User:LegendarySilke/Sandbox2

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Behold the blade of purgation!
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Volk's Wrath: Expert is a challenge quest centered on a boss battle with Volk, unlocked upon the completion of Chapter 10 and any Advanced Dragon Trial at standard difficulty, and meeting the minimum might requirement of 28000.

  • Rewards from Expert difficulty include
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    and
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    , which can be used to craft 6 Icon Rarity 6.png flame Agito tier 1 weapons, and can be used to upgrade the
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    facility.
  • Additionally, clearing Expert difficulty for the first time rewards the player with sufficient amount of materials to obtain a copy of 6 Icon Rarity 6.png flame Agito tier 1 weapon.
  • Weekly bonuses from clearing the Expert difficulty also provide a small amount of
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    , which can be used for enhancing a tier 1 flame Agito weapon to tier 2, granting additional strength, new abilities, and might.

Stat and Equipment Requirements

HP

HP isn't too much of a concern, as most adventurers should be able to withstand the unavoidable damage Volk inflicts throughout the fight if they came prepared with sufficiently strong equipment.

Weapons

For Expert, at a minimum, adventurers should be equipped with at least a 5 Icon Rarity 5.png Chimeratech tier 2 weapon; these weapons are in fact required before you're able to craft Agito weapons in the first place. Using 5 Icon Rarity 5.png High Dragon tier 2, or the 6 Icon Rarity 6.png 0UB Agito weapon you may have crafted from first clear rewards clearing the Standard difficulty, is also a good starting point.

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
Chimeratech Tier 2
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High Dragon Tier 2
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Agito Tier 1
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Dragons

Everyone should ideally be equipped with a max-unbound 5 Icon Rarity 5.png Flame-attuned dragon for Expert.

  • Healers such as
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    and support adventurers such as
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    may carry weaker dragons, and in the case of healers, offelement dragons which brings better utility, as their personal DPS is usually not too relevant (aside from during break state, in the case of Halloween Mym).
Adventurer Dragon Notes
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The Prince, Marth, Naveed, and Chrom play largely the same role - prime ODPS deliverers as swordsmen and a major source of DPS.
  • Gala Mars significantly improves all of their DPS. However, there are many other suitable dragons who still provide excellent damage output.
  • The Prince disfavors Konohana Sakuya, due to his relatively weak skill slice.
  • Marth can provide significant amounts of direct and indirect buffing to the entire team with his skills, and Gala Mars is hence a perfect fit for him.
  • Chrom and Naveed prefers running Konohana Sakuya before any other dragon not Gala Mars, due to their very high skill slices.
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These standard DPS units deal damage to the boss.
  • The dragons are mostly interchangeable, aside from Gala Mars being stronger than anyone else.
  • Ezelith and Mikoto like having Arctos to complement their very high critical rates if Gala Mars is unavailable.
  • Nobunaga and Rena like having Konohana Sakuya to boost their massive skill slices if Gala Mars is unavailable.
  • Gala Mym disfavors Konohana Sakuya due to an unusually large practical standard attack slice.
  • Apollo may help with burn uptime, especially on Xania. Note that Gala Mym cannot burn with Apollo due to his skill being overwritten with Gala Brunhilda's, though the
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    ability will still function.
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Halloween Mym's contribution comes from both a relatively large standard attack slice, as well as the supportive effects on her skills, but she can also burst down very hard with her dragon form, which is the strongest among Flame dragons, even when compared with Gala Mars.
  • Konohana Sakuya is not a good choice for Halloween Mym due to her very low skill damage slice.
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Like most other adventurers, if possible, you give these purer support adventurers Gala Mars.
  • If that's not possible, simply avoid equipping them with Konohana Sakuya, due to Emma's lack of innate damaging skills, or low damage slice of Sinoa.
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As the healers' healing output are more than sufficient, even when lightly equipped, it is possible to experiment with off-element dragons for access to strong buffs.
  • Arctos can be used for timing stun on Volk at critical points.
  • Phoenix can be used to increase the healers' HP, which may make it harder for the healers to be defeated by taking too many hits, especially since she also grants a potent regen heal.
  • Pop-Star Siren can be used to grant the entire team significant strength and energy buffs.
    • Freyja is similar, but trades strength buffs with a regen heal, and instantly energizes instead of having to cast twice.

Wyrmprints

All adventurers should equip their standard wyrmprints, however special consideration should be taken for healers.


Adventurer Wyrmprint 1 Wyrmprint 2
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Double-Prepped Prankster - From Whence He Comes is extremely important - this wyrmprint's
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will permit Halloween Lowen to instantly cleanse the first plague infliction with his S2, making it a lot safer for the entire team to defuse affliction bombs.
  • Shapeshift Prep wyrmprints enable the swordsmen and
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    to ramp faster via shapeshifting to proc Dragon's Claws abilities, and let the other DPS units instantly proc their
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    abilities upon ending shapeshift, for
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    users.
    • The Bridal Dragon slightly increases Halloween Lowen's DPS while in dragon form with a
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      ability, and is suitable for dragons that aren't Phoenix, Pop-Star Siren, or Freyja.
    • Welcome to the Halidom! grants Halloween Lowen
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      in a pinch.


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Prepped to Stay Alive - Use this set if Halloween Lowen is having trouble surviving attacks, if you're using relatively weak equipment combined with Pop-Star Siren or Freyja.


Adventurer Wyrmprint 1 Wyrmprint 2
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Double-Prepped Seer - Since Verica has no innate skill prep at all, The Chocolatiers is extremely important - this wyrmprint's
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will permit Verica to instantly cleanse the first plague infliction with her borrowed
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from
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.
  • Other elements are the same as with Halloween Lowen's standard build.


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Prepped to Stay Alive - Use this set if Verica is having trouble surviving attacks, if you're using relatively weak equipment combined with Pop-Star Siren or Freyja.


Adventurer Wyrmprint 1 Wyrmprint 2
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Love is in the Air - Castle Cheer Corps give Valentine's Hildegarde
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and
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, which can significantly improve skill cooldowns, as her skills have a high SP cost, as well as providing access to healing-on-demand at least twice (S1 +
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from
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, potentially more if other healing skills are unlocked) if the need arises by using her force strike.
  • Other elements are the same as with Halloween Lowen's standard build.


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Prepped to Stay Alive - Use this set if Valentine's Hildegarde is having trouble surviving attacks, if you're using relatively weak equipment combined with Pop-Star Siren or Freyja.


Party Roles

Primary Melee DPS

These units will be doing the majority of the DPS, and are responsible for baiting Volk's close-range attacks in the opening of phase 1.

Adventurer Notes
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Primary DPS with access to burn and a dragon kit that can ramp up to ludicrous levels.
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Primary DPS with access to burn and extremely large buffs that benefit the entire team.
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Primary DPS with skill-based dispel.
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Primary DPS with potential for extremely huge S2 damage with the correct setup.

Secondary Melee DPS

These units also provide DPS, and may provide additional utility.

Adventurer Notes
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May also fill a secondary melee DPS slot.
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May also fill a secondary melee DPS slot.
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May also fill a secondary melee DPS slot.
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High damage and dispel.
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High damage, potential for inflicting stun if running Arctos.
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High damage, inflicts burn.
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High damage, very high break damage, potential for inflicting stun if running Arctos.
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High damage, very high break damage, easier to play than other choices here due to lance range.
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Defense debuffer, very high break damage.
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Strength buffer and shielder for chip damage.

Tertiary Melee DPS/Ranged DPS

These units also provide DPS, and may provide additional utility. A ranged unit may be here, too.

Adventurer Notes
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
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May also fill a tertiary melee DPS slot.
  • Don't run more than 1 Halloween Mym in the entire team.
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May also fill a tertiary melee DPS slot.
  • Don't run more than 1 Emma in the entire team.
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High damage, ranged burner.
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High damage, very high break damage, doesn't inflict burn so that burn uptime may be improved if someone else already burns.
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Ranged buffer. Some randomness to buffs provided. Also slightly more personal DPS than Emma.
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High damage, some supportive benefits, dual resist, doesn't inflict burn so that burn uptime may be improved if someone else already burns.

Healer

The healer will be spending the majority of the match far away from Volk, baiting his shurikens in phase 1 and dashes in phase 2 that target the farthest player.

  • Halloween Lowen tends to be the safest option, though other healers are viable.
Adventurer Notes
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Healer and ranged baiter. Has relatively low personal DPS (but somehow still better than some of the worst DPS), but is extremely invaluable for tight plague cleansing, as well as being a great source of buffs to prepare for break damage.
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If Halloween Lowen is unavailable, it's strongly suggested that the substitute healer borrow
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's
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for an additional burst heal, and Verica must equip Lua error: Error: Table Wyrmprints not found.. to make up for her total lack of innate skill prep.

General Party Setup

The general setup includes 3 DPSes, and a healer.

  • Either 2 melee 2 ranged or 3 melee 1 ranged are acceptable.
  • However, going more than 2 ranged is inadvisable due to the way some attacks target two of the ranged units first before melee units.
    • In a 3 ranged comp, it becomes possible for the healer to not get targeted by such attacks, significantly reducing DPS during that phase.
Primary DPS Secondary DPS Tertiary DPS Healer
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The classic 2 melee, 2 ranged team. Nice and safe, if not the fastest.
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Most 3DPS comps work fine, too, as long as everyone is properly equipped and don't make too many mistakes that end up becoming fatal in the end.
  • Note that in a 3 melee DPS comp, melee DPSes should take caution when Snapping Squalls are about to appear, and disengage if they're targeted.
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If you want to go really fast, look no further.
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If you want to go extremely fast, this one's for you.
  • This comp has a very low tolerance for mistakes.

Attacks and Patterns

Phase 1

Pestilent Wind

Unavoidable opening blast that deals low damage, but inflicts plague on entire team. The entire team should roll towards Volk here, after using any skills that may benefit them later (e.g. Agito buff skills), if they have

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.

Volk will disappear temporarily after this attack.

Spin Attack

At this point, everyone should be in the middle of the arena. All DPS units should spread out, preferably all in different directions.

Volk will reappear soon, and will look as if he's about to attack. The healer should stay put in the middle, and use their healing skill (preferably, a burst heal) just before he performs a spin attack. All other DPS units should try to prevent their plague rings from overlapping other units as the healer cleans it off.

  • Lances and ranged units will have enough reach to attack Volk with standard attacks without getting into harm's way.
  • If it fails to clean off plague, do not panic, and use other available healing skills once other DPSes aren't overlapping again.
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    's shared skill,
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    , helps a lot with this by granting a healer another burst heal. In a pinch, even regen skills will work, though they take a bit longer.

Underdog's Scheme and Ravenous Claws

Volk will spawn six affliction bombs that do not deal damage in a hexagonal pattern, and then move to the center of the arena, then spawn 8 shurikens in an octagonal pattern.

These bombs can be safely detonated if you're not plagued (your healer should have cleaned it off by now) and you match resistance with the bomb's type.

  • Red bombs with stars inflict stun, and hence a Stun Res unit should walk into them to detonate them.
  • Green bombs with bubbles inflict sleep, and hence a Sleep Res unit should walk into them to detonate them.
  • As
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    is a dual-res unit, she can detonate any bomb.
  • Be mindful of spacing; as the bombs alternate afflictions, getting too close to someone else's bombs may cause you or the other unit to get afflicted by the off-resistance.
  • Blade units may attempt to detonate bombs by clipping the edges of them with a force strike, even if they're off-resist. This is risky, though, since slipping up means a locked unit.

Purple lines signifying shurikens' path, centering on one of the closest units to Volk, will appear after the octagonal burst has fired; be mindful of their paths, and don't get hit by them. These shurikens will inflict Sleep on units that do not resist Sleep.

Imminent Illness

Four unavoidable purple chaser attacks appear on every unit. Avoid overlapping each other.

  • If anyone is still plagued at this point, the healer should cleanse it off ASAP, as if this attack hits plagued units, it will inflict poison which will cause HP to drain to 1 HP, as well as disabling shapeshifting, making survivability very poor.
  • The previous attack will also show up for one last time, so be careful not to get clipped by someone else's chaser and the shurikens.
  • A HP co-ability makes overlap between two melee units survivable.

Drill Attacks

Volk will pick the two closest DPS and drill towards them.

  • On high-speed runs,
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    's and
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    's first shapeshift opportunity is just before Volk starts his first drill attack. Feel free to go ham on Volk if it happens.
    • If playing as
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      , get damaged by Volk as soon as possible, so you're able to gain Dragon Gauge again.
  • Check the minimap - if Volk's pointing at your general direction, roll perpendicularly!
  • The attack's hitbox lingers on, and can likely prove fatal if you're hit early on and Volk doesn't push you aside.

Pestilent Wind

Volk will inflict plague on all units again. All units should spread out to 4 corners, right to the edge of the arena; there's more enough time to do so. Heal the plague off, once everyone is apart.

All 4 units should then roll inwards, towards the center, once. Units with directional movement force strikes, such as swords, blades, daggers, and lances, should start charging their force strikes towards the center of the arena.

  • On medium-speed runs,
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    's and
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    's first shapeshift opportunity is around here.

Spin Attack x4

Volk will teleport behind adventurers and attempt a spin attack, which is unavoidable within the marker.

  • On high-speed runs,
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    's second shapeshift opportunity is around here.
  • If the unit has a directional movement force strike, they should unleash their force strike, then dodge roll towards the center.
  • Otherwise, just dodge roll towards the center.
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    s may wish to intentionally get hit by the spin attack if they're at full HP, since it should be safe for them to proc
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    .
    • If there's multiple Marths, do it only for one Marth, as any additional procs are wasted, due to full skill gauges the DPSes already have.

Volk will reappear at the center of the arena. Use any skills you have, preferably starting with a skill that inflicts burn, or a skill that boosts the Dragon Gauge now.

  • Volk will buff his strength by 10%. Dispelling it is optional, but it will improve survivability later on.

Resentment

Volk will create a black fog that covers a significant area of the arena, and walk towards the bottom-left corner. This black fog inflicts plague on anyone caught in it.

The designated baiter (usually the healer) should be at the upper-right corner, right at the edge of the fog.

  • Most adventurers should have gained enough Dragon Gauge to be able to shapeshift.
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    users that aren't
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    or
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    may want to hold onto their shapeshift, but for the others, they may use it at their own discretion. This is a good time for non-Arctos users to shapeshift, as an unavoidable attack is incoming.
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    may also wish to shapeshift now to access the dragon form.

Imminent Illness

Deal with this as the previous instance of Imminent Illness, but keep in mind that there are now also red markers representing wolves that charge, that track the ranged baiter, usually a healer that strike them. The baiter should make sure that they aren't caught between two attacks at the same time.

  • On medium-speed runs,
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    's second shapeshift opportunity is around here.

Red Wolf Charges & Purple Shurikens

Volk will keep attacking the ranged baiter with shurikens and wolves. For red markers, the baiter may dodge roll them, but for purple markers, they should make sure that they are not overlapping any purple markers, then dodge or skill the red markers, if they're on them. Other DPSes should continue DPSing.

  • On high-speed runs,
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    's third shapeshift opportunity is around here.
  • On medium-speed runs,
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    's second shapeshift opportunity is around here.
  • Ranged DPSs should stay close to Volk. If they get too far away, they could accidentally steal bait.

Volk should have his HP empty out by this point, if not much earlier. Phase 2 will begin once this happens.

  • Units at low HP should shapeshift before the phase changes if healing is not received, as the phase change inflicts damage, which may prove fatal to units at low HP.
  • If DPS is very low, the Resentment phase will end, and Volk will start spawning status bombs again, then inflict Pestilent Wind. Anything after this is a repeat of all previous moves, albeit potentially in a different, so pay attention to the moves, and react accordingly. The 10-minute timer is fairly generous.

Phase 2