Overview[]
- Reference: Announcement
- Release Date: 1/16/20, 1556 days ago.
Battle Info[]
Difficulty | Energy | Battle | Gil | Unit XP | Rank XP | Clear Reward |
---|---|---|---|---|---|---|
260 | 30 | 1 | 6000 | 30000 | 6000 | 100 |
Mission | ||||||
Complete the quest | 100 | |||||
Deal light damage 6 times or more to an enemy | Silver Enlightenment Key (2) | |||||
Defeat Chaos with a limit burst | Gold Enlightenment Key (1) | |||||
Defeat Chaos' party within 20 turns | 1,000 | |||||
Boss | ||||||
Chaos |
Bonus Unit[]
Bonus: 100% increased parameter to all stats, stackable with everything else.
Boss Info[]
Chaos No. 1561 | ||
---|---|---|
Race | Human |
|
Level | 99 | |
HP | 306,000,000 | |
MP | 155,000 | |
ATK | 830 + 415 | |
DEF | 1,500 + 750 | |
MAG | 600 + 300 | |
SPR | 1,440 + 720 |
Element Resistance | |||||||
---|---|---|---|---|---|---|---|
+20% | - | - | - | - | - | -15% | - |
Status Ailment Resistance | |||||||
null | null | null | null | null | null | null | null |
Other Resistance | |||||||
Immune to DEF/SPR break. Vulnerable to ATK/MAG break. |
Abilities[]
Thresholds[]
- There are no HP based thresholds or locks
- Turn based thresholds have been integrated into the turn table below
Attack Pattern[]
- Every turn, uses the actions from this table (depending on turn)
- Will then follow it with the actions after the table
Current Turn Count | Actions This Turn |
---|---|
Turns 1-3 |
|
Turns 4-8 |
|
Turn 9 |
|
Turn 10 |
|
Turn 11 |
|
Turns 12-13 |
|
Turns 14-18 |
|
Turns 19+ |
|
- Every third turn: Curaga
- Every 4th turn, one of these:
- 50% chance: Dread Strike
- 50% chance: Soul of Chaos
- Dread Strike
- Even turns:
- Grand Chaos
- Flare
- Two of these:
- 33% chance: Blizzaga
- 33% chance: Thundaga
- 33% chance: Firaga
- One of these:
- 33% chance: Blizzard
- 33% chance: Thunder
- 33% chance: Fire
- Normal Attacks
Tips[]
- See testimonials and discussions.
- The party only needs paralyze, petrify, and stop resistance.
- A magic cover tank built with HP, SPR, and high Fire/Ice/Thunder/Water/Wind/Earth resistance will be good
- >80% elemental resistance paired with a +50% elemental resistance buff will be sufficient.
- Since Grand Chaos is only used on even turns, a unit that grants AoE mirage can be used to avoid it (e.g. Adventurer Locke, Jiraiya, Assassin Shadow).
- A passive provoke unit with death immunity will be helpful, even better if they can have full evade.
- 80% passive provoke does work, but the rest of the party will need fair survivability against its normal attacks.
- Sources of mitigation will help; ATK/MAG breaks are all that's needed.
- On turn 11, it will only use Ultimate Chaos, so bring a healer or support than can restore your MP and saving the party's LBs will help to deal with the dispel.
References[]
Example Strategy[]
- Example Team used for clearing with all missions:
- Sieghard Provoke, Death Immunity, Breaker
- Warrior of Light Lenna Healer, Immunity Buffs
- Yuraisha Mitigations, Barriers, Stat Buffs
- Beryl Magic Cover, LB Mission
- Warrior of Light Bartz Chainer
- Warrior of Light Bartz Chainer
The units used could be swapped out for anyone to fill those same roles. This fight could be single tanked by a magic tank if they have enough DEF. The magic tank wants high resistance to Fire/Ice/Thunder/Water/Wind/Earth.
Key points to remember are: Maintain stop immunity, try to add physical and general mitigations for the Grand Chaos on even turns, and re-raise your tank for turn 11.
Items, or a unit to refill mana after the MP drain on turn 11 will be needed if the fight isn't won before then.
Videos[]
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