Chamber of the Vengeful - Armeggeddon

Overview

 * Reference: Announcement
 * Release Date: 7/11/19,.

Battle Info
PRO=

Armeggeddon - PRO
ELT=

Armeggeddon - ELT
LGD=

Extra Challenges
PRO= ELT= LGD=

Bonus Unit
Bonus: 30% increased parameter to all stats, stackable with everything else.

Attack Pattern
Actions per turn: 20

Preemptive strike:


 * 80% HP damage to all enemies (note: for units with a parameter bonus, damage is counted against their unboosted HP)

Thresholds (does not skip turn-based MS Eggsecution attacks):


 * 60% HP:
 * MS Hard Boiled
 * MS Destroyer's Shell
 * ends turn
 * 5% HP:
 * MS Scramble
 * MS Shattering Earth
 * MS Shaking Earth
 * MS Rockslide
 * MS Eggsecution
 * ends turn


 * Turn 5:
 * MS Eggsecution
 * Continues with normal attack pattern
 * Turn 10:
 * MS Eggsecution x2
 * Continues with normal attack pattern
 * Turns 15, 20, 25, ...:
 * MS Eggsecution x3
 * Continues with normal attack pattern


 * If magic was used to heal last turn:
 * MS Regeneggration x1


 * Under 50% HP, if hit with a physical Lightning attack last turn:
 * MS Its shell cracked!

Remaining actions:
 * 10% chance of MS Shattering Earth
 * 20% chance of MS Shaking Earth
 * 20% chance of MS Rockslide
 * 30% chance of MS Scramble
 * 20% chance of normal attack

Tips

 * See testimonials and discussions.
 * ELT Boss info: Armeggeddon - ELT.
 * On LGD difficulty, all Limit Burst gauges will be filled at the start of the battle.
 * There is a hard HP lock at 5% HP.
 * The threshold can be briefly avoided if your counters trigger and damage it to 5% HP, allowing a free turn.
 * Only paralyze and petrify resist is required. However, you will want to bring lots of earth resistance to counter the imperil that gets applied. Calamity Border and Barstonra/Barstonga are some of many helpful skills.
 * MS Eggsecution can be covered and evaded.
 * Hitting the 60% and the 5% thresholds on the same turn will trigger both threshold retaliations. MS Destroyer's Shell, followed by MS Shaking Earth, MS Rockslide and MS Eggsecution can be hard to deal with. However, it is possible to survive with AoE reraise.
 * ATK is preferred over MAG on your damage dealers.
 * Bring full breakers, the stronger the stats reductions are, the better. Granted ATK/MAG breaks will make the overall bigger difference, especially for handling thresholds.
 * For the "Use x different units" challenge, Sylvie is a quite fitting unit for this battle as she brings many helpful skills to the table. This includes her lightning imbues and turning other units into shared chainers, which will allow you to gear any number of units for high ATK (e.g. Auron, Tidus, Kunshira).
 * Basic team composition: Magic cover tank, 2x physical chainers. The rest may be shared roles amongst units:
 * Provoker: evade preferably, otherwise high DEF and have reraise applied at some point
 * ATK/MAG (DEF/SPR) breaker
 * Healers: ability-based heals and raises preferably
 * Buffer: Be it earth resistance, ATK/DEF/MAG/SPR, and/or general mitigation, physical mitigation
 * Bards are fairly applicable
 * Elemental debuffer (preferably 50% or greater)
 * When paired with a magic tank, an evade provoker will never take any damage aside from the preemptive and 60% threshold gravity attacks, which cannot kill a unit on their own. Using Golem or Ifrit for Provoke and the Moogle Plushie, virtually any unit can be pressed into the role, making it much easier to field 25 different units over multiple battles, if more time consuming by comparison.
 * While its mitigation buff cannot be dispelled, the ATK/MAG buff can be and will need to be. Holy Torch or Dispel are good sources for dealing with that, but be sure to re-apply breaks in that same turn.