Talk:Chamber of Arms - Warden Welter

20-Turn Victory Safely
Team: - Basch on Golem (Enhanced, Full Evade, Moogle Plushie) rotating between Cover and Provoke - CG Nichol on Phoenix keeping Light/Dark/Water resist and buffs (barely needed MP Battery) - Sophia on Diabolus (Mag 1787) sole damage dealer with Efreet - Eiko on Bahamut for Esper Orbs, Heals/Barrier and Esper Kill - Kydia on Anima for Esper Orbs and Summon - Folka 6* on Carbuncle for Ailments Resist and Heals - Kryla on Fenrir always breaking the boss as needed

Everyone with at least 30% Light/Dark/Water Resist

I managed to summon Diabolus on 1st turn and Anima on 2nd. From there, keep following the boss pattern and damaging with Sophia (went to bench on All Defense Turn to not loose stacks).

I screw up a couple of times forgetting to renew Light resist and got some units killed, but manage to recover quite easily. eBasch is immune to Charm (for boss 2nd form), but with Folka, any AoE Cover Tank is just fine. Basch has breaks to be used on a emergency and self reraise.

On First form I actually did no care to dispel the boss buffs. With Evade Tank + 100% Light/Dark/Water and you should rarely take any tamage, specially with D.Mitigation (CG Nichol) and Barrier (Eiko)

Had to reset the app a couple of times to guarantee the freaking esper kill, but manage it on the last, 20th turn.

by Sephirot (831,419,142)
 * > How are you getting by Snap? It's Fixed Damage so it ignores evasion and mirage (and physical mitigation). Re-raise isn't viable either. --153.166.160.69 13:50, 22 May 2019 (UTC)

Physical strategy
Offense team:
 * Buffer with light/dark resistance buff, either MS Nichol or Yuraisha. Equip with Lakshmi for charm resistance if your tank isn't immune.
 * Breaker, equip with an esper that has a non-damaging spell (Deshell for example). Diabolos covers this and one of the mission espers.
 * Physical tank/provoker, either with evade or as much HP/DEF as you can build for. Equip with Bahamut unless you need Golem for provoke.
 * Two fire chainers. Build some light resist in.

I used MS Nichol, HT Lid, Merc Ramza, Sephiroth, and Hyoh.

Defense team:
 * Healer with reraise/mana battery. Folka is good. Equip some passive provoke on them and Bushido Freeform.
 * Two backup chainers.
 * Summoner with Anima equipped.

I used Folka, Garnet, Jecht, and Raegan.

Preparation

Warden has no preemptive, so team order is irrelevant. You'll want to use the first phase to get the esper summoning out of the way. Start off with your buffer, tank, breaker, healer, and summoner. Maintain a physical guard, provoke, defend rotation with the tank. Your breaker, healer, and summoner can be swapped out as needed to get other units in. The backup chainers are a just-in-case measure. You may get lucky and not need them.

Phase 1

Phase one can be boiled down into two things. Surviving the triple Snap, and esper orb building. As long as your buffer and tank are doing their job, nothing else Warden throws at you will be dangerous.

Follow the various conditions until turn 4, which is where the triple Snap comes in. Use your healer to cast reraise on the tank and herself. It really helps to have a beefy tank for this one. Snap is a powerful attack, but if your tank can survive one of them, you probably won't have to raise a single unit.

Once you've got the espers out of the way and a third ready to go or close to it, chain Warden down to 50%, being mindful of the turn conditions. Make sure you have light/dark resistance up before the threshold is passed. This took me about 12 turns to accomplish, thanks to Nichol's esper orb moves.

Phase 2

I won't say this phase is easier, but it is simpler, and that's close. You want to end this quickly, before Warden hits Coiling Darkness in his rotation. Warden does more damage in this phase, but your buffs should still cover it. Once you've chained Warden down to a point where the next chain will finish him, use Bahamut to chain cap for credit. If Warden does hit Coiling Darkness, you have two options. The first is to immediately use Bushido to clear it then try to finish Warden off. Unless you're sure your next chain will do that, however, it's not recommended. If you need to do more damage, swap in your other chainers. They won't do as much damage, but the goal is only to have them get you close enough for the Bushido strategy to finish Warden off.
 * 107.198.85.201 01:57, 23 March 2019 (UTC)

Tornado Chaining
I went for a Tornado chaining team.

MRamza, ARain, Barbie, Lulu, Folka, Zargy, Loren, Garnet, Marie, 2B

1. MRamza was dodge provoke tank. He can swap out when you hit the 50% & 30% thresholds, as they are aoe magic only. Have him do physical cover in Stage 2, to negate "Insanely Mad", which happens every 4 turns & is mutually exclusive to the regularly scheduled magic aoe damage.

2. ARain geared to 100% light resist and maximise HPxSPR. Magic cover tank. Note that either of Folka and Lulu can do 100% water buffs, which negate the water damage in Stage 2.

3&4. Barbie & Lulu chaining Tornado, mainly. Both have setup moves to enable triple-cast. Barbie can do 120% imperils.

5. Folka. So many things to do. Healing, mitigation, status protection, reraise on tanks for the triple-snap.

6. Zarg. Buffs & mitigation mainly.

7. Loren. Breaker.

8. Garnet. Speeding up the Esper summons. Also handy to have in reserve with dualcast should something nasty happen to Folka.

9. Marie. I don't have MS Nichol, so pretty much her only role was to buff 70% light/dark for the 50% & 30% thresholds. Mind you, Zarg also has a 60% all-element buff on a CD ability.

10. 2B. Didn't need to use her. Just here to keep an eye on things, really, as a backup breaker for Loren. She could also do a pretty nasty job as a finisher on those Tornado chains, with the 120% lightning imperil, if need be. What the heck, She's been in and around my team for so long now, I just can't seem to get rid of her :)

--203.7.101.216 16:10, 4 June 2019 (UTC)