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Battle start - 4:27 Airy, you fat slug! How could you?! Agnès delivered her lines pretty well for once, gave me chills. I just now discovered dual-wielding the same weapon charges its Special twice as fast. Better late than never, I suppose. Sorry for killing the sweet jams in Phase 2. Phase 1 Airy - Slaughter, Poison Punisher, Tight Bind, Spike Guard, Guard Release Airy is rather whimsical in this phase as far as I can observe. She'll use Slaughter, a 1BP attack with some heavy damage--capped without solid defense--and chance to Poison to boot. She can then follow up with Poison Punisher to punish such status. She'll regularly put up Spike Guard for some number of turns to counter any melee attacks. Transience and Specials ignore this, however. Tight Bind is a party-wide Stop, so Stop Immunity leaves this a free turn. Ninja makes short work of this Phase. Utsusemi covers Slaughter's large output, and 3 Defaults during Spike Guard can charge a Moonshadow. Since Slaughter and normal attacks are most of Airy's actual damage, it's a safe battle. Phase 2 Airy - Flare, Thundaga, Blizzaga, Dark, Quaga, Aeroga, Acedia, Luxuria, Irritate Airy completely changes her dynamic in this phase. She'll use one of any elemental spell minus Light or a Berserk/Charm status. Every 5th turn Airy will use Acedia, dispelling buffs- including Counters(?)- and applying an all-element weakness. At around half health she will use Recover to drag the fight longer. She will infrequently use normal attacks, so Utsusemi is still important here. Since Berserk has no Equipment or Ability mitigation options, I have to rely on Skills. Spiritism is convenient, as it carries Fairy Ward and Spirit Ward to handle all but one of Airy's attacks in one Job skillset. Fairy Ward lasts just as long as Airy's Acedia frequency, and Spirit Ward wears the turn of Acedia, where it is not necessary to have up. Fairy Ward is expensive, but Defaulting between Acedia's will quickly charge Moonshadow for the majority of my damage.