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This fight is pretty much a prime opportunity for Logre to show off the true power of the Imperial... if the thing didn't constantly dunk on him in this fight, good lord! The thing does change its weakness around, but aside from that it just hits really hard. For the first 15 turns, the Cradle Guardian is a fairly predictable boss. Some turns are random, but the turns where it uses a mixer and then shifts to a specific element are fixed. Every 3 turns it'll use a mixer attack, then shift forms on the next turn. It'll go from physical to fire to ice to volt and then finally to physical again. This is pretty much the reason Logre is here, while the Cradle Guardian is in an elemental form, anything that isn't its weakness (or Almighty damage) will basically do almost nothing to it. If your party's coverage isn't great, you're not gonna make a lot of progress in this fight without his help. After the battle lasts for 15 turns, Cradle Guardian will act completely randomly. It'll shift to a random element and use random moves. It can't shift elements until it uses a mixer, but once it does, it'll shift as soon as possible. When you kill the Cradle Guardian, the Guardian Head will be left. It doesn't do anything aside from a countdown and then explode at the end of it. Unlike in EO3, self-destructs do not deny any rewards in EO4, so you're allowed to let the Guardian Head explode. You'll want to bulk up if you're planning on face tanking the explosion, since it does do some damage if you don't mitigate it. As for dealing with the weakness shifting, there's a very funny bug you can abuse with the Landsknecht's Links. You see, because Links are so jank in this game, you can actually apply oils to them and they'll completely replace the element of the link with the element of the oil! This can be a way to massively save on SP if you feel like stocking up on oils. Allowing me to deal full damage to the Fire and Volt forms with "Electric" Link. The follow up attacks can't have their damage type overwritten, but this doesn't matter outside of conditional drops because the follow ups purely scale off of the initial hit's damage.