Talk:Scorn of the Machina of Destruction

alter solution
IMHO, you need: - 1 of your strongest physical attack unit to attack the body - 2 of strongest magic attack unit to attack the hands - 1 unit with displega ability (i use ayaka) - 1 unit with evoc.gauge fill capability (e.g morgana)

kill the hands with magic 2-times without killing the body, and wait until the 3rd hands apeared. kill the body with physical attack. use displega to remove the magic reflect protection at the hands then used your strongest magic attack. good luck.

Slow and Steady
My team consisted of the following units:

-100% Physical Evade/Passive Provoke Awakaned Warrior of Light with Death Resist. (Any evasion tank can do this. The passive provoke is optional but saves you turns in which you can make use of other useful support functions. For example, Warrior of Light was my source of magic damage for the UoC ticket mission while also having mitigation and healing as well as elemental resistance skills and light damage. Death/Stop Resist is not necessary if you can kill the Right Arms fast enough.)

-Sacred Shield Charlotte with Carbuncle (Mitigation/AoE Magic Cover with high SPR/HP. Mine had 18k HP and 1800 SPR with the help of doors. Prioritize her stats over the others since she will take the most damage and the fixed attacks aren't that dangerous with enough buffs and mitigation.)

-Myra (Healer/Mitigation as well as general buffs/Dispelga with high SPR)

-Kryla (Breaker/Imperils all elements in emergency/Dispel with high SPR. Fid or Adventurer Locke should work as well. I'm not sure about weaker breakers or those relying on CDs)

-Elena (As many killers and other offensive gear as you can. It's helpful if they have decent SPR around 700 or so to be safe. Any damage dealer works here though. I mainly chose Elena due to her ability to buff herself and imbue many different elements since the arms change their weaknesses but it doesn't really matter. I just wouldn't go in with elemental weapons the enemies have high resistances to because it's tedious.)

-Friend Elena (Once again, you don't really have to choose her. Just go with something that chains well and maybe has some killers equipped and fits the element you want to go with.)

General: As said in the tips before, bring means for Stop and Paralysis resistance, preferably on a unit which can take a free turn or already has it as a part of their kit. The enemy retaliates against light and lightning damage. With enough mitigation and AoE lightning resistance buffs from A. WoL or any other unit/esper, it shouldn't be dangerous though since you're forced to deal light damage anyway.

With the way my units were geared, they did not die a single time, so this should be relatively safe. I also don't have many STMRs but did use some event equipment, especially for evasion/passive provoke. I'm mostly f2p except for a few FoLs, so the equipment isn't completely unattainable and can be interchanged with similar gear.

-The battle starts with the first set of arms being summoned. If you can't apply AoE breaks from the start, prioritize breaking ATK/MAG for Aigaion. This phase of the battle is mostly safe so start setting up general/magic mitigation, breaks, etc.

During the time the arms are present, let your physical tank cover the party. Most attacks are physical during that phase of the battle and the fixed magic attack which is cast every other turn can be survived easily. The arms retaliate against physical damage, so having a physical tank provoke and cover greatly reduces the danger of your damage dealers or anyone else suffering any damage.

Charlotte sets up magic mitigation with DEF/SPR buff. Myra does general mitigation and casts ailment resist.

My damage dealer had Lakshmi equipped as an Esper. It made the battle longer but I wanted to have the stop resist up. This can be condensed into one unit though or you get lucky and survive without. Otherwise the damage dealers begin their rotation. Since Aigaion is immune to elemental damage and quite tanky during this phase, it doesn't matter whether you deal AoE damage or ST one. Whatever suits you better. The first two summons of the arms also don't contribute to the "defeat with magic" mission so you can just deal with them however you like.

On the following turns, just make sure to keep up buffs, resistances, mitigation, physical cover and healing. Imperil, imbue and attack as you see fit. Since Charlotte didn't have much to do, I used Carbuncle on her for lightning resistance when WoL needed the turn. It's not necessary to dispel the enemies here since the buffs aren't that strong and reapplying imperils and breaks takes a long time while they often apply those buffs every turn.

Once both arms are dead, immediately switch to Charlotte's AoE magic cover during the turn they die. Since her LB charges relatively quickly, I could mostly use her LB for better mitigation. Just ascertain to keep up magic mitigation as well on the next turns because her LB has general mitigation. A. WoL continues to provoke, so make sure to keep that up as well. (He does have 80% or so innate passive provoke but it does fail at times.)

With all buffs and mitigation in place, Charlotte should soak up the magic damage without dying or being in any danger to die.

WoL just provokes in the phase where Aigaion is the only enemy present, heals, etc. When the prompt for the destroyer attack comes, you can also use his light attacks to seal the stronger version. Any form of light damage is fine though.

During this phase, it is crucial to keep a close eye on his breaks. He usually removes the ATK/MAG breaks right before his devastating attack and it's not that obvious, so immediately reapply them. I also had it happen once that he cast a resistance to ATK/MAG breaks on top. If that happens, you need to dispel him first and then break again.

If you follow that strategy and keep up your mitigation, your entire party should survive the nuke. Heal up then, deal damage, keep up mitigation, etc. It's fairly repetitive since he never dispels or breaks you. So just make sure everything rotates nicely. If units have nothing to do, just renew abilities as you see fit so they're free in case of an emergency and don't need to reapply everything at once.

During the phase Aigaion is alone, status ailment protection is not important.

Once he resummons the arms, repeat the same rotation from the beginning. Switch to AoE physical cover, keep up paralysis and stop resist and continue as usual. The arms are just a bit tankier and have different resistances but their attacks can still be evaded.

The same applies to after you're done with the arms again. Switch to AoE magic cover with Charlotte and since Myra is free with general mitigation if you use Charlotte's LB, you can recharge MP, HP or even entrust to other units as needed.

Once the third wave of arms comes along, nothing much changes but if you want the UoC ticket, you will now have to kill them with magic. With my setup, I reduced the HP of one arm at a time and when I knew I would go for the kill, I dispelled the Reflect, reapplied breaks and imperils if necessary and then had WoL cast Holy first and after that the DPS units used a simple chain. Just make sure to cast Holy first and target the arm you want to deal with since it's an attack only affecting one enemy. If it doesn't work, you can reset the turn. You can also cast other AoE magic, but I didn't have that available. During one of those phases you can also summon the esper. Also don't forget to deal lightning damage two times.

Once that's dealt with and Aigaion reaches his below 40% HP attack pattern, you can do the same as above, you will just need to heal more often and reapply breaks frequently. Don't neglect mitigation and the light damage when prompted but otherwise, even with Genocide occuring each turn and the nuke every second, no one should die with sufficiently long-lasting mitigation. It also helps if you have passive means to refresh or gradual HP recovery, but it's not strictly necessary. If you feel unsafe, you can also cast reraise but it wasn't a concern for me.

It took me 40 turns total because of a few mistakes and none too ideally geared DPS units as well as the defeat with magic mission, but switching between covers depending on the phase helped me a lot better instead of just taking a physical cover tank. It may be slow but there weren't many surprises and since no one died, it wasn't particularly dangerous either.

I apologize if this is too long but it is my first guide and I mainly wanted to add it since there aren't many written guides on this website. I tried it a lot without a magic cover tank and my party died way too often. I'm not a professional player but once I did it the way mentioned above, I could easily best the trial with all missions.

I hope this helps at least some people a little.