Overview[]
- Unofficial Difficulty: ??
- Reference: Announcement
- Release Date: 3/1/19, 2020 days ago.
Check Chamber of Arms for more information regarding the swap battle.
Battle Info[]
Guardian of Despair[]
Difficulty | Energy | Battle | Gil | Unit XP | Rank XP | Clear Reward |
---|---|---|---|---|---|---|
10 | 1 | 960 | 9000 | 900 | 100 | |
Mission | ||||||
Complete the quest | Ragnarok - Replica | |||||
No limit bursts | Tent | |||||
No espers | Phoenix Down | |||||
Defeat Alpherg's party within 30 turns | Elixir | |||||
Boss | ||||||
Alpherg |
Guardian of Shadow and Despair[]
Difficulty | Energy | Battle | Gil | Unit XP | Rank XP | Clear Reward |
---|---|---|---|---|---|---|
40 | 1 | 1400 | 130000 | 2000 | 100 | |
Mission | ||||||
Complete the quest | Ragnarok | |||||
Defeat Alpherg's party within 30 turns | Rare Summon Ticket (2) | |||||
Deal ice, wind, earth, and dark damage 2 times or more each to an enemy | 5 Trust Moogle | |||||
Evoke Ramuh and Titan | Shadow Warrior | |||||
Boss | ||||||
Alpherg |
Boss Info (Hard)[]
Alpherg No. 1169 | ||
---|---|---|
Race | Aquatic, Stone |
|
Level | 99 | |
HP | 17,000,000 | |
MP | 30,000 | |
ATK | 500 + 250 | |
DEF | 500 | |
MAG | 500 + 250 | |
SPR | 300 |
Element Resistance | |||||||
---|---|---|---|---|---|---|---|
- | - | - | absorb | - | +50% | - | +50% |
Status Ailment Resistance | |||||||
null | null | null | null | null | null | null | null |
Other Resistance | |||||||
Immune to DEF/SPR break. Vulnerable to ATK/MAG break. +50% non-elemental resistance. |
Alpherg No. 1169 | ||
---|---|---|
Race | Aquatic, Stone |
|
Level | 99 | |
HP | 17,000,000 | |
MP | 30,000 | |
ATK | 500 + 250 | |
DEF | 500 | |
MAG | 500 + 250 | |
SPR | 300 |
Element Resistance | |||||||
---|---|---|---|---|---|---|---|
- | - | - | absorb | - | +50% | - | +50% |
Status Ailment Resistance | |||||||
null | null | null | null | null | null | null | null |
Other Resistance | |||||||
Immune to DEF/SPR break. Vulnerable to ATK/MAG break. +50% non-elemental resistance. |
Phase 1 (100% - 50% HP)[]
Abilities[]
Attack Pattern[]
- Counters all physical attacks with Guardian of Darkness to the attacker.
- 12 actions/turn
- First turn:
- Fire Coral
- Lightning Coral
- Light Coral
- Great March
- Shell Retreat
- Ends Turn
- Thresholds:
- 90%:
- Fire Coral
- Pagurus Revolute
- Shell Retreat
- Ends Turn
- 70%:
- Lightning Coral
- Light Coral
- Great March
- Pagurus Revolute
- Shell Retreat
- Ends Turn
- 90%:
- Above 50% health:
- Every fourth turn (4, 8, 12, etc), uses one of:
- (33%) Fire Coral
- (50%) Lightning Coral
- (100%) Light Coral
- Every fifth turn (5, 10, 15, etc): Shell Retreat
- Every turn: Big Scissors
- Even turns: Mucus Bubble
- Odd turns: Aquatic Tornado
- Every turn under 70%: Bubble Squash, Bubble Squash
- Remaining actions are: (25%) Bubble Squash or (75%) Normal Attack
- Every fourth turn (4, 8, 12, etc), uses one of:
Phase 2 (49% - 0% HP)[]
Abilities[]
Attack Pattern[]
- Counters all physical attacks with Guardian of Darkness to the attacker.
- 12 actions/turn
- Threshold attacks:
- 50% HP:
- Super Roar
- Insanely Mad
- Stone Breath
- Ends Turn
- 50% HP:
- 30% HP:
- Super Hydraulics
- Hydro Breath
- Stone Breath
- Ends Turn
- 20% HP:
- Super Roar
- Super Roar
- Super Roar
- Ends Turn
- 30% HP:
- <50% HP:
- Even turns: Bite Down
- Every turn under 20% HP, uses one of:
- (33%) Super Hydraulics
- (33%) Hydro Breath
- (34%) Scale Cutter
- Every turn, uses one of:
- (33%) Super Hydraulics
- (33%) Hydro Breath
- (34%) Corruption Drown
- Remaining actions are: (30%) 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.
- You can use provoker and either physical or magical cover.
- 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.
- Phase 1:
Strategy Example: Budget Guide[]
Videos[]
To be able to add an external link, you need to contribute by editing 3 or more times.