User Info: SolitaireD SolitaireD 6 months ago #1 D400 Infernal Hard Bismarck



Vuk'maii Vundu: 180,000 HP

Stats: 2125 ATK / 40000 DEF / 2125 MAG / 53200 RES / 150 MND / 585 SPD



Lan'maii Vundu: 180,000 HP

Stats: 2125 ATK / 40000 DEF / 2125 MAG / 53200 RES / 150 MND / 585 SPD



Chitin Carapice: 375,000 HP

Stats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD



Ul'Sanuwa: 230,000 HP

Stats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD



So'Sanuwa: 230,000 HP

Stats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD



Corona: 450,000 HP

Stats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD



Vapor Bubble: 39,900 HP

Stats: 2125 ATK / 40000 DEF / 2125 MAG / 53200 RES / 150 MND / 520 SPD





- All enemies are neutral to all elements

- All enemies are 70% resistant to all stat breaks

- All enemies are immune to all status ailments

- All damage is reduced by 16.67/28.57% in Phase 2/3

- RW is fixed to 2 uses of Sentinel, Tactician or Rejuvenation Grimoire



- Fight against Vuk'maii Vundu & Lan'maii Vundu in Phase 1

- Defeat both to reveal Chitin Carapice

- Defeat Chitin Carapice within 3 turns to start Phase 2

- Failing to do so will restart Phase 1, but Chitin Carapice's HP will remain depleted when it returns

- Ul'Sanuwa & So'Sanuwa appear in Phase 2

- Defeat both within 7 turns to start Phase 3

- Failing to do so will instantly wipe the party

- Vuk'maii Vundu & Lan'maii Vundu appears again, defeat both to reveal Corona

- Defeat Corona within 3 turns to win the fight

- Failing to do so will restart Phase 3, but Corona's HP will remain depleted when it returns

- During the entire fight, Bismarck himself will still be attacking the party from off-screen

- If Bismarck uses Atmospheric Disruption, 2 Vapor Bubbles will be spawned

- Atmospheric Disruption changes the weather from Rain to Thunder, and vice-versa

- If the weather is Rain, Vapor Bubble will self-destruct

- If the weather is Thunder, Vapor Bubble will take on Bismarck's Lightning Strike for nearby members and be destroyed 3DS FC: 2809-9061-6615

JP FFRK (QT3rB): All utility except Runic and Astra. 180,000 HPStats: 2125 ATK / 40000 DEF / 2125 MAG / 53200 RES / 150 MND / 585 SPD180,000 HPStats: 2125 ATK / 40000 DEF / 2125 MAG / 53200 RES / 150 MND / 585 SPD375,000 HPStats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD230,000 HPStats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD230,000 HPStats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD450,000 HPStats: 2500 ATK / 40000 DEF / 2500 MAG / 53200 RES / 150 MND / 585 SPD39,900 HPStats: 2125 ATK / 40000 DEF / 2125 MAG / 53200 RES / 150 MND / 520 SPD- All enemies are neutral to all elements- All enemies are 70% resistant to all stat breaks- All enemies are immune to all status ailments- All damage is reduced by 16.67/28.57% in Phase 2/3- RW is fixed to 2 uses of Sentinel, Tactician or Rejuvenation Grimoire- Fight against Vuk'maii Vundu & Lan'maii Vundu in Phase 1- Defeat both to reveal Chitin Carapice- Defeat Chitin Carapice within 3 turns to start Phase 2- Failing to do so will restart Phase 1, but Chitin Carapice's HP will remain depleted when it returns- Ul'Sanuwa & So'Sanuwa appear in Phase 2- Defeat both within 7 turns to start Phase 3- Failing to do so will instantly wipe the party- Vuk'maii Vundu & Lan'maii Vundu appears again, defeat both to reveal Corona- Defeat Corona within 3 turns to win the fight- Failing to do so will restart Phase 3, but Corona's HP will remain depleted when it returns- During the entire fight, Bismarck himself will still be attacking the party from off-screen- If Bismarck uses Atmospheric Disruption, 2 Vapor Bubbles will be spawned- Atmospheric Disruption changes the weather from Rain to Thunder, and vice-versa- If the weather is Rain, Vapor Bubble will self-destruct- If the weather is Thunder, Vapor Bubble will take on Bismarck's Lightning Strike for nearby members and be destroyed

User Info: SolitaireD SolitaireD (Topic Creator) 6 months ago #2 Start of Fight: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)



Bismarck (Phase 1)

Turn 1: No Action

Turn 2 + 6n: Baleen Bomb (2-slot 294% Water magic)

Turn 3: No Action

Turn 4 + 6n: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)

Turn 5 + 2n: No Action

Turn 6 + 6n: Ultimate Baleen Bomb (2-slot 290% Water piercing magic)

33.33%: Ultimate Baleen Bomb (2-slot 290% Water piercing magic)

66.67%: Baleen Bomb (2-slot 294% Water magic)



Bismarck (Phase 2)

Turn 1: Ultimate Breach Blast (AOE 70% maxHP damage, ignores Blinks & KO resist) [Locked for 4 turns]

Turn 7: Breach Blast (AOE Auto Eject)

When Phase ends: Breach Blast (486% AOE Water magic)

16.67%: Ultimate Vacuum Wave (582% AOE Wind ranged physical + Sap, ignores PBlink) [Locked for 4 turns]

16.67%: Ultimate Baleen Bomb (2-slot 290% Water piercing magic) [Locked for 4 turns]

33.33%: Baleen Bomb (2-slot 294% Water magic)

33.33%: Vacuum Wave (354% AOE Wind ranged physical)



Bismarck (Phase 3)

Turn 1: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)

Turn 2: Atmospheric Disruption

Turn 4: Lightning Strike (2-slot 342% Lightning magic)

Turn 7: Atmospheric Disruption

Turn 8: Ultimate Breach Blast (AOE 70% maxHP damage, ignores Blinks & KO resist)

Turn 10: Primal Tears (342% AOE Water magic, Pain +1 for 15 seconds)

Turn 11: Atmospheric Disruption

Turn 13: Ultimate Lightning Strike (290% AOE Lightning piercing magic, ignores MBlink)

Turn 16: Atmospheric Disruption

Turn 20: Primal Tears (342% AOE Water magic, Pain +1 for 15 seconds)

23.08%: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)

76.92%: Baleen Bomb (2-slot 294% Water magic)



Vuk'maii Vundu

23.08%: Ultimate Powerful Gust (3-slot 290% Wind piercing magic + ATK/MAG -30% for 5 seconds) [Locked for 4 turns]

38.46%: Attack (578% ST PHY)

38.46%: Powerful Gust (3-slot 342% Wind magic)



Lan'maii Vundu

23.08%: Ultimate Howling Wing (2-slot 392% ranged physical + Sap, ignores PBlink) [Locked for 4 turns]

38.46%: Attack (578% ST PHY)

38.46%: Howling Wing (2-slot 354% ranged physical)



Chitin Carapice

100%: Turbulence (342% AOE NE magic)



Ul'Sanuwa

23.08%: Ultimate Wet Fin (2-slot 320% Water piercing magic) [Locked for 4 turns]

38.46%: Attack (578% ST PHY)

38.46%: Wet Fin (2-slot 342% Water magic)



So'Sanuwa

23.08%: Ultimate Dry Fin (2-slot 438% Wind magic + ATK/MAG -30% for 5 seconds) [Locked for 4 turns]

38.46%: Attack (578% ST PHY)

38.46%: Dry Fin (2-slot 342% Wind magic)



Corona

23.08%: Ultimate Turbulence (AOE 60% maxHP damage, ignores Blinks & KO resist) [Locked after used]

76.92%: Turbulence (342% AOE NE magic)



Vapor Bubble

100%: Water Cannon (400% ST Water ranged physical)

Special: Attack (Self Instant KO) 3DS FC: 2809-9061-6615

JP FFRK (QT3rB): All utility except Runic and Astra. Cetacean Rage (AOE 65% curHP damage, ignores KO resist)Turn 1: No ActionTurn 2 + 6n: Baleen Bomb (2-slot 294% Water magic)Turn 3: No ActionTurn 4 + 6n: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)Turn 5 + 2n: No ActionTurn 6 + 6n: Ultimate Baleen Bomb (2-slot 290% Water piercing magic)33.33%: Ultimate Baleen Bomb (2-slot 290% Water piercing magic)66.67%: Baleen Bomb (2-slot 294% Water magic)Turn 1: Ultimate Breach Blast (AOE 70% maxHP damage, ignores Blinks & KO resist) [Locked for 4 turns]Turn 7: Breach Blast (AOE Auto Eject)When Phase ends: Breach Blast (486% AOE Water magic)16.67%: Ultimate Vacuum Wave (582% AOE Wind ranged physical + Sap, ignores PBlink) [Locked for 4 turns]16.67%: Ultimate Baleen Bomb (2-slot 290% Water piercing magic) [Locked for 4 turns]33.33%: Baleen Bomb (2-slot 294% Water magic)33.33%: Vacuum Wave (354% AOE Wind ranged physical)Turn 1: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)Turn 2: Atmospheric DisruptionTurn 4: Lightning Strike (2-slot 342% Lightning magic)Turn 7: Atmospheric DisruptionTurn 8: Ultimate Breach Blast (AOE 70% maxHP damage, ignores Blinks & KO resist)Turn 10: Primal Tears (342% AOE Water magic, Pain +1 for 15 seconds)Turn 11: Atmospheric DisruptionTurn 13: Ultimate Lightning Strike (290% AOE Lightning piercing magic, ignores MBlink)Turn 16: Atmospheric DisruptionTurn 20: Primal Tears (342% AOE Water magic, Pain +1 for 15 seconds)23.08%: Cetacean Rage (AOE 65% curHP damage, ignores KO resist)76.92%: Baleen Bomb (2-slot 294% Water magic)23.08%: Ultimate Powerful Gust (3-slot 290% Wind piercing magic + ATK/MAG -30% for 5 seconds) [Locked for 4 turns]38.46%: Attack (578% ST PHY)38.46%: Powerful Gust (3-slot 342% Wind magic)23.08%: Ultimate Howling Wing (2-slot 392% ranged physical + Sap, ignores PBlink) [Locked for 4 turns]38.46%: Attack (578% ST PHY)38.46%: Howling Wing (2-slot 354% ranged physical)100%: Turbulence (342% AOE NE magic)23.08%: Ultimate Wet Fin (2-slot 320% Water piercing magic) [Locked for 4 turns]38.46%: Attack (578% ST PHY)38.46%: Wet Fin (2-slot 342% Water magic)23.08%: Ultimate Dry Fin (2-slot 438% Wind magic + ATK/MAG -30% for 5 seconds) [Locked for 4 turns]38.46%: Attack (578% ST PHY)38.46%: Dry Fin (2-slot 342% Wind magic)23.08%: Ultimate Turbulence (AOE 60% maxHP damage, ignores Blinks & KO resist) [Locked after used]76.92%: Turbulence (342% AOE NE magic)100%: Water Cannon (400% ST Water ranged physical)Special: Attack (Self Instant KO)

User Info: SolitaireD SolitaireD (Topic Creator) 6 months ago #3 D500 Hades Extreme Titan



Titan (Phase 1): 281,250 HP

Titan (Phase 2): 656,250 HP

Titan (Phase 3): 1,031,250 HP

Titan (Phase 4): 1,875,250 HP

Stats: 2500 ATK / 90000 DEF / 2500 MAG / 112500 RES / 150 MND / 617 SPD



Bomb Boulder: 39,996 HP

Stats: 2500 ATK / 81000 DEF / 2500 MAG / 101250 RES / 150 MND / 650 SPD



Granite Gaoler: 112,500 HP

Stats: 2500 ATK / 81000 DEF / 2500 MAG / 101250 RES / 150 MND / 520 SPD





- All enemies are neutral to all elements

- All enemies are 50% resistant to all stat breaks

- All enemies are immune to all status ailments



- Titan has 4 Phases, each with a fresh HP bar

- Depleting the entire HP bar will push Titan to the next phase

- All damage is reduced by 0/9.09/16.67/16.67% in Phase 1/2/3/4

- RW is fixed to 2 uses of Sentinel, Tactician or Rejuvenation Grimoire



- Titan will occasionally place a target marker on a random member during the fight

- Landslide will hit and immediately ejects that target in the next turn

- Gaol is a status that immobilizes the afflicted character, making him immune to damage, and kills him after 10 seconds

- Each Gaol cast will Out of the top 2 highest ATK/MAG members

- From Phase 2 onwards, Titan can use Gaol on 2 party members. One will be chosen from the members with the top 2 highest ATK/MAG stat, the other from the members with the top 2 highest MND stat

- Any attack from a non-afflicted member will remove Gaol status

- From Phase 2 onwards, 2 Bomb Boulders will occasionally be summoned

- On the 4th turn, Bomb Boulder will self-destruct and deal damage equals to its current HP

- You have 8 turns to clear Phase 3 or the party will be ejected

- At the start of Phase 4, 2 Granite Gaolers will be spawned 3DS FC: 2809-9061-6615

JP FFRK (QT3rB): All utility except Runic and Astra. 281,250 HP656,250 HP1,031,250 HP1,875,250 HPStats: 2500 ATK / 90000 DEF / 2500 MAG / 112500 RES / 150 MND / 617 SPD39,996 HPStats: 2500 ATK / 81000 DEF / 2500 MAG / 101250 RES / 150 MND / 650 SPD112,500 HPStats: 2500 ATK / 81000 DEF / 2500 MAG / 101250 RES / 150 MND / 520 SPD- All enemies are neutral to all elements- All enemies are 50% resistant to all stat breaks- All enemies are immune to all status ailments- Titan has 4 Phases, each with a fresh HP bar- Depleting the entire HP bar will push Titan to the next phase- All damage is reduced by 0/9.09/16.67/16.67% in Phase 1/2/3/4- RW is fixed to 2 uses of Sentinel, Tactician or Rejuvenation Grimoire- Titan will occasionally place a target marker on a random member during the fight- Landslide will hit and immediately ejects that target in the next turn- Gaol is a status that immobilizes the afflicted character, making him immune to damage, and kills him after 10 seconds- Each Gaol cast will Out of the top 2 highest ATK/MAG members- From Phase 2 onwards, Titan can use Gaol on 2 party members. One will be chosen from the members with the top 2 highest ATK/MAG stat, the other from the members with the top 2 highest MND stat- Any attack from a non-afflicted member will remove Gaol status- From Phase 2 onwards, 2 Bomb Boulders will occasionally be summoned- On the 4th turn, Bomb Boulder will self-destruct and deal damage equals to its current HP- You have 8 turns to clear Phase 3 or the party will be ejected- At the start of Phase 4, 2 Granite Gaolers will be spawned

User Info: SolitaireD SolitaireD (Topic Creator) 6 months ago #4 Titan (Phase 1)

Turn 1: Targeting ([Slot 3] Target)

Turn 2: Landslide ([Slot 3] Auto Eject)

Turn 3: Weight of the Land (438% AOE Earth magic)

Turn 4: Mountain Buster (3-slot 578% physical, Pain +1)

Turn 5: Rock Buster (463% AOE physical)

Turn 6: Stomp (390% AOE Earth magic)

Turn 7: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 8: Targeting ([Slot 3] Target)

Turn 9: Landslide ([Slot 3] Auto Eject)

Turn 10: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 11: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)

Turn 12: Weight of the Land (438% AOE Earth magic)

Turn 13: Mountain Buster (3-slot 578% physical, Pain +1)

Turn 14: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 15: Targeting ([Slot 3] Target)

Turn 16: Landslide ([Slot 3] Auto Eject)

Turn 17: Weight of the Land (438% AOE Earth magic)

Turn 18: Mountain Buster (3-slot 578% physical, Pain +1)

Turn 19: Rock Buster (463% AOE physical)

Turn 20: Stomp (390% AOE Earth magic)

Turn 21: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 22: Targeting ([Slot 3] Target)

Turn 23: Landslide ([Slot 3] Auto Eject)

Turn 24 + 5n: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 25 + 5n: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)

Turn 26 + 5n: Weight of the Land (438% AOE Earth magic)

Turn 27 + 5n: Mountain Buster (3-slot 578% physical, Pain +1)

Turn 28 + 5n: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)





Titan (Phase 2)

Turn 1: Geocrush (AOE 80% curHP damage, ignores KO resist)

Turn 2: Targeting ([Slot 3] Target)

Turn 3: Landslide ([Slot 3] Auto Eject)

Turn 4: Gaol

Turn 5: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 6: Targeting ([Slot 1-3-5] Target)

Turn 7: Landslide ([Slot 1-3-5] Auto Eject)

Turn 8: Upheaval (438% AOE Earth magic + Stun)

Turn 9: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)

Turn 10: Stomp (390% AOE Earth magic)

Turn 11: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 12: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 13: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 14: Summons Bomb Boulders

Turn 15: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 16: Targeting ([Slot 3] Target)

Turn 17: Landslide ([Slot 3] Auto Eject)

Turn 18: Gaol

Turn 19: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 20: Targeting ([Slot 1-3-5] Target)

Turn 21: Landslide ([Slot 1-3-5] Auto Eject)

Turn 22: Upheaval (438% AOE Earth magic + Stun)

Turn 23: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)

Turn 24: Stomp (390% AOE Earth magic)

Turn 25: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 26: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 27: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)

Turn 28: Summons Bomb Boulders

Turn 29: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 30 + 4n: Upheaval (438% AOE Earth magic + Stun)

Turn 31 + 4n: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)

Turn 32 + 4n: Stomp (390% AOE Earth magic)

Turn 33 + 4n: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)





Titan (Phase 3)

Turn 1: Geocrush (AOE 80% curHP damage, ignores KO resist)

Turn 2: Targeting ([Slot 3] Target)

Turn 3: Landslide ([Slot 3] Auto Eject)

Turn 4: Summons Bomb Boulders

Turn 5: Ultimate Stomp (320% AOE Earth piercing magic)

Turn 6: Weight of the Land (438% AOE Earth magic)

Turn 7: Targeting ([Slot 1-3-5] Target)

Turn 8: Landslide ([Slot 1-3-5] Auto Eject)

Turn 9A: Earthen Fury (AOE Auto Eject)

Turn 9B: Earthen Fury (350% AOE Earth piercing magic, ignores MBlink)





Titan (Phase 4)

Turn 1: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 2: Summons Bomb Boulders

Turn 3: Ultimate Stomp (320% AOE Earth piercing magic)

Turn 4: Gaol

Turn 5: Targeting ([Slot 1-3-5] Target)

Turn 6: Landslide ([Slot 1-3-5] Auto Eject)

Turn 7: Ultimate Stomp (320% AOE Earth piercing magic)

Turn 8: Weight of the Land (438% AOE Earth magic)

Turn 9: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 10: Summons Bomb Boulders

Turn 11: Ultimate Stomp (3x 110% AOE Earth piercing magic)

Turn 12: Gaol

Turn 13: Targeting ([Slot 1-3-5] Target)

Turn 14: Landslide ([Slot 1-3-5] Auto Eject)

Turn 15: Ultimate Stomp (3x 110% AOE Earth piercing magic)

Turn 16: Weight of the Land (438% AOE Earth magic)

Turn 17: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 18: Summons Bomb Boulders

Turn 19: Ultimate Stomp (6x 110% AOE Earth piercing magic)

Turn 20: Gaol

Turn 21: Targeting ([Slot 1-3-5] Target)

Turn 22: Landslide ([Slot 1-3-5] Auto Eject)

Turn 23: Ultimate Stomp (6x 110% AOE Earth piercing magic)

Turn 24: Weight of the Land (438% AOE Earth magic)

Turn 25: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)

Turn 26 + 4n: Summons Bomb Boulders

Turn 27 + 4n: Ultimate Stomp (6x 110% AOE Earth piercing magic)

Turn 28 + 4n: Weight of the Land (438% AOE Earth magic)

Turn 29 + 4n: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)





Granite Gaoler

Turn 1 + 4n: Stomp (390% AOE Earth magic)

Turn 2 + 4n: Attack (422% ST PHY)

Turn 3 + 4n: Ultimate Landslide (578% ST Overflow physical)

Turn 4 + 4n: Landslide (500% ST PHY + Stun) 3DS FC: 2809-9061-6615

JP FFRK (QT3rB): All utility except Runic and Astra. Turn 1: Targeting ([Slot 3] Target)Turn 2: Landslide ([Slot 3] Auto Eject)Turn 3: Weight of the Land (438% AOE Earth magic)Turn 4: Mountain Buster (3-slot 578% physical, Pain +1)Turn 5: Rock Buster (463% AOE physical)Turn 6: Stomp (390% AOE Earth magic)Turn 7: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 8: Targeting ([Slot 3] Target)Turn 9: Landslide ([Slot 3] Auto Eject)Turn 10: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 11: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)Turn 12: Weight of the Land (438% AOE Earth magic)Turn 13: Mountain Buster (3-slot 578% physical, Pain +1)Turn 14: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 15: Targeting ([Slot 3] Target)Turn 16: Landslide ([Slot 3] Auto Eject)Turn 17: Weight of the Land (438% AOE Earth magic)Turn 18: Mountain Buster (3-slot 578% physical, Pain +1)Turn 19: Rock Buster (463% AOE physical)Turn 20: Stomp (390% AOE Earth magic)Turn 21: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 22: Targeting ([Slot 3] Target)Turn 23: Landslide ([Slot 3] Auto Eject)Turn 24 + 5n: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 25 + 5n: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)Turn 26 + 5n: Weight of the Land (438% AOE Earth magic)Turn 27 + 5n: Mountain Buster (3-slot 578% physical, Pain +1)Turn 28 + 5n: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 1: Geocrush (AOE 80% curHP damage, ignores KO resist)Turn 2: Targeting ([Slot 3] Target)Turn 3: Landslide ([Slot 3] Auto Eject)Turn 4: GaolTurn 5: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 6: Targeting ([Slot 1-3-5] Target)Turn 7: Landslide ([Slot 1-3-5] Auto Eject)Turn 8: Upheaval (438% AOE Earth magic + Stun)Turn 9: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)Turn 10: Stomp (390% AOE Earth magic)Turn 11: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 12: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 13: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 14: Summons Bomb BouldersTurn 15: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 16: Targeting ([Slot 3] Target)Turn 17: Landslide ([Slot 3] Auto Eject)Turn 18: GaolTurn 19: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 20: Targeting ([Slot 1-3-5] Target)Turn 21: Landslide ([Slot 1-3-5] Auto Eject)Turn 22: Upheaval (438% AOE Earth magic + Stun)Turn 23: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)Turn 24: Stomp (390% AOE Earth magic)Turn 25: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 26: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 27: Ultimate Weight of the Land (486% AOE Earth piercing magic + Sap, ignores MBlink)Turn 28: Summons Bomb BouldersTurn 29: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 30 + 4n: Upheaval (438% AOE Earth magic + Stun)Turn 31 + 4n: Ultimate Rock Buster (AOE 70% curHP damage, ignores Blinks & KO resist)Turn 32 + 4n: Stomp (390% AOE Earth magic)Turn 33 + 4n: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 1: Geocrush (AOE 80% curHP damage, ignores KO resist)Turn 2: Targeting ([Slot 3] Target)Turn 3: Landslide ([Slot 3] Auto Eject)Turn 4: Summons Bomb BouldersTurn 5: Ultimate Stomp (320% AOE Earth piercing magic)Turn 6: Weight of the Land (438% AOE Earth magic)Turn 7: Targeting ([Slot 1-3-5] Target)Turn 8: Landslide ([Slot 1-3-5] Auto Eject)Turn 9A: Earthen Fury (AOE Auto Eject)Turn 9B: Earthen Fury (350% AOE Earth piercing magic, ignores MBlink)Turn 1: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 2: Summons Bomb BouldersTurn 3: Ultimate Stomp (320% AOE Earth piercing magic)Turn 4: GaolTurn 5: Targeting ([Slot 1-3-5] Target)Turn 6: Landslide ([Slot 1-3-5] Auto Eject)Turn 7: Ultimate Stomp (320% AOE Earth piercing magic)Turn 8: Weight of the Land (438% AOE Earth magic)Turn 9: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 10: Summons Bomb BouldersTurn 11: Ultimate Stomp (3x 110% AOE Earth piercing magic)Turn 12: GaolTurn 13: Targeting ([Slot 1-3-5] Target)Turn 14: Landslide ([Slot 1-3-5] Auto Eject)Turn 15: Ultimate Stomp (3x 110% AOE Earth piercing magic)Turn 16: Weight of the Land (438% AOE Earth magic)Turn 17: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 18: Summons Bomb BouldersTurn 19: Ultimate Stomp (6x 110% AOE Earth piercing magic)Turn 20: GaolTurn 21: Targeting ([Slot 1-3-5] Target)Turn 22: Landslide ([Slot 1-3-5] Auto Eject)Turn 23: Ultimate Stomp (6x 110% AOE Earth piercing magic)Turn 24: Weight of the Land (438% AOE Earth magic)Turn 25: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 26 + 4n: Summons Bomb BouldersTurn 27 + 4n: Ultimate Stomp (6x 110% AOE Earth piercing magic)Turn 28 + 4n: Weight of the Land (438% AOE Earth magic)Turn 29 + 4n: Ultimate Mountain Buster (3-slot 578% Overflow physical, Pain +1)Turn 1 + 4n: Stomp (390% AOE Earth magic)Turn 2 + 4n: Attack (422% ST PHY)Turn 3 + 4n: Ultimate Landslide (578% ST Overflow physical)Turn 4 + 4n: Landslide (500% ST PHY + Stun)

User Info: SolitaireD SolitaireD (Topic Creator) 6 months ago #5 D180/260 Ultimate/Apocalypse Extreme Ifrit



Ifrit: 45,500/87,500 HP x7

Stats: 787 ATK / 1800 DEF / 568 MAG / 2750 RES / 150 MND / 525 SPD

Stats: 787 ATK / 3600 DEF / 568 MAG / 5500 RES / 150 MND / 525 SPD

Stats: 1170 ATK / 7500 DEF / 845 MAG / 12500 RES / 150 MND / 562 SPD

Stats: 1170 ATK / 15000 DEF / 845 MAG / 25000 RES / 150 MND / 562 SPD



Infernal Nail: 12,000/16,000 HP x19

Stats: 875 ATK / 1800 DEF / 350 MAG / 2750 RES / 150 MND / 525 SPD

Stats: 1300 ATK / 7500 DEF / 520 MAG / 12500 RES / 150 MND / 562 SPD





- All enemies are neutral to all elements

- All enemies are 50% resistant to all stat breaks

- All enemies are immune to all status ailments



- Ifrit has 7 phases, each starts off with a fresh HP bar

- Ifrit will enter Phase 2/3/4/5/6/7 when his HP reaches zero or after 6/6/7/8/7/11 turns

- In Phase 2, 3 Infernal Nails will spawn

- In Phase 4, 3 Infernal Nails in 2 waves (total 6)

- In Phase 6, 3 Infernal Nails in 3 waves followed by 1 Large Infernal Nail (total 10)

- You must defeat every Infernal Nail before triggering Ifrit's next phase or the party will be wiped, party will still die if you kill Ifrit alongside the last nail

- Clearing all Infernal Nails in their individual phase will trigger Hellfire and push Ifrit to the next phase 3DS FC: 2809-9061-6615

JP FFRK (QT3rB): All utility except Runic and Astra. 45,500/87,500 HP x7Stats: 787 ATK / 1800 DEF / 568 MAG / 2750 RES / 150 MND / 525 SPDStats: 787 ATK / 3600 DEF / 568 MAG / 5500 RES / 150 MND / 525 SPDStats: 1170 ATK / 7500 DEF / 845 MAG / 12500 RES / 150 MND / 562 SPDStats: 1170 ATK / 15000 DEF / 845 MAG / 25000 RES / 150 MND / 562 SPD12,000/16,000 HP x19Stats: 875 ATK / 1800 DEF / 350 MAG / 2750 RES / 150 MND / 525 SPDStats: 1300 ATK / 7500 DEF / 520 MAG / 12500 RES / 150 MND / 562 SPD- All enemies are neutral to all elements- All enemies are 50% resistant to all stat breaks- All enemies are immune to all status ailments- Ifrit has 7 phases, each starts off with a fresh HP bar- Ifrit will enter Phase 2/3/4/5/6/7 when his HP reaches zero or after 6/6/7/8/7/11 turns- In Phase 2, 3 Infernal Nails will spawn- In Phase 4, 3 Infernal Nails in 2 waves (total 6)- In Phase 6, 3 Infernal Nails in 3 waves followed by 1 Large Infernal Nail (total 10)- You must defeat every Infernal Nail before triggering Ifrit's next phase or the party will be wiped, party will still die if you kill Ifrit alongside the last nail- Clearing all Infernal Nails in their individual phase will trigger Hellfire and push Ifrit to the next phase

User Info: SolitaireD SolitaireD (Topic Creator) 6 months ago #6



It should be common habit to everyone now that regular weekly events are boring slogfests, where you can auto through every single stage without a sweat.



This game (especially regular events) has been stagnant for so long that many players have minimal motivation/interest in it.

So I understand that the developers trying to freshen it up by bringing actual difficulty in a non Magicite/Torment content for once.

Unfortunately it backfires completely on them.

Rather than lighting back their fire, it puts it out fully and there are already reports of players leaving the game.



Not questionable banners/fests/SBs, bad luck or boredom. For once, it is an event that led to people quitting.



Wiki has been raging so hard ever since this event landed.

Developers overdone it when trying to replicate the XIV mechanics.

Some players are too used to the status quo and having sudden gimmicks/difficulty in the event, on top of unable to auto-battle through it turns them off.



Majority of the rage is over Ifrit, but I've seen some complaints over Titan. Where Syncs are denied and the annoying gimmick of defending.

And for me it's infuriating that they put so much details inside Bismarck only to be a pure DPS battle.





Personally I also have written a complaint mail to DeNA saying that I don't want to have another XIV event ever again if they are going to bring garbage like this Ifrit fight in the future.



Seriously f*** this Ifrit.

Over 20 attempts and an hour spent. On a freaking Ultimate (D180). And it is also the fight with CMs.

There are so many superbosses where I had a smoother experience with.

Had to make a team from scratch for an event fight the first time in 1+ year, then after a few more attempts had to remove all Dualcasts and only equip ST abilities. Even then attention is still needed on the fight.

Cannot even auto-battle, especially with regular Attack since there is a turn limit.



Micromanagement for a bloody D180 fight with low payoff.

f*** this fight.

Big congrats to DeNA for making the community this lively after so long. Enjoy your hate mails. 3DS FC: 2809-9061-6615

JP FFRK (QT3rB): All utility except Runic and Astra. DeNA really screw up big time in this event.It should be common habit to everyone now that regular weekly events are boring slogfests, where you can auto through every single stage without a sweat.This game (especially regular events) has been stagnant for so long that many players have minimal motivation/interest in it.So I understand that the developers trying to freshen it up by bringing actual difficulty in a non Magicite/Torment content for once.Unfortunately it backfires completely on them.Rather than lighting back their fire, it puts it out fully and there are already reports of players leaving the game.Not questionable banners/fests/SBs, bad luck or boredom. For once, it is an event that led to people quitting.Wiki has been raging so hard ever since this event landed.Developers overdone it when trying to replicate the XIV mechanics.Some players are too used to the status quo and having sudden gimmicks/difficulty in the event, on top of unable to auto-battle through it turns them off.Majority of the rage is over Ifrit, but I've seen some complaints over Titan. Where Syncs are denied and the annoying gimmick of defending.And for me it's infuriating that they put so much details inside Bismarck only to be a pure DPS battle.Personally I also have written a complaint mail to DeNA saying that I don't want to have another XIV event ever again if they are going to bring garbage like this Ifrit fight in the future.Seriously f*** this Ifrit.Over 20 attempts and an hour spent. On a freaking Ultimate (D180). And it is also the fight with CMs.There are so many superbosses where I had a smoother experience with.Had to make a team from scratch for an event fight the first time in 1+ year, then after a few more attempts had to remove all Dualcasts and only equip ST abilities. Even then attention is still needed on the fight.Cannot even auto-battle, especially with regular Attack since there is a turn limit.Micromanagement for a bloody D180 fight with low payoff.f*** this fight.Big congrats to DeNA for making the community this lively after so long. Enjoy your hate mails.

User Info: corrente corrente 6 months ago #7

FFRK: Divine Veil Grimoire

563MND - jznH Wow

User Info: Netherscythe Netherscythe 6 months ago #8 I'm sorry, damn



User Info: Shinijumi Shinijumi 6 months ago #9 Wow. Huh. I had kinda been liking their attempts to make FFXIV fights in the FFRK format moderately faithful to the original. Ifrit as a magicite is annoyingly micro-management focused, but it did feel a lot like the fight it was based on in that. But yeah... this looks kind of ridiculous, both the Ifrit and the Titan mechanics give me a vague sense of dread instead of looking forward to them.



That said, it wouldn't be the first time they overdid it on the first round of a new difficulty and made every subsequent fight easier. I guess we'll see if they tune things down a bit next time.

