Boss data from Fenrir.
Pretty much everything in the first topic applies here, except that I'll get the average damages against randoms and not bosses. I might replay DDS1 to change that one of those days.
I'll use Serph/Gale/Cielo when I can choose a party., and I'm going to make an average Serph.
Numbers in parenthesis next to defenses are how much damage he takes compared to average.
Note: Been a bit lazy on checking which bosses have Dekaja/Dekunda. Poke me if I missed some.
By the way. 90% magical durability means that the boss takes 90% average damage from an attack. So lower = better.
PC HP values could seem high for you because I always had one PC with a Life Bonus skill.
[size=20]Token massive spoilers ahead warning.[/size]
Now for the fun stuff.
[size=16]
Vetala[/size]
HP: 610
Damage taken from physicals: 90%
Damage taken from magic: 65%
Weak to Force. Voids Earth.
Physical: 18
Mind Charge: Next magical attack does 2.5x the normal damage.
Terra Burst: 31 after Mind Charge, Earth, MT.
Body Rush: 22Vetala fights with two Andreas.
AndreasHP: 195
Damage taken from physicals: 90%
Damage taken from magic: 80%
Weak to earth.
Void Wind: Nulls wind attacks for one turn, MT.
Attack: 12
Dia: Heals 60 HPs
Party-
Average HP: 63
Average damage: 36
Comments: All Caps Elephant Boss, token badass. Since Terra Burst fails, he sexily runs at things for low 3HKO damage. The decent durability in the DL makes him a High Light, at least.
Meanwhile, Andreas rots in Puny.
[size=16]
Hecatoncheires[/size]
HP: 1000
Damage taken from physicals: 80%
Damage taken from magic: 75%
Weak to Earth
Two actions per turn if he uses Physical/Executioner, only one if he uses Hundred Fist.
Physical: 17. ~70% hit rate.
Executioner: 22
Hundred Fist: 15 the first time it's used, then 30, then 60, then 75 for the rest of the battle. MT.
Counter (Passive): Counters 1/3 of the physical attacks or skills used against him with his physical.
Average HP: 97
Average damage: 41
Comments: Fun dueller. His damage fails at first, but keeps getting better until being solid 2HKOish. Can he last until then? Most of the time, yeah. Middle/Heavy, I think.
[size=16]
Kumbhanda[/size]
HP: 1100
Damage taken from physicals: 90%
Damage taken from magic: 100%
Weak to Elec. Strong against Earth. Immune to Wind.
2 actions per turn
Physical: 34
Gorge: 50, parasitic, physicalZanma: 37, Force
Mazanma: 33, MT, Force
Black Bind: Inflicts prison status, MT. 50%. Prison just makes you waste one or rarely two turns.
Stun Wave: Inflicts Stun. 35%. Stun lowers defenses and massively drops accuracy and evade, accuracy affecting both physicals and magic.
Power Wave: 30, MT
Average HP: 137
Average damage: 52
Comments: Nifty. The parasitic healing is good; good damage, and while the healing isn't too impressive, it certainly helps a lot. Black Bind can help him take care of other parasitic users, or fast healers. Stun Wave... if he manages to pull it off and its opponent doesn't have status healing, he has pretty much won. And you fight him when he's weakened! Good old scary jailer is pretty much the best guard you'll ever see in an RPG, High Heavy.
[size=16]
Tribhvana[/size]
[size=16]
Tribhvana: Earth / Ubelluris[/size]
[size=15]Human form[/size]
HP:
Damage taken from physicals: 100%
Damage taken from magic: 120%
Weak to bullets
Rifle: 40, bulletTransform: Used after one of the Tribhvana members loses 300 HPs.
[size=15]Demon form[/size]
HP: 1000
Damage taken from physicals: 0%
Damage taken from magic: 100%
Weak to Force. Strong against Ice. Nulls Earth, physical and bullets.
Body Rush: 41
Hell Thrust: 47Mad Rush: 24, random
[size=16]
Tribhvana: Heaven / Ganga[/size]
[size=15]Human form[/size]
HP:
Damage taken from physicals: 100%
Damage taken from magic: 55%
Weak to bullets
Molotov: 26 MT, FireBolt Rod: 25, MT, Elec
Land Mine: 19 MT, Earth
Ice Blast: 14, MT, Ice
Assault Rod: 15, inflicts electrified status (low chance)
Transform: Used after one of the Tribhvana loses 300 HPs.
[size=15]Demon form[/size]
HP: 700
Damage taken from physicals: 100%
Damage taken from magic: 75%
Weak to Earth. Strong against Ice. Immune to Fire.
Attack: 22
Ziodyne: 53, Elec
Maziodyne: 41, MT, Elec
Agidyne: 55, FireMaragydine: 47, MT, Fire
Dekaja: Dispels stat boosters on all opponents.
[size=16]
Tribhvana: Air / Cu Sith[/size]
[size=15]Human form[/size]
HP:
Damage taken from physicals: 100%
Damage taken from magic: 70%
Weak to bullets
Assault Rod: 30, inflicting electrified status (low chance) Sonic Stone: 14, Wind
Ration: Heals 50 HPs
Transform: Used after one of the Tribhvana loses 300 HPs.
[size=15]Demon form[/size]
HP: 800
Damage taken from physicals: 100%
Damage taken from magic: 90%
Weak to Fire. Strong against Earth. Nulls Force and Ice.
Void Force: Becomes immune to force attacks this turn, MT.
Void Earth: Becomes immune to earth attacks this turn, MT.
Void Fire: Becomes immune to fire attacks this turn, MT.
Void Ice: Becomes immune to ice attacks this turn, MT.
Void Elec: Becomes immune to elec attacks this turn, MT.
Tarukaja: Raises physical attack, MT. Stackable 3 times.
Makakaja: Raises magical attack, MT. Stackable 3 times.
Sukunda: Lowers agility, MT, stackable 3 times.
Rakunda: Lowers defense, MT, stackable 3 times.
Dekaja: Dispels stat boosters on all opponents.
Attack: 21
Zandyne: 64, ForceDia: Heals 58 HPs
You fight all three at once.
Average HP: 172
Average damage: 79
Comments: Ugly Old Man, Ugly Old Woman, and Ugly Old Young Boy at once! The ultimate power.
Note that HP isn't transfered from one form to the other; practically they have 300 HPs, then the HPs of the monster form. Anyway, they're really meant to work as a team (and don't even work that well as a team anyway), so they kind of fail here. Thinking they're all light, depends on how much credit you give them for being in a 3 vs 3 team fight. The boss might be a middle thanks to the physical immunity. (Hi Kim)
[size=16]
Tribhvana 2[/size]
[size=16]
Ubelluris[/size]
HP: 1700
Damage taken from physicals: 0%
Damage taken from magic: 130%
Weak to Force. Strong against Ice. Nulls Earth, physical and bullets.
Mad Rush: 34, Random
Attack: 50
Body Rush: 58
Hell Thrust: 62
Power Wave: 78, MT, physical[size=16]
Ganga[/size]
HP: 1000
Damage taken from physicals: 100%
Damage taken from magic: 85%
Weak to Earth. Strong against Ice. Immune to Fire.
Agidyne: 57, FireMaragydine: 53, MT, Fire
Ziodyne: 56, Elec
Maziodyne: 45, MT, Elec
Teradyne: 57, Earth
Materadyne: 53, MT, Earth
Zandyne: 57, Force
Mazandyne: 53, MT, Force
[size=16]
Cu Sith[/size]
HP: 1300
Damage taken from physicals: 100%
Damage taken from magic: 90%
Weak to Fire. Strong against Earth. Nulls Force and Ice.
Void Force: Becomes immune to force attacks this turn, MT.
Void Earth: Becomes immune to earth attacks this turn, MT.
Void Fire: Becomes immune to fire attacks this turn, MT.
Void Ice: Becomes immune to ice attacks this turn, MT.
Void Elec: Becomes immune to elec attacks this turn, MT.
Tarukaja: Raises physical attack, MT. Stackable 3 times.
Makakaja: Raises magical attack, MT. Stackable 3 times.
Sukunda: Lowers agility, MT, stackable 3 times.
Rakunda: Lowers defense, MT, stackable 3 times.
Dekaja: Dispels stat boosters on all opponents.
Dia: Heals 65 HPs
Attack: 24
Zandyne: 64, ForceBolt Rain: 109, MT, Elec. Combo between the three members of the Tribhvana. 50% chance to inflict Stun.
Average HP: 193
Average damage: 93
Comments: Ganga is worse here, but the other two have improved. Big guy is definitely a middle, and Cu Sith... is just generally better, for all that the stats-affecting magic still won't help him in a duel. Middle/Light/Light.
[size=16]
Heat - Agni[/size]
HP: 2100
Damage taken from physicals: 90%
Damage taken from magic: 125%
Weak to Ice. Absorbs Fire
Attack: 44
Double Slash: 35, Random.
Mind Charge: Next magical attack does 2.5x the normal damage.
Agidyne: 117 after Mind Charge, Fire
Hell Fang: 65High Counter (Passive) : Counters 2/3 of the physical attacks/skills thrown at him with a 69 power physical.
GdonHP: 700
Damage taken from physicals: 90%
Damage taken from magic: 80%
Weak to Ice. Absorbs Fire
Attack: 28Ice Drain: Absorb ice attacks this round.
Counter (Passive): Counters 1/10 of the physical attacks/skills thrown at him with a normal physical.
Average HP: 200
Average damage: 102
Comments: Heat fights with two Gdons. He is somewhat durable this time around, but his damage is unimpressive. (High 4HKO) His counters help him a lot against pure physical attackers, but that's about it. Low Middle, I think.
[size=16]
Abaddon[/size]
HP: 3500
Damage taken from physicals: 100%
Damage taken from magic: 85%
3 actions per turn
Takes 2x damage from lightning, but not weak to it (You won't get an extra turn if you hit him with lightning)
[size=15]First phase[/size]
Weak to Force. Immune to Earth, physical and bullet.
Attack: 43
Hell Thrust: 59
Mad Rush: 30, Random
Body Rush: 54
Power Wave: 59, MT[size=15]Second Phase[/size]
Weak to Earth. Immune to Fire.
Agidyne: 75, FireMaragydine: 67, MT, Fire
Ziodyne: 70, Elec
Maziodyne: 63, MT, Elec
Attack: 43
Taishyr note: Abaddon's phase 2 has at least Teradyne, for what that's worth. Gives him a way to overkill Pikachu?
[size=15]Third Phase[/size]
Weak to Fire. Strong against Earth. Immune to Force and Ice.
Silent Howl: 45, MT. 20% chance to inflict Mute.
Zandyne: 80, ForceDiarama: Heals 160 HPs
Tarukaja: Raises physical attack, MT. Stackable 3 times.
Makanda: Lowers magical attack, MT. Stackable 3 times.
Sukunda: Lowers agility, MT, stackable 3 times.
Rakukaja: Lowers defense, MT, stackable 3 times.
Ok. So how exactly is he able to change phases?
He'll always be using his first phase at the beginning. After losing 800 HPs, he'll use on the same turn:
-Gate to Abyss: Eats a PC. Pretty much instant loss in a duel, since you lose if the other two PCs die.
-Bellow: Uses one of his other two phases. His phase cycle seems to be 1 -> 2 -> 1 -> 3 -> 1 -> 2 etc.
-Attack: 44
And three turns after eating a PC, he'll use in a row:
-Noxious Cloud: 110, MT
-Regurgitate: Regurgitates the PC eaten, who comes back at 1 HPs.
-Bellow: Changes his phase.
After a while (there doesn't seem to be a pattern), he'll use the same Gate to Abyss / Bellow / Attack combo. Three turns after that he'll use Noxious Cloud / Regurgitate / Bellow, etc.
However. If you do 500 damage to him while he's digesting somebody, he'll instead use:
Regurgitate: Regurgitates the PC eaten, who comes back with the same HPs as before
And two attacks of his choice.
Average HP: 241
Average damage: 103
Comments: Way too much stuff. He's pretty straightforward in a duel, actually. He auto-wins against PCs (Unless you're Yuna), and against bosses, the whole eating part disappears, so he's just left with three form choices.
The first is immune to physicals and does around 0.75 PCHP per turn physically. The second is immune to fire and barely misses killing PCHP, with fire and lightning. The third one has some not-pathetic healing, even better damage (wind) and excellent stat whoring. (Rakukaja is especially good) High Godlike.
[size=16]
Security System[/size]
[size=16]
Gate Core[/size]
HP: 3300
Closed:
Damage taken from physicals: 0%
Damage taken from magic: 85%
Immune to Earth, Physicals and Bullets. Halves everything else.
Opened:
Defense: Slightly above average (90%)
Magic defense: Bad (130%)
Weak to Elec. Immune to Earth.
It's a countdown boss. Here is how it works turn per turn:
1) Beginning a countdown. Firing in 5 seconds...
2) Firing in 4 seconds...
3) Three...
4) Two...
5) One...
6) "Opens"
7) Flare Cannon: 160, MT, Almighty.8) "Close"
Then back to square one. Note that if it gets an extra turn due to another canon hitting a weakness, it will automatically transfer it to Laser Cannon.
If one of his buddies dies (20 mm machinegun or Laser Cannon), it'll skip 1), 2) and 3), beginning the countdown at two.
If both die, it'll "Activate Genocide mode" and use Flare Cannon every turn, just like that. (Taking one turn to open, though)
[size=16]
Laser Cannon[/size]
HP: 2200
Damage taken from physicals 90%
Damage taken from magic: 85%
Weak to Elec. Strong against physicals.
Revert Pulse: Around 30% chance to turn the enemy back to human form.
Freeze Ray: 45, MT, Ice
Magna Ray: 45, MT, EarthSonic Blast: 45, Mt, Force
Plasma Ray: 45, MT, Elec
Flare Ray: 45, MT, Fire
[size=16]
20 mm Machinegun[/size]
HP: 2200
Damage taken from physicals: 90%
Damage taken from magic: 85%
Weak to Elec. Strong against physicals.
Fire: 50. Inflicts random status with a 30% rate. Bullet
Sharpshoot: 100% crit for 94 damage. BulletBarrage: 40, Random, Bullet
Average HP: 269
Average damage: 117
Comments: No real reason to put it in the stat topic, but it seemed to be the main boss of the plant dungeon. Rating it seems strange. Anyway, Gate Core is heavy (durability and damage) , Machinegun is a heavy too (A bit less durability but a bit more damage) and Laser Cannon is Light (Go 6HKO) The Security System as a whole is godlike.
[size=16]
Heat - Vritra[/size]
[size=16]
Vritra[/size]
HP: 3000
Damage taken from physicals: 110%
Damage taken from magic: 80%
Weak to Lightning. Nulls Earth. Reflects Ice. Absorbs Fire.
2 actions per turn
Agidyne: 82, Fire
Gelid Torrent: 82, Ice, MT. 25% chance to inflict Freeze.Power Wave: 60, MT.
Silent Howl: 50, Nerve, MT. 15% chance to inflict Mute.
Tarunda: Lowers attack, MT, stackable 3 times
Rakunda: Lowers defense, MT, stackable 3 times.
Makanda: Lowers magic, MT, stackable 3 times
Sukunda: Lowers accuracy/evade, MT, stackable 3 times.
Regenerate: Revives his arms/tentacles. Usable if only one is down
Sonic Wave: 20% chance to inflict Confusion. Only usable when the two arms are down.
Inferno Roar: 140, MT, Allmighty. Only usable when the two arms are down.Vritra has two tentacles, each one with one action per turn. If the body is targeted by anything but a stat bust (duh), the tentacles will protect the body and take the damage instead.
[size=16]
Tentacle[/size]
HP: 500
Damage taken from physicals: 100%
Damage taken from magic: 110%
Nulls Fire and Earth
Attack: 41Sweep: 32, MT
Average HP: 321
Average damage: 186
Comments: If you allow the tentacles, they basically work like two undurable Chaos Shield... Pretty broken. Godlike. If you don't... Vritra is surprisingly not too durable, but Inferno Roars are deadly (Non elemental to boot), and the stat downs are good. (Rakunda helps him kill healers, the others help him in long battles) Lightning weakness is certainly a problem, though.
[size=16]
Serph - Real Varna[/size]
HP: 1800
Damage taken from physicals: 75%
Damage taken from magic: 120%
Attack: 48
Black Impulse: 64, Allmighty[size=16]
Serph - Fake Varna[/size]
HP: 1800
Damage taken from physicals: 75%
Damage taken from magic: 120%
Attack: 50
White Impulse: 70, AllmightyAverage HP: 279
Average damage: 191
Comments: Both only fight Serph and True Heat. Both are Lights, too, this is nearly a plot fight. The damage is just too low. Durability isn't horrible, though!
This boss provided by NEB
Only one extra boss for me to provide this time. Shoulda saved before Chernobog, he's cool too.
Damages are those done to Gale (after factoring out weakness/resist), who's above average in both Vit and Magic, but not by a huge amount. (This compensates for Ring effects somewhat.)
Oh, if there was any doubt, I confirmed that weakness = 1.5x damage, not ITD in any way. Same with crits.
[size=16]Kartikeya[/size]
"Try as you might, you will never touch me!"
2 actions per turn. Can't double anything.
Weak to Guns, immune to Earth and standard boss stuff.
Good accuracy (never saw Chi Blast miss, which is unusual).
HP: 4000
Attack: 60
Chi Blast: 100, MT. 25% crit rate.
Myriad Spears: 150, MTMazanma: 50, MT, Force
Mazionga: 40, MT, Lightning. Shitty Paralysis rate.
Tempest: 55(x2), Random, Force.Jupiter's Fury: 45(x2), Random, Lightning. Decent paralysis rate (about 30%).
Vivid Gust: Raises Kartikeya's evade to about 75-80% (Lambda alert). The effect goes away when a non-ITE attack connects with her, but can not be dispelled normally.
Taunt: Raises physical attack and lowers defence two levels, MT, enemy only, works on bosses. Can be used a second time for 50% of the effect.
Tarukaja: Raises physical attack, MT. Stackable three times.
Makakaja: Raises magical attack, MT. Stackable three times.
Mind Charge: Next magical attack does 2.5x the normal damage.-Both random spells hit 0 to 3 times, biasing higher when there are fewer targets. I'd probably take 2 hits as the average if you consider focussing, lower if you don't (between 1 and 1.5). No clue on the actual mechanics.
-Each Def level lowered seems to be worth about 10-15% more damage. Each Attack level raised seems to be worth 15-20% more. (I'd estimate near the middle in both cases. Don't hold me to this, though.)
Average HP: 338
Average damage to her: 225 (2/3 PCs have Dyne spells)
I want to say her MDef is a bit above average (so average damage is actually higher), but I'm not really sure. It's not so far that using the damage-to-her average would misrepresent her, though, so I will be lazy.
Comments: Maybe a little unimpressive at first (as unimpressive as mid to good 2HKO to either defence gets anyway), but the buffing game is crazy. Vivid Gust and solid HP give her the time to pull it off. If you rely on evadeable damage you're screwed, she can get up to four digit damage with time and luck. Even if you don't, the plentiful offensive options are nasty. Overwhelms healers and owns long fights, a quick blitz is the only solution.
Godlike. Good in-game due to total lack of PC ITE and the press turn system of course.
Needs more awesome Fenrir images, but there you go, my final contribution to the world of DDS boss stats.
[size=16]
Harley[/size]
Weak to Ice, absorbs Fire
HP: 3400
Damage taken from physicals: 100%
Damage taken from magic: 85%
Attack: 60
Skewer: 190, Fire
Ice Drain: Ice immunity for one turn.
Fire Storm: 125, Fire, MT
Psycho Rage: Trades one press turn for 4 half turns. In game, he'll always follow that with 2 fire storms, one attack and Ice Drain. Hence 310 damage.Average HP: 469
Average damage: 332
Comments: Horned Zebra Fish related death ensues. Harley now is less durable unless you're Super, but he 2 rounds average while negating his weakness if you force him to use his Psycho Rage combo, and OHKO average if you let him be free! Doesn't like fire protection at all though. Middle or Heavy
[size=16]
Bat[/size]
Weak against Lighting. Immune to Earth.
HP: 5000
Damage taken from physicals: 85%
Damage taken from magic: 30%
Spiral Edge: 145, MT.Attack: 75
After losing 1/4th of his max HPs, he'll be able to use:
Rage: Gets 2 half turns. Once per turn.Winds of Hell: 140, MT, Wind. Around 830 after Zotzilaha Bane.
Guard: Becomes weak against earth and immune to physicals, everything else does 1 damage. Bat has to recast this every turn, and any earth spell cast on Bat cancels it.
After losing 1/2 of his max HPs, he'll be able to use:
Psycho Rage: Gets 4 half turns. Once per turn.Zotzilaha Bane: 60, parasitic. Turns enemy into a bat with a perfect hit rate. Bats have a little above half normal max HPs and MPs, take double damage from everything, and are extremely weak to Force. Bats physical attacks suck (Single digit), and their magic is halved. In short = horrible death. The effect lasts 3 turns on average.
Average HP: 486
Average damage: 335
Comments: Same as Bat 3 in DDS... With a few added weaknesses; mainly only becoming really good below half HPs and the lightning weakness. His durability is probably better though, I need to post better durability numbers in the DDS stat topic. Oh, and he can now spam Spiral Edge after Psycho Rage, which is just scary. And of course, Guard and Zotzilaha Bane propel him to Godlike without even thinking about it.
[size=16]
Mick[/size]
The head is weak to Force and nulls Earth, Fire and Electricity. The body is weak to Fire, and nulls Force and Ice.
Head:
HP: 3600
Damage taken from physicals: 85%
Damage taken from magic: 75%
Body:
HP: 3600
Defense: 85%
Magic defense: 90%
Dekaja: Dispels stat boosts.
Dekunda: Dispels stat downs.
This can be used if both parts are alive, by both parts:
Attack: 85.
Dragon Quake: 120, MT, Earth. Gate of Hell: 115, MT. Usable if both parts are still alive.
This can be used by the head if the body is still alive:
Dragon Thrash: Captures a PC, and automatically uses Absorb everytime another PC acts. Can't miss.
Absorb: 40, parasitic. Only usable on a captured opponent.
Reunite: Releases a captured PC. Automatically used without spending a turn if the captured PC is dead.
This can be used by the body if the head is still alive:
Rakunda: Lowers defense, MT.
Rakukaja: Raises defense, MT.
Tarukaja: Raises physical offense, MT.
This can only be used if the body is down and only the head remains:
Rage: Gets two half turns. Once per turn.Attack: 60.
Maziodyne: 65.
Ziodyne: 70. Mind Charge: Next magical attack does around 2.5x base damage.
Power Charge: Next physical attack does around 2.5x base damage.
This can only be used if the head is down and only the body remains:
Rage: Gets two half turns. Once per turn.
Power Charge: Next physical attack does around 2.5x base damage.
Dragon Quake: 120, MT, Earth. Attack: 85
High Counter (Passive): Counters around half of the physical attacks and techs thrown at him with a 140 damage physical.
Average HP: 507
Average damage: 337
Comments: Mick got even more stuff. Still about the same as before in the DL, he has a Pyramid like move and isn't much outside of that, though still better than the likes of Reno. Godlike.
[size=16]
Varin[/size]
2 Actions per turn.
Halves Allmighty
HP: 11000
Damage taken from physicals: 5%
Damage taken from magic: 175%
Attack: 95
Skull Cleave: 195
Executioner: 225Revelation: 165, MT. 15% Mute.
Infinite Wind: 240, MT, Force. Once per turn, usable below 4/5 HPsRage: Gets two half turns. Once per turn. Usable below 1/2 HPs.Maziodyne: 95, MT, Lightning. Usable below 1/2 HPs.
Jupiter's Fury: 60, Random, Lighting. Usable below 1/2 HPs.
Magic Repel: Reflects magic for one turn. Usable below 1/2 HPs.
Genocide: 170, MT. Lowish accuracy, ~65%. Usable below 1/2 HPs.
Makakaja: Raises magic, stackable 3 times. Usable below 1/2 HPs.
Mind Charge: Next magical attack does around 2.5x its base damage. Usable below 1/2 HPs.
Power Wave: 120, MT. Usable below 1/2 HPs.
Debilitate: Lowers all stats one level, stackable 3 times. Usable below 1/2 HPs.
Psycho Rage: Gets four half turns. Once per turn. Usable below 1/4 HPs.Tentarafoo: 130, MT. ~15% panic. Usable below 1/4 HPs.
Dormina: Sleep, MT. 100% from what I saw. Usable below 1/4 HPs.
Dekaja: Removes stat boosters. Usable below 1/4 HPs.
Average HP: 527
Average damage: 340
Comments: .... Magic Repel + That physical durability? This combo utterly wrecks things, and with that durability, avoiding his 50% limit is kind of impossible. So pretty much only Fate Storm and ITD scare him, and his damage is excellent to boot. 3x Debilitate 3x Makakaja Mind Charged Infinite Wind? Yes. High Godlike.
[size=16]
Meganada[/size]
HP: 9000
Decent evade. Around 10-15%?
[size=15]First phase[/size]
2 actions per turn. Nulls physicals. Absorbs Lightning.
Damage taken from physicals: 0%
Damage taken from magic: 75%
Attack: 260.
Mad Rush: 195, Random. Reminder: Random means it can hit from 0 to 2 times, most likely 2 and sometimes 1 in a duel.
Black Bhakti: Allows him to use Viraj Blade the next turn. Note: He can begin to use Viraj Blade the same turn below 1/4 HPs.
Viraj Blade: 360, Random. Allmighty? Needs Black Bhakti to have been used the turn before. Once per turn.
Moksha: Switches to his second phase. Usable below 3/4 HPs.
[size=15]Second phase[/size]
4 Actions per turn. Nulls magic.
Damage taken from physicals: 75%
Damage taken from magic: 0%
Dekunda: Dispels stat downs.
Dekaja: Dispels stat boosts.
Mazandyne: 95, MT, Force.Mabufudyne: 85, MT, Ice
Maziodyne: 85, MT, Lightning.
Maragidyne: 95, MT, Fire.
Materadyne: 95, MT, Earth.
Tentarafoo: 60, MT. ~15% Panic.
Fatal Charm: 60, MT. ~20% Charm.
Black Bhakti: Allows him to use Meru Thunder the next turn.
Meru Thunder: 610, MT, Lighting. Needs Black Bhakti to have been used the turn before. One per Turn.Moksha: Switches to his first phase. Usable below 1/2 HPs.
Rage: Gets two half turns. Once per turn. Usable below 1/2 HPs.Mudoon: ID. Low accuracy, though I can't tell how much. Usable below 1/2 HPs.
Below 1/4 HPs he can use two combos, ignoring the normal Black Bhakti restrictions:
- Makakaja: Raises magic, MT, stackable 3 times.
- Makakaja
- Black Bhakti
- Meru Thunder
And
- Tarukaja
- Moksha
- Black Bhakti
- Viraj Blade
Average HP: 562
Average damage: 345
Comments: Combine Farmel and a dominating boss, and you get Indrajit. Its HPs could be better for high godlike (3-4x average?), but the defenses are good, and it pretty much forces you to use physicals if you're specialized on magic and magic if you're specialized on physicals, so yeah, it's definitely lasting a good while anyway. The damage is OHKO no matter what form, and can get sickening easily. Yay Rage + Meru Thunder + Moksha + 3 Mad Rushes? High Godlike.
[size=16]
Brahman[/size]
5 actions per turn in all its forms.
Damage taken from physicals: 100%
Damage taken from magic: 130%
Brahman always gets to act after switching forms, and the damage done to one form isn't carried over to the next. Stat downs, however, are.
Every form has:
Light: 60, MT, Allmighty. 15% critical rate.
[size=15]Brahman One[/size]
Absorbs Fire.
HP: 3500
Trisagion: 100, Fire, MT. Makanda: Lowers magic, MT, stackable 3 times.
Hamaon: Removes 80% mHP. Expel. 45%.
Xanadu: 70, MT. Expel.
Agidyne: 70, Fire.
Megidolaeon: 75, MT. Allmighty. Usable below 1/2 HPs.
Mind Charge: Next attack does 2.5x the base damage. Usable below 1/4 HPs.[size=15]Brahman Two[/size]
Absorbs Force.
HP: 3500
Vayaviya: 90, MT, Force.Zandyne: 65, Force.
Gate of hell: 100, MT.
Dormina: Sleep, MT. 20%.
Calm Death: Instantly kills sleeping characters. Ignores death immunity IIRC.
Power Charge: Next physical attack does 2.5x its base damage. Works with Light.
Rakunda: Lowers defense, MT. Stackable 3 times.
[size=15]Brahman Three[/size]
Absorbs Earth.
HP: 3500
Titanomachia: 100, MT, Earth.Wicked Curse: 37, MT. 25% Curse.
Teradyne: 70, Earth.
Mudoon: ID. 30%
Mind Charge: Next physical attack does ~2.5x its base damage.
Power Charge: Next magical attack does~ 2.5x its base damage.
Eternal Zero: The equivalent of stacking every stat booster / stat down to the maximum in one turn. The opponent has all its damage halved, his accuracy drastically reduced, and will take double damage from everything compared to normal. Brahman's status rates also get jacked up. Should work on bosses.
[size=15]Brahman Four[/size]
Absorbs Electricity.
HP: 3500
Eternal Zero: See above. The equivalent of stacking every stat booster / stat down to the maximum in one turn.
Narukami: 90, MT, Lightning.Ziodyne: 60, Lightning.
Neural Shock: 35, MT, Nerve.
Mind Charge: Next physical attack does ~2.5x its base damage.
Power Charge: Next magical attack does~ 2.5x its base damage.
[size=15]Brahman Final[/size]
Absorbs Ice.
HP: 6000
Nifleheim: 90, MT, Ice.Bufudyne: 60, Ice.
Mind Charge: Next magical attack does ~2.5x its base damage.
Silent Howl: 37, Nerve.
Revert: Makes the enemy change forms (from demon to human, or the opposite) Usable below 1/2 HPs. 50%? He really doesn't like to use it.
Marevert: Makes the enemy change forms (from demon to human, or the opposite), MT. Usable below 1/2 HPs. 20%.
Brahma Sutra: 100 the first time it's used, then 200, 400 and 500 for the rest of the battle. Allmighty, MT. One per turn. Usable below 1/2 HPs.Eternal Zero: See above. The equivalent of stacking every stat booster / stat down to the maximum in one turn.
Average HP: 567
Average damage: 345
Comments: Like Meganada, Brahman is a standard good godlike boss (5 forms with PCish HPs, and near OHKO elemental damage) with an additional incredible trick, Eternal Zero. The description is pretty much self explanatory, and no one can even think about dispelling it (Brahman, uh, quintaturns) He even has an "ignore most things" attack in the form of Light, which while being quite weaker than elemental spells should still overkill things nicely after Eternal Zero. And Revert... uh... helps for some Ryu slaying! High Godlike.