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00:07 - Fight vs. Heavenly Tsukuyomi's Shadow 13:37 - Team Setup/Grasta Setup Team: Hardy AS, Utpalaka SA, Thillelille ES SA, Izuna SA, Ewan SA, Toova ES This is a brutal superboss, and basically, you have to plan on how to tackle it accordingly, otherwise, you'll just end up with either a dead party within a few turns, and/or a party hitting like a wet noodle. There's is a lot of mechanics going on here. First off, it has four lives. This boss, like other shadow superbosses, is basically a very souped up version of the final boss that you fight at the end of the Eastern Mythos. It also has 138 billion HP with EACH life, so multiply that number by 4, and you have to do somewhere north of 550 billion HP to kill this monstrosity. It also gains stacks every turn, where each 1 stack gives him 10% physical and magic resist, but for each hit you deal to it, he loses a stack. Sort of like Shadow Karna. If it reaches 99 stacks, you automatically lose the battle. Also, it is weak to every element in the game, so while you can use practically any element or weapon zone here, this fight definetly favors zoneless AF strats with multi-hitting units to keep the AF going for as long as possible. You will also want to bring at least some physical or element shred, debuffs, a way to deal with confusion, and a way to break Moonlight Zone for zoneless AF's. Main Units: Hardy AS: His role is simply to break Moonlight Zone and Thunder Zone and heal anyone who isn't at full HP. He also has Revive just in case anyone happens to die. Utpalaka: His role is simply to generate some AF meter at the end of each turn. He is not set up for DPS, so we don't care how much damage he does. Thillelille ES: She is the main buffer for the DPS units with Promised Land and Apostle. Also has Fire Rush to generate meter during the zoneless AF's. Also pops Sword in Heart during SB to give 5 charge to sidekick meter for Gunce's use later on in the fight. Izuna: She is the main DPS for phase 1 as once she's hit with the Damnation stack, she's useless until phase 4 where she can be swapped back in for Utpalaka. Also can recharge AF for use during phase 2. Ewan: The other main DPS. Physical resist shredder, as well. Toova ES: Grasta slave for Ewan. Sidekicks: Moke: Equipped with Pandora's Can for extra charge if it procs, and gives 5 charge when Thillelille pops Sword in Heart during the first SB. Otherwise, used for standard purposes; more damage during weak hits, debuffs, etc. Gunce: Equipped with Sea Rattle to remove confusion when using his charge skill. This is important for phases 3 and 4. Other than that, +35% AF meter charge is always nice to have if necessary and gives some bonus stats once the AF bar is emptied out. Probably could've also used Laikas with Pandora for potential +3 charge on end of turn, or perhaps Tetra with Soothing Bell, but not necessary for this particular strat. Plus, we lose bonus weak damage and debuffs. The boss punishes you for both doing not enough damage AND doing too much damage: Phase 1: Any character that does over 1% of the boss's max HP gets a Damnation debuff (once phase 1 is done, the debuff is applied to anyone meeting the condition then) that lowers PWR, INT and SPD by 9,999, and you cannot remove it by any means other than killing off that character. You want to use at least 2 DPS characters for this reason (in this case, Izuna and Ewan). It also has a 7 count skill bar in which it goes down by 1 for each attack that it does; if this count reaches 0, you automatically lose. If you can't get his HP down enough, it will replace the skill bar forcing you to deplete it again. Phase 2: Anyone with the Damnation debuff recieves an extra attack on top of that character not being able to do damage. We swap Ewan in for Izuna at this point since she has the debuff and can no longer deal any damage so she gets to sit in the reserves until phase 4. Phase 3: Anyone WITHOUT the Damnation debuff receives a confusion state which can't be resisted. We can save sidekick charge meter and remove with Gunce since he has Sea Rattle. Phase 4: The boss removes the Damnation debuff that was placed at the end of Phase 1. Can swap out Utpalaka for Izuna at this point since the former doesn't need to recharge AF meter anymore and Gunce most likely has enough meter to charge 35% with Actina by this point anyway. So the tl;dr version: You have to both lower its stacks by hitting it, preventing said stacks from reaching 99, deplete the 7 skill bar before it counts down to 0, AND you obviously have to deal the damage to deplete its HP to defeat it. All while dealing with high damage attacks that can cause status effects like stun and confusion. I could've attempted a low turn clear, but didn't - there are 3-4 turn clears out there, but I honestly think that 7 turns is quite decent for a superboss of this magnitude.