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Looking at it, there are a few things here that have become big enough to warrant their own pages.


* ComplacentGamingSyndrome:
** Adventurers:
*** In general, any Adventurer who's the focus of a banner or one of the welfare units in a Raid Event is bound to be really common for a while.
*** Ezelith was ridiculously common online early on due to being the game's very first focus character. It was pretty common for more than one person to use her on their team during Raids, and she also tended to show up in non-Wind maps. Some people even used her in ''Water'' maps, even though she's at a disadvantage due to being a Fire Adventurer. This tailed off due to various mechanic changes and better units coming out, not to mention Nihilty, but Ezelith still shows up in a lot of non-Nihilty content.
*** Lily was also rather common, being the second ever focus Adventurer and one of the best at crowd-control upon release, since her first Skill is a ''ginormous'' [=AoE=] which inflicts Freeze. You could even find Lilys being used on Wind maps, even though she was really too squishy for those kinds of shenanigans.
*** Elisanne is a popular choice as a helper during Mercurial Gauntlet fights. Since her Helper Skill is a teamwide Strength buff regardless of Element, she can help any team that needs a little extra damage to succeed. It wouldn't be until the release of Noelle, who can give a greater Strength buff to Wind Adventurers specifically, that Elisanne would stop being universally recommended.
*** When she first dropped, Gala Alex popped up in a LOT of Co-Op matches, even outside of Light-Element opponents, thanks to her massive damage output. The advent of Legend Difficulty (which restricted Adventurer usage to a specific element) and the flood of game-breaking units (most notably Gala Chelle and Gala Zethia) has seen her usage take a hit, but not completely.
*** When it comes to solo battles, Grace is the one regular Adventurer everyone will recommend aiming for. Grace's ability to create shields with Knockback Immunity is invaluable for not only protecting you, but also your AI teammates who might not always dodge correctly. Even in off-element quests, you'll be hard-pressed to find a better support character than Grace.
*** If you're going into Co-Op for Jaldabaoth's Piercing Gale, the only choices anyone will accept are Gala Leonidas or Halloween Lowen. Don't have either? You'll be kicked out, though Gala Laxi has also been approved.
*** Going up against a Light-element Boss? Expect to see Gala Chelle at some point. Like her brother, Chelle also has a rapid-fire Manacaster and can tear through shields and weak point orbs in seconds, while also inflicting Shadowblight with her Skills.
*** Ilia, despite not having a rapid-fire Manacaster, is also used a ton. Not only is she a critical hit machine, but she also attacks every time she dodge rolls, which adds up the damage spectacularly. She took a hit when Nihilty dropped, but not enough to where she became totally useless.
*** Standing up against Primal Midgardsormr, you'll likely only see teams composed of Gala Leonidas, Kimono Elisanne, Gala Laxi, Gala Gatov, and either Ayaha & Otoha or Halloween Lowen. Some players actively refuse to allow anyone else to participate.
*** Many refuse to go into Morsayati's Reckoning Co-Op with players who don't have Gala Mym as their lead Adventurer, as she will usually be able to transform right away (as most players also have Shapeshift Prep Wyrmprints equipped) while also being able to tank the BeamSpam Morsayati constantly throws at the player. Note that the other three Adventurers are whatever the player wants (though Grace is considered just as important as Mym), but you gotta have Mym when playing Co-Op.
*** If Curse of Nihilty isn't a thing, expect any Water Co-Op team to have Karina. Thanks to her Mana Spiral, she can make excellent use of Doublebuff Wyrmprints and can tear apart even Ayaha & Ototha in about a minute. For a while, people even used her in off-element content, such as Tartarus.
*** While there are many Healers in the game, only a handful in each element actually get used often, typically because of their powerful regenerating healing skills or, for the more recent additions, their CombatMedic proficency.
*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.
*** Likewise, there are a lot of regular Adventurers not covered above who get regularly used by people who don't have the Gala Adventurers.
*** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.
** Dragons:
*** When it comes to Light DPS Adventurers, expect many of them to use Cupid as their Dragon. On top of providing a hefty 60% Strength buff when max unbound, his Skill heals the team, enabling parties to use another DPS Adventurer in place of a healer in some situations. He is especially common in Co-op, where teams won't always have a healer for support. Gaining Dragon Essences and a fifth unbind like Jeanne only made him even more useful, especially for players who don't have Thor or Reborn Jeanne.
*** Any and all of the Gala Dragons[[note]]Thor, Mars, Cat Sith, Bahamut, Chronos Nyx, the Beast Agito, and the Reborn Void Dragons[[/note]] will be ridiculously common in Co-Op. Thor and Cat Sith saw some downgrades thanks to Nihilty, but they're still common in other fights.
*** Backline or Dragondrive Adventurers will almost always have Fatalis and/or Bahamut equipped to them, as the major weaknesses of those Dragons only activate if the player shapeshifts, which AI controlled Adventurers won't and Dragondrive ones can't.
*** Healers have one or two Dragons per element that you'll always see. It helps that most of these can be unbound with Dragon Essences and have a fifth unbind with Surge of Strength (which increases Strength for the first three minutes).
*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.
*** Attack/Support units usually have a few specific Dragons that you'll see everyone equipped with if they don't have the Gala Dragons. Most of the 5-Star Dragons here can also be unbound via Dragon Essences.
*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.
** Wyrmprints:
*** During Raid Battles, expect to see a lot of people equip their teams with Shapeshift Prep Wyrmprints. This is because the effect of Shapeshift Prep stacks with each copy, and they even stack with other players' Wyrmprints during Raid Battles. If three Adventurers on each team are equipped with Dragon Arcanum, a common 2-Star Wyrmprint that grants 10% Shapeshift Prep when fully unbound, then everyone starts the battle with ''120%'' of the Dragon Gauge filled, allowing everyone to transform immediately, with another transformation not far behind.
*** The (Weapon) Skill Damage Wyrmprints, those being The Shining Overlord, Forest Bonds, Dragon and Tamer, Candy Couriers, Twinfold Bonds, Summer Paladyns, One-Winged Journey, Springtime Breeze, and Rivalry of Kings.[[note]]Which apply to Swords, Bows, Lance, Wand, Dagger, Axes, Blades, Staves, and Manacasters respectively.[[/note]] All of these grant the maximum 40% boost to Skill Damage, whereas the generic versions only go up to 30%.
*** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.
*** For Facility Events, it's not uncommon for players to use an Axe Adventurer and equip Wyrmprints with "Slayer's Strength"[[note]]An effect that permanently buffs the user's Strength for every five enemies defeated.[[/note]] effect and/or the Void Axe Weapon Ability that gives Slayer's Strength. This is because Axe's Force Strikes have a huge [=AoE=] attack that also vacuums enemies into the user when the Force Strike is being charged. This makes Julietta, Ranzal, and Karina popular choices for most Facility Events; as the former two have built in Slayer's Strength Abilities that stacks with any Slayer's Strength Wyrmprint or Void Weapon Ability's Slayer's Strength effect, while Karina has her first Skill that scales how many buffs she has, which includes the Slayer's Strength's buffs.
*** Any Skill Prep or Skill Haste Wyrmprint will come in handy for launching powerful attacks right away. Even better, a few Skill Haste Wyrmprints have the Bow Affinity, which gives you an additional Skill Haste boost (up to 10%) on top of that.
*** Any Wyrmprint that has a Doublebuff Ability is treasured. Doublebuff works by activating the boost (Strength, Critical Rate, Healing, whatever) whenever you get a Defense Buff, and there are many Adventurers who can raise Defense either with their own Skills or by using a Shared Skill, allowing you to really beef up your Adventurers very quickly.
*** Prints that buff your Adventurer if their HP is over 70% are good, all-purpose cards, as keeping your health that high can be relatively easy with how much healing goes around.
*** For Adventurers that deal with a lot of critical hits, any Wyrmprint that ups Critical Rate and/or Critical Damage is more than welcome.
*** Any team that specializes in Afflictions (such as Scorchrent, Flashburn, etc.) will want to have (Affliction) Punisher prints equipped. Depending on the type of affliciton, they allow you to do as much as 25% bonus damage per attack, which is nothing to sneeze at.
** Shared Skills:
*** The ones you get from the campaign Adventurers can be useful, especially Elisanne's Brave Bastion[[note]]Teamwide Strength buff regardless of element[[/note]], Cleo's Elder Cure[[note]]Heals your party, removes Paralysis, and increases Strength by 15%, though it won't stack with other Strength buffs[[/note]], and Ranzal's Tornado Bash[[note]]Wind AOE attack, draws enemies in, dispels one enemy buff, and inflicts Poison, the latter two unlocked via Mana Spiral[[/note]]. This is because you can use them right when they join your party, as opposed to everyone else, where you have to max their Level and first five Mana Circles, then use Tomes on top of all that to unlock them.
*** For summoned Adventurer Shared Skills, Gala Mym[[note]]wide hitbox, plus increases your Dragon Gauge[[/note]], Gala Euden[[note]]large hitbox, creates 20% Strength boost buff zone[[/note]], Gala Cleo[[note]]hits a ton of enemies for high damage[[/note]], Lapis[[note]]Dispels an enemy buff and is very quick to charge[[/note]], and some kind of regenerating healing Skill (typically Halloween Lowen or Summer Verica) are some of the most common Shared Skills used.

to:

* ComplacentGamingSyndrome:
** Adventurers:
*** In general, any Adventurer who's the focus of a banner or one of the welfare units in a Raid Event is bound to be really common for a while.
*** Ezelith was ridiculously common online early
ComplacentGamingSyndrome: Now on due to being the game's very first focus character. It was pretty common for more than one person to use her on their team during Raids, and she also tended to show up in non-Wind maps. Some people even used her in ''Water'' maps, even though she's at a disadvantage due to being a Fire Adventurer. This tailed off due to various mechanic changes and better units coming out, not to mention Nihilty, but Ezelith still shows up in a lot of non-Nihilty content.
*** Lily was also rather common, being the second ever focus Adventurer and one of the best at crowd-control upon release, since her first Skill is a ''ginormous'' [=AoE=] which inflicts Freeze. You could even find Lilys being used on Wind maps, even though she was really too squishy for those kinds of shenanigans.
*** Elisanne is a popular choice as a helper during Mercurial Gauntlet fights. Since her Helper Skill is a teamwide Strength buff regardless of Element, she can help any team that needs a little extra damage to succeed. It wouldn't be until the release of Noelle, who can give a greater Strength buff to Wind Adventurers specifically, that Elisanne would stop being universally recommended.
*** When she first dropped, Gala Alex popped up in a LOT of Co-Op matches, even outside of Light-Element opponents, thanks to her massive damage output. The advent of Legend Difficulty (which restricted Adventurer usage to a specific element) and the flood of game-breaking units (most notably Gala Chelle and Gala Zethia) has seen her usage take a hit, but not completely.
*** When it comes to solo battles, Grace is the one regular Adventurer everyone will recommend aiming for. Grace's ability to create shields with Knockback Immunity is invaluable for not only protecting you, but also your AI teammates who might not always dodge correctly. Even in off-element quests, you'll be hard-pressed to find a better support character than Grace.
*** If you're going into Co-Op for Jaldabaoth's Piercing Gale, the only choices anyone will accept are Gala Leonidas or Halloween Lowen. Don't have either? You'll be kicked out, though Gala Laxi has also been approved.
*** Going up against a Light-element Boss? Expect to see Gala Chelle at some point. Like her brother, Chelle also has a rapid-fire Manacaster and can tear through shields and weak point orbs in seconds, while also inflicting Shadowblight with her Skills.
*** Ilia, despite not having a rapid-fire Manacaster, is also used a ton. Not only is she a critical hit machine, but she also attacks every time she dodge rolls, which adds up the damage spectacularly. She took a hit when Nihilty dropped, but not enough to where she became totally useless.
*** Standing up against Primal Midgardsormr, you'll likely only see teams composed of Gala Leonidas, Kimono Elisanne, Gala Laxi, Gala Gatov, and either Ayaha & Otoha or Halloween Lowen. Some players actively refuse to allow anyone else to participate.
*** Many refuse to go into Morsayati's Reckoning Co-Op with players who don't have Gala Mym as their lead Adventurer, as she will usually be able to transform right away (as most players also have Shapeshift Prep Wyrmprints equipped) while also being able to tank the BeamSpam Morsayati constantly throws at the player. Note that the other three Adventurers are whatever the player wants (though Grace is considered just as important as Mym), but you gotta have Mym when playing Co-Op.
*** If Curse of Nihilty isn't a thing, expect any Water Co-Op team to have Karina. Thanks to her Mana Spiral, she can make excellent use of Doublebuff Wyrmprints and can tear apart even Ayaha & Ototha in about a minute. For a while, people even used her in off-element content, such as Tartarus.
*** While there are many Healers in the game, only a handful in each element actually get used often, typically because of their powerful regenerating healing skills or, for the more recent additions, their CombatMedic proficency.
*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.
*** Likewise, there are a lot of regular Adventurers not covered above who get regularly used by people who don't have the Gala Adventurers.
*** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.
** Dragons:
*** When it comes to Light DPS Adventurers, expect many of them to use Cupid as their Dragon. On top of providing a hefty 60% Strength buff when max unbound, his Skill heals the team, enabling parties to use another DPS Adventurer in place of a healer in some situations. He is especially common in Co-op, where teams won't always have a healer for support. Gaining Dragon Essences and a fifth unbind like Jeanne only made him even more useful, especially for players who don't have Thor or Reborn Jeanne.
*** Any and all of the Gala Dragons[[note]]Thor, Mars, Cat Sith, Bahamut, Chronos Nyx, the Beast Agito, and the Reborn Void Dragons[[/note]] will be ridiculously common in Co-Op. Thor and Cat Sith saw some downgrades thanks to Nihilty, but they're still common in other fights.
*** Backline or Dragondrive Adventurers will almost always have Fatalis and/or Bahamut equipped to them, as the major weaknesses of those Dragons only activate if the player shapeshifts, which AI controlled Adventurers won't and Dragondrive ones can't.
*** Healers have one or two Dragons per element that you'll always see. It helps that most of these can be unbound with Dragon Essences and have a fifth unbind with Surge of Strength (which increases Strength for the first three minutes).
*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.
*** Attack/Support units usually have a few specific Dragons that you'll see everyone equipped with if they don't have the Gala Dragons. Most of the 5-Star Dragons here can also be unbound via Dragon Essences.
*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.
** Wyrmprints:
*** During Raid Battles, expect to see a lot of people equip their teams with Shapeshift Prep Wyrmprints. This is because the effect of Shapeshift Prep stacks with each copy, and they even stack with other players' Wyrmprints during Raid Battles. If three Adventurers on each team are equipped with Dragon Arcanum, a common 2-Star Wyrmprint that grants 10% Shapeshift Prep when fully unbound, then everyone starts the battle with ''120%'' of the Dragon Gauge filled, allowing everyone to transform immediately, with another transformation not far behind.
*** The (Weapon) Skill Damage Wyrmprints, those being The Shining Overlord, Forest Bonds, Dragon and Tamer, Candy Couriers, Twinfold Bonds, Summer Paladyns, One-Winged Journey, Springtime Breeze, and Rivalry of Kings.[[note]]Which apply to Swords, Bows, Lance, Wand, Dagger, Axes, Blades, Staves, and Manacasters respectively.[[/note]] All of these grant the maximum 40% boost to Skill Damage, whereas the generic versions only go up to 30%.
*** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.
*** For Facility Events,
[[ComplacentGamingSyndrome/DragaliaLost it's not uncommon for players to use an Axe Adventurer and equip Wyrmprints with "Slayer's Strength"[[note]]An effect that permanently buffs the user's Strength for every five enemies defeated.[[/note]] effect and/or the Void Axe Weapon Ability that gives Slayer's Strength. This is because Axe's Force Strikes have a huge [=AoE=] attack that also vacuums enemies into the user when the Force Strike is being charged. This makes Julietta, Ranzal, and Karina popular choices for most Facility Events; as the former two have built in Slayer's Strength Abilities that stacks with any Slayer's Strength Wyrmprint or Void Weapon Ability's Slayer's Strength effect, while Karina has her first Skill that scales how many buffs she has, which includes the Slayer's Strength's buffs.
*** Any Skill Prep or Skill Haste Wyrmprint will come in handy for launching powerful attacks right away. Even better, a few Skill Haste Wyrmprints have the Bow Affinity, which gives you an additional Skill Haste boost (up to 10%) on top of that.
*** Any Wyrmprint that has a Doublebuff Ability is treasured. Doublebuff works by activating the boost (Strength, Critical Rate, Healing, whatever) whenever you get a Defense Buff, and there are many Adventurers who can raise Defense either with their
own Skills or by using a Shared Skill, allowing you to really beef up your Adventurers very quickly.
*** Prints that buff your Adventurer if their HP is over 70% are good, all-purpose cards, as keeping your health that high can be relatively easy with how much healing goes around.
*** For Adventurers that deal with a lot of critical hits, any Wyrmprint that ups Critical Rate and/or Critical Damage is more than welcome.
*** Any team that specializes in Afflictions (such as Scorchrent, Flashburn, etc.) will want to have (Affliction) Punisher prints equipped. Depending on the type of affliciton, they allow you to do as much as 25% bonus damage per attack, which is nothing to sneeze at.
** Shared Skills:
*** The ones you get from the campaign Adventurers can be useful, especially Elisanne's Brave Bastion[[note]]Teamwide Strength buff regardless of element[[/note]], Cleo's Elder Cure[[note]]Heals your party, removes Paralysis, and increases Strength by 15%, though it won't stack with other Strength buffs[[/note]], and Ranzal's Tornado Bash[[note]]Wind AOE attack, draws enemies in, dispels one enemy buff, and inflicts Poison, the latter two unlocked via Mana Spiral[[/note]]. This is because you can use them right when they join your party, as opposed to everyone else, where you have to max their Level and first five Mana Circles, then use Tomes on top of all that to unlock them.
*** For summoned Adventurer Shared Skills, Gala Mym[[note]]wide hitbox, plus increases your Dragon Gauge[[/note]], Gala Euden[[note]]large hitbox, creates 20% Strength boost buff zone[[/note]], Gala Cleo[[note]]hits a ton of enemies for high damage[[/note]], Lapis[[note]]Dispels an enemy buff and is very quick to charge[[/note]], and some kind of regenerating healing Skill (typically Halloween Lowen or Summer Verica) are some of the most common Shared Skills used.
page]]



* ThatOneBoss:
** The final boss of Chapter 5, Zodiark, is a Wake-Up call for those taking the game on easily. First, he uses Chaos Cage, which traps party members in bone cages that they can't escape until they deal enough damage to break them. If you have some form of Staff-user on the team, expect it to take them a while to get out. And then Zodiark enters Overdrive. When in Overdrive, Zodiark begins to use Accursed Venom, which does MASSIVE damage over time. Combine this with Chaos Cage, and let's just say that party member is doomed.
** The boss of the "Trick or Treasure!" Event, Pumpking, is notably vicious, even in easy difficulties, making it hard for lower leveled players to fight it alone, due to his high damage output and easily cursing players, which stops them from using Skills or turning into Dragons. Co-Op is a requirement to defeat him in Standard difficulty. Though, thanks to PowerCreepPowerSeep, even new players can easily whallop on him.
*** He gets his revenge in the Kaleidoscape, where he becomes a Menace that can appear on any Exploration floor. What makes him especially dangerous is that, unlike every other Menace in that mode, his wake-up radius is ''huge'', and he will more than likely already be throwing rocks at you as soon as you enter. Since he's already awake, that means you get to deal with not just Pumpking, but all the other regular enemies at the same time. Worse, there's a floor that has you take on '''six''' Pumpkings at once! Even Tiki, who has little to no problem with any other Menace in the game, can get completely overwhelmed by this. Luckily, players who don't want to deal with them can just zip by and move on.
** Every Raid Boss, like Phraeganoth and Hypnos, counts as they have [[DamageSpongeBoss high HP]] and [[ThatOneAttack devastating attacks that are hard to dodge]]. [[BonusBoss Especially in Extra mode]], where they are highly aggressive and really fast. Good luck trying to beat them [[TimedMission under 90 seconds]] for a new title and on a NoDeathRun. Much like the Pumpking above, PowerCreepPowerSeep has made so that even new players can slaughter the Master Difficulty Raid Bosses, so it's the Omega Difficulty ones that bring the challenge. Especially since those you have to conquer Solo before challenging it via Co-Op.
** At the dawn of Void Battles, Void Zephyr was tricky. Not only does he come with the ability to Dull your attacks, but he can also can suppress your Dragon Gauge. In addition, during Overdrive, he has some additional attacks, such as an unavoidable cascading attack and an attack similar to High Midgardsormr, where he targets a specific Adventurer to kill them instantly, that can only be countered by grouping together to share the pain. After Void Weapons got overhauled, players can get resistances to both gimmicks, making the fight easier.
** Chronos Nyx, the [[OneWingedAngel one-winged angel form]] of the Raid Boss from the "Fractured Future" Event. Most of the time, he likes to spam large and unpredictable [=AoE=] attacks, that are very chaotic and hard to dodge. Then, there's his [[DesperationAttack Dimensional Oblivion]] attack which can one shot everyone in your team if you don't break his weak-point (which is Wind-element in contrast to Chronos being Light) fast enough. On top of all that, he can also inflict ''six'' status afflictions when the typical boss can only inflict two at most, so there's high a chance your characters will get afflicted with at least one status condition they do not resist, hindering their movement or causing them to be unable to use a Skill or Dragon Shift.
** Astral Raid bosses on Master can be tough, but Phraeganoth takes the cake. He sports a breath attack that can instakill if you're not careful. He also has a spin attack which cuts defense on those affected. While many advise to break his tail to hamper that, his constant movements make that task difficult. Add to that instant Overdrive, and it'll take luck to finish with your team intact.
** Upon its release, the Expert difficulty for Ayaha & Otoha was considered to be the hardest. The fight is scaled for Adventurers with Mana Spirals (since the twins have a high HP pool when compared to the other Agito bosses, meaning the damage check is significantly higher when compared to Volk), but the problem is that not many Water Adventurers were given Mana Spirals to meet the damage check. Not helping the matter is that, unlike the previous Agito fights, the twins have a ''lot'' of unavoidable purple attacks (particularly their second form where they also have a vacuuming "blackhole"-type attack that is difficult to bait out), and can punish the player for their bad positioning. In fact, it's so difficult that it's not uncommon for fights to last for as long as 7-8 minutes. Thankfully, they've gone down in difficulty significantly upon the advent of such meta-defining forces as [[GameBreaker Elisanne, Karina or Summer Celliera]] and the plethora of buffs granted to the Water element in version 2.0; in fact, some might say those very same qualities now make them [[AwesomeBosses/OtherGames pretty fun]] now that they're reasonably difficult.
** Of all the Agito fights, Tartarus' Wrath on Expert is generally considered the hardest of the lot. His first phase carries two special status effects; Fury of the Fallen [[note]]stacks up to 3 times, and caps your damage at 999, 99 or 9 based on the number of stacks[[/note]] and Hell's Brand [[note]]all healing only restores 1 HP until the first clone is destroyed[[/note]]. He also has a move called Dimensional Shift, where he traps several or all party members in a bubble that requires an attack from a Dragon to break out of. However, he also follows up said attack with either Mortal Chaser or Punishment Arrows, which are [[OneHitKill invariably lethal]], so you have to stay in the bubble until they pass, but if you stay in too long or nobody has a shapeshift ready, then everyone's screwed, as the bubbles kill whoever's inside after a set amount of time. He can also grant himself a special buff called Relentless Rage that increases the strength of his attacks and changes them from red to purple. But things ''really'' go to hell when he TurnsRed and enters his second form. The aforementioned Mortal Chaser is now an arena-wide instant death move, so if the member that's just come out of a portal is the only one with a shapeshift ready, [[UnwinnableByDesign everyone's screwed.]] Meanwhile, the aforementioned Punishment Arrows change to Punishment Waves, which is ''another'' arena-wide instant death attack that requires everyone to get behind a dimension-shifted teammate or teammate in dragon form. Relentless Rage also becomes ''more'' of a problem; his tweaked-out attacks come hard and fast while covering a huge amount of the arena, and he begins throwing Void Showers into the mix, which make the fight very frantic very fast. It doesn't help that he has the most health out of all the Expert Agito fight. It says something that he's still considered a pain in the ass even ''with'' several solid Light Adventurers and spirals, unlike Ayaha and Otoha above. [[RageQuit Fun invariably ensues]] during the Time Attack challenge, since this version is the one you're up against.
** Tiki's Trial in the "''Fire Emblem'': Kindred Ties" Event. Bring a high-level Wind team with a healer, problem solved, right? Nope. About a quarter of the way through Dragon Tiki's health, she summons backup... In the form of ''Marth''. Whose element is ''Flame'', aka the element your team is weak against. And knowing how the AI is, chances are he will either utterly destroy your team, or you'll be spending the rest of the fight running away from him while trying to bring down Tiki. A good Water team can handle him just fine, ''but'' at the expense of drawing out the fight against Tiki herself significantly more.
** Onslaught Events brought a new remixed BonusBoss called the Astral High Dragon Assault. There, you must face one of the High Greatwyrms alone, transformed as a Dragon. Because you're locked into your Dragonform, your healing options are limited. Only a handful of Dragons come equipped with a healing Skill and even fewer have Skills that will activate a Healing Doublebuff Wyrmprint. If you don't have one of those healing Dragons, and especially one with an Element advantage against the High Dragon, you'll need to have pixel perfect timing to dodge all of their attacks. Some of them allowed you to use Dragondrive or ''VideoGame/Persona5'' Adventurers to sort of [[LoopholeAbuse cheat your way through]], but sometimes the initial transformation is bugged until you close the game.
** Wait, they did it again? How crazy is that?! Intentional puns aside, the "Princess Connect Re:Code: A Voracious Visitor" crossover event gives us Pecorine's Trial. But rather than just summon one backup midway through the fight, she has both Forager Cleo and Forager Mitsuba as allies from the start, which means AOE attacks for days, and since everyone has a different element, you have to accommodate with a well-rounded group lest you get struck down; bringing a Flame adventurer for Mitsuba means Cleo will frag them fast, and Shadow may resist Pecorine, but has no such protection against the backup dancers. If you don't have your head on a swivel and a good strong team, either they bring you down or the clock gets you first. [[ThisIsGonnaSuck Have fun with that.]]
** Rise of the Sinister Dominion ups the ante in difficulty, and all of them are nasty for different reasons. Know that they will both shut down most of your buffs and deny their effects (Curse of Nihility) and inflict Damage-Over-Time that can kill you if untreated with potent healing (Creeping Corrosion). Bring your best healers and all the Punisher Wyrmprints you can spare if you want to win these battles, and don't forget your dispels if you know what's good for you. The July 2021 Time pits you against Expert Lilith as proof that you're in for hell in a handbasket, and '''two''' separate Trials of the Mighty in August 2021 pit you against her too. [[RageQuit So, let's try for a little more agony this time, 'kay?]]
** Trials of the Mighty brings the pain, especialy on Master:
*** Thor. Not only does he have his typical spammy lightning attacks, but he also gets the same Curse of Nihility that the Sinister Dominion bosses have. As if the restrictions on Weapon types wasn't bad enough, due to the way the boss is structured, it's very, very dangerous for Sword users (like Alberius and Gala Alex) to attack. Poseidon, while still very nasty on the higher difficulties, is much more manageable, even if his constant dashes push aside Dagger users like poor ol' Notte.
*** Mars is already an HP sponge, but add in Curse of Nihilty and he turns into an absolute slog, ''especially'' on Solo. Even with Co-Op, it's not uncommon for the party to run out of time before they finish off Leonidas' Dragon. And that's not even counting his massive laser that fills up most of the screen.
*** When Lilith appeared in the Trials of the Mighty, she was made into a Raid Boss. Unfortunately, her HP got jacked up proportionally, and even when you have four teams over 45,000 Might, it's still extremely difficult to claim victory, despite the time limit being 8 minutes. Her various attacks aren't too difficult to tank, but because she throws out so many purple attacks, the various CPU players retreat to avoid the attack, wasting valuable seconds not attacking, which just adds to the frustration. To make matters worse, the Trial is for Gala Cleo's Mana Spiral, which mostly just adds the Amp mechanic to her moveset. Many people are so frustrated by this Trial, much moreso than even stuff like Mars or Thor, that they're throwing in the towel for Master and just completing Expert instead.
*** Grimnir's Trial puts you up against the nerd again, but whereas his original challenge was a joke, here he lives up to the self-issued 'war god' title. Forget shapeshifting to evade Nihility; Voidlight Eraser will beat you to the punch every time. As if that sudden downer wasn't enough, on his first Overdrive he'll set up a barrier around himself and the cyclones he spawns, which themselves will spawn a number of cyclones that bombard the party with unavoidable damage should they reach the far wall, and once those run out, he'll start attacking you through his barrier while you try to bring down those cyclones. If you're not paying attention or you're underperforming, you run the very real risk of losing your party before you can finally attack him again. Attempt Master undertuned at the peril of your own sanity.
*** Jaldabaoth got the same buffs that Lilith did, and was also made a Raid Boss. All of her attacks are the same as the regular version, but thanks to the buff via Jalda being a Raid Boss, they're tougher to take down, most notably Void Agni, and just like the regular version, Jaldabaoth is invulnerable as long as Void Agni is on the field. Many players have found this significantly harder than Lilith.
*** Nidhogg is a pretty easy boss to take care on in Void Battles, provided you have Enervation Resistance unlocked. His Trials version? Hoo boy. He not only has all his old attacks, he can also make a moat around the edge of the arena, squeezing you in much tighter, and if you wander into it, you'll be inflicted with Poison. Then, Nidhogg shoots out a variety of blue flames that you can't destroy. They'll wander the arena before stopping and unleashing purple [=AoE=] attacks, and thanks to the moat you have very little safe space and very little time to find it. As if that wasn't bad enough, once Nidhogg's health drops far enough, he spawns Shadow versions of himself that has all the same attacks. And since this is Master, all of those attacks are purple. Did I mention that the blue flames are still going? It's almost impossible to find a safe space to attack from and you'll be constantly bombardded by purple attack after purple attack. Also, the shades can inflict Enervation, meaning those who skip over Void weaponry to go straight to Chimeratech risk killing the run for their entire party. To make matters worse, the attacking Weapon types allowed during its first run are Lances and Daggers, most of which (including popular picks like Halloween Elisanne, Mitsuhide, Ryszarda. Sha Wujing, and Curran) are Curse Resistant instead, meaning you'll either have to go with a Poison Resistant Adventurer you either aren't used to or have built up[[note]]The eligible Poison Resistant Adventurers are Wu Kong, Fritz, Annelie, and Malka[[/note]] or waste two Wyrmprint slots on Poison Resistance. Don't think Healers get a break either. With all the super attacks going around, you're gonna wanna have Regen healing Skills, but Hildegarde is another Curse-only Resister. Gala Zena resists Poison, but her heal isn't regen and healing Shared Skills take a ''lot'' of time to charge up. The only Light Healer with Poison Resist ''and'' regen healing is Vixel. Hope you've got him powered up!
*** Harle keeps the tradition going, though in a different way than the others. Instead of being a tank that absorbs tons of hits, he's a LightningBruiser who can't stay still. Half of his attacks send him from one end of the battlefield to the other instantly, while the other half sends ''you'' to the other end of the battlefield instantly. And most of his attacks have a huge area of effect, not letting you get close to damage him. After a while, he'll launch four green helicopter orbs. You can destroy these to heal and fill your Dragon Gauge, but unless your entire team is concentrating on each one, it will take too long and you'll likely run out of time if you focus on the orbs too much. The topper on this frustrating fight? The first run only allowed, as the attacking classes, Axes and Bows. The former is a MightyGlacier and is absolutely dreadful in this fight, while the latter lacks the homing shots Wands have, which would help out a lot with Harle zipping around everywhere. And the best units for both (Halloween Mym and Gala Sarisse) are Limited units.
*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.
** The Primal Dragon Trials are to test players who thought the Sinister Dominion was too easy.
*** Primal Midgardsormr is rather deceptively fast. His Humanoid form has Storm Piercer, which inflicts Stormlash and can be hard to avoid if you are in the purple area when he begins charging. Then there's his Rampaging Winds, which creates tornadoes all around the arena, with no colored trails to warn you where each one will go. You can dodge by hiding out between the tornadoes at the edge of the arena, but good luck not touching the hitbox. Upon transforming, Mids has several extremely annoying attacks. First off it's Surging Tempest, which covers the whole arena and will juggle you like a ball unless you're a Dragon or you hide out inside a small tornado, which still damages you either way. Second is his various Manifestations of War, which create shadow versions of Adventurers, all of which can trap you in a devastating combo if you don't avoid it. And while it isn't an attack per se, he also has the standard "destroy the orbs before time runs out or you're dead" technique. He follows that up with a massive blast that's basically an upgraded one of his Advanced Trial opening blast. While it IS beatable without him, you're going to have a really tough time if you were unlucky enough not to get Gala Gatov and his Knockback Immunity ability.
** In normal battles, most people can handle the High Dragons and Agito relatively easily. In the Kaleidoscape, those same bosses become this. You fight a random High Dragon, demi-human Agito, and unleashed Agito on floors 40, 45, and 50 respectively. Depending on who you picked and what drops you got, these bosses can be exceptionally tough. For the Dragons, Brunhilda and Jupiter are the most problematic due to their Afflictions being easy to catch and many of their attacks being hard to dodge. With the Agito, if you lack some kind of healing skill and/or a move that dispels buffs, you are going to be in for a real, real hard time. It's not unheard of for people to be forced to quit their runs because they were unlucky enough to run into Kai Yan without a dispel.
** Also in the Kaleidoscape are the Chief Templars. These aren't strict boss fights, but closer to EliteMook level, being Menaces on Exploration floors. Whereas the other Menaces are MightyGlacier fights, Templars are LightningBruiser enemies, unleashing their attacks fast and hard. But it's not their super attacks that's the problem, those are easily dodgeable. No, it's their regular attacks, especially if you're playing as a melee Adventurer. These guys can easily whittle your health down into the red just with their normal attacks, and if you're force into close quarters with them, it won't be a fun time.

to:

* ThatOneBoss:
** The final boss of Chapter 5, Zodiark, is a Wake-Up call for those taking the game
ThatOneBoss: [[ThatOneBoss/DragaliaLost Placed on easily. First, he uses Chaos Cage, which traps party members in bone cages that they can't escape until they deal enough damage to break them. If you have some form of Staff-user on the team, expect it to take them a while to get out. And then Zodiark enters Overdrive. When in Overdrive, Zodiark begins to use Accursed Venom, which does MASSIVE damage over time. Combine this with Chaos Cage, and let's just say that party member is doomed.
** The boss of the "Trick or Treasure!" Event, Pumpking, is notably vicious, even in easy difficulties, making it hard for lower leveled players to fight it alone, due to his high damage output and easily cursing players, which stops them from using Skills or turning into Dragons. Co-Op is a requirement to defeat him in Standard difficulty. Though, thanks to PowerCreepPowerSeep, even new players can easily whallop on him.
*** He gets his revenge in the Kaleidoscape, where he becomes a Menace that can appear on any Exploration floor. What makes him especially dangerous is that, unlike every other Menace in that mode, his wake-up radius is ''huge'', and he will more than likely already be throwing rocks at you as soon as you enter. Since he's already awake, that means you get to deal with not just Pumpking, but all the other regular enemies at the same time. Worse, there's a floor that has you take on '''six''' Pumpkings at once! Even Tiki, who has little to no problem with any other Menace in the game, can get completely overwhelmed by this. Luckily, players who don't want to deal with them can just zip by and move on.
** Every Raid Boss, like Phraeganoth and Hypnos, counts as they have [[DamageSpongeBoss high HP]] and [[ThatOneAttack devastating attacks that are hard to dodge]]. [[BonusBoss Especially in Extra mode]], where they are highly aggressive and really fast. Good luck trying to beat them [[TimedMission under 90 seconds]] for a new title and on a NoDeathRun. Much like the Pumpking above, PowerCreepPowerSeep has made so that even new players can slaughter the Master Difficulty Raid Bosses, so it's the Omega Difficulty ones that bring the challenge. Especially since those you have to conquer Solo before challenging it via Co-Op.
** At the dawn of Void Battles, Void Zephyr was tricky. Not only does he come with the ability to Dull your attacks, but he can also can suppress your Dragon Gauge. In addition, during Overdrive, he has some additional attacks, such as an unavoidable cascading attack and an attack similar to High Midgardsormr, where he targets a specific Adventurer to kill them instantly, that can only be countered by grouping together to share the pain. After Void Weapons got overhauled, players can get resistances to both gimmicks, making the fight easier.
** Chronos Nyx, the [[OneWingedAngel one-winged angel form]] of the Raid Boss from the "Fractured Future" Event. Most of the time, he likes to spam large and unpredictable [=AoE=] attacks, that are very chaotic and hard to dodge. Then, there's his [[DesperationAttack Dimensional Oblivion]] attack which can one shot everyone in your team if you don't break his weak-point (which is Wind-element in contrast to Chronos being Light) fast enough. On top of all that, he can also inflict ''six'' status afflictions when the typical boss can only inflict two at most, so there's high a chance your characters will get afflicted with at least one status condition they do not resist, hindering their movement or causing them to be unable to use a Skill or Dragon Shift.
** Astral Raid bosses on Master can be tough, but Phraeganoth takes the cake. He sports a breath attack that can instakill if you're not careful. He also has a spin attack which cuts defense on those affected. While many advise to break his tail to hamper that, his constant movements make that task difficult. Add to that instant Overdrive, and it'll take luck to finish with your team intact.
** Upon
its release, the Expert difficulty for Ayaha & Otoha was considered to be the hardest. The fight is scaled for Adventurers with Mana Spirals (since the twins have a high HP pool when compared to the other Agito bosses, meaning the damage check is significantly higher when compared to Volk), but the problem is that not many Water Adventurers were given Mana Spirals to meet the damage check. Not helping the matter is that, unlike the previous Agito fights, the twins have a ''lot'' of unavoidable purple attacks (particularly their second form where they also have a vacuuming "blackhole"-type attack that is difficult to bait out), and can punish the player for their bad positioning. In fact, it's so difficult that it's not uncommon for fights to last for as long as 7-8 minutes. Thankfully, they've gone down in difficulty significantly upon the advent of such meta-defining forces as [[GameBreaker Elisanne, Karina or Summer Celliera]] and the plethora of buffs granted to the Water element in version 2.0; in fact, some might say those very same qualities now make them [[AwesomeBosses/OtherGames pretty fun]] now that they're reasonably difficult.
** Of all the Agito fights, Tartarus' Wrath on Expert is generally considered the hardest of the lot. His first phase carries two special status effects; Fury of the Fallen [[note]]stacks up to 3 times, and caps your damage at 999, 99 or 9 based on the number of stacks[[/note]] and Hell's Brand [[note]]all healing only restores 1 HP until the first clone is destroyed[[/note]]. He also has a move called Dimensional Shift, where he traps several or all party members in a bubble that requires an attack from a Dragon to break out of. However, he also follows up said attack with either Mortal Chaser or Punishment Arrows, which are [[OneHitKill invariably lethal]], so you have to stay in the bubble until they pass, but if you stay in too long or nobody has a shapeshift ready, then everyone's screwed, as the bubbles kill whoever's inside after a set amount of time. He can also grant himself a special buff called Relentless Rage that increases the strength of his attacks and changes them from red to purple. But things ''really'' go to hell when he TurnsRed and enters his second form. The aforementioned Mortal Chaser is now an arena-wide instant death move, so if the member that's just come out of a portal is the only one with a shapeshift ready, [[UnwinnableByDesign everyone's screwed.]] Meanwhile, the aforementioned Punishment Arrows change to Punishment Waves, which is ''another'' arena-wide instant death attack that requires everyone to get behind a dimension-shifted teammate or teammate in dragon form. Relentless Rage also becomes ''more'' of a problem; his tweaked-out attacks come hard and fast while covering a huge amount of the arena, and he begins throwing Void Showers into the mix, which make the fight very frantic very fast. It doesn't help that he has the most health out of all the Expert Agito fight. It says something that he's still considered a pain in the ass even ''with'' several solid Light Adventurers and spirals, unlike Ayaha and Otoha above. [[RageQuit Fun invariably ensues]] during the Time Attack challenge, since this version is the one you're up against.
** Tiki's Trial in the "''Fire Emblem'': Kindred Ties" Event. Bring a high-level Wind team with a healer, problem solved, right? Nope. About a quarter of the way through Dragon Tiki's health, she summons backup... In the form of ''Marth''. Whose element is ''Flame'', aka the element your team is weak against. And knowing how the AI is, chances are he will either utterly destroy your team, or you'll be spending the rest of the fight running away from him while trying to bring down Tiki. A good Water team can handle him just fine, ''but'' at the expense of drawing out the fight against Tiki herself significantly more.
** Onslaught Events brought a new remixed BonusBoss called the Astral High Dragon Assault. There, you must face one of the High Greatwyrms alone, transformed as a Dragon. Because you're locked into your Dragonform, your healing options are limited. Only a handful of Dragons come equipped with a healing Skill and even fewer have Skills that will activate a Healing Doublebuff Wyrmprint. If you don't have one of those healing Dragons, and especially one with an Element advantage against the High Dragon, you'll need to have pixel perfect timing to dodge all of their attacks. Some of them allowed you to use Dragondrive or ''VideoGame/Persona5'' Adventurers to sort of [[LoopholeAbuse cheat your way through]], but sometimes the initial transformation is bugged until you close the game.
** Wait, they did it again? How crazy is that?! Intentional puns aside, the "Princess Connect Re:Code: A Voracious Visitor" crossover event gives us Pecorine's Trial. But rather than just summon one backup midway through the fight, she has both Forager Cleo and Forager Mitsuba as allies from the start, which means AOE attacks for days, and since everyone has a different element, you have to accommodate with a well-rounded group lest you get struck down; bringing a Flame adventurer for Mitsuba means Cleo will frag them fast, and Shadow may resist Pecorine, but has no such protection against the backup dancers. If you don't have your head on a swivel and a good strong team, either they bring you down or the clock gets you first. [[ThisIsGonnaSuck Have fun with that.]]
** Rise of the Sinister Dominion ups the ante in difficulty, and all of them are nasty for different reasons. Know that they will both shut down most of your buffs and deny their effects (Curse of Nihility) and inflict Damage-Over-Time that can kill you if untreated with potent healing (Creeping Corrosion). Bring your best healers and all the Punisher Wyrmprints you can spare if you want to win these battles, and don't forget your dispels if you know what's good for you. The July 2021 Time pits you against Expert Lilith as proof that you're in for hell in a handbasket, and '''two''' separate Trials of the Mighty in August 2021 pit you against her too. [[RageQuit So, let's try for a little more agony this time, 'kay?]]
** Trials of the Mighty brings the pain, especialy on Master:
*** Thor. Not only does he have his typical spammy lightning attacks, but he also gets the same Curse of Nihility that the Sinister Dominion bosses have. As if the restrictions on Weapon types wasn't bad enough, due to the way the boss is structured, it's very, very dangerous for Sword users (like Alberius and Gala Alex) to attack. Poseidon, while still very nasty on the higher difficulties, is much more manageable, even if his constant dashes push aside Dagger users like poor ol' Notte.
*** Mars is already an HP sponge, but add in Curse of Nihilty and he turns into an absolute slog, ''especially'' on Solo. Even with Co-Op, it's not uncommon for the party to run out of time before they finish off Leonidas' Dragon. And that's not even counting his massive laser that fills up most of the screen.
*** When Lilith appeared in the Trials of the Mighty, she was made into a Raid Boss. Unfortunately, her HP got jacked up proportionally, and even when you have four teams over 45,000 Might, it's still extremely difficult to claim victory, despite the time limit being 8 minutes. Her various attacks aren't too difficult to tank, but because she throws out so many purple attacks, the various CPU players retreat to avoid the attack, wasting valuable seconds not attacking, which just adds to the frustration. To make matters worse, the Trial is for Gala Cleo's Mana Spiral, which mostly just adds the Amp mechanic to her moveset. Many people are so frustrated by this Trial, much moreso than even stuff like Mars or Thor, that they're throwing in the towel for Master and just completing Expert instead.
*** Grimnir's Trial puts you up against the nerd again, but whereas his original challenge was a joke, here he lives up to the self-issued 'war god' title. Forget shapeshifting to evade Nihility; Voidlight Eraser will beat you to the punch every time. As if that sudden downer wasn't enough, on his first Overdrive he'll set up a barrier around himself and the cyclones he spawns, which themselves will spawn a number of cyclones that bombard the party with unavoidable damage should they reach the far wall, and once those run out, he'll start attacking you through his barrier while you try to bring down those cyclones. If you're not paying attention or you're underperforming, you run the very real risk of losing your party before you can finally attack him again. Attempt Master undertuned at the peril of your
own sanity.
*** Jaldabaoth got the same buffs that Lilith did, and was also made a Raid Boss. All of her attacks are the same as the regular version, but thanks to the buff via Jalda being a Raid Boss, they're tougher to take down, most notably Void Agni, and just like the regular version, Jaldabaoth is invulnerable as long as Void Agni is on the field. Many players have found this significantly harder than Lilith.
*** Nidhogg is a pretty easy boss to take care on in Void Battles, provided you have Enervation Resistance unlocked. His Trials version? Hoo boy. He not only has all his old attacks, he can also make a moat around the edge of the arena, squeezing you in much tighter, and if you wander into it, you'll be inflicted with Poison. Then, Nidhogg shoots out a variety of blue flames that you can't destroy. They'll wander the arena before stopping and unleashing purple [=AoE=] attacks, and thanks to the moat you have very little safe space and very little time to find it. As if that wasn't bad enough, once Nidhogg's health drops far enough, he spawns Shadow versions of himself that has all the same attacks. And since this is Master, all of those attacks are purple. Did I mention that the blue flames are still going? It's almost impossible to find a safe space to attack from and you'll be constantly bombardded by purple attack after purple attack. Also, the shades can inflict Enervation, meaning those who skip over Void weaponry to go straight to Chimeratech risk killing the run for their entire party. To make matters worse, the attacking Weapon types allowed during its first run are Lances and Daggers, most of which (including popular picks like Halloween Elisanne, Mitsuhide, Ryszarda. Sha Wujing, and Curran) are Curse Resistant instead, meaning you'll either have to go with a Poison Resistant Adventurer you either aren't used to or have built up[[note]]The eligible Poison Resistant Adventurers are Wu Kong, Fritz, Annelie, and Malka[[/note]] or waste two Wyrmprint slots on Poison Resistance. Don't think Healers get a break either. With all the super attacks going around, you're gonna wanna have Regen healing Skills, but Hildegarde is another Curse-only Resister. Gala Zena resists Poison, but her heal isn't regen and healing Shared Skills take a ''lot'' of time to charge up. The only Light Healer with Poison Resist ''and'' regen healing is Vixel. Hope you've got him powered up!
*** Harle keeps the tradition going, though in a different way than the others. Instead of being a tank that absorbs tons of hits, he's a LightningBruiser who can't stay still. Half of his attacks send him from one end of the battlefield to the other instantly, while the other half sends ''you'' to the other end of the battlefield instantly. And most of his attacks have a huge area of effect, not letting you get close to damage him. After a while, he'll launch four green helicopter orbs. You can destroy these to heal and fill your Dragon Gauge, but unless your entire team is concentrating on each one, it will take too long and you'll likely run out of time if you focus on the orbs too much. The topper on this frustrating fight? The first run only allowed, as the attacking classes, Axes and Bows. The former is a MightyGlacier and is absolutely dreadful in this fight, while the latter lacks the homing shots Wands have, which would help out a lot with Harle zipping around everywhere. And the best units for both (Halloween Mym and Gala Sarisse) are Limited units.
*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.
** The Primal Dragon Trials are to test players who thought the Sinister Dominion was too easy.
*** Primal Midgardsormr is rather deceptively fast. His Humanoid form has Storm Piercer, which inflicts Stormlash and can be hard to avoid if you are in the purple area when he begins charging. Then there's his Rampaging Winds, which creates tornadoes all around the arena, with no colored trails to warn you where each one will go. You can dodge by hiding out between the tornadoes at the edge of the arena, but good luck not touching the hitbox. Upon transforming, Mids has several extremely annoying attacks. First off it's Surging Tempest, which covers the whole arena and will juggle you like a ball unless you're a Dragon or you hide out inside a small tornado, which still damages you either way. Second is his various Manifestations of War, which create shadow versions of Adventurers, all of which can trap you in a devastating combo if you don't avoid it. And while it isn't an attack per se, he also has the standard "destroy the orbs before time runs out or you're dead" technique. He follows that up with a massive blast that's basically an upgraded one of his Advanced Trial opening blast. While it IS beatable without him, you're going to have a really tough time if you were unlucky enough not to get Gala Gatov and his Knockback Immunity ability.
** In normal battles, most people can handle the High Dragons and Agito relatively easily. In the Kaleidoscape, those same bosses become this. You fight a random High Dragon, demi-human Agito, and unleashed Agito on floors 40, 45, and 50 respectively. Depending on who you picked and what drops you got, these bosses can be exceptionally tough. For the Dragons, Brunhilda and Jupiter are the most problematic due to their Afflictions being easy to catch and many of their attacks being hard to dodge. With the Agito, if you lack some kind of healing skill and/or a move that dispels buffs, you are going to be in for a real, real hard time. It's not unheard of for people to be forced to quit their runs because they were unlucky enough to run into Kai Yan without a dispel.
** Also in the Kaleidoscape are the Chief Templars. These aren't strict boss fights, but closer to EliteMook level, being Menaces on Exploration floors. Whereas the other Menaces are MightyGlacier fights, Templars are LightningBruiser enemies, unleashing their attacks fast and hard. But it's not their super attacks that's the problem, those are easily dodgeable. No, it's their regular attacks, especially if you're playing as a melee Adventurer. These guys can easily whittle your health down into the red just with their normal attacks, and if you're force into close quarters with them, it won't be a fun time.
article now]].

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Figured it's time to move this to its own page.


* HoYay:
** Curran and Heinwald can come off as LikeAnOldMarriedCouple in their bantering. Their introductory chapter in the "Accursed Archives" Event has the two men bantering about who is at fault that they are late. They can also come off as a [[HasTwoMommies couple while raising the girl, Lathna]], that is coming with them. This only increased with the "Twinkling Twilight" Event, which had numerous moments of the three of them enjoying the festival together, both in the Event itself and in the associated Wyrmprint.
** [[VideoGame/FireEmblemHeroes Alfonse]] and Euden's interactions get... pretty intimate during his Adventurer Story. It culminates in actions such as Alfonse willingly falling off a cliff to save Euden, with Euden returning the favor by going wild on attacking Imperial soldiers. Hell, even the story name ([[PleaseDontLeaveMe Don't Let Go]]) can fuel the imagination.
---> '''Alfonse''' (when recruited at max Friendship): You open the hearts of those around you. [[DefrostingIceQueen Even mine]].
** In Dragalia Life #115, Wedding Elisanne is stopped at the altar by Vanessa and Julietta, who demand the wedding stop so they can take Elisanne elsewhere.
** Alex mentions that her heart tends to race when her thoughts turn to Elisanne. Her Gala version's bio states that she becomes Elisanne's sworn bodyguard, vowing to protect her dearest friend from danger. Suuuuure, just a ''friend,'' eh?
*** And then comes her Summer Alt's Adventurer Story, where she works really hard to give her and Elisanne the best vacation ever. Note; only her and Elisanne. None of the others join them.
** In Dragalia Life #268, Chelle (Euden's big sister) attempts to rope Elisanne into being her 'horse', only to trip and get caught by her. Cue bubbles, sparkles and an ArtShift to a shoujo style for one panel, with Chelle ''immediately'' asking, quite seriously, for Elisanne to join her royal guard. Seems Elisanne gets a ''lot'' of this.
** In the "Sands of Revelation" Event, Nadine asks Nefaria out on a date to the festival, and celebrates when Nefaria says that it sounds appealing. Then, when Nefaria clarifies that she can't actually go because she would be too recognizable, Nadine immediately ''drags Nefaria to her bedroom and puts her in her own clothes'' so that they can go.
** They may be androids, but the bond that Eirene and Finni share is very tight. Finni considers Eirene her reason for fighting, and Eirene sacrifices her objective to save Finni. Add to the fact that they made a promise to always be together.
** As soon as Mym finds out that Mercury took on a human form at one point, the two basically go on a date.

to:

* HoYay:
** Curran and Heinwald can come off as LikeAnOldMarriedCouple in their bantering. Their introductory chapter in the "Accursed Archives" Event
HoYay: Now has the two men bantering about who is at fault that they are late. They can also come off as a [[HasTwoMommies couple while raising the girl, Lathna]], that is coming with them. This only increased with the "Twinkling Twilight" Event, which had numerous moments of the three of them enjoying the festival together, both in the Event itself and in the associated Wyrmprint.
** [[VideoGame/FireEmblemHeroes Alfonse]] and Euden's interactions get... pretty intimate during his Adventurer Story. It culminates in actions such as Alfonse willingly falling off a cliff to save Euden, with Euden returning the favor by going wild on attacking Imperial soldiers. Hell, even the story name ([[PleaseDontLeaveMe Don't Let Go]]) can fuel the imagination.
---> '''Alfonse''' (when recruited at max Friendship): You open the hearts of those around you. [[DefrostingIceQueen Even mine]].
** In Dragalia Life #115, Wedding Elisanne is stopped at the altar by Vanessa and Julietta, who demand the wedding stop so they can take Elisanne elsewhere.
** Alex mentions that her heart tends to race when her thoughts turn to Elisanne. Her Gala version's bio states that she becomes Elisanne's sworn bodyguard, vowing to protect her dearest friend from danger. Suuuuure, just a ''friend,'' eh?
*** And then comes her Summer Alt's Adventurer Story, where she works really hard to give her and Elisanne the best vacation ever. Note; only her and Elisanne. None of the others join them.
** In Dragalia Life #268, Chelle (Euden's big sister) attempts to rope Elisanne into being her 'horse', only to trip and get caught by her. Cue bubbles, sparkles and an ArtShift to a shoujo style for one panel, with Chelle ''immediately'' asking, quite seriously, for Elisanne to join her royal guard. Seems Elisanne gets a ''lot'' of this.
** In the "Sands of Revelation" Event, Nadine asks Nefaria out on a date to the festival, and celebrates when Nefaria says that it sounds appealing. Then, when Nefaria clarifies that she can't actually go because she would be too recognizable, Nadine immediately ''drags Nefaria to her bedroom and puts her in her
[[HoYay/DragaliaLost its own clothes'' so that they can go.
** They may be androids, but the bond that Eirene and Finni share is very tight. Finni considers Eirene her reason for fighting, and Eirene sacrifices her objective to save Finni. Add to the fact that they made a promise to always be together.
** As soon as Mym finds out that Mercury took on a human form at one point, the two basically go on a date.
page]].
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** The High Greatwryms require a lot of grinding of their Greatspheres in order to fully unbind them, but even at their strongest, they are significantly weaker than most Dragons, especially the Galas. However they do sometimes see use on certain adventurers, such as High Brunhilda for a Flame healer because of the lack of a 5-Star Dragon that boosts HP[[labelnote:*]]Which is incredibly valuable for Autoing Expert Volk because a healer like Lowen needs as much HP as possible and Phoenix is often not enough[[/labelnote]], High Jupiter for Gala Zena[[labelnote:*]]High Jupiter’s mods are more then quadruple Ligers and thanks to the Light Agito weapon dragons get a lot of mileage in Light[[/labelnote]], and Zodiark on Grace[[labelnote:*]]Because the defense drop is more useful instead of the Blindness effect Nidhogg has though Azazel is often a better choice because of the skill haste[[/labelnote]]. However, the Greatwryms became more useful once they were given a ''fifth'' unbinding, which provides a substantial additional strength and shapeshifting time buff on top of the existing buffs for 3 minutes from the start of a quest, making them a viable substitute for summoned high-tier dragons.

to:

** The High Greatwryms Greatwyrms require a lot of grinding of their Greatspheres in order to fully unbind them, but even at their strongest, they are significantly weaker than most Dragons, especially the Galas. However they do sometimes see use on certain adventurers, such as High Brunhilda for a Flame healer because of the lack of a 5-Star Dragon that boosts HP[[labelnote:*]]Which is incredibly valuable for Autoing Expert Volk because a healer like Lowen needs as much HP as possible and Phoenix is often not enough[[/labelnote]], High Jupiter for Gala Zena[[labelnote:*]]High Jupiter’s mods are more then quadruple Ligers and thanks to the Light Agito weapon dragons get a lot of mileage in Light[[/labelnote]], and Zodiark on Grace[[labelnote:*]]Because the defense drop is more useful instead of the Blindness effect Nidhogg has though Azazel is often a better choice because of the skill haste[[/labelnote]]. However, the Greatwryms became more useful once they were given a ''fifth'' unbinding, which provides a substantial additional strength and shapeshifting time buff on top of the existing buffs for 3 minutes from the start of a quest, making them a viable substitute for summoned high-tier dragons.
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* [[PhantomThief Lapis]], real name Belladonna and [[LegacyCharacter the current Blue Rose]], is a thief who steals valuable goods from others and returns them to their original owners. She then has a perfect copy forged and places it where the original piece was stolen from. In The Phantom's Ransom event, Lapis manages to help stop a group of bandits who were impersonating her, raise money for her opera troupe, and bring out Karina's hidden talent in singing all without getting captured. After coming across a kidnapped girl who holds the secret to unlocking an ancient weapon, Lapis teams up with Euden's group to destroy the weapon and arrest the kidnapper. A MasterOfDisguise who radiates charm and wit, Lapis leaves Euden while offering her assistance in future endeavors, striving to "[[BeyondTheImpossible make the impossible possible]]".

to:

* ** [[PhantomThief Lapis]], real name Belladonna and [[LegacyCharacter the current Blue Rose]], is a thief who steals valuable goods from others and returns them to their original owners. She then has a perfect copy forged and places it where the original piece was stolen from. In The Phantom's Ransom event, Lapis manages to help stop a group of bandits who were impersonating her, raise money for her opera troupe, and bring out Karina's hidden talent in singing all without getting captured. After coming across a kidnapped girl who holds the secret to unlocking an ancient weapon, Lapis teams up with Euden's group to destroy the weapon and arrest the kidnapper. A MasterOfDisguise who radiates charm and wit, Lapis leaves Euden while offering her assistance in future endeavors, striving to "[[BeyondTheImpossible make the impossible possible]]".
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Added DiffLines:

* [[PhantomThief Lapis]], real name Belladonna and [[LegacyCharacter the current Blue Rose]], is a thief who steals valuable goods from others and returns them to their original owners. She then has a perfect copy forged and places it where the original piece was stolen from. In The Phantom's Ransom event, Lapis manages to help stop a group of bandits who were impersonating her, raise money for her opera troupe, and bring out Karina's hidden talent in singing all without getting captured. After coming across a kidnapped girl who holds the secret to unlocking an ancient weapon, Lapis teams up with Euden's group to destroy the weapon and arrest the kidnapper. A MasterOfDisguise who radiates charm and wit, Lapis leaves Euden while offering her assistance in future endeavors, striving to "[[BeyondTheImpossible make the impossible possible]]".
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** [[TimeMaster Chronos]] is a dragon created from the remains of the six Greatwyrms who was sent from another world to serve Euden. While he appears benevolent enough to help him save his family from tragic events, he actually seeks erase an alternate version of Zethia who came from his world, [[NoNonsenseNemesis ensuring that no one will oppose his master]], Emperor Euden. When Audric tries to stop him in a weakened state, Chronos attacks the ceiling, causing it collapse on him. Upon revealing his true nature to Prince Euden, [[WeCanRuleTogether Chronos offers him the chance to achieve greatness]] by becoming just like his Otherworld counterpart. Cold and manipulative, yet [[AffablyEvil never dropping his polite attitude]], Chronos stands out as one of Euden's most memorable adversaries.

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*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica.



*** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.

to:

*** **** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** **** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** **** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** **** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** **** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.



*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.

to:

*** **** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** **** Water: Gaibhne & Criedhne or Halloween Maritimus
*** **** Wind: Freyja or Garuda
*** **** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** **** Shadow: Ramiel or Azazel.



*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.

to:

*** **** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** **** Water has Leviathan, Nimis, and Vodyanoy.
*** **** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** **** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** **** Shadow has Arsene, Shinobi, and Juggernaut.



** As soon as Xenos, [[spoiler:the Progenitor's true form]] showed up, he immediately got this reaction from the fanbase, thanks in large part to his open coat showing off his bulging chest.



*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

to:

*** **** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

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Changed: 21

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The indents keep reverting, which is annoying.


*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica.



*** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.

to:

*** **** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** **** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** **** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** **** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** **** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.



*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.

to:

*** **** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** **** Water: Gaibhne & Criedhne or Halloween Maritimus
*** **** Wind: Freyja or Garuda
*** **** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** **** Shadow: Ramiel or Azazel.



*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.

to:

*** **** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** **** Water has Leviathan, Nimis, and Vodyanoy.
*** **** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** **** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** **** Shadow has Arsene, Shinobi, and Juggernaut.



** For the ultra-completionists, there's getting every Medal for every Adventurer in the game. Keep in mind that includes Legend difficulty bosses, and many Adventurers still don't handle them very well.



*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

to:

*** **** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.


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** Also in the Kaleidoscape are the Chief Templars. These aren't strict boss fights, but closer to EliteMook level, being Menaces on Exploration floors. Whereas the other Menaces are MightyGlacier fights, Templars are LightningBruiser enemies, unleashing their attacks fast and hard. But it's not their super attacks that's the problem, those are easily dodgeable. No, it's their regular attacks, especially if you're playing as a melee Adventurer. These guys can easily whittle your health down into the red just with their normal attacks, and if you're force into close quarters with them, it won't be a fun time.


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** There's another room the Kaleidoscape that's an Exploration floor consisting of just one sharp, 90-degree turn. The problem? There's 20-30 enemies bunched up in there, and less room to fight than an Arena room. To add to the fun, higher floors will also have a Menace off to the side, and it's very easy to wake them up accidentally. With everything combined, it can get overwhelming. Luckily, since it's an Exploration floor, you can just zip on by and skip it entirely, though certain situations (like needing specific Shared Skills) could force your hand.
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Approved by the thread.

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** [[AntiHero Harle]], the [[CleverCrows Black Raven]], is a knight of Alberia and a keen tactician. After getting impersonated and banished to another world by the demon Loki, he forms an alliance with an alternate version of himself to conspire against this world's version of Leonidas. In reality, Harle is looking for a way to return to his home world, which is only possible by killing his twin. He does this by setting up a scheme that requires [[IKnowYouKnowIKnow both parties to know what the other is planning]]. After proving to the twin's guards that his counterpart intended to sacrifice innocent lives to preserve resources, they leave in disgust, allowing Harle to kill his double in a sword duel. Harle then returns to his home world, helping to defeat the newly awakened Satan and remains in the shadows, vowing to never stray off the just path.
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** If even one player disconnects or leaves a Co-Op Time Attack Challenge, the results will not be recorded. While irritating by itself, the problem became exacerbated during the April 2021 iteration when the Co-Op boss was none other than [[ThatOneBoss Expert Tartarus]], thus even one player {{ragequit}}ting can spoil the experience for everyone else in the room.

to:

** If even one player disconnects or leaves a Co-Op Time Attack Challenge, the results will not be recorded. While irritating by itself, the problem became exacerbated during the April 2021 iteration when the Co-Op boss was none other than [[ThatOneBoss Expert Tartarus]], thus even one player {{ragequit}}ting [[RageQuit rage quitting]] can spoil the experience for everyone else in the room.
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What An Idiot is now a Flame Bait article. As such it can no longer be on this page.


* WhatAnIdiot: In "Blessed Bloodline", Tobias is given a duty to protect a descendant of Ilia [[labelnote: spoiler note]]Actually Meene's descendant[[/labelnote]] by the name of Nino. After seeking help from Father Glennie almost results in getting them killed, the two are brought to Peng Lai by Ryszarda and Raphael who set up an inn that they tell them to stay at when they are finished eating.\\
'''You'd Expect:''' The two of them would go to the inn right away. There is too many people after Nino, and it is easy to get lost in a crowd.\\
'''Instead:''' Tobias insists on waiting for the pyroblossoms before going so that Nino can see them.\\
'''The Result:''' The two of them get separated in the crowd, resulting in Nino getting captured by an assassin who brings her to Father Glennie.
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*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica.



*** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.

to:

*** **** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** **** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** **** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** **** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** **** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.



*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.

to:

*** **** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** **** Water: Gaibhne & Criedhne or Halloween Maritimus
*** **** Wind: Freyja or Garuda
*** **** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** **** Shadow: Ramiel or Azazel.



*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.

to:

*** **** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** **** Water has Leviathan, Nimis, and Vodyanoy.
*** **** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** **** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** **** Shadow has Arsene, Shinobi, and Juggernaut.



*** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.

to:

*** **** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.



*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

to:

*** **** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.
Is there an issue? Send a MessageReason:
None


*** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.

to:

*** **** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.
Is there an issue? Send a MessageReason:
None


*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica.



*** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.

to:

*** **** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
*** **** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
*** **** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
*** **** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
*** **** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.



*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.

to:

*** **** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** **** Water: Gaibhne & Criedhne or Halloween Maritimus
*** **** Wind: Freyja or Garuda
*** **** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** **** Shadow: Ramiel or Azazel.



*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.

to:

*** **** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** **** Water has Leviathan, Nimis, and Vodyanoy.
*** **** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** **** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** **** Shadow has Arsene, Shinobi, and Juggernaut.



*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

to:

*** **** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

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*** Going up against a Light-element Boss that has Curse of Nihilty? Expect Summer Verica to be the Healer of choice. With the way her Skills work, proper usage will have your team almost always being healed ''and'' with at least one Amp active.

to:

*** Going up against a Light-element Boss that has Curse of Nihilty? Boss? Expect Summer Verica to be the Healer of choice. With the way see Gala Chelle at some point. Like her Skills work, proper usage will have your team almost always being healed ''and'' brother, Chelle also has a rapid-fire Manacaster and can tear through shields and weak point orbs in seconds, while also inflicting Shadowblight with at least one Amp active.her Skills.
*** Ilia, despite not having a rapid-fire Manacaster, is also used a ton. Not only is she a critical hit machine, but she also attacks every time she dodge rolls, which adds up the damage spectacularly. She took a hit when Nihilty dropped, but not enough to where she became totally useless.



*** If Curse of Nihilty isn't a thing, expect any Water Co-Op team to have Karina. Thanks to her Mana Spiral, she can make excellent use of Doublebuff Wyrmprints and can tear apart even Ayaha & Ototha in about a minute. For a while, people even used her in off-element content, such as Tartarus.



*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica. Verica.
*** Likewise, there are a lot of regular Adventurers not covered above who get regularly used by people who don't have the Gala Adventurers.
**** Flame: Regular Euden, Naveed, Marth, Undercover Grace, Summer Alex, and Seimei.
**** Water: Summer Julietta, Tiki, Fjorm, Summer Ieyasu, Regina, Humanoid Mercury, and Lapis.
**** Wind: Harle, Kristy, Humanoid Midgardsormr, Sylas, Hawk, and Cecile.
**** Light: Humanoid Jupiter, Mitsuhide, Julietta, Ryszarda, Halloween Elisanne, Summer Chelle, Peony, and Halloween Laxi.
**** Shadow: Alberius, Ieyasu, Bellina, Joker, Patia, Nefaria, and Summer Mym.
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*** Healers have one or two Dragons per element that you'll always see. It helps that all of these can be unbound with Dragon Essences and many of these have a fifth unbind with Surge of Strength (which increases Strength for the first three minutes).

to:

*** Healers have one or two Dragons per element that you'll always see. It helps that all most of these can be unbound with Dragon Essences and many of these have a fifth unbind with Surge of Strength (which increases Strength for the first three minutes).



*** Attack/Support units usually have a few specific Dragons that you'll see everyone equipped with if they don't have the Gala Dragons.

to:

*** Attack/Support units usually have a few specific Dragons that you'll see everyone equipped with if they don't have the Gala Dragons. Most of the 5-Star Dragons here can also be unbound via Dragon Essences.



*** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.

to:

*** **** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon) Skill Damage print.
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*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica.



*** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** Water: Gaibhne & Criedhne or Halloween Maritimus
*** Wind: Freyja or Garuda
*** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** Shadow: Ramiel or Azazel.

to:

*** **** Flame: Phoenix, if they need her powerful healing Skill, or High Brunhilda, if they want extra firepower.
*** **** Water: Gaibhne & Criedhne or Halloween Maritimus
*** **** Wind: Freyja or Garuda
*** **** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
*** **** Shadow: Ramiel or Azazel.



*** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, and Vodyanoy.
*** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Shinobi, and Juggernaut.

to:

*** **** Flame has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** **** Water has Leviathan, Nimis, and Vodyanoy.
*** **** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
*** **** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** **** Shadow has Arsene, Shinobi, and Juggernaut.
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*** Flame: Halloween Lowen or Ayaha & Otoha.
*** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** Wind: Lowen or Akasha.
*** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** Shadow: Grace or Summer Verica.

to:

*** **** Flame: Halloween Lowen or Ayaha & Otoha.
*** **** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
*** **** Wind: Lowen or Akasha.
*** **** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
*** **** Shadow: Grace or Summer Verica.
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*** Shadow: Grace or Shadow Verica.

to:

*** Shadow: Grace or Shadow Summer Verica.
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*** Wind: Halloween Lowen or Akasha.

to:

*** Wind: Halloween Lowen or Akasha.

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*** Among the launch Adventurers, Hildegarde is the go-to for healing duties. Both of her Skills provide team healing, with her second Skill even granting a shield that blocks one attack under a certain percentage of her teammate's HP. Additionally, her Abilities can boost her healing potency and provide up to 100% Skill Prep, meaning that she can have her healing Skills ready right from the beginning. Finally, she's a Light-element Adventurer, which means she has no weaknesses, so she's even useful in off-element teams if you don't have a suitable healer for a particular element. Not only did she get even stronger after getting a Mana Spiral, but thanks to the Creeping Corrosion technique the Sinister Dominion bosses use, Hildegarde has seen a resurgence in usefulness. Oh, and did one forget to mention that she's one of the 5-Star Adventurers new players can choose right out of the gate? Kimono Notte put a dent in her usefulness, but given way more people have Hildy, she'll still be commonly used for a good, long while.



*** Gala Zena is this against any Shadow-element boss that doesn't use Creeping Corrosion, thanks to her offense-minded skillset.



*** While there are many Healers in the game, only a handful in each element actually get used often, typically because of their powerful regenerating healing skills or, for the more recent additions, their CombatMedic proficency.
**** Flame: Halloween Lowen or Ayaha & Otoha.
**** Water: Sandalphon, Jiang Ziya, or Nurse Aeleen.
**** Wind: Halloween Lowen or Akasha.
**** Light: Hildegarde, Gala Zena, Vixel, or Kimono Notte.
**** Shadow: Grace or Shadow Verica.



*** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

to:

*** **** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.

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** In the Kaleidoscape, Ranzal and Valyx can appear as bosses even in the 40's level of floors. All of their attacks are pretty easy to dodge and they don't seem interested in chasing you relentlessly. Melee Adventurers, even Healers, can defeat both these bosses with little trouble, and ranged Adventurers can avoid being hit at all pretty easily. There's also the Sunrise Snapper, from the "A Clawful Caper" Event, who does nothing but flop around. Cygames didn't even give it any special attacks.

to:

** In the Kaleidoscape, Ranzal and Valyx can appear as bosses even in the 40's level of floors. All of their attacks are pretty easy to dodge and they don't seem interested in chasing you relentlessly. Melee Adventurers, even Healers, can defeat both these bosses with little trouble, and ranged Adventurers can avoid being hit at all pretty easily. There's also the Sunrise Snapper, taken from the "A Clawful Caper" Event, who does nothing but flop around. Cygames didn't even give it any special attacks.



** Any Adventurer who's the focus of a banner is bound to be really common for a while. This was especially so during launch, since many people re-rolled their accounts until they got a 5-Star Adventurer they wanted. Some notable examples include:
*** Ezelith was ridiculously common online early on due to being the game's very first focus character. It was pretty common for more than one person to use her on their team during Raids, and she also tended to show up in non-Wind maps. Some people even used her in ''Water'' maps, even though she's at a disadvantage due to being a Fire Adventurer.
*** Lily was also rather common, being the second ever focus Adventurer and one of the best crowd-control Adventurers upon release, since her first Skill is a ''ginormous'' [=AoE=] which inflicts Freeze. You could even find Lilys being used on Wind maps, even though she was really too squishy for those kinds of shenanigans.
** Among the launch Adventurers, Hildegarde is the go-to for healing duties. Both of her Skills provide team healing, with her second Skill even granting a shield that blocks one attack under a certain percentage of her teammate's HP. Additionally, her Abilities can boost her healing potency and provide up to 100% Skill Prep, meaning that she can have her healing Skills ready right from the beginning. Finally, she's a Light-element Adventurer, which means she has no weaknesses, so she's even useful in off-element teams if you don't have a suitable healer for a particular element. Not only did she get even stronger after getting a Mana Spiral, but thanks to the Creeping Corrosion technique the Sinister Dominion bosses use, Hildegarde has seen a resurgance in usefulness. Oh, and did one forget to mention that she's one of the 5-Star Adventurers new players can choose right out of the gate?
** On the Dragon side of things, you'd be pressed to find someone who doesn't use Jeanne d'Arc as their go-to Light Dragon for healers. While hard to pull on behalf of being a 5-Star (although during the game's launch period, she was more common as a re-roll target), her immense Strength and Defense-boosting Skill make her a valued tank in co-op.
** When it comes to Light DPS Adventurers, expect many of them to use Cupid as their Dragon. On top of providing a hefty 60% Strength buff when max unbound, his Skill heals the team, enabling parties to use another DPS Adventurer in place of a healer in some situations. He is especially common in Co-op, where teams won't always have a healer for support.
** Phoenix is a popular choice for a Support Dragon. She's one of the few who can heal, and her's also has a regeneration effect. Her healing Skill is so useful that there is usually no objection if someone selects her as their shapeshift Dragon, even if the Adventurer is not of the Flame Element or the quest has Water enemies in it. And since she is a 4-Star Dragon, it is pretty easy for even newcomers to max her out.
** During Raid Battles, expect to see a lot of people equip their teams with Shapeshift Prep Wyrmprints. This is because the effect of Shapeshift Prep stacks with each copy, and they even stack with other players' Wyrmprints during Raid Battles. If three Adventurers on each team are equipped with Dragon Arcanum, a common 2-Star Wyrmprint that grants 10% Shapeshift Prep when fully unbound, then everyone starts the battle with ''120%'' of the Dragon Gauge filled, allowing everyone to transform immediately, with another transformation not far behind.
** The general team setup for High Dragon Trials, Imperial Onslaught, and Raid/Facility Events are generally three DPS Adventurers and one healer. The DPS Adventurers are generally equipped with a 5-Star Elemental Weapon of some kind with a Dragon and Wyrmprints that increases Strength or Skill Damage, while the healers are generally equipped with Dragons that boost HP and Wyrmprints that increases Recovery Potency, since healing scales based on the user's HP.
** Among Wyrmprints, many people will recommend getting Resounding Rendition as early as possible. Its combination of boosting Skill Damage and Critical Rate is helpful for almost every damage-focused Adventurer, so it's useful in many situations. However, with the advent of Version 2.0 and all of the changes to Wyrmprints, it's no longer recommended as it no longer has the Critical Rate buff attached to it, only having the +30% Skill Damage instead. There are several different Wyrmprints that do the exact same job, and it is completely outclassed by the (Weapon) Skill Damage Wyrmprints, those being The Shining Overlord, Forest Bonds, Dragon and Tamer, Candy Couriers, Twinfold Bonds, Summer Paladyns, One-Winged Journey, Springtime Breeze, and Rivalry of Kings.[[note]]Which apply to Swords, Bows, Lance, Wand, Dagger, Axes, Blades, Staves, and Manacasters respectively.[[/note]] Speaking of 2.0, expect players to load up on as many Skill Damage and Punisher effects as possible on their DPS characters, to maximize the damage they inflict outside of specific builds.
** Elisanne is a popular choice as a helper during Mercurial Gauntlet fights. Since her Helper Skill is a teamwide Strength buff regardless of Element, she can help any team that needs a little extra damage to succeed. It wouldn't be until the release of Noelle, who can give a greater Strength buff to Wind Adventurers specifically, that Elisanne would stop being universally recommended.
** For Facility Events, it's not uncommon for players to use an Axe Adventurer and equip Wyrmprints with "Slayer's Strength"[[note]]An effect that permanently buffs the user's Strength for every five enemies defeated.[[/note]] effect and/or the Void Axe Weapon Ability that gives Slayer's Strength. This is because Axe's Force Strikes have a huge [=AoE=] attack that also vacuums enemies into the user when the Force Strike is being charged. This makes Julietta, Ranzal, and Karina popular choices for most Facility Events; as the former two have built in Slayer's Strength Abilities that stacks with any Slayer's Strength Wyrmprint or Void Weapon Ability's Slayer's Strength effect, while Karina has her first Skill that scales how many buffs she has, which includes the Slayer's Strength's buffs.
** For Shared Skills, players will say that the ones you get from the campaign Adventurers are the most useful, especially Elisanne's Brave Bastion[[note]]Teamwide Strength buff regardless of element[[/note]], Cleo's Elder Cure[[note]]Heals your party, removes Paralysis, and increases Strength by 15%, though it won't stack with other Strength buffs[[/note]], and Ranzal's Tornado Bash[[note]]Wind AOE attack, draws enemies in, dispels one enemy buff, and inflicts Poison, the latter two unlocked via Mana Spiral[[/note]]. This is because you can use them right when they join your party, as opposed to everyone else, where you have to max their Level and first five Mana Circles, then use Tomes on top of all that to unlock them.
** For summoned Adventurer Shared Skills, Gala Mym[[note]]wide hitbox, plus increases your Dragon Gauge[[/note]], Gala Euden[[note]]large hitbox, creates 20% Strength boost buff zone[[/note]], Gala Cleo[[note]]hits a ton of enemies for high damage[[/note]], Lapis[[note]]Dispels an enemy buff and is very quick to charge[[/note]], and some kind of regenerating healing Skill (typically Halloween Lowen or Summer Verica) are some of the most common Shared Skills used.
** Expect to see Gala Alex pop up in a LOT of Co-Op matches, even outside of Light-Element opponents, thanks to her massive damage output. May Ilia have mercy on these folks when dealing with Legend Agito content, as those fights ''require'' using fighters of the element that dominates their opponent.
** If someone is using a Light or Shadow Adventurer in Co-Op, they'll probably have Thor, Reborn Jeanne, Bahamut, or Cat Sith equipped.
** When it comes to solo battles, Grace is the one Adventurer everyone will recommend aiming for. Grace's ability to create shields that let you withstand attacks without flinching is invaluable for not only protecting you, but also your AI teammates who might not always dodge correctly. Even in off-element quests, you'll be hard-pressed to find a better support character than Grace.
** Gala Zena is this against any Shadow-element boss that doesn't use Creeping Corrosion.
** If you're going into Co-Op for Jaldabaoth's Piercing Gale, the only choices anyone will accept are Gala Leonidas or Halloween Lowen. Don't have either? You'll be kicked out.
** Going up against a Light-element Boss that has Curse of Nihilty? Expect Summer Verica to be the Healer of choice. With the way her Skills work, proper usage will have your team almost always being healed ''and'' with at least one Amp active.
** Each Element usually has a few specific Dragons that you'll see everyone equipped with if they don't have the Gala Dragons.
*** Flame has Phoenix, Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, Vodyanoy, and Gaibhne & Creidhne.
*** Wind has Midgardsormr Zero, Vayu, Freyja, AC-011 Garland, and Roc.
*** Light has Jeanne D'Arc, Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Ramiel, Azazel, Shinobi, and Juggernaut.
** The High Dragons[[note]]High Midgardsormr, High Brunhilda, High Mercury, High Jupiter, and High Zodiark[[/note]] and the Void Dragons[[note]]Agni, Zephyr, Poseidon, and Nidhogg. Jeanne was already in heavy use[[/note]] saw a major uptick in usage once they were given an extra unbind level.
** Any Shadow Adventurer that uses a Dragondrive gauge or is on the backline (and thus, controlled by the AI), will most likely have Fatalis equipped if they have it, since its major weakness only activates if you can shapeshift into it.

to:

** Any Adventurers:
*** In general, any
Adventurer who's the focus of a banner or one of the welfare units in a Raid Event is bound to be really common for a while. This was especially so during launch, since many people re-rolled their accounts until they got a 5-Star Adventurer they wanted. Some notable examples include:
while.
*** Ezelith was ridiculously common online early on due to being the game's very first focus character. It was pretty common for more than one person to use her on their team during Raids, and she also tended to show up in non-Wind maps. Some people even used her in ''Water'' maps, even though she's at a disadvantage due to being a Fire Adventurer.
Adventurer. This tailed off due to various mechanic changes and better units coming out, not to mention Nihilty, but Ezelith still shows up in a lot of non-Nihilty content.
*** Lily was also rather common, being the second ever focus Adventurer and one of the best at crowd-control Adventurers upon release, since her first Skill is a ''ginormous'' [=AoE=] which inflicts Freeze. You could even find Lilys being used on Wind maps, even though she was really too squishy for those kinds of shenanigans.
** *** Among the launch Adventurers, Hildegarde is the go-to for healing duties. Both of her Skills provide team healing, with her second Skill even granting a shield that blocks one attack under a certain percentage of her teammate's HP. Additionally, her Abilities can boost her healing potency and provide up to 100% Skill Prep, meaning that she can have her healing Skills ready right from the beginning. Finally, she's a Light-element Adventurer, which means she has no weaknesses, so she's even useful in off-element teams if you don't have a suitable healer for a particular element. Not only did she get even stronger after getting a Mana Spiral, but thanks to the Creeping Corrosion technique the Sinister Dominion bosses use, Hildegarde has seen a resurgance resurgence in usefulness. Oh, and did one forget to mention that she's one of the 5-Star Adventurers new players can choose right out of the gate?
** On
gate? Kimono Notte put a dent in her usefulness, but given way more people have Hildy, she'll still be commonly used for a good, long while.
*** Elisanne is a popular choice as a helper during Mercurial Gauntlet fights. Since her Helper Skill is a teamwide Strength buff regardless of Element, she can help any team that needs a little extra damage to succeed. It wouldn't be until
the Dragon side release of things, you'd Noelle, who can give a greater Strength buff to Wind Adventurers specifically, that Elisanne would stop being universally recommended.
*** When she first dropped, Gala Alex popped up in a LOT of Co-Op matches, even outside of Light-Element opponents, thanks to her massive damage output. The advent of Legend Difficulty (which restricted Adventurer usage to a specific element) and the flood of game-breaking units (most notably Gala Chelle and Gala Zethia) has seen her usage take a hit, but not completely.
*** When it comes to solo battles, Grace is the one regular Adventurer everyone will recommend aiming for. Grace's ability to create shields with Knockback Immunity is invaluable for not only protecting you, but also your AI teammates who might not always dodge correctly. Even in off-element quests, you'll
be pressed hard-pressed to find someone who a better support character than Grace.
*** Gala Zena is this against any Shadow-element boss that
doesn't use Jeanne d'Arc Creeping Corrosion, thanks to her offense-minded skillset.
*** If you're going into Co-Op for Jaldabaoth's Piercing Gale, the only choices anyone will accept are Gala Leonidas or Halloween Lowen. Don't have either? You'll be kicked out, though Gala Laxi has also been approved.
*** Going up against a Light-element Boss that has Curse of Nihilty? Expect Summer Verica to be the Healer of choice. With the way her Skills work, proper usage will have your team almost always being healed ''and'' with at least one Amp active.
*** Standing up against Primal Midgardsormr, you'll likely only see teams composed of Gala Leonidas, Kimono Elisanne, Gala Laxi, Gala Gatov, and either Ayaha & Otoha or Halloween Lowen. Some players actively refuse to allow anyone else to participate.
*** Many refuse to go into Morsayati's Reckoning Co-Op with players who don't have Gala Mym
as their go-to Light Dragon for healers. While hard lead Adventurer, as she will usually be able to pull on behalf of transform right away (as most players also have Shapeshift Prep Wyrmprints equipped) while also being a 5-Star (although during the game's launch period, she was more common as a re-roll target), her immense Strength and Defense-boosting Skill make her a valued able to tank in co-op.
the BeamSpam Morsayati constantly throws at the player. Note that the other three Adventurers are whatever the player wants (though Grace is considered just as important as Mym), but you gotta have Mym when playing Co-Op.
** Dragons:
***
When it comes to Light DPS Adventurers, expect many of them to use Cupid as their Dragon. On top of providing a hefty 60% Strength buff when max unbound, his Skill heals the team, enabling parties to use another DPS Adventurer in place of a healer in some situations. He is especially common in Co-op, where teams won't always have a healer for support.
** Phoenix is
support. Gaining Dragon Essences and a popular choice fifth unbind like Jeanne only made him even more useful, especially for a Support Dragon. She's one players who don't have Thor or Reborn Jeanne.
*** Any and all
of the few who Gala Dragons[[note]]Thor, Mars, Cat Sith, Bahamut, Chronos Nyx, the Beast Agito, and the Reborn Void Dragons[[/note]] will be ridiculously common in Co-Op. Thor and Cat Sith saw some downgrades thanks to Nihilty, but they're still common in other fights.
*** Backline or Dragondrive Adventurers will almost always have Fatalis and/or Bahamut equipped to them, as the major weaknesses of those Dragons only activate if the player shapeshifts, which AI controlled Adventurers won't and Dragondrive ones can't.
*** Healers have one or two Dragons per element that you'll always see. It helps that all of these
can heal, be unbound with Dragon Essences and her's also has many of these have a regeneration effect. Her fifth unbind with Surge of Strength (which increases Strength for the first three minutes).
**** Flame: Phoenix, if they need her powerful
healing Skill is so useful that there is Skill, or High Brunhilda, if they want extra firepower.
**** Water: Gaibhne & Criedhne or Halloween Maritimus
**** Wind: Freyja or Garuda
**** Light: Jeanne D'Arc (especially for Gala Zena) or High Jupiter.
**** Shadow: Ramiel or Azazel.
*** Attack/Support units
usually no objection have a few specific Dragons that you'll see everyone equipped with if someone selects her as their shapeshift Dragon, even if they don't have the Adventurer is not of the Gala Dragons.
****
Flame Element or the quest has Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
****
Water enemies in it. And since she is a 4-Star Dragon, it is pretty easy for even newcomers to max her out.
has Leviathan, Nimis, and Vodyanoy.
**** Wind has Midgardsormr Zero, Vayu, AC-011 Garland, and Roc.
**** Light has Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
**** Shadow has Arsene, Shinobi, and Juggernaut.
** Wyrmprints:
***
During Raid Battles, expect to see a lot of people equip their teams with Shapeshift Prep Wyrmprints. This is because the effect of Shapeshift Prep stacks with each copy, and they even stack with other players' Wyrmprints during Raid Battles. If three Adventurers on each team are equipped with Dragon Arcanum, a common 2-Star Wyrmprint that grants 10% Shapeshift Prep when fully unbound, then everyone starts the battle with ''120%'' of the Dragon Gauge filled, allowing everyone to transform immediately, with another transformation not far behind.
** *** The general team setup for High Dragon Trials, Imperial Onslaught, and Raid/Facility Events are generally three DPS Adventurers and one healer. The DPS Adventurers are generally equipped with a 5-Star Elemental Weapon of some kind with a Dragon and Wyrmprints that increases Strength or Skill Damage, while the healers are generally equipped with Dragons that boost HP and Wyrmprints that increases Recovery Potency, since healing scales based on the user's HP.
** Among Wyrmprints, many people will recommend getting Resounding Rendition as early as possible. Its combination of boosting Skill Damage and Critical Rate is helpful for almost every damage-focused Adventurer, so it's useful in many situations. However, with the advent of Version 2.0 and all of the changes to Wyrmprints, it's no longer recommended as it no longer has the Critical Rate buff attached to it, only having the +30% Skill Damage instead. There are several different Wyrmprints that do the exact same job, and it is completely outclassed by the
(Weapon) Skill Damage Wyrmprints, those being The Shining Overlord, Forest Bonds, Dragon and Tamer, Candy Couriers, Twinfold Bonds, Summer Paladyns, One-Winged Journey, Springtime Breeze, and Rivalry of Kings.[[note]]Which apply to Swords, Bows, Lance, Wand, Dagger, Axes, Blades, Staves, and Manacasters respectively.[[/note]] Speaking All of 2.0, expect players these grant the maximum 40% boost to load Skill Damage, whereas the generic versions only go up on as many to 30%.
**** Lessened somewhat with the advent of the Sinister Dominion and Portrait Wyrmprints, which allow you to easily get up to 40% through other means, freeing up a 5-Star slot for a more specialized ability. This also allows you to get up to 40% if you have two Adventurers with the same weapon, but only one (Weapon)
Skill Damage and Punisher effects as possible on their DPS characters, to maximize the damage they inflict outside of specific builds.
** Elisanne is a popular choice as a helper during Mercurial Gauntlet fights. Since her Helper Skill is a teamwide Strength buff regardless of Element, she can help any team that needs a little extra damage to succeed. It wouldn't be until the release of Noelle, who can give a greater Strength buff to Wind Adventurers specifically, that Elisanne would stop being universally recommended.
**
print.
***
For Facility Events, it's not uncommon for players to use an Axe Adventurer and equip Wyrmprints with "Slayer's Strength"[[note]]An effect that permanently buffs the user's Strength for every five enemies defeated.[[/note]] effect and/or the Void Axe Weapon Ability that gives Slayer's Strength. This is because Axe's Force Strikes have a huge [=AoE=] attack that also vacuums enemies into the user when the Force Strike is being charged. This makes Julietta, Ranzal, and Karina popular choices for most Facility Events; as the former two have built in Slayer's Strength Abilities that stacks with any Slayer's Strength Wyrmprint or Void Weapon Ability's Slayer's Strength effect, while Karina has her first Skill that scales how many buffs she has, which includes the Slayer's Strength's buffs.
** For *** Any Skill Prep or Skill Haste Wyrmprint will come in handy for launching powerful attacks right away. Even better, a few Skill Haste Wyrmprints have the Bow Affinity, which gives you an additional Skill Haste boost (up to 10%) on top of that.
*** Any Wyrmprint that has a Doublebuff Ability is treasured. Doublebuff works by activating the boost (Strength, Critical Rate, Healing, whatever) whenever you get a Defense Buff, and there are many Adventurers who can raise Defense either with their own Skills or by using a
Shared Skills, players Skill, allowing you to really beef up your Adventurers very quickly.
*** Prints that buff your Adventurer if their HP is over 70% are good, all-purpose cards, as keeping your health that high can be relatively easy with how much healing goes around.
*** For Adventurers that deal with a lot of critical hits, any Wyrmprint that ups Critical Rate and/or Critical Damage is more than welcome.
*** Any team that specializes in Afflictions (such as Scorchrent, Flashburn, etc.)
will say that want to have (Affliction) Punisher prints equipped. Depending on the type of affliciton, they allow you to do as much as 25% bonus damage per attack, which is nothing to sneeze at.
** Shared Skills:
*** The
ones you get from the campaign Adventurers are the most can be useful, especially Elisanne's Brave Bastion[[note]]Teamwide Strength buff regardless of element[[/note]], Cleo's Elder Cure[[note]]Heals your party, removes Paralysis, and increases Strength by 15%, though it won't stack with other Strength buffs[[/note]], and Ranzal's Tornado Bash[[note]]Wind AOE attack, draws enemies in, dispels one enemy buff, and inflicts Poison, the latter two unlocked via Mana Spiral[[/note]]. This is because you can use them right when they join your party, as opposed to everyone else, where you have to max their Level and first five Mana Circles, then use Tomes on top of all that to unlock them.
** *** For summoned Adventurer Shared Skills, Gala Mym[[note]]wide hitbox, plus increases your Dragon Gauge[[/note]], Gala Euden[[note]]large hitbox, creates 20% Strength boost buff zone[[/note]], Gala Cleo[[note]]hits a ton of enemies for high damage[[/note]], Lapis[[note]]Dispels an enemy buff and is very quick to charge[[/note]], and some kind of regenerating healing Skill (typically Halloween Lowen or Summer Verica) are some of the most common Shared Skills used.
** Expect to see Gala Alex pop up in a LOT of Co-Op matches, even outside of Light-Element opponents, thanks to her massive damage output. May Ilia have mercy on these folks when dealing with Legend Agito content, as those fights ''require'' using fighters of the element that dominates their opponent.
** If someone is using a Light or Shadow Adventurer in Co-Op, they'll probably have Thor, Reborn Jeanne, Bahamut, or Cat Sith equipped.
** When it comes to solo battles, Grace is the one Adventurer everyone will recommend aiming for. Grace's ability to create shields that let you withstand attacks without flinching is invaluable for not only protecting you, but also your AI teammates who might not always dodge correctly. Even in off-element quests, you'll be hard-pressed to find a better support character than Grace.
** Gala Zena is this against any Shadow-element boss that doesn't use Creeping Corrosion.
** If you're going into Co-Op for Jaldabaoth's Piercing Gale, the only choices anyone will accept are Gala Leonidas or Halloween Lowen. Don't have either? You'll be kicked out.
** Going up against a Light-element Boss that has Curse of Nihilty? Expect Summer Verica to be the Healer of choice. With the way her Skills work, proper usage will have your team almost always being healed ''and'' with at least one Amp active.
** Each Element usually has a few specific Dragons that you'll see everyone equipped with if they don't have the Gala Dragons.
*** Flame has Phoenix, Ifrit, Cerberus, Dreadking Rathalos, and Konohana Sakuya.
*** Water has Leviathan, Nimis, Vodyanoy, and Gaibhne & Creidhne.
*** Wind has Midgardsormr Zero, Vayu, Freyja, AC-011 Garland, and Roc.
*** Light has Jeanne D'Arc, Pop-Star Siren, Daikokuten, Cupid, Lindworm, and Unicorn.
*** Shadow has Arsene, Ramiel, Azazel, Shinobi, and Juggernaut.
** The High Dragons[[note]]High Midgardsormr, High Brunhilda, High Mercury, High Jupiter, and High Zodiark[[/note]] and the Void Dragons[[note]]Agni, Zephyr, Poseidon, and Nidhogg. Jeanne was already in heavy use[[/note]] saw a major uptick in usage once they were given an extra unbind level.
** Any Shadow Adventurer that uses a Dragondrive gauge or is on the backline (and thus, controlled by the AI), will most likely have Fatalis equipped if they have it, since its major weakness only activates if you can shapeshift into it.
used.



** Tsukuyomi from the Celestial Showdown event is quite voluptuous, complete with an outfit that shows off her legs in a revealing (and form-fitting) kimono.

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** Tsukuyomi from the Celestial Showdown "Celestial Showdown" event is quite voluptuous, complete with an outfit that shows off her legs in a revealing (and form-fitting) kimono.


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*** He gets his revenge in the Kaleidoscape, where he becomes a Menace that can appear on any Exploration floor. What makes him especially dangerous is that, unlike every other Menace in that mode, his wake-up radius is ''huge'', and he will more than likely already be throwing rocks at you as soon as you enter. Since he's already awake, that means you get to deal with not just Pumpking, but all the other regular enemies at the same time. Worse, there's a floor that has you take on '''six''' Pumpkings at once! Even Tiki, who has little to no problem with any other Menace in the game, can get completely overwhelmed by this. Luckily, players who don't want to deal with them can just zip by and move on.


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** Another Kaleidoscape floor puts you in a grassy area with nine segmented areas. In every version, there are small groups of common enemies in the middle three segments and a Gold Slime between the upper left and middle left sections. On higher floors, however, the other six segments are filled with Menaces, while most other floors only have one. Even at Level 80, it can be difficult and time consuming to destroy them all, and if you accidentally alert more than one at once, you can get overwhelmed. Luckily, it's not an Arena floor, so you could just ignore them and escape, but that also means you'll be passing up a LOT of Dusk Amber.
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** Tsukuyomi from the Celestial Showdown is quite voluptuous, complete with an outfit that shows off her legs in a revealing (and form-fitting) kimono.

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** Tsukuyomi from the Celestial Showdown event is quite voluptuous, complete with an outfit that shows off her legs in a revealing (and form-fitting) kimono.
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** Tsukuyomi from the Celestial Showdown is quite voluptuous, showing off her legs in a revealing kimono.

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** Tsukuyomi from the Celestial Showdown is quite voluptuous, showing complete with an outfit that shows off her legs in a revealing (and form-fitting) kimono.

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* AuthorsSavingThrow: Now has [[AuthorsSavingThrow/DragaliaLost its own page]]

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* AuthorsSavingThrow: Now has [[AuthorsSavingThrow/DragaliaLost its own page]]page]].


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** Tsukuyomi from the Celestial Showdown is quite voluptuous, showing off her legs in a revealing kimono.
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* ThatOneAchievement:
** The endeavors for completing Master level endgame content (Agito, Sinister Dominion, Primal Dragon Trials, and Legend difficulty) can be this, since you not only need to be really strong to take on Master bosses, but often times you'll need to rely on your AI helpers simply surviving, which can come down to pure luck at times.
** Getting the rewards for the higher levels of the Mecurial Gauntlet can be this, as Roy's attacks are pretty strong, especially above Level 60, and you'll need to squeeze out as much damage as you can get.
** Completing all 50 floors of the Kaleidoscape with 30 Adventurers can be really tough, especially if you don't have many GameBreaker units or ones with maxed out stats, since you'll likely be forced to use Adventurers you don't normally control. It can also be this simply by not being able to get a good enough weapon to use during the final few floors, or not getting a Dragon that gives you resistance to whatever Agito you're facing at the end.

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** In the Kaleidoscape, Ranzal and Valyx can appear as bosses even in the 40's level of floors. All of their attacks are pretty easy to dodge and they don't seem interested in chasing you relentlessly. Melee Adventurers, even Healers, can defeat both these bosses with little trouble, and ranged Adventurers can avoid being hit at all pretty easily. There's also the Sunrise Snapper, from the "A Clawful Caper" Event, who does nothing but flop around. Cygames didn't even give it any special attacks.
* BreatherLevel: The Kaleidoscape has a few.
** The biggest one if the Treasure floor. It's simply 1-2 Gold Slimes, 6 treasure chests, and a bunch of HP Barrels. This allows you to get up to two free levels and you can usually pick up some good weapons and Wyrmprints from the chests.
** There is one floor, set in the swamp theme, that's simply a single zig-zag with a handful of relatively easy enemies, none of which have ranged attacks. You can be done with this floor pretty quick and escape with minimal damage.
** One floor set in the volcano setting has a long, winding path zig-zagging upwards, with a series of enemies that take only 1 hit of damage. Said enemies are all spread out, so you can easily lure them down one at a time and take your time killing them with normal attacks. There are no Healers to support, ranged enemies to distract you, nor any Menaces to worry about.
** For the Arena rooms, it's any configuration that only includes melee enemies, with no ranged or Healers around to muck things up. This allows you to simply circle the room endlessly, staying just out of range of the enemies' attacks, then launching your Skills when they're charged up. Even better, one of these rooms is filled with 1 Damage enemies, who are often much slower than their comrades.



** The Kaleidoscape makes this out of Healers and Gobhealers. Often, there will be multiples of them and they can be in a group by themselves or with other foes. If there are foes that will take 1 damage per hit, any attempts to outdamage the heals will be for naught, forcing you to [[ShootTheMedicFirst deal with the matter at hand first]].

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** The Kaleidoscape makes many lower tier enemies into this out of thanks to how the mechanics work.
*** The most prevalent are
Healers and Gobhealers. Often, there will be multiples of them and they can be in a group by themselves or with other foes. If there are foes that will take 1 damage per hit, any attempts to outdamage the heals will be for naught, forcing you to [[ShootTheMedicFirst deal with the matter at hand first]].first]].
*** Not to be outdone, the other ranged enemies (mostly Mages, Treants, and Archers) can be extremely annoying, as they will run away if you get close and try to snipe you from far away. Their big attacks are easily dodgeable, but their regular attacks don't have an attack area indicator and can quickly whittle away your health while you're dealing with the melee range enemies. It's especially problematic in Arena levels, since you can't stand still and slaughter them first, and your Skills may target a different enemy instead.
*** For melee enemies, there are the Rat, Cutthroat, and Ghoul enemies. Rats, most notably the Wererats, are quick, jump around a lot, and lunge towards you. It's especially annoying in Arena rooms because they'll be the likely reason you can't deal with a Healer or Mage irritating you. Cutthroat enemies are pretty sturdy, but the reason they are annoying is because they can leap from far away and still slash you, meaning you can't keep them at bay with a ranged Adventurer. Ghoul enemies can also lunge, but they can also put up a shield, and, most importantly, they can inflict Curse upon you. If you don't pick a Curse-resistant Adventurer or get Hikage, you could be in real trouble.
*** More of a Goddamn Item, but also in Arena rooms are the Barrels. If you don't immediately destroy them all before the enemies spawn, they can pose problems later since the game likes targeting them, thus diverting your Skill attacks and wasting it.



**** To make things [[SarcasmMode so, so much better]], Harle is one of the possible bosses to appear in the Kaleidoscape, and even though you can use any Adventurer you want, he's still just as irritating and annoying to deal with, especially since you don't have teammates to distract him this time around.



** In normal battles, most people can handle the High Dragons and Agito relatively easily. In the Kaleidescape, those same bosses become this. You fight a random High Dragon, demi-human Agito, and unleashed Agito on floors 40, 45, and 50 respectively. Depending on who you picked and what drops you got, these bosses can be exceptionally tough. For the Dragons, Brunhilda and Jupiter are the most problematic due to their Afflictions being easy to catch and many of their attacks being hard to dodge. With the Agito, if you lack some kind of healing skill and/or a move that dispels buffs, you are going to be in for a real, real hard time. It's not unheard of for people to be forced to quit their runs because they were unlucky enough to run into Kai Yan without a dispel.

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** In normal battles, most people can handle the High Dragons and Agito relatively easily. In the Kaleidescape, Kaleidoscape, those same bosses become this. You fight a random High Dragon, demi-human Agito, and unleashed Agito on floors 40, 45, and 50 respectively. Depending on who you picked and what drops you got, these bosses can be exceptionally tough. For the Dragons, Brunhilda and Jupiter are the most problematic due to their Afflictions being easy to catch and many of their attacks being hard to dodge. With the Agito, if you lack some kind of healing skill and/or a move that dispels buffs, you are going to be in for a real, real hard time. It's not unheard of for people to be forced to quit their runs because they were unlucky enough to run into Kai Yan without a dispel.


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*** Not to say that other Arena rooms are much better. There's another configuration with up to ''five'' Healers and everyone else with heavy armor so you do only 1 damage. You can try and target the Healers, but the other enemies will be on you in a second, and because they only take 1 damage, it's pitifully easy for even a single Healer to bring the enemies back up to full health.
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* MostWonderfulSound:

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* MostWonderfulSound:SugarWiki/MostWonderfulSound:
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* MostWonderfulSound:
** The crashing sound effect that plays when you manage to break a boss out of overdrive mode. You know you're ready to open up a world of hurt when you hear it.
** The decisive sound that plays when you defeat a boss. Combined with the zoom in and slow-mo on the final blow, it becomes really satisfying, and feels even better if you eked out a close win.
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floors are wrong


** In normal battles, most people can handle the High Dragons and Agito relatively easily. In the Kaleidescape, those same bosses become this. You fight a random High Dragon, demi-human Agito, and unleashed Agito on floors 30, 40, and 50 respectively. Depending on who you picked and what drops you got, these bosses can be exceptionally tough. For the Dragons, Brunhilda and Jupiter are the most problematic due to their Afflictions being easy to catch and many of their attacks being hard to dodge. With the Agito, if you lack some kind of healing skill and/or a move that dispels buffs, you are going to be in for a real, real hard time. It's not unheard of for people to be forced to quit their runs because they were unlucky enough to run into Kai Yan without a dispel.

to:

** In normal battles, most people can handle the High Dragons and Agito relatively easily. In the Kaleidescape, those same bosses become this. You fight a random High Dragon, demi-human Agito, and unleashed Agito on floors 30, 40, 45, and 50 respectively. Depending on who you picked and what drops you got, these bosses can be exceptionally tough. For the Dragons, Brunhilda and Jupiter are the most problematic due to their Afflictions being easy to catch and many of their attacks being hard to dodge. With the Agito, if you lack some kind of healing skill and/or a move that dispels buffs, you are going to be in for a real, real hard time. It's not unheard of for people to be forced to quit their runs because they were unlucky enough to run into Kai Yan without a dispel.

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