Abyss 2

CHANGELOG

There has been some changes in the strategy of Demon Wall. There were some mistakes in it and I have now referred to TFMurphy’s guide.

Nightmare, Month 2

 

Other Abyss Challenges

Crushdown

Crushdown is a 6★ Combat ability. It deals 2 physical attacks with a high chance of KO.

To craft it you will need:

10x Power Crystals
6x Fire Crystals
6x Earth Crystals
Crushdown Record


Reward Highlights

Holy Armlet
(high resistance to holy attacks)

Soul of a Hero, MC Lode, MC2 Lode


Below are the list of eligible characters for Nightmare Shift in the fifth dungeon:


 

 

(II) Behemoth

Difficulty: 100

Part 1 Stamina 20, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Hero’s Soul, Greater Fire Orb x5
  • 30000 Gil
  • Major Power Orb x1, Greater Earth Orb x5
Target Score

  1. Defeat Behemoth without being KO’d.
  2. Afflict Behemoth with Poison
  3. Do not use Black Magic on Behemoth
Behemoth
HP
~181400
Elements
None
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
Poison
Abilities
Attack: Deal physical damage to one target.
Attack: Deal physical damage two times to one target.
Cleave: Deal physical damage to all targets.
Rush: Deal special physical damage and Sap one target.
Strategy
Inflict Poison and use defensive Breakdowns + Protectga. Draw Fire + Retaliate works well.


Recommended abilities: Venom Buster, Protectga, Power Breakdown, Full Break, Steal Power
Recommended RW: Lunatic High, SG/SS2, etc.

 

 

 

(IX) Hill Gigas

Difficulty: 110

Part 1 Stamina 30, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Empty Memory Crystal, Major Power Orb x2
  • 45000 Gil
  • Greater Power Orb x5, Major Earth Orb x2
Target Score

  1. Defeat Hill Gigas without being KO’d.
  2. Afflict Hill Gigas with Slow.
  3. Do not use Black Magic on Hill Gigas.
Hill Gigas
HP
~202100
Elements
None
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
Slow
Abilities
Knock Down: Deal physical damage to one target.
Poison Fog: Deal poison damage and Poison all targets.
Curaja: Restores a large amount of HP to one target.
Hip Hop: Deal physical damage to one target.
Strategy
Recommended abilities: Tempo Flurry/Slowga, Protectga, Shellga, defensive Breakdowns
Recommended RW: SG/SS2, Boon, Lunatic High, Mighty Guard, etc.

 

 

 

(VIII) Iguions

Difficulty: 120

Part 1 Stamina 40, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Empty Memory Crystal II, Major Earth Orb x2
  • 60000 Gil
  • Major Fire Orb x1, Power Crystal x1
Target Score

  1. Defeat the Iguions without being KO’d.
  2. Exploit Iguion’s weakness to holy attacks.
  3. Do not use fire attacks against Iguion.
Iguion
HP
~106400 each
Elements
WEAK Earth / Holy
ABSORB
RESIST
NULL Fire / Poison
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
Slow
Abilities
Attack: Deal physical damage and Slow one target.
Attack: Deal physical damage and Sleep one target.
Reflect: Grant Reflect to one target.
Magma Breath: Deal fire damage and Petrify all targets.
Resonance: Deal special non-elemental magic damage to all targets.
Strategy
These Iguions have high RES. Use physical attacks instead. Banish Raid is excellent here.


Recommended abilities: Protectga, Shellga, defensive Breakdowns, Banish Raid
Recommended RW: defensive

 

 

 

(VII) Motor Ball

Difficulty: 130

Part 1 Stamina 50, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Holy Armlet, Major Fire Orb x3
  • 75000 Gil
  • Major Power Orb x4, Power Crystal x1
Target Score

  1. Defeat Motor Ball without being KO’d.
  2. Exploit Motor Ball’s weakness to lightning attacks.
  3. Do not use fire attacks against Motor Ball.
Motor Ball
HP
~247100
Elements
WEAK Lightning
ABSORB
RESIST Fire
NULL
Break Resistance
Power RESIST
Armor RESIST
Magic RESIST
Mental RESIST
Debuff Vulnerabilities
None
Abilities
Arm Attack: Deal physical damage to one target.
Twin Burner: Deal moderate fire damage to all targets.
Rolling Fire: Deal heavy fire damage to all targets.
Deadly Wheel: Deal massive physical damage to all targets.
Lunge: Deal physical damage to all targets.
Strategy
Again, Motor Ball has high RES, so resort to spellblades for effective damage. Its physical and magic attacks hurt so apply necessary buffs/ Breakdowns. Lightning’s SSB is very potent here. You can even bring it as an RW.


Recommended abilities: defensive Breakdowns, Protectga/Shellga
Recommended RW: Crushing Blow, Fenrir Drive, SG/SS2

 

 

 

(Nightmare) Demon Wall

Difficulty: ? ? ?

Part 1 Stamina 1, Rounds 1
Rewards: First Time / Completion / Mastery】

  • Crushdown Record, Power Crystal x1
  • 1500 Gil
  • Fire Crystal x2, Earth Crystal x2
Target Score

  1. Do not use Black Magic on Demon Wall.
  2. Defeat Demon Wall without it using Gravija.
  3. Defeat Demon Wall without it using Crashdown.
Demon Wall
HP
~276000
Elements
None
Break Resistance
Power NULL
Armor NULL
Magic NULL
Mental NULL
Debuff Vulnerabilities
None
Abilities (updated)

taken from TFMurphy’s guide on reddit

► Phase 1

Each Turn:

  • 45% Smite of Rage (NAT: 200% Phys Dmg)
  • 55% Eviscerator (PHY: 3 hits – 180% Phys Dmg) [Unlocks on Turn 2]

► Phase 2

Each Turn:

  • 40% Smite of Rage (NAT: 200% Phys Dmg)
  • 30% Eviscerator (PHY: 3 hits – 180% Phys Dmg)
  • 20% Rage (PHY: AoE – 150% Phys Dmg)
  • 10% Sleep (WHT: 30% chance of Sleep – Targets random character without Sleep)

► Phase 3

See Notes

► Left/Right Arm

The Arms do nothing on their turn. However, if they take damage from a counterable ability used by a Marked party member, they will counter with Annul (NAT: 100% chance of reducing random Ability’s uses by 35% – Targets random character with Ability uses remaining).

Notes (Updated)

taken from TFMurphy’s guide on reddit

PHASE 1:

100% chance of countering White/Black Magic damage with Death (BLK: 78% chance of Death)

100% chance of countering Summon abilities with Death (BLK: 78% chance of Death)

(Reminder: Almost all Summon abilities are uncounterable, and will therefore ignore the above counter.)

Demon Wall begins battle with a completely empty ATB. All of Demon Wall’s attacks are treated as instant actions, meaning that it requires no Cast Time to use anything.

On Demon Wall’s first three turns, if any party member has the Retaliate status, Demon Wall will actively target a random party member who has Retaliate with Contempt (NAT: 800% Phys Dmg, 100% chance of curing Retaliate), instead of using a random action.

On Demon Wall’s 4th turn, it will use Gravija (NAT: AoE – 303% chance of 70% CurHP Dmg, resisted via Death) instead of a random action.

Phase 1 ends when either Demon Wall is brought under 71% HP, or Demon Wall uses Gravija.

PHASE 2:

When Phase 2 begins, Demon Wall’s ATB will be reset, and Left Arm and Right Arm will become active. Demon Wall will also use Dynast-King’s Curse (NAT: Null Action) immediately as the Phase starts.

Dynast-King’s Curse is used a maximum of 4 times during Phase 2, and marks an area of the floor in red, encompassing either the Top 3, Middle 3 or Bottom 3 party member positions. Which group is chosen is determined by the following:

  • A group will not be chosen if there are no alive party members inside it.
  • A group will not be chosen if all of the currently alive party members are inside it.
  • A group will not be chosen if it was picked the last time Dynast-King’s Curse was used, unless it is the only possible grouping that satisfies the first two conditions.
  • If there is only one alive party member, then the other conditions are ignored, and all three groups are possible (even those that were picked last time or have no party members in them at all).

Out of these valid possible groupings, one is then picked at random. The party members inside the grouping are considered Marked. Note that all three groupings include the party member positioned in the exact center.

An aura will gradually progress along the marked area as time passes, at a rate equal to 30% over the time it takes Demon Wall’s ATB to fill once (8.777 seconds to fill to 100%). As an indicator of this, the aura will visibly advance at 10%, 40%, 70% and 100% filled. If the aura fills to 100%, Demon Wall will immediately use Nightmare Gravity (NAT: AoE – Auto-hit 80% CurHP Dmg + Auto-hit Sap), which hits only currently Marked party members.

The aura can be pushed back by damaging Demon Wall. Marked party members that damage Demon Wall will push the aura back at a rate equal to 1% per 800 damage inflicted (9999 damage would push back the aura by 12.499%). Party members that are NOT marked will instead cause the aura to surge forward by 1% per 100 damage inflicted to Demon Wall (9999 damage would cause a surge of 99.99%). Note that the aura cannot be pushed back past 0% full.

Dynast-King’s Curse only lasts a certain amount of time. While it will expire prematurely if it fills to 100%, it will also expire naturally after 10.532 seconds, the time it takes for Demon Wall’s ATB to fill four times. Using Interrupt on Demon Wall will delay its next turn, but will not extend the duration of Dynast-King’s Curse. If it expires without reaching 100%, there is no penalty. The full duration of Dynast-King’s Curse is enough time for the aura to fill to 120%. This means that the aura must be pushed back by over 20% progress (16k damage) to avoid Nightmare Gravity, but remember that any extra damage that attempts to push back past 0% full is wasted.

Once Dynast-King’s Curse has expired, Demon Wall will reset its ATB and immediately use Dynast-King’s Curse again as an instant action, marking new targets. Once the 4th Dynast-King’s Curse has expired, Phase 2 will end.


100% chance of countering White/Black Magic damage with Death (BLK: 78% chance of Death)

100% chance of countering Summon abilities with Death (BLK: 78% chance of Death)

All of Demon Wall’s attacks are treated as instant actions, meaning that it requires no Cast Time to use anything.

On Demon Wall’s turn, if any party member has the Retaliate status, Demon Wall will actively target a random party member who has Retaliate with Contempt (NAT: 800% Phys Dmg, 100% chance of curing Retaliate), instead of using a random action.

Phase 2 ends when the 4th use of Dynast-King’s Curse expires. As the phase ends, Demon Wall will use Wail (NAT: AoE/LR – 220% Phys Dmg, 123% chance of Silence) if both Left Arm and Right Arm are dead. If either Arm is still alive, Demon Wall will use Nightmare Crushdown (NAT: AoE/LR/AutoHit – 999% Phys Dmg, Ignores Def) instead.

PHASE 3:

When Phase 3 begins, Left Arm and Right Arm will be removed from battle, and Demon Wall’s ATB will be reset.

100% chance of countering White/Black Magic damage with Death (BLK: 78% chance of Death)

100% chance of countering Summon abilities with Death (BLK: 78% chance of Death)

All of Demon Wall’s attacks are treated as instant actions, meaning that it requires no Cast Time to use anything.

After each of the first four turns in this phase, Demon Wall will move closer to the party.

On Demon Wall’s 5th turn, and every 2nd turn after, Demon Wall will use Nightmare Crushdown (NAT: AoE/LR/AutoHit – 999% Phys Dmg, Ignores Def) instead of a normal action.

If Demon Wall is using Nightmare Contempt and at least one party member has the Retaliate status, Demon Wall will actively target someone with Retaliate instead of attacking randomly.


Video #1https://www.youtube.com/watch?v=W7d6iW_RodU
Video #2https://www.youtube.com/watch?v=rwolJUeb3hc
Video #3https://www.youtube.com/watch?v=dh4Zlpclz04
Video #4https://www.youtube.com/watch?v=pU9s6wFX-bs
Video #5https://www.youtube.com/watch?v=Rka6tBMvE4A
Video #6https://www.youtube.com/watch?v=glIurDdmY_M
Video #7https://www.youtube.com/watch?v=0KKfOW8JY2Y


Recommended RW:

  • Damage SB if you don’t have the damage to push Phase 1 (Squall, Lightning, Cloud’s BSSB, etc)
  • Reraise + heal SB if you need a safety net. (Eiko/Aerith)

 

 

 

 



written by /u/fattybomchacha aka flip

Copyright © 2014-2017 Kongbakpao Gaming News. All Rights Reserved. Frontier Theme