Exdeath / Neo Exdeath
Exdeath the tree is yon standard final dungeon boss. He has respectable defences and evasion backed up by solid HP, and the usual "above average speed if you aren't hasted, but really slow if you are". He has three phases; generally speaking he hits really hard against a single target. In all three phases, he can sometimes skip a turn, because Square went through some weird phase where they thought it was funny to have final bosses do this, or something.
The first phase will use physicals which do around 1500 to the front (less against high-def types) / 700 to the back, or White Hole. White Hole inflicts both death and petrify, so curing it involves at least two actions (and probably a third to heal them, unless the revival was full). Pretty nasty; blocked by Shell/MEvade, and can be immuned entirely if you null even one of its statuses, so Aegis Shield and Ribbon both work (so does Bone Mail, but you don't want that).
Once he loses 40% of his health, he'll start using Flare and Holy. These probably KO in a single hit, unless your HP is very high. (At normal levels, requires HP+30% or a buff.) He can only use those once every four turns, though, starting with the first turn he drops into this HP threshold. On every fourth turn in this threshold, he can also use Doom. Otherwise it's more physicals and White Hole.
Once he loses 80% of his health, he'll adopt a simple but dangerous AI: 1/3 chance of nothing, 1/3 chance of a physical, and 1/3 chance of Meteor, which does 4 very random hits and is very dangeorus. You don't want to leave him in this stage for long, unless you have Shell or doubled HP. When he dies, Neo Exdeath will appear (unless you killed him via a couple sneaky methods, which I will not be assuming).
Neo Exdeath has four parts; three in the front row, and one in the back. The one in the front mainly uses physical attacks, slightly weaker than Exdeath's. It will throw in Vacuum Wave as well, similar to Necrophobe. 1/9 of the time he'll skip a turn, 1/9 of the time he'll use Dispel (starting from its third turn).
The one in the back uses various singletarget spells, which generally do around 1200-1700 damage. Delta Attack does less, but inflicts petrify. Flare and Holy hit harder, but are rarer, used only 1/3 on turn 3/4 on every four turns thereafter. It can also use physical attacks (same as the other part's, except that this one is in the back row) and Dispel, the latter being rare. Most of this doesn't matter, because this part is Heavy, which gives it a host of terrible status holes, the most easily exploitable of which is Odin. Cast from the Magic Lamp, Odin will always destroy the back part; the Summon version won't work until all other parts are dead. Since Neo Exdeath is more threatening than Twintania for most parties, they will want to save the Magic Lamp just for this.
Since the above two parts are entirely singletarget and one is easily dispatched, most challenge runs fear the middle two parts instead. First of all, the middle-top part has Grand Cross. It always hits, and has a random chance to infict one random FF5 status (HP-to-critical is an option as well). Four of these are blocked by Hermes Sandals. Lamia's Tiara, Aegis Shield, and various Genji equips can cover one or two more each. Ribbon makes this move a joke; only Zombie can sneak through then.
Anyway, this part is weird. Grand Cross will at base be used on turn 3, then every 7 turns thereafter. Once it drops below just over half of its HP, this changes to "turn 2, then every 8 turns thereafter" but restarts the timer from the beginning. Below one quarter HP, the timer starts again, once again for turn 2. If it survives for three more turns after this it has a 1/3 chance to use Meteor every 3 turns. The short of this is that with high offence, it's entirely possible to keep this part from getting a turn, as you can restart the timer several times and conceivably it will spend 4 turns doing nothing at all. Otherwise, though, you can expect to see the odd Grand Cross. Probably not many, but each one is potentially deadly if you lack Ribbons.
Finally there is the bottom-middle part. Just as the top-middle part (almost) only uses Grand Cross, this part only uses Almagest. Almagest is straightforward, boring, but very effective, especially against lower-HP characters. It does 1620 defence-ignoring damage to everyone (720 if you have Shell, though, which makes this move kind of suck). Aegis Shield gives you a chance to block it. No HP limit nonsense here; it's turn 2 then every 4 turns thereafter. Both Almagest and Grand Cross have (separate) visual indications starting the round before they are used, so you know when each is coming.
Neo Exdeath has one final trick, which mostly serves to punish anyone who tries to focus-fire down one part at a time, and reward people who blast away with multitarget (did Summon really need to be better, Square?). Once any part is alone it will use, on its next turn, Meteor/Almagest/Vacuum Wave doubleacted with Comet/Vacuum Wave. If it gets another turn after that, it will repeat this, only even more dangerous as now Meteor/Almagest (the most dangerous moves) can be used on both parts of the double. And it continues doing so from there. The moral of the story is to not leave any one part alive for long!
The broad strategy to get around this is to either kill all the parts at once with multitarget, or to gun down two of the parts, which will generally be the back part with the Magic Lamp + whichever of Almagest or Grand Cross the party fears more. The Magic Lamp can also call a few other useful things, notably Golem, Catoblepas (5% chance to target and petrify the Almagest part), and some multitarget damage, if desired. Then, spread out damage against the remaining two, so that they die around the same time. You can be crafty by attacking the one you know has acted more recently towards the end, if you wish.
On with the show! I'll be doing this one a bit differently, just using point form for broadly how each job does. I'll also show the construction of the list at the bottom by comparing each job to every job ranked before it.
Knight:
-Aegis Shields can protect from White Hole, though come at the cost of being two-handed.
-Defender can be used to cast Protect and reduce some damage taken, although you'll need to reset it if the character with it dies due to Flare/Holy, etc.
-If Knights go for all out offence and don't get killed, they should be able to kill the tree only giving it two turns. If they want to leave Aegis Shields on two PCs to increase their survivability, make this three. Pretty good.
-Knights survive Almagest at Level 36 or higher, though of course they'll want to pull out the Elixirs after it is used. They'll want to survive a second.
-They can kill the Grand Cross part before it gets an action without much difficulty; this should be their plan of action if they can survive Almagest.
Overall ranking: Nothing to compare to yet! Pretty good though.
Monk:
-With HP+30%, they can survive Flare/Holy, but have no recourse against White Hole and risk seeing Meteor.
-Focus is probably the way to go. A round of Focuses + a round of physicals will mean no chance of Meteor, and generally helps out their offence in the rest of the fight.
-They survive Almagest easily; at Level 34 without HP+30% (Level 29 with).
-Their offence is relatively poor. They might still be able to blitz out Grand Cross with a barrage of Focus, but probably not due to turns spent on other things like healing from Almagest and using the lamp.
Overall ranking; Below Knight
Thief
-They have no tricks or anything which helps them against anything Exdeath or Neo Exdeath can do.
-They need to be Level 41 to survive Almagest, higher than I'd generally assume. If they aren't, their only recourse is to fish for a 5% petrify kill from the Magic Lamp.
-There's remarkably little to say, they're predictably bad.
Overall ranking: Below Monk
Dragoon
-Aegis Shields protect them from White Hole.
-They're very anti-physical with back row, high defence, and shields, so the common physicals in this fight don't do much to them.
-IF they stole Dragon Lances from Crystal Dragon (a big if, since it's a rare steal guarded by a common), that can do a crapload of damage to the Grand Cross part. (It also helps their damage a lot in general.)
-Jump can avoid Almagest! Or Grand Cross. Both is possible, even, depending on how the turns line up. Dragoons can take Almagest at Level 37 or higher.
-Their biggest failing is their generally poor offence, and the fact that stopping to heal isn't very compatible with Jump's defences, since the attacks just focus on whoever stops to heal. They risk seeing Meteor from the tree, for instance.
Overall ranking: Between Knight and Monk. Knight's ability to blitz things trumps their survivability, but Monk's offence, while still better, isn't nearly enough better.
Ninja
-They're quite vulnerable to the tree, but with their speed they can recover from anything it does, and they blitz away the Meteor phase very, very well, via throw at worst (but physicals likely work too).
-Without blitzing they'll give the tree around four turns or so, certainly worse than Knight.
-They need to be Level 41 to survive Almagest. That's bad.
-But they can blitz down the Almagest part before it gets a turn! They just need to throw about 9 Fumas. Random high-power weapons they don't need can substitute well.
Overall ranking: They win relatively safely, but at great cost. No shield and needing either front row or even heavier costs (shuriken?) makes them very fragile and worse than the tanky shield-users. Worse than Dragoon, better than Monk.
Samurai
-It takes about 22 Zeninages to kill the tree (cost: 44000 gil), if they go that route. Elixirs cost 50000, though, as a reminder, so this isn't as bad as it sounds! Tree gets around three turns this way, so it's better than killing slow.
-They have Aegis Shields to protect from White Hole.
-They need only 19 Zeninages to kill Neo Exdeath! (Yes, the lower defence matters.) If Odin is summoned first so there are only 3 targets, this costs around 114000 gil.
-This doesn't quite blitz the Almagest part, but it certainly blitzes Grand Cross. They'll need to tank one Almagest. They need to be Level 36 or get lucky with Aegis Shields.
Overall ranking: Them vs Knight is interesting. Essentially, Samurai spends around 160000 gil to avoid one more Almagest. And also have more survivability due to back row and shields. I'll go with Knight, though, because Samurai performance falls notably with level. Higher than anyone else though.
Ranger
-If things go their way, the tree gets only two turns. As usual, they blitz solos well.
-Back row, but no protection from White Hole.
-Being unable to target Rapidfire suuucks against Neo Exdeath, it ensures that all three parts live a while. They'll definitely see Grand Cross and probably two Almagests (though one is possible if they get lucky).
-The Darkness Bow makes a mockery of Neo's physicals if they equip that for a moment! Funny at least.
-It should be mentioned that Rapidfire is EVEN WORSE here in SNES/PSX, where the parts which govern Neo Exdeath's visuals but don't take turns count as (invincible) targets.
-They can also try to specifically blitz the Almagest part (Artemis Bow hits weakness which helps), but they'll still always see one.
-They need to be Level 41 to survive the Almgest they'll definitely see. 5% petrify or grind there, there's no ninja-like blitz option.
Overall ranking: They're not enough better against the tree than Monk to justify how much worse they are against Neo. "Be level 41 or 95% chance to lose" is unacceptable. Better than Thief of course.
Mystic Knight
-Aegis Shields are cool; you know the drill. Front row less cool.
-Use Flare Sword then beat the tree down; he'll get three turns or so and they avoid Meteor.
-Against Neo Exdeath, glorious Break Spellblade instantly slays the Almagest part (overall cost 3 turns to set it, then set Flare again after).
-Even with all that, they can possibly blitz out Grand Cross as well! A bit dicy if they're alternating between it and the front for targeting, though.
-If they wish, they can focus all their energy on it and lock down the back with Silence Spellblade (Delta Attack is a slight worry, Aegis Shields help), killing it only after killing everything else. Not sure if this is worth it.
Overall ranking: Obvious best so far. No Almagest, solid offence/durability otherwise.
White Mage
-Protect/Shell make everything the tree does survivable. White Hole will hit only 35% of the time and can be dealt with by two spells: Arise and Esuna. (You'll need to reset buffs, but you still come out ahead on turns.)
-Shell makes Almagest a joke. Curaga easily heals it and then some.
-Grand Cross part gets blitzed real bad. It doesn't get one off.
-Um yeah this job laughs at this fight and has no weaknesses nor even significant costs. You can still lose but you have to very actively screw up; White Mages can probably even survive the limit phase indefinitely if they need. They literally tank Double Almagest.
Overall ranking: Um yeah, the best.
Black Mage
-If they blitz the first form it only gets two turns.
-As is the default for mages: they're in the back row to soften physicals, get OHKOed by Flare/Holy if they see it, and can only resist White Hole with MEvade (30-35%).
-Against Tree, they'll probably be OHKOed by Almagest (unless Level 42+), but they can stop it with Break. Break only has around a 10% chance to land, but they get ~16 chances to land it (minus any Magic Lamp turns). Overall this has around an 80% chance of success.
-If they beat that part they're probably in the clear; they may face one Grand Cross as well as they MT-blitz the last two parts down.
-Another option is that they can prep the Wonder Wand to cast Shell on one PC right before Almgest hits, though this does require a bunch of setup. That PC will survive and can work on reviving others, though it's a bit dicy.
Overall ranking: Usually they'll kill with Break. The times that they don't are a concern since that'll basically mean a reset! They're good otherwise, but I'll generally side with safe wins... so below Ninja (the lowest of the relatively safe jobs) but above Monk.
Time Mage
-With Quick they can very easily kill the tree before it gets two turns... in fact doing it in one round is quite possible!
-They can cast Return if the tree's only action is a fatal one if they wish. Almost nobody deals with the first form better.
-Unfortunately they hate Almagest with a passion. Their best bet is to use Old. If they land it within their first 2-3 rounds, then the Almagest caster will lose enough of its level such that its Almagest becomes survivable at Level 40. If they land it right as the fight begins they can survive it at Level 38. Old has a 13% chance to land, but with Quick they get two shots. Overall they have a 90+% chance to survive this way, as high as 97% or so depending on how the turns fall.
-Once Old has landed, the part can be mostly disregarded thereafter, as its speed drops a lot and any future Almagests it does get off will be puny.
-Again, they have the Wonder Wand option. Quick makes them better at recovering, too.
-Quick/Meteor is a decent enough blitz option. It falls just short of reliably killing all of Neo Exdeath's parts before Almagest gets fired, but will completely crush the battle otherwise; Grand Cross shouldn't be much of a concern.
Overall ranking: Basically Black Mage but better in every way? Their strategy actually borders on reliable so I'm willing to push them up a little further, maybe above Dragoon but below Knight/Samurai.
Summoner
-Their performance against the tree similar to Black Mage. The main edge they have here is Phoenix (potentially) which is full revival and even restores MP, so easier to recover from any fatal hits or White Holes.
-Carbuncle/Golem is pretty awesome at walling any non-White Hole fatal hits, though! Also helps in the next stage.
-Another job whose best plan against Almagest is to try to land some sort of status! Catoblepas is the plan here; it's more accurate than Break and lands around 14% of the time, so around a 91% chance to land before Almagest fires.
-Carbuncle helps here another way; there's a slim (1/12) chance that the mage in the back fires Delta Attack and it reflects and petrifies the Almagest part.
-Wonder Wand strats work here again, Golem/Carbuncle/Phoenix make them safer than normal.
-Like Time Mage, Summoner is very close to being able to just blitz the fight with raw damage before Almagest hits, but they'll probably fall a bit short.
Overall ranking: Compared to Time Mage, they aren't quite as reliable though have more safety in some other ways (Golem/Carbuncle) and certainly consume less elixirs on a win. I think reliability trumps here. They still feel better than Dragoon due to the offence which is so much higher.
Blue Mage
-Oh look Mighty Guard. Almagest is not an issue, Flare/Holy/Meteor are not an issue.
-Aegis Shields as well!
-They give the tree thre (not very scary) turns and don't see Meteor, or fear it that much.
-Grand Cross part does not get to fire. Almagest part healed by White Wind.
-They have a bunch of cool status options here but they're too powerful to matter.
Overall ranking: The only knock on them is that they really want Mighty Guard, which isn't completely trivial to get. Otherwise they have all the tools to annihilate this fight, and none of the other blue spells they would use here are remotely obscure. Below White Mage only.
Red Mage
-Protect helps out against physicals, as does the back row. Having some MEvade reduces the hit rate of White Hole at least.
-Dualcast Raise+Cura is an improvement over Phoenix Downs, certainly.
-No shields, bad HP, and terrible damage makes them have issues with the tree though. They give the tree six turns minimum and at least one in the Meteor phase.
-Almagest sucks! They need to be Level 43-44 to survive it.
-Wonder Wand's Shell can as usual let them survive one, but unfortunately their blitzing is so bad they'll see at least one more, so better hope the shelled mage doesn't get dispelled or hit by certain status in the meantime.
-And of course they'll see lots of Grand Crosses regardless.
Overall ranking: Worse than Monk, better than Ranger.
Beastmaster
-Did I mention Mighty Guard rules? Because Beastmaster can get it too! It's a pain in the ass on SCC, but doable: find a Crystelle in the back row, be in the back row yourself, control it to cast Protect on itself, and then hit it with the Dancing Dagger... if it doesn't proc a fatal Dance, it'll have a chance to do 1-2 damage to its 3 HP. Get it down to 1 and you can catch it! Annoying but yeah it's worth it here.
-Better be careful about when you release it though since White Hole is still a bad time for getting rid of it (though nothing else in the first form is).
-Since they can't afford any offensive releases here, their offence against Exdeath is terrible. Like he's getting a dozen turns or so minimum, which is a lot of time for fatal nonsense. You burn through resources like crazy, and Meteor can certainly wreck you. Popping Mighty Guard when Meteor can first make its appearance is probably a good idea, since no more White Hole then, although Meteor CAN kill Shelled characters still if it focuses on them. Not much you can do about that.
-But with Shell up, they need not fear Almagest, barring the rare Dispels that can remove it.
-They can also release Dragon Aevises or Crystal Dragons which deal MT 9999, the other good use of their time. This can either skip the Meteor phase of the first fight, or unload as much damage as possible into the second.
-Actually they might even want to forgo Mighty Guard. The Beast Killer whip strikes weakness on the Almagest part, so they just might be able to get away with three released shots of 9999 and a Beast Killer blitz before Almagest hits. They'll need to rare-steal at least two of 'em, though, and even then things could go wrong if anyone dies due to the physical part while they do this, as they don't have much time to spare.
-They can also just survive Almagest at Level 39 or above.
Overall ranking: Man they're weird. Overall... pretty decent? Their MT 9999 shots and potential Mighty Guard can certainly bypass some problems. Probably better than Ninja with their extra HP and not needing crazy numbers of Fumas. They're a lot like Dragoon, pretty safe but the low offence can bite them. Probably worse due to no Aegis Shields.
Chemist
-So hey with everyone else using elixirs here (except the best of the best), chemist ingredients don't feel too pricy, do they?
-Lifeshield (costs a Phoenix Down) makes them immune to White Hole.
-Goliath Tonics double their HP, letting them survive all but the freakiest of focused Meteors.
-Either a Dragon Fang or two Turtle Shells will put them in Shell. Protect/Reflect/Regen as well.
-With all this in place they mock everything either Exdeath form can do except Grand Cross (and with Lifeshield / Hermes Sandals / Lamia's Tiara, a fair bit of Grand Cross too).
-If they want to blitz Grand Cross out, they can also buff their level to 255 with Hero Cocktails (costs around 10000 gil to do this to everyone). This gives them adequate offence to ensure it doesn't see a turn with Morning Star and Assassin Dagger beatdowns. They can probably get away with a bit less. Alternatively they can unload lots of Turtle Shell/Dragon Fangs into it.
Overall ranking: They win, very safely. They use less resources than Samurai, but more than Mystic Knight, who is slightly less safe but still safe. Ah what the hell, safety rules, and MK may need to use a elixirs anyway. Below only Blue/White Mage.
Geomancer
-Gaia uses nothing but Wind Slash here. Pretty much the best it could be reasonably be, since Air Knives enhance it into something similar to a boosted MT -aga.
-If they really count HP right they might be able to dodge Meteor, but they have to really be careful since the window is small. He gets at least four turns, likely five before any slowdowns for healing.
-Usual mage durability for White Hole, back row, etc.
-They survive Almagest at Level 40. Well, that's one thing they have over other mages.
-Wind Slash is a decent move for the final battle! It might even blitz out Grand Cross, wow. It helps that they have really high magic, so the Bahamut/Levithan/Syldra they can call out of the lamp really hurt.
Overall ranking: That... was actually way less bad than I was expecting! Sure, they need to be Level 40, which is a negative, and a lot of their strategy is a bit dicy even if they are. But... there's nothing really terribly wrong with them? Between Black Mage and Monk works.
Bard
-They can buff all their stats (level, str/spd/mag) to 99 at the start of the fight. Sure they'll need to recover from White Holes, but they can do that without going into elixirs (just a lot of Phoenix Downs, Hi-Potions, and Softs), and it gets easier the higher their speed gets.
-Once they get here, watch out! With their insane speed, they blitz out Exdeath's lower HP phases without it getting turns.
-Oh man, it gets worse. Their Bahamut/Syldra are MT 9999, their Leviathan around 8000.
-And with their crazy speed they easily blitz out everything else too. It takes them around 7-8 of their rounds to win this. During that time, only the front part of Neo Exdeath has any chance to get even a single turn.
Overall ranking: Fucking glorious. Deathbards conquer everything, the only issue is all the Phoenix Downs they'll use early on. But for a completely safe win that cost is tiny, compare them to Samurai. Below Chemist, but better than everyone else.
Dancer
-Man Eater Sword Dances hit weakness on Exdeath and do 9999, that's cool.
-Ribbon blocks White Hole.
-Exdeath probably gets around three turns. They... can often blitz the Meteor stage, but not reliably, due to the nature of Dance. (No, physicals aren't doing it.)
-Against Neo Exdeath, they're... gonna have a bad time.
-They need to be Level 45 to survive Almagest. Ugh.
-They COULD blitz out the Almagest part. But it'll take a lot of luck with drawing lots of Sword Dances. And it'd involve being in the front row with shit HP which the front part can take advantage of (even its physicals probably OHKO). So uh probably not. Either get a few extra levels or pray for a lot of luck with either Dance procs or Catoblepas working.
-Ribbon blocks Grand Cross! Man think how good Dancer might be in the second stage if they had a way to survive Almagest.
Overall ranking: It's Thief, only being Level 41 isn't good enough. So... worse than Thief, despite a bunch of advantages otherwise (Ribbon, more damage). God, the only damn boss the Man-Eater hits weakness on and it doesn't matter.
The one and only, the glorious Berserker
-You are levelling to 99 and are last place, but let's take a look anyway.
-Tree... could be worse! Might as well steal four Aegis Shields so you null White Hole. He'll get two turns against your mighty Level 99 warriors, and nothing he does will be too scary.
-It will take around 70 hits to defeat Neo Exdeath. Or around 18 rounds if nothing goes wrong. This means you will likely see three Grand Crosses and three Almagests. But hey, three Almagest only takes out around half of your 9999 HP (you probably lost a bit more elsewhere) and might be blocked by Aegis Shields, and maybe you get lucky on Grand Cross.
-But the real problem: there's that one target in the back row, lasting even longer than the rest. You can expect a few rounds of it alone. And every turn it gets, it could use Meteor, or worse, Maelstrom.
Overall ranking: Actually while it's boring as sin to get that high, Neo Exdeath isn't as CRAZY bad at Level 99 as he was in SNES/PSX, since those dummy targets are gone. You can certainly conceivably have enough good luck with evasion and Grand Cross misses to get through, not to mention the final part's ultimate AI. But... yeah obviously last.
1. White Mage
2. Blue Mage
3. Chemist
4. Bard
5. Mystic Knight
6. Knight
7. Samurai
8. Time Mage
9. Summoner
10. Dragoon
11. Beastmaster
12. Ninja
13. Black Mage
14. Geomancer
15. Monk
16. Red Mage
17. Ranger
18. Thief
19. Dancer
20. Berserker
We're done! I may try to throw something together later for some attempt at an overall performance but hey, that was fun and interesting to see. It was nice to see White Mage annihilating the Rift bosses after how much this format spat on them midgame.