Scorn of the Demon Chimera

Overview

 * Difficulty: 6★
 * Reference: Announcement
 * Release Date: 5/24/18,.

Conditional Attacks

 * HP Thresholds
 * 80% HP MS Beast's Seal -> MS Beast's Roar and resumes standard rotation.
 * 50% HP MS Beast's Seal -> MS Beast's Roar and begins casting MS Chimera Pupil -> MS Thunderbolt once per turn in addition to the standard rotation.
 * 30% HP MS Beast's Seal -> MS Beast's Roar and resumes the previous threshold's rotation

Other Attacks

 * Casts MS Venom Breath and MS Sweep once per turn
 * Remaining actions are as follows:
 * (33%) MS Blaze
 * (100%) MS Icestorm or MS Thunderbolt (50% each)
 * (100%) MS Romp
 * (100%) MS Romp

Tips

 * See testimonials and discussions.
 * Use water, wind, earth, or non-elemental attacks.
 * Since most magic attacks are elemental, the Physical Route may be easier.
 * Sleep Abuse route
 * Chimera can be put to sleep once. It becomes immune to sleep after the first application.
 * It will sleep for 3 turns, allowing you to attack for 4 turns. Make sure to attack first before sleeping it.
 * Once you put Demon Chimera to sleep, attack it with:
 * Magic attacks (e.g. Aeroja, Quick Rebel Intention, etc)
 * Fixed attacks (e.g. Self Destruct: 2B, etc)
 * Physical attacks will wake it up, but you can still use this strategy to give you one extra turn (attack > sleep > attack).
 * Toxic Rain will pretty much guarantees sleep to proc.
 * Physical Cover Tank route
 * Bring a physical cover tank, 1 or 2 damage dealers and the rest as support.
 * Allows you to better deal with the thresholds, as Chimera casts a heavy hitting AoE Physical skill (Beast's Seal) and simplifies dealing with Chimera Pupil, as it's a Physical Type Attack.
 * Your team will have to handle Blaze, Icestorm and Thunderbolt by themselves, so you need to raise the HP/SPR and fire, ice, and lightning resistance of the whole team
 * Your tank will also take heavy damage from Chimera Pupil, as it deals magic damage
 * Magic Cover Tank route
 * Bring a magic cover tank, 1 or 2 damage dealers and the rest as support
 * A properly geared magic tank (ideally with 100% fire/ice/lightning resistances) is able to ward off almost all incoming magic damage on this trial, as all but one ability have an element
 * However, your team will have to handle all the physical damage, including Beast's Seal on thresholds.
 * Beast's Seal can be dodged with AoE mirage (e.g. Sara's Retreat Command or Illusionist Nichol's LB)
 * Threshold route
 * The Chimera's threshold actions are predictable and relatively weak: as long as you can survive and heal up after Beast's Seal and have Dispel for Beast's Roar (or can survive Beast's Seal despite the buffs) you're in the clear.
 * This requires you to be able to do enough damage to break a threshold (more than 30%) every turn.
 * Beast's Seal can be dodged with an AoE mirage or a mirage/evading physical cover tank, so if you can break a threshold every turn and have one you won't take any damage at all. This means Illusionist Nichol can trivialize this fight.
 * To do this with 4 you'll probably want two chainers using water, wind or earth; a buffer like Soleil, Maritime Strategist Nichol or a Bard; and a healer or cover tank. You'll want a dispel and, depending on your damage output, you'll likely need a defense/spirit break as well. Neither should be on your damage dealers as you'll need to use both every turn.
 * If you are using a bard you may be able to forgo a healer, but be aware that the Chimera does use status ailments during any non threshold turns you have to endure such as if you need to set up elemental enchants.