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

limit burst doesn't affect??

Hi, I've used all MATK heroes, I've used OG Berg & Fotma with and without limit burst, and I am always using Dronna who has the burst skill. Closest I've ever gotten to killing her is 2 seconds. That was with Squirrel Girl, Dronna, Radsvidr, OG Berg & Fotma. (All earth heroes of course.) Then today I saw on youtube somebody was doing EX Aegir without any elite chars, just thiazi, velfell, etc and no limit burst and they got the KB on her. So IDK how this is supposed to work. I've even used both Evil Ipsum who also does the burst thing with Dronna and still unable to finish the solo run. 

Also I've discovered in testing and successful runs on CB's in general, you need an avg minimum of 15,000 ATK/MATK per hero, and usuallly my hitter chars have 20k+. This still hasn't done the trick for Aegir. I've beat Ex Sleip, and have done all 5 on Ex Hel & Ex Senna.

IDK what else to do except give up. Why are we wasting even 100 dias on heroes if they don't help with the stupid CB's??

Aegir

For Ex Noa stages, the gimmick is that every so often the boss will increase their dispel boost by 2 stages and it gets lowered by 3 each skill by Dronna, which should be fine if it's timed decently. Using Evil Ipsum or any other element other than earth/non elemental isn't that good because the dispel boost will shoot right to the 5th stage and make it quite hard. Limit burst is usually a decrease in dps since normal limit bursts don't do much damage, not sure whether it is worth with Fotma's burst, not 100% sure.  Are you using any good artifacts that may help like Orjh stuff that gives grounded killer or earth gear that may help?  Have you tried swapping I believe Berg with Velfell since you get aoe quick and berserk that can help a lot? Also, I don't believe the average minimum ATK/MATK thing is true since the people you use heavily impact the result. 

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 

Ex Fubuki

Ranged Awakened Yatsude, Ranged Aqua Hawk, Ranged Aqua Filsy

 

Fubuki:  Action Skill --> 3 back enemies water ATK and Freeze x 3 turns (Applies to Human and Jotun), Fire Wound Resistance 100% and Burn Resistance 100% x 3 turns to self

               Auto Skill --> All parties water ATK, Vortex and Stop x 5 turns (Vortex applies to Human and Jotun, Stop applies to all Airborne), front enemy water ATK

               Passive Skill --> All allies Abyss Count (Aqua) (Constant), Counterattack Abyss Aqua x 5 turns

 

 

Hawk: (1st HP gauge) --> All allies ATK/MATK Barrier, Front enemy row water ATK and Exhaust x 3 turns, Back enemy row water ATK and Slow x 3 turns (Slow only applies to Therian and Beast)

            (2nd and 3rd HP gauge) --> All allies ATK/MATK Barrier, Front enemy row water ATK and Exhaust x 3 turns, Back enemy row water ATK and Stop x 3 turns (Stop only applies to Therian and Beast)

 

Filsy: (1st and 2nd HP gauge) --> Front enemy row water MATK and ATK 30% down x 3 turns, Back enemy row water MATK and MATK 30% down x 3 turns, Front ally Stoneskin x 3 turns

           (3rd HP gauge) --> Front enemy row water MATK and ATK 50% down x 3 turns, Back enemy row water MATK and MATK 50% down x 3 turns, All allies Stoneskin x 3 turns

Ex Prastos

Melee Awakened Prastos, Magic Flame Filsy and Ranged Flame Hawk

 

Prastos: Action Skill --> Back enemy row fire ATK, all allies Master and Resuscitation x 1 turn (Applies to male allies)

               Auto Skill --> All parties fire ATK, Flamechain x 5 turns (Applies to Aesir and Human), 3 enemies highest MATK fire ATK and Stop x 5 turns (Applies to Aesir, Human and Therian)

               Passive Skill --> All allies Abyss Count (Flame) (Constant), Counterattack Abyss Flamex 5 turns

 

Filsy: 1st HP Gauge --> 3 front enemies fire MATK, 3 enemies highest MATK fire MATK and Skill Gauge 20% up (? It says skill gauge up...), all allies ATK and MATK 30% up x 2 turns

           2nd and 3rd HP Gauge --> 3 front enemies fire MATK, 3 enemies highest MATK fire MATK and Slow, all allies ATK and MATK 50% up x 3 turns

 

Hawk: 1st and 2nd HP Gauge --> 3 back enemies fire ATK, back enemy Exhaust and Corrupt x 2 turns, all allies MDEF 30% up, DEF 30% up and Stoneskin x 2 turns

            3rd HP Gauge --> 3 back enemies fire ATK, back enemy Exhaust and Corrupt x 3 turns, all allies MDEF 50% up, DEF 50% up and Stoneskin x 3 turns

Ex Neviria

New format test (Feedback suggested if any suggestion)

Ranged Awakened Neviria, Ranged Chaos Hawk and Chaos Filsy 

 

Neviria 

Action Skill:

Back enemy row Dark MATK 6 times, Curse x 3 turns (Applies to Human, Elf, Jotun, Beast)

Auto Skill:

All player parties Dark MATK, Shadowbound x 5 turns (Applies to Human, Elf, Jotun and Beast)

3 front enemies Dark MATK, Shadowbound x 5 turns (Applies to Airborne Heroes)

Passive Skill:

All allies Abyss Reflect (Chaos) (Constant) --> On counterattack, counterattack target Abyss Chaos x 5 turns

 

Hawk

1st HP Gauge:

Front enemy Dark ATK 6 times, Exhaust x 3 turns

2 back allies ATK and MATK 30% up x 3 turns

2nd and 3rd HP Gauge:

Front enemy row Dark ATK 6 times, Exhaust x 3 turns

All allies ATK and MATK 30% up x 3 turns

 

Filsy

1st and 2nd HP Gauge:

2 enemies with highest MATK Dark MATK 6 times, Brand x 2 turns

2 back allies Dark Ring x 2 turns

3rd HP Gauge:

3 enemies with highest MATK Dark MATK 6 times, Brand x 2 turns

3 front allies Dark Ring and Dark Resonance x 2 turns 

 

Ex Alvaldi

Magic Awakened Alvaldi, Ranged Holy Hawk and Ranged Holy Filsy

 

Alvaldi

Action Skill:

3 enemies lowest light res Light MATK, Light Wound and Reckoning x 3 turns (Applies to Elf, Therian, Jotun and Beast)

Auto Skill:

All player parties Light MATK, Holychain x 5 turns (Applies to Elf, Therian, Jotun and Beast)

3 back enemies Light MATK, Stop x 3 turns (Applies to Grounded Heroes)

Passive Skill:

All allies Abyss Reflect (Holy) (Constant) --> On counterattack, counterattack target Abyss Holy x 5 turns

 

Hawk

1st HP Gauge:

2 front enemies Light ATK 5 times, MDEF 20% down x 3 turns

Front ally Light Ring x 2 turns

2nd and 3rd HP Gauge:

3 front enemies Light ATK 5 times, MDEF 20% down x 3 turns

All allies Light Ring and Light Resonance x 2 turns

 

Filsy

1st and 2nd HP Gauge:

3 back enemies Light MATK 5 times, Blind x 2 turns

Front ally Light MATK Damage Counterattack and Stoneskin x 2 turns

3rd HP Gauge:

All enemies Light MATK 5 times, Blind x 2 turns

All allies Light MATK Damage Counterattack and Stoneskin x 2 turns

Ex Xiang Tong

Melee Awakened Xiong Tong, Magic Leaf Filsy and Ranged Leaf Hawk

 

Xiong Tong

Action Skill:

Enemy lowest HP Earth ATK 10 times, Earth Wound x 2 turns (Applies to Aesir, Human and Therian)

Master x 2 turns to self

Auto Skill:

All player parties Earth ATK, Stonechain x 5 turns (Applies to Aesir, Human and Therian)

Front enemy Earth ATK, Slow and Exhaust x 3 turns (Applies to Jotun)

Passive Skill:

All allies Abyss Reflect (Leaf) (Constant) --> On counterattack, counterattack target Abyss Leaf x 5 turns

 

Filsy

1st HP Gauge:

3 enemies highest fire res Earth MATK 6 times, Corrupt x 4 turns

Front ally Frenzy and ATK 30% up x 3 turns

2nd and 3rd HP Gauge:

All enemies Earth MATK 6 times, Corrupt x 4 turns

All allies Frenzy and ATK 30% up x 3 turns

 

Hawk

1st and 2nd HP Gauge:

3 front enemies Earth ATK 6 times, Stat Buffs Nullified x 4 turns (Feels strange to be specifically 4 turns...)

Front ally Earth Ring and Earth Resonance x 3 turns

3rd HP Gauge:

All enemies Earth ATK 6 times, Stat Buffs Nullified x 4 turns (Feels strange to be specifically 4 turns...)

Front ally Earth Ring and Earth Resonance x 3 turns

Ex Don Pinguino

Magic Awakened Don Pinguino, Magic Aqua Hawk and Ranged Aqua Filsy

 

Don Pinguino

Action Skill:

Enemy with lowest DEF and lowest MDEF Water MATK 3 times, Water Wound x 3 turns (Applies to Human, Dwarf and Therian)

Auto Skill:

All player parties Water MATK, Vortex x 5 turns (Applies to Human, Dwarf and Therian) (Bruh moment auto skill)

Passive Skill:

All allies Abyss Reflect (Aqua) (Constant) --> On counterattack, counterattack target Abyss Aqua x 5 turns

 

Hawk

1st HP Gauge:

2 front enemies Water ATK times, Slow x 3 turns

Front ally Water Resonance x 2 turns and Skill Gauge 20% up

2nd and 3rd HP Gauge:

All enemies Water ATK times, Slow x 3 turns

Front ally Water Resonance x 2 turns and Skill Gauge 20% up

 

Filsy

1st and 2nd HP Gauge:

All enemies Water MATK 6 times, Reckoning x 3 turns

2 back allies Water Ring x 2 turns and DEF 30% up x 3 turns

3rd HP Gauge:

All enemies Water MATK 6 times, Reckoning x 3 turns

All allies Water Ring x 2 turns and DEF 30% up x 3 turns

Ex Demolisha

Melee Awakened Demolisha, Magic Flame Filsy and Ranged Flame Hawk 

 

Demolisha

Action Skill:

2 enemies highest ATK Fire ATK 8 times, Time Bomb (200% Fire ATK after 3 turns) (Applies to Human and Jotun)

Auto Skill:

All player parties Fire ATK, Flamechain x 5 turns (Applies to Human, Therian, Jotun and Beast)

Passive Skill:

All allies Abyss Reflect (Flame) (Constant) --> On counterattack, counterattack target Abyss Flame x 5 turns

 

Filsy

1st HP Gauge:

3 enemies lowest fire res Fire MATK 6 times, Slow x 4 turns

Front ally ATK/MATK Barrier and ATK 30% up x 3 turns

2nd and 3rd HP Gauge:

All enemies Fire MATK 6 times, Slow x 4 turns

All allies ATK/MATK Barrier and ATK 30% up x 3 turns

 

Hawk

1st and 2nd HP Gauge:

3 front enemies Earth ATK 6 times, Ill Omen

Front ally Fire Ring and Fire Resonance x 3 turns

3rd HP Gauge:

All enemies Earth ATK 6 times, Ill Omen

All allies Fire Ring and Fire Resonance x 3 turns

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