Ancient Hellbringer

Overview

 * Difficulty: 14★
 * Reference: Announcement
 * Release Date: 8/23/18,.

Battle Info
ADV=

Ancient Hellbringer - ADV
PRO=

Ancient Hellbringer - PRO
ELT=

Attack Pattern

 * Up to 8 actions/turn (11 when HP < 50%)
 * Pre-emptive attacks:
 * MS Reflect
 * MS Atomic Ray
 * Ends turn
 * Counters:
 * Physical attacks with MS Rocket Punch to the attacker.
 * Magic attacks with MS Mustard Bomb to the attacker.
 * Uses MS Flame Burst and MS Reflect every turn
 * Uses one of the following attacks (on a 10-turn rotation):
 * Turn 1: MS Recoil
 * Turn 2: MS Earthquake
 * Turn 3: MS Wave Cannon
 * Turn 4: MS Encircle (to unit with highest ATK)
 * Turn 5: MS Recoil
 * Turn 6: MS Wave Cannon
 * Turn 7: MS Atomic Ray
 * Turn 8: MS Earthquake
 * Turn 9: MS Encircle (to unit with highest ATK)
 * Turn 10: MS Atomic Ray
 * Turn 11: Rotation starts from the top (Recoil...)
 * Every three turns, on turn 2, 5, 8, etc: MS Rainbow Wind
 * Every three turns when HP < 50%, on turn 2, 5, 8, etc: MS Earthquake
 * Remaining actions are normal attacks.

Strategy

 * See testimonials and discussions.
 * All units must have 100% innate fire resistance to survive the pre-emptive attack.
 * Use either non-elemental or lightning element damage. Omega will absorb all other elements
 * Bring a source of ailment (blind, silence, confusion, paralysis) and stop resistance
 * Lakshmi can learn Unstoppable Protection (AoE Stop resistance)
 * Damage race strategy:
 * Must be able to kill Omega by Turn 9 (before the 2nd Snort)
 * Require the following components in your team:
 * 3 "tanks" (an AoE magic cover tank, an AoE physical cover + provoke tank, a unit with 100% provoke as snort bait)
 * Death resistance (from Safety Bit or Genji Shield) on your provoker
 * A source of ailment + stop resistance
 * Stat debuff resistance (optional)
 * 2 chainers with lightning element weapons/abilities and Machine Killer, one of which must be 7*
 * The Protagonist Halo item can cast 100% provoke on a single unit
 * Hiding strategy:
 * Use a unit with a 1 turn hide skill that has 100% fire resist, death resist, 100% phys evade, and a source of Raise.
 * Other unit(s) for damage dealing are to be equipped with 100% fire resist.
 * Equip Great Raven's Cape or a source of Camouflage to the damage dealers to allow for the evade unit to have a higher priority to be targeted instead.
 * Innate provoke via Draw Attacks or Moogle Plushie in tandem with mp regen and Dualcast can also be of use.
 * Use "safe" turns to revive the damage dealers (1, 7, 10, 15, 21, 25, 27 and 30. Cycle repeats every 30 turns).
 * Turns 1, 15, 21, and 25 will not be safe if death resist is not equipped.