Wild ARMS 3 - Facepalming action!
One-man army Clive continues his journey. Walk softly and carry a big gun.
Mono-eye Guardian: It's stats supposedly increase by 10% every turn in battle. However, its pretty easy to wall thanks to having acquired a) Valiant and b) Moon Spark. Dark Ward at max + ATT Blocker, go go go.
Hecto-eye Guardian: Weaknesses inverted! Same strategy applies though, right down to the exact set up. Easy battle. Thankfully after the Huskarls.
Asgard 1: This form of Asgard...well as Meeple put it, sucks. It sets off its invincible barrier every other turn or something, so you only get a few chances to attack in between. Doesn't matter though since you have the reset of the time to cast whatever you want (Heal/Shield/Turbulence). Just need to attack when the barrier isn't on. Alternatively...well, you'll see come Asgard 2 when he's not patternized.
Schroedingers 2: Going last kinda has this huge disadvantage where your actual HP isn't what it says on screen since you kinda have to factor in the amount of damage everyone can do, since you can't heal until everyone moves (and if everyone attacks you, then well...yeah). Which is what made this battle tricky. If everyone utilized their best damage, I would be 3HKO'd in reality. I would also need a lot of Potion Berries. Thankfully, Personal Skills make this battle much much more managable. Set up Fire Ward/Dark Ward/Confuse Ward and either Water/Earth/Wind Ward. If you have additional skill points, grab ATT Blocker. This shuts down one of Shady's attacks, most of Maya's attacks (she can rando choose elements, but warding off 3 of 5 at a time is pretty good) and occassionally stops Todd's attacks until you can kill him. Fire Gems again because Maya can cast Reflect. Once you set Todd's afro on fire, attack whenever you get the chance. Almost every turn will be a Heal Berry if they do not run into your defenses (so hopefully the do). If Maya/Shady run into your PSes, then you only really take damage from Todd (and Alfred, but Alfred). A lucky crit makes things faster. Once Todd is dead (and you'll be really happy when he is), remove PSes from ATT Blocker and Confuse Ward and put them onto other elemental blockers/Counter Attack if you're using Wind Ward as well. Then either gun straight for Maya or take out Shady as well since his breaths add up if they don't run into defenses again.
Diobarg: Sucks. He uses a paralysis physical and RAM which deals like 80 damage against my 1300 HP. Um...yeah. He basically fails SO bad, that one of my underlevelled mediumless PCs actually lived and got EXPs.
Fortune Gear:
Critters/Griffins: These are actually sorta tricky. Griffins love casting Turbulence. You need Wind Ward on at all times because Storm Blade hurts and a team of Griffins and Critters can debuff your MDef and then rip you apart with Storm Blade. Turbulence also makes things really annoying because Critters then gain double that of Clive's AIM. Yeah. They reach around 240 Evade. So, take out the Griffins ASAP (should be able to OHKO). Clive magic sucks, so stick to physicals - they should still have a decent chance of hitting even after Turbulence. Then either wait out the critters or actually use Lock On here.
Oliver: This boss is awesome. He uses an attack called BWAAAAAAAAAAARGH!!! (exact spelling!) which hits you for like 13HKO damage. However it adds disease! Also, he can POIZN you afterwards and seems to have no other physical attacks other than that. Block Disease/POIZN and mock/EXP multiplier farm.
Janus #whatever: Highest HP set up walking. First thing you do - Eraser. Use FP Save if you have to to reduce the cost, although you should easily have the FP for it. This drops his damage down to OMG 5HKO or something. In short, he sorta fails. Of course, you take HUEG damage turn 1, so you'll probably need to heal. If you have okay luck (normal or better), considering casting Protect, then Valiant and watch as his piddly damage starts upping yours very quickly.
Faraway Lands
Unknowns/Vaccumons: These things wouldn't be a problem - but Bronze is an annoying status. It's also not worth setting a Gear slot because it comes up like never after this dungeon and has a grand total of 4 turns before it even takes effect. By themselves they're fine but...combined them with Vaccumons on a Clive solo? Fuck.dat. You either force yourself to set Bronze Ward (...) or get Ejected, because there is no way you can heal Bronze/finish the battle in time before the Vaccumons eject you from the dungeon. Oh and Vaccumons have GRAV, which just rapes your VIT. Not worth fighting at all - definitely skip if possible.
Asgard/Melody: Um...holy shit. So, you see all those joke fights before? Yeah, so WA3 decided to kinda up the ante here. Don't really see a problem in this fight normally, but with one person? Jesus. The damage racks up so quickly. Melody deals like 250 damage. Asgard with Barrier knuckle deals like 350. So together they deal around 600 damage a turn. I have 1500 HP Max. Doesn't look threatening, but when your speed isn't good, it creates problems. Most notably being that if you're at 700 HP or so, yeah you can live through another turn without healing, but then you get outsped and thusly owned. So my realistic durability here was just bad. Oh and the other thing? Asgard loves to fucking spam that barrier this battle. There's no telling when he actually drops it, so if you fight him upfront, this gets ugly VERY fast. The key of course is using Valiant. But even then, you need proper set up - Chapanaga is pretty much essential because of Luck Boost. This makes the buffers last longer and should (SHOULD being the key word) make your evasion more noticable. Definitely helps against Barrier Knuckle since evading = yay. Next, since you're using Valiant, you opt for as much HP as possible. Thus, you use Flash Hit/Moon Spark/Terra Roar. It's not really worth casting Protect, although you can. The plan is as follows:
Turn 1 - Do whatever. Defending against Barrier Flood and eating it straight up seems to result in the same damage ( I suspect this is actually a gravity attack that does 35% of CHP). Best thing to do would be either to cast Turbulence/Protect or Valiant. Probably Protect.
Turn 2 - Throw a Mini Carrot for more defensive power.
Turn 3 - Use a Heal Berry if your HP is still around 700. Potion Berry otherwise
Turn 4 - Now would be a good time to start attacking
Turn 5 and on - Check HP and status. Make sure Valiant is on at all times if you plan to attack. If you're HP is within range of 700 or lower, you'll have to take a risk. If you attack, you'll deal quite a bit of damage, but also run into a chance of losing. Asgard does seem to have a fondness for spamming the defensive Barrier however, so it's usually better to take the risk then not. At worst, if you're playing more defense and are attacking him with more HP, wait until you 100 FP or so. Clive's ARM should easily be empty and there is no point in reloading since you're relying on Valiant anyway to get through the barrier. This will give you a 5 hit Gatling. If you have 700 HP a this point (or lower) you pretty much win since each hit will do 800 damage or so. Asgard only has 4600 HP.
Asgard 3: Uh...and back to more fail. The only thing he can do is IRON FIST, which deals 10HKO damage >_>. Well plot reasons!
PS: The status screen lies by the way. Best Luck and having modest evade (121 EVA to 88 Hit) and I got hit like 5 times in a row, which cost me a reset :/.
PPS: The field randoms around this area are so very dangerous. You have Trilobites around Little Rock who have a HP-1 attack and go before Clive and a Grav casting cat around Humphrey's peak. This makes this place very unsuitable for solo Clive unless you want to get killed :|