Difference between revisions of "User:LegendarySilke/Sandbox4"

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>LegendarySilke
>LegendarySilke
 
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{{NoticeUnderConstruction}}
 
{{NoticeUnderConstruction}}
 
{{NoticeCollaborativeGuide}}
 
{{NoticeCollaborativeGuide}}
[[File:Banner Top High Brunhilda's Trial.png|400px|right]]
+
{{Quote|Thus, the trial of darkness is essentially the love of your honored father. If you best it, this new power will be yours to wield. But if you fall, you will know only ruin!}}
 +
[[File:Banner Top High Zodiark's Trial.png|400px|right]]
  
[[High Brunhilda's Trial]] is a challenge quest centered on a boss battle with High Brunhilda, unlocked upon the completion of [[Brunhilda's Trial#Master|Brunhilda's Trial: Master]].  
+
[[High Zodiark's Trial]] is a challenge quest centered on a boss battle with High Zodiark, unlocked upon the completion of [[Zodiark's Trial#Master|Zodiark's Trial: Master]].  
* Rewards from Standard difficulty include {{Flamewyrm's Greatsphere-}}, which can be traded for the {{5*}} dragon {{Icon|Dragon|High Brunhilda|text=1|size=32px}} or the {{Icon|Facility|Fafnir Statue (Flame)|text=1|size=32px}}, and can be used to upgrade the Fafnir Statue facility.
+
* Rewards from Standard difficulty include {{Shadowwyrm's Greatsphere-}}, which can be traded for the {{5*}} dragon {{Icon|Dragon|High Zodiark|text=1|size=32px}} or the {{Icon|Facility|Fafnir Statue (Shadow)|text=1|size=32px}}, and can be used to upgrade the Fafnir Statue facility.
* Rewards from Expert additionally include {{High Flamewyrm's Tail-}}, which alongside {{Flamewyrm's Greatsphere-}}s can be used to craft Flame-attuned High Dragon weapons with High Midgardsormr's Bane.
+
* Rewards from Expert additionally include {{High Shadowwyrm's Tail-}}, which alongside {{Shadowwyrm's Greatsphere-}}s can be used to craft Shadow-attuned High Dragon weapons with High Jupiter's Bane.
** Additionally, weekly clears from Expert additionally include small amounts of {{High Flamewyrm's Horn-}}s, which alongside {{Flamewyrm's Greatsphere-}}s and {{High Flamewyrm's Tail-}}s can be used towards enhancing Flame-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Midgardsormr, and can be used as an entry point towards [[Volk's Wrath#Expert|Volk's Wrath: Expert]].
+
** Additionally, weekly clears from Expert additionally include small amounts of {{High Shadowwyrm's Horn-}}s, which alongside {{Shadowwyrm's Greatsphere-}}s and {{High Shadowwyrm's Tail-}}s can be used towards enhancing Shadow-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Jupiter, and can be used as an entry point towards [[Kai Yan's Wrath#Expert|Kai Yan's Wrath: Expert]].
 +
* Rewards from Master make {{High Shadowwyrm's Horn-}}s a standard drop, as well as granting a significantly higher amounts of them in weekly bonuses.
  
 
__TOC__
 
__TOC__
Line 12: Line 14:
 
==Stat and Equipment Requirements==
 
==Stat and Equipment Requirements==
 
===HP===
 
===HP===
====Standard====
+
HP isn't too much of a concern for Standard difficulty, as all on-element adventurers should be able to withstand the unavoidable damage High Zodiark inflicts at the beginning of the fight if they have sufficiently strong equipment, and off-element adventurers likely utilize disabling afflictions to prevent the opening blast from ever happening.
HP isn't too much of a concern for Standard difficulty, as all adventurers should be able to withstand the unavoidable damage High Brunhilda inflicts at the beginning of the fight if they have sufficiently strong equipment, and a healer was used, which is highly recommended.
 
====Expert====
 
See the following table for HP requirements depending on co-abilities available.
 
* The {{Icon|Wyrmprint|Volcanic Queen|size=24px|text=1}} wyrmprint reduces the HP requirement, as well as further damage throughout the fight, though will reduce your DPS.
 
* Additional defensive chain co-abilities, or defense buffs from a healer or buffer, may further improve your HP or defensive capabilities, not shown here.
 
{| class="wikitable"
 
! Type !! No co-abilities !! HP or Defense !! HP and Defense
 
|-
 
| Melee
 
| 2442
 
| 2124
 
| 1847
 
|-
 
| Melee (with Volcanic Queen)
 
| 1740
 
| 1514
 
| 1316
 
|-
 
| Ranged
 
| 3052
 
| 2655
 
| 2308
 
|-
 
| Ranged (with Volcanic Queen)
 
| 2175
 
| 1892
 
| 1645
 
|}
 
  
 
===Weapons===
 
===Weapons===
====Standard====
+
====Standard & Expert====
Crafting Void Bane or Chimeratech weapons, or better, can improve your adventurer's performance (especially if it's Chimeratech) in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void Bane weapons at minimum.
+
Crafting Void Bane <!--or Chimeratech weapons, -->or better, can improve your adventurer's performance <!--(especially if it's Chimeratech) -->in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void Bane weapons at minimum.
* Generally speaking, if you're able to clear [[Tidal Chimera Strike#Standard|Tidal Chimera Strike: Standard]] (and preferably, also [[Tidal Chimera Strike#Expert|its Expert difficulty]]), you should obtain materials from it to create a Chimeratech weapon, as it should be more powerful than void bane weapons, especially once other punisher modifiers are factored in - the {{AbilityText|Id=138}} eats into the punisher bracket that is also used by {{Icon|Wyrmprint|His Clever Brother|size=32px|text=1}}'s {{AbilityText|Id=880}}. It is also easier to build compared to the Void bane weapons, but if you already have them anyway, feel free to use them.
+
<!--* Generally speaking, if you're able to clear [[Tidal Chimera Strike#Standard|Tidal Chimera Strike: Standard]] (and preferably, also [[Tidal Chimera Strike#Expert|its Expert difficulty]]), you should obtain materials from it to create a Chimeratech weapon, as it should be more powerful than void bane weapons, especially once other punisher modifiers are factored in - the {{AbilityText|Id=138}} eats into the punisher bracket that is also used by {{Icon|Wyrmprint|His Clever Brother|size=32px|text=1}}'s {{AbilityText|Id=880}}. It is also easier to build compared to the Void bane weapons, but if you already have them anyway, feel free to use them.-->
  
====Expert====
+
====Master====
High Brunhilda's Trial: Expert can still be challenging even in the face of powercreep.
+
A Void Bane weapon is the bare minimum possible to clear the quest at Master difficulty, but it's strongly suggested to at least craft a <!--Chimeratech weapon, or better yet, craft a -->MUB HDT1 weapon with materials obtained from [[High Jupiter's Trial#Expert|High Jupiter's Trial: Expert]].
 
 
A Void Bane weapon is the bare minimum possible to clear the quest, but it's strongly suggested to at least craft a Chimeretech weapon, or craft a HDT1 weapon with materials obtained from [[High Mercury's Trial#Expert|High Mercury's Trial: Expert]].
 
  
 
====Weapon Table====
 
====Weapon Table====
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! Weapon Category !! {{InlineIcon|Icon Weapon|Sword}}Sword !! {{InlineIcon|Icon Weapon|Blade}}Blade !! {{InlineIcon|Icon Weapon|Dagger}}Dagger !! {{InlineIcon|Icon Weapon|Axe}}Axe !! {{InlineIcon|Icon Weapon|Lance}}Lance !! {{InlineIcon|Icon Weapon|Bow}}Bow !! {{InlineIcon|Icon Weapon|Wand}}Wand !! {{InlineIcon|Icon Weapon|Staff}}Staff
 
! Weapon Category !! {{InlineIcon|Icon Weapon|Sword}}Sword !! {{InlineIcon|Icon Weapon|Blade}}Blade !! {{InlineIcon|Icon Weapon|Dagger}}Dagger !! {{InlineIcon|Icon Weapon|Axe}}Axe !! {{InlineIcon|Icon Weapon|Lance}}Lance !! {{InlineIcon|Icon Weapon|Bow}}Bow !! {{InlineIcon|Icon Weapon|Wand}}Wand !! {{InlineIcon|Icon Weapon|Staff}}Staff
 
|-
 
|-
| Void Bane <br> (Standard: OK, Expert: '''Not recommended''')
+
| Void Bane <br> (Standard: Good, Expert: OK, Master: '''Not recommended''')
| {{TooltipIcon|Weapon|Inferno Apogee}}
+
| {{TooltipIcon|Weapon|Judge of Oceans}}
| {{TooltipIcon|Weapon|Skyrender}}
+
| {{TooltipIcon|Weapon|Highwater Slicer}}
| {{TooltipIcon|Weapon|Vermillion Pain}}
+
| {{TooltipIcon|Weapon|Frigid Sting}}
| {{TooltipIcon|Weapon|Heavenwrath Gaze}}
+
| {{TooltipIcon|Weapon|Permafrost Crash}}
| {{TooltipIcon|Weapon|Flamedance Lance}}
+
| {{TooltipIcon|Weapon|Strohm Mare}}
| {{TooltipIcon|Weapon|Vulcanrage}}
+
| {{TooltipIcon|Weapon|Everfrost Bow}}
| {{TooltipIcon|Weapon|Scepter of Infinite Fire}}
+
| {{TooltipIcon|Weapon|Spirit Breaker}}
| {{TooltipIcon|Weapon|Endless Demise}}
+
| {{TooltipIcon|Weapon|Endless Azure Core}}
 +
<!--|-
 +
| Chimeratech Tier 2<br> (Standard: Better, Expert: Good, Master: OK)
 +
| {{TooltipIcon|Weapon|Chimeratech Anomalocaris}}
 +
| {{TooltipIcon|Weapon|Chimeratech Hadranax}}
 +
| {{TooltipIcon|Weapon|Chimeratech Vetulicola}}
 +
| {{TooltipIcon|Weapon|Chimeratech Helmetia}}
 +
| {{TooltipIcon|Weapon|Chimeratech Takakkawia}}
 +
| {{TooltipIcon|Weapon|Chimeratech Hallucigenia}}
 +
| {{TooltipIcon|Weapon|Chimeratech Hurdia}}
 +
| {{TooltipIcon|Weapon|Chimeratech Metaldetes}}-->
 
|-
 
|-
| Chimeratech Tier 2<br> (Standard: Good, Expert: OK)
+
| High Dragon Tier 1<br> (Standard: Overkill, Expert: Better, Master: Better)
| {{TooltipIcon|Weapon|Chimeratech Commander}}
+
| {{TooltipIcon|Weapon|Aqua}}
| {{TooltipIcon|Weapon|Chimeratech Lord}}
+
| {{TooltipIcon|Weapon|Torrent}}
| {{TooltipIcon|Weapon|Chimeratech Elite}}
+
| {{TooltipIcon|Weapon|Tidal Fang}}
| {{TooltipIcon|Weapon|Chimeratech Warlord}}
+
| {{TooltipIcon|Weapon|Mercy's Tide}}
| {{TooltipIcon|Weapon|Chimeratech Lancemaster}}
+
| {{TooltipIcon|Weapon|Limpid Lance}}
| {{TooltipIcon|Weapon|Chimeratech Sniper}}
+
| {{TooltipIcon|Weapon|Blue Mercurius}}
| {{TooltipIcon|Weapon|Chimeratech Archmage}}
+
| {{TooltipIcon|Weapon|Hydroballista}}
| {{TooltipIcon|Weapon|Chimeratech Cardinal}}
+
| {{TooltipIcon|Weapon|Unceasing Tide}}
 
|-
 
|-
| High Dragon Tier 1<br> (Standard: Better+, Expert: Better)
+
| High Dragon Tier 2<br> (Standard: Overkill, Expert: Overkill, Master: Best)
| {{TooltipIcon|Weapon|Crimson}}
+
| {{TooltipIcon|Weapon|Absolute Aqua}}
| {{TooltipIcon|Weapon|Conflagration}}
+
| {{TooltipIcon|Weapon|Ruinous Torrent}}
| {{TooltipIcon|Weapon|Crimson Fang}}
+
| {{TooltipIcon|Weapon|Tideruler's Maw}}
| {{TooltipIcon|Weapon|Crimson Heat}}
+
| {{TooltipIcon|Weapon|Mercy's Azure Tide}}
| {{TooltipIcon|Weapon|Crimsonflame Lance}}
+
| {{TooltipIcon|Weapon|Limpid Rush}}
| {{TooltipIcon|Weapon|Valkyrie's Blaze}}
+
| {{TooltipIcon|Weapon|Azure Mercurius}}
| {{TooltipIcon|Weapon|Muspelheim}}
+
| {{TooltipIcon|Weapon|Aquatic Spiral}}
| {{TooltipIcon|Weapon|Brightblaze}}
+
| {{TooltipIcon|Weapon|Ocean's Embrace}}
|-
+
<!--|-
| High Dragon Tier 2<br> (Standard: Overkill, Expert: Better+)
+
| Agito Tier 1<br>(0UB - Standard: Overkill, Expert: Better+, Master: Better)<br>(MUB: Overkill)
| {{TooltipIcon|Weapon|Absolute Crimson}}
+
| {{TooltipIcon|Weapon|Ame no Murakumo}}
| {{TooltipIcon|Weapon|Blinding Conflagration}}
+
| {{TooltipIcon|Weapon|Ame no Habakiri}}
| {{TooltipIcon|Weapon|Flameruler's Maw}}
+
| {{TooltipIcon|Weapon|Futsu no Mitama}}
| {{TooltipIcon|Weapon|Royal Crimson Heat}}
+
| {{TooltipIcon|Weapon|Ohohagari}}
| {{TooltipIcon|Weapon|Pureflame Lance}}
+
| {{TooltipIcon|Weapon|Ame no Nuhoko}}
| {{TooltipIcon|Weapon|Valkyrie's Fire}}
+
| {{TooltipIcon|Weapon|Ame no Hajiyumi}}
| {{TooltipIcon|Weapon|Infernoblaze}}
+
| {{TooltipIcon|Weapon|Omizununo}}
| {{TooltipIcon|Weapon|Blazegambol}}
+
| {{TooltipIcon|Weapon|Kunado}}-->
|-
 
| Agito Tier 1<br>(0UB - Standard: Better+, Expert: Better)<br>(MUB - Standard: Overkill, Expert: Best)
 
| {{TooltipIcon|Weapon|Nothung}}
 
| {{TooltipIcon|Weapon|Tyrfing}}
 
| {{TooltipIcon|Weapon|Hrotti}}
 
| {{TooltipIcon|Weapon|Mjölnir}}
 
| {{TooltipIcon|Weapon|Gungnir}}
 
| {{TooltipIcon|Weapon|Ýdalir}}
 
| {{TooltipIcon|Weapon|Brísingr}}
 
| {{TooltipIcon|Weapon|Gjallarhorn}}
 
 
|}
 
|}
  
 
===Dragons===
 
===Dragons===
Everyone should be ideally be equipped with a max-unbound {{4*}} dragon at a minimum for Standard, and a max-unbound {{5*}} dragon at a minimum for Expert.
+
Everyone should be ideally be equipped with a max-unbound {{4*}} dragon at a minimum.
  
 
{{ContentGuideDragonTable
 
{{ContentGuideDragonTable
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{{ContentGuideDragonBuild
 
{{ContentGuideDragonBuild
 
|AdventurerList=
 
|AdventurerList=
{{TooltipIcon|Adventurer|Summer Celliera}}{{TooltipIcon|Adventurer|Valerio}}{{TooltipIcon|Adventurer|Celliera}}{{TooltipIcon|Adventurer|Mitsuba}}{{TooltipIcon|Adventurer|Tiki}}{{TooltipIcon|Adventurer|Orsem}}{{TooltipIcon|Adventurer|Lazry}}{{TooltipIcon|Adventurer|Xainfried}}{{TooltipIcon|Adventurer|Fjorm}}{{TooltipIcon|Adventurer|Lily}}{{TooltipIcon|Adventurer|Yurius}}
+
{{TooltipIcon|Adventurer|Alfonse}}{{TooltipIcon|Adventurer|Yachiyo}}{{TooltipIcon|Adventurer|Gala Luca}}{{TooltipIcon|Adventurer|Fleur}}{{TooltipIcon|Adventurer|Mitsuhide}}{{TooltipIcon|Adventurer|Dragonyule Malora}}{{TooltipIcon|Adventurer|Zhu Bajie}}{{TooltipIcon|Adventurer|Halloween Elisanne}}{{TooltipIcon|Adventurer|Hunter Vanessa}}{{TooltipIcon|Adventurer|Sharena}}{{TooltipIcon|Adventurer|Sha Wujing}}{{TooltipIcon|Adventurer|Summer Cleo}}{{TooltipIcon|Adventurer|Amane}}{{TooltipIcon|Adventurer|Peony}}
|DragonList={{TooltipIcon|Dragon|Leviathan}}{{TooltipIcon|Dragon|Gaibhne & Creidhne}}{{TooltipIcon|Dragon|Siren}}{{LimitedIcon|{{TooltipIcon|Dragon|Dragonyule Jeanne}}}}{{TooltipIcon|Dragon|Nimis}}{{TooltipIcon|Dragon|Vodyanoy}}
+
|DragonList={{LimitedIcon|{{TooltipIcon|Dragon|Daikokuten}}}}{{TooltipIcon|Dragon|Cupid}}{{TooltipIcon|Dragon|Gilgamesh}}{{TooltipIcon|Dragon|Lindworm}}
|BuildTitle=Standard DPS
+
|BuildTitle=Standard On-element DPS
 
|BuildNotes=Most DPS adventurers use these standard DPS dragons.
 
|BuildNotes=Most DPS adventurers use these standard DPS dragons.
* '''Leviathan''' has an extremely powerful dragon form, useful for increasing damage during break state.
+
* '''Daikokuten''' grants extremely high strength if combo is maintained, has an extremely powerful dragon form, useful for increasing damage during break state, and can also provide an {{Icon|Condition|Attack Rate Up|size=24px|text=1}} buff zone.
* '''Gaibhne & Creidhne''' significantly improves skill cooldowns, increasing adventurer damage, and their {{Icon|Condition|SP Regen|size=24px|text=1}} buff zone also significantly helps other teammates.
+
** A [[Combo Time Up]] chain co-ability can help with maintaining strength uptime.
* '''Siren''' increases skill damage, though her dragon form is lackluster.
+
* '''Cupid''' provides a burst heal and a teamwide {{Icon|Condition|Critical Rate Up|size=24px|text=1}} buff, and can significantly improve safety against additional damage.
* '''Nimis''' can become devastatingly strong if there are reliable sources of {{Icon|Condition|Critical Rate Up|size=24px|text=1}} abilities, co-abilities, chain co-abilities, buffs, or {{Icon|Condition|Inspiration|size=24px|text=1}}.
 
* '''Dragonyule Jeanne''' significantly increases the critical rate of adventurers and can make running {{Icon|Condition|Enhanced Crit|size=24px|text=1}} abilities worthwhile.
 
 
}}
 
}}
 
{{ContentGuideDragonBuild
 
{{ContentGuideDragonBuild
 
|AdventurerList=
 
|AdventurerList=
{{TooltipIcon|Adventurer|Hunter Sarisse}}
+
{{TooltipIcon|Adventurer|Gala Prince}}
{{TooltipIcon|Adventurer|Pipple}}
+
|DragonList={{TooltipIcon|Dragon|Cupid}}{{LimitedIcon|{{TooltipIcon|Dragon|Daikokuten}}}}{{TooltipIcon|Dragon|Pop-Star Siren}}
|DragonList={{TooltipIcon|Dragon|Leviathan}}{{TooltipIcon|Dragon|Gaibhne & Creidhne}}{{LimitedIcon|{{TooltipIcon|Dragon|Dragonyule Jeanne}}}}{{TooltipIcon|Dragon|Nimis}}{{TooltipIcon|Dragon|Vodyanoy}}
+
|BuildTitle=Do-Everything Prince
|BuildTitle=Low Skill Damage DPS
+
|BuildNotes=Gala Prince does a bit of everything, and can be set up depending on what's needed, though generally Gala Prince is going to behave as the support/healer role, and hence Cupid is preferred under most circumstances due to the access to a burst heal. However, if desired and safe enough to do so, one may opt for Daikokuten or Pop-Star Siren for stronger personal DPS or teambuffs.
|BuildNotes=These DPS adventurers have little or no innate skill damage, so Siren won't work on them very well.
 
 
}}
 
}}
 
{{ContentGuideDragonBuild
 
{{ContentGuideDragonBuild
 
|AdventurerList=
 
|AdventurerList=
{{TooltipIcon|Adventurer|Elisanne}}{{TooltipIcon|Adventurer|Gala Elisanne}}
+
{{TooltipIcon|Adventurer|Chitose}}
|DragonList={{TooltipIcon|Dragon|Gaibhne & Creidhne}}{{LimitedIcon|{{TooltipIcon|Dragon|Halloween Maritimus}}}}{{TooltipIcon|Dragon|Leviathan}}{{LimitedIcon|{{TooltipIcon|Dragon|Dragonyule Jeanne}}}}{{TooltipIcon|Dragon|Vodyanoy}}{{TooltipIcon|Dragon|Simurgh}}{{TooltipIcon|Dragon|High Mercury}}{{TooltipIcon|Dragon|Mercury}}
+
|DragonList={{TooltipIcon|Dragon|Tie Shan Gongzhu}}{{LimitedIcon|{{TooltipIcon|Dragon|Daikokuten}}}}{{TooltipIcon|Dragon|Pop-Star Siren}}{{TooltipIcon|Dragon|Cupid}}{{TooltipIcon|Dragon|Gilgamesh}}{{TooltipIcon|Dragon|Lindworm}}{{TooltipIcon|Dragon|High Jupiter}}
|BuildTitle=Buffer Elisannes
+
|BuildTitle=Support
|BuildNotes=Elisannes don't have much skill damage, and spends most of the time buffing the entire team. Both versions of Elisanne will prefer having their skills ready earlier with either Gaibhne & Creidhne's {{Icon|Ability|(Water) Skill Recharge II|size=24px|text=1}} or Halloween Maritimus' {{Icon|Condition|Skill Haste Up|size=24px|text=1}}, but most DPS dragons work well.
+
|BuildNotes=Chitose doesn't have much skill damage, and spends most of the time buffing the entire team. He will prefer having their skills ready earlier with Tie Shan Gongzhu's {{Icon|Condition|Skill Haste Up|size=24px|text=1}}, but most dragons work well.
 +
* '''Pop-Star Siren''' can extend other adventurer's time spent in dragon form, which is important as Light dragons tend to be extremely powerful compared to adventurers. However, Pop-Star Siren should still exit dragon form ASAP due to her extremely low damage output.
 
}}
 
}}
 
{{ContentGuideDragonBuild
 
{{ContentGuideDragonBuild
 
|AdventurerList=
 
|AdventurerList=
{{TooltipIcon|Adventurer|Jiang Ziya}}
+
{{TooltipIcon|Adventurer|Hildegarde}}
{{TooltipIcon|Adventurer|Thaniel}}
+
{{TooltipIcon|Adventurer|Vixel}}
|DragonList={{TooltipIcon|Dragon|Gaibhne & Creidhne}}{{LimitedIcon|{{TooltipIcon|Dragon|Halloween Maritimus}}}}{{TooltipIcon|Dragon|Leviathan}}{{LimitedIcon|{{TooltipIcon|Dragon|Dragonyule Jeanne}}}}{{TooltipIcon|Dragon|Vodyanoy}}{{TooltipIcon|Dragon|Simurgh}}{{TooltipIcon|Dragon|High Mercury}}{{TooltipIcon|Dragon|Mercury}}
+
{{TooltipIcon|Adventurer|Felicia}}
|BuildTitle=Ha! You better have BURN HEAL!
+
|DragonList={{TooltipIcon|Dragon|Tie Shan Gongzhu}}{{LimitedIcon|{{TooltipIcon|Dragon|Daikokuten}}}}{{TooltipIcon|Dragon|Pop-Star Siren}}{{TooltipIcon|Dragon|Cupid}}{{TooltipIcon|Dragon|Jeanne d'Arc}}{{TooltipIcon|Dragon|Unicorn}}{{TooltipIcon|Dragon|Gilgamesh}}{{TooltipIcon|Dragon|Lindworm}}
|BuildNotes=Healers are able to run any non-Skill Damage dragon. Use whichever is preferred.
+
|BuildTitle=Healer
 +
|BuildNotes=Healers are able to run any dragon. Use whichever is preferred.
 +
* '''Cupid''' packs an emergency heal.
 +
* '''Cupid''', '''Pop-Star Siren''', '''Tie Shan Gongzhu''', and '''Daikokuten''' can buff teammates with strong buffs with their dragon skills.
 
}}
 
}}
 
}}
 
}}
Line 151: Line 124:
 
===Wyrmprints===
 
===Wyrmprints===
 
Most adventurers should equip their standard wyrmprints.
 
Most adventurers should equip their standard wyrmprints.
* If surviving the opening blast or unavoidable damage is an issue, equip {{Icon|Wyrmprint|Volcanic Queen|size=24px|text=1}} for permanent damage reduction.
 
  
{{Icon|Adventurer|Elisanne|size=24px|text=1}} (not {{Icon|Adventurer|Gala Elisanne|size=24px|text=1}}) and [[Mana Spiral|unspiraled]] {{Icon|Adventurer|Celliera|size=24px|text=1}} (not {{Icon|Adventurer|Summer Cellier|size=24px|text=1}}) have specific requirements due to their partial resist {{Icon|Ability|Burn Res +50%|size=24px|text=1}}, that has to be patched up.
+
{{Icon|Adventurer|Gala Prince|size=24px|text=1}} uses a specific print setup as a support role due to his high SP costs and long skill cooldown periods.
 +
 
 
{{WyrmprintGuideBuildTable
 
{{WyrmprintGuideBuildTable
 
|BuildType=Adventurer
 
|BuildType=Adventurer
Line 159: Line 132:
 
{{WyrmprintGuideBuild
 
{{WyrmprintGuideBuild
 
|BuildType=Adventurer
 
|BuildType=Adventurer
|Adventurer=Elisanne
+
|Adventurer=Gala Prince
|WyrmprintList1={{TooltipIcon|Wyrmprint|Beach Battle}}{{TooltipIcon|Wyrmprint|Volcanic Queen}}
+
|WyrmprintList1={{TooltipIcon|Wyrmprint|Sisters' Day Out}}
|WyrmprintList2={{TooltipIcon|Wyrmprint|Fireside Gathering}}{{TooltipIcon|Wyrmprint|Beauty's Secret}}
+
|WyrmprintList2={{TooltipIcon|Wyrmprint|The Chocolatiers}}
|BuildTitle=I don't need burn healing!
+
|BuildTitle=Getting Over a Slow Start
|BuildNotes=Choose a primary wyrmprint depending on if she survives the opening blast normally. Either secondary wyrmprint will burn-proof Elisanne.  
+
|BuildNotes=Sisters' Day Out provide a hefty {{Icon|Ability|Force Strike +50%|size=24px|text=1}} bonus, enhancing Gala Prince's overdrive-shredding capabilities, as well as {{Icon|Ability|Force Charge III|size=24px|text=1}} which lets him quickly build up skill gauges by performing three force strikes for 75% prep.
 +
* The Chocolatiers will let him have all skills ready at the beginning of the quest.
 
}}
 
}}
 +
}}
 +
 +
{{Icon|Adventurer|Vixel|size=24px|text=1}} and {{Icon|Adventurer|Felicia|size=24px|text=1}} and have specific requirements due to not having innate {{Icon|Ability|Curse Res +100%|size=24px|text=1}}, that has to be patched up.
 +
{{WyrmprintGuideBuildTable
 +
|BuildType=Adventurer
 +
|Builds=
 
{{WyrmprintGuideBuild
 
{{WyrmprintGuideBuild
 
|BuildType=Adventurer
 
|BuildType=Adventurer
|Adventurer=Celliera
+
|Adventurer=Felicia
|WyrmprintList1={{TooltipIcon|Wyrmprint|Resounding Rendition}}{{TooltipIcon|Wyrmprint|Volcanic Queen}}
+
|WyrmprintList1={{TooltipIcon|Wyrmprint|Give Me Your Wounded}}{{TooltipIcon|Wyrmprint|Study Rabbits}}{{TooltipIcon|Wyrmprint|Gentle Winds}}{{LimitedIcon|{{TooltipIcon|Wyrmprint|Of Tricks and Treats}}|Limited=1}}{{TooltipIcon|Wyrmprint|Spirit of the Season}}{{TooltipIcon|Wyrmprint|The Bridal Dragon}}{{LimitedIcon|{{TooltipIcon|Wyrmprint|Welcome to the Halidom!}}|Limited=2}}
|WyrmprintList2={{TooltipIcon|Wyrmprint|Fireside Gathering}}{{TooltipIcon|Wyrmprint|Beauty's Secret}}
+
|WyrmprintList2={{TooltipIcon|Wyrmprint|Heavenly Holiday}}
|BuildTitle=I don't need burn healing either!
+
|BuildTitle=I can't be disabled by curse!
|BuildNotes=Choose a primary wyrmprint depending on if she survives the opening blast normally. Either secondary wyrmprint will burn-proof Celliera.  
+
|BuildNotes=Choose a primary wyrmprint depending on what is required. The secondary wyrmprint will curse-proof Felicia.
 +
* '''Give Me Your Wounded''' and '''Study Rabbits''' are standard healer wyrmprints.
 +
* '''Gentle Winds''' and '''Of Tricks and Treats''' provide {{Icon|Ability|Skill Prep +50%|size=24px|text=1}}, letting Felicia immediately perform any pre-blast mitigations with [[Shared Skills|shared skills]].
 +
* '''Spirit of the Season''' increases Felicia's damage output, especially against paralyzed foes with a DPS dragon equipped and shapeshifted into.
 +
* The two {{Icon|Ability|Shapeshift Prep +10%|size=24px|text=1}} may let whoever that gets the stack attack later on in the quest dragon tank.
 +
* This wyrmprint set also works for Vixel.
 
}}
 
}}
 
}}
 
}}
 
If desired, {{Icon|Adventurer|Gala Elisanne|size=24px|text=1}} (not {{Icon|Adventurer|Elisanne|size=24px|text=1}}), {{Icon|Adventurer|Thaniel|size=24px|text=1}}, and/or {{Icon|Adventurer|Pipple|size=24px|text=1}} can make use of {{Icon|Wyrmprint|The Chocolatiers|size=24px|text=1}} as their secondary wyrmprint to significantly reduce the opening blast's damage for everyone in the team.
 
  
 
==Party Roles==
 
==Party Roles==
 
+
===Baiter DPS===
===DPS/Hybrid DPS===
+
These adventurers will be performing close-range baiting for the majority of the fight.
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.
+
* You can also perform close-range baiting with other melee DPSes in the next section, though these adventurers below have short reach, making it easier.
* Don't bring more than one Emma or one Halloween Mym (no duplicates; it's OK to have Emma and Halloween Mym together) in the whole composition.
 
* Due to the '''low difficulty''' of the quest, '''almost every adventurer and composition will work for this quest'''. This lists only the '''more common''' adventurers for the quest, with short descriptions.
 
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
! Adventurer !! Notes
 
! Adventurer !! Notes
 
|-
 
|-
|{{TooltipIcon|Adventurer|The Prince}}
+
|{{TooltipIcon|Adventurer|Fleur}}
| Primary DPS with access to {{Icon|Affliction|burn|size=24px|text=1}} and a dragon kit that can ramp up to ludicrous levels.
+
| Very high damage output and inflicts {{Icon|Affliction|paralysis|size=24px|text=1}}, and also lives and dies on it; without paralysis, Fleur is not very impressive.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Marth}}
+
|{{TooltipIcon|Adventurer|Mitsuhide}}
| Primary DPS with access to {{Icon|Affliction|burn|size=24px|text=1}} and extremely large buffs that benefit the entire team ({{Icon|Condition|Strength Up|size=24px|text=1}}, {{Icon|Condition|Attack Rate Up|size=24px|text=1}}, and even 100% {{Icon|Condition|Skill Gauge Charge Up|size=24px|text=1}}).
+
| Very high damage output and inflicts {{Icon|Affliction|paralysis|size=24px|text=1}}, but relies on maintaining a high combo count for the actual damage. Tends to have better worst-case performance than Fleur as long as combo is maintained, which is easy with an innate {{Icon|ChainCoAbility|(Light) Combo Time VI|size=24px|text=1}} chain co-ability.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Naveed}}
+
|{{TooltipIcon|Adventurer|Dragonyule Malora}}
| Primary DPS with high skill damage. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| Very high damage output and provides a strong {{Icon|Condition|Defense Down|size=24px|text=1}}. Worse mode gauge damage compared to either dagger-wielding adventurer.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Chrom}}
+
|{{TooltipIcon|Adventurer|Zhu Bajie}}
| Primary DPS with potential for extremely huge S2 damage with the correct setup. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| Extremely high damage output at low HP, and has ways to stay there. Worse mode gauge damage compared to either dagger-wielding adventurer.
 +
|}
 +
 
 +
===DPS===
 +
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.
 +
* Due to the '''low difficulty''' of the quest, '''almost every adventurer, including off-element adventurers, will work for this quest'''. This lists only the '''more notable''' on-element adventurers for the quest with short descriptions.
 +
{| class="wikitable"
 +
! Adventurer !! Notes
 
|-
 
|-
|{{TooltipIcon|Adventurer|Nobunaga}}
+
|{{TooltipIcon|Adventurer|Summer Celliera}}
| High damage. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| High damage output, provides offensive and defensive support, and shreds the mode gauge while High Brunhilda is in overdrive state.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Mikoto}}
+
|{{TooltipIcon|Adventurer|Valerio}}
| High damage.
+
| Very high constant damage output, provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}, and grants access to various kinds of offensive and defensive buffs dependent on the stance in use.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Rena}}
+
|{{TooltipIcon|Adventurer|Celliera}}
| High damage, inflicts {{Icon|Affliction|burn|size=24px|text=1}}. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| High damage output, and provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}, but requires a [[Mana Spiral|mana spiral]] to patch up her resistances.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Ezelith}}
+
|{{TooltipIcon|Adventurer|Mitsuba}}
| High damage, very high break damage, minor {{Icon|Condition|Defense down|size=24px|text=1}} debuff. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| Extremely high burst damage output, provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}, and grants access to guaranteed criticals to the entire team with {{Icon|Condition|inspiration|size=24px|text=1}} .
 
|-
 
|-
|{{TooltipIcon|Adventurer|Nadine}}
+
|{{TooltipIcon|Adventurer|Tiki}}
| High damage, inflicts {{Icon|Affliction|burn|size=24px|text=1}}, easier to play than other choices here due to lance range.
+
| Very high damage output, provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}, and transforms into the [[Shapeshifting Mechanics#Divine Dragon form|Divine Dragon form]], suitable for players that prefer a different style of "super" mode.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Gala Mym}}
+
|{{TooltipIcon|Adventurer|Orsem}}
| High damage, very high break damage, easier to play than other choices here due to lance range.
+
| Acceptable damage output with a crit-focused kit.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Emma}}
+
|{{TooltipIcon|Adventurer|Lazry}}
| {{Icon|Condition|Strength Up|size=24px|text=1}} buffer and {{Icon|Condition|shield|size=24px|text=1}}er for chip damage, easier to play than other choices here due to lance range. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| Very high damage output with offensive support, and provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Halloween Mym}}
+
|{{TooltipIcon|Adventurer|Xainfried}}
| {{Icon|Condition|Defense down|size=24px|text=1}} debuffer, very high break damage.
+
| Hybrid DPS with a focus on shapeshifting frequently and gaining power from it, and also buffs teammates' strength, though at a lower frequency than Elisanne. Also provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Xania}}
+
|{{TooltipIcon|Adventurer|Fjorm}}
| High damage, ranged {{Icon|Affliction|burn|size=24px|text=1}}er.
+
| DPS with the potential for extremely high damage output if counter is used appropriately against unavoidable damage, and also provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Student Maribelle}}
+
|{{TooltipIcon|Adventurer|Hunter Sarisse}}
| High damage, very high break damage, doesn't inflict burn so that burn uptime may be improved if someone else already burns.
+
| Very high damage output and shreds the mode gauge while High Brunhilda is in overdrive state.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Sinoa}}
+
|{{TooltipIcon|Adventurer|Lily}}
| Ranged buffer. Some randomness to buffs provided. Also slightly more personal DPS than Emma. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| Very high damage output with the ability for burst damage with two damaging skills, and also provides access to {{Icon|Affliction|frostbite|size=24px|text=1}}.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Gala Sarisse}}
+
|{{TooltipIcon|Adventurer|Yurius}}
| High damage, some supportive benefits, dual resist, doesn't inflict burn so that burn uptime may be improved if someone else already burns.
+
| Very high damage output with the ability for burst damage with two damaging skills, and is a [[Shapeshifting Mechanics#Dragondrive|dragondrive]] unit, suitable for players that prefer a different style of "super" mode.
 +
|-
 +
|{{TooltipIcon|Adventurer|Pipple}}
 +
| High damage output courtesy of very high damage from his standard attacks, and provides defensive and {{Icon|Condition|energy|size=24px|text=1}} support with his skills.
 
|}
 
|}
  
Line 241: Line 231:
 
! Adventurer !! Notes
 
! Adventurer !! Notes
 
|-
 
|-
|{{TooltipIcon|Adventurer|Verica}}
+
|{{TooltipIcon|Adventurer|Hildegarde}}
| Healing-focused healer with {{Icon|Affliction|Stun|size=24px|text=1}} relief. Worse at damage mitigation, but better at patching up individual damaged adventurers than Halloween Lowen, and can bail out stunned teammates.
+
| Healing-focused healer with {{Icon|Affliction|Curse|size=24px|text=1}} relief and a {{Icon|Condition|Shield|size=24px|text=1}}. Can lift curses, has a higher healing output than other Light-attuned healers, and allows more equipment flexibility due to {{Icon|Ability|Skill Prep +100%|size=24px|text=1}}.
|-
 
|{{TooltipIcon|Adventurer|Halloween Lowen}}
 
| Defensive support healer. Has low personal DPS, but can provide {{Icon|Condition|HP Up|size=24px|text=1}} and {{Icon|Condition|Defense Up|size=24px|text=1}} buffs for improved survival. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
 
|-
 
|{{TooltipIcon|Adventurer|Valentine's Hildegarde}}
 
| Energy support healer. Provides guaranteed {{Icon|Condition|Energy|size=24px|text=1}} on teammates, improving DPS, as well as providing a {{Icon|Condition|Shield|size=24px|text=1}} that can cover chip damage.
 
 
|-
 
|-
|{{TooltipIcon|Adventurer|Grace}}
+
|{{TooltipIcon|Adventurer|Felicia}}
| Grace provides a very large {{Icon|Condition|Life Shield|size=24px|text=1}} which can protect adventurers from being afflicted and blocks knockback while the shield is not completely destroyed. Her {{Icon|Condition|Defense Up|size=24px|text=1}} buff is much higher, at 100%, too. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res, but the affliction is blockable with a large life shield.
+
| Somewhat similar to Hildegarde, but does not curse cleanse on her burst heal, provide {{Icon|Condition|HP Regen|size=24px|text=1}} on her shield buff unlike Hildegarde, making healing tighter, and also has partial skill prep as well as no innate curse resist, somewhat limiting her wyrmprint choices.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Aurien}}
+
|{{TooltipIcon|Adventurer|Vixel}}
| Healer with some attacking power on the side. Has slightly higher personal DPS than other healers here, and can provide additional {{Icon|Affliction|Burn|size=24px|text=1}} uptime. Does not have {{Icon|Affliction|Stun|size=24px|text=1}} res.
+
| Energy support healer with {{Icon|Condition|HP Regen|size=24px|text=1}} healing, which may improve DPS compared to other healers. Similar to Felicia, he also has partial skill prep as well as no innate curse resist, somewhat limiting his wyrmprint choices.
 
|}
 
|}
  
 
==General Party Setup==
 
==General Party Setup==
The two real requirements for general compositions are as follows:
+
The three real requirements for general compositions are as follows:
* One of the adventurers in the composition must be able to heal the entire team if desired (to reactivate any HP-based abilities).
+
* One of the adventurers in the composition must be able to heal the entire team in a significant manner if the teamwide DPS is not expected to be extremely high (i.e. not at least an entire team of MUB HDT1s/any HDT2s<!--/MUB Agitos-->)
 
* One of the adventurers should behave as the close range baiter. Usually, this job falls to either the DPS with the shortest reach, or the host (Player 1).
 
* One of the adventurers should behave as the close range baiter. Usually, this job falls to either the DPS with the shortest reach, or the host (Player 1).
 
** Having multiple adventurers with similar reach may cause baiting issues, though it can be worked around with careful play.
 
** Having multiple adventurers with similar reach may cause baiting issues, though it can be worked around with careful play.
Line 266: Line 250:
 
! General Composition
 
! General Composition
 
|-
 
|-
|{{TooltipIcon|Adventurer|Vanessa}}{{TooltipIcon|Adventurer|The Prince}}{{TooltipIcon|Adventurer|Mikoto}}{{TooltipIcon|Adventurer|Verica}}
+
|{{TooltipIcon|Adventurer|Fleur}}{{TooltipIcon|Adventurer|Yachiyo}}{{TooltipIcon|Adventurer|Halloween Elisanne}}{{TooltipIcon|Adventurer|Hildegarde}}
 
|-
 
|-
|Example 1: in this 3DPS composition, Vanessa has the shortest reach, so she should ideally host and perform close-range baiting.
+
|Example 1: in this 3DPS composition, Fleur has the shortest reach, so she should ideally host and perform close-range baiting.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Gala Mym}}{{TooltipIcon|Adventurer|Xania}}{{TooltipIcon|Adventurer|Student Maribelle}}{{TooltipIcon|Adventurer|Halloween Lowen}}
+
|{{TooltipIcon|Adventurer|Mitsuhide}}{{TooltipIcon|Adventurer|Gala Luca}}{{TooltipIcon|Adventurer|Gala Prince}}{{TooltipIcon|Adventurer|Gala Prince}}
 
|-
 
|-
|Example 2: in this 3DPS composition, Gala Mym is the only melee adventurer, and hence she should perform close-range baiting.
+
|Example 2: in this 4DPS composition, as Mitsuhide has the shortest reach, so she should ideally host and perform close-range baiting.
 
|-
 
|-
|{{TooltipIcon|Adventurer|Gala Sarisse}}{{TooltipIcon|Adventurer|Xania}}{{TooltipIcon|Adventurer|Student Maribelle}}{{TooltipIcon|Adventurer|Halloween Lowen}}
+
|{{TooltipIcon|Adventurer|Summer Cleo}}{{TooltipIcon|Adventurer|Amane}}{{TooltipIcon|Adventurer|Peony}}{{TooltipIcon|Adventurer|Peony}}
 
|-
 
|-
|Example 3: in this 3DPS composition, as no one is a melee adventurer, whoever is hosting should perform close-range baiting.
+
|Example 3: in this 4DPS composition, as no one is a melee adventurer, whoever is hosting should perform close-range baiting.
*If Gala Sarisse was the host, she should ideally perform close-range baiting.
+
*If Summer Cleo was the host, she should ideally perform close-range baiting.
 
|}
 
|}
  
 
==Attacks and Patterns==
 
==Attacks and Patterns==
===Calamitous Storm===
+
===Cursed Catastrophe===
 
This is the fight's initial "HP check" blast.
 
This is the fight's initial "HP check" blast.
* Any adventurer with {{AbilityText|Id=110120004}}, such as {{Icon|Adventurer|Halloween Lowen|size=32px|text=1}} with {{Icon|Wyrmprint|From Whence He Comes|size=32px|text=1}}, should use defensive skills such as {{SkillTooltip|Here's a treat for you!}} and {{SkillTooltip|You won't trick me!}} to reduce the damage taken, though it is entirely optional.
+
* Any adventurer with {{AbilityText|Id=110120004}}, such as {{Icon|Adventurer|Hildegarde|size=32px|text=1}}, should use a [[Shared Skills|shared]] defensive skill to reduce the damage taken, though this is optional.
** For Halloween Lowen and Grace, the order is important: use their second skills before their first skills, as the blast damage will clip the animation of the currently cast skill too early otherwise.
+
** Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities.
** Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. You won't trick me! will provide {{Icon|Condition|HP Regen|size=24px|text=1}} healing, but one may opt to run other skills to make it go a bit faster.
 
 
*** [[Shared Skills|Shared skills]] can help with further mitigation and/or healing.
 
*** [[Shared Skills|Shared skills]] can help with further mitigation and/or healing.
 
* You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.  
 
* You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.  
** Sword-wielding adventurers can also attempt this sequence of actions: dodge roll towards High Mercury, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
+
** Sword-wielding adventurers can also attempt this sequence of actions: dodge roll towards High Brunhilda, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
*** For {{Icon|Adventurer|Hunter Berserker|size=32px|text=1}}, dodge roll instead of force striking.
 
 
** Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
 
** Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
 
** Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
 
** Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
  
===Trident Tempest===
+
===Backdash + Fire Breath===
High Midgardsormr faces the closest adventurer and spits out three gales, in a cone pattern. This attack is unavoidable within the marker, and deals strong damage if physical contact is made. The close-range baiter should bait this away from the rest of the DPSes.
+
High Brunhilda faces the closest adventurer and breathes fire in a 180-degree area, clockwise, starting from her left side. Skill or dodge.
* Normally, adventurers should move away and avoid it, but with precise timing, some skills such as {{Icon|Adventurer|The Prince|size=32px|text=1}}'s {{SkillTooltip|Exalted Fire}} can let the adventurer physically dodge the hitboxes, if you have these skills ready, in later instances of Trident Tempest.
+
* Dodge towards the opposite direction of the breath's sweep, and you may have to dodge roll twice in a row to be completely safe.
 +
 
 +
The close-range baiter should take position afterward to bait High Brunhilda towards the '''top''' of the arena in preparation for "dive cancelling", described later.
 +
 
 +
===Dash + Claw Swipe===
 +
High Brunhilda faces the closest adventurer, charges, and performs a claw swipe.
 +
* The long-range baiter should start going to the other edge of the arena, opposite of where High Brunhilda is right now (if you baited her to the top, the long-range baiter should now go to the '''bottom'''), if they wish to attempt "dive cancelling", described in the next section.
  
The close-range baiter should take position afterward to bait High Midgardsormr towards the '''middle''' of the arena, so that there's space for movement later on.
+
===Crimson Inferno===
 +
High Brunhilda targets the furthest adventurer, and divebombs them, dealing severe damage to anyone caught in the explosion. This attack us unavoidable within the explosion area, and deals severe (likely fatal without strong defensive buffs) damage.
  
===Dash + Spin Attack + Backdash===
+
====Dive Cancelling====
High Midgardsormr faces the closest adventurer, charges, performs a spin attack, and backdashes.
+
Crimson Inferno in Expert difficulty and below have a maximum range. If the distance is too far apart between the target and High Brunhilda, High Brunhilda will instead just turn around and perform a claw swipe.
* The charge and the spin attack has a chance to inflict {{Icon|Affliction|Stun|size=24px|text=1}}.
 
* Sometimes, High Midgardsormr will perform an uppercut instead of a spin attack.
 
* If you dodge roll the spin attack for iframes, you may need to dodge roll twice in a row, as the roll's iframes are not quite long enough to cover the entire attack.
 
  
===Spits x3===
+
If the long-range baiter moves away to maximize distance between themselves and High Brunhilda, it is possible to perform the cancel intentionally, and it can improve DPS as High Brunhilda will not move a large distance.
High Midgardsormr faces the closest adventurer (see a pattern here?), and spits towards them three times. The close-range baiter should skill or dodge them, making sure to bait them away from the rest of the DPSes.
 
* These spits will linger on the battlefield for a while, causing damage to anyone caught in them. It is possible to safely move through these mini tornadoes with dodge rolls, if desired.
 
* If High Midgardsormr was baited too close to a wall, it might get tricky to bait the spits without getting hurt.
 
  
===Trident Tempest (8-Way)===
+
* All future instances of Crimson Infernos can also be "cancelled" in this way.
This variant of Trident Tempest sweeps an entire circle and also deals much higher damage than the normal variant. Avoid lingering in the purple action markers.  
 
* High Midgardsormr will always call out this attack with "I shall rend you asunder!"
 
  
===Tattered Sky + Storm Chaser===
+
===Volcanic Blitz===
High Midgardsormr will spawn a red stack marker targeted on the closest adventurer.
+
High Brunhilda summons four volcanoes - they'll appear on the adventurers' positions one by one, and also inflict burn on hit.
* If the adventurer has a dragon ready, they should shapeshift now and dragon tank the stack marker.
+
* As they deal very little damage, it is possible for a {{Icon|Condition|Shield|size=24px|text=1}} to completely block their damage.
* If the adventurer doesn't have a dragon ready, all adventurers should get together and split the damage. A defensive healer can help with this.
+
* If a non-{{Icon|Ability|Burn Res +100%|size=24px|text=1}} adventurer gets burned from one of the volcanoes, they cannot be burned again from the same chain of volcanoes. They can take advantage of this fact by intentionally overlapping the first volcano that can damage them, even if it doesn't belong to them, so that they get burned at the earliest opportunity, letting the burn relief healer fix it earlier than normal.
* Healers with only {{Icon|Condition|HP Regen|size=24px|text=1}} healing skills ready should activate them now so that the healing can cover all adventurers for the next attack.
+
* If the first volcano doesn't end up on the long-range baiter, try to trap High Brunhilda with strategically positioned volcanoes and baiting, though don't overlap them too much to prevent her from teleporting out due to collision issues.
 +
** If High Brunhilda appears to be vibrating rapidly, the volcanoes are too close to her, and she might teleport when she performs moves.
 +
* Remember the order the volcanoes spawn, so that you don't get caught by a volcano disappearing on you later on.
 +
 
 +
High Brunhilda will try to keep you busy while the above attack is ongoing.
 +
 
 +
===Crimson Inferno===
 +
Keep in mind that Crimson Inferno's range is cut short by any volcanoes in the path, if you decide not to perform "dive cancelling".
 +
 
 +
* If the close-range baiter receives the second volcano marker, someone else should bait the next attack.
 +
 
 +
===Fire Breath===
 +
The close-range baiter or the substitute baiter should bait this attack towards the edge of the arena. Failing that, skill or dodge the attack.
  
Afterwards, High Midgardsormr will then spawn purple chaser markers on all adventurers. Avoid overlapping other adventurers' with their markers to minimize damage taken.
+
===Hellfire===
* A sufficiently large {{Icon|Condition|Shield|size=24px|text=1}} or {{Icon|Condition|Life Shield|size=24px|text=1}} can block its damage entirely.
+
Unavoidable, severe mapwide damage that can only be blocked by having one of the volcanoes be in the path of the attack between the adventurer and High Brunhilda. Get behind a volcano and avoid excessive movement.
 +
* This will happen three more times; volcanoes will slowly disintegrate.
  
===Dash + Spin Attack + Spits x3 + Backdash + Trident Tempest===
+
===Dash + Hellfire + Dash + Hellfire + Backdash + Hellfire===
Continue normal baiting, making sure to never bait High Midgardsormr too close to a wall.
+
The close-range baiter should try to keep High Brunhilda within the general area of the volcanoes, and preferably trap her.
  
===Dash + Spin Attack + Spits x3 + Trident Tempest (8-way) + Dash + Spin Attack===
+
===Flame Chaser + Searing Pillar===
Continue normal baiting, making sure to never bait High Midgardsormr too close to a wall. Avoid lingering within the purple action markers.
+
High Brunhilda will spawn purple chaser markers on all adventurers; these markers are significantly larger than those in other Advanced Dragon Trials or [[Volk's Wrath]]. All adventurers should spread out as far as possible (usually to their four corners, either diagonally or top/right/bottom/left), and avoid overlapping other adventurers' with their markers to minimize damage taken.
 +
* Activate defensive buffs such as {{Icon|Adventurer|Jiang Ziya|size=24px|text=1}}'s {{SkillTooltip|Provident Protection}} before this attack lands.
  
===Summon Help===
+
Afterwards, High Brunhilda will then spawn a red stack marker targeted on the closest adventurer.
High Midgardsormr summons some golems to help him out. Defeat them ASAP, especially the big one - he is the source of the giant map-wide purple action marker, and if it fills up, it will deal damage strong enough to wipe out the entire team, using up a revive. High Midgardsormr will also try to keep you busy; see the following section for his attacks.
+
* If the adventurer has a dragon ready, they should shapeshift now and dragon tank the stack marker.
 +
* If the adventurer doesn't have a dragon ready, all adventurers should get together and split the damage. A defensive healer can help with this.
  
* ''Most compositions with at least Chimeratech or HDT1 weapons as of writing should clear Expert difficulty by this point due to the general power levels of current adventurers.''
+
===Backdash + Fire Breath===
** ''Further moves will be listed for reference, though the later moves are unlikely to be seen in the average run now.''
+
Continue normal baiting (preferably towards a wall in preparation for the next attack).
  
===Spits x3 + Dash + Spin Attack + Backdash + Trident Tempest===
+
===Mini Meteors===
The battlefield can get a bit confusing to read due to the additional enemies and red action markers, but the close range baiter should try their best to bait the attacks away from the rest of the group.
+
High Brunhilda targets the closest adventurer, and spawns small meteors that hit them after a small windup that deals severe (likely fatal) damage. The close-range baiter should start moving all the way to the opposite edge of the arena to perform a "dive cancel" if desired.
 +
* Note that in this instance, the long-range baiter '''does not''' perform the "dive cancel".
  
The golems should be defeated by the time High Midgardsormr finishes the above chain of attacks.
+
===Crimson Inferno===
 +
See previous instance for more information on "dive cancelling".
  
===Dash + Spin Attack + Trident Tempest (8-way) + Spits x3 + Backdash===
+
===Grand Muspelheim===
Continue normal baiting, making sure to never bait High Midgardsormr too close to a wall. Avoid lingering within the purple action markers.
+
High Brunhilda flies off the map, and burns a significant portion of the map with lava, which causes severe (likely fatal) damage to anyone that gets caught in it.
* The close-range baiter will have to quickly make it back to High Midgardsormr once the 8-way attack launches past them to bait the spits away.
+
* If you are caught in it and end up losing all HP, once you're revived, leave the area ASAP! The revive action will grant you temporary true invincibility.
 +
* It is possible to cancel the entire attack by breaking High Brunhilda before she flies off the map, once the attack's text show up.
  
After High Midgardsormr backdashes here, everyone should return to the center of the map in preparation of the next attack.
+
All adventurers should immediately go to the lower-right size, which will become a safe zone.
  
===Gale Blast===
+
Once High Brunhilda finishes painting the map with lava, the adventurer with shapeshifting ready should try to get as close as possible to High Brunhilda, while the other adventurers stay as far as possible, so that the former baits the stack attack.
High Midgardsormr will spawn four very large tornadoes across the top of the map. These tornadoes will move across the map, starting from the tornado with dust clouds underneath.
+
* Some attacks that appear to have the adventurer not move actually move the adventurer slightly (e.g. the HDT wand and staff's weapon skills), which might send the adventurers to their doom should they use these skills too close to the edge of the lava. Backstep once before using them.
  
At Expert difficulty and lower, there are three methods of dealing with these tornadoes.
+
===Searing Pillar + Flame Chaser===
* The old method is to go under the tornado with the dust clouds, and move upwards around the map as the tornadoes launch.
+
High Brunhilda reverses the order of attacks for this instance. After Searing Pillar hits, all adventurers should immediately spread out to their corners for the chasers.
* It is possible to dodge roll consecutively while passing through these tornadoes, taking advantage of the dodge roll's iframes.
 
** This tactic is not possible in Master difficulty, so you may have to "unlearn" it in that fight once you plan to clear that difficulty.
 
* If shapeshifting is available, it is also possible to dragon tank the tornadoes.
 
** In Expert difficulty and lower, dragon tanking with a skill will not decrease dragon time, as it is not an unavoidable attack.
 
  
High Midgardsormr will also try to keep you busy while you avoid the tornadoes.
+
===Dash + Claw Swipe + Mini Meteors===
 +
Continue normal baiting (preferably towards a wall in preparation for the next attack).
  
===Dash + Spin Attack + Backdash + Spits x3 + Trident Tempest (8-way)===
+
===Crimson Inferno===
Continue normal baiting once all tornadoes have passed, making sure to never bait High Midgardsormr too close to a wall. Avoid lingering within the purple action markers.
+
See first instance for more information on "dive cancelling".
 +
* The long-distance baiter should bait the next close-range attack.
  
* ''Nearly all compositions with at least Void Bane weapons as of writing should clear Expert difficulty by this point due to the general power levels of current adventurers.''
+
===Fire Breath + Backdash + Fire Breath===
** ''Further moves will be listed for reference, though the later moves are extremely unlikely to be seen in the average run now.''
+
Continue normal baiting after Fire Breath.
  
===Tattered Sky + Storm Chaser + Trident Tempest===
+
===Volcanic Blitz===
Identical to previous instance, but High Midgardsormr will immediately follow up with a Trident Tempest, so the close-range baiter must not be separated from him.
+
Similar to previous instance, but the moves High Brunhilda uses will be slightly different, so pay attention to the volcanoes and their spawn order.
  
===Dash + Spin Attack===
+
===Dash + Claw Swipe + Hellfire + Backdash + Hellfire + Dash + Hellfire + Dash + Hellfire===
Continue normal baiting. Be prepared for Gale Blast and Tattered Sky combo.
+
Continue normal baiting, remembering to hide behind a volcano for the four Hellfires.
  
===Gale Blast + Tattered Sky + Storm Chaser===
+
===Flame Chaser + Searing Pillar===
Both Gale Blast's tornadoes and Tattered Sky's stack marker will appear at the same time.
+
Identical to first instance.
* This is a very good time for the targeted to dragon tank, move to someplace safe (not affecting other adventurers), and use a skill to tank it.
 
  
===Spits x3 + Trident Tempest (8-way) + Dash + Spin Attack + Trident Tempest (8-way)===
+
===Backdash + Fire Breath===
Continue normal baiting, making sure to never bait High Midgardsormr too close to a wall. Avoid lingering within the purple action markers.
+
Continue normal baiting.
  
===Storm Chaser + Tattered Sky===
+
===Grand X-Muspelheim + Flame Chaser===
High Midgardsormr reverses the attack order for this combo of attacks.
+
High Brunhilda flies off the map, and burns nearly all of the map with lava, which causes severe (likely fatal) damage to anyone that gets caught in it. There are four safe zones, in each corner of the map; each player should make sure to indicate which corner "belongs" to them, whether by discussing in a pre-made room or by using the arrow stickers.
 +
* If you are caught in it and end up losing all HP, once you're revived, leave the area and head to an unoccupied safe zone ASAP! The revive action will grant you temporary true invincibility.
  
===Dash + Spin Attack + Trident Tempest + Backdash + Spits x3===
+
Four Flame Chasers will then spawn - this is why splitting up was important earlier. Use healing skills to cover any accidental damage beforehand, and defensive buffs to reduce the damage taken.
Continue normal baiting, making sure to never bait High Midgardsormr too close to a wall.
 
  
''By this point, High Midgardsormr should be defeated in Expert difficulty if you had the minimum recommended equipment, even with poor DPS uptime.''
+
===Searing Pillar===
* ''The quest likely ends much earlier if your equipment was significantly better than the minimum requirement.''
+
* If the entire team is in bad shape and no shapeshifting was ready on anyone, the weakest DPS adventurer (usually a healer) should bait this attack and sacrifice themselves.
* ''This was originally the point where your quest would be subject to a failure by the quest timer running out, and it was a real risk back when High Midgardsormr's Trial was first released.''
 
** ''This guide includes the entire moveset for the first five minutes of the quest as a reference.''
 

Latest revision as of 11:34, 18 July 2020

Thus, the trial of darkness is essentially the love of your honored father. If you best it, this new power will be yours to wield. But if you fall, you will know only ruin!
Banner Top High Zodiark's Trial.png

High Zodiark's Trial is a challenge quest centered on a boss battle with High Zodiark, unlocked upon the completion of Zodiark's Trial: Master.

  • Rewards from Standard difficulty include
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    , which can be traded for the 5 Icon Rarity 5.png dragon
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    or the
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    , and can be used to upgrade the Fafnir Statue facility.
  • Rewards from Expert additionally include
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    , which alongside
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    s can be used to craft Shadow-attuned High Dragon weapons with High Jupiter's Bane.
    • Additionally, weekly clears from Expert additionally include small amounts of
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      s, which alongside
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      s and
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      s can be used towards enhancing Shadow-attuned High Dragon weapons into tier 2, significantly increasing its power against enemies outside of High Jupiter, and can be used as an entry point towards Kai Yan's Wrath: Expert.
  • Rewards from Master make
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    s a standard drop, as well as granting a significantly higher amounts of them in weekly bonuses.

Stat and Equipment Requirements

HP

HP isn't too much of a concern for Standard difficulty, as all on-element adventurers should be able to withstand the unavoidable damage High Zodiark inflicts at the beginning of the fight if they have sufficiently strong equipment, and off-element adventurers likely utilize disabling afflictions to prevent the opening blast from ever happening.

Weapons

Standard & Expert

Crafting Void Bane or better, can improve your adventurer's performance in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void Bane weapons at minimum.

Master

A Void Bane weapon is the bare minimum possible to clear the quest at Master difficulty, but it's strongly suggested to at least craft a MUB HDT1 weapon with materials obtained from High Jupiter's Trial: Expert.

Weapon Table

Weapon Category Icon Weapon Sword.pngSword Icon Weapon Blade.pngBlade Icon Weapon Dagger.pngDagger Icon Weapon Axe.pngAxe Icon Weapon Lance.pngLance Icon Weapon Bow.pngBow Icon Weapon Wand.pngWand Icon Weapon Staff.pngStaff
Void Bane
(Standard: Good, Expert: OK, Master: Not recommended)
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High Dragon Tier 1
(Standard: Overkill, Expert: Better, Master: Better)
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High Dragon Tier 2
(Standard: Overkill, Expert: Overkill, Master: Best)
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Dragons

Everyone should be ideally be equipped with a max-unbound 4 Icon Rarity 4.png dragon at a minimum.


Adventurers Dragons
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Standard On-element DPS - Most DPS adventurers use these standard DPS dragons.
  • Daikokuten grants extremely high strength if combo is maintained, has an extremely powerful dragon form, useful for increasing damage during break state, and can also provide an
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    buff zone.
    • A Combo Time Up chain co-ability can help with maintaining strength uptime.
  • Cupid provides a burst heal and a teamwide
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    buff, and can significantly improve safety against additional damage.


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Do-Everything Prince - Gala Prince does a bit of everything, and can be set up depending on what's needed, though generally Gala Prince is going to behave as the support/healer role, and hence Cupid is preferred under most circumstances due to the access to a burst heal. However, if desired and safe enough to do so, one may opt for Daikokuten or Pop-Star Siren for stronger personal DPS or teambuffs.


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Support - Chitose doesn't have much skill damage, and spends most of the time buffing the entire team. He will prefer having their skills ready earlier with Tie Shan Gongzhu's
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, but most dragons work well.
  • Pop-Star Siren can extend other adventurer's time spent in dragon form, which is important as Light dragons tend to be extremely powerful compared to adventurers. However, Pop-Star Siren should still exit dragon form ASAP due to her extremely low damage output.


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Healer - Healers are able to run any dragon. Use whichever is preferred.
  • Cupid packs an emergency heal.
  • Cupid, Pop-Star Siren, Tie Shan Gongzhu, and Daikokuten can buff teammates with strong buffs with their dragon skills.


Wyrmprints

Most adventurers should equip their standard wyrmprints.

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uses a specific print setup as a support role due to his high SP costs and long skill cooldown periods.


Adventurer Wyrmprint 1 Wyrmprint 2
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Getting Over a Slow Start - Sisters' Day Out provide a hefty
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bonus, enhancing Gala Prince's overdrive-shredding capabilities, as well as
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which lets him quickly build up skill gauges by performing three force strikes for 75% prep.
  • The Chocolatiers will let him have all skills ready at the beginning of the quest.


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and

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and have specific requirements due to not having innate

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, that has to be patched up.

Adventurer Wyrmprint 1 Wyrmprint 2
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I can't be disabled by curse! - Choose a primary wyrmprint depending on what is required. The secondary wyrmprint will curse-proof Felicia.
  • Give Me Your Wounded and Study Rabbits are standard healer wyrmprints.
  • Gentle Winds and Of Tricks and Treats provide
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    , letting Felicia immediately perform any pre-blast mitigations with shared skills.
  • Spirit of the Season increases Felicia's damage output, especially against paralyzed foes with a DPS dragon equipped and shapeshifted into.
  • The two
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    may let whoever that gets the stack attack later on in the quest dragon tank.
  • This wyrmprint set also works for Vixel.


Party Roles

Baiter DPS

These adventurers will be performing close-range baiting for the majority of the fight.

  • You can also perform close-range baiting with other melee DPSes in the next section, though these adventurers below have short reach, making it easier.
Adventurer Notes
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Very high damage output and inflicts Affliction paralysis large icon.png paralysis, and also lives and dies on it; without paralysis, Fleur is not very impressive.
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Very high damage output and inflicts Affliction paralysis large icon.png paralysis, but relies on maintaining a high combo count for the actual damage. Tends to have better worst-case performance than Fleur as long as combo is maintained, which is easy with an innate
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chain co-ability.
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Very high damage output and provides a strong
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. Worse mode gauge damage compared to either dagger-wielding adventurer.
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Extremely high damage output at low HP, and has ways to stay there. Worse mode gauge damage compared to either dagger-wielding adventurer.

DPS

These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.

  • Due to the low difficulty of the quest, almost every adventurer, including off-element adventurers, will work for this quest. This lists only the more notable on-element adventurers for the quest with short descriptions.
Adventurer Notes
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High damage output, provides offensive and defensive support, and shreds the mode gauge while High Brunhilda is in overdrive state.
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Very high constant damage output, provides access to Affliction frostbite large icon.png frostbite, and grants access to various kinds of offensive and defensive buffs dependent on the stance in use.
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High damage output, and provides access to Affliction frostbite large icon.png frostbite, but requires a mana spiral to patch up her resistances.
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Extremely high burst damage output, provides access to Affliction frostbite large icon.png frostbite, and grants access to guaranteed criticals to the entire team with
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.
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Very high damage output, provides access to Affliction frostbite large icon.png frostbite, and transforms into the Divine Dragon form, suitable for players that prefer a different style of "super" mode.
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Acceptable damage output with a crit-focused kit.
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Very high damage output with offensive support, and provides access to Affliction frostbite large icon.png frostbite.
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Hybrid DPS with a focus on shapeshifting frequently and gaining power from it, and also buffs teammates' strength, though at a lower frequency than Elisanne. Also provides access to Affliction frostbite large icon.png frostbite.
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DPS with the potential for extremely high damage output if counter is used appropriately against unavoidable damage, and also provides access to Affliction frostbite large icon.png frostbite.
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Very high damage output and shreds the mode gauge while High Brunhilda is in overdrive state.
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Very high damage output with the ability for burst damage with two damaging skills, and also provides access to Affliction frostbite large icon.png frostbite.
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Very high damage output with the ability for burst damage with two damaging skills, and is a dragondrive unit, suitable for players that prefer a different style of "super" mode.
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High damage output courtesy of very high damage from his standard attacks, and provides defensive and
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support with his skills.

Healer

The healer provides defensive support and take care of any damage the adventurers may incur.

Adventurer Notes
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Healing-focused healer with Affliction curse large icon.png Curse relief and a
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. Can lift curses, has a higher healing output than other Light-attuned healers, and allows more equipment flexibility due to
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.
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Somewhat similar to Hildegarde, but does not curse cleanse on her burst heal, provide
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on her shield buff unlike Hildegarde, making healing tighter, and also has partial skill prep as well as no innate curse resist, somewhat limiting her wyrmprint choices.
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Energy support healer with
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healing, which may improve DPS compared to other healers. Similar to Felicia, he also has partial skill prep as well as no innate curse resist, somewhat limiting his wyrmprint choices.

General Party Setup

The three real requirements for general compositions are as follows:

  • One of the adventurers in the composition must be able to heal the entire team in a significant manner if the teamwide DPS is not expected to be extremely high (i.e. not at least an entire team of MUB HDT1s/any HDT2s)
  • One of the adventurers should behave as the close range baiter. Usually, this job falls to either the DPS with the shortest reach, or the host (Player 1).
    • Having multiple adventurers with similar reach may cause baiting issues, though it can be worked around with careful play.
General Composition
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Example 1: in this 3DPS composition, Fleur has the shortest reach, so she should ideally host and perform close-range baiting.
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Example 2: in this 4DPS composition, as Mitsuhide has the shortest reach, so she should ideally host and perform close-range baiting.
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Example 3: in this 4DPS composition, as no one is a melee adventurer, whoever is hosting should perform close-range baiting.
  • If Summer Cleo was the host, she should ideally perform close-range baiting.

Attacks and Patterns

Cursed Catastrophe

This is the fight's initial "HP check" blast.

  • Any adventurer with
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    , such as
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    , should use a shared defensive skill to reduce the damage taken, though this is optional.
    • Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities.
  • You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
    • Sword-wielding adventurers can also attempt this sequence of actions: dodge roll towards High Brunhilda, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
    • Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
    • Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.

Backdash + Fire Breath

High Brunhilda faces the closest adventurer and breathes fire in a 180-degree area, clockwise, starting from her left side. Skill or dodge.

  • Dodge towards the opposite direction of the breath's sweep, and you may have to dodge roll twice in a row to be completely safe.

The close-range baiter should take position afterward to bait High Brunhilda towards the top of the arena in preparation for "dive cancelling", described later.

Dash + Claw Swipe

High Brunhilda faces the closest adventurer, charges, and performs a claw swipe.

  • The long-range baiter should start going to the other edge of the arena, opposite of where High Brunhilda is right now (if you baited her to the top, the long-range baiter should now go to the bottom), if they wish to attempt "dive cancelling", described in the next section.

Crimson Inferno

High Brunhilda targets the furthest adventurer, and divebombs them, dealing severe damage to anyone caught in the explosion. This attack us unavoidable within the explosion area, and deals severe (likely fatal without strong defensive buffs) damage.

Dive Cancelling

Crimson Inferno in Expert difficulty and below have a maximum range. If the distance is too far apart between the target and High Brunhilda, High Brunhilda will instead just turn around and perform a claw swipe.

If the long-range baiter moves away to maximize distance between themselves and High Brunhilda, it is possible to perform the cancel intentionally, and it can improve DPS as High Brunhilda will not move a large distance.

  • All future instances of Crimson Infernos can also be "cancelled" in this way.

Volcanic Blitz

High Brunhilda summons four volcanoes - they'll appear on the adventurers' positions one by one, and also inflict burn on hit.

  • As they deal very little damage, it is possible for a
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    to completely block their damage.
  • If a non-
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    adventurer gets burned from one of the volcanoes, they cannot be burned again from the same chain of volcanoes. They can take advantage of this fact by intentionally overlapping the first volcano that can damage them, even if it doesn't belong to them, so that they get burned at the earliest opportunity, letting the burn relief healer fix it earlier than normal.
  • If the first volcano doesn't end up on the long-range baiter, try to trap High Brunhilda with strategically positioned volcanoes and baiting, though don't overlap them too much to prevent her from teleporting out due to collision issues.
    • If High Brunhilda appears to be vibrating rapidly, the volcanoes are too close to her, and she might teleport when she performs moves.
  • Remember the order the volcanoes spawn, so that you don't get caught by a volcano disappearing on you later on.

High Brunhilda will try to keep you busy while the above attack is ongoing.

Crimson Inferno

Keep in mind that Crimson Inferno's range is cut short by any volcanoes in the path, if you decide not to perform "dive cancelling".

  • If the close-range baiter receives the second volcano marker, someone else should bait the next attack.

Fire Breath

The close-range baiter or the substitute baiter should bait this attack towards the edge of the arena. Failing that, skill or dodge the attack.

Hellfire

Unavoidable, severe mapwide damage that can only be blocked by having one of the volcanoes be in the path of the attack between the adventurer and High Brunhilda. Get behind a volcano and avoid excessive movement.

  • This will happen three more times; volcanoes will slowly disintegrate.

Dash + Hellfire + Dash + Hellfire + Backdash + Hellfire

The close-range baiter should try to keep High Brunhilda within the general area of the volcanoes, and preferably trap her.

Flame Chaser + Searing Pillar

High Brunhilda will spawn purple chaser markers on all adventurers; these markers are significantly larger than those in other Advanced Dragon Trials or Volk's Wrath. All adventurers should spread out as far as possible (usually to their four corners, either diagonally or top/right/bottom/left), and avoid overlapping other adventurers' with their markers to minimize damage taken.

  • Activate defensive buffs such as
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    's
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    Provident ProtectionLv. 1:
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    before this attack lands.

Afterwards, High Brunhilda will then spawn a red stack marker targeted on the closest adventurer.

  • If the adventurer has a dragon ready, they should shapeshift now and dragon tank the stack marker.
  • If the adventurer doesn't have a dragon ready, all adventurers should get together and split the damage. A defensive healer can help with this.

Backdash + Fire Breath

Continue normal baiting (preferably towards a wall in preparation for the next attack).

Mini Meteors

High Brunhilda targets the closest adventurer, and spawns small meteors that hit them after a small windup that deals severe (likely fatal) damage. The close-range baiter should start moving all the way to the opposite edge of the arena to perform a "dive cancel" if desired.

  • Note that in this instance, the long-range baiter does not perform the "dive cancel".

Crimson Inferno

See previous instance for more information on "dive cancelling".

Grand Muspelheim

High Brunhilda flies off the map, and burns a significant portion of the map with lava, which causes severe (likely fatal) damage to anyone that gets caught in it.

  • If you are caught in it and end up losing all HP, once you're revived, leave the area ASAP! The revive action will grant you temporary true invincibility.
  • It is possible to cancel the entire attack by breaking High Brunhilda before she flies off the map, once the attack's text show up.

All adventurers should immediately go to the lower-right size, which will become a safe zone.

Once High Brunhilda finishes painting the map with lava, the adventurer with shapeshifting ready should try to get as close as possible to High Brunhilda, while the other adventurers stay as far as possible, so that the former baits the stack attack.

  • Some attacks that appear to have the adventurer not move actually move the adventurer slightly (e.g. the HDT wand and staff's weapon skills), which might send the adventurers to their doom should they use these skills too close to the edge of the lava. Backstep once before using them.

Searing Pillar + Flame Chaser

High Brunhilda reverses the order of attacks for this instance. After Searing Pillar hits, all adventurers should immediately spread out to their corners for the chasers.

Dash + Claw Swipe + Mini Meteors

Continue normal baiting (preferably towards a wall in preparation for the next attack).

Crimson Inferno

See first instance for more information on "dive cancelling".

  • The long-distance baiter should bait the next close-range attack.

Fire Breath + Backdash + Fire Breath

Continue normal baiting after Fire Breath.

Volcanic Blitz

Similar to previous instance, but the moves High Brunhilda uses will be slightly different, so pay attention to the volcanoes and their spawn order.

Dash + Claw Swipe + Hellfire + Backdash + Hellfire + Dash + Hellfire + Dash + Hellfire

Continue normal baiting, remembering to hide behind a volcano for the four Hellfires.

Flame Chaser + Searing Pillar

Identical to first instance.

Backdash + Fire Breath

Continue normal baiting.

Grand X-Muspelheim + Flame Chaser

High Brunhilda flies off the map, and burns nearly all of the map with lava, which causes severe (likely fatal) damage to anyone that gets caught in it. There are four safe zones, in each corner of the map; each player should make sure to indicate which corner "belongs" to them, whether by discussing in a pre-made room or by using the arrow stickers.

  • If you are caught in it and end up losing all HP, once you're revived, leave the area and head to an unoccupied safe zone ASAP! The revive action will grant you temporary true invincibility.

Four Flame Chasers will then spawn - this is why splitting up was important earlier. Use healing skills to cover any accidental damage beforehand, and defensive buffs to reduce the damage taken.

Searing Pillar

  • If the entire team is in bad shape and no shapeshifting was ready on anyone, the weakest DPS adventurer (usually a healer) should bait this attack and sacrifice themselves.