Sylph's Cavern/New Trial of the Wind Sprite

Abilities

 * Sand Storm: Magic damage (4x) to all enemies. Inflict blind, silence, and petrify (100%) on all enemies.
 * Tornado: Wind magic damage (4x) to all enemies. Decrease wind resistance (30%) for 3 turns to all enemies.
 * Tornado Bomb: Fire and wind magic damage (4x) to all enemies. Decrease ATK/MAG (50%) for 3 turns to all enemies. Decrease fire resistance (30%) for 3 turns to all enemies.
 * Gale Slash: Magic damage (4x) to one enemy. Decrease DEF/SPR (50%) for 3 turns to one enemy. Decrease resistance to all elements (50%) for 3 turns to one enemy.
 * Delta Scrub: Physical damage (5x) to one enemy
 * Red Wind: Magic damage (0.3x) as MP drain (30%) to one enemy
 * Hurricane Dance: Increase ATK/DEF/MAG/SPR (50%) for 3 turns to caster
 * Soul Dance: Increase ATK/DEF/MAG/SPR (50%) for 3 turns to caster. Reduce damage taken (50%) for 3 turns to caster.
 * Rejection Dance: Reflect all spells for 3 turns to caster
 * Cumulonimbus: Wind magic damage (4x) to all enemies. Decrease DEF/SPR (50%) for 3 turns to all enemies.
 * Heavenswind: Wind magic damage (15x) to all enemies. Decrease resistance to all elements (50%) for 5 turns to all enemies.
 * Wind Hole: Remove one enemy from the fight

Attack Pattern

 * Threshold attacks:
 * 80% HP
 * Heavenswind
 * Red Wind
 * Hurricane Dance
 * Ends turn
 * 50% HP
 * Heavenswind
 * Red Wind
 * Cumulonimbus
 * Soul Dance
 * Hurricane Dance
 * Ends turn
 * 40% HP
 * Wind Hole (on highest MAG unit)
 * Continues with the regular attack pattern for that turn
 * 30% HP
 * Heavenswind
 * Red Wind
 * Cumulonimbus
 * Hurricane Dance
 * Ends turn
 * Uses one rotation skill each turn, which follows the pattern of:
 * Tornado Bomb -> Cumulonimbus -> Sand Storm -> repeats
 * Every 2 turns, above 50% HP: Tornado
 * Every 4 turns: Rejection Dance
 * Uses Gale Slash every turn
 * Under 40% HP, uses a second Gale Slash every turn
 * Remaining actions are Delta Scrub (20%) or normal attacks (80%)

Tips

 * See testimonials and discussions.
 * Focus on buffing since stats cannot be broken.
 * Gear your magic tank for 150% (innate + buffs) fire and wind resistance.
 * Bring protection for blind, silence and petrify.
 * Bring a source of MP recovery, as Tetra Sylphid will use ST Mp drain on thresholds.
 * Tetra Sylphid will snort the highest MAG unit at 40% threshold. This can be provoked, but Tetra Sylphid's physical attacks will start killing your units on the next turn.
 * To get the "kill with magic" achievement,
 * Dispel Tetra Sylphid's reflect (e.g. using Dispel, Fingersnap, Bushido - Freedom)
 * Use a spell with an ignore spr component (e.g. Holy, Ultima, Alterna)
 * Use level 8 or above spells (e.g. Quake, Flood)