Talk:Blacksmith of the Flame

Physical strategy
What you need:


 * Two light or neutral chainers
 * Physical cover/provoke tank
 * Healer with reraise
 * Buffer
 * Breaker

The team I used for this is two Hyohs, Merc Ramza, Folka, MS Nichol, and Loren, all 7-star.

Make sure all units have sleep immunity. The Hyohs should have at least 10k health to survive Terror Night's elemental barrage while also attacking. 9k-10k is survivable while guarding. Equip Safety Bit to healer and Genji Shield to tank. The Genji Armor is a 1/2 chance of working, so I don't rely on it. Equip Phoenix with Raise on either the buffer or tank.

The tank build is tricky. I had my Merc Ramza built for 16k HP, and 1k in DEF and SPR, and even that was pushing it with Experiment #44. I suspect full evade would work somewhat better, though I'm not sure how well such a tank would survive the magic.

Make sure Folka can dispel if you're using her.

If you're using Loren, Tempest Flash and an earth weapon will cover the element mission.

Terror Knight

This one is a bit luck-based in getting esper orbs. Use Nichol's cooldown buffs to fill half the gauge, physical guard, double-cast reraise on your DPS, and break. As noted, depending on their health, you can attack during this turn to build some orbs up.

Once you've survived the first turn, double-case reraise on your buffer and breaker, deal elemental damage, finish building esper orbs if you need to, then cast raise to kill Terror Knight. If you don't get enough orbs, you'll have to roll the dice on surviving turn three, which is hit or miss at best.

Experiment #44

Your tank has a three-turn rotation here: physical guard, provoke, defend. Always push thresholds on the defend turn. Folka is very useful here because of her one-turn mitigation buffs, which can take the edge off the thresholds. If using Hyoh, have them both cast Firaga on two different turns to cover the elemental mission without triggering the retaliation skill. Once's you've pushed past 50%, Experiment #44 will increase its attacks which you need to be able to survive for mission credit. Other than that, it's pretty straightforward.

Intangir

If you survived the past two rounds, this should be easy enough. Recover on odd turns, dispel/break/attack on even turns. Use an esper for the final attack. If you need to rez anyone, Phoenix can bypass the restriction on recovery magic. There's no requirement for spells or espers until the end, so a provoker can soak up all the physical damage. If you also have a dual tank like Merc Ramza, then the magic damage will likewise be blocked.
 * 107.198.84.45 04:10, 24 February 2019 (UTC)

Party Suggestion
For the Bonus Stages I used the following party and had little difficulty (all missions but the do lightning, etc damage 2 times):

- Lillith: ~16k HP, 1.5k SPR Magic cover. Has self re-raise for stage 1.

- Wilhelm: 100% evade with Bahamut for esper kill Provokes and Genji shield. Alternates cover with Lillith on stage 2. Can throw up some stat buffs on off turns.

- 2B: DW with TMR, 2.3k ATK, no elemental weapons Breaks, damage dealing. Has self re-raise for stage 1. Powerful LB for LB kill on stage 2. No boss has lightning resist.

- Folka: Easily replacable with other healers/support. Mainly used for dual-casting re-raise and raise on self and boss respectively on stage 1, ailment protection and MP restore after.

- Ace: Purely for Summon Eidolon on stage 1 and 3. Could be replaced with similar units.

- Friend 2B: Also elementless, DW with TMR. ~2.1k ATK Same use as own 2B.

Its important to read the fight guides still, especially for Intangir to know when to attack. My two 2Bs were able to kill Intangir in 3 damaging turns (Breaks-> True Charge Spear -> Sword Dance -> Slaughter Dance), but do not rush it.