User:Boblers/Sandbox2

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Revision as of 22:57, 22 February 2020 by >Boblers (expanding strategy section)
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High Zodiark Guide: Standard & Expert

I must hold myself together...
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.

Stat and Equipment Requirements

HP

  • Melee units should have at least 2484 HP if running with the double
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    strategy, or 1 Prince + a unit with an HP/Defense co-ability.

Weapons

All units should ideally be equipped with a Tier 1 Light-attuned High Dragon (HD) weapon with High Zodiark's Bane, obtained from High Jupiter's Trial: Expert.

If a HD weapon is unavailable, players can use a max-unbound 5 Icon Rarity 5.png Void weapon with High Zodiark's Bane, obtained from Void Nidhogg. Entering public rooms with a void weapon is not overly difficult, however an entire team with Void weapons may result in not enough dps.

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
High Dragon Tier 1
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Void Bane
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Dragons

Everyone should be equipped with a max-unbound 5 Icon Rarity 5.png dragon for all difficulties.

Adventurer Dragon Notes
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Cupid is the only acceptable option for Gala Prince. His ability Draconic Charge will charge up Cupid immediately after the opening blast, allowing Prince to heal the team in place of a dedicated healer. Cupid can then be charged up a couple more times during the fight for more healing or marker-tanking opportunities.
  • Prince is more of a support than a dps. Running other dragons could potentially grant more dps, but would diminish his role.
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Mitsuhide and Fleur largely play the same role, being the primary dps Dagger unit with access to Paralyze. It's important that their dps be as high as possible, and the best dragon for the job is Daikokuten with his flurry strength - perfect for Daggers, who can rack up combos easily.
  • Alternatively, Corsaint Phoenix's Paralyze Punisher can capitalize on these units' Paralyze procs for improved damage output.
  • For more security in runs, Cupid can be run for some extra healing utility, while still granting a good amount of strength.
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Maintaining high combos for Flurry is generally quite difficult on Blades, but Gluca's Flurry Devastation ability pushes him toward a high-combo playstyle anyway. If one plans to make the most of Flurry, using Daikokuten to stack the Flurry Strength on top would be the best option.
  • Alternatively, while Gluca himself cannot deal Paralyze, he can run Corsaint Phoenix to capitalize on Paralyze from the primary dps.
  • For more security in runs, Cupid can be run for some extra healing utility, while still granting a good amount of strength.
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Yachiyo prefers Corsaint Phoenix to double-down on Paralyze Punisher from both her own Paralyze procs and those of the primary dps. Unlike Gluca, Yachiyo has no innate Flurry ability, and Blades have trouble with maintaining combo, so she wouldn't want to use Daikokuten.
  • For more security in runs, Cupid can be run for some extra healing utility, while still granting a good amount of strength.
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Malora can't deal Paralyze on her own, but she still prefers to run Corsaint Phoenix to piggyback off the Paralyze dealt by the primary dps. Axe combos are quite slow, so Daikokuten isn't a good option.
  • For more security in runs, Cupid can be run for some extra healing utility, while still granting a good amount of strength.
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Vanessa wants to run Corsaint Phoenix to capitalize on Paralyze from both herself and the rest of the team. Lances are generally not bad at maintaining combos, however Vanessa's unique Force Strike is likely to make her drop combo a little too often, making Daikokuten a questionable choice.
  • For more security in runs, Cupid can be run for some extra healing utility, while still granting a good amount of strength.

Wyrmprints

All dps units except for Gala Prince will generally equip their typical dps prints, potentially swapping in Paralyze Punisher from Lua error: Error: Table Wyrmprints not found.. if it is available.

Adventurer Wyrmprint 1 Wyrmprint 2 Notes
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This is the only acceptable wyrmprint setup for Gala Prince. Choco allows him to use S2 before the opening blast, granting everyone enough defense to avoid using Lua error: Error: Table Wyrmprints not found.. in favor of a second dps print. Sisters' Day Out then boosts Prince's Force Strikes and grants him another use of s2 during the important first-stack break phase.
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Fleur and Mitsuhide play the same role and wield the same weapon type, so they end up running the same prints. The first slot goes to the all-important Twinfold Bonds for its 40% Dagger skill damage. The second print should ideally be Spirit of the Season to play off these units' Paralyze affliction, but since that print is limited, Levin's Champion may be used instead.
  • If the team has issues with breaking HZD on time, the secondary print can be swapped out for a Force Strike booster such as The Lurker in the Woods or Stellar Show.
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Gluca prefers The Wyrmclan Duo for its crit damage, which synergizes well with his high crit rate. If that is unavailable, then Resounding Rendition is an acceptable alternative, boosting Gluca's crit further.
  • If one plans to maintain combos on Gluca for his natural Flurry Devastation ability, a flurry print such as Primal Crisis would give a larger boost than most other print options.
  • If Primal Crisis is not available, then a straightforward 13% strength print such as Crystalian Envoy may be considered.
  • Like everyone else except Gala Prince, Gluca can choose to run Spirit of the Season to score some bonus damage off of the team's Paralyze affliction.
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Yachiyo runs the classic Resounding Rendition as her primary print, usually with a Force Strike booster as her secondary. While blades typically don't Force Strike for damage, Yachiyo's S2 boosts her Force Strike's damage high enough to rival a typical skill.
  • Alternatively, Yachiyo can run Spirit of the Season to take advantage of Paralyze from herself and the team. If she goes this route, then it is recommended to pair SotS with Mega Friends so that Yachiyo still gets her Force Strike damage boosted.
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Malora runs typical axe prints: Kung Fu Masters + Flower in the Fray/The Wyrmclan Duo for lots of Skill Damage, Crit Rate, and Crit Damage.
  • With the meta team using Paralyzers, Malora can replace her secondary print with Spirit of the Season for more damage output.
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Vanessa plays similar to a normal lance, but adding a Force Strike into her combos to maintain defense down on the boss. But once HZD enters Overdrive, she can absolutely shred the bar down with Force Strike, so a print such as Sisters' Day Out to boost her Force Strikes would be a good call. The Force Charge of SDO also sets up s2 quickly, so Vanessa can guard Umbral Chaser early in the fight for a big strength boost.
  • Note that since the HZD strategy revolves quite a bit around dps, and that Gala Prince's defense buff gets everyone past the opening blast anyway, the extra shadow res from Lua error: Error: Table Wyrmprints not found.. is not necessary. Therefore, Vanessa would prefer the usual Resounding Rendition for her primary slot.
  • Spirit of the Season is an option to replace SDO, taking advantage of Paralyze from both Vanessa herself and the rest of the team

Party Roles

Primary dps

These units will be doing the majority of the dps, and will need to carefully bait HZD around to ensure the speed strategy flows smoothly. In public rooms, it is expected that they are well-built and have a good handle on controlling the fight.

Adventurer Notes
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Fleur's dps largely relies on Paralyzing and punishing, which is easy due to is HZD's 0% starting Paralyze resistance.
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Mitsuhide also does Paralyze and punishing, but does good damage even when Paralyze doesn't land. She's less reliant on Paralyze than Fleur is, leading to a better "floor" amount of damage. She has a slightly-higher damage potential "ceiling" as well.

Secondary dps

These units won't be doing as much dps as the Primary dps, but are still very important for overall dps, and dragon tanking some attacks when the Primary dps doesn't have a dragon available.

Adventurer Notes
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Gluca does great damage due to his high crit rate, and Gala Prince's variety of buff icons from S2 will boost Gluca's crit even more.
  • Note that Gluca doesn't deal Paralyze, but his damage is great regardless.
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Yachiyo is able to Paralyze and punish, similar to Fleur. She also grants herself a strength buff whenever she lands her own Paralyze.

Gala Prince

This role currently can only be filled by Gala Prince. His S2 buff, combined with the HP/Def Support's co-ability (or another Gala Prince's buff) ensures the team survives the opening blast, letting everyone skip equipping Lua error: Error: Table Wyrmprints not found.. in favor of dps prints.

Adventurer Notes
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Provides:
  • defense buffs (from skill 2)
  • shields to cover HZD mini-dashes. (from skill 2)
  • attack buffs (from both skills)
  • high Overdrive damage (due to being a sword)
  • healing (from Cupid)
  • instant dragon gauge after opening blast

HP/Def Support (or Gala Prince 2)

These units can offer an HP or Defense co-ability, or defense buffs in the case of Gala Prince. It's important to have one of these units alongside a Gala Prince to make sure everyone survives the opening blast.

Adventurer Notes
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Provides:
  • defense debuffs
  • defense co-ability
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Provides:
  • high Overdrive damage (from unique force strike)
  • Paralysis
  • defense debuffs
  • HP co-ability
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Provides:
  • defense buffs (from skill 2)
  • shields to cover HZD mini-dashes. (from skill 2)
  • attack buffs (from both skills)
  • high Overdrive damage (due to being a sword)
  • healing (from Cupid)
  • instant dragon gauge after opening blast

General Party Setup

The general setup includes 1 primary melee dps, 1 secondary melee dps, at least 1 Gala Prince, and 1 HP/Def support (or a second Gala Prince)

Primary DPS Secondary DPS Gala Prince HP/Def support
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Attacks and Patterns

For simplicity of explanation, this guide will refer to the Gala Prince + HP/Def Support as if they were 2 Gala Princes, since that is the most common team composition.

Status Mechanic: Spite

Before we begin, it should be noted that HZD deals a special status condition called Spite. The more stacks of Spite that are on a player, the more damage they take from Shadow Blast. Spite is dealt by a variety of HZD's attacks, so it's important to dodge as much as needed as to not get Spited.

Cursed Catastrophe

This is the fight's initial hp-check blast. It cannot be i-framed or avoided: it must be tanked.

  • The Princes should activate Skill 2 immediately to buff everyone's defense before the blast hits. Afterwards, they should activate Skill 1, Shapeshift into Cupid, heal, and start shooting at HZD. The Princes need to stay close together, and maintain some distance away from HZD for the next phase.
  • The Primary and Secondary dps need to position themselves behind HZD in order to bait his next few attacks away from the Princes.

"Purple Breath" + "Poison Spits" + Purple Dash

HZD will target the closest player and perform a Purple Breath attack, followed by 2 lines of poison spits. Note that the poison will stay on the ground once it is launched. Afterwards, he will target the furthest player and perform a Purple Dash.

  • The Primary and Secondary dps need to stay close to HZD near the top of the map and bait the first 3 attacks of this combo away from the Princes. Be careful to not bait the poison spits in such a way as to get trapped between them.
  • The Princes should stay in place and allow the Purple Dash to hit them, reverting their dragon early. This will usually push both of them and HZD into the bottom wall.

"Tail Smash" + Umbral Chaser + Cursed Realm + Purgatorial Prison (Fast Break Phase)

HZD will perform a Tail Smash behind him, which can be i-framed if needed. He will then cast Umbral Chaser, an unavoidable purple attack that follows each player until it detonates. He will follow this up by targeting the closest player with Cursed Realm, a "stack"-like move that spreads damage among the players standing in it. Before Cursed Realm detonates however, HZD will also trap the 2 furthest players in Purgatorial Prisons, making them unable to act.

  • Even though Cursed Realm is a stack move, that's not how we plan to deal with it. All players should gang up on HZD and spam Force Strikes to shred his Overdrive bar as fast as possible, but make sure to momentarily retreat as to not stack the Umbral Chasers on top of other players. The idea is to Break HZD after he initiates Cursed Realm, but before it actually goes off, thus cancelling the attack. This is a critical moment in the fight, so there are several backup plans depending on how it goes:
    • Breaking before Cursed Realm (bad) - If the bar is going down too quickly and it seems HZD will break before Cursed Realm, stop attacking and throw a "wait!" sticker to alert the team. If HZD does end up breaking early, the person who gets Cursed Realm will need to "dragon tank" it - that is, be mid-dragon-skill at the moment the attack hits, as to not take damage.
    • Breaking after Cursed Realm but before Prisons (great) - If HZD breaks after Cursed Realm but before Prisons, the Prisons will happen after Break but HZD will stand in place until the Prisons open on their own. In such a case, the 2 Princes should retreat in order to bait Prisons, while the Primary and Secondary dps can get some free hits on HZD. This scenario is ideal for the dps opportunity.
    • Breaking after Prisons (okay) - If breaking before Prisons isn't possible, the Primary and Secondary dps need to retreat to bait the Prisons while the Princes continue to focus on Force Striking to Break HZD.

Spectral Flames + Cursed Realm

HZD will summon 4 Spectral Flames, which will tick on a timer and explode into giant lingering poison pools if they aren't killed first. He will also cast Cursed Realm again on one of the players.

  • The team needs to quickly kill the bottom-most flame in order to create a safe area. Whoever has Cursed Realm (usually the Primary dps) will need to move to the bottom-right of the safe zone and dragon tank it, so the rest of the team isn't put in danger.

"4 Purple Dashes"

HZD will perform a Purple Dash targeting each player, one by one. Ideally he should be baited toward the bottom of the map for setting up bait on his next couple of moves.

"Purple Breath" + "Tail Smash" + Shadow Blast + Purgatorial Prison

HZD will do another purple breath towards the closest player, followed by another Tail Smash behind him. He will then cast Shadow Blast - an unavoidable attack that hits everyone, and deals more damage if you have lots of Spite stacks - basically punishing players who got hit too much throughout the fight. He will then cast Prisons again on the 2 furthest players.

  • If HZD was baited towards the bottom wall during 4 Dashes, his breath should ideally be cast into the wall. A player should stay close to HZD's face to ensure this happens, then carefully avoid the Tail Smash afterwards.
  • During Shadow Blast, the Princes should retreat to the right side of the map to bait the prisons.
  • The Primary and Secondary dps will need to stay close to HZD and go to the top left for baiting the next attack.

"Poison Spits" + Spectral Flames + "Purple Breath"

HZD will do 2 more poison spits toward the closest players, which the Primary and Secondary dps should direct towards the top-left area of the map, away from everyone. HZD will then summon Spectral Flames again, followed up by a Purple Breath after the Flames explode.

  • The Purple Breath has a very wide range, so the team needs to carefully make room in order to dodge it. 2 Flames need to be broken this time: the bottom and right Flames.
  • After the Flames are killed, the Primary dps should stand close to the right of HZD to bait his breath towards where the right Flame used to be. The rest of the team should stand to the bottom-left of the safe zone, where the Primary dps will join them after the breath starts.

Cursed Realm (Vertical)/Cursed Field (Horizontal) + Purgatorial Prison

HZD will cast another stack-type move on the closest player, but this time it randomly picks from 2 variations: Cursed Realm is the vertical one from before, but Cursed Field is horizontal instead. the attacks work the same, but the screen zoom may make it hard to tell when Cursed Field is about to detonate. HZD will then cast Prisons on the 2 furthest players again, before Cursed Realm/Field detonates.

  • The Secondary dps should usually take this stack, assuming the Primary took the stack during the first Spectral Flames phase. Whoever takes it just needs to have dragon ready, or they will die.
  • The Princes should retreat in order to bait the prisons. Ideally the one furthest from HZD should go to a wall for baiting the next phase.

"Purple Dash" + "Tail Smash" + "Purple Breath" + Shadow Blast

HZD will do another purple dash towards the furthest player, followed by Tail Smash and another Purple Breath towards the closest player. HZD will then cast another Shadow Blast.

  • The player targeted will likely be one of the Princes. As long as the person targeted was near a wall, HZD will dash up against the wall, and the team just needs to bait HZD's breath into the wall again.