Chamber of Arms - Alpherg

Overview

 * Unofficial Difficulty: ??
 * Reference: Announcement
 * Release Date: 3/1/19,.

Check Chamber of Arms for more information regarding the swap battle.

Battle Info
EASY=

Guardian of Despair
HARD=

Attack Pattern

 * Counters all physical attacks with MS Guardian of Darkness to the attacker.
 * 12 actions/turn


 * First turn:
 * MS Fire Coral
 * MS Lightning Coral
 * MS Light Coral
 * MS Great March
 * MS Shell Retreat
 * Ends Turn


 * Thresholds:
 * 90%:
 * MS Fire Coral
 * MS Pagurus Revolute
 * MS Shell Retreat
 * Ends Turn
 * 70%:
 * MS Lightning Coral
 * MS Light Coral
 * MS Great March
 * MS Pagurus Revolute
 * MS Shell Retreat
 * Ends Turn


 * Above 50% health:
 * Every fourth turn (4, 8, 12, etc), uses one of:
 * (33%) MS Fire Coral
 * (50%) MS Lightning Coral
 * (100%) MS Light Coral
 * Every fifth turn (5, 10, 15, etc): MS Shell Retreat
 * Every turn: MS Big Scissors
 * Even turns: MS Mucus Bubble
 * Odd turns: MS Aquatic Tornado
 * Every turn under 70%: MS Bubble Squash, MS Bubble Squash
 * Remaining actions are: (25%) MS Bubble Squash or (75%) Normal Attack

Attack Pattern

 * Counters all physical attacks with MS Guardian of Darkness to the attacker.
 * 12 actions/turn


 * Threshold attacks:
 * 50% HP:
 * MS Super Roar
 * MS Insanely Mad
 * MS Stone Breath
 * Ends Turn


 * 30% HP:
 * MS Super Hydraulics
 * MS Hydro Breath
 * MS Stone Breath
 * Ends Turn
 * 20% HP:
 * MS Super Roar
 * MS Super Roar
 * MS Super Roar
 * Ends Turn


 * <50% HP:
 * Even turns: MS Bite Down
 * Every turn under 20% HP, uses one of:
 * (33%) MS Super Hydraulics
 * (33%) MS Hydro Breath
 * (34%) MS Scale Cutter
 * Every turn, uses one of:
 * (33%) MS Super Hydraulics
 * (33%) MS Hydro Breath
 * (34%) MS Corruption Drown
 * Remaining actions are: (30%) MS Abyssal Zone or (75%) Normal Attack

Tips

 * Testimonials and discussions.
 * There is a HP lock at the 49%, 29%, and 19% threshold.
 * Prepare petrify and stop (poison, disease less necessary) resistance for all units.
 * It is possible to gain a 'free' turn before phase 2 begins. If your current team is wiped by the 50% threshold attacks before Alpherg can cast Stone Breath, it will delay Stone Breath until its following turn when it will do only that and nothing else.
 * Tank recommendation:
 * Phase 1:
 * You can use provoker and either physical or magical cover.
 * Provoker + physical cover (100% evasion). Your party has to withstand his AoE magic, which will be much easier by using water resistance gears and buffs (wind resistance is optional).
 * Provoker + magic cover. Your party has to survive his AoE physical (harder, needs good DEF gears/buffs, ATK break, and mitigation, or use an AoE mirage skill every turn).
 * All thresholds of phase 1 are AoE magic and no physical damage, except Great March at 70%.
 * You don't need your physical tank when crossing phase-1 thresholds; this may open slot for additional dps/breaker/buffer to help on damage.
 * Phase 2:
 * Recommended provoker and magic cover.
 * To cross the 50% threshold, you have to choose either physical or magic cover; endure the other damage.
 * Tips: you can use magic cover and mitigate Insanely Mad with AoE mirage, e.g. Fenrir. This will also allow you to bench your physical tank.
 * The other phase-2 thresholds are AoE magic and no physical damage.
 * Keep note that the damage of these thresholds are very high; use your best break/buff/mitigation. Do not rely on using reraise on tank, as Alpherg's thresholds deal multiple damage and if your tank dies too early, the untanked damage may wipe your team.
 * Tips: in phase 2, Alpherg's regular pattern are randomly dangerous, namely the Bite Down, Super Hydraulics, and Abyssal Zone, the first two deal HP-based fixed damage to your tank which requires Guard and/or mitigation to survive. To reduce chance of failing randomly, try to push him into threshold in every turn and plan your mitigation accordingly.