Ex Bosses (For when they aren't here so one can prepare)

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Ex Bosses (For when they aren't here so one can prepare)

Ex Sinmara:

Melee Awakened Sinmara, Melee Flame Armor, Ranged Flame Hawk

 

Sinmara: Action Skill: Front enemy row, fire atk, fire wound x 3 turns (Affects Human Therian and Jotun)

                Auto Skill: Fire atk to all parties, flamebound and flamechain x 3 turns (Affects Aesir, Therian and Beast), Fire element damage 30% up x 3 turns (Self)

                Passive: Abyss Boost (Flame) (Constant) for allies, Counterattack with Abyss Flame x 3 turns

 

Armor: (1st hp gauge) Front ally ATK 20% up x 3 turns, berserk

            (2nd and 3rd hp gauge) Addition of fire ring x 3 turns

 

Hawk: All enemies fire wound x 3 turns

           2 enemies with lowest hp fire atk, DEF and MDEF 20% down x 3 turns

Ex Fafnir

Ex Fafnir:

Melee Awakened Fafnir, Melee Leaf Armour, Ranged Leaf Hawk

 

Fafnir: Action Skill --> Front enemy row earth ATK 3 times, DEF 20% down x 3 turns

            Auto Skill (1st hp gauge) --> Earth ATK to all parties, Stonechain x 3 turns (Affects Aesir, Human and Elf), Earth Wound x 3 turns, ATK Barrier to all allies

            Auto Skill (2nd hp gauge) --> Earth ATK to all parties, Stonechain x 3 turns (Affects Aesir, Human and Elf), Earth Wound x 3 turns, MATK Barrier to all allies

            Auto Skill (3rd hp gauge) --> Earth ATK to all parties, Stonechain x 3 turns (Affects Aesir, Human and Elf), Earth Wound x 3 turns, 

            Passive Skill --> Abyss Boost (Leaf) (Constant) to all allies, Counterattack Abyss Leaf x 3 turns

 

Armor: (1st and 2nd HP gauge) --> Front enemy earth ATK, Slow x 3 turns

             (3rd HP gauge) --> Front enemy earth ATK, Slow x 3 turns, Front ally ATK/MATK Absortion Barrier

 

Hawk: (1st and 2nd HP gauge) --> Back enemy row earth ATK, 3 front enemies earth ATK, All allies Quick x 3 turns

           (3rd HP gauge) --> Back enemy row earth ATK, 3 front enemies earth ATK, Front ally ATK/MATK Reflection Barrier, All allies Quick x 3 turns

Ex Aegir (Just noticed they are all melee... )

Ex Aegir:

Melee Awakened Aegir, Melee Aqua Armor, Ranged Aqua Hawk

 

Aegir: Action Skill --> Back enemy row water ATK, SPD 20% down x 3 turns

            Auto Skill --> All enemies water ATK, Vortex and Frostburn x 3 turns (Affects Aesir and Human)

            Passive Skill --> All allies Abyss Boost (Aqua) (Constant)Counterattack Abyss Aqua x 3 turns

 

Armor: 3 back enemeis water ATK, Slow x 3 turns, 2 front enemeis water ATK, Freeze x 3 turns (Affects Aesir, Human and Therian)

 

Hawk: (1st HP gauge) --> Front ally Skill gauge down nullified x 3 turns, Skill gauge 20% up, Back enemy row water ATK

            (2nd and 3rd HP gauge) --> Front ally Skill gauge down nullified x 3 turns, Skill gauge 20% up, Water ring x 3 turns, Back enemy row water ATK

Ex Loewe

 

Ex Loewe:

Melee Awakened Loewe, Melee Leaf Armor, Ranged Leaf Hawk

 

Loewe: Action Skill --> Front enemy row earth ATK (30% more damage against beasts)

              Auto Skill --> Earth ATK to all parties, Stonechain x 3 turns (Affects Human, Therian and Beast), Front enemy row earth ATK, Slow x 3 turns (Affects Elf), Back enemy row earth ATK, Stop x 3 turn (Affects Aesir)

              Passive Skill --> All allies Abyss Count (Leaf) (Consant)Counterattack Abyss Leaf x 3 turns (Big shield thingy)

 

Armor: Self and front ally, Stoneskin x 3 turns, 2 random enemies Windchain x 1 turn

 

Hawk: (1st HP gauge) --> 3 enemies with highest MATK, earth ATK and Corrupt x 3 turns

            (2nd and 3rd HP gauge) --> Earth ring x 3 turns (Self), 3 enemies with highest MATK, earth ATK and Corrupt x 3 turns

Ex Medjed

Ex Medjed:

Ranged Awakened Medjed, Ranged Holy Hawk, Ranged Holy Filsy

 

Medjed: Action Skill --> Enemy with highest ACC, light MATK, Shade x 3 turns (Affects Aesir and Elf), Enemy with lowest HP, light MATK, Poison x 3 turns (Affects Aesir and Elf)

               Auto Skill --> All parties light MATK, Holychain x 3 turns (Affects Aesir and Elf), Back enemy row light MATK, Stop x 3 turns (Affects Grounded Heroes), 2 random enemies light MATK

               Passive Skill --> All allies Abyss Count (Holy) (Constant), Counterattack Abyss Holy x 3 turns

 

Hawk: (1st HP gauge) --> 3 back enemies light ATK, 3 front enemies ATK and MATK 20% down x 2 turns, Front ally HP recovery

            (2nd and 3rd HP gauge) --> 3 back enemies light ATK, 3 front enemies ATKMATK, DEF and MDEF  20% down x 2 turns, 2 front allies HP recovery

 

Filsy: (1st and  2nd HP gauge) --> 2 front allies Quick x 2 turns, 3 enemies with lowest HP light MATK  

          (3rd HP gauge) --> All allies Quick x 3 turns, All enemies light MATK  

format

Sorry for the formatting, a bit messy...

For first 3, they have the boost thingy, where the number increases by 2 after a bit of time, increasing stuff

For last 2, start of EX Canon set, where all the enemies have a big shield that I believe decreases by getting hit (Believe total shield health is 100 hits?)

What I understand for abyss

What I understand for abyss count:
1) refreshes to 100 every few turns (I *think* it's auto turns, which means that making them skill more often -> fewer auto turns -> more time between refershes?)
2) refreshes to 100 when hit with wrong element (look out for LBs on auto from, for example, ex noa)
3) decreases by number of hits when getting hit
4) reduces all damage taken to 0; this cannot be circumvented by ignoring barriers or shields
Sometimes I have seen it refresh twice in a row (with a slight delay) for no visible reason (mostly noticed this in multi battles; maybe there's something going on just in multis?).
Abyss count dispell seems to work instantly when skill is activated .. .except that sometimes it doesn't? (this is very noticeable when you have the lucky, skill her, and the barrier doesn't visibly diminish at all; -70 should make a visible difference always)

Ex Yatsude

Melee Awakened Yatsude, Melee Dark Knight, Ranged Dark Filsy

 

Yatsude: Action Skill --> 2 back enemies dark ATK 7 times, Silence x 3 turns

                Auto Skill --> All parties, dark ATK and Stop x 3 turns (Applies to Human, Elf and Jotun), 2 highest ATK, dark ATK and Shadowbound x 3 turns (Applies to Airborne), 2 highest MATK, Shadowbound x 3 turns (Applies to                                                  Grounded)

                Passive Skill --> All allies Abyss Count (Chaos) (Constant), Counterattack Abyss Chaos x 3 turns

 

 

Knight: (1st HP gauge) --> Highest ATK, dark ATK 5 times, back ally, Dark Ring x 2 turns

              (2nd and 3rd HP gauge) --> 2 Highest ATK, dark ATK 5 times, back ally Dark Ring x 3 turns, front ally Dark Ring ​​​​​​​x 2 turns

 

Filsy: (1st HP gauge) --> 2 front enemies, dark MATK 5 times, 2 back allies DEF and MDEF 20% up x 2 turns

           (2nd and 3rd HP gauge) --> 3 front enemies, dark MATK 5 times, all allies DEF and MDEF 40% up ​​​​​​​x 3 turns, front ally Skill gauge 10% up 

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