Back to Browse

SEQUEL Kludge - Postgame boss #11

308 views
Jan 22, 2023
12:35

Finally, the third boss in the trio is here. Overall, I don't think this boss is as ridiculous as the first two in the lineup; the boss is slow and all party members can reasonably outspeed it without boosts. The attacks may be powerful, but with the speed advantage, it's easy to turn around dire situations. However, the boss delays its trick until its second phase where a single move destroys most defensive strategies. I'll detail this gimmick and the pattern below. Every 15th turn after the 5th turn, the boss alternates between casting two buffs that either A. increases its ATK or B. massively increases its AGI to outspeed all your party members. For A, the buff enables the move Breaker Drill, but this is relatively easy to evade. However, for B, the boss adds a new move called Missile Pod. Missile Pod fires a certain hit Surge AoE at your entire party twice that deals about 10000 damage per hit. It's used twice in a chain of Surge-Thunder-Surge AoEs. What's worse is that the boss has the AGI buff that prevents you from outspeeding them. Add in the fact that Kludge makes it difficult to defend against certain hit and Surge attacks, and you have a single attack that becomes a huge defense check for most parties. So, how do we deal with this? If you interrupt the buff from being cast using bind or stun, then the boss won't be able to use the unique attacks and will replace them with an overkill Physical AoE. Relatively speaking, this is a much better outcome than dealing with unavoidable Surge attacks. Thus, the strategy proceeds with using bind to prevent the second buff from being cast. Now, for the pattern: 1. Bind, SP Heal(3), Magic Wounds, Shadow Body 2. SP Heal(3), Incite, Double Strike, Beast Stance 3. Grim Torture, U. Guard, Extermination, Ether Claw 4. Plamia, Evade, Double Strike, Ether Claw 5. Plamia, Incite, Double Strike, Ether Claw 6. SP Heal(3), Evade, SP Heal(4), Ether Claw 7. SP Heal(2), Evade, Double Strike, Beast Stance 8. Nothing, Evade, Nothing, Ether Claw 9. Nothing, Incite, Nothing, Ether Claw 10. Nothing, Nothing, Nothing, Victim Path 11. HP Full Heal(1), U. Guard, Nothing, Nothing 12. Stun, Revive(3), Nothing, Nothing 13. Revive(4), Evade, Magic Wounds, Nothing 14. Bind, SP Heal(3), MATK+ Buff(3), Beast Stance 15. Grim Torture, Incite, Extermination, Ether Claw 16. Plamia, SP Heal(4), Double Strike, Shadow Body 17. Nothing, Nothing, Nothing, Ether Claw 18. Nothing, Nothing, Nothing, Ether Claw 19. Nothing, Nothing, Nothing, Beast Stance 20. Nothing, Nothing, Nothing, Victim Path 21. HP Full Heal(1), U. Guard, Nothing, Nothing 22. Revive(3), Revive(4), Nothing, Nothing Here's where the strat starts diverging from consistency. Unfortunately, without wasting a bind or stun, there's no way to guarantee the single targets to hit Yubeil. The only party member that can reliably survive from single targets is Dita with the Blood Cloak's effect, which reduces the chance of being aggro'ed by single targets by 100%. Because of this, we need to play turns 23-26 safely, prioritizing a fully healed Dita to survive Full Charged Hammer's splash damage and the whole revived party. If there's a lucky miss or dodge, we can start setting up our party member's according to their objectives: 1. Dita will revive, tank earth attacks, and setup binds. 2. Yubeil will keep Inciting and evading the physical attacks as needed. 3. Faria will setup Magic Wounds and her MATK+ buff to supplement her magic damage. 4. Kuu will try to activate Beast Stance and Shadow Body ASAP to guarantee 100% physical evasion. In any case, some moves will have to be switched around depending on which moves succeed and which party members die. I can only give an one successful example of proceeding through the remaining turns, as there's too many permutations to track for all the outcomes. 23. Only Move Guaranteed for (1): HP Full Heal(1), Evade if alive, Magic Wounds if alive, Shadow Body if alive 24. SP Heal(4) if alive, Incite if alive, HP Full Heal(3) if alive, Beast Stance if alive Try to get all party members back by Turn 25. 25. Revive(2) if (2) is dead else SP Heal(3), Incite if alive, MATK+ Buff(3) alive, Ether Claw if alive 26. Grim Torture, Evade, Extermination, Ether Claw 27. Bind, SP Heal(3), Double Strike, Ether Claw 28. Plamia, Incite, Magic Wounds, Ether Claw 29. Forcible, Evade, Double Strike, Beast Stance 30. Nothing, Guard, Nothing, Victim Path 31. HP Full Heal(1), U. Guard, Nothing, Nothing 32. Revive(3), Revive(4), Nothing, Nothing 33. Keep at least one attacker alive and revive and setup buffs as needed 34. Bind, Others should prioritize reviving until party is completely back, otherwise attack 35. Grim Torture, Incite, Double Strike, Ether Claw 36 and onward: Play according to the aforementioned objectives. That's about it; next time will be what seems to be the final challenge of the game. I don't know how it's going to go for my current comp, but I'm hoping to pull things together in the end.

Download

0 formats

No download links available.

SEQUEL Kludge - Postgame boss #11 | NatokHD