Talk:Wicked Moon

Testimonial 0
Definitely not the best way but worked for me. Managed to achieve One Battle All Missions Accomplished (OBAMA haha)

Party Setup

Mystea - Used Triteleia Wall - Wall and Reraise to be up at all times - Equip H Shield materia equipped for Genji Shield (to prevent Death going from phase 1 to 2)

Warrior of Light - Light is with us and Brave Presence - Additional Raise (which can be Curaja by Healer 1 after)

Trance Terra - Full Awakened Chaos Wave - Just blast away with Chaos Wave - Last phase can use Holy, Blizzara etc to bring skulls to a low hp for kill of moon and all 3 skulls in the same turn - Esper Diabolos

Trance Terra (Friend Unit) - Same as above own Trance Terra

Ayaka - Curaja/Reraise/Full Life - Equip Safety Bit (same effect as Genji Shield for Mystea) - Esper Bahamut

Charming Kitty Ariana - Any other healer with dual cast will suffice generally - Use equivalent of Dual Cast Reraise/Raise - Also used Charming Defence/Offence. Priority goes to defence - Useful skill 'No Distractions' to resist debuff to stats - Leave healing of hp to Ayaka since this kitty does not have Curaja

Same as my strategy for Ice Bird Trial with 2 Healers with Dual Cast. Ayaka and Charming Kitty Ariana dual healer advantage allows lots of reraise. When a unit KOs, Healer 1 could Raise/Full Life while Healer 2 could Reraise. Due to dual cast, after the necessary raise, there could still be Curaja before the end of turn.

With plenty of reraise, it was not difficult to deal with KOs from time to time. Priority for Raise and Reraise went to Mystea > Healer 1 > Healer 2 > Warrior of Light.

During my fight's final turn, kept all 3 mini skulls at about 11% hp. Some micro management to lower hp done by Trance Terra's Holy/Blizzara etc. Final move - Ayaka summoned Bahamut, followed by both Trance Terras doing Chaos Waves

Errors found in actual Wiki 12/15
This is very important for people not using Rikku and/or Mystea, there is lots more in notes that I have but this is important FOR any interested here is the weakness to each apostle Apostles=Weakness -Water=Thunder -Ice=Fire -Thunder=Earth -Wind=Ice -Earth=Water -Fire=Wind -Dark=Holy -Holy=Dark wagzalot(brave-exvisus.com/chat)--71.90.27.29 20:06, 15 December 2017 (UTC)
 * White magic hitting Bloody moon also causes retalliation
 * Phases only repeat until Phase 2 once Phase 2 enters it reverses the order from that point

Testimonial 1
Starter notes: Desirable setup includes:


 * AoE non-elemental magical abilities (not black magic, the boss counterattacks those in phase 2)
 * Massive amounts of SPR (REQUIRED if not using a provoke tank with massive SPR. 350 base with 120% Soleil was keeping me afloat until the RNG got me. You can survive with ~250 base with a provoke tank, and specific threshold crossings)
 * Immunity to stat breaks (REQUIRED. This is what killed me. One turn in recovery, got hit with 50% Break-all. Wiped next round)
 * Flat damage reduction (Earth Veritas, Wilhelm, Rikku, 9s, Crowe..)
 * AoE Raise on a unit immune to Death (boss casts AoE DEATH on entering Phase 2, and can cast it periodically afterward); Highly recommended to have your tank immune to death as well.
 * Sustainable MP Recovery (not fighting against MP drain, just a long fight)
 * ATK/MAG break-all (works on the minions)
 * Cover-all, or an incredibly SPR-sturdy provoke tank. Cover-all leaves it to RNG whether your party members die from comets and meteors.

Failed attempt was: Unpotted VoEarth, Unpotted Soleil, Tilith, Rikku, Ace, Friend TT; Managed to succeed with Ace/Ashe/Ashe instead of Tilith/Ace/TT.

Tilith was strictly on heals, so a couple of Ashes doing the chains could possibly recover from all the damage received, if equipped well enough. - Note for using Chaining Ashes to take care of healing: You can't hold yourself at a threshold! If it's a bad time to go over, you will still need to heal. Also, it's significantly easier to pick yourself up after the battle if both Your Tank/Rikku *and* a dedicated healer are available (Safety bit, Genji shield). This tidbit cost me the "no items" challenge.

Earth Veritas should be on a rotation of Guardian-->Omni Block-->LB/other (if you haven't raised his LB, it's hit or miss whether it'll really do you any good). If the situation presents itself, switching to Omni Block--> Guardian-->LB/other is very handy, as it puts the stat debuff resist on people that reraise from the Meteor round. If yours is actually potted up, try to build for Spr and use Incinerating Press instead.

Notes to anyone that hasn't already read up on the trial: *During phase 1, the boss recovers massive amounts of hp each turn until you've killed all 3 waves of all of his minions. Everything needs to be finished off at the same time in phase 2: It's advisable to wait until he has summoned all 3 of his minions before starting to do damage via AoE.
 * The boss casts a pretty painful Meteor spell every 3rd turn, and hitting the Threshold does NOT skip this. (2000-2500 damage with around 470 SPR). Immediately after this is the BEST time to push over thresholds.
 * The boss has moves dependent on the "phase of the moon" through which it cycles. Pull up an excel sheet, and keep track of what's going to happen next turn.


 * Thresholds every 20%, begins summoning allies at 90%. Push over thresholds the turn after his meteor, when the phase of the moon when he uses Meteor is "New" and he'll use his stat break. This kept me from taking any meaningful attack as the thresholds ticked by (Keep your stat-break-resist UP!).

-Light Veritas makes for an excellent chain capper, if you can spare the slot for one. Diabolos + Sun Barrette + innates = 2.0 Killer. Stick to Ultima/Alterna for the Light/Dark wave of minions.

-As an additional note, I don't know whether trying to use the Ring of Lucii's DEATH spell for dark damage will work, as it was fully resisted instead of ... doing magic dark damage. Ace's Wild Card also did no damage, as well as his Limit Break. If the attack is dealt as physical, even if it uses magic damage, it will have no effect.

--Tfrek (talk) 17:09, 22 November 2017 (UTC)

Testimonial 2
Team was Rikku (Shiva with Safety Bit), Refia (Lakshmi and Holy Wand), Lunera (Carbuncle), Veritas of the Earth (Bahamut with Genji Shield), GL Sakura (Diabolos) Friend GL Sakura (Ramuh/Bahamut, tried many). They were geared for both HP and SPR sans GL Sakura which were geared for HP and MAG and if possible some SPR, anyway. This is gonna be a bit long but quite detailed so you have as much info as possible.

The Phases
Phase 1 is where you want to get the conditions for Crazy Day done. On turn 1 have Refia use Holy (I did that so GL Sakuras could attack). Rikku had Shiva for Blizzara, EarthMan has his own Spells, you can use them there on turn 1 (it has a risk of death on the turn on) or later when there are only 1-2 Apostles left (namely Light/Dark) GLS' Eldritch Flame are good for the Dark damage. Keep killing the Apostles while finding opportunities to meet the criteria.

Phase 1-2 transition is deadly even with Reraise but there ways to mitigate the outcome. First of all avoid triggering that phase (by killing the last of the Apostles) on turns divisible by 3, so it won't use its MAG nuke attack. Secondly, do not go below 90% with Moon at this point (you can imperfectly chain Soul Barrage to kill the Dark Apostle the most problematic, and still have Moon above 90%). In case something goes south have EarthMan's LB charged up, that way Rikku uses Mega Phoenix and revives the dead and EarthMan uses Demon Wall to survive the recovery turn. However if you avoid Total Eclipse AND 90% threshold (Apostle spawn) you should be fine with plenty of HP.

Defense Info
The Rikku/EarthMan combo is a potent one but you gotta pay notice on this (especially true for Phase 2). You want to keep your defenses at an all time high and to do that you need a mix of Tanking/Buffs/Damage Mitigation. You get all of that by doing this:


 * Have Rikku should move between Mix/HyperNullAll/LB (the order is up to you, but make sure they are always ready).
 * EarthMan should move between Guardian/Steel Body (not as needed)/Omni Block, otherwise (and more recommended) Guardian/Omni Block/Demon Wall (the order is up to you).
 * What you wanna do with these two is rotate between buff to ensure you're always with Guardian/Omni Block/Reraise (plus the DEF/SPR buff)/Damage mitigation.
 * Damage Mitigation is pretty important for turns divided by 3, and overall for the whole battle they are pretty important. The reason I say this is because if you somehow screw up the threshold or the Moon Phase is screwed (has happened to me, and I have not been able to ascertain how the Phase 1-2 transition or Soft Reset affect the order), you will always have some defensive measures ready. Defense is more important than offense, so make sure you're buffed accordingly so that no matter what the Moon does you will be able to respond properly (you still should pay attention to the Moon Phase order though).
 * If you're not sure what Moon Phase it is an have no way to ascertain, play it defensively.

Offense Info
The offensive part is pretty straightforward, just Soul Barrage chain the suckers to death, it will give you plenty of crysts and orbs. The LB and Esper are helpful more the former than the latter. There are some caveats to take into account.


 * As stated above, don't go on Phase 1-2 or activate thresholds in turns divisible by 3 (unless you're completely sure it is the stat break turn and you can Omni Block it).
 * For Phase 1 it took me 3 turns to kill each round of Apostles, I delayed the last one (Light/Dark) by Eldritch killing Light and then imperfect chain the Dark Apostle, doing so allowed me to pass Phase 1-2 with Moon above 90%.
 * Managing the thresholds should play out similarly, don't chain Soul Barrage unless you're sure it is a favorable Moon Phase, if you're in need of LB Crysts you can chain Eldritch Flame on one of the Apostles (provided it isn't Dark or Fire) it should still give you plentiful. Given the 3 turn cycle above you should get them pretty easy regardless though.
 * If you're low on MP and your MP Battery can only heal so much, then use GL Sakura's limit burst OR use a lesser skill like Rise Again or her Sacrificial Barrier (50 MP doesn't compare to 90-100, plus you have buffs).
 * When the Moon is close to 20%-30% get ready to use Bahamut. Preferably you want to make sure their LBs are at a high level and use them the turn before you're on a comfortable %. Once the ladies are buffed, perfect-chain Soul Barrage and cap Bahamut and the suckers should die (in my case I had to weaken the Light Apostle a bit, but that is because I messed up the tempo and could not use the LB so their power was without buffs, except Lunera's but even then I could destroy the Moon at 20% with a perfect chain cap). If you can, try to use some turn to practice how much damage you can do with a LB-buffed GL Sakura Chain Cap to see how much damage you can inflict on everyone so you can finish the Moon and avoid as many thresholds as possible. Soft Reset until you get a desired result (more on Soft Reset below).

Miscellaneous Info
The Trial's greatest difficulty is quite frankly, not fucking up. You don't do that, and you should be real fine once you're familiar with how the Moon behaves, but as always there are some perks.


 * I recommend having some paper/pen around or a notepad file open. And list the Moon Phase you're in (order is New, Half, Full, Crescent, then repeat). Do that EVERY turn so you more or less know what Phase you're in but......
 * I've fought this guy 5 times, and I've noticed that the Moon Phase transition is not always fully precise. For one it does seem that the Moon Phase starts again from New when you change between Phase 1 and 2. Later on during Phase 2 I had changed between Full, New and then Full again!? Yes it happens, and it seems the cause could be....
 * Soft Resetting. I have not been able to fully ascertain the whole effect Soft Resetting has on the Moon Phase. I did try to Soft Reset (mostly for Chain-Cap practice) on New Phase Turns to avoid the order being screwed, later on I did Soft Reset on enemy turn and the Lunar Phase that should have played out, did play out. That was New Phase (yes it was when I screwed up) but after soft resetting a bit, then it changed from New Phase to Snort (it still led to my death). So I have absolutely no idea how Soft Reset affects the Moon Phase so my recommendation is, try to avoid it if you can. Otherwise do it if you must, either for practice or you got an unfavorable outcome.
 * If you're not sure what Moon Phase you're in given all of that, play your turn defensively. Set up your Rise Again, set up Defensive Barrier, do whatever but do not dig thresholds unless you know what phase you're and if the phase you can trigger the threshold is safe.

Alternate Units
If you lack Lunera (which is MP Battery and Buffs) others like Ace or even the new Ariana could work pretty fine. Your DEF/SPR buffs should come from either Rikku or GL Sakura if you're desperate, so don't mind the lack of MAG buffs that much, they aren't needed and perfect chaining GL Sakuras should be plenty of damage anyway.

I have no idea how double Ashe fares but it is a budget option which can get pretty high MAG relatively easy. Otherwise combo multiple Aces or Trance Terras and you should be fine in offensive (make sure the Aces and T.T. are enhanced pls, that's a bare minimum).

The Tanks can be the usual, WoL, Veritas of the Earth, Wilhelm. I do not recommend Charlotte because she lacks damage reduction like EarthMan's Demon Wall or Wilhelm's Great Wall or something like Omni Block. Sportive Ariana has a neat 30% reduction, but lacks the likes of Omni Block. WoL can cover and has breaks which affect the apostles (which sorta works as damage reduction). EarthMan has damage reduction, Omni Block and can cover others. Wilhelm is a provoke tank with great resilience and can provide very good buffs and has a damage mitigator too. I prefer EarthMan because it has nearly everything you need for this battle. Cover, Damage Mitigation and Stat Break Protection.

So that's all I can tell you. In the end it is about not messing up and be very tidy and clear with your turns so you are always protected. If you're not sure what to do, be it in attack or defense, then play it defensively, that more important than everything. Make sure you're hard as steel and should kick the Moon's arse back to orbit much easier than you will depollute Earth from Malboro's foul vocal gases. --BGMaxie (talk) 01:48, 23 November 2017 (UTC)

01:34, 25 November 2017 (UTC)01:34, 25 November 2017 (UTC)01:34, 25 November 2017 (UTC)01:34, 25 November 2017 (UTC)01:34, 25 November 2017 (UTC)Onstill (talk)

Testimonial 3
Team was Wilhelm, Rikku, Ace, Tilith, GL Sakura, Friend GL Sakura.

My fight wasnt anything special and ran much like Blackened's video.

Most above have posted great runs through of the actual event, I figured I could add some thoughts for those having trouble putting together a winning group.

The Tank, many ways to do this. If you have plenty of tanky TMRs to spread around so everyone can take a few hits you can go with a cover tank, however you can get unlucky if one person takes several single target magic damage abilities and dies. If you are going this route Tilith or another healer with innate camo/reduce chance to target along with Tetra Sylphids camo to get to 100% guarantees it doesn't happen to your resser. If you go with a provoke tank make sure you have enough durability. My Wilhelm had 10k hps, 550 Def, and 390 Spr. He died 1-2 times the whole fight (and was reraised). This was usually because I miscounted a comet fall big damage round, or let a debuff through. Rikku's HyperNull all, and Wilhelms enhanced Provoke would have been sufficient to keep him alive if I hadnt made mistakes. The other benefit of this method is if you havent bought your Genji shield yet and dont have 2 deathblock items, you can deathblock your Provoke tank. Everyone else will reraise and survive around half health since your tank will still be up to take all the single target hits. You could get by with a little less tankiness if you have 9S tmr and someone dedicated to keeping it on the tank (I used Ace for this but in the second half of the fight he got busy).

The healer, Again dont need anyone specific for this role. Healers like tilith and ayaka are great for the mana restore. Though after the first Phase if you dont have side healing you are going to be too busy keeping the group alive. Healing generally isnt too hard on the event, with the worst rounds needing 4-6k in healing if your tank has a mechanical heart or similar ability to self heal some. If your tank cant self heal expect to need a healer with a full heal ability as they will be taking 8-9k damage per round on the bad rounds, and 6-8k on the good rounds.

The mana battery, you need at least enough to keep your nukers going so for most this will be between 45-55 mana per round. That does shorten the list a bit but since you are going to be stacking spirit anyways even second stringers can be made to work. For those that dont frequent Reddit here are the current top 2 tier of mana batteries any of which would work. Ace, Delita, Lunera. And second tier Bran, Beach Time Fina, Ilias, Ling, Noctis, Orran, Rosa, Roselia, Tillith, Zargabaath. Using the healer types would also give you a side healer which can be very useful. As you can see a nice long list with plenty of 4 and even 3 star options for the budget conscience.

Rikku. Unfortunately there isnt really much you can do to get around this. AE reraise is pretty much required to survive this event, not every round but at least for thresholds. Note there is currently one other unit with ae reraise, Prishe. it takes longer to get out but if you mainly need it for the phase 2 threshold you will have plenty of time to get to it, also she is a extra mana battery though not quite enough of one on her own. Though if you are REALLY set on getting it done, you could do single target reraises or deathblock items on critical people to make it through the Phase 2 start and do soft resets on rounds where the boss casts AoE Death. Just make sure you also bring a source of 20-30% damage mitigation as that also really helps.

DPS. There are plenty of options for dps as people have stated above. GL Sakura is definitely MVP because of her flexibility and element coverage. Also she can do stat debuff immunity and reraise! Ashe is another great option that gives you side healing. And 2 Aces would remove the need for a separate mana battery. This is a event where units that can cover several tasks at once make life easier.

--Onstill (talk) 01:35, 25 November 2017 (UTC)

The Setup
My team was :

- Tank : Noctis geared for HP (9800) with Golem, SPR (around 500) and Eva (75%) with RotL, slick dart as weapon (highest spr   bonus for weapon + SPR bonus throwing weap passive), GENJI SHIELD and HP/SPR materias + mech. heart.

- Support : Rikku (7000 HP) geared with dual wield override/Aigaion arm for LB + HP/SPR materias + SAFETY BIT.

- Support 2 : Zargabaath (8900 HP) geared for HP/SPR with light greatsword and fire sword for max bonuses.

- Magic dammage /heal : Ashe (5000 HP) geared for MAG and SPR.

- Charm unit : Seabreeze Dark Fina (6000 HP) geared for HP/SPR and physical fall enhanced. Holy wand equiped with carbuncle for double cura.

- Friend unit / Magic dammage : Trance Terra 1100 MAG.

The Fight
Pros : No need of Wilhelm, Grimlord sakura*2 or Trance terra*2, No need of whale TMR team

Cons : Need of Seabreeze Dark Fina for charm. She can't be replaced for that strategy because Soleil needs his lb to be charged and you don't wanna depend of cryst RNG to charm the boss, even if her charm is aoe (if your cryst generators are down you're f*cked, that's what i mean). Noctis could be replaced by Earth Veritas but Noctis with maxed LB is more adventagous and more tanky with High SPR. Besides, he can be used as mp battery, so all good.

1) What to know about charm strat

This strategy is based around the charm exploit to add a chance of avoid critical phases of the fight. What i've learned so far about charming the Bloody Moon :

-Charm only lasts one turn. Bloody moon won't act the turn where charm proced, but be prepared for the turn to come.

-You can't reapply charm when it's active, so you have to wait at least one turn between proced charms.

-Focus Bloody moon and never the apostles, they don't worth it.

-You have around 20%-30% chance to charm bloody moon each turn, based on my experience and the base ratio (20%).

-Charm can save you from each thresholds of the boss and from total eclipse every 3 turns

-Charm DO NOT PREVENT THE 2 PHASE THRESHOLD FROM HAPPENING. If bloody moon is charmed the turn when you kill the light and dark apostles on phase 1, he will simply wait for the next turn to react and Aoe Death.

-When charm doesn't proc on a given turn, CLOSE FORCING THE APP DOESN'T GIVE YOU ANOTHER CHANCE. just accept it, close force and use your turn for debuff adds or heal.

2) 1st Phase

Noctis cast provoke / Cover / LB for buffs and repeat. You might want to keep his LB for phase shift. Defend whenever HP is low. Provoke must be ALWAYS up however. Zaarga buff and reduce damage when Rikku is busy (and she's busy 80% of the time). Use LB to add a tactic adventage on turn multiple of tree (Total eclipse). Rikku uses LB and Mix/Hypernull ALL when she can. Ashe spams heaven's fury and does nothing else. Terra spams chaos wave to chain with Ashe. Seabreeze Dark Fina debuffs Adds and casts Charm every Total Eclipse turn or if someone is dead. Charm is not really needed between turn of total eclipse so you should make use of it every turn multiple of 3.

3) 2nd phase

This is when things begins to fuck up, as Bloody moon will kill your entire team and charm WON'T prevent that (if BM is charmed it will just delay the threshold of 1 turn). That is why you should have genji shield on noctis and safety bit on Rikku. All the team needs to be unded Reraise effect, as Noctis might die during the turn. Try to trigger phase 2 with everyone up and Noctis/ Rikku LB charged. Like that you can reraise everyone as no one should die if Noct doesnt die from Aoe death and holds the aggro. Keep spr buff always up (maxed Noctis LB buffs will largely overcome Bloody moon debuffs) and keep damage reduction always up too, with zaarg LB or with Rikku when you have the time to cast it. With Fina, you should priorize Charm for each 20% HP threshold and Total eclipse. When you're near a Threshold, especially when this is a turn multiple of 3, don't hesitate to cast charm as a succeeded atempt will save you the threshold trigger + total eclipse. If charm fails, you can defend and wait for the next turn to see if chamr lands. Try to charm Bloody moon every Full moon turn because the full break will lower you fire power. Try to finish the fight when the remaining adds are around 20-30% or less. Also, set Bahamut on Zargabaath/your support for Chain finish when Bloody moon is around 8-9% and you think you can finish it with every apostle. You can also use alterna from noctis, add Fina's LB to the chain and use Sunburst with rikku at the end of the chain. You should try to finish when you used Noct'LB the previous turn and when no Full moon lowered your stats.

Keep in mind that this strategy is more based on how you manage your charm character than pure chance. Make use of your opportunities when Bloody moon is paralyzed by your Sexy waifu. Also, keeping all the adds to same level of HP can be hard. With this setup you have access to Sideral as single target magic so try to align adds' hp to the light apostle which can't be damaged by sideral. I succeded when all those conditions were reunited : Boss at 7% HP, 3 apostles 25-30% HP, No stat debuffs on the team, Trance terra magical activated and under Noctis Buff. Alterna + Bahamut + chaos wave + Hearthen fury + Sunburst + Fina LB -> Bye Bye Dumbass moon.

--Veinsley (Veinsley) 19:14, 25 November 2017 (UTC)

Testimonial 5
Team:


 * Ayaka - 7.7k HP, 610 SPR, Safety Bit. Titan is equipped for Crazy Day, and Holy Wand is highly recommended so you don't have to weigh one Ashe's MAG down. Mainly used for Reraises, her LB, and off-healing. Can be replaced by Charming Kitty Ariana.


 * Soleil - 6.6k HP, 383 SPR. I gave her Lakshmi for SPR. Must have both defensive dances and one offensive dance enhanced. Endless Turn+2 helps for MP sustain too but I personally did not. She does nothing but Dance here.


 * Tilith - 6k HP, 371 SPR with F2P equips. Diabolos equipped for Crazy Day. Used for break resistance buffs, and the occasional LB buff for Wilhelm. With an Auto-Refresh (I used the bundle), I restored 70 MP per turn, making it easy to use her as an MP battery.


 * Ashe - 4k HP, 1036 MAG, 292 SPR. This one is equipped with Fryevia's Needle, Genji Gloves, 3 Letters and Armses, and Adventurer IV. If you didn't pot them, Candy Baskets are highly recommended. Try to position this in Slot 4.


 * Ashe - 4.4k HP, 941 MAG, 292 SPR. Equipped with Mateus's Malice, Lohengrin, another L+A, Dark Bond, and Magistral Crest. Shiva is required for target scores. Would normally be bringing up the rear in MAG. SPR is important. If you didn't pot them, Candy Baskets are highly recommended. Try to position this in Slot 5.


 * Friend: Whale Wilhelm, built for survivability (inc. Genji Shield) and LB generation. My friend's had 12k HP, ~800 DEF, and ~625 SPR. Built for Provoking and the occasional LB buff. Bahamut was equipped for stat-boosting and finishing. My friend had the Luxurious Feather Boa and Jake's Pirate's Ring, so he could generate crystals and refresh MP at the same time. Here for tanking, and on every third turn, mitigation buffing.

Phase 1
This part is fairly easy, so hit your Crazy Day conditions here. You can hit Holy with Ayaka. You should see three Apostles here. Wilhelm uses Impregnable, and Soleil will use Shooting Dance to buff SPR. Tilith uses Biora, Ayaka uses Stone/ra, and Ashe uses Blizzard/ra. Any ST goes to Moon to keep their HP equal. Everyone else defends. During Turn 2, Soleil uses her other defensive dance, Wilhelm uses General's Battlecry, and Ayaka uses Holy. Tilith is stuck with nothing to do - I guess she heals. Now, your Ashes can use Heaven's Fury and DPS a bit. On your third turn, Soleil will

After you get set up and survive the first Meteor, follow this 3-turn rotation until you're 2 hits away from killing the Light and Dark Apostles:

Wilhelm: Impregnable-Bahamut (Defend when you can't cap off the Ashe chains)-Great Wall. Soleil: Dance-Dance-Dance. You want to alternate as needed to keep up a 120% Full Buff. Ashes: Heaven's Fury every turn. Tilith: Heal and refresh MP refresh when needed. If you have LB, use it on Wilhelm for the second turn of your rotation. Ayaka: Heal and refresh MP when needed. Stay away from using her Limit Break. It's quite expensive and you'll need it for Phase 2.

Tilith becomes a dedicated healer for this phase. HAVE AYAKA RERAISE EVERYONE BUT HER AND WILHELM BEFORE YOU KILL THE LIGHT AND DARK APOSTLES. Why? Just do it before you kill the apostles and enter...

Phase 2
Here comes the hard part. Bloody Moon turns around and welcomes you with an AoE Death. After that, he debuffs your DEF and SPR and does a strong attack, before reverting to his normal attack pattern. This may very well pierce through the Reraises on your Ashes.

Ayaka immediately uses her LB - preferably at full strength. No more debuffs. Soleil uses her defensive dance, and Tilith uses Affectionate Aura. Ashe either uses Heaven's Fury or Defend, depending on how much/little HP she has.

Wilhelm: Impregnable-Bahamut (Defend when you can't cap off the Ashe chains)-Great Wall. Soleil: Dance-Dance-Dance. You want to alternate as needed to keep up a 120% Full Buff. Ashes: Heaven's Fury every turn. Tilith: Keep Affectionate Aura up no matter what. Heal and refresh MP when needed. If you have LB, use it on Wilhelm for the second turn of your rotation. Ayaka: Heal and refresh MP when needed.

Follow this rotation until 90%. Once he starts summoning Moons, stop doing damage until he has all three Moons out. You do not want disparity in HP. You will die. On threshold turns (over 80%/60%/40%/20%), push him over after his New Moon attack. In short, he should counter with his debuff attack (if you see a red screen and a moon you're good). If not, save scum. By enough time you should have it done.

Testimonial 6
Trying some new tech here, so let's see how it goes. If you want to try the template, check out User:Kataikou/Template/Template:Partybox. Kataikou (talk) 21:08, 27 November 2017 (UTC) {{User:Kataikou/Template/Template:Partybox
 * title=Wicked Moon - Emperor 1-shot by KataiKou |mode =


 * unit1=Tilith
 * equip1=,,Halloween Hat, Vestment of Mind, Arsha's Talisman, Elven Gloves
 * materia1=Resentment,MP +20%,MP +20%,Vengeful Wrath
 * esper1=Tetra Sylphid


 * unit2=Rikku
 * equip2=Override,Aigaion Arm,Crown of Justice, Tabby Suit, Jake's Pirate Ring, Safety Bit
 * materia2=Dual Wield, Mog Wisdom, Vengeful Wrath, Vengeful Wrath
 * esper2=Lakshmi


 * unit3=Soleil
 * equip3=Battle Hoop,,Crown of Justice, Pure White Robe,Vitality Apparatus,Magistral Crest
 * materia3=Mechanical Heart, Vengeful Wrath, Guardian's Authority, Vengeful Wrath
 * esper3=Titan


 * unit4=Grim Lord Sakura
 * equip4=Reaver,,Cat-ear Hood, Siren's Robe, Celestial Gloves, Shadow Dragon Scale
 * materia4=Sage's Prajna, Sage's Prajna, Strategist's Ingenuity, Vengeful Wrath
 * esper4=Ramuh


 * unit5=Emperor
 * equip5=Mateus's Malice,Draco Spike, Creepy Mask, Great Mage's Robe, Magistral Crest, Magistral Crest
 * materia5=Dual Wield, Rod Mastery,Comet, Adventurer V
 * esper5=Bahamut


 * unit6=Grim Lord Sakura
 * equip6=Reaver,,Cat-ear Hood, Siren's Robe, Celestial Gloves, Shadow Dragon Scale
 * materia6=Sage's Prajna, Sage's Prajna, Strategist's Ingenuity, Vengeful Wrath
 * esper6=Ramuh

The basic idea is to build up Emporer's Fire From Below to 10 stacks, then blow up Wicked Moon from 100% to zero in a single shot using two AoE magic chainers and Comet. We are taking advantage of the mechanic where Comet will use the modifier for Fire from Below, allowing us to Dual Cast the stacked multiplier
 * notes=

Setup
Tilith, Rikku, and Soleil are there for surviving the first phase while Emperor/DPS builds stacks and kill apostles. Any way you can manage this is fine. Tilith can easily be replaced by Ayaka, Ilias, Y'shtola, Refia, Aria, etc. She's simply healing and not much else. Note that Tilith and Ilias are particularly handy since she can block the SPR debuff from Emperor's Control. Rikku is there for limit burst, though a provoke or cover tank may be enough to keep everyone alive each turn. Soleil has unmatched buffs and should be enhanced and put on your team. Build for HP/SPR on these units. A form of dispel can be handy.

Grim Lord Sakura and a friend are the magic chainers. Build their Magic as high as possible (900+, close to 1000 is recommended), and their hp/spr high enough to survive hits. Rikku's reraise makings survivability less of an issue if you have it. She can be replaced with another high damage magic chainer (Trance Terra, Barbariccia). MP Management may be important for these units (I was using Grim - Siphon on auto-raised units).

Emperor should be fully enhanced with as much Mag as possible, while having a sufficient amount of HP/SPR. Remember, Emporer is NOT ALLOWED TO DIE. This would reset stacks. I had 950 MAG with about 5500 HP. Though I would've liked more HP, this is sufficient with Emperor's 400 SPR with this build. You should survive just fine so long as the physical attacks don't overwhelm Emperor. Remember that Comet is 100% necessary for this.

Step 1 - Building Stacks
From Turn 1 to about Turn 11 or 12, you will be building stacks for Emperor while killing off the Apostles as they come with your chainers. Keep your SPR/DEF buffs going (don't worry about ATK/MAG buffs for now), and keep everyone alive. Any sort of damage reduction (Hyper NulAll) is useful here. You should get a safe rhythm going in this phase. Just remember that Emporer cannot die or else his stacks reset. If you find yourself with a free turn, dropping elements for the Mission is not a bad idea. I used Emperor's Blizzaga, Grim Lord Sakura covered Light and Dark, and I summoned Titan for the earth element.

Step 2 - Prepping the Nuke
If you hit turn 12, Wicked Moon may buffed its SPR. You'll either want to wait til that buff goes away, or dispel it. By now, you should have only the Light Apostle left, preferably with less than 50% HP. Just remember not to kill it. It needs to die on the same turn as the moon.

Here, you'll want to cast Control with Emperor. This will give him a 200% MAG buff, while reducing the SPR of your party by 50%. You can use Affectionate Aura or something similar to block the debuff. If you're using Grim Lord Sakura, use her Limit Bursts to buff her next spell.

Step 3 - Drop the Bomb
Maximize your damage. Buff MAG with Soleil. If the Wicked Moon has a SPR buff, you'll want to dispel it. Start up your chain with your chainers, then Dual Cast Comet on the Moon. The Comet should kill the moon, and the AoE magic should kill the Light Apostle.

Cheese Trick #1: Always leave one unit untapped/unacted when do your chain. If you mess up the chain or if you screw up, you can close the app and reopen it. It will let you restart the round.

Cheese Trick #1: If you can't quite eek out the damage. Use Soleil's Limit Burst. It has an 18% chance to charm the Moon. This will give you an extra turn to kill Wicked Moon before it heals to full. If the charm doesn't land, quit the app and restart the round and just stall for another round until it works.

}}

Cheese Strategy
Phase 1: Kill the boss directly See above for explanations about boss rotation.

Bloody Moon will regen 6,000,000 HP at each turn, but if you manage to kill it despite this heal you can skip phase 2.

It's relatiely hard to kill it in one turn however the boss is vulnerable to charm, this will prevent it from healing and summoning new Apostle during one turn, leaving you 2 turns to deal 6 millions damage and kill the adds.
 * During the first turns, prepare your team to deal as much damage as possible (build statcks if needed and buff yourself).
 * Once ready, try to charm the boss (eg. Using Soleil Limit Burst) and if it works you can start attacking.
 * Boss will be missing SPR buff on turns 3, 7, 11, 15, ... so if you are short on damage you want to wait those turns to charm and start your attack.
 * Notable units for this strategy:
 * Soleil to charm the boss and buff the team
 * Magical chainer: Trance Terra, Barbariccia, Shantotto, William, Victoria, Ashe
 * Magical finisher: Emperor (Fire From Below), Any high MAG unit using Alterna

100 turn method
What you'll need: - Magic tank (Mystea?) with 550 SPR or more (helpful to have instant death immunity, but not a must) - Provoke tank (Basch? WoL? Wilhelm?) with at least 8 000 HP and 500 DEF (helpful to have instant death immunity, but not that necessary) - Rikku (because everybody has her, apparently) - Roy (or Lunera, Soleil...some strong bard with 300 or more DEF) - Tilith (or somebody with a full-heal move) - Friend unit: Grim Lord Sakura with around 1100 MAG.

Strategy Phase 1:

Magic tank (mine was Mystea): Turn 1: Defend (or use esper magic to fulfill one element requirement here. Got Holy Wand or Carbuncle? White magic. Please don't hit Bloody Moon {will retaliate badly} or Holy Apostle, as that won't count as damage.) Turn 2: Triteleia Wall Turn 3: Defend!!! This is the Meteor Moon turn, and that hurts, even in defence turn. If your tank can't survive this turn, give up.

Physical provoke tank (mine was Basch): Turn 1: Provoke Turn 2: Free turn (use esper magic to fulfill one element requirement here, preferably Stone from Golem. Please don't hit Bloody Moon {will retaliate badly} or Earth Apostle, as that won't count as damage.) Turn 3: Provoke/ Free turn, depending on the length of the provoke. Veritas of the Earth has a 2-turn provoke, for example.

Healer (mine was Tilith. If using Soleil as bard, please use enhanced +2 Bless--Ranks555 (talk) 00:44, 9 February 2018 (UTC) Rosa as healer): Turn 1: Heal tank (or on very first turn, use magic from Esper to fulfill a magic requirement. Please don't hit Bloody Moon or only apostle with same element, as that won't damage and won't count.) Turn 2: Heal everybody Turn 3: Affectionate Aura/any move from any free person to resist status debuffs, if you have it

Bard (mine was Roy): Alternate between buffing defence and spirit every turn. If you have Roy, work way up from Hero's Prologue to Victory to the Brave.

Rikku: Turn 1: Al Bhed Potion. Should restore just enough HP for magic tank to survive. Turn 2: Mix Turn 3: Hyper NullAll (On very first turn of phase, start with ice magic {Don't hit Bloody Moon or Ice Apostle}, then Mix, then Hyper NullAll, then follow with given strategy throughout.)

Grim Lord Sakura: Turn 1: Grim - Soul Barrage Turn 2: Grim - Soul Barrage Turn 3: Rise Again on magic tank (because your tank is too weak, I'm sure)

It is a must to monitor (write it down, please) the damage Grim Lord Sakura does to both the Bloody Moon and Apostles on every single turn, to get a gauge of her damage output. If her attack is around 1170 MAG, she will be doing about 2% damage to the moon, and 5% to the Apostles. There are 8 Apostles to defeat in the first phase. As one is defeated another will replace it. When the last one (or two) are at a point where you can take it out in one blow, use Rikku's LB to auto-revive everybody. Take them out AFTER Meteor Moon hits. Soft reset if your magic tank and healer go down twice in that one turn, because you may find yourself unable to recover.

Should cost you 40-50 turns.

Phase 2: Have everybody recover to full. Could take anywhere up to 10 turns. Grim Lord Sakura's role here is to cast Rise Again on the magic tank, the provoke tank, and herself until the entire team is recovered and they are capable of following the pattern in Phase 1. Don't attack before then.

Once Grim Lord Sakura drops Bloody Moon's HP under 90%, DO NOT ATTACK until all three Apostles are on the field. If you do attack before, you will regret it sorely. Attack with Grim - Soul Barrage until the Apostles will fall from one more attack. (You were supposed to be monitoring their rate of damage from the first turn.) Don't attack them here though. Instead, use Eldritch Flames on Bloody Moon only. Monitor the damage, to the point where Bloody Moon will fall from one Grim - Soul Barrage. Use Grim - Soul Barrage to eliminate Bloody Moon and Apostles in one go. If that did not work, soft reset and use an attack from Rikku after Bloody Moon uses Meteor Moon to whittle down HP to a point where Soul Barrage will take it out, then take out all enemies at once. You don't want to leave any Apostles on the field, as it will summon two others and permanently remove three of your members from battle. That's very bad.

Second phase is about 40-50 turns, for a total of under 100 turns with luck. I took 84. No need for items, all conditions met.--Ranks555 (talk) 00:44, 9 February 2018 (UTC)

Testimonial 9
Call this a very belated Power-creep testimonial.

Team: eWoL (100% evade), Mystea (heaps of broadband elemental resisty stuff), Garnet (EVO MAG & dualcast stuff), Barbs & Lexa for Tornado chains. MAG Killer friend unit.

Basically the 3-turn kill from the Jason Gaming vid on main page. Beware... if you don't get the kill on turn 3, you are more than likely screwed!

OK.. the principle is this: DC tornados from Lex/Barbs (I actually had a Barbs & Lexa, both geared to around 1000 MAG... maybe twin Shantotto's can pull it off even... 3* Diabolos just released & while I had him, don't have enough points to give him demon killer+ just yet... that might have helped a bit). A friend Rinoa comes in and kills it with triple-cast Apocalypse in the middle of the tornado chains. Also, Garnet drops a Bahamut bomb in the midst of it all. If it all goes to plan, you kill them all on turn 3.

Anyway, like I alluded to, it can go so badly wrong if you don't get that total kill everything on turn 3.

My first attempt I got a bit impatient waiting for the right Rinoa, so brought a (non-)friend 7* Dark Fina & used her to do Enter Wall / Lost Paradise in the first 2 turns. That's a 100% MAG buff to my Barbs/Lexa plus 150% MAG buff to herself before launching into dc Tornado chains with Barbs/Lexa & Garnet summoning Bahamut ... well I was about to celebrate but Bloody Moon was still alive at 15%. Worse still, the wind-resistant acolyte was now in. Basically, this attempt was screwed. I could go into more detail but... nah!

For my second attempt, I subbed in Lotus Mage Fina (only just pulled her, yay!) for Garnet, with the focus on survivability, figuring that the Bahamut finisher didn't really matter if it didn't actually finish it. Besides, CG Fina has DC Ultima, or her LB, which can do a fair bit of damage, right? And this time, I had a 1500ish MAG Rinoa. This time, I had bad luck from the start, as my full evade 8000hp eWoL died on turn 1... this was seriously bad luck and things never really got better from there. You see, the timing is best if you can launch your full-on attack on turn 3, that is when it has no SPR buff on, which helps a bit.

So, basically if you can't kill the thing in one turn, then you are going to have to survive its Aoe insta-death experience, which I dutifully used CG Fina's LB to try to get past with aoe reraise. Unfortunately... the bugger just killed everyone a 2nd time after they all re-raised (ok, everyone except WoL, ironically... and of course he had no chance of bringing the team back up on his own). I guess this is why you must put Genjii shield/safety bit on your tanks! So they survive the insta-kill, and have re-raise in reserve. No doubt, if Mystea had stayed up, it would have been all sweet.

So anyway... third attempt, I swapped out CG Fina for Garnet & followed the original script, & this time it worked as per the vids on turn 3 :)

-Shakers (30 Aug 2018, only 279 days after this trial was released :)

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Missing move
Photo of the move He is laughing hysterically. This is the AoE Death move that is cast. This can be replicated by killing Bloody Moon on phase 1 and leaving the Apostles alive. When this happens, all the Apostles are summoned and each one casts Kidnap to remove all units permanently from the fight and each one casts He is laughing hysterically to kill the units as well (a bit of overkill). This was discovered by chain capping a Tornado chain with Dragonlord's Kafrizzle+2 with enough MAG and buffs. I was going for a FTKO to accomplish the Advanced Quest and discovered this unfortunate gem where I was instantly wiped.




 * There is no skill called "He is laughing hysterically" missing. It is not a skill, but a body of text, or message, displayed when a monster skill is used. Except summoning an ally, it has no other effect. --FencerTJ (talk) 05:24, 14 November 2018 (UTC)

OTKO
I had issue doing this long way so i went the OTKO

Soleil - Naked Maritime Strategist Nichol - naked Lexa - 800 Mag with Levitation Shantotto x 2 one with  500mag other with  400mag

Friend unit Rinoa with 1700 mag

1. with Maritime Strategist Nichol cast - Dual Stance Demonic Mind + Lone stance  on ( Rinoa ) 2. Soleil Cast Cannon Dance +2 ( not sure if this actual stacked  MAG above MAG buffs ) spr was reduce on blood moon though 3. Lexa and 2x Shantotto load dual magic 2x Tornado 4. Rinoa - Triple cast Apocalypse, once third Apocalypse beam on the ground hit, I casted 3x dual magic tornado, If timed right Blood Moon died  on last Apocalypse hit

Got 2 out 4 rewards