Octopath II: Solo Ochette vs Superboss Galdera the Fallen 黒呪帝ガルデラ

Описание к видео Octopath II: Solo Ochette vs Superboss Galdera the Fallen 黒呪帝ガルデラ

Nuts used (no farming). Items used. No befriended NPC.
Playlist:    • Octopath Traveler II: Ochette Solo  
0:00 Equipment
0:26 Phase 1 (Thief + Vengeful Knife + A Step Ahead)
8:57 Equipment
9:22 Phase 1 (Party)
12:39 Phase 2 (Thief + Bloodstained Knife + BP Regen)

Galdera is the only boss where I had to use items. Beasts are the same across both phases.

No. of attempts to figure out the fight: ~200 (Sorry, Ochette)
No. of attempts to beat him once I had a solution: 3

The party to get Ochette to Phase 2 is dead-simple on purpose because I had to do so many attempts.

For Phase 1, because the eye heals 10k at red HP, scratch damage must exceed 10,006. We could do another attack or let it poof itself via reflect, as shown here. There are 2 turns where I didn't squeeze every drop of BP.

Phase 2 relies on trusting our passive EVA (820 * 1.2 * 1.5 = 1476 buffed), and there is zero margin for error. Total damage came down to the wire because I couldn't use Beastly Howl on the second-last turn, but reflect saves the day.

And thus, Ochette has soloed every single boss in the game. And she did it whilst staying true to the spirit of the fight, i.e. we don't skip any mechanics. What an amazing character!

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Superboss Phase 1: Omniscient Eye

Omniscient Eye - 600kHP with 8/16 shields. Dagger/Axe/Staff/Elec/Light
Wailing Soul - 60kHP with 5 shields. Sword/Axe/Bow/Wind/Light/Dark
Raging Soul - 60kHP with 4 shields. Axe/Staff/Ice/Wind/Light
Screaming Soul - 60kHP with 5 shields. Spear/Axe/Bow/Ice/Wind

Aebers' unique PATK + SPD scaling is key to the first phase. I don't usually use it because it is single-hit and its damage overcaps easily. However, this boss has very high defense and we need to hit through shields, so it becomes the physical AOE of choice.

The bottom soul has an ejection move, and one that applies every single status effect; the top one has instant death; and all of them have doom after the boss reaches yellow HP. The Eye's first move at red HP is petrify, but this is cancelled if we break it.

If Ochette is moving earlier than the Eye, break it so it cannot summon in souls. Do not spend 3BP to damage the eye unless you know souls aren't coming (4T cycle) before Ochette's next action. Our best damage window is when Ochette is moving consecutively.

After 4 hits, at 200kHP (yellow), set up by bringing the shields down to 1 with Ochette moving first next turn with at least 3BP. Aebers to break, refill BP next turn. Then use 5x - 3x Repeated Phantom Slash and last-hit with Aebers.

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Superboss Phase 2: Galdera

Galdera the Fallen - 250kHP with 20+2 shields. Spear/Dagger/Bow/Ice, changes.
Blade of the Fallen - 150kHP with 9 shields. Fire/Ice/Elec/Wind/Light
Abyssal Maw - 150kHP with 9 shields. Sword/Spear/Axe/Bow
Sundering Arm - 150kHP with 9 shields. Sword/Dagger/Axe/Fire/Light

We have enough ACC to ignore blind. The Sundering Arm will entrap a character if it reaches 1/2 HP, so we must first do between 50k-75k damage to it. No more no less. The Blade gains access to a dodgeable max-BP-reducing move at 1/2HP so we must take it out quickly. I keep the Maw alive so Galdera has 50% to buff it instead of the Blade.

Galdera himself is invulnerable until the parts are down. After that, he gets 4 moves per turn and 20 shields with 2 regen. The problem here is his turn 3 doom. It doesn't count as instant death, and it must be cancelled in the same turn BUT NOT from position 1! This means there's a 25% chance of game over right there.

Galdera:
Turn 0: Become vulnerable. Charge Soul Banish.
Turn 1: Soul Banish (1-hit magic), atk, reflect, atk.
Turn 2: PATK+PDEF up, 双殺 (1-hit phys), 1-hit magic, atk.
Turn 3: Doom, Meteor, ailment immunity, atk (random order).
Turn 4: (he should be broken)
Turn 5: atk, reflect, atk, 1-hit phys. Charge Soul Banish. Change vulnerabilities.
Turn 6: Soul Banish, atk, reflect, atk.
Turn 7: PATK+PDEF up, 双殺, 1-hit magic, atk.
Turn 8: Doom, Meteor, ailment immunity, atk (random order).

His vulnerabilities change to no bow weakness, which means we can only break him once. Looking at his moveset, he will not have PDEF up between turns 4 to 6, or 7 if we move before him.

Set up:
Turn -3: At 5BP: 5x summon. I suggest 5x reflect.
Turn -2: At 3BP: 3BP Indomitable Beast.
Turn -1: Jam.
Proceed to turn 0 below.

If Ochette moves before the boss in the coming turn (most likely):
Turn 0: Last-hit the part(s) with 3BP.
Turn 1: Jam.
Turn 2: At 5BP: 6x summon. Move Ochette to position TWO and Rainbow Shot.
Turn 3: At 2BP: Using no BP, break. I suggest 3 Rainbow Shot.
Turn 4: At 3BP: Aebers 99k.
Turn 5: Jam.
Turn 6: At 5BP: Aebers.
Turn 7: At 2BP: Beastly Howl (latent)
Turn 8: At 3BP: Aebers.

If Ochette moves after the boss, we get one extra turn.
Turn -1: Last-hit the part(s) with 3BP.
Turn 0: Beastly Howl with all the BP you've got.
Turn 1: Super Jam. Then same as above.

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