (Works for both physical and magical attacks)
Rakunda: Lowers defense, MT, stackable 3 times. Works on bosses. (Works for both physical and magical attacks)
Tarukaja: Raises physical attack, MT, stackable 3 times. Works on bosses.
If Mick has already used those spells 4 times, he will use other attacks instead. (And you're pretty much dead at that point)
Party:
Average HP: 217.
Average damage: 117 (Hitting the head's weakness)/ 87.
Comments:
Low Godlike. Dragon Thrash = Reno's Pyramid, this takes care of PCs finely. His damage isn't too good (6HKO, acting twice per turn) and his durability isn't too good, but if you let him have full AI control, he becomes quite capable of beating bosses.
[size=16]
Bat 3[/size]
HP: 1300
Immune to Earth. Excellent magical defense.
Psycho Rage: Gets 4 Half Turns. (= 4 Actions) Can't be used more than once per turn. Curse: Inflicts Curse. 50%.
Zanma: 39. Force.Attack: 34. Physical.
Guard: Becomes weak against earth and immune to physicals, everything else does 1 damage. The effect doesn't stay, this time, and he has to recast it.
Wings of Hell: 35, MT. Force.
Power Charge: Next physical attack does 2 times the normal damage.
Spiral Edge: 104, MT. Cannot be used after Psycho Rage. Physical.
Zotzilaha Bane: 39, parasistic. Turns enemy into a bat with a perfect hit rate. Bats take 2X more damage from everything, and are very weak to Force. (Take 4 times more damage) Bats physical attacks suck (Single digit), and their magic is halved. The effect lasts 3 turns on average.
Party:
HP: 260.
Average damage: 83 (I think he has some magical resistances, which make magic worthless against him, and the average damage lower than against Mick)
Comments: Very similar to his first form in a duel, because of Guard.
Godlike. Psycho Rage + Zoztilaha Bane + 3 Zanma overkill PCs. (What's with this game and PC killers?), and he has 2HKO damage for bosses. (Or alternatively, Bolt X level damage if you allow him full AI control)
Note that you might not respect his durability, since using Guard is asking for a quick death in game, at that point. (He eats 660 damage on the next turn)
[size=16]
Lupa[/size]
HP:
Center Head: 2300
Right Head: 1700
Left Head: 1700
3 Actions/ turn. The right head acts first, then the center head, and finally the left head.
All 3 heads absorb Fire. The left head resists Electricity, Force, and Earth.
The right head has bad physical defense. The left head has good physical defense and bad magical defense.
There's no main body part, any head can survive without the others.
Right Head:
Ice Repel: Reflects Ice this round.
Tarukaja: Raises Attack Power, MT. Stackable 3 times. Works on bosses.
Sukunda: Lowers Accuracy, MT. Stackable 3 times. Works on bosses.
Rakunda: Lowers Defense, MT. Stackable 3 times. Works on bosses.
Marakaja: Raises Magical Power, MT. Stackable 3 times. Works on bosses.
Mamudo: ID, MT. ~ 15%.
Rend: 97. Physical. Can only be used if the right head is the only one alive.Center Head:
Rend: 97. Physical.Maragion: 33, MT. Fire.
Agilao: 44. Fire.
Agidyne:
Attack: 70. Physical.
Power Charge: Next Physical attack does 2X the initial damage.
Psycho Rage: Gets 4 Half Turns. (= 4 Actions) Can't be used more than once per turn, can only be used when the center head is the only one alive. Gate of Hell: 135, MT. Inflicts stone with a 10% rate. Physical. Can't be used more than once per turn, can only be used if the center head is the only one alive.Left Head:
Diarama: Heals 250 HPs.
Mahama: Halves HPs, MT. 60%.
Rend: 97. Physical. Can only be used if the left head is the only one alive.Pyriphlegeton: 104, MT. Fire. It's a combo between the 3 heads, so it spends all of his turns ans must be cast before one is spent.
Phlegeton: 70, MT. Fire. Combo between two heads.
Counterstrike: Center and Left heads counterattacks physical attacks roughly 50% of the time for 70 damage. Physical.
Party:
Average HP: 300
Average damage: 117
Comments: Mmm.... The stat boosters are good against anyone who lacks damage, the healing and HP halving help. The damage is unimpressive overall. Defensive boss, but the durability could be a bit better.
High Middle.
He becomes better if you give him full AI control, and even better if you view him as one entity. He becomes a good Heavy or a Godlike, respectively.
Strago Comment: Well, I just made a fascinating discovery. In the event that Lupa is reduced to either just his Right or Left head, said head gains the ability to use Rend. Same damage as when the Center Head used it. Combined with the fact that Left and Right can combo and cast Phlegethon... yeah, he's definitely a Heavy now.
(Courtesy of NEB)
I'm bored.
Catoblepasaka random Brutes scrub #203
~3500 HP
Reflects Lightning. Absorbs Earth. Weak to Fire. Usual boss immunities.
Above average MDef, takes about 15-20% less than average? Def is a similar but I tested it less.
Faces ~300 HP and ~230 average damage with Dyne spells (to average defence). I'm Level ~44.
Two turns per round.
Attack - 60 phys damage. Also shatters (kills) a Petrified PC.
Teradyne - 80 earth magic damage
Materadyne - 80 earth magic damage, MT
Stone Gaze - Petrify. About 50%.
Gates of Hell - 100 phys damage, MT. Once Per Round. May well petrify with a low rate like Lupa's, but who really cares?
Psycho Rage - Useable below ~2000 HP (4/7) only. Once Per Round. Gains four half-turns.
High Counter - 90 phys damage, used as a counter to physicals. 2/2, i.e. pretty much untested.
Comments: Owns. He has lowish 2HKO damage to either defence and ~75% petrify at high HP, already pretty cool. Once he's beaten up the quinta-acting comes out to play and hey he overkills. About 2x PC duraility to take the hits too. Fears Fire a lot if you give opponents a doubleturn for hitting it (like in-game), otherwise it's not a big deal.
Godlike. No clue why he's so much better than most of the tribal leaders.
[size=16]
Varin[/size]
HP:
First Phase: 1000
Second Phase: 3850
First Phase: He's invisible. You have to guess where he is (An NPC gives you hints), and MT spells don't work at all.
Attack: 80. Physical.
Bufudyne: 95. Ice.
Agydine: 95. Fire.
Teradyne: 95. Earth.
Ziodyne: 95. Electricity.
Zandyne: 95. Force.
Megidola: 90, MT. Almighty.
After losing 1000 HPs, a cutscene and then the second fight will begin.
Second Phase:
2 actions per turn.
Resist physical (Coupled with a good defense)
Attack: 45. Physical.
Chi Blast: 80. Noteworthy critical rate. (~30%)
Ziodyne: 95. Electricity.
Teradyne: 95. Earth.
Bufudyne: 95. Ice.
Agydine: 95. Fire.
Zandyne: 95. Force.
Megidola: 90, MT. Almighty.
Infinite Wind: 180, MT. Force.Dekaja: Dispels status boosts on all opponents.
Hunger Wave: Inflicts hungry status, MT. 60%.
Party:
Average HP: 323
Average damage:
First form: 150
Second form: 114
Comments: Uhhhh.... Well, the first form shouldn't really be considered, but he doesn't care. Same with Hunger Wave. Insane defenses (Blame the lack of really good magic in SMT games), insane damage. Well, he does rely on Wind... But Wind resistance doesn't come that often. I've never seen him use Infinite Wind two times in a row, but even if you don't allow him to, his damage is near OHKO.
Godlike.
Next two bosses courtesy of NEB
Vasuki"Got milk?"
~5000 HP
Absorbs Ice. Strong vs. physicals. Weak to Fire. Usual boss immunities.
Above average MDef. Takes much less from spells than Varin, less than Catoblepas did too probably. Maybe a 20-25% reduction? Takes about 70% less than average from physicals.
Faces ~340 HP and ~240 average damage. I'm Level ~48.
Two turns per round.
Attack - 55 phys damage. Always used vs. a frozen character if she faces one, where it criticals for about 80 and grants her an extra half turn (once).
Hima Alaya - 160 ice magic damage, MT. Inflicts Freeze with ~60% chance. Won't be used against a party of ice immunes.
Sonic Wave - Inflicts Panic, MT, ~30%.
Megidola - 90 magic damage, MT
Maziodyne - 90 lightning magic damage, MT. If it's like the PC version it has a low chance of Shock.
Dekaja - Dispels stat ups, MT. Only used if it will do anything useful.
Dekunda - Dispels stat downs, self. Same disclaimer as Dekaja.
-Everything relevant can be doubled, although to actually see Hima Alaya x2 in-game it needs to fail to freeze everyone at once.
-Remember that Freeze doesn't actually deprive the target of turns in this game. All it's good for is allowing a couple of critical physicals after it's used (in fairness, these crits do ignore evade and damage resistance, though not defence).
Comments: Mmm yeah, pretty badass too, actually (in-game as well, good AI + nearly all MT). Near OHKO to average with either Hima Alaya x2 or Hima Alaya + physical x2 (the latter is very common in-game). Decent durability, especially physical. Panic's a nice option, as is dispel on a double, DQ8-style.
Godlike, dislikes ice defence and fire offence, but otherwise too overall good.
Probably much worse if you've done sidequests.
I've now stat topiced the two bosses I've found best in the game so far. Why did Fenrir bother with all those losers and not these two? Stupid plot.
GarudaGiant Fucking Bird
~3000 HP
Nulls Ice, Earth, and Wind. Halves Fire and Lightning. Usual boss immunities.
Mauled by magic (50-60% extra - this largely cancels his fire/lightning resist). Unremarkable Defence.
Faces ~400 HP and ~270 average damage. Level 55.
Three turns per round.
Attack - 60 phys damage
Power Wave - Uh, probably similar damage to the physical, MT. Never saw it without Power Charge
Power Charge - Next physical does 2.5x damage
Mind Charge - Next damaging magic does 2.5x damage
Megidola - 80 magic damage MT
Zandyne - 80 Wind magic damage
Mabufudyne - 70 Ice magic damage MT
Dekaja - Dispels stat ups, MT. Only used if it will do anything useful.
Dekunda - Dispels stat downs, self. Same disclaimer as Dekaja.
Mahamaon - Reduces current HP by 2/3, MT. Only used it once and I didn't note the hit rate. Fails vs. humans.
Comments: More solid 2HKO goodness to both defences and great elemental resists (he needs them with that MDef). He can buff up to have a really killer turn (borderline OHKO). Also Dispel on a triple wins. Durability is a huge step back from the previous bosses.
Heavy[size=18]
Jenna Angel[/size]
First and second form.
HP: 4000
She starts in her first form, switches to her second after losing 1000 HPs, switches back to her first after losing 1000 HPs again, then switches back again to her second form again.
Damage isn't carried over, and the switch doesn't cost an action. (If you do 6547591 damage to her on the first turn, she will switch to her second form and immediatly act. That second form will have 1000 HPs. (Or 3000 HPs, depends on how you view it))
First form:
Attack: 80, Physical.
Vaikunta: 114, Almighty. Inflicts stone with a 20% hit rate. Sukukaja: Raises accuracy/evade, MT. Stackable 3 times. Works on bosses.
Rakukaja: Raises defense, MT, stackable 3 times. Works on bosses. (Works for both physical and magical attacks)
Tarukaja: Raises physical attack, MT. Stackable 3 times. Works on bosses.
Makakaja: Raises magical attack, MT. Stackable 3 times. Works on bosses.
Debilitate: Lowers defense, physical attack, magical attack, accuracy/evade, MT. Stackable 3 times. Works on bosses.
Hunger Wave: Inflicts hungry status, MT. 50%.
Vanity: Inflicts one random statuses, MT. 65% chance to inflict one. (You can't be inflicted with more than one status in this game) Can be Poison, Charm, Panic, Mute, Sleep. Almighty.
Second form:
Attack: 80. Physical.
Bhairava: 744. Almighty.Dekaja: Dispel status boosts on all opponents.
Executioner: 200. ST. Physical.
Mazandyne: 85, MT. Force.
Maragydine: 85, MT. Fire.
Maziodyne: 85, MT. Electricity.
Mabufudyne: 85, MT. Ice.
Materadyne: 85, MT. Earth.
Genocide: 141, MT. Physical.
Party: Average HP: 445
Average damage: 253
Third form:
12000 HPs.
Each orb: 460 HPs
Good physical defense. Takes pathetic damage from Almighty.
Comes with 6 elemental cores. There are 5 cores for each basic element and a gold one that reflect physical damage. Each one can cast a ST spell of its element for 70 damage (or a MT spell for roughly 35 damage).
She automatically invokes another core at the beginning of every turn without wasting an action. (That new core doesn't act this turn, though) She reflects the element of every living core, and every core reflects its own element.
Vanity: Inflicts one random statuses, MT. 65% chance to inflict one. (You can't be inflicted with more than one status in this game) Can be Poison, Charm, Panic, Mute, Sleep. Almighty.
Dekunda: Dispels stat boosters on self.
Dekaja: Dispels stat boosters on all opponents.
Dekunda: Dispels stat busts, MT.
Blood Curse: Inflicts Curse, MT. 10%.
Hunger Wave: Inflicts hungry status, MT. 50%.
Reincarnate: 310, Almighty. Combo between the main part and two orbs.
Physical: 91. MT.Average HP: 445.
Average damage: 481.
Comments: The first and second form have utterly pathetic durability. Due to their nature, they can, however, use Bhairava 2 times in any fight. Godlike. She would probably be hated
a lot.
Final form... If you allow the cores, she's a Godlike for sheer protection alone. The cores protect her from everything. (Not Almighty/Non elemental, but she greatly reduces that kind of damage) You need to have either ITD ot two different MTs spell to even touch her. If you don't, she's pathetic, and have to rely entirely on status and 6HKO damage to win her matches. Decent durability, though. Middle.
Taishyr Notes: Bhairava runs off Jenna's STR and hits defense.