Carbuncle Grove/New Trial of the Ruby

Abilities

 * Ruby Light: Reflect all spells to caster
 * Healing Ruby: Restore 1,500,000 HP to caster
 * Ruby Mischief: Reflect all spells for 3 turns to one enemy
 * Ruby Flash: Magic damage (1.2x) to one enemy
 * Ruby Sparkle: Magic damage (1.35x) to all enemies. Decrease light resistance (50%) for 3 turns to all enemies
 * Metamorphosis1: Increase MAG (100%) for 999 turns to caster. Decrease SPR (99%) for 999 turns to caster
 * Metamorphosis2: Remove all buffs and debuffs from caster
 * Dark power is running wild!: No effect
 * The wall of light has been destroyed by darkness!: Remove all buffs and debuffs from caster
 * The light's spark is changing: Increase dark resistance (50%) for 99 turns to caster
 * Searing Light: Light magic damage (1.5x) to all enemies
 * Searing Light Over: Light magic damage (1.7x) to all enemies
 * Banishga: Light magic damage (2.3x) to all enemies
 * Silencega: Inflict silence (100%) to all enemies
 * Confuse: Inflict confuse (50%) to one enemy
 * Stop: Inflict stop (50%) for 3 turns to one enemy
 * Death: Inflict death (100%) to one enemy

Conditional Attacks

 * First turn:
 * Dark power is running wild!
 * The light's spark is changing
 * Ruby Light
 * 60%/40%/20% HP (Max 1/battle)
 * Healing Ruby
 * Continues with the attack pattern for that phase

Light Mode

 * Has 10 actions each turn
 * When reverting to Light Mode
 * Metamorphosis2
 * The light's spark is changing
 * Continues with the attack pattern for that turn
 * Ruby Light and Ruby Sparkle every turn
 * Banishga every 2 turns
 * Other actions:
 * 2x Ruby Flash (first cast to the unit with highest SPR)
 * Banishga
 * (30%) Stop (Once/turn; to the unit with highest MP)
 * Confuse
 * Remaining actions are Ruby Flash
 * Under 50% HP: Casts Ruby Mischief (to the unit with lowest HP) before ending the turn
 * DOES NOT use any Normal attacks
 * Switches to Dark Mode once you hit Carbuncle with dark element physical or magic damage in 2 different turns.
 * Diabolos doesn't count.
 * Multiple instances in one turn, including multiple units' damage or Dualcast/Dual Wield, count as one.
 * The two turns may be non-consecutive.

Dark Mode

 * Has 10 actions each turn
 * After hit with dark element attacks for the second time
 * The wall of light has been destroyed by darkness!
 * Metamorphosis1
 * Continues with the attack pattern for that turn
 * Above 60% HP: Uses Searing light over every 3 turns
 * Under 40% HP: Uses Searing light over every 2 turns
 * Other actions:
 * (30%) Death (Once/turn; to the unit with highest MAG)
 * 2x Ruby Flash (first cast to the unit with highest SPR)
 * Ruby Sparkle
 * Banishga
 * Silencega
 * Remaining actions are Ruby Flash
 * Under 50% HP: Casts Ruby Mischief (to the unit with lowest HP) before ending the turn
 * DOES NOT use any Normal attacks
 * Switches to Light Mode after 3 turns have passed in Dark Mode

Tips

 * See testimonials and discussions.
 * To clear the "Defeat Carbuncle with magic" achievement, you need to do one of following:
 * Dispel Carbuncle's reflect before using the magic spell
 * Remember that dispel will also remove its SPR debuff in Dark Mode, forcing you to face its extremely high base SPR.
 * You can dispel in the middle of chain and use said magic spell to overkill. Damage is calculated when a magic/ability is casted, and won't change even if the target's SPR debuff is removed.
 * When using any type of white magic either as a heal or reraise, remember to dispel the reflect from Ruby Mischief, otherwise Carbuncle may receive its effects instead.
 * Use magic spells with an Ignore SPR component
 * Use Level 8 Black Magic (e.g. Tornado, Flood, Quake)

Normal Route

 * Given Carbuncle's high SPR and even higher DEF in Light Mode, the following will allow it to be reliably damaged:
 * Bypass with fixed damage; follow the Double Dice Route below.
 * Force it into Dark Mode by using dark damage (excluding Diabolos) on two different turns. It will then debuff its own SPR, setting it to 30.
 * If using dark magic spells, remember to dispel the reflect first.
 * Multiple instances of dark damage in one turn, Dualcast/Dual Wield included, will still count as one.
 * The two turns may be non-consecutive.
 * After forcing it into Dark Mode, it will dispel any debuff and apply a +100% MAG buff to itself. This means you will have to tank Ruby Flash and Ruby Sparkle from 900 MAG, given that its other light-based attacks were resisted.
 * Break its MAG afterward, but do not dispel as that will also remove its self-imposed SPR debuff.
 * To deal with Death, use the following:
 * Provoke tank with Genji Shield or Safety Bit
 * Safety Bit or use Reraise on the unit with the highest MAG.
 * Suggested roles:
 * Magic AoE cover tank, +150% light resistance with the highest SPR
 * Note that Ruby Flash and Ruby Sparkle are non-elemental
 * MAG breaker (no other breaker is required)
 * Anyone with dark elemental weapon
 * Magic chainer/finisher
 * Death countermeasure (see above)
 * Silence, confuse, and stop resistance
 * SPR/MAG buffer and mitigator
 * Healer
 * Summoner (optional)

Double Dice Route

 * Slow but safe method involves leaving Carbuncle in Light Mode and using Setzer's Double Dice. Damage done can be increased by using elements (aside from light/dark), chains, and Beast Killer effects.