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** The ''XI'' realm version of Bahamut is regarded as the hardest of them all for many reasons. He's considered to be among the tankiest by stats alone and having more HP on average and he's one of the three Bahamut fights with Dispel (the other two being ''V'' and ''Tactics''). Putting together a proper team is difficult since ''XI'' banners are rare, Aphmau is considered of the lower-tier White Mages in the game, and the realm doesn't have good synergy; a full mage team isn't possible since Shantotto and Arciela are the only mages of the realm, and physical teams don't have a reliable way to boost their critical hit rate and damage. Needless to say this one tends to be the last one completed by many expert players.

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** The ''XI'' realm version of Bahamut is regarded as the hardest of them all for many reasons. all. He's considered to be among one of the tankiest versions by stats alone and having more alone, with an extra 700k HP on average than normal, and he's one of the three Bahamut fights with Dispel versions (the other two others being ''V'' and ''Tactics''). ''Tactics'') to use Dispel on the party after his first Full Break, so you either need Shield to block it or have a way to rebuff the party immediately. Putting together a proper good team is difficult since because ''XI'' banners events are rare, Aphmau is considered of the lower-tier White Mages in the game, uncommon and its characters overall have little tech, limiting your options, and the realm doesn't have good synergy; a full mage team isn't possible since because the only mages are Shantotto and Arciela are (which came very late into the only mages of game's seventh year anyway, long after the realm, and ''XI'' Dragonking was released), physical teams don't have a reliable no way to boost their critical hit rate and damage.damage, and they all specialize in different elements so imperils and elemental boosts aren't as helpful as they could be. Finally, the only White Mage of the realm is Aphmau, who is considered one of the worst White Mages in the game: she only has Regenga on her Sync, her only healing follow-up outside of her Awakening is her unreliable Legend Materia, and she doesn't have Last Stand, so she'll struggle to keep the team alive. Needless to say this one tends to be the last one completed by many expert players.
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** Calcabrina for ''FFIV'' hits hard with both physical and magical attacks across Water, Earth, Fire, and Dark elements, and most of its attacks are group-hitting. However, it's the gimmick-y attacks you need to be careful of. It can use Ultimate Hold on your middle party member to Paralyze them on its second turn, and in its third and fourth phases it'll use Ultimate Hold on your ''three'' middle party members; since the ''IV'' realm has no one with Esunaga or Astra on their Soul Break, you either need to do enough damage to push it to its next phase before it can use Hold (very difficult since it is always used on the second turn of each phase), a Magicite effect, or a Blink effect to avoid Hold entirely. In its third and fifth phases it will use Incubus Darkness on the member in the top slot of the party, dealing 99,999 damage and inflicting Instant Death, and the only things that can save them are Reraise or a properly timed Jump. Finally, it opens each phase of the fight with Ultimate Lightning, halving the party's current HP, and Ultimate Lightning will use up any Blink effects the party has, leaving them exposed to Ultimate Hold on the very next turn unless you recast Blink instantly. Taken together, this makes for a boss that has very strong attacks, can instantly cripple 4/5s of the party with status ailments and Instant Death, and getting past those moves unscathed requires paying close attention to its AI script and carefully timing your party's actions to nullify them properly.

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** Calcabrina for ''FFIV'' hits hard with both physical and magical attacks across Water, Earth, Fire, and Dark elements, and most of its attacks are group-hitting. However, it's the gimmick-y attacks you need to be careful of. It can use Ultimate Hold on your middle party member to Paralyze them on its second turn, and in its third and fourth phases it'll use Ultimate Hold on your ''three'' middle party members; since the ''IV'' realm has no one with Esunaga or Astra on their Soul Break, you either need to do enough damage to push it to its next phase before it can use Hold (very difficult since it is always used on the second turn of each phase), a Magicite effect, effect to heal or negate Hold (which will only work once), or a Blink effect to avoid Hold entirely. In its third and fifth phases it will use Incubus Darkness on the member in the top slot of the party, dealing 99,999 damage and inflicting Instant Death, and the only things that can save them are Reraise or a properly timed Jump. Finally, it opens each phase of the fight with Ultimate Lightning, halving the party's current HP, and Ultimate Lightning will use up any Blink effects the party has, leaving them exposed to Ultimate Hold on the very next turn unless you recast Blink instantly. Taken together, this makes for a boss that has very strong attacks, can instantly cripple 4/5s of the party with status ailments and Instant Death, and getting past those moves unscathed requires paying close attention to its AI script and carefully timing your party's actions to nullify them properly.
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wording some parts, expanding


[[folder: Dragon King]]
* The next level of Cardia content after Dreambreakers with a Bahamut fight for each realm, it's not a huge jump in difficulty like Dreambreaker but it can still be hard. The stats for Bahamut are different for each realm fight with a few moves being different. It has the usual phase change like Dreambreakers where the damage stops before a phase change. It also has the full break debuff that is used a couple turns in phase 1(but it's the mild version fortunately), and Dreambreaker Full Break at Phase 3. The notable gimmick for this fight is the start of phase 2. hHe puts up an uncounterable 99% wall buff for 5 seconds. And around 6 crystals will float around him. The damage and effects his attacks will do depends on how many crystals he has out. Each turn he takes will increase the crystal count up with a max of 8 crystals, but using a soulbreak that uses SB points decreases the crystal count by two. Unfortunately he has moves that can drain SB points so you have to time your Soul Break use carefully. And to further discourage the use of Tyro, any offensive soulbreaks used by off-realm characters will be countered with full break, encouraging the use of in-realm full break buff soulbreaks or non-offensive off-realm characters like Mog. It also adds new buffs to the record board corresponding to the realm characters when each one is defeated. While the VII and Type-0 version of Bahamut are considered among the easiest versions, there's one that is considered the hardest of all of them.
** The XI realm version of Bahamut is regarded as the hardest of them all. The fight is considered to be overtuned for many reasons. He's considered to be among the tankiest by stats alone and having more HP on average, XI banners are very rare, being one of the three Bahamut fights with dispel(the other two being Tactics and V), the lack of in-realm critical fix soulbreaks since Shantotto(and Arciela later on for Global) are the only magic users in the realm, and Aphmau being considered one of the lower tier healers in the game. Needless to say this one tends to be the last one completed by many expert players.

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[[folder: Dragon King]]
Dragonking]]
* The next level of Cardia content after Dreambreakers are Dragonkings, a battle with a Bahamut fight for each realm, it's not a huge jump in difficulty like Dreambreaker but it can still be hard. The stats for Bahamut are different for each realm fight with a few moves being different. It Bahamut. He has the usual phase change like Dreambreakers where the damage stops before a phase change. It also has change, and the full break same Full Break debuff that is used a couple turns in phase 1(but it's Phase 1 (fortunately its the mild version fortunately), less powerful version) and Dreambreaker Full Break at Phase 3. The notable gimmick for this most difficult part of the fight is the start of phase Phase 2. hHe puts Bahamut starts by using up an uncounterable 99% wall buff Dragonking Wing Wall, with gives him a massive 85% damage reduction boost for 5 seconds. And around 6 seconds, which will likely halt your momentum and stall whatever Break Damage Limit Soul Breaks you have active. During Phase 2 Bahamut will regularly summon "Historia Souls" to him that appear as crystals will float floating around him. The him, up to eight. Two attacks, Dragonking Challenging Roar and Dragonking Sphere Ray, grow more powerful the more souls he has; Challenging Roar inflicts Anti-heal and Sphere Ray inflicts Interrupt and Sap, and at certain soul levels they can break the damage cap and effects his attacks will do depends on how many crystals he has out. Each turn he takes will increase Sphere Ray can hit the crystal count up with a max of 8 crystals, but using a soulbreak that uses SB points decreases the crystal count by two. Unfortunately he has moves that can drain SB points so you have to time your Soul Break use carefully. And to further discourage the use of Tyro, any offensive soulbreaks used by off-realm characters will be countered with full break, encouraging the use of in-realm full break buff soulbreaks or non-offensive off-realm characters like Mog. It also adds new buffs to the record board corresponding to the realm characters when each one is defeated. While the VII and Type-0 version of Bahamut are considered among the easiest versions, entire party. Finally there's Dragonking Megaflare, which is a TotalPartyKill if he has eight souls and otherwise inflicts fixed damage to the party. The only way to lower his Historia Souls level is to use a Soul Break or Limit Break, which will take away one Historia Soul for each gauge segment expended. However, throughout this phase Bahamut will gain at least two Historia Souls every turn, ''and'' he can gather six to him at once the turn before Megaflare. This means players will need to be able to spam Soul Breaks throughout Phase 2 to manage his Historia Souls, and either need to tank the more detrimental versions of Challenging Roar and Sphere Ray, or time their Soul Breaks to go off before Megaflare. Players also have to deal with Memory Bite, an attack that damages a character's Soul Break gauge, making this more challenging. When he enters Phase 3 he uses King's Rage, a special Rage form that needs several hits that deal over 20k damage to break. Until it is considered broken, he's treated as having eight Historia Souls, and a few turns into the hardest of all of them.
phase he uses Megaflare, which is once again a guaranteed party wipe if the player can't break King's Rage in time. Finally, if at ''any'' time he is damaged by an off-realm character's Soul Break or Limit Break, he immediately counters with Dragonking Full Break to cripple the party.
** The XI ''XI'' realm version of Bahamut is regarded as the hardest of them all. The fight is considered to be overtuned all for many reasons. He's considered to be among the tankiest by stats alone and having more HP on average, XI banners are very rare, being average and he's one of the three Bahamut fights with dispel(the Dispel (the other two being Tactics ''V'' and V), the lack of in-realm critical fix soulbreaks ''Tactics''). Putting together a proper team is difficult since Shantotto(and ''XI'' banners are rare, Aphmau is considered of the lower-tier White Mages in the game, and the realm doesn't have good synergy; a full mage team isn't possible since Shantotto and Arciela later on for Global) are the only magic users in mages of the realm, and Aphmau being considered one of the lower tier healers in the game.physical teams don't have a reliable way to boost their critical hit rate and damage. Needless to say this one tends to be the last one completed by many expert players.
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* The next level of Cardia content after Dreambreakers with a Bahamut fight for each realm, it's not a huge jump in difficulty like Dreambreaker but it can still be hard. The stats for Bahamut are different for each realm fight with a few moves being different. It has the usual phase change like Dreambreakers where the damage stops before a phase change. It also has the full break debuff that is used a couple turns in phase 1(but it's the mild version fortunately), and Dreambreaker Full Break at Phase 3. The notable gimmick for this fight is the start of phase 2. hHe puts up an uncounterable 99% wall buff for 5 seconds. And around 6 crystals will float around him. The damage and effects his attacks will do depends on how many crystals he has out. Each turn he takes will increase the crystal count up with a max of 8 crystals, but using a soulbreak that uses SB points decreases the crystal count by two. Unfortunately he has moves that can drain SB points so you have to time your Soul Break use carefully. And to further discourage the use of Tyro, any offensive soulbreaks used by off-realm characters will be countered with full break, encouraging the use of in-realm full break buff soulbreaks or non-offensive off-realm characters like Mog.

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* The next level of Cardia content after Dreambreakers with a Bahamut fight for each realm, it's not a huge jump in difficulty like Dreambreaker but it can still be hard. The stats for Bahamut are different for each realm fight with a few moves being different. It has the usual phase change like Dreambreakers where the damage stops before a phase change. It also has the full break debuff that is used a couple turns in phase 1(but it's the mild version fortunately), and Dreambreaker Full Break at Phase 3. The notable gimmick for this fight is the start of phase 2. hHe puts up an uncounterable 99% wall buff for 5 seconds. And around 6 crystals will float around him. The damage and effects his attacks will do depends on how many crystals he has out. Each turn he takes will increase the crystal count up with a max of 8 crystals, but using a soulbreak that uses SB points decreases the crystal count by two. Unfortunately he has moves that can drain SB points so you have to time your Soul Break use carefully. And to further discourage the use of Tyro, any offensive soulbreaks used by off-realm characters will be countered with full break, encouraging the use of in-realm full break buff soulbreaks or non-offensive off-realm characters like Mog.
Mog. It also adds new buffs to the record board corresponding to the realm characters when each one is defeated. While the VII and Type-0 version of Bahamut are considered among the easiest versions, there's one that is considered the hardest of all of them.
** The XI realm version of Bahamut is regarded as the hardest of them all. The fight is considered to be overtuned for many reasons. He's considered to be among the tankiest by stats alone and having more HP on average, XI banners are very rare, being one of the three Bahamut fights with dispel(the other two being Tactics and V), the lack of in-realm critical fix soulbreaks since Shantotto(and Arciela later on for Global) are the only magic users in the realm, and Aphmau being considered one of the lower tier healers in the game. Needless to say this one tends to be the last one completed by many expert players.
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Added DiffLines:

[[folder: Dragon King]]
* The next level of Cardia content after Dreambreakers with a Bahamut fight for each realm, it's not a huge jump in difficulty like Dreambreaker but it can still be hard. The stats for Bahamut are different for each realm fight with a few moves being different. It has the usual phase change like Dreambreakers where the damage stops before a phase change. It also has the full break debuff that is used a couple turns in phase 1(but it's the mild version fortunately), and Dreambreaker Full Break at Phase 3. The notable gimmick for this fight is the start of phase 2. hHe puts up an uncounterable 99% wall buff for 5 seconds. And around 6 crystals will float around him. The damage and effects his attacks will do depends on how many crystals he has out. Each turn he takes will increase the crystal count up with a max of 8 crystals, but using a soulbreak that uses SB points decreases the crystal count by two. Unfortunately he has moves that can drain SB points so you have to time your Soul Break use carefully. And to further discourage the use of Tyro, any offensive soulbreaks used by off-realm characters will be countered with full break, encouraging the use of in-realm full break buff soulbreaks or non-offensive off-realm characters like Mog.
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** Sin, the FFX Dreambreaker boss. He's considered to be among the most awful of the Dreambreaker bosses. The main problems are with his status effects. He uses confuse on the character in the top slot early into the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse is that he has petrify, which he uses when you enter his 2nd phase on the character in the 2nd slot which is more or less the same as being dead as curing that character removes every single buff received beforehand, so you need to reapply that to them. Another obnoxious move is that he'll buff his DEF by 50 percent so you also have to have armor breakdown if you're using a physical FFX party which you'll probably do as Tidus and Rikku are very often featured in FFX banners. And because the FFX realm is so focused in water, he also can raise his defense against water based attacks. Of course that's not to say of his general attacks which are mainly gravity based so it will do a lot of damage and some have sap which can easily kill you. All of this makes for a very painful and utterly obnoxious battle to win even if you're stacked with the best relics for the FFX characters. It's slightly easier if you opt to use the mages for FFX to bypass his Defense buff and they don't use water so they don't have to worry about the water resistance buff.

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** Sin, the FFX ''X'' Dreambreaker boss. He's boss, is considered to be among the most awful of the Dreambreaker bosses. Dreambreakers. The main problems are with problem is his status effects. He uses confuse effects; he'll use Confuse on the character in the top slot early into in the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse is that he has petrify, which he uses when you enter and in his 2nd second phase on he'll Petrify the character in the 2nd slot which second slot. While Confuse is more or less not ''too'' problematic, Petrify is just as bad as death since the same as being dead as curing that character removes every single buff received beforehand, loses all their buffs, so you either need to reapply that go the rest of the fight without them or have access to them. Another obnoxious move is that he'll buff his DEF by 50 percent Astra or Esuna; except no in ''X'' '''has''' Astra or Esuna, so you also either need to bring an off-realm character that does or have to have armor breakdown if you're using a someone use the sub-par Ultra Cure (and that only heals Petrify, the character still loses their buffs). Since most characters in the ''X'' realm are physical FFX party which you'll probably do as Tidus Water-elemental characters, Sin will buff its DEF and Rikku are Water resistance and does the latter often, making it very often featured in FFX banners. tanky and forcing you to bring counters for those mechanics too. And because the FFX realm all of this is so focused in water, he also can raise his defense against water based attacks. Of course that's not to say nothing of his general attacks attacks, many of which are mainly gravity based so it will do a lot of damage Gravity-based or non-elemental and some have sap several of which can easily kill you. inflict Sap to overwrite Regenga and nullify Last Stand. All of this makes for a very painful and utterly obnoxious battle boss that is very difficult to win even if you're beat without a ''X'' team stacked with the best relics for the FFX characters. It's slightly great relics. The going is a bit easier if you opt to use a mage team that can ignore its defensive buffs, but aside from the White Mage/Summoner hybrid Yuna (which will be focused on healing anyway), the only mages for FFX to bypass his Defense buff in ''X'' are Lulu, Braska, and they don't use water Seymour, so they don't exactly have to worry about the water resistance buff.best synergy with each other.
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* Dreambreakers as a whole are pretty brutal. They have the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning players are expected to bring teams in all 17 Realms (plus the Core+Beyond Realms) that all synergize well and have strong White Mages and DPS characters, a tall order for many players. The Dreambreakers all share an effect that when they phase change at 70% and 40% HP, all damage inflicted upon them is negated until the current action ends, at which point most of them immediately (as in durign the character's turn and in-between their current actions) use a Full Break attack that reduces the party's ATK/DEF/MAG/RES; the debuff is 40% the first time and 70% the second time, and some even inflict the 70% version the first time too. These mechanics to their phase changes means it is impossible to brute force rush them down like Magicites and Torments could be, because Soul Breaks and ability combos will have their damage nulled and then crippled by the Full Break. The Full Break will also kill the party's momentum without a way to overwrite the buff with an effect that raises ATK/DEF/MAG/RES, but at the time Dreambreakers began no one had such a Soul Break except for Tyro's Overstrike. But them comes another mechanic of Dreambreakers and their phase change, which is to cast an unblockable Stop on any off-realm characters when they phase change, and most of them have a decent MND stat so it'll lock Tyro down for at least several seconds and any non-White Mage-type off-realm characters are basically removed from the battle. All of this meant that Dreambreakers were untouchable without the latest tech that started giving characters Soul Breaks with ATK/DEF/MAG/RES buffs on them, which also limits party compositions since a player will ''need'' to bring such a character with them, even if they were useless otherwise, and build their team to fit them in.

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* Dreambreakers as a whole are pretty brutal. They have the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning thus players are expected to bring will need teams in for all 17 Realms realms (plus the Core+Beyond Realms) Core + Beyond as one realm) with at least three characters in that all synergize well realm that can pull their weight and have strong a White Mages and DPS characters, Mage to keep the party alive, a tall order for many players. The Dreambreakers all share an effect that when they phase change at 70% and 40% HP, all damage inflicted upon them is negated until the current action ends, at which point most of them immediately (as in durign during the character's turn and in-between their current actions) use a Full Break attack that reduces the party's ATK/DEF/MAG/RES; the debuff is 40% the first time and 70% the second time, and some even inflict the 70% version the first time too. These mechanics to their phase changes means it is impossible to brute force rush them down like Magicites and Torments could be, Torments, because Soul Breaks and ability combos characters will have their damage nulled at their phase changes and then likely have their damage crippled by the Full Break. The Unless you just wait for it to wear off (which will kill your time), the only way to deal with Full Break will also kill the party's momentum without a way is to overwrite the buff with an effect that raises ATK/DEF/MAG/RES, but at the time Dreambreakers began no one had such a Soul Break except for Tyro's (pathetic) Overstrike. But them comes Enter another mechanic of Dreambreakers and their Dreambreakers, where when they phase change, which is to change they cast an unblockable Stop on at any off-realm characters when they phase change, and characters; most of them have a decent MND stat stat, so it'll lock Tyro down for at least several seconds and any non-White Mage-type off-realm characters are basically pretty much removed from the battle. All of this meant means that Dreambreakers were untouchable without need powerful realm teams used with careful strategy to tiptoe around their phase changes, and unless you had the latest tech that started giving at the time of their release (when more characters got Soul Breaks with ATK/DEF/MAG/RES buffs on them, which also limits party compositions since a player will ''need'' them) you would struggle to bring such achieve a character with them, even if they were useless otherwise, and build their team to fit them in.timely victory.
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* The 5-stars Magicites are very hard in their own right, but among those, Syldra is just brutal. For starters, like Tiamat, she mixes her Wind element with Lightning attacks, so that you are forced to expect devestating hits from two elements instead of just one. Once she enters her Enraged Mode, she gets a massive boost to damage resistance and ATB bar fill rate, so she'll quickly overwhelm you with pure DPS unless you Dispel her, and her damage resistance makes it difficult to nail an Overstrike hit to break her out of Enraged Mode. The rest of the fight isn't any easier -- she'll use [=NulFrost=] to boost her Ice resistance, will periodically use White Wind to heal herself, and her offense includes Gravity-based percentage damage moves and Wind attacks that lower Wind resistance. When you finally get her to the last 40% of her HP, she'll use "High Stakes" to cast Haste on herself again and give herself a boost to DEF, RES, and MND; because of how stat buffs/debuffs work in this game, you need an attack that lowers those same three stats at once to cancel out the boost, and no one who is actually feasible to fight Syldra had such a move for the longest time. Also in her third phase, she gets a second Gravity attack that deals damage equal to 75% of ''max'' HP, so anyone below 3/4s health is going to hit the ground. The sum result of all this is a boss that moves like the wind, hits like a sledgehammer, and takes hits like a self-repairing brick. Even with Ice Chain and Imperils, Syldra is extremely challenging.

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* The 5-stars Magicites are very hard in their own right, but among those, Syldra is just brutal. For starters, like Tiamat, she mixes her Wind element with Lightning attacks, so that you are forced to expect devestating hits from two elements instead of just one. Once she enters her Enraged Mode, she gets a massive boost to damage resistance and ATB bar fill rate, so she'll quickly overwhelm you with pure DPS unless you Dispel her, DPS, and her damage resistance makes it difficult to nail an Overstrike hit to break her out of Enraged Mode. The rest of the fight isn't any easier -- she'll use [=NulFrost=] to boost her Ice resistance, will periodically use White Wind to heal herself, and her offense includes Gravity-based percentage damage moves and Wind attacks that lower Wind resistance. When you finally get her to the last 40% of her HP, she'll use "High Stakes" to cast Haste on herself again and give herself a boost to DEF, RES, and MND; because of how stat buffs/debuffs work in this game, you need an attack that lowers those same three stats at once to cancel out the boost, and no one who is actually feasible to fight Syldra had such a move for the longest time. Also in her third phase, she gets a second Gravity attack that deals damage equal to 75% of ''max'' HP, so anyone below 3/4s health is going to hit the ground. The sum result of all this is a boss that moves like the wind, hits like a sledgehammer, and takes hits like a self-repairing brick. Even with Ice Chain and Imperils, Syldra is extremely challenging.
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'''Note''': {{Final Boss}}es and {{Wake Up Call Boss}}es are not allowed unless they're overly difficult by their standards. {{Bonus Boss}}es are not allowed; they're optional and have no standards for difficulty.

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'''Note''': {{Final Boss}}es and {{Wake Up Call Boss}}es are not allowed unless they're overly difficult by their standards. {{Bonus Boss}}es {{Superboss}}es are not allowed; they're optional and have no standards for difficulty.
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** Tantarian in the Realm Dungeons is a ''nightmare'', not for its demands or difficulty, but for its mechanic, inherited from its home game. You need to hit for 25%~45% of its max HP in one turn (12~15k for Classic, straight around 20k for Elite) for the book to open and enable you to directly damage it. Brought weapons and abilities that can't do that range of damage by either doing too much or too little damage? [[UnintentionallyUnwinnable Well, you're fucked and stuck in a never-ending fight]].

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** Tantarian in the Realm Dungeons is a ''nightmare'', not for its demands or difficulty, but for its mechanic, inherited from its home game. You need to hit for 25%~45% of its max HP in one turn (12~15k for Classic, straight around 20k for Elite) for the book to open and enable you to directly damage it. Brought weapons and abilities that can't do that range of damage by either doing too much or too little damage? [[UnintentionallyUnwinnable Well, you're fucked and stuck in a never-ending fight]]. To add insult to injury, it was also used in a number of newer IX evens with the same mechanic still in place, until they finally changed it so that you only need to inflict enough damage to open it up.
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* Hades of the 4-star Magicites is no slouch either, thanks to his schtick of StandardStatusEffects. It opens the fight with Savage Black Cauldron, doing Resistance-ignoring Dark damage to the entire party and inflicting Doom. For the rest of the fight he'll use the Resistance-ignoring Shadow Flare, and Black Cauldron, which has a 30% chance ''each'' of inflicting Poison, Silence, Paralyze, Confuse, Slow and Sleep: unless you have a character who can cast Astra or Magic Blink on the team, this is pretty much guaranteed to incapacitate the entire party in some manner or another. When Hades falls to 50% HP, he ''immediately'' casts Dispel on your party, and if it comes the turn before he uses Black Cauldron, you're probably going to be watching someone die in short order. Finally, every time his attack patterns shift to his second and third phases, he opens with Savage Strike, dealing physical Dark damage to the entire party and inflicting Interrupt; if you had Astra it just got used up, so you'd better recast it quick before Black Cauldron comes three turns later. Beating Hades requires not just a team with Astra and/or Magic Blink to avoid Black Cauldron, but also constantly monitoring his HP in fear of when Dispel and Savage Strike are coming.

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* Hades of the 4-star Magicites is no slouch either, thanks to his schtick of StandardStatusEffects.StatusEffects. It opens the fight with Savage Black Cauldron, doing Resistance-ignoring Dark damage to the entire party and inflicting Doom. For the rest of the fight he'll use the Resistance-ignoring Shadow Flare, and Black Cauldron, which has a 30% chance ''each'' of inflicting Poison, Silence, Paralyze, Confuse, Slow and Sleep: unless you have a character who can cast Astra or Magic Blink on the team, this is pretty much guaranteed to incapacitate the entire party in some manner or another. When Hades falls to 50% HP, he ''immediately'' casts Dispel on your party, and if it comes the turn before he uses Black Cauldron, you're probably going to be watching someone die in short order. Finally, every time his attack patterns shift to his second and third phases, he opens with Savage Strike, dealing physical Dark damage to the entire party and inflicting Interrupt; if you had Astra it just got used up, so you'd better recast it quick before Black Cauldron comes three turns later. Beating Hades requires not just a team with Astra and/or Magic Blink to avoid Black Cauldron, but also constantly monitoring his HP in fear of when Dispel and Savage Strike are coming.
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* Dreambreakers as a whole are pretty brutal. They have the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning players are expected to bring teams in all 17 Realms (plus the Core+Beyond Realms) that all synergize well and have strong White Mages and DPS characters, a tall order for many players. The Dreambreakers all share an effect that when they hit 70% and 40% HP, all the damage they take is reduced so that their HP can't be reduced past either threshold until the current player action ends and they do a proper phase change, which means it is flat impossible to brute force them and rush them down like 6*s could be. And when they phase change, they use Full Break, crippling the party; while most of their first Full Breaks reduce the affected stats by 40% and can thus be ignored with a powerful enough party (some of the early DB fights have multiple 70% Full Breaks), their third phase's Full Break is a 70% reduction to the affected stats, sapping the party's offensive and defensive potential just as the boss enters the most difficult phase of the fight. The only way to stop this is a Soul Break that raises ATK/DEF/MAG/RES, which would overwrite Full Break, but at the time no one had such a Soul Break except for Tyro on his Overstrike; enter another mechanic of Dreambreakers, that when they phase change they cast Stop on any off-realm characters, and most of them have a decent MND stat so it'll lock Tyro down for at least several seconds. All of this meant that Dreambreakers were untouchable without the latest tech that started giving characters Soul Breaks with ATK/DEF/MAG/RES buffs on them, which also limits party compositions since a player will ''need'' to bring such a character with them, even if they were useless otherwise, and build their team to fit them in.

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* Dreambreakers as a whole are pretty brutal. They have the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning players are expected to bring teams in all 17 Realms (plus the Core+Beyond Realms) that all synergize well and have strong White Mages and DPS characters, a tall order for many players. The Dreambreakers all share an effect that when they hit phase change at 70% and 40% HP, all the damage they take inflicted upon them is reduced so that their HP can't be reduced past either threshold negated until the current player action ends ends, at which point most of them immediately (as in durign the character's turn and they do in-between their current actions) use a proper Full Break attack that reduces the party's ATK/DEF/MAG/RES; the debuff is 40% the first time and 70% the second time, and some even inflict the 70% version the first time too. These mechanics to their phase change, which changes means it is flat impossible to brute force them and rush them down like 6*s Magicites and Torments could be. And when they phase change, they use Full Break, crippling the party; while most of their first Full be, because Soul Breaks reduce the affected stats by 40% and can thus be ignored with a powerful enough party (some of the early DB fights ability combos will have multiple 70% Full Breaks), their third phase's damage nulled and then crippled by the Full Break. The Full Break is a 70% reduction to the affected stats, sapping will also kill the party's offensive and defensive potential just as the boss enters the most difficult phase of the fight. The only momentum without a way to stop this is a Soul Break overwrite the buff with an effect that raises ATK/DEF/MAG/RES, which would overwrite Full Break, but at the time Dreambreakers began no one had such a Soul Break except for Tyro on his Overstrike; enter Tyro's Overstrike. But them comes another mechanic of Dreambreakers, that when they Dreambreakers and their phase change they change, which is to cast an unblockable Stop on any off-realm characters, characters when they phase change, and most of them have a decent MND stat so it'll lock Tyro down for at least several seconds.seconds and any non-White Mage-type off-realm characters are basically removed from the battle. All of this meant that Dreambreakers were untouchable without the latest tech that started giving characters Soul Breaks with ATK/DEF/MAG/RES buffs on them, which also limits party compositions since a player will ''need'' to bring such a character with them, even if they were useless otherwise, and build their team to fit them in.
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Renamed per TRS


** Tantarian in the Realm Dungeons is a ''nightmare'', not for its demands or difficulty, but for its mechanic, inherited from its home game. You need to hit for 25%~45% of its max HP in one turn (12~15k for Classic, straight around 20k for Elite) for the book to open and enable you to directly damage it. Brought weapons and abilities that can't do that range of damage by either doing too much or too little damage? [[UnwinnableByMistake Well, you're fucked and stuck in a never-ending fight]].

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** Tantarian in the Realm Dungeons is a ''nightmare'', not for its demands or difficulty, but for its mechanic, inherited from its home game. You need to hit for 25%~45% of its max HP in one turn (12~15k for Classic, straight around 20k for Elite) for the book to open and enable you to directly damage it. Brought weapons and abilities that can't do that range of damage by either doing too much or too little damage? [[UnwinnableByMistake [[UnintentionallyUnwinnable Well, you're fucked and stuck in a never-ending fight]].
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* Dreambreakers as a whole are pretty brutal. They have the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning players are expected to bring teams in all 17 Realms (plus the Core+Beyond Realms) that all synergize well and have strong White Mages and DPS characters, a tall order for many players. The Dreambreakers all share an effect that when they hit 70% and 40% HP, they become ''invincible'' until the current action ends and they do a proper phase change, which means it is flat impossible to brute force them and rush them down like 6*s could be. And when they phase change, they use Full Break, crippling the party; their 40% Full Break is a -70% to the affected stats, sapping the party's offensive and defensive potential just as the boss enters the most difficult phase of the fight. The only way to stop this is a Soul Break that raises ATK/DEF/MAG/RES, which would overwrite Full Break, but at the time no one had such a Soul Break except for Tyro on his Overstrike; enter another mechanic of Dreambreakers, that when they phase change they cast Stop on any off-realm characters, and most of them have a decent MND stat so it'll lock Tyro down for at least several seconds. All of this meant that Dreambreakers were untouchable without the latest tech that started giving characters Soul Breaks with ATK/DEF/MAG/RES buffs on them, which also limits party compositions since a player will ''need'' to bring such a character with them, even if they were useless otherwise, and build their team to fit them in.

to:

* Dreambreakers as a whole are pretty brutal. They have the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning players are expected to bring teams in all 17 Realms (plus the Core+Beyond Realms) that all synergize well and have strong White Mages and DPS characters, a tall order for many players. The Dreambreakers all share an effect that when they hit 70% and 40% HP, all the damage they become ''invincible'' take is reduced so that their HP can't be reduced past either threshold until the current player action ends and they do a proper phase change, which means it is flat impossible to brute force them and rush them down like 6*s could be. And when they phase change, they use Full Break, crippling the party; while most of their first Full Breaks reduce the affected stats by 40% and can thus be ignored with a powerful enough party (some of the early DB fights have multiple 70% Full Breaks), their third phase's Full Break is a -70% 70% reduction to the affected stats, sapping the party's offensive and defensive potential just as the boss enters the most difficult phase of the fight. The only way to stop this is a Soul Break that raises ATK/DEF/MAG/RES, which would overwrite Full Break, but at the time no one had such a Soul Break except for Tyro on his Overstrike; enter another mechanic of Dreambreakers, that when they phase change they cast Stop on any off-realm characters, and most of them have a decent MND stat so it'll lock Tyro down for at least several seconds. All of this meant that Dreambreakers were untouchable without the latest tech that started giving characters Soul Breaks with ATK/DEF/MAG/RES buffs on them, which also limits party compositions since a player will ''need'' to bring such a character with them, even if they were useless otherwise, and build their team to fit them in.
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* Like 5-star Magicites to 6-star Magicites. Dreambreakers is a big DifficultySpike to the torments. They have more health and defenses but the most annoying thing with them is every time they change phases(which happens when you deplete their HP to 70% and 40% and you can't deal damage beyond that until they change phases), they use fullbreak on your entire party crippling their DPS for a few seconds. This more or less means you must slot in a character that buffs the party's ATK/DEF/MAG/RES at least twice in these fights. Fortunately the stats of the bosses that are determined by the number of in-realm characters is lenient enough to allow 1 off-realm character in these fights. Tyro was initially used because his Overstrike Soulbreak was the only soulbreak that could buff those exact stats. DeNA caught on to this strategy and had every boss use Dreambreaker Stop that only affects off-realm characters every phase change starting with the 3rd Dreambreaker boss and Tyro had to have a high mind to shrug it off. DeNA also started adding new soulbreaks for in-realm characters meant to counter the fullbreaks to compensate. However some of these bosses are just very ridiculous in general.

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* Like 5-star Magicites to 6-star Magicites. Dreambreakers is as a big DifficultySpike to the torments. whole are pretty brutal. They have more health the same Rage mechanics as 6* Magicites plus the Realm mechanics of the Torments, meaning players are expected to bring teams in all 17 Realms (plus the Core+Beyond Realms) that all synergize well and defenses but the most annoying thing with them is every time have strong White Mages and DPS characters, a tall order for many players. The Dreambreakers all share an effect that when they change phases(which happens when you deplete their HP to hit 70% and 40% and you can't deal damage beyond that HP, they become ''invincible'' until the current action ends and they change phases), do a proper phase change, which means it is flat impossible to brute force them and rush them down like 6*s could be. And when they phase change, they use fullbreak on your entire party Full Break, crippling the party; their DPS for 40% Full Break is a few seconds. This more or less means you must slot in a character that buffs -70% to the affected stats, sapping the party's offensive and defensive potential just as the boss enters the most difficult phase of the fight. The only way to stop this is a Soul Break that raises ATK/DEF/MAG/RES, which would overwrite Full Break, but at the time no one had such a Soul Break except for Tyro on his Overstrike; enter another mechanic of Dreambreakers, that when they phase change they cast Stop on any off-realm characters, and most of them have a decent MND stat so it'll lock Tyro down for at least several seconds. All of this meant that Dreambreakers were untouchable without the latest tech that started giving characters Soul Breaks with ATK/DEF/MAG/RES at least twice in these fights. Fortunately the stats of the bosses that are determined by the number of in-realm characters is lenient enough buffs on them, which also limits party compositions since a player will ''need'' to allow 1 off-realm bring such a character in these fights. Tyro was initially used because his Overstrike Soulbreak was the only soulbreak that could buff those exact stats. DeNA caught on to this strategy and had every boss use Dreambreaker Stop that only affects off-realm characters every phase change starting with the 3rd Dreambreaker boss them, even if they were useless otherwise, and Tyro had build their team to have a high mind to shrug it off. DeNA also started adding new soulbreaks for in-realm characters meant to counter the fullbreaks to compensate. However some of these bosses are just very ridiculous in general.fit them in.
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** Sin, the FFX Dreambreaker boss. He's considered to be among the most awful of the Dreambreaker bosses. The main problems are with his status effects. He uses confuse on the character in the top slot early into the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse that he has petrify, which he uses when you enter his 2nd phase on the 2nd slot, it's more or less the same as being dead as curing that character removes every single buff received beforehand, so you need to reapply that to them. Another obnoxious move is that he'll buff his DEF by 50 percent so you also have to have armor breakdown if you're using a physical FFX party which you'll probably do as Tidus and Rikku are very often featured in FFX banners. And because the FFX realm is so focused in water, he also can raise his defense against water based attacks. Of course that's not to say of his general attacks which are mainly gravity based so it will do a lot of damage and some have sap which can easily kill you. All of this makes for a very painful and utterly obnoxious battle to win even if you're stacked with the best relics for the FFX characters. It's slightly easier if you opt to use the mages for FFX to bypass his Defense buff and they don't use water so they don't have to worry about the water resistance buff.

to:

** Sin, the FFX Dreambreaker boss. He's considered to be among the most awful of the Dreambreaker bosses. The main problems are with his status effects. He uses confuse on the character in the top slot early into the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse is that he has petrify, which he uses when you enter his 2nd phase on the character in the 2nd slot, it's slot which is more or less the same as being dead as curing that character removes every single buff received beforehand, so you need to reapply that to them. Another obnoxious move is that he'll buff his DEF by 50 percent so you also have to have armor breakdown if you're using a physical FFX party which you'll probably do as Tidus and Rikku are very often featured in FFX banners. And because the FFX realm is so focused in water, he also can raise his defense against water based attacks. Of course that's not to say of his general attacks which are mainly gravity based so it will do a lot of damage and some have sap which can easily kill you. All of this makes for a very painful and utterly obnoxious battle to win even if you're stacked with the best relics for the FFX characters. It's slightly easier if you opt to use the mages for FFX to bypass his Defense buff and they don't use water so they don't have to worry about the water resistance buff.
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None


* Like 5-star Magicites to 6-star Magicites. Dreambreakers is a big DifficultySpike to the torments. They have more health and defenses but the most annoying thing with them is every time they change phases(which happens when you deplete their HP to 70% and 40% and you can't deal damage beyond that until they change phases), they use fullbreak on your entire party crippling their DPS for a few seconds. This more or less means you must slot in a character that buffs the party's ATK/DEF/MAG/RES at least twice in these fights. Tyro was initially used because his Overstrike Soulbreak was the only soulbreak that could buff those exact stats. DeNA caught on to this strategy and had every boss use Dreambreaker Stop starting with the 3rd Dreambreaker boss and Tyro had to have a high mind to shrug it off. However some of these bosses are very ridiculous in general.
** Sin, the FFX Dreambreaker boss. He's considered to be among the most awful of the Dreambreaker bosses. The main problems are with his status effects. He uses confuse on the character in the top slot early into the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse that he has petrify, which he uses when you enter his 2nd phase on the 2nd slot, it's more or less the same as being dead as curing that character removes every single buff received beforehand, so you need to reapply that to them.

to:

* Like 5-star Magicites to 6-star Magicites. Dreambreakers is a big DifficultySpike to the torments. They have more health and defenses but the most annoying thing with them is every time they change phases(which happens when you deplete their HP to 70% and 40% and you can't deal damage beyond that until they change phases), they use fullbreak on your entire party crippling their DPS for a few seconds. This more or less means you must slot in a character that buffs the party's ATK/DEF/MAG/RES at least twice in these fights. Fortunately the stats of the bosses that are determined by the number of in-realm characters is lenient enough to allow 1 off-realm character in these fights. Tyro was initially used because his Overstrike Soulbreak was the only soulbreak that could buff those exact stats. DeNA caught on to this strategy and had every boss use Dreambreaker Stop that only affects off-realm characters every phase change starting with the 3rd Dreambreaker boss and Tyro had to have a high mind to shrug it off. DeNA also started adding new soulbreaks for in-realm characters meant to counter the fullbreaks to compensate. However some of these bosses are just very ridiculous in general.
** Sin, the FFX Dreambreaker boss. He's considered to be among the most awful of the Dreambreaker bosses. The main problems are with his status effects. He uses confuse on the character in the top slot early into the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse that he has petrify, which he uses when you enter his 2nd phase on the 2nd slot, it's more or less the same as being dead as curing that character removes every single buff received beforehand, so you need to reapply that to them. \n Another obnoxious move is that he'll buff his DEF by 50 percent so you also have to have armor breakdown if you're using a physical FFX party which you'll probably do as Tidus and Rikku are very often featured in FFX banners. And because the FFX realm is so focused in water, he also can raise his defense against water based attacks. Of course that's not to say of his general attacks which are mainly gravity based so it will do a lot of damage and some have sap which can easily kill you. All of this makes for a very painful and utterly obnoxious battle to win even if you're stacked with the best relics for the FFX characters. It's slightly easier if you opt to use the mages for FFX to bypass his Defense buff and they don't use water so they don't have to worry about the water resistance buff.
[[/folder]]
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[[folder:Dreambreaker]]
* Like 5-star Magicites to 6-star Magicites. Dreambreakers is a big DifficultySpike to the torments. They have more health and defenses but the most annoying thing with them is every time they change phases(which happens when you deplete their HP to 70% and 40% and you can't deal damage beyond that until they change phases), they use fullbreak on your entire party crippling their DPS for a few seconds. This more or less means you must slot in a character that buffs the party's ATK/DEF/MAG/RES at least twice in these fights. Tyro was initially used because his Overstrike Soulbreak was the only soulbreak that could buff those exact stats. DeNA caught on to this strategy and had every boss use Dreambreaker Stop starting with the 3rd Dreambreaker boss and Tyro had to have a high mind to shrug it off. However some of these bosses are very ridiculous in general.
** Sin, the FFX Dreambreaker boss. He's considered to be among the most awful of the Dreambreaker bosses. The main problems are with his status effects. He uses confuse on the character in the top slot early into the fight, meaning you have to have someone hit that character or use an ability or soulbreak with esuna, but even worse that he has petrify, which he uses when you enter his 2nd phase on the 2nd slot, it's more or less the same as being dead as curing that character removes every single buff received beforehand, so you need to reapply that to them.
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None


* Following the 6-star Magicites, the game introduced Argent Odin; an even more deadly variant of the Dark Odin fight. Compared to Dark Odin, Argent Odin is considerably more predictable; his attacks are elementally-themed, but they follow a very strict pattern throughout all versions of the fight, as opposed to the many mechanics Dark Odin used from the other Magicites. This doesn't make Argent Odin any easier, especially since he has at least 1.5 million more HP to begin with as well as higher overall stats. Like the 6-star Magicites, Argent Odin resists damage from heroes not using the right elemental aura. And to make matters worse, he will always dispel your elemental auras between phases, sometimes multiple times. Like Dark Odin, he uses Zantetsuken, which is an instant game ender if he does so at rage 3. Stopping this is even harder than with Dark Odin; he always rises to rage 3 the turn before he launches the attack, and he has multiple Rage trigger thresholds in the space between 90% HP and 80% HP. Which is generally where parties at the power level for the fight will tend to be at the time if they're on track with damage. This means that parties will need even more coordination than with Dark Odin to avoid losing to Zantetsuken. Odin also likes to use Antiheal, to reduce the amount of healing party members can recieve. This hamstrings many white mages, and makes the comparatively rare stocked HP effect more valuable, which heals for a fixed amount of HP and isn't affected by things that increase or reduce healing. Upon reaching 75% HP, he will use Achromatic Aegis, which is similar to Syldra's High Stakes; a defense buff that makes it nearly impossible to do meaningful damage for several seconds. Parties will either need to have someone who can dispel that rare buff combo, or lose momentum for a few rounds. Even without that buff, Odin's rages give him a *lot* of defense. Since they deal a fixed amount of base damage, 6-star Magicite summons won't be able to break his rages after the initial call. Once again, you need to beat Odin (and get his Magicite summon) in order to effectively fight Odin, and if you don't have his elemental weakness 6* Magicite in your deck, his damage is increased by 23% and your own damage is reduced by 30%, making it basically impossible to keep up with his damage output or inflict meaningful damage in return. Finally, Odin has mechanics in every fight that ''will'', almost without fail, kill 2 specific party members (either with massive Antiheal, Doom, or the Death spell). Much like stocked HP, Raise effects are comparatively rare and unpopular, so dealing with an unavoidable pair of deaths makes party construction more difficult, so a healer with an Awakening Soul Break, which usually heal, revive and Haste everyone at the same time on use is basically mandatory unless you can somehow finish the fight with just 3 party members. The rewards for Odin are worth the hassle, but only just.

to:

* Following the 6-star Magicites, the game introduced Argent Odin; an even more deadly variant of the Dark Odin fight. Compared to Dark Odin, Argent Odin is considerably more predictable; his attacks are elementally-themed, but they follow a very strict pattern throughout all versions of the fight, as opposed to the many mechanics Dark Odin used from the other Magicites. This doesn't make Argent Odin any easier, especially since he has at least 1.5 million more HP to begin with as well as higher overall stats. Like the 6-star Magicites, Argent Odin resists damage from heroes not using the right elemental aura. And to make matters worse, he will always dispel your elemental auras between phases, sometimes multiple times. Like Dark Odin, he uses Zantetsuken, which is an instant game ender if he does so at rage 3. Stopping this is even harder than with Dark Odin; he always rises to rage 3 the turn before he launches the attack, and he has multiple Rage trigger thresholds in the space between 90% HP and 80% HP. Which is generally where parties at the power level for the fight will tend to be at the time if they're on track with damage. This means that parties will need even more coordination than with Dark Odin to avoid losing to Zantetsuken. Odin also likes to use Antiheal, to reduce the amount of healing party members can recieve. This hamstrings many white mages, and makes the comparatively rare stocked HP effect more valuable, which heals for a fixed amount of HP and isn't affected by things that increase or reduce healing. Upon reaching 75% HP, he will use Achromatic Aegis, which is similar to Syldra's High Stakes; a defense buff that makes it nearly impossible to do meaningful damage for several seconds. Parties will either need to have someone who can dispel that rare buff combo, or lose momentum for a few rounds. Even without that buff, Odin's rages give him a *lot* of defense. Since they deal a fixed amount of base damage, 6-star Magicite summons won't be able to break his rages after the initial call. Once again, you need to beat Odin (and get his Magicite summon) in order to effectively fight Odin, and if you don't have his innate elemental weakness 6* Magicite in your deck, his damage is increased by 23% and your own damage is reduced by 30%, making it basically impossible to keep up with his damage output or inflict meaningful damage in return. Finally, Odin has mechanics in every fight that ''will'', almost without fail, kill 2 specific party members (either with massive Antiheal, Doom, or the Death spell). Much like stocked HP, Raise effects are comparatively rare and unpopular, so dealing with an unavoidable pair of deaths makes party construction more difficult, so a healer with an Awakening Soul Break, which usually heal, revive and Haste everyone at the same time on use is basically mandatory unless you can somehow finish the fight with just 3 party members. The rewards for Odin are worth the hassle, but only just.
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None


* Following the 6-star Magicites, the game introduced Argent Odin; an even more deadly variant of the Dark Odin fight. Compared to Dark Odin, Argent Odin is considerably more predictable; his attacks are elementally-themed, but they follow a very strict pattern throughout all versions of the fight, as opposed to the many mechanics Dark Odin used from the other Magicites. This doesn't make Argent Odin any easier. Like the 6-star Magicites, Argent Odin resists damage from heroes not using the right elemental aura. And to make matters worse, he will always dispel your elemental auras between phases, sometimes multiple times. Like Dark Odin, he uses Zantetsuken, which is an instant game ender if he does so at rage 3. Stopping this is even harder than with Dark Odin; he always rises to rage 3 the turn before he launches the attack, and he has multiple Rage trigger thresholds in the space between 90% HP and 80% HP. Which is generally where parties at the power level for the fight will tend to be at the time if they're on track with damage. This means that parties will need even more coordination than with Dark Odin to avoid losing to Zantetsuken. Odin also likes to use Antiheal, to reduce the amount of healing party members can recieve. This hamstrings many white mages, and makes the comparatively rare stocked HP effect more valuable. Upon reaching 75% HP, he will use Achromatic Aegis, which is similar to Syldra's High Stakes; a defense buff that makes it nearly impossible to do meaningful damage for several seconds. Parties will either need to have someone who can dispel that rare buff combo, or lose momentum for a few rounds. Even without that buff, Odin's rages give him a *lot* of defense. 6-star Magicite stummons will struggle to break his rages after the initial call. Once again, you need to beat Odin (and get his Magicite summon) in order to effectively fight Odin. Finally, Odin has mechanics in every fight that ''will'', almost without fail, kill 2 specific party members (either with massive Antiheal, Doom, or the Death spell). Much like stocked HP, Raise effects are comparatively rare and unpopular, so dealing with an unavoidable pair of daths makes party construction more difficult. The rewards for Odin are worth the hassle, but only just.

to:

* Following the 6-star Magicites, the game introduced Argent Odin; an even more deadly variant of the Dark Odin fight. Compared to Dark Odin, Argent Odin is considerably more predictable; his attacks are elementally-themed, but they follow a very strict pattern throughout all versions of the fight, as opposed to the many mechanics Dark Odin used from the other Magicites. This doesn't make Argent Odin any easier.easier, especially since he has at least 1.5 million more HP to begin with as well as higher overall stats. Like the 6-star Magicites, Argent Odin resists damage from heroes not using the right elemental aura. And to make matters worse, he will always dispel your elemental auras between phases, sometimes multiple times. Like Dark Odin, he uses Zantetsuken, which is an instant game ender if he does so at rage 3. Stopping this is even harder than with Dark Odin; he always rises to rage 3 the turn before he launches the attack, and he has multiple Rage trigger thresholds in the space between 90% HP and 80% HP. Which is generally where parties at the power level for the fight will tend to be at the time if they're on track with damage. This means that parties will need even more coordination than with Dark Odin to avoid losing to Zantetsuken. Odin also likes to use Antiheal, to reduce the amount of healing party members can recieve. This hamstrings many white mages, and makes the comparatively rare stocked HP effect more valuable.valuable, which heals for a fixed amount of HP and isn't affected by things that increase or reduce healing. Upon reaching 75% HP, he will use Achromatic Aegis, which is similar to Syldra's High Stakes; a defense buff that makes it nearly impossible to do meaningful damage for several seconds. Parties will either need to have someone who can dispel that rare buff combo, or lose momentum for a few rounds. Even without that buff, Odin's rages give him a *lot* of defense. Since they deal a fixed amount of base damage, 6-star Magicite stummons will struggle summons won't be able to break his rages after the initial call. Once again, you need to beat Odin (and get his Magicite summon) in order to effectively fight Odin.Odin, and if you don't have his elemental weakness 6* Magicite in your deck, his damage is increased by 23% and your own damage is reduced by 30%, making it basically impossible to keep up with his damage output or inflict meaningful damage in return. Finally, Odin has mechanics in every fight that ''will'', almost without fail, kill 2 specific party members (either with massive Antiheal, Doom, or the Death spell). Much like stocked HP, Raise effects are comparatively rare and unpopular, so dealing with an unavoidable pair of daths deaths makes party construction more difficult.difficult, so a healer with an Awakening Soul Break, which usually heal, revive and Haste everyone at the same time on use is basically mandatory unless you can somehow finish the fight with just 3 party members. The rewards for Odin are worth the hassle, but only just.
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* Dark Odin is the final boss for the 5-star Magicite fights, and is a reward for a player who's managed to clear all the elements. He has 9 elemental variants (Including Poison, which was absolutely not a viable strategy at the time), which is chosen the first time someone attacks him with an elemental attack. And all of them are dangerous in their own ways, often using mechanics that made the prior Magicite fights as annoying as they were. Odin has a few tactics that were unique to him at the time, however, and they easily make him more dangerous than the other fights. First is his use of multiple elements. His chosen element will make up the bulk of his attacks, but he will mix in attacks from an unrelated element, just to reduce the effectiveness of accessories that reduce one element's damage. For example: the Fire-wielding Odin will cast Waterga midway through the fight, to bypass Fire resistance. He also uses Elemental Drive, which contains 3 elements at once. There are accessories that resist all elements... which one can get by defeating each version of Dark Odin. The second thing that makes him dangerous and frustrating is his version of Rage. Each of the 5-star Magicites had a Rage effect, where they would gain a boost in certain stats (usually a combination of defense, attack, and speed), which could only be removed by dealing more than 9999 damage with a single hit. Dark Odin introduced the concept of ''layered'' Rages. He builds up Rage levels with certain actions, or upon taking a certain amount of damage, and this could stack up to 3 levels of Rage. It is also not possible to just ignore the Rage and fight on; Odin periodically counts down to the use of Zantetsuken, which increases in power with his Rage. If he is allowed to use Zantetsuken at rage 3, the attack will bypass doing damage at all, and will just end the fight with no chance to survive or recover. And since his Rage can be increased by reaching certian health thresholds, and is capable of raising 2 or 3 levels at once, it's possible for a player to trigger rage 3 just before Zantetsuken, ''by'' trying to break his Rage with an Overstrike Soul Break. This multiple Rage mechanic would be used throughout the game ever since, by Magicite fights and Cardia fights alike. Towards the end of the fight, Odin drops his Rage mechanic, and instead forces the party into a DPS race. He repeatedly attacks with Savage Elemental Drive (which hits ''all'' elements and strikes many times), while building towards 3 uses of Zantetsuken. A party needs considerable power to finish the fight.


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* Following the 6-star Magicites, the game introduced Argent Odin; an even more deadly variant of the Dark Odin fight. Compared to Dark Odin, Argent Odin is considerably more predictable; his attacks are elementally-themed, but they follow a very strict pattern throughout all versions of the fight, as opposed to the many mechanics Dark Odin used from the other Magicites. This doesn't make Argent Odin any easier. Like the 6-star Magicites, Argent Odin resists damage from heroes not using the right elemental aura. And to make matters worse, he will always dispel your elemental auras between phases, sometimes multiple times. Like Dark Odin, he uses Zantetsuken, which is an instant game ender if he does so at rage 3. Stopping this is even harder than with Dark Odin; he always rises to rage 3 the turn before he launches the attack, and he has multiple Rage trigger thresholds in the space between 90% HP and 80% HP. Which is generally where parties at the power level for the fight will tend to be at the time if they're on track with damage. This means that parties will need even more coordination than with Dark Odin to avoid losing to Zantetsuken. Odin also likes to use Antiheal, to reduce the amount of healing party members can recieve. This hamstrings many white mages, and makes the comparatively rare stocked HP effect more valuable. Upon reaching 75% HP, he will use Achromatic Aegis, which is similar to Syldra's High Stakes; a defense buff that makes it nearly impossible to do meaningful damage for several seconds. Parties will either need to have someone who can dispel that rare buff combo, or lose momentum for a few rounds. Even without that buff, Odin's rages give him a *lot* of defense. 6-star Magicite stummons will struggle to break his rages after the initial call. Once again, you need to beat Odin (and get his Magicite summon) in order to effectively fight Odin. Finally, Odin has mechanics in every fight that ''will'', almost without fail, kill 2 specific party members (either with massive Antiheal, Doom, or the Death spell). Much like stocked HP, Raise effects are comparatively rare and unpopular, so dealing with an unavoidable pair of daths makes party construction more difficult. The rewards for Odin are worth the hassle, but only just.
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* The boss fight in the 2nd half of Act 2 Chapter 6 against[[spoiler: The Lich]] is considered much more challenging than a lot of the preceding bosses before it. And this is due to it's main gimmick where it puts up a shield that makes it invulnerable to all attacks when it's HP falls under 50% and 20% respectively and the only way to break it is using attacks that break the damage cap. Your only options to do this are Tyro's 2 Arcane Overstrike soulbreaks which can only be used once and Bigg's Ultra chase attack. And if you thought the fight would be over once you deplete his HP? Think again, because he survives and puts up one last shield much like the player would have last stand. You pretty much have to level up Biggs and hit a high enough chain count from Dr Mog's chain so the chase will break the damage cap if you want to win this fight.

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* The Record Dungeon boss fight in the 2nd half of Act 2 Chapter 6 against[[spoiler: The Lich]] is considered much more challenging than a lot of the preceding bosses before it. And this is due to it's main gimmick where it puts up a shield that makes it invulnerable to all attacks when it's HP falls under 50% and 20% respectively and the only way to break it is using attacks that break the damage cap. Your only options to do this are Tyro's 2 Arcane Overstrike soulbreaks which can only be used once and Bigg's Ultra chase attack. And if you thought the fight would be over once you deplete his HP? Think again, because he survives and puts up one last shield much like the player would have last stand. You pretty much have to level up Biggs and hit a high enough chain count from Dr Mog's chain so the chase will break the damage cap if you want to win this fight.

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