The Octopus and the Teacher

Overview

 * Difficulty: 6★
 * Reference: Announcement
 * Release Date: 6/8/17,.

Battle Info
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The Octopus and the Teacher - ADV
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The Octopus and the Teacher - PRO
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Abilities

 * Orthros has transformed!: Triggers a threshold.
 * Haste: Increase number of attacks to 8 per turn.
 * Protect: Increase DEF (100%) for 3 turns to one ally.
 * Curada: Recover HP (100%) to one ally.
 * Hailstone: HP damage (75%) to one enemy.
 * Tentacle: Physical damage (1.5x) to one enemy.
 * Ink: Inflict blind (100%) to one enemy and dark magic damage (1.5x) to one enemy.
 * Magnitude 8: Earth magic damage* (4x) to all enemies and decrease DEF (20%) and ATK (50%) for 3 turns to all enemies.

Preemptive strike

 * Normal attack 4 times.

Conditional attacks

 * If damaged with fire attack (physical or magic) before transformation: Ink, end turn.
 * 70% HP threshold (Max 1/battle): Magnitude 8, end turn.
 * 50% HP threshold (Max 1/battle): Orthros has transformed!, Haste, Protect, Magnitude 8, end turn.
 * 30% HP threshold (Max 1/battle): Magnitude 8, end turn.
 * If pushed from >70% HP to 30% HP threshold within 1 turn (Max 1/battle): Curada.

Spammable attacks

 * Up to 4 attacks per turn, or 8 attacks when hasted.
 * Tentacle, Ink, normal attack.
 * Additional attack after transformation: Hailstorm (Max 1/turn).

Strategy

 * His preemptive strike will do decent damage, with ~2500 damage per hit for 4 hits.
 * If his preemptive strike does not trigger because of a bug or app crash/reset, you will start on turn 1. Do not break or damage Orthros on turn 1.
 * Break his ATK and most of his attack will deal little damage. By using a fire attack every turn, his damage will become next to nothing, but this will only work before his transformation at 50% HP threshold. If your Ifrit has learned any killer effects, he would have learned Fire as well.
 * Keep earth resistance buff up before Magnitude 8 on each threshold. This ability breaks your ATK and DEF. To remove them, use Bushido - Freedom, or other dispel type abilities to your own party. Make sure that the user is not strong enough to kill any of your units.
 * Once transformed at 50% HP threshold, he will cast Protect on himself and ramp up his damage by removing fire trigger, enable Hailstorm usage, and increase his number of attacks to 8. Occasionally you may get killed by Hailstorm followed by attacks to the same unit.
 * Overall this wave is not threatening if you remember to debuff and buff. Consider it as a warm-up for the real battle. Make sure to use Libra to complete a mission and heal your units to full before defeating Orthros. Buffs do not carry over between waves.

Abilities

 * Haste: Increase number of attacks to 10 per turn.
 * Protect: Increase DEF (100%) for 3 turns to one ally.
 * Shell: Increase SPR (100%) for 3 turns to one ally.
 * Hailstone: HP damage (75%) to one enemy.
 * Tentacle: Physical damage (1.5x) to one enemy.
 * Tentacle: Physical damage (2x) to all enemies.
 * Magnitude 8: Earth magic damage* (4x) to all enemies and decrease DEF (20%) and ATK (50%) for 3 turns to all enemies.
 * Aqua Breath: Water magic damage (3x) to all enemies.
 * 10,000 Volts: Lightning magic damage (2.5x) to all enemies and inflict paralyze (20%) to all enemies.
 * Acid Rain: Water magic damage (2x) to all enemies, inflict poison (100%) to all enemies, and remove all status effects from all enemies.
 * Firaga: Fire magic damage (4x) to all enemies.
 * Blizzaga: Ice magic damage (2.5x) to all enemies.
 * Thundaga: Lightning magic damage (3.5x) to all enemies.

Preemptive strike

 * Acid Rain.

Conditional attacks

 * If Typhon died: Acid Rain, Magnitude 8.
 * 70% HP threshold (Max 1/battle): Magnitude 8, end turn.
 * 50% HP threshold (Max 1/battle): Magnitude 8, Protect, Shell, end turn. Haste.
 * 30% HP threshold (Max 1/battle): Magnitude 8, end turn.
 * If damaged with ice attack (physical or magic): Acid Rain, Blizzaga.
 * If damaged with lightning attack (physical or magic): Acid Rain, Thundaga.
 * If damaged with fire attack (physical or magic): Acid Rain, Firaga.
 * Every 3 turns: Acid Rain.
 * Every 6 turns: Aqua Breath.
 * Every 4 turns, below 50% HP threshold: Hailstone.
 * Every 10 turns, if Typhon is still alive: Acid Rain.
 * Note: If several conditions are triggered on the same turn, it might not trigger. e.g. elemental retaliation will not trigger if threshold is also triggered on the same turn.
 * Note: Preemptive strike counts as turn 1. You start on turn 2.

Spammable attacks

 * Up to 8 attacks per turn, or 10 attacks when hasted.
 * Tentacle, normal attack.
 * Additional attack below 50% HP threshold: Tentacle (AoE) (Max 1/turn).
 * Additional attack below 30% HP threshold: 10,000 Volts (Max 1/turn).

Abilities

 * Fireball: Fire magic damage (3x) to all enemies.
 * Typhon took a deep breath!: Increase DEF/SPR (50%) for 1 turn to caster.
 * Snort: Remove one enemy from the fight.
 * Typhon's nose is itchy!: Uses Big Sneeze instead of Snort.
 * Big Sneeze: Wind magic damage (2x) to all enemies.
 * Toxic Rain: Water and wind magic damage (5x) to all enemies and inflict disease (100%) to all enemies.

Preemptive strike

 * 1 normal attack.

Conditional attacks

 * If Orthros died: Snort, 3 attacks.
 * Every 4 turns: Typhon took a deep breath!, end turn. Snort.
 * If damaged with wind attack (physical or magic) after taking a deep breath: Typhon's nose is itchy!, Big Sneeze, end turn.
 * Every 10 turns, if Orthros is still alive: Toxic Rain.
 * Note: Preemptive strike counts as turn 1. You start on turn 2.

Spammable attacks

 * 1 attack per turn.
 * Fireball, normal attack.

Strategy

 * Orthros and Typhon will only use one Acid Rain and one normal attack as a preemptive strike. Typhon, with his massive ATK, will likely kill a unit unless evaded. Preemptive strike counts as turn 1. You start on turn 2.
 * If their preemptive strike does not trigger because of a bug or app crash/reset, you will start on turn 1. Do not break or damage Orthros/Typhon on turn 1. If the app crashed or reset in the middle of the fight, in which they are already damaged, it will trigger heavy retaliation that will likely wipe your party.

Orthros

 * While most of Orthros' abilities are magic, he spams his normal attack every turn. Break his ATK.
 * Acid Rain, used every 3 turns, is less about damage and more about annoyance. It'll deal damage, inflict poison, and dispel your party, in that order. So you can still reduce its damage with water resistance buff, but it'll be dispelled right after.
 * Even with dispel every 3 turns, resistance buffers like a green mage is still recommended. Gear up your unit with HP, SPR, and resistance. The most prominent element are water and earth. Fire, wind and lightning are not as prominent. Alternatively you can use another healer like Y'shtola equipped with Barstonra instead of a green mage.

Typhon

 * Typhon has a massive ATK, but will only attack once per turn with either Fireball, or normal attack. His normal attack will likely kill a unit unless evaded or tanked by a good tank. Even if the tanks within your unit pool are not strong enough you should still bring one. A tank will reduce the chance of your healer getting killed and should still absorb most of Orthros and Typhon attacks. Build your party with death in mind, so you can raise and recover easily. You can also try to use blink tanking (Mirage Vest, etc) or dodge tanking to avoid damage.
 * Typhon will use Typhon took a deep breath!, buffing himself every 4 turns, followed by Snort on the next turn. Dispel his buff. To avoid Snort you can use a wind attack right after he's taking a deep breath, and he'll use Big Sneeze instead. Depending on your gear, you don't have to bring a wind ability or weapon if you can kill him within 4 turns.

Killing Typhon

 * It's recommended to kill Typhon first.
 * Demon killers will work on Typhon. He has low DEF but high SPR.
 * Once killed, Orthros will retaliate by using Acid Rain and Magnitude 8. This is the only case of Magnitude 8 being unmitigated damage due to dispel. Heal up your unit before killing Typhon.
 * Killing Typhon on turn 6 will trigger several of Orthros' attack condition, and he'll use Acid Rain, Magnitude 8, Acid Rain, Aqua Breath, plus follow up attacks, likely wiping your party. It's best to avoid killing Typhon on turn multiples of 3.
 * If both Orthros and Typhon are alive until turn 10, they will use a combination attack, Acid Rain and Toxic Rain. Make sure to kill Typhon before turn 10.

Killing Orthros

 * Magnitude 8 breaks your ATK and DEF. To remove them, use Bushido - Freedom, or other dispel type abilities, to your own party. Make sure that the user is not strong enough to kill any of your units. Or just leave them on as Acid Rain will dispel them, and the the DEF break is small.
 * Aquan killers will work on Orthros. He has low SPR but high DEF. He's also vulnerable to SPR break. With 45% SPR break you will deal 9 times more magic damage than physical damage under the same condition. A top MAG build unit like Fryevia would decimate Orthros. But using fire/ice/lighting attack will make him retaliate with Acid Rain and Firaga/Blizzaga/Thundaga unless you triggered his threshold on the same turn.
 * Every 6 turn he'll use Acid Rain and Aqua Breath. While not as powerful as Magnitude 8, this Aqua Breath is also unmitigated damage due to dispel. Don't get caught off-guard.
 * His threshold attack:
 * 70% HP threshold (Max 1/battle): Magnitude 8, end turn.
 * 50% HP threshold (Max 1/battle): Magnitude 8, Protect, Shell, end turn. Haste.
 * 30% HP threshold (Max 1/battle): Magnitude 8, end turn.
 * If you trigger several of his threshold on the same turn, he'll use them all in 1 turn. Whiff him down 1 threshold at a time.
 * Use earth resistance buff before hitting threshold. Dispel his Protect and Shell on 50% HP threshold and reapply ATK break.
 * He'll ramp up his damage after 50% HP threshold:
 * Haste will increase his number of attacks from 8 to 10.
 * Hailstorm is used every 4 turns.
 * Tentacles (AoE) and 10,000 Volts are added to his attacks below 50% and 30% HP threshold respectively.

Summary

 * Gear up for HP, SPR, and water/earth resistance.
 * Also use buffs, but keep in mind that Acid Rain will dispel buffs.
 * Break Orthros' ATK.
 * Typhon will likely snipe kill your unit. Raise and recover.
 * Dispel their buff.
 * Avoid Snort or just kill Typhon fast enough.
 * Kill Typhon first. Prepare for Orthros' retaliation.
 * Don't hit Orthros with fire/ice/lightning unless you're prepared.
 * Watch out for Orthros' attack every 3 turns, especially every 6 turns.
 * Be prepared for Orthros' threshold attacks.
 * Kill Orthros fast once he ramps up his damage.

Notable Units

 * Written as of the trial's release date. Will be outdated due to power creep.