Talk:Behemoth (K)


 * Rampage: AoE physical attack. Occurs after 60% threshold is passed and is cast once per turn for 3 turns in a row. For one turn afterwards, he takes greatly increased damage (you will see the message "Behemoth is exhausted"). After he performs it for 3 turns, he will no longer cast it the rest of the fight.
 * Disaster: AoE attack that deals 99% of your current hp, leaving you with 1% after the cast. Gains the ability to cast this once the 50% threshold is passed. "Decrease damage taken" buffs are effective against this. For example, if you use Defensive Barrier, a 20% reduced damage taken buff, and you got hit at 100% hp, you will instead be left with 21% of your hp.

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 * If you are under geared and cannot 1-2 TKO this boss, then you need to employ a safer, lower dps strategy to consistently survive against his huge damage output.
 * Recommended to have at least 5k hp and 200 SPR to survive a buffed Meteor attack and accompanying Flares/Physical attacks.
 * Ideally you want at least 2 sources of healing, or one extremely strong healer such as Tilith.
 * You will need to fight in 3 turn "rounds" against him. If you can survive an entire "round" against him, you should be able to kill him with a little luck on Heaves/Disasters and a lot of time chipping away at his hp.
 * 1st turn: Heal damage from the last Howling Cry phase. Dispel either the ATK or MAG buff he put on himself during Howling Cry. Then, ideally you want to break both his ATK/MAG and simultaneously buff your DEF/SPR, but if you must choose, break his MAG and buff your SPR first as Meteor is his strongest attack. Use any "Decrease damage taken" buffs as well as attacking with whoever is available.
 * 2nd turn: Break ATK if you couldn't in the first turn. Heal up damage from the 1st turn. Have your tank use his taunt ability (forces boss to attack him). Deal damage if characters are available to do so.
 * 3rd turn: If you are undergeared, its highly recommended that you use Guard on everyone possible, as his next attack turn is going to be Howling Cry. This will remove all buffs from you, all debuffs from him, and buff him with either attack or magic. He will then follow it up with attacks utilizing that buff, for example a couple of Flares and a Meteor, or some physical attacks and a Heave. The 50% reduced damage from Guard will ensure that everyone makes it through this buffed attack. Once this is over, go back to the 1st turn instructions and repeat until he is dead.
 * Once you pass 60%, he will use Rampage for 3 turns, a hard hitting AoE physical attack. Use the esper ability on Golem for the first turn and then make sure you break his attack and Guard if necessary for the last two. Doing this will make these 3 turns the easiest of the fight. Don't jump the gun when it says "Behemoth is exhausted" and use that turn to full out attack him; while he does take increased damage, his next attack is going to be a Howling Cry phase. If you needed to Guard before for these, you need to also do so again when you see the exhausted message.
 * A trick for Rampage to make it even easier is if you have a tank with a Cover type ability (like Guardian) and use it, your tank will absorb every single party member's Rampage damage, including his own. This turns it into a massive single target damage attack that will almost assuredly kill your tank, but spare the rest of your party any damage. You can use this strategy to negate one turn of Rampage, or you can also cast an auto revive ability like Undying Wish on the same turn and use your tank to fully soak every turn of Rampage.
 * Under 50%, he will gain the ability to start casting Disaster, a spell that always leaves you with 1% hp (before damage reduction buffs). There are no tricks for dealing with this; you simply need massive healing output to get your party back up afterwards. Thankfully the devs had some mercy here in that Disaster is always cast as the final attack of a combo, so it shouldn't normally ever kill you, but its possible due to spell animation length differences; for example, if during his combo of attacks, he casts a Flare and then Disaster, and the Disaster damage takes effect before the Flare, then the Flare damage will end up taking your last 1% hp and kill you. Always keep a damage reduction buff active when possible to take away his ability to do this.

Tips against first encounter:
 * Guard on first turn, as on its own turn he will use Howl, Assault Cry, and few ST attacks, in that order. Any buffs and debuffs you do on first turn are useless and allow his ST attacks unmitigated.
 * Do not use any AoE cover skills (e.g. Veritas of the Earth's Guardian (Ability)) unless you have a very good tank with high DEF, or unless you don't aim for the No KO mission. Even with mitigation, Behemoth's Rampage will wreck your AoE cover.
 * Provoke tank is very useful above the 60% threshold.

Tips against second encounter: --Cloudstr777 (talk) 14:51, 12 December 2017 (UTC) --
 * He starts the battle with Assault Cry but not Howl. This is a trap; do not use the same strategy as before.
 * At least on turn 1 and 2 (further unknown, I 2TKO-ed him), he will use Disaster (99% fixed current HP damage, can be Guarded) and 1 ST-attack. It means a guaranteed 1-member KO unless Guarded.
 * Dispel and debuffs are not recommended here; he will kill 1 member anyway per turn. Buffs are still beneficial (won't use Howl anymore).
 * Build your party for DPS race, kill him ASAP before he annihilate your party. (unconfirmed) If he still has access to Rampage after Disaster, then it's disaster for you.
 * If you lack the manpower, sacrifice a cover/provoke tank to ensure your vital members' survival. If you are confident in your DPS, leave healers at home.