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Attack of the Intangir

Attack of the Intangir

Battle Info[edit | edit source]

Difficulty Energy Battle Gil Unit XP Rank XP Clear Reward
20 1 580 5000 700 Icon-Enhancer.pngEnhancer
Mission
Complete the quest Lapis20
Party of 5 or less (Companion included) Lapis10
Defeat the intangir with an esper Lapis10
Clear without an ally being KO'd Lapis10
Boss Drop
Intangir Dark Cryst
Dark Megacryst

Boss Info[edit | edit source]

Intangir
Race Beast

Intangir

Level 82
HP 230,000
MP 220
ATK
DEF
MAG
SPR
Element Resistance
Fire Resistance Ice Resistance Lightning Resistance Water Resistance Wind Resistance Earth Resistance Light Resistance Dark Resistance
- - - - - - - -
Status Ailment Resistance
Poison Resistance Blind Resistance Sleep Resistance Silence Resistance Paralysis Resistance Confuse Resistance Disease Resistance Petrification Resistance
null null null null null null null null
Other Resistance
Immune to Gravity and Death.

Abilities[edit | edit source]

  • Meteor - Unmitigated non-elemental magic damage to all units
  • Drifting Off - Increases DEF and puts itself to Sleep
  • Awoken - Wakes self

Triggers[edit | edit source]

  • Will trigger Meteor when Magic is used.
  • After you reach the 50%/20% HP threshold, will trigger Meteor.

Notes[edit | edit source]

  • The 'Sleep' effect from Drifting Off is exclusive to this fight unlike the status ailment sleep.
  • First time reward after defeating in Chamber of the Fallen: Enhancer
  • Bard abilities that sing over multiple turns will awaken each turn and provoke physical attacks.
  • Tellah's Recall does not provoke Meteor, despite it casting spells.

Strategy[edit | edit source]

  • Intangir starts off the battle by Drifting Off, which puts itself to sleep and raises its DEF for three turns. Intangir will not counter-attack for the first turn.
  • Avoid casting spells and summoning Espers against Intangir as it will counter attack with a devastating Meteor. Even with Full Break and Focus up, meteor will still deal significant damage to an average team.
  • Although spells are ill-advised, Special Abilities reliant on MAG will still work and won't trigger Meteor. Kefka is a good option for this as his Hyperdrive (FFVI) deals unmitigated damage that can reach close to 30,000-40,000 damage through the use of buffs and debuffs.
  • Physical attacks, Special Abilities, using items, or any other action except the standard defend command will trigger Intangir to counter with two physical attacks.
  • As defending will not wake Intangir up, it is possible to wait out its defense buff by defending for the first three turns.
  • At 50% and 20% HP thresholds, Intangir will cast Meteor. It is a good idea to recast debuffs and buffs such as Full Break (or Magic Break) and Focus right before. Defending will also reduce the damage from meteor.
  • Companions can be brought into this fight, making it easy to bring a Vaan friend with you.
  • Lightning and Chizuru can deal great amounts of damage using the method mentioned above. However a Luneth unit with Dual Wield and decent equipment can deal close to 150,000-160,000 damage in total with Cut Through, provided Intangir is debuffed and Luneth buffed with the respective skills mentioned above. Accompanied with other defense piercing attacks, it is possible to defeat Intangir in a single turn.
  • Units with Auto-Regen (like Charlotte) can be very useful here. You can defend until your Regen fully heals your unit while Intangir sleeps. That way you could defeat Intangir with only one unit. However that unit needs enough DEF to survive 2 physical attacks (which can both be critical hits), SPR to survive a Meteor, and health. You should be prepared to fight an hour's long fight.

Attack of the Intangir[edit | edit source]

Username Description Units Link
FFBE Vids Minimal Equipment with Vaan Friend YouTube
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