Volk's Wrath Guide: Expert

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Revision as of 07:48, 15 August 2020 by >LegendarySilke (→‎Dragons: YCassandra, wording)
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Behold the blade of purgation!
Banner Top Volk's Wrath.png

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 28,000.

  • 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 (CT2) weapon; these weapons are in fact required before you're able to craft Agito weapons in the first place.

  • Support adventurers such as
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    can get by with a CT2 without issue.
  • For DPS adventurers, it is possible to clear with a CT2 comfortably in pre-made rooms, but if planning to play in public co-op, it is highly suggested to use a MUB 5 Icon Rarity 5.png High Dragon tier 2 (HD2) instead to meet might gates.
  • The 6 Icon Rarity 6.png 0UB Agito weapon you may have crafted from first clear rewards after clearing the Standard difficulty, is in a similar boat to the CT2. AT 0UB, the 6 Icon Rarity 6.png is only a marginal improvement to the MUB CT2 in both performance and might value. It is recommended that the first clear rewards from clearing Standard difficulty should be first used to improve the
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    facility to a level as high as it can get, as that grants a more immediate benefit to your stats and might.
    • If you have already crafted said weapon, feel free to use it for your first clear; afterwards, both improving the Flame Tree and unbinding the weapon by one additional level will significantly improve your might and performance, making it easier to join public co-op rooms in the future.
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
(OK performance, not recommended for pubs as DPS)
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High Dragon Tier 2
(Better performance, minimum recommended for pubs as DPS)
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Agito Tier 1
(Best performance if MUB; may have issues getting into pub rooms as DPS if insufficient unbinds)
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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).


Adventurers Dragons
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Prime Overdrive DPS - 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 (
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    ,
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    , and even 100%
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    ), 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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Standard DPS + Yukata Cassandra - These standard DPS units deal damage to the boss. For Yukata Cassandra, Strength-based dragons enhance her effective damage output from both her and everyone else due to her Fluorescent Fish buff from
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.
  • 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.
    • On other adventurers, using Arctos likely requires a different wyrmprint and chain co-ability setup than normal, prioritizing
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      abilities.
  • Rena and Nobunaga like having Konohana Sakuya to boost their massive skill slices if Gala Mars is unavailable.
  • Gala Mym has an unusually large practical standard attack slice if played sub-optimally, and Yukata Cassandra has no skill damage and also scales off strength, and hence disfavors Konohana Sakuya.
  • Apollo may help with Affliction burn large icon.png 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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Spooky Flamewyrm - 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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Support Squad - 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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I'm a healer! - The on-element dragons provide differing benefits to these standard healers.
  • Gala Mars lets the healer dish out some damage in dragon form, and also immediately reenables the use of all their skills.
  • Arctos can be used for timing Affliction stun large icon.png 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.

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.

  • Pop-Star Siren can be used to grant the entire team significant strength and
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    buffs.
    • Freyja is similar, but trades strength buffs with a regen heal, and instantly energizes instead of having to cast twice.


Wyrmprints

Most adventurers should equip their standard wyrmprints.

Gala Mym in a composition without a Affliction burn large icon.png burner prefers a somewhat unusual setup to capitalize on her dragon form and her tendency to get them earlier than most other adventurers.

Adventurer Wyrmprint 1 Wyrmprint 2
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Dragon Spam! - The Red Impulse is Gala Mym's best secondary wyrmprint under most circumstances, should no one in the team be able to reliably inflict burn on Volk.
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    grants Gala Mym additional Skill Damage that stays permanently on, and due to the multiplicative effect, can become devastatingly strong when combined with Lua error: Error: Table Wyrmprints not found..'s standard
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    and any possible
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    effects from a Pop-Star Siren's buffs.
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    further augments the innate
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    chain co-ability and
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    to increase Strength gain with each shapeshift, and due to the very high frequency of Dragon Gauge gain, Gala Mym will ramp to full strength shortly after Volk enters Phase 2.


Special considerations should be taken for healers.

  • If the healer has trouble surviving attacks, even with Lua error: Error: Table Wyrmprints not found.., consider replacing the
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    wyrmprint with either Lua error: Error: Table Wyrmprints not found.. or Lua error: Error: Table Wyrmprints not found.. to improve their odds of living through attacks.


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. The
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extends the duration of
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You won't trick me!Lv. 1:
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's regen healing, long enough to produce at least one more healing tick, as well as letting
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's buffs last longer.
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    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.
    • Blossoms on the Water's Edge grants Halloween Lowen
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      , letting him shapeshift faster, useful for activating Pop-Star Siren's buffs.


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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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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 (
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+
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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.


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 Affliction burn large icon.png burn and a dragon kit that can ramp up to ludicrous levels. Can also
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while in dragon form.
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Primary DPS with access to Affliction burn large icon.png burn and extremely large buffs that benefit the entire team (
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,
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, and even 100%
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).
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Primary DPS with skill-based
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.
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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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High damage and
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.
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High damage, potential for inflicting Affliction stun large icon.png stun if running Arctos.
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High damage, inflicts Affliction burn large icon.png burn.
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High damage, very high break damage, minor
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debuff, potential for inflicting Affliction stun large icon.png stun if running Arctos.
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High damage and
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, inflicts Affliction burn large icon.png burn, easier to play than other choices here due to lance range.
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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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buffer and
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er for chip damage, easier to play than other choices here due to lance range.
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debuffer, very high break 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.
  • Don't run more than 1 Halloween Mym in the entire team.
  • Don't run more than 1 Emma in the entire team.
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High damage, ranged Affliction burn large icon.png 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 low personal DPS, but is extremely invaluable for tight plague cleansing, and has
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and
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buffs for survival. If he equips
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, then he can also be 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. At least one of the adventurers should have a differing resistance to the others, so that all affliction bombs may be detonated safely.

  • For example, a team with 3
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    adventurers should have the remaining adventurer be
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    .
  • For another example, a team with 3
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    adventurers should have the remaining adventurer be
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    .
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    's and
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    's dual-resist abilities lets them detonate any bomb, as it covers both Stun and Sleep afflictions.
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    and
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    should be considered as pure
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    adventurers, as the
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    -equivalent abilities are not relevant for this quest.

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.
Composition
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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.
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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

On Plague

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is a special effect that will reduce an adventurer or Volk's resistance to afflictions.

  • On adventurers, plague will set the adventurer's resistance to all afflictions to -100%. This means that attacks with a 0% chance to inflict an affliction will have a 100% success rate (this describes several of Volk's attacks). When plague's effects wear off, it will spread to surrounding adventurers. Plague will wear off after 90 seconds on its own, or it can be removed more quickly if the adventurer receives any form of healing.
  • Plague can spread from an adventurer onto Volk himself if he hits them with an attack that has a
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    component.
  • On Volk, resistance to all afflictions will be set to a fixed value for the duration of Plague, and the enemy cannot receive any form of healing (via Life Drain, for example). If the enemy gets afflicted while they are plagued, the fixed resistance value will not change, but their "true" resistance value will increment in the background accordingly. Once plague's effect ends, the enemy's true resistance value will be restored.
    • On human Volk, plague will set his resistance to 25% and wear off after 15 seconds.
    • On therion Volk, plague will set his resistance to 50% and wear off after 10 seconds.
    • For example: if therion Volk had 75% resistance to burn, and then got plagued, his resistance to burn would be fixed at 50% for the duration of plague. Let's say he was burned once during plague, which would increase resistance by 5%. He will still be at 50% during plague, but after plague ends he will have his true res value, 80% (75% + 5%).

On Automatic Bracing

Bracing (air recovery) grants iframes, but these iframes end as soon as you land. Not bracing will cause your adventurer to fall to the ground if they were hit by Snapping Squalls, which grant extended iframes that last until a few moments after they pick themselves back up.

Automatic Bracing is an option that can be configured in the Game Settings tab of the game's Option menu. Make sure that this option is turned off if you are playing a

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adventurer, as if automatic bracing is turned on, it's very likely that the unit will take damage twice - once from the initial hit, and another from getting hit again after landing from the same Snapping Squall. This usually ends poorly for the unit, as it is unlikely for most units to survive getting hit twice in a row without defensive buffs.

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 Affliction stun large icon.png stun, and hence a Stun Res unit should walk into them to detonate them.
  • Green bombs with bubbles inflict Affliction sleep large icon.png sleep, and hence a Sleep Res unit should walk into them to detonate them.
  • As
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    and
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    are dual-res units, they 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 units and drill towards them. Check the minimap - if Volk's pointing at your general direction, roll perpendicularly! Using skills or dodgetanking are acceptable, too.

  • 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.
  • 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 than 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.

  • Make sure adventurers are facing towards the center of the arena, as the next attack will have Volk appear behind the adventurer, dependent on the adventurer's facing.
  • On medium-speed runs,
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    's and
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    's first shapeshift opportunity is around here.
  • If Volk's shadow appears, or Volk himself drops down from the top, you can use your distance to him as a gauge on who he'll attack first. He attacks in distance order, starting from the closest adventurer to him.

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. Usually, the last Marth to get targeted by Volk is the one to attempt this.

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

  • Volk will buff his strength by 10%.
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    ling 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 DPSes should stay close to Volk. If they get too far away, they could accidentally steal bait, placing the entire DPS group in danger, or cause a DPS loss from taking avoidance actions.

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 order, so pay attention to the moves, and react accordingly. The 10-minute timer is fairly generous for the combined fight, so don't panic, and keep on fighting!
    • If dragon form is available, it is safe to use dragon form to detonate any bombs, as they cannot be afflicted in any way.

Phase 2

Note: This is based on a slower run that can last about 5:30. Any moves that may be frequently skipped in a faster run (4:00 or faster, and 3:00 or faster) will be specially marked.

Claw Swipes

Volk will perform two or three claw swipes, targeted at the closest unit. Skill, dodge, or get to the blind zone.

  • The blind zone varies with each swipe.
  • Normally, he will claw swipe twice. However, if DPS is very low, he will perform a third swipe, indicated by a "!!" on his head and the lack of an attack marker.
    • The blind zone in this case is the front area of him.

Charge

This move tends to be skipped in fast runs.

Volk will charge towards a ranged unit, usually the designated healer. The healer should get out of harm's way in any way, and DPS units that don't have any skills should roll towards Volk's destination.

Snapping Squalls x2

This move tends to be skipped in very fast runs.

Volk will move towards the center of the arena and then summon two purple chasers that track units.

  • Volk will prioritize ranged units before selecting melee units.
    • If there are 2 ranged units, the two ranged units should simply go away, preferably at an equal split, and move clockwise on the outer edge of the arena.
    • If the only ranged unit is the healer, the melee units should pay attention and avoid using skills with long durations. Whoever that gets the purple chaser should then go away from Volk and move clockwise.
    • Having more than 2 ranged units introduces a chance that the healer doesn't get the chaser, causing a severe DPS loss for this phase.
  • If the black fog from the previous Resentment is still there, the targeted players should bait the squalls towards the fog wherever possible.
    • Note that as it's not possible to see your unit or markers in the black fog, caution is advised, and avoid overlapping or outpacing the other unit too much.

Summon Wolves

Volk will summon wolves that charge at adventurers, as well as buffing his own strength by 15%.

If the wolves were all defeated, Volk will respawn them automatically at certain points in the fight.

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    ling the buff is optional, but may help with survivability and DPS checks if Steal Vitality occurs.

Charge

Claw Swipes

This move tends to be skipped in very fast runs.

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 healer should be at the upper-right corner, right at the edge of the fog. This is similar to Resentment in Phase 1.

  • This is a good time for healers with
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    to shapeshift, and start activating buffs. Shapeshift as soon as the purple marker appears.

Red Wolf Charges & Claw Swipes

Volk will keep attacking the closest unit with claw swipes and wolves. All markers are red here, so dodge or skill as you see fit.

  • If possible, try to bait claw swipes away from the healer, though there is a safe ring between the swipe area and the black fog.

Aim to break Volk before the fog disappears; Steal Vitality will happen soon after the fog disappears, which might make things hectic if Volk is still above 50% HP at that point.

  • Players should pay attention to the overdrive gauge. Save up skills for a big damage burst when Volk is broken.

If Volk breaks here...

If Volk enters break state here,

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users should shapeshift now. Even if Volk ends up Affliction stun large icon.png stunned, the massive damage done by Arctos' skill is more than worth it; he can't outheal the massive break damage. Similarly, all other adventurers should unleash all skills and also shapeshift where appropriate. Aim to have Volk's HP reduced to below half of his entire HP bar.

Steal Vitality

Volk will cause massive unavoidable damage and heals based on the amount of damage dealt.

  • There are ways to mitigate this HP recovery.
    • Volk cannot recover HP from a plagued unit.
    • Volk cannot recover HP from dragons, as they do not take HP damage.
    • Volk cannot recover HP if Volk himself is plagued.
      • It is also possible to inflict Affliction stun large icon.png stun on a plagued Volk, even if he has been stunned before.
  • Use a combination of the above strategies to prevent Volk from undoing too much of your work done.

If Volk hasn't broken here at this point and he has more than 50% HP remaining, the following move will appear.

Snapping Squalls x4

This move tends to show up only on very slow runs.

Volk will move towards the center of the arena and then summon four purple chasers that track units. All four units should fan out to the edge of the arena, and then rotate in a clockwise direction.

Summon Wolves

Volk is likely to be defeated by this point in very fast runs.

Charge

This move tends to be skipped in very fast runs.

  • This is a good time for healers with
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    to shapeshift, and start activating buffs. Shapeshift as soon as the charge marker appears.

Claw Swipes

Save up skills and dragon form for the upcoming attack.

  • This is a good time for healers with
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    to shapeshift, and start activating buffs, if Volk did not charge. Shapeshift as soon as the swipe marker appears.

Lunatic Judgement

Volk will summon a Blood Moon enemy that constantly deals small amounts of damage. This damage then is converted into HP for the Blood Moon enemy. If this Blood Moon is not destroyed quickly, it will fall and instantly defeat all adventurers regardless of whether they're in dragon form or not, resulting in instant quest failure.

  • There are ways to mitigate this HP recovery.
    • The Blood Moon cannot recover HP from a plagued unit.
    • The Blood Moon cannot recover HP from dragons, as they do not take HP damage.
    • The Blood Moon cannot recover HP if Volk himself is plagued.

There are two ways of destroying the Blood Moon:

  • Sheer firepower. Unleash all your skills on the Blood Moon, shapeshift, and it should go down readily. Normal attacks won't be enough; the massive burst from attack skills and dragon form's normal attacks will do it, though.
    • Don't shapeshift as
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      or
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      except as a last-ditch effort to push a final skill, due to their comparatively poor dragon forms and skill.
  • Affliction stun large icon.png Stun it. Inflict plague on Volk, then use
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    to attempt to stun the Blood Moon. If successful, the Blood Moon is instantly destroyed, and Volk is stunned. Even if not successful, it will still deal massive damage to the Blood Moon.
    • An adventurer may intentionally get hit by a wolf to receive plague, which will spread to Volk once the Blood Moon starts absorbing HP.

Volk is likely to be defeated by this point in fast runs.

Steal Vitality

Snapping Squalls x2

This move tends to be skipped in very fast runs.

Charge

This move tends to be skipped in fast runs.

Resentment

  • This is a good time for healers with
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    to shapeshift, and start activating buffs. Shapeshift as soon as the purple marker appears.

Lunatic Judgement & Red Wolf Charges

An adventurer may intentionally touch the black fog to get plagued here, to transfer it to Volk. This may make this phase easier, but be careful not to get hit by actual attacks.

  • It might be a good idea to shapeshift immediately only after Volk is plagued.

Steal Vitality

Snapping Squalls x4

Volk is likely to be defeated by this point in slow runs. If Volk still has significant amounts of HP left and your equipment are at least meeting the requirements, it's likely your DPS uptime is low, or there was excessive amounts of life drain, so practice more and try to get more attacks in.