Bosses in P5 are split into mid-bosses and major bosses. This topic will be focusing on the major bosses, with one exception. Mid-bosses are generally powered up versions of basic shadows, with a few small exceptions, and have their own music to indicate that, while they are bigger threats than the normal shadows, they aren't too special. The major bosses are the palace masters, the ones with plot backing. Caveat - all but 2 of the bosses listed here are technically the person's shadow. This is a lot like P4, where you have shadows that are another side of a person. In P4, they join you and become a persona. In P5, you beat them, which causes a change in their respective person. It's very debatable as to whether the shadow is the person - it's stated in-game that they represent the person's twisted desires, but it's also stated that a person does not know what goes on within their palace (and is somewhat different than their shadow in that regard, who knows everything), so it's a bit up in the air.
That out of the way, I'll be presenting 9 bosses (some with a variety of forms) here. All major bosses and 1 minor boss (you know who this one is if you've finished the game). I'll be listing PC average stats for the boss, which will include damage and HP, along with additional notes if relevant. I am generally assuming that the player is semi-competent, meaning they will use -kajas and -kundas when they can, will realize to keep along boosts and amps for elemental skills, etc., but I am not assuming complete mastery of the system, maximum money midway through the game, etc. As such, the damage average will include -kunda and -kaja use (primarily Rakunda and Tarukaja), as well as Charge and Concentrate when available. Damages are taken against average defenses, and do not include Tarunda or Rakukaja. A reminder again that damage taken, as listed for bosses, is a factor of En as well as level; the numbers listed here considers both those factors.
A few special notes about bosses to keep in mind:
- All boss stats taken on Normal Mode. For reference, there are 5 difficulty modes, Safety, Easy, Normal, Hard, and Challenge. On normal, everything is unmodified, base stats, which makes the most sense to use. Higher modes of difficulty decrease experience and money gain while increasing enemy offense and damage mitigation, with easier modes doing the opposite
- All bosses are immune to critical hits. This does not include the minions summoned by The Great Gazoo below, but otherwise, you cannot critical bosses in Persona 5
- All bosses are immune to ailments. This includes almighty ailments, but does not include the aforementioned -kundas and -kajas
- All bosses, with a couple exceptions, act in party order. This means that the turn order goes Joker --> 2nd party member --> 3rd party member --> 4th party member --> boss each round. Boss Ag means nothing in terms of action order
- All bosses, with a couple exceptions, cannot evade attacks. I am not 100% sure on this, but watching videos and through my own testing, despite the high Ag, I have never seen them evade. The ones who appear able to evade are the ones who don't seem to act in party order, so I wonder if this is just a coding mistake or intended. Additionally, those that can buff their accuracy and evasion also seem able to evade. If interested, I can provide actual evasion, although it will get pretty nuts (based on the numbers, Voltron should evade 50% of attacks sent his way, and he clearly doesn't)
- All bosses have SP, but unique skills (e.g., not something your PCs can also use), do not use SP
Master of the Castle of Lust: 3 Girls, 1 Cup"You goddamn, no-good, shitty brats! Haven't you been taught not to point at people!? Huh!?"
Level 11
HP: 2500
SP: 1500
Defense: 10% reduction
Acts twice per turn
Battle Triggers: - After 3 Girls, 1 Cup is reduced to 75% MHP or less, he will use Libido Boost on one of his actions next turn, and will use it every turn thereafter that he is reduced below 75% MHP
- After using Libido Boost for the first time, the Trophy of Obsession will become a valid target
- The Trophy of Obsession has 900 HP, and reduces damage by 5%. It cannot act
- Once the Trophy of Obsession is destroyed, 3 Girls, 1 Cup will be placed into a Hold Up and automatically be struck with an All Out Attack (175 almighty damage)
- After 3 Girls, 1 Cup's next turn, you will be given the option to send a party member to steal his treasure. This cannot be Joker or Panther, and must be either Skull or Mona. The party member is unable to act in battle during this time
- During the time a party member is sent to steal his treasure, you must attack and deal damage to 3 Girls, 1 Cup at least one time each round; failure to do so will result in the party member failing to do so, returning to the battlefield and requiring you to start the process all over again
- After the 3rd turn of the party member that was sent to steal the treasure, 3 Girls, 1 Cup will be debuffed; he now acts 1 time per turn, skips 50% of his turns, and receives 4x damage from all attacks; his damage remains the same, although it seems his skillset is limited to just Golden Knife
SkillsetVolleyball Assault: 16 physical damage, ST, 5% critical rate, hits 1-4 times
Tongue Whip: 30 physical damage, MT, 5% critical rate
Golden Knife: 40 physical damage, ST, 5% critical rate
3 Girls, 1 Cup Stares at...: Charge for Lick; this is always used one the second part of his double-act, with Lick being used on the first part of his double-act next turn; note that, as long as Panther is alive, he will only use this on her
Lick: 80 physical damage, ST, 10% critical rate
Lustful Slurp: Raises damage dealt by 50% for 3 turns, Self
Libido Boost: 100% missing HP healing, Self; usable only when the Trophy of Obsession is alive
"Time for my killshot when I was active and rocking it!": Uses up both actions on his turn, and charges for Gold Medal Spike on his next turn; this is used 100% of the time right after sending someone to steal his treasure
Gold Medal Spike: 100 almighty damage, MT; uses up both actions for his turn; used the turn after the charge up, only after sending someone to steal his treasure
Average PC Level: 11
Average PC HP: 161
Average PC Damage: 100
*Level 11 may be considered high. Anywhere from level 8 to 15 or so I've seen (depending on difficulty and how many trips people take to the palace to clear it), so level 11 I considered a compromise, as it's also the boss's level. If you want to consider a lower level, subtract about 4 HP, 5 damage per level. For boss damages, each level should add about 5 damage to most of his attacks
Comments: Well then...as with many bosses here, how you interpret their battle triggers makes a difference. 3 Girls, 1 Cup is very straightforward. It takes about 2 rounds to damage him to the point of making the Trophy of Obsession targettable, and then another 2-3 to kill it. After that, a minimum of 3 rounds to steal his treasure before he gets nerfed. Again, it depends a lot on how you interpret those triggers, but that's probably giving him about 7 turns (14 actions) to kill before getting nerfed. That's...kind of crazy. Especially if you take him at a lower level. 4x Golden Knife just barely missed the 4-shot (2-round), but buffing that with Lustful Slurp and getting lucky with Volleyball Assault puts him into easy kill range within 2 rounds. That's pretty decent for a starting boss if you scale the trigger interpretation like that. If you take it literally, you'll never get the debuffed version of him to trigger. Could vary from a good Heavy to Godlike boss, depending.
Master of the Museum of Vanity: Goldmember"All you good-for-nothings...! Barging into my museum and doing whatever the hell you want... Those who have the connections make the rules; those who don't, follow them"
Level 18
HP: 1800
SP: 1800
Defense: 5% reduction
Battle Triggers: - At the start of the battle, Goldmember is composed of 2 Painter's Eyes, 1 Painter's Nose, and 1 Painter's Mouth (stats noted above skillset)
- Unlike other bosses, Goldmember's body parts do not act after your party; I don't know completely how the order works (it's not based on Ag), as it seems to vary a bit based on my own testing and videos I've watched; approximately, the order goes Joker --> 2 body parts --> 2 party members --> 1 body part --> last party member --> last body part. The body parts that act appear to be random, as far as I can tell. Note that I've seen several variations of this, so the action order may very well be randomized after Joker, akin to P3
- Every body part can use every skill listed below, with the exception of Bite (usable by the Mouth only, for obvious reasons), Dust Flurry (which, as far as I have seen, is usable only by the Nose), and Madara-megido, which is for Goldmember proper only (and the only skill he can use)
- After destroying the body parts, Goldmember proper will be placed into a Hold Up and automatically be struck with an All Out Attack (200 almighty damage)
- Goldmember's next turn will be used to cast Madara-megido
- The turn after casting Madara-megido, Goldmember will revive all the body parts at 75% MHP; they will not get to act the turn they are revived
- Each time all the body parts are destroyed, Goldemember will follow the same sequence of All Out Attack --> Madara-megido --> Revive body parts
- Body parts are revived at 50% MHP each time they are revived after the first revival
- After the second revival, you will be given the option to send a party member to paint the body parts in black paint
- After the 3rd turn of the party member that was sent to paint the body parts has passed, all surviving body parts will have all their affinities overwritten as weaknesses for 3 turns
- Killing Goldmember proper is required to win the battle
Painter's Eye x2 (Level 18, 300 HP, 280 SP, 20% damage reduction, Drain: Fire/Ice/Electric/Wind)
Painter's Mouth (Level 18, 300 HP, 280 SP, 20% damage reduction, Drain: Physical/Gun)
Painter's Nose (Level 18, 300 HP, 280 SP, 20% damage reduction, Drain: Psychic/Nuclear/Bless/Curse)
SkillsetFlame Dance: 80 fire damage, ST, inflicts burn 30%
Silent Snowscape: 80 ice damage, ST, inflicts freeze 30%
Maelstrom: 80 wind damage, ST
Thunderclap: 80 electric damage, ST, inflicts shock 30%
Tarukaja (8 SP): Raises damage dealt by 50% for 3 turns, ST
Rakunda (8 SP): Raises damage received by 50% for 3 turns, ST
Bite: 60 physical damage, ST, 5% critical rate; usable only by the Mouth
"The artist's nose is twitching...": Charges for Dust Flurry on the Nose's next turn; appears to be usable only by the Nose
Dust Flurry: 80 wind damage, MT; appears to be usable only by the Nose
The Artist's Grace: Sets all affinities to weaknesses for 3 turns, ST; overrides innate resistances, cannot be dispelled; usable after body parts are revived by Goldemember once
Restore: Revives a defeated body part with 25% MHP; usable after body parts are revived by Goldmember once
Madara-megido: 10 almighty damage, MT, ignores target defense, set damage; only usable by Goldmember himself after destroying the body parts
Average PC Level: 19
Average PC HP: 221
Average PC Damage: 135
Comments: I really love Goldemember as a boss. It's a neat battle overall - I just wish each part had unique skills, and that some unlocked as parts died, etc. Would make it cooler in-game. DL-wise...well, assuming you allow the multiple parts, he's pretty good. The durability as Goldmember is good enough to survive to the 1st revival, when The Artist's Grace and Restore unlock. You need multiple damage types (or an almighty equivalent), and they need to be MT to really have a shot here. All 4 parts attacking is a one-round; with The Artist's Grace and Rakunda, it's about double that damage, allowing it to put pressure on even bosses. If you can blitz Goldmember after the first phase, you may be ok, but then Restore spam drains resources and taxes those without good MT damage. Translates really well, as long as you allow the multiple parts. Godlike most likely.
Master of the Bank of Gluttony: Baxter Stockman"Don't make me laugh. I feed on dumbshits like you. There's not a snowball's chance in hell that a bright future lies ahead for you!"
Level 25
HP: 1200
SP: 600
Defense: 15% reduction
Acts twice per turn
Battle Triggers: - The battle starts with Baxter Stockman only; after his HP are depleted, he summons Piggytron, who replaces him on the battlefield (stats listed below)
- All current HP, SP, stat buffs, debuffs, and ailments persist after the transition to the Piggytron phase of the battle
- After being dealt 25% MHP damage, Piggytron will start charging for March of the Piggy
- During the charge for March of the Piggy, Baxter Stockman becomes targettable; if you deal 300 damage to him during the charge-up phase, March of the Piggy will be cancelled
- If March of the Piggy is cancelled, Piggytron will be able to take a normal action during his turn
- Upon the 3rd charge for March of the Piggy, the second charge for March of the Piggy (if you dealt enough damage to Baxter Stockman to cancel March of the Piggy the first time), or upon reaching the 25% MHP threshold, you will gain the ability to distract Baxter Stockman with an expensive item (one that sells for ~3000 yen in-game)
- Using an item to distract Baxter Stockman will cancel the charge for March of the Piggy, as well as cause Piggytron to skip his next 2 turns
Baxter Stockman SkillsetAttack: 70 physical damage, ST, 5% critical rate
Eiga (8 SP): 60 curse damage, ST
Maeiga (16 SP): 60 curse damage, MT
Evil Touch (5 SP): Inflicts fear 80%, ST
Piggytron (Level 26, 2500 HP, 1800 SP, 25% damage reduction, acts once per turn)
Ocular Vulcan: 150 gun damage, ST, 10% critical rate
Metabolic Wave: 120 physical damage, MT, 5% critical rate
Missile Party: 90 fire damage, MT
Fear Gas: Inflicts fear 50%, MT
"Go, Piggytron! Super VIP Fooorm!": Charges for March of the Piggy; March of the Piggy will use up Piggytron's next turn for additional charging, with March of the Piggy activating on the turn after that (effectively, 2 turns of charging for the attack); used 100% of the time after losing 25% MHP, and again at each 25% MHP marker lost (so at 75%, 50%, and 25% MHP), as well as at will after losing his first 25% MHP
March of the Piggy: 450 almighty damage, MT
Average PC Level: 28
Average PC HP: 275
Average PC Damage: 200
Comments: A let-down from the past 2 bosses, not even the game considers the first form a true boss (he gets Keeper of Lust as his battle theme). The first form's fear infliction saves it DL-wise, although both forms are kind of poor in-game. Piggytron is durable, but acting once per turn is not a recipe for success. March of the Piggy is probably the worst charge attack in the game, as 300 damage is easy to inflict with 2 characters, 1 if you throw buffs and debuffs in there. The item distraction thing is cool, but it comes so late in the fight, and is a waste due the low damage needed to down Baxter Stockman during the charge phase. Arguably, people may not allow Piggytron (although it's a clear form-chain, mechanically), which makes Baxter pretty bad. Ranges from a Middle boss of sorts to Heavy. Terribly fails in-game, probably better in the DL due to fear for the first form, and the durability of the second form.
Master of the Pyramid of Wrath: Riddle Me This"Nnnngh...! How dare you...! Children that defy their mothers should... DIE!"
Level 34
HP: 11000
SP: 1000
Defense: 10% reduction
Weak: Physical (no 1 More, but takes 5x damage)
Acts twice per turn
Battle Triggers: - This fight is split into 2 parts. The first part is a pure plot fight that ends after Riddle Me This uses a specific attack on the party. After this, the second part of the battle begins with everyone's HP and SP restored, and all downed party members revived; this second part of the battle is what this stat topic entry details
- Riddle Me This begins the battle immune to all physical attacks, and is only vulnerable to gun and magic attacks
- At the start of the first round in battle, you will be given the option to send a party member to fire a ballista. This cannot be Joker, but can be any other party member. The party member is unable to act in battle during this time
- After the 2nd turn of the party member that was sent to fire the ballista, Riddle Me This will be struck by a 400 damage almighty attack, placed into a Hold Up, and automatically be struck with an All Out Attack (300 almighty damage)
- After the ballista is fired, Riddle Me This will be placed in melee range for 2 turns
- On her 3rd turn after being struck by the ballista, Riddle Me This will once again become physical immune and take her turn that round as normal
- After Riddle Me This recovers from the ballista strike, you are able to send a party member again to trigger the ballista again, continuing the cycle until she is defeated; note that if you send the same party member that most recently fired the ballista, it will take an additional turn to fire (3 turns vs. 2)
SkillsetSlam: 120 physical damage, ST, 5% critical rate
Wing Blast: 80 wind damage, MT
Sphinx Swipe: 90 physical damage, MT, 5% critical rate, inflicts dizzy 50%
Dreadful Scream: Inflicts despair 50%, MT
Rapid Ascent: Provides total immunity for Riddle Me This for 2 turns, during which time Riddle Me This cannot act; Riddle Me This will execute Sphinx Dive 2 turns after using Rapid Ascent, consuming her entire turn; used 100% of the time after being reduced to 25% MHP
Sphinx Dive: 400 almighty damage, MT, 5% critical rate
Average PC Level: 35
Average PC HP: 312
Average PC Damage: 250
*So...damage vs. the boss is a little odd; since you're restricted from physical attacks, you're stuck with your heaviest damage dealers (Joker, Skull, and Fox) using their crappy magic (Skull and Fox - Joker can switch to a magic persona at least, or one with a good gun skill with a boost) or even crappier guns for damage. In practice, the boss damage average is about 125, since your biggest damage is unavailable except for scripted events. When physicals are back in the picture, the damage average vs. the boss is something like 450
Comments: The most unrankable boss, probably, from a plot perspective, and probably headachey from an interpretation perspective too. Still kind of interesting. In-game, you don't technically need to use the ballista to win, but it takes a while to tear through 11000 HP, especially when your biggest damage is out. In the DL...not sure how you want to take the ballista thing. If you take it literally, you have to kill her with magic or gun attacks. Now, guns are "kind of" physical in-game, but they are considered, for lack of a better term, "ranged physical" (probably the best way to put it). So I could see long-range physicals hitting her, although I wouldn't give them the damage bonus. So you need a ton of durability and damage in that case to tear through her, and you also need to be able to weather despair and dizzy. Her damage is ok, although very wallable. If you assume the ballista hits her every 2 turns (meaning she gets 2 turns of physical immunity, 2 turns of no action, then cycles back), then she's...still ok. Despair ruins PCs, with 4 shots of it before she gets downed, so she's at worst a Heavy. If you take the former interpretation, Godlike. The sheer durability makes it work, although she's very wallable.
Master of the Spaceport of Greed: The Great Gazoo"Overcome failure at any cost, even if it means betraying others."
Level 43
HP: 200
SP: 100
Defense: 15% more damage taken
Acts twice per turn
Battle Triggers: - This fight must be completed within 30 minutes of real time; generally, 15-20 minutes should be enough time to complete the battle
- The Great Gazoo starts the battle by initiatively summoning 4 Corporobo MDL-WKR minions
- If, upon The Great Gazoo's turn, fewer than 4 minions are on the field, he will use the first part of his double-act to cast Work Order to summon replacements
- The Great Gazoo summons minions in the order they are listed below; once he runs out of 1 type of minion, he will summon the next type of minion to fill in the field until he hits the max of 4 out at once
- If all minions currently deployed are destroyed prior to The Great Gazoo's turn, he will interrupt the turn order to summon 4 more minions; the turn order will continue as normal after this
- The Corporobo MDL-ED is summoned once all other minions are defeated
- As long as a minion is on the field, The Great Gazoo is untargettable
- Unlike other bosses, The Great Gazoo's minions do not act after your party (although The Great Gazoo does); I have no idea how the action order is determined as, like with Goldmember's body parts, it appears to be somewhat randomized after Joker's turn
- Once all minions are defeated, The Great Gazoo will be come vulnerable, and will skip his turns until defeated
The Great Gazoo SkillsetWork Order: Summons replacement minions up to a maximum of 4 on the battlefield at a time
Sacrifice Order: Orders a single minion to explode upon it's next turn, dealing 200 MT almighty damage
Rakunda (8 SP): Raises damage received by 50% for 3 turns, ST
Tarunda (8 SP): Lowers damage by 50% for 3 turns, ST
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Famine's Breath: Inflicts hunger 90%, ST
Famine's Scream: Inflicts hunger 50%, MT
Corporobo MDL-WKR x10 (Level 43, 250 HP, 80 SP, 0% damage reduction, Resist: Physical/Gun/Ice/Electric/Psychic/Nuclear/Bless/Curse, Weak: Fire/Wind)
Triple Down: 40 gun damage, MT, 5% critical rate, hits 3 times
Assault Dive: 80 physical damage, ST, 10% critical rate
Recarmdra: 100% MHP healing, MT, reduces user to 1 HP
Corporobo MDL-CH x5 (Level 43, 300 HP, 80 SP, 0% damage reduction, Resist: Physical/Gun/Fire/Wind/Electric/Nuclear/Bless/Curse, Weak: Ice/Psychic)
Masukunda (24 SP): Lowers accuracy and evasion by 50% for 3 turns, MT
Matarunda (24 SP): Lowers damage by 50% for 3 turns, MT
Corporobo MDL-AM x4 (Level 43, 350 HP, 80 SP, 5% damage reduction, Resist: Physical/Gun/Fire/Ice/Wind/Psychic/Bless/Curse, Weak: Electric/Nuclear)
Agidyne (12 SP): 100 fire damage, ST, inflicts burn 10%
Bufudyne (12 SP): 100 ice damage, ST, inflicts freeze 10%
Ziodyne (12 SP): 100 electric damage, ST, inflicts shock 10%
Garudyne (10 SP): 100 wind damage, ST
Psiodyne (12 SP): 100 psychic damage, ST
Freidyne (12 SP): 100 nuclear damage, ST
Kougaon (12 SP): 100 bless damage, ST
Eigaon (12 SP): 100 curse damage, ST
Corporobo MDL-DM x3 (Level 43, 500 HP, 80 SP, 5% damage reduction, Resist: Physical/Gun/Fire/Ice/Electric/Psychic/Nuclear/Curse, Weak: Wind/Bless)
Famine's Breath: Inflicts hunger 70%, ST
Corporobo MDL-GM x2 (Level 43, 550 HP, 80 SP, 10% damage reduction, Resist: Physical/Gun/Fire/Ice/Wind/Electric/Nuclear/Bless, Weak: Psychic/Curse)
Megaton Raid: 130 physical damage, ST, 5% critical rate
Matarunda (24 SP): Lowers damage by 50% for 3 turns, MT
Corporobo MDL-ED (Level 43, 2800 HP, 999 SP, 10% damage reduction)
Executive Punch: 210 physical damage, ST, 5% critical rate
Makarakarn (36 SP): Reflects the next magical attack back at the attacker, ST; damage dealt against the attacker's defensive stats
Big Bang Order: Charges for Big Bang Challenge on his next turn
Big Bang Challenge: 450 almighty damage, MT; if target is inflicted with the hunger ailment, this will instead heal the target and remove the ailment
Average PC Level: 44
Average PC HP: 375
Average PC Damage: 300
Comments: Why am I so crazy? This boss was painful to get all the stats for
Actually kind of cool in concept and pretty decent in practice, just a DL nightmare. Underneath all that text is a generally ingenious boss fight. This is a fight that teaches you to use Baton Pass and switch party members out, due to the variety of weaknesses. It's actually very easy to keep every minion from acting until the MDL-ED comes out. One thing to note is that Tarunda and hunger stack for a ridiculous nerf to damage. This makes it very easy to get multiple sacrifice orders up, and the damage really adds up then. The fight could be a bit better synergy-wise if they didn't get summoned in order - the MDL-DM, for instance, only uses Famine's Breath, so they needed to be interspersed with the others. If you lose the tempo in this fight, you will get punished, especially on harder modes. Now...DL-wise, the only way you can interpret this boss is if you let him summon, so that's what I'll assume. This fight, even more than Goldmember, forces you to have good MT damage that's either an almighty equivalent or a ton of variety due to the resistances. You'll get worn down fast if you're not careful, and if The Great Gazoo himself gets turns, you'll get nerfed until you get piled on. Taken literally, a pretty good Godlike. If you take him how most people take summoning bosses in the DL...Puny. But hey, at least he can join the denizens of Virgil and Dist in the Badass Chair Club (TM).
Master of the Casino of Jealousy: Pyramid Head"As long as you win, it doesn't matter what methods you use! Don't you all think the same!? You're controlling the hearts of others to achieve your own goals!"
Level 53
HP: 8000
SP: 2000
Defense: 10% reduction
Battle Triggers: - This fight is split into 2 parts. The first part is a pure plot fight that ends after a few scripted actions are taken, although you can still take damage and use up resources. It is impossible to win this fight, as the boss has 65535 HP; this second part of the battle is what this stat topic entry details
- All current HP, SP, stat buffs, debuffs, and ailments persist after the transition to the 2nd phase of the battle
SkillsetSevering Slash: 280 physical damage, ST, 10% critical rate
Gatling Gun: 50 gun damage, MT, 5% critical rate, hits 1-5 times
Hundred Slaps: 240 physical damage, ST, 5% critical rate, inflicts dizzy 50%
Megidola (24 SP): 185 almighty damage, MT
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Nocturnal Flash (12 SP): Inflicts dizzy 60%, MT
Tarukaja (8 SP): Raises damage dealt by 50% for 3 turns, ST
Roulette Time: Starts a roulette game where you have to bet HP, SP, attack, defense, agility, or money (chosen either randomly or by the boss, it's impossible to tell which); between the use of Roulette Time and Pyramid Head's next turn, all offensive action taken against her will result in a Penalty counter; upon Pyramid Head's next turn, you choose to either bet safely or risky, as well as what colour pocket the ball will land in; effects of each type of bet are listed below; Pyramid Head skips their turn following the use of Roulette Time, when the effect activates; unlocks at 75% MHP
- Bet HP: Drains 100 (low bet) or 150 (high bet) per ally from the boss on a win; effect is reversed on a loss
- Bet SP: Drains 100 (low bet) or 150 (high bet) per ally from the boss on a win; effect is reversed on a loss
- Bet Attack: Casts Tarukaja (low bet) or Matarukaja (high bet) on the winner, and the reverse on the loser
- Bet Defense: Casts Rakukaja (low bet) or Marakukaja (high bet) on the winner, and the reverse on the loser
- Bet Agility: Casts Sukukaja (low bet) or Masukukaja (high bet) on the winner, and the reverse on the loser
- Bet Money: Gain 6000 (low bet) or 9000 (high bet) yen on a win; effect is reversed on a loss
Penalty: Reduces CHP to 1, ST; cannot be resisted or evaded; used automatically as a counter to any offensive action (including debuffs) taken against Pyramid Head while Roulette Time is active
Heat Riser (30 SP): Lowers damage received, raises damage dealt, and raises accuracy and evasion by 50% for 3 turns, ST; unlocks at 50% MHP
Desperation: Multiplies all damage dealt by 2.5 and increases damage taken by 50% for 3 turns, Self; cannot be dispelled; stacks with other -kaja and -kunda effects; unlocks at 25% MHP
Berserker Dance: 450 almighty damage, MT; unlocks at 25% MHP
Average PC Level: 55
Average PC HP: 410
Average PC Damage: 340
*This level could be considered a little high. Anything 50-55 is pretty reasonable. You can subtract about 5 HP, 10 damage per level from the PCs, while adding about 10 damage to the boss attacks per level
Comments: Hey, first boss without a ton of gimmicks to write about! That's going to continue for the remainder. Anyway, a straightforward boss that is pretty respectable in all regards. That HP is pretty good, and the damage is consistent and adds an effective ailment. With dizzy and Heat Riser in play, Pyramid Head dodges about 75% of attacks sent her way. Even with just one, that's about 50% evasion, which is nasty. Tarukaja helps threaten one-shots on the frail with Severing Slash, and Roulette Time is a very good staller. It depends on how you interpret it and what you allow, I suppose. At worst, it's a counter stance. At best, it can be spammed to eventually land a nasty effect (like draining all their resources, or maiming their defense). The Desperation phase is nasty; she will typically use Berserker Dance right after that, and it will slaughter you. And once Desperation wears off, she will use it again. It's a literal desperation move, as it weakens her defenses, but she only needs 1 attack to wreck your day. Probably a Godlike, especially if you take levels a little lower.
Servant of Pride: Black Mask"You pieces of shit!"
Level 61
HP: 2200
SP: 999
Defense: 0% reduction
Battle Triggers:- Note that the battle against Black Mask comes right after mid-boss battle where you are unable to save
- This fight is split into 3 parts. The first part is a battle against 2 buffed shadows, Cu Chulainn and Cerberus. They each deal about 250 damage and take about 3 turns of attacking to kill. Both are under the effects of Desperation, casting it on their first turn and whenever it runs out. The 2nd and 3rd parts are against Black Mask and Psychotic Black Mask. Buffs and debuffs carry over between the 1st and 2nd part, but not the 2nd and 3rd part. HP and SP totals carry over between the each part.
- The stats listed above are for the 2nd part of the fight (Black Mask); stats for the 3rd part of the fight (Psychotic Black Mask) are listed later
- For the Psychotic Black Mask fight, he starts out in a physical phase, and can only use physical skills; upon reaching 50% MHP, he will enter the magic phase, which disables his physical skills; at 33% MHP, he will be able to switch between physical and magical phase skills
- A note about Heat Riser, Dekaja, and Desperation: Psychotic Black Mask doesn't like to cast Heat Riser or Depseration after the first turn (where his preference is for Desperation, although it is not guaranteed he will cast either), although he can; he will generally only use them or Dekaja after a 1 More, with a preference order of Desperation > Heat Riser > Dekaja; whether you allow normal casting beyond the first turn is up to you; note that these appear to be available for use in either phase
Black Mask SkillsetMegaton Raid: 150 physical damage, ST, 10% critical rate
Kougaon (12 SP): 170 bless damage, ST
Eigaon (12 SP): 170 curse damage, ST
Charge (15 SP): Multiplies the damage of the next physical or gun attack by 2.5, Self; unlocks at 50% MHP
Megidolaon (38 SP): 180 almighty damage, MT; unlocks at 50% MHP
Psychotic Black Mask (Level 61, 5000 HP, 999 SP, 15% damage reduction, Resist: Bless/Curse, Acts twice per turn)
Psychotic Black Mask SkillsetPhysical PhaseBrave Blade: 260 physical damage, ST, 20% critical rate
Negative Pile: 140 physical damage, ST, 5% critical rate, inflicts despair 50%
Deathbound: 120 physical damage, MT, 5% critical rate, hits 1-2 times
Tetrakarn (36 SP): Reflects the next physical or gun attack back at the attacker, ST; damage dealt against the attacker's defensive stats
Magical PhaseEigaon (12 SP): 180 curse damage, ST
Maeiga (16 SP): 110 curse damage, MT
Maragion (16 SP): 110 fire damage, MT, inflicts burn 15%
Megidolaon (38 SP): 200 almighty damage, MT
Makarakarn (36 SP): Reflects the next magical attack back at the attacker, ST; damage dealt against the attacker's defensive stats
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Heat Riser (30 SP): Lowers damage received, raises damage dealt, and raises accuracy and evasion by 50% for 3 turns, ST
Desperation: Multiplies all damage dealt by 2.5 and increases damage taken by 50% for 3 turns, Self; cannot be dispelled; stacks with other -kaja and -kunda effects
"Psychotic Black Mask is glaring at Joker...!": Uses up both actions on his turn, and charges for Laevatein on his next turn; this is used 100% of the time right after he has taken enough damage to leave the magical phase
Laevatein: 450 almighty damage, ST; used the turn after the charge up; uses up both actions for his turn; note that in-game, he only uses this on Joker (although a reminder that if Joker dies, it is game over)
Average PC Level: 62
Average PC HP: 427
Average PC Damage: 400
*This could be considered a bit high, arguably; a range of 60-65 for Black Mask and the next boss is reasonable
Comments: The most rankable boss yet! That first form is pretty pathetic. As a rule, single-acting SMT bosses do not do well unless they have some special gimmick. But that second form is pretty awesome. It's not as durable as other bosses, especially when he starts using Desperation on himself, but that physical phase is nice. Tetrakarn to mess with fighters, high damage in Brave Blade, and a respectable ailment with damage in Negative Pile. The magical phase vaguely fails, but Makarakarn is decent utility. At least it doesn't last long. Laevatein is ok, although it's not impossible to blow past it. Still, he should live to do Desperation --> Brave Blade, and that alone wrecks people. Makes Godlike I'd say.
Master of the Cruiser of Pride: Char Aznable"A small leak will sink a great ship. Great nations have fallen to such lenience. I will not make such incautious mistakes."
Level 63
HP: 10000
SP: 999
Defense: 10% more damage taken
Acts twice per turn
Battle Triggers: - This fight is split into 3 parts, with 5 different forms; the first part of the fight is a continuous form chain that shares the same HP; he starts at 100% MHP as the Beast of Human Sacrifice; after being reduced below 67% MHP, he will change into the second form, the Wings of Human Sacrifice; once reduced below 33% MHP, he will morph into the third form, the Tomb of Human Sacrifice; buffs, debuffs, and ailments carry over between the 3 forms; once the first 3 forms are defeated, a cutscene will take place, and you will be placed into battle with the 4th form; once the 4th form is defeated, he will transform into the 5th form; buffs and ailments carry over between the 4th and 5th form, but boss debuffs are dispelled between the 2 forms; HP and SP carry over between all 5 forms
- Form transformations occur on the boss's turn once he has reached the appropriate HP thresholds, and end his turn for that round
- The stats listed above refer to the shared stats for the first 3 forms; the stats for the 4th and 5th forms are listed below with their relevant skillsets
Beast of Human Sacrifice (Repel: Physical/Gun)
Attack: 210 physical damage, ST, 5% critical rate
Beast King's Wrath: 210 physical damage, MT, 5% critical rate
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Dekunda (10 SP): Dispels all -kunda debuff effects, MT
Wage War (12 SP): Inflicts rage 40%, MT
Tarukaja (8 SP): Raises damage dealt by 50% for 3 turns, ST
Masukunda (24 SP): Lowers accuracy and evasion by 50% for 3 turns, MT
Makarakarn (36 SP): Reflects the next magical attack back at the attacker, ST; damage dealt against the attacker's defensive stats
"Beast of Human Sacrifice charges...": Charge for Arm of Destruction; this is always used one the second part of his double-act, with Arm of Destruction being used on the first part of his double-act next turn
Arm of Destruction: 500 almighty damage, MT, inflicts rage 25%; uses up both actions for his turn; used the turn after the charge up
Wings of Human Sacrifice (Resist: Fire/Ice/Wind/Electric/Psychic/Nuclear/Bless/Curse)
Agidyne (12 SP): 120 fire damage, ST, inflicts burn 10%
Bufudyne (12 SP): 120 ice damage, ST, inflicts freeze 10%
Garudyne (10 SP): 120 wind damage, ST
Ziodyne (12 SP): 120 electric damage, ST, inflicts shock 10%
Psiodyne (12 SP): 120 psychic damage, ST
Freidyne (12 SP): 120 nuclear damage, ST
Kougaon (12 SP): 120 bless damage, ST
Eigaon (12 SP): 120 curse damage, ST
Tetrakarn (36 SP): Reflects the next physical or gun attack back at the attacker, ST; damage dealt against the attacker's defensive stats
Royal Wing Beam: 200 almighty damage, MT, inflicts dizzy 25%; Wings of Human Sacrifice uses this skill only after using all 8 elemental skills in order
Tomb of Human Sacrifice (Acts once per turn)
Cannon Fire: 230 almighty damage, ST
Unholy Convergence: Charge for Pyramid Blast; Pyramid Blast will use up Tomb of Human Sacrifice's next turn for additional charging ("Light gathers around the turret...!"), with Pyramid Blast activating on the turn after that (effectively, 2 turns of charging for the attack)
Pyramid Blast: 450 almighty damage, MT, inflicts rage 50%
Sexy Shirtless Char Aznable (Level 63, 4000 HP, 999 SP, 40% damage reduction, acts once per turn)
Tyrant's Fist: 280 physical damage, ST, inflicts fear 50%
Evil Touch (5 SP): Inflicts fear 90%, ST
Megidola (24 SP): 200 almighty damage, MT
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Dekunda (10 SP): Dispels all -kunda debuff effects, MT
Deathbound: 110 physical damage, MT, 10% critical rate, hits 1-2 times; unlocks at 50% MHP
Heat Riser (30 SP): Lowers damage received, raises damage dealt, and raises accuracy and evasion by 50% for 3 turns, ST; unlocks at 50% MHP
Even Sexier Red Shirtless Char Aznable (Level 63, 5800 HP, 999 SP, 20% damage reduction, acts twice per turn)
Tyrant's Fist: 280 physical damage, ST, inflicts fear 35%
Deathbound: 110 physical damage, MT, 10% critical rate, hits 1-2 times; unlocks at 50% MHP
Maragidyne (22 SP): 100 fire damage, MT, inflicts burn 10%
Mabufudyne (22 SP): 100 ice damage, MT, inflicts freeze 10%
Magarudyne (20 SP): 100 wind damage, MT
Maziodyne (22 SP): 100 electric damage, MT, inflicts shock 10%
Mapsiodyne (22 SP): 100 psychic damage, MT
Mafreidyne (22 SP): 100 nuclear damage, MT
Makougaon (22 SP): 100 bless damage, MT
Maeigaon (22 SP): 100 curse damage, MT
Megidola (24 SP): 170 almighty damage, MT
Foul Breath (8 SP): Increase ailment susceptibility by 50%, ST
Evil Touch (5 SP): Inflicts fear 70%, ST
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Dekunda (10 SP): Dispels all -kunda debuff effects, MT
Masukunda (24 SP): Lowers accuracy and evasion by 50% for 3 turns, MT
Matarunda (24 SP): Lowers damage by 50% for 3 turns, MT
Marakunda (24 SP): Raises damage received by 50% for 3 turns, MT
Rebellion (5 SP): Raises critical rate by 50% for 3 turns, ST
Tyrant's Glare: Gains 3 immediate actions for 1 turn; he uses this in a set pattern of Tyrant's Glare --> Sukukaja (replaced with Tarukaja at 25% MHP) --> Masukunda --> Tyrant's Wave; he will automatically use this skill and sequence each time the -kaja buff wears off; unlocks at 50% MHP
Tyrant's Wave: 300 almighty damage, MT; used only in the Tyrant's Glare Sequence
Inferno (48 SP): 150 fire damage, ST, inflicts burn 20%; unlocks at 50% MHP
Diamond Dust (48 SP): 150 ice damage, ST, inflicts freeze 20%; unlocks at 50% MHP
Panta Rhei (42 SP): 150 wind damage, ST; unlocks at 50% MHP
Thunder Reign (48 SP): 150 electric damage, ST, inflicts shock 20%; unlocks at 50% MHP
Psycho Force (48 SP): 150 psychic damage, ST; unlocks at 50% MHP
Atomic Flare (48 SP): 150 nuclear damage, ST; unlocks at 50% MHP
Hamaon (15 SP): Inflicts bless-based insta-death 60%, ST; unlocks at 50% MHP
Mudoon (15 SP): Inflicts curse-based insta-death 60%, ST; unlocks at 50% MHP
Debilitate (30 SP): Raises damage received, lowers damage dealt, and lowers accuracy and evasion by 50% for 3 turns, ST; unlocks at 50% MHP
Sukukaja (8 SP): Raises accuracy and evasion by 50% for 3 turns, ST; used only in the Tyrant's Glare Sequence
Tarukaja (8 SP): Raises damage dealt by 50% for 3 turns, ST; used only in the Tyrant's Glare Sequence
Average PC Level: 65
Average PC HP: 440
Average PC Damage: 450
*This could be considered a bit high, arguably; a range of 60-65 is reasonable, although you definitely should take Char Aznable at a higher level than Black Mask, so 62-65 would be a reasonable range
Comments: A RIVER IN A DRY LAND! Ahem. So, yeah, big climax boss, and he fits the mold well. A very heavy resource drain in-game, you are heavily encouraged to switch party members and use items as much as possible. Very good boss in-game, although too many damn skills - it's very easy to not see half of them in-game. As for a DL-boss...if you allow the full form-chain (like me), very easy Godlike. There's just too much variety, walling, durability, and damage there. If you don't allow the full form-chain, it depends on what you allow. I would assume everyone allows the first 3 forms to chain, and generally think most would allow the last 2 forms to chain, even if they don't allow the full 5 forms to chain. The Beast and Wings of Human Sacrifice are excellent wallers. The Beast is probably Godlike on its own - spam Makarakarn and Wage War, kill PCs. Against bosses, spam Makarakarn and attack ad infinitum. It's a beautiful synergy. The Wings and Tomb are less impressive, but still provide buffering and damage. The Tomb is kind of fail, especially in-game, but works as a buffer and final kill-shot. Sexy Shirtless form is all about punching you until you're scared. Great durability (higher En than any other boss or shadow in the game, besides the optional superbosses and the Reaper) and consistent damage - that's how you take a single-acting boss and make it semi-threatening. I would assume, if you don't allow form-chaining, most people would go for the last form, which is...good. Again, he takes the fear game and makes it better, so PCs get screwed. Against bosses, debuffs and punch things. At 50% MHP, he gets nasty, mostly because he adds Debilitate into the mix. Tyrant's Wave...he really wishes the second sequence was Tarukaja --> Marakunda, but oh well. If you allow full control of Tyrant's Glare, nasty Godlike. He'll use Tyrant's Glare --> Debilitate --> Tarukaja --> Tyrant's Wave and kill you. Also, hey, insta-death that doesn't fail. The elemental stuff is ok - it's meant in-game to give him 1 More actions to put on the pressure, but doesn't add much beyond additional damage types in the DL. In-game, if you hold him to AI, he doesn't use double Tyrant's Fist (which would be bad for him in-game; ST, reflectable skill when you have a party member guaranteed to have the reflection skill...), and usually does Tyrant's Fist + elemental spell. Not a 1-shot, but very close. He only really uses Megidola if no one on the field has a weakness to exploit, which is probably a number of DL foes; Tyrant's Fist + Megidola does 1-shot, albeit barely. Overall, excellent DL boss with tons of options, and very good in-game boss. But there's still one more major boss, so let's see how he turns out...
Master of the Prison of Sloth: Voltron"Rebels who dare defy my rule... You shall perish."
Level 75
HP: 10000
SP: 999
Defense: 30% more damage taken
Battle Triggers: - This fight is split into 2 parts. The first part is the battle with the Holy Grail (stats noted above); once the Holy Grail is defeated, a cutscene will take place and the final battle with Voltron proper will commence; HP and SP totals are carry over between forms, although buffs and debuffs do not
- During the Holy Grail fight, you are given the option to send a party member to cut off the supply lines that heal the boss. This cannot be Joker. The party member is unable to act in battle during this time
- During the time a party member is sent to cut the supply lines, you must attack and deal damage to the Holy Grail each round
- After the 3rd turn of the party member that was sent to cut the supply lines, the boss's Will of the People skill will be disabled and he will receive 2.5x damage from all attacks
- For the second phase, Voltron starts the battle alone
- In-game, Voltron will summon each of the weapons in order; he will do this each turn until all 4 are summoned
- Upon being summoned, the first action of each weapon will be to use their special sin attack 100% of the time; this also applies to the Gun, Bell, and Book when they are revived for the first time, as they gain additional sin attacks
- The special sin attacks are cannot be dispelled or resisted, but appear to be evadable (somehow...I've seen Distorted Envy evaded, but none of the others, and have no idea how); they are also affected by Insta-Heal
- Rays of Control's damage is evenly divided by each weapon on the field; during the charge-up time, you are able to destroy each weapon to lessen the damage dealt; destroying all weapons will cancel the charge-up and subsequent attack
- Defeating Voltron is required to win the battle
Holy Grail SkillsetArrow of Light: 360 almighty damage, ST
Light Edge: 250 almighty damage, MT
Diffraction Arrow: 220 almighty damage to 2 random targets, does not focus, inflicts forget 50%
Will of the People: 100% missing HP healing, Self; usable only when the supply lines are intact
Gathering Light: Charges for Eternal Light next turn
Eternal Light: 500 almighty damage, MT; used the turn after the charge up; unlocked at 50% MHP after the supply lines are cut
Voltron (Level 75, 15000 HP, 999 SP, 10% damage reduction, acts once per turn)
Voltron SkillsetArrow of Light: 250 almighty damage, ST
Dekaja (10 SP): Dispels all -kaja buff effects, MT
Dekunda (10 SP): Dispels all -kunda debuff effects, MT
Manifest Gun: Summons the Gun of Execution; the Gun of Execution is able to act immediately; subsequent uses revive the Gun to 50% MHP; unlocked at 80% MHP
Manifest Bell: Summons the Bell of Declaration; the Bell of Declaration is able to act immediately; subsequent uses revive the Bell to 50% MHP; unlocked at 80% MHP, used after Manifest Gun
Manifest Sword: Summons the Sword of Conviction; the Sword of Conviction is able to act immediately; subsequent uses revive the Sword to 50% MHP; unlocked at 60% MHP, used after Manifest Sword
Manifest Book: Summons the Book of Commandments; the Book of Commandments is able to act immediately; subsequent uses revive the Book to 50% MHP; unlocked at 60% MHP, used after Manifest Book
Divine Apex: Restores all downed weapons to 100% MHP; charges for Rays of Control; during the charge, all weapons and Voltron proper will take the casting turn and the next turn to prepare to use Rays of Control (effectively, 2 turns of charging for the attack); unlocks at 33% MHP
Rays of Control: 1200 almighty damage, MT; uses up all weapons and Voltron's turns for the round
Gun of Execution (Level 75, 1500 HP, 200 SP, 0% damage reduction, acts once per turn, Repel: Gun/Wind)
Distorted Lust: 125 almighty damage, ST, inflicts lust 100% (lust prevents the target from acting 50% of the time and lasts for 1 turn)
Capital Punishment: 165 gun damage, ST, 5% critical rate
Shoot Up: 90 gun damage, MT, 5% critical rate, hits 3 times
Distorted Avarice: 260 almighty damage, inflicts hunger 100%; unlocked after being revived at least once
Bell of Declaration (Level 75, 1500 HP, 200 SP, 0% damage reduction, acts once per turn, Repel: Fire/Psychic)
Distorted Vanity: Sets all affinities to weaknesses for 1 turn, ST; overrides innate resistances
Gospel: 150 almighty damage, ST
Frail Law: Raises damage received by 50% for 3 turns, MT
Tough Law: Lowers damage received by 50% for 3 turns, MT
Distorted Envy: Inflicts jealousy 100% (jealousy causes the target to attack an ally 50% of the time and lasts for 1 turn; unlocked after being revived at least once
Sword of Conviction (Level 75, 1500 HP, 200 SP, 0% damage reduction, acts once per turn, Repel: Physical/Electric)
Distorted Gluttony: Doubles cost of all skills for 1 turn, MT
Sword of Judgement: 175 physical damage, MT, 5% critical rate
Wind Cutter: 250 physical damage, ST, 15% critical rate
Book of Commandments (Level 75, 1500 HP, 200 SP, 0% damage reduction, acts once per turn, Repel: Ice/Nuclear)
Distorted Wrath: 80 almighty damage, ST, inflicts wrath 100% (doubles damage dealt and received and lasts for 1 turn)
Wrath of God: 110 almighty damage, ST
Agidyne (12 SP): 140 fire damage, ST, inflicts burn 20%
Bufudyne (12 SP): 140 ice damage, inflicts freeze 20%
Distorted Pride: Between the use of Distorted Pride and Voltron's next turn, all offensive action (including debuffs) taken against Voltron or any weapon on the field will result in a Divine Punishment counter; unlocked after being revived at least once
Divine Punishment: 40 SP damage, ST
Average PC Level: 73
Average PC HP: 475
Average PC Damage: 500
*Note that you could take him from level 70-75 pretty reasonably; level 73 is a nice median level
Comments: Worst final boss in the series. You are reading that correctly - the second form single-acts, and only has 3 skills without the support, being entirely ST. Much of the skillset doesn't make a ton of sense, either, and has poor synergy given how the boss works. For instance, Voltron himself cannot make use of the effect of Distorted Vanity, only the Gun, Sword, and Book can, but given the way the mechanics of the fight work, he may never get the chance to take advantage of it. It's also a little disappointing that they didn't go all out with referencing the previous bosses or making truly unique sin skills. The way the mechanics work, you could easily punish him heavily for how rigid he is. Rays of Control is unfortunately terrible - low HP, plus the ability to weaken the attack more by killing parts is nuts. Panther + Concentrate + Tarukaja + Blazing Hell destroys 3 of the weapons without problem, and you can always Tarunda Voltron to really nerf the damage. Ugh, there are about 50 different ways they could have designed this boss to make him less lame. I mean, give him 7 parts, have them automatically activate at 75% MHP; make the main part double-act...argh. The music isn't even the best either. Disappointing...but hey, how is he in the DL? It depends a lot on how harsh you are on the fight mechanics, and if you allow the form-chain. Assuming you don't allow the form-chain, the first form may be the best. Decent ailment, solid damage, non-fail charge attack. You could probably give him 3 turns before he starts taking extra damage, which is probably enough. Second form at least has some durability. Arrow of Light 2-shots, barely (take him at level 75, and it 3-shots, albeit close). He wishes he could summon the weapons in a different order, or that the unique ailments lasted as long as normal ones did. Or that the ailments were better - if lust were 100% don't act, that would be nice. At least the gun, the first one summoned, is generally the best one. Just...probably makes Godlike just by being a boss with damage and durability (especially if you allow the full form-chain, like I do), but that feels so wrong given his terrible in-game performance (even on Merciless, he's kind of awful). Damn sad ending to a bunch of cool bosses.