Celestial Feng Huang
Overview
- The hardest Celestial to date due to RNG needed.
- 49k HP makes it a long fight.
- His Spells hit HARD.
- 35100 Battle Speed.
- It has 5 Press Turns, while player's Team has 4.
General Tactic
- Outstall and outheal him.
- Use Five Elements so his Megidolaon gets reflected back to him.
- Use Megakin to enhance this damage.
- Protect yourself with buffs and debuffs.
- Have a lot of Units with Heal.
- Use Alilat with Repel Fire Demons, so he loses Press Turns when using Trisagion on your Repel Fire Demons.
- Teal Jeanne d'Arc, Yellow Amaterasu, Garuda and Teal Thor are recommended.
- Use first Team as bait so your main team can setup Buffs and 5E first.
- If you can actually outspeed him, do that to deal some damage.
- He can heal nine times. After that, the chance of him using Megadolaon multiple times per round is increased
- As such, try to close the fight before that.
- Be prepared to restart and try this fight a lot. Fifty Retries is not uncommon.
Teams Proven to Work
Maaster:
Team 1 (Templar):
- Purple Fenrir 5*
- Double Speed Set with Speed%
- Hell Biker
- Tarukaja Transfer
- Purple Yoshitsune
- Charge and Phys Boost Transfers
- War and Aim Sets with PAtk% Focus
- Garuda
- Speedster Transfer
- Just used Fenrir and Garuda to hit Speed cap.
- Order was Garuda-HB-Fenrir-Yoshi
- Pass->Red Zone->Pass->Charge->Pass->Tarukaja->Pass->Hassou Tobi
Team 2 (Megakin):
- Teal Amaterasu, 2.3k HP
- Didnt have Shifters left
- Diarama and Samrecarm Transfers. Diarama rarely cast as Tenson Kourin and Tarunda was more needed.
- Divine and Shield Sets with full HP% Focus
- Huang Long, 3k HP
- Endure and Speedster Transfer, Speedster not needed, could go for Life Gain or Enduring Soul
- Life Set with HP% Focus
- Teal Jeanne d'Arc
- Alilat
- Order was HL-Jeanne-Alilat-Ama
- Most Turns were: Pass->Diarama->Pass->Buff->5E->Pass->Diarama/Debuff , depending on how injured my demons were.
Big B:
Team 1 (Shionyan):
- Purple Nero☆
- Transfer Serial Killer, Mana Aid
- Teal Black Frost
- Transfers: Dark Amp, Dark Boost
- Red Indrajit
- Transfers: Elec Enhancement and Elec Amp
- Red Garuda
- Basic Team for AG clears to get to the Boss. They die T1, no DMG output. Garuda also helps with Auto-Rakunda saving a turn for second party.
Team 2 (Megakin):
- Yellow Amaterasu
- Yellow Huang Long
- Transfers: Endure, Samrecarm.
- Divine and Shield with HP% focus. (Actually, the winning try I forgot I had all brands removed from him, except L. Arm with HP%, so he went pretty much brandless). Could work with Life, but I prefer Divines as it gives him ability to Luster when Ama is saving MP for heals.
- Red Garuda
- Alilat
- Order: Garuda->HL->Alilat->Amaterasu
- Garuda was doing 1,5k+ dmg per cast with Bufula L (35% Ice Berserk) so 3k almost every turn. Plus HL gets to cast 5E on Half Turn. Didn't use Tarunda, as most of the DMG is by reflects from Feng's own Megidolaons and it would reduce the damage.
Horse:
Team 1 (Eileen):
- Yellow Garuda
- Purple Garuda A
- Purple Uriel
- Clear Hare of Inaba
- Basic team for clearing AG mobs on the way to the boss. Wiped by boss on T2, no notable damage output.
Team 2 (Megakin):
- Yellow Huang Long, 1.8k HP
- Divine/Shield brands with HP%, HP%, Speed%
- Speedster transferred, but not needed, as Team 1 started the battle.
- Teal Black Rider, 1.8k HP, 1.3k MAtk
- Life brands, MAtk% all around
- Enduring Soul came in handy one time during the battle.
- Life Set with HP% Focus
- Purple Frost Ace, 1.1k HP, 1.6k MAtk
- Spell/Shield brands, MAtk% all around, with +32% Phys AC from terts
- Teal Ishtar, 1.6k HP, 2k MAtk
- Spell/Ward brands, Matk% all around
- Maragidyne & Fire Boost transferred, not used as Ishtar is only here to heal.
- Turn Order: Huang Long -> Black Rider -> Frost Ace -> Ishtar
- Very quick fight with 71 Ice Berserk. I think it took three or four turns for Team 2 to kill Feng Huang, plus the two turns it took for Feng Huang to wipe Team 1.
- HL starts with Luster Candy, then casts Five Elements once every turn.
- Black Rider is primarily here for Soul Divide, which does 2k damage every time Feng Huang heals. Bufudyne is useful for some extra damage, and hitting weakness for extra half turns.
- Frost Ace is the main damage dealer, attacking with Vengeful Frost Fist every turn, hitting weakness with a guaranteed crit on every attack after the first
- Ishtar heals with Diarahan as needed. Usually FH would get one Trisagion in per turn, so heal whoever is targeted by that.
Fusible Slow Team:
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Team 1 (fodder): this Team goes first and will probably be wiped on first turn (if not on the very first strike), its role is to make Celestial Feng Huang lose its speed advantage, allowing Team 2 to completely ignore speed bonuses and concentrate on survivability. On the example, an Orochi is used, for its Dmg Panel Immunity, and/or a Hare of Inaba, for its Trap Free (a buffed up Void Dark Zones Passive), to allow Team 1 to survive the many Damage Panels that surround Celestial Feng Huang's spot and deploy the actual payload, Team 2. Any combination of demons will do, don't worry much about doing actual damage to Celestial Feng Huang (although some damage could be useful, making it waste some of its nine Diarahan charges).
Team 2 (main): the idea of this Team is to run without Gacha Demons, only fusibles, so:
- Alilat for its Repel Pierce, to make Celestial Feng Huang lose Turns when casting Trisagion.
- Huang Long for its Five Elements, as it will send back all Celestial Feng Huang's Megidolaon's damage back to it, which will be the main source of damage against it and, also, making it lose Turns.
- Erlkonig, to get healing passively, without having to waste turns on that task and without hitting the healing usage limit of Mediarahan, allowing it to cast Rakunda to debuff Celestial Feng Huang's defense.
- The fourth Demon is any with Repel Fire attribute (in the example, Zaou-Gongen, but Garuda or Amaterasu would also work fine) to make use of Alilat's Repel Pierce.
Notice that this Team is not immune to Celestial Feng Huang's attacks:
- Only the Demon with Repel Fire attribute (and only as long as Alilat is alive) will not receive damage from Celestial Feng Huang's Trisagion, though it'll still get damage from Megidolaon.
- Megidolaon will not cause damage only on the first strike, because it'll break Five Elements first, then other strikes on the same turn will hit the Team.
- Healing is essential, because even losing two Press Turns due to Repel Pierce and/or Five Elements, Celestial Feng Huang will hit three times every turn, either by casting Trisagion at least once, or only casting Megidolaon (only the first will be repelled by Five Elements, leaving Celestial Feng Huang with three Press Turns to cast it). The Team must be strong enough to endure those three attacks and healing must restore them enough for the next attack.
General tips:
- All Demons must be fully evolved to 6★ and have Vitality increased (Mitama and/or Sin Infusion).
- Panels are not necessary, although the HP+ of Panel 1 does help.
- Increase Erlkonig's Magic stat to get more healing and make it endure Magic damage better.
- Demon Archetypes are not important, although Erlkonig in Common (Clear) Archetype could benefit from Vitality Amp III (unfortunately, that'd mean losing Passives that are useful outside Celestial Feng Huang's battle, like Null Mortal in Purple). Huang Long, who cannot use Divine Brands in this battle, because it'll be focusing on surviving (HP%), can't do much more than casting Five Elements every turn, so use whatever you have, it won't matter. The fourth Demon may have any Archetype.
- Almost any Skills may be transferred to Alilat, Erlkonig, and the fourth Demon (the one with Repel Fire attribute), because most of the damage will be dealt by Celestial Feng Huang on itself by ways of Five Elements.
- Healing Skills could be useful, like Diarahan or Mediarahan, in case Erlkonig is not enough.
- Samrecarm may be handy, while Recarm may be a waste, as it has more charges, but the Demon would come back with 10% HP and could be easily killed before having a chance to act. If reviving is required more than once, it probably means the Team is not strong enough to defeat Celestial Feng Huang, so it might be better to retreat and enhance the Demons or Brands a little more.
- Ice Skills could be transferred to exploit Celestial Feng Huang's Weakness and get more turns. In that case, Tarukaja and similar buff Skills may also be used.
- Huang Long is the only Demon that shouldn't be given other active Skills (it could, but that would be a waste of resources), as it won't have MP enough to cast anything other than Five Elements. Passive Skills that'd increase its MP (e.g., Mana Gain) could be used, though they are not necessary. Passive Skills that could increase its HP or Vitality are better choices (e.g., Life Gain).
- Give Alilat and Huang Long the best Life Brands with HP% bonuses, as they're the Demons that will usually take more damage (the fourth Demon will be immune to Trisagion, thanks to Alilat's Repel Pierce, taking damage only from Megidolaon).
- Erlkonig should have Heal Brands and Healing% bonuses, as healing all the Team (including itself) is more important than having more HP, because it casts Lydia on itself at the beginning of the battle.
- Don't try to use Physical attacks, unless it's the last half turn, as a miss in the middle will make the Team waste turns, again, spoiling the general strategy.
- Using Skills to debuff Celestial Feng Huang's attacks (e.g., Tarunda) could be good to lower the damage the Team would have to endure every turn, but it'd also reduce the damage that'd be sent back to it by Five Elements, making the battle last longer and more prone to something going wrong.
Finally, replacements may be made, using fusible or Gacha Demons (e.g., replace Alilat by Rama and use a Demon with Drain Fire attribute, instead of Repel Fire), just be careful to not use any Demons that has Fire Weakness attribute, spoiling the general strategy against Celestial Feng Huang, which is forcing it to attack and lose turns by having it repelled/drained.
AkA - Trickster Cheese
Team 1
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- THIS TEAM IS NOT VERY IMPORTANT, YOU CAN REPLACE IT WITH ANYTHING THAT INFLICTS AS MUCH DAMAGE AS POSSIBLE.
- Kartikeya helps with speed and buffs with Blood Rush.
- Hell Biker gives Yoshi might and helps with speed.
- Yoshitsune is used for unleashing a charged Hassou Tobi which is great as bonus damage before Loki comes in.
- Garuda is used for his Auto-Rakunda and speed.
- Rika is the Dx2 of choice for an even more powerful charged Hassou Tobi
Team 2
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- Loki is the star of the show, basically use Ice Breath and pray to mothman.
- HE SHOULD BE EQUIPPED WITH DIVINE SET.
- Ice Breath is recommended because of it being multi hit and only costing 4mp meaning you can spam it infinitely with divines, Glacial Blast is not ideal as such.
- Trickster has a chance to refund your press turn for each hit of Ice Breath
- Use a Dx2 who can give you Turn Presses (Chalk or Eileen) for an infinite loop.
- The jacks should be fused as yellow for Tag. All they do is just spam tag so Leveling them is not necessary they just need to be awakened.
- The 4th demon slot SHOULD BE BLANK.
- There are two Dx2s who are great for this team, Chalk Eater and Eileen. I personally recommend Eileen as she also boosts the minimum hits of Ice breath thus giving you more chances to win.
- May Mothman be with you and good luck.