Grandia LLG. My memory may be off on some of the party level notes, fever is a bitch.
Milda (Justin 17, Feena 16): HPs are somewhere slighly over 100 here. Milda's physicals hit for 20x2 or so, Drop Kick is a bit of a joke, and Milda Hit hits for 85(!). I assume she can use Splitter but I never saw it. Diggin' up while you can in between the healing, reducing Milda Hit to a much more sane ~50 damage. Defend when you see an incoming attack on a PC. Beat on her when no defensive action is needed. Not hard, just takes a while.
Gaia Battler (Justin 18, Feena 17, Rapp 20, Milda 35): Central part can use POIZN gas for mighty 1-8 damage to an AoE around it. And Poizn, but I never saw it connect. More importantly it has Lightning for 40-50 damage to all, a solid 3HKO to all but Milda. Right Arm is weak to physicals and near-immune to magic and does some scrubby arm flail attacks for bad damage. Left Arm is the same as right, just reversed. Central part has 2500ish HP and arms 1000 less. I first concentrate on taking out right arm, then left, then the main body while easily keeping myself healed post-Diggin'.
At this point I ninja loot the three optional dungeons. This results my gear ranging from storebought in Dight to best axe in the game.
Gaia Battler 2 (Justin 19, Feena 18, Rapp 21, Milda 35): Each part has 1000 more HP here, but the offensive boost nicely negates that. POIZN gas tinks entirely most of the time this time but on the other hand I see Justin get POIZNed twice (easily taken care of with Cure). Lightning does 50-60 damage, inching into 2HKO territory on Feena. Right Arm can cast GrandHealer for 300 healing to all parts, woo. Left Arm's physicals have a chance to cause sleep. Same as before, just ever so slightly more threatening (not very).
Milda leaves.
Level 36
270HP 78SP
0/0/0 MP
119STR 51VIT 56WIT 48AGI
Sword L20 Mace L30 Axe L30
Gadwin remix, in a part where she's no longer god. Just very good at being a beatstick that is almost immortal.
Ruin Guard (Justin 20, Feena 19, Rapp 21, Guido 24): PCs have 130-140 HP. Including Guido. Damn your stats suck Guido. The main body spams Zap! for 50 AoE damage, occasionally taking a break to Healer one part for...100. *golf clap* Axe spams physicals for 30ish AoE damage, barely damaging past Diggin'. Boomerang is absurdly fast but the only thing it can do is cast Boomerang for like 10 damage to one. Ruin Guard has 4500HPs, the parts 2500 each. Honestly this is just a worse version of Gaia Battler. I do get some key skills here - Justin learns Midair Cut, Feena learns Alhealer, Rapp learns Burnflare, and Guido is using his mace-Sue level bad Sword physicals to learn Power Up, which is a nice buff on paper but doesn't get used in the next boss fight anyway. Oh Guido.
NANA SAKI MIO (Justin 21, Rapp 22, Guido 24) (2 resets): No Feena here, le sigh. I get utterly murdered the first time in. I learn three things from this: 1. Defensive play is not going to work here, they get way too many turns if you try to buff up. Many of those turns are used on debuffs 2. I really could use a storebought armor upgrade and some of those full status immunity accessories from Zil Padon. 3. Grandia designers are dicks for putting a disproportionately difficult fight in a point of no return area.
For those keeping track this is the third time in the game I buy gear.
Two hours later...
Okay so. Saki has 5000 HP, buffs herself with Speedy and WOW! and has Boom! for 40 AoE damage and various physicals, including the horrifying Max Lariat for 70. Nana has 4000 HP, a variety of status spells including Shhh! (now useless in the face of my Ribbons Talismans), Zap! for 50 AoE damage and some yo-yo attacks for either bad damage to a wide range or 30ish damage to cone area. Mio has 3000 HP, Stun Gun for 40 damage+Paralyze, Super Balloon for unpredictable AoE Poizn+Sleep, debuff spells like Cold, Freeze and Stram, and Alhealer+ for 200 HP restored to all sergeants. Worst of all, when all three sergeants are alive they can use Trinity Attack for ~60 damage to a very wide area on any of their turns. Yes, it doesn't consume all three of their turns. I have no idea what the activation trigger is, they always use it on the first turn though. I assume it's not at-will because they don't use it that much.
So as you can see status blocking is absolutely mandatory here. They still get an insane amount of turns if you let them with all of their AoE nonsense, so the only proper plan here is to blitz Mio. So I do MT stuff for turn denial and Alheal with Justin when necessary. This ends up in me getting caught with two Trinity Attacks in a row just a bit before Mio dies which is death.
Third try. Alheal is not good enough to waste turns on, it's time to bring out the consumables. Guido uses Mogay Bomb twice for good AoE turn denial, then acts as item boy to restore the party's HP/SP whenever they're even slightly depleted. He also has Bond of Trust to pass his turn to either Rapp or Justin when appropriate. I try his boomerang physical when I get the chance and shock of shocks - it's actually competent. Three shots that are accurate, fast, do decent damage and tie up a target for a good while. Mogayshot is also not bad for ST damage. Note to self, never use melee Guido again. Justin uses Shockwave, Burnflame and Midair Cut as appropriate for maximum damage/turn denial ratio. Rapp does the same with Discutter, Doppelgang, Burnflare and Burnflame. I get lucky with Trinity Attack, they only use it once at a start. I do manage to bring down Mio soon enough, which makes the rest of the battle fairly easy and I can do the rest without further consumable use. Once Nana goes down Saki just doesn't get the turns when locked down even with her +4 speed modifier - so I use her for skill training some wimpy attacks. Ah, vindication.