Talk:Scorn of the Octopus and the Teacher

Magic tank strategy
I'll cover different units because the Easter units are popular for this trial and not everyone will have those.

What you need:


 * Buffer, preferably with elemental buffs (lightning, earth, wind), Yuraisha and Sylvie are good choices, the former also coming packaged with status buffs on a cooldown
 * Healer with status buffs, Folka does this pretty well and has MP battery skills
 * Magic tank with high earth/wind/water/lightning resists. Health is secondary, since this will be your least-damaged unit, nor is any specific unit recommended. If you have the Lion Saber, equip that.
 * Provoke tank with as much HP/DEF as you can manage. Anything under 15k will probably die.
 * Two chainers, Esther is preferred as noted but otherwise something that does ice damage is recommended. Equip Aquan killers.

All units should have full status resists (or at least the relevant ones) and some degree of earth/lightning resist. You'll need a mana battery of some sort, enough to make sure your provoke tank isn't completely shut down by Octo Tentacle drains. You'll need earth/wind/light damage for the mission and Typhon checks.

Battle 1

As long as your provoke tank can survive each round, this is a pretty simple battle. Damage on magical immune turns, keep provoke and cover up. Berserk will be an issue at low health, so make sure to cast Provoke on the preceding turn so you'll outlast it.

Battle 2

This part will be more difficult the longer you let Typhon live. After the preemptive, magic guard, provoke, guard against ailments, buff. If your chainers lived, use single-target attacks to go after Typhon. If not, you'll need to wait for next turn. Your provoke tanks needs to survive this turn, otherwise recovery is basically out of the question.

Next turn, raise your chainers, buff again, and start hitting Typhon. Typhon is fairly squishy, so this shouldn't take too long.

Once Typhon is dead, the same pattern as battle 1 applies. Use the first 50% to build up espers for the mission. When you're ready to push past 50, keep water, wind, and lightning buffs up to deal with his fixed elemental attacks.
 * 107.198.85.105 07:38, 31 May 2019 (UTC)

Testimonial - Geryth: Single Target Cover Tank
This was rewritten for an easier way to go about this fight but still utilizing the single target cover in the absence of a strong provoke tank.

Here's the team (and here's an FFBE equip link to their gear):
 * 7* Sylvie
 * 6* Folka
 * 7* Gladiolus
 * 7* MS Nichol
 * 7* Esther
 * 7* Friend Esther

Required Items:
 * Phoenix Down - insurance in case you mess up and need to recover
 * Elixir

This team was carefully crafted to be able to do the following:
 * Infinite sustain solo Orthros in wave 1 and wave 2
 * We do this by having Sylvie, Folka, Gladio, and MS Nichol with enough water/wind/earth resist to live through Orthros's standard rotation attacks.
 * Gladio covers an Esther with 75% damage mitigation so he handles the tentacle attacks like a boss.
 * Survive the pre-emptive attack in wave 2
 * We take Big Sneeze and 1 Million Volts so everyone in the team needs enough HP/SPR and Lightning resist to survive.
 * My Esthers were not guaranteed to survive this so that was the main weakness of this strategy. But they have an 80% chance to survive lethal damage, and we unfortunately have to depend on that proccing otherwise I don't think we can recover if they die. But at least the odds of surviving are pretty good.
 * OTK Typhon from 100%-0% on turn 3
 * My Esther was built with Demon Killer to make sure this happened.
 * Kill Orthros from above 50%
 * Friend Esther was built with Aquan killer to make sure this happened.

So a vast majority of this fight is monotonous rotations against Orthros. You are whittling him down, getting mission requirements, and then waiting for him to get magic immune and then imperil himself by Lightning to kill him when you're ready. This is how these rotations go (for both wave 1 AND wave 2 Orthros):
 * Odd Turns
 * Sylvie: Protective Petals + Protective Vines
 * Folka: Deep Circle + Sobering Waters or Water Screen (Sobering Waters when we want ATK/MAG break protection from Nichol's stances)
 * Gladiolus: Royal Guard the Provoking Esther
 * MS Nichol: Fortune Stance + Impregnable Stance (or Barrier Stance to push Esper gauge or when higher mitigation is needed)
 * Esther 1: Damage if able, use Fire Blade if Orthros is Physical Immune type 1 (imperiled by fire/lightning), otherwise Combat Overdrive when unable to do anything else
 * Keep an eye on Esther 1's health and remember she takes counter attacks for every weapon cast she does. She takes counters before health regen ticks.
 * Esther 2: Provoke if turn 1, otherwise do damage or evoke Esper
 * Even Turns
 * Sylvie:
 * Wave 1 - mission requirement stuff (attack with wind element weapon or imbue light damage to Gladio). Otherwise Gracious Knight + Quake Refuge
 * Wave 2 - Spring Cleaning + Gracious Knight.
 * Folka: Reraise Gladio + Curaja
 * Gladiolus - Punch for earth elemental damage or evoke Esper, otherwise what he does is inconsequential
 * MS Nichol - Courageous Stance + Magic Restorative Stance
 * Esther 1: Damage if able, use Fire Blade if Orthros is Physical Immune type 1 (imperiled by fire/lightning), otherwise Combat Overdrive when unable to do anything else
 * Esther 2: Provoke

Here is the setup to Kill Orthros (for both wave 1 AND wave 2 Orthros):
 * Some Odd Turn when Orthros is in your kill range (and above 50% health)
 * Orthros becomes Magic Immune type 2 (imperiled with Lightning)
 * Sylvie: Protective Petals + Let me Help on Provoking Esther
 * Folka: Deep Circle + Water Screen
 * Gladiolus: Royal Guard the Provoking Esther
 * MS Nichol: Fortune Stance + Impregnable Stance
 * Esther 1: Shock Embrace + Combat Overdrive
 * Esther 2: Shock Embrace + Combat Overdrive
 * Even turn
 * Sylvie - Let me Help on Esthers to fill their MP
 * Folka
 * Wave 1: Curaja
 * Wave 2: Inconsequential
 * Esther's:
 * Wave 1: Triple cast Demagnetizing Strike (they need their LB's for early wave 2)
 * Wave 2: LB

Here is how you deal with Wave 2 and kill Typhon:
 * Wave 2 Pre-emptive Strike hits you with Big Sneeze and 1 Million Volts
 * Esthers have to ignore fatal damage from Big Sneeze or straight up survive it.
 * Turn 1
 * Sylvie: Protective Petals + Protective Vines
 * Folka: Deep Circle + Water Screen
 * Gladiolus: Royal Guard on Esther 1 (SLOT MATTERS - HAS TO BE ESTHER 1!)
 * MS Nichol: Fortune Stance + Barrier Stance
 * Esther 1: Provoke
 * Esther 2: Shock Embrace + Combat Overdrive
 * Turn 2
 * Sylvie: Spring Cleaning + Let me Help on Esther 2
 * Folka: Reraise Gladio + Curaja
 * Gladiolus: Punch Typhon with Earth Elemental weapon
 * MS Nichol: Heroic Stance + Magic Restorative Stance
 * Esther 1: Shock Embrace + Combat Overdrive
 * Esther 2: Provoke
 * Turn 3
 * Sylvie: Protective Petals + Protective Vines
 * Folka: Deep Circle + Water Screen
 * Gladiolus: Royal Guard Esther 2
 * MS Nichol: Fortune Stance + Impregnable Stance
 * Esther 1: LB
 * Esther 2: LB
 * Turn 4 - Typhon is now dead
 * Sylvie: Spring Cleaning + Gracious Knight
 * Folka: Reraise Gladio + Curaja
 * Gladiolus: Inconsequential
 * MS Nichol: Courageous Stance + Magic Restorative Stance
 * Esther 1: Damage if able, or give Ultros an Elixir if we took damage from Esther's LB's and landed underneath 50% HP.
 * Esther 2: Provoke
 * Turn 5 - begin standard Odd/Even turn rotations against Orthros until he's in your kill range, and then do the Orthros kill rotation above.

And lastly, here's how we ensured we got our missions accomplished:
 * Deal wind, earth, and light damage 2 times or more
 * Wind: Sylvie equipped with Wind element weapon attacks during even turns in wave 1
 * Earth: Gladiolus is equipped with an earth elemental weapon and counters enough to get this done
 * Light: Sylvie imbues Gladio with light damage via Glitter egg on even turns in wave 1.
 * Use a Limit Burst - it's a given with Esthers
 * Evoke 3 or more espers - work slowly in wave 1 and use MS Nichol's esper gauge pushing abilities to get these done faster

Enjoy your Stardust Rod without needing some stacked provoke tank!

--Geryth Drayfore (talk) 18:50, 12 June 2019 (UTC)

Evade and Physical Tank method (no magic tank)
Before I begin: Tempest, Hailstone, Octuple Attack, Beat Up (from Typhon) and all normal physical attacks can be evaded. Octo Tentacle is dodged on occasion (don't know if it's a glitch). Link to my team on FFBEEquip. Basically, if you can't access the link, my team comprised of:

Basch (100% evade, 120% lightning resist, 80% earth resist, all status resist,Golem esper) Wilhelm (K Producer's Jacket, Wrapped Gift and Yellow Balloon for 100% passive provoke; Shield of the Empire for tmr passive; Lion's Saber equipped; resistant to stone, paralysis, confusion, sleep; Phoenix esper) Zargabaath (Kazekiri wind weapon; Gauntlets and Thunder Shield; 100% lightning resist; Golem esper for 50% earth resist) Lotus Mage Fina (100% all status ailments resist; 100% lightning resist; some elemental resistance across the board; latent abilities unlocked for dualcasting all abilities, and all abilities fully awakened; gave her Reincarnation weapon for the fun of it; Ramuh esper) Akstar with 20% earth resist and Cursed Mouthpiece hat equipped with Diabolos esper and Onimaru+ for multiple demon killer passives. I originally won with Sephiroth instead, dual wielding Tiger Fangs and Onimaru+, which saves MP but is a little slower against Typhon). Chainer [with Absolute Mirror of Equity chain (I used Zeno of the Beta Star)] with at least 20% earth resist. Walk with Phoenix Down, Elixer, Remedy, earth damaging item, wind damaging item, dispel item (Holy Torch).

First phase: Use Zargabaath or buffer to give your team damage mitigation. Use Basch or physical evasion tank to physical cover. Use Wilhelm or passive provoke tank (Marquis de Leon?) to defend. Use Lotus Mage Fina or healer to cast AoE reraise (if possible) and elemental resistance (definitely do this). When feasible, use some form of MP regeneration, from CG Fina or Zargabaath. Sometimes the enemy imperils itself against fire, something Akstar and Zeno can imbue on themselves. Look out for that. If done well, Basch will sometimes fall, but that's about it. The team will take magic damage, but never fall, because damage mitigation and elemental resistance will always be up, and if Basch does fall and not be revived on the same turn, Wilhelm will tank the damage in defense mode. Be sure to restore HP and MP to as high as possible to everybody just before taking out Orthros, and be able to summon Phoenix.

Second phase Your two damage dealers are most likely dead at the beginning of this battle. That's okay. If anybody else is dead, you're in trouble. Anyway, revive the two dead dps units [summon Phoenix esper if possible] (if you're using LM Fina, use her Blossom Heart and Eternal Light cooldown skills in that order if you can't summon Phoenix; otherwise, use elemental resistance and Eternal Light), put up damage mitigation, have Basch cover. Second turn, imbue ice or water (NOT FIRE!!!) on your physical attackers if possible and let Typhon have it. Also get MP regen going if possible. Have Wilhelm attack to cover the earth attack. Third turn, have Wilhelm attack to cover the wind attack, or have Zargabaath attack (his weapon is wind). Fourth turn, have LM Fina dualcast with one attack being holy on Typhon. Don't worry, Typhon's *sigh* attack will go to Wilhelm, so you'll be fine. If you really can't take out Typhon by the seventh turn, on that turn put up AoE reraise, have damage mitigation up, and it may be a good idea to have your damage dealers defend. They may survive Typhon's magic attack. When Typhon is gone, you can take your time to summon the other espers for the esper mission before Orthros drops to 50% HP. Under 50% HP, Orthros starts using 1 Million Volts and a water/wind attack every third turn. You will probably lose your dps units here, but everybody else should live once you have the proper buffs and reraise up. Feel free to take advantage of the times when Orthros imperils itself against fire.

That's about it. It should take no longer than 40 turns overall (and that's very slow). ranks555