Brands of Sin: Wrath
Contents
- 1 Brand of Avarice
- 1.1 Gucumatz (Stage 1)
- 1.2 Gucumatz (Stage 2)
- 1.3 Gucumatz (Stage 3)
- 1.4 Gucumatz (Stage 4)
- 1.5 Gucumatz (Stage 5)
- 1.6 Huang Long (Stage 6)
- 1.7 Huang Long (Stage 7)
- 1.8 Huang Long (Stage 8)
- 1.9 Huang Long (Stage 9)
- 1.10 Arioch (Stage 10)
- 1.11 Arioch (Stage 11)
- 1.12 Arioch (Stage 12)
- 1.13 Arioch (Stage 13)
- 1.14 Arioch (Stage 14)
Brand of Avarice
Gucumatz (Stage 1)
Gucumatz (Stage 2)
Gucumatz (Stage 3)
Gucumatz (Stage 4)
Gucumatz (Stage 5)
Huang Long (Stage 6)
Huang Long (Stage 7)
Huang Long (Stage 8)
Huang Long (Stage 9)
Arioch (Stage 10)
| Arioch
|
|---|
|
| Resistances | |||||||
|---|---|---|---|---|---|---|---|
| Arioch | Nu | - | Rp | Wk | Rs | - | Rs |
| Battle Speed | 8,100 | ||||||
Overview:
- The gist is that this boss is very bulky, heals himself, and has several conditions that will apply reverse damage boost to you or damage reduction to the boss, reducing your damage output.
Defensive effects (that make the boss bulky):
- The boss starts every turn with a 30% HP Bulwark. You cannot remove this Bulwark, because if you do, then your party will have 100% reverse damage boost applied to them. Therefore, you must pierce it.
- The boss has 40% damage reduction to all attacks except critical hits.
- The boss has 50% damage reduction to all attacks except
Phys/
Fire. - Hitting the boss with a physical attack will make the boss inflict the attacker with
Poison,
Curse, and
Weak. A party member with any of these ailments will have reverse damage boost applied to them, reducing their damage output (40% per ailment, up to 120%).
- The boss will break your team's
Barriers at the start of your turn. So if you plan to use them, you'll need to apply them mid-turn.
- The boss will break your team's
- The boss has extremely high defense, though this decreases as his HP decreases, notably when he falls below 80% and 50% HP.
- Hitting the boss with physical or magic damage triggers a Super Reaction that makes him heal 1% of his max HP, up to 200 times for physical and magic each.
- At 49% HP or below, the boss gets a +600% increase to healing (or in other words, it's multiplied by 7). This means his auto heals become 7% of max HP per heal.
Curse can reduce the boss's healing, but you can't inflict it directly. Instead, you need to inflict
Weak first to make Curse guaranteed to succeed, and then apply Curse.
- At the start of your turn, the boss will inflict 3 levels of Phys attribute affinity down on you. While this is active on at least one party member, nobody in your party can gain bonus turns (such as from Remnants, weakness, or crits).
Offensive effects (that make the boss dangerous):
- The boss's main attack is a
Phys AoE, but he starts by giving himself
Charge first, then attacking. This means he cannot lose press turns by hitting into Phys anti-pierce (or by missing, but he has +300% accuracy, so he won't miss anyway), but it also means he can't gain turns by hitting your weaknesses (and you are guaranteed to be Phys weak due to his 3 levels of affinity down). It also has Remnants, so he will spam this attack a lot.
- The boss will gain 4 extra press turns, though this decreases as his HP decreases. He loses a press turn once he falls below 80%, 50%, 30%, and 10% HP.
- Allies inflicted with
Poison,
Curse, or
Weak on will have reverse damage reduction applied to them, making them take more damage from the boss's attacks (10% per ailment, up to 30%). - If any of your demons reaches 5 counts of
Fortify, the boss will apply 3 counts of
Decay to your entire team. - The boss will give himself
Might and
Charge at the end of your turn.
Effectively, you need the following:
- Bulwark pierce.
Phys/
Fire attacks.- Physical attacks that frequently crit. This can be achieved through high crit rate, or frequent access to
Might. - Someone that can apply
Weak and
Curse to the boss, in that order. - Someone that can cleanse
Poison,
Curse, and
Weak from teammates, multiple times per turn.
Corrosion to make the boss hit less hard.
Other notes:
Arioch (Stage 11)
| Arioch
|
|---|
|
| Resistances | |||||||
|---|---|---|---|---|---|---|---|
| Arioch | Nu | - | Rp | Wk | Rs | - | Rs |
| Battle Speed | 8,700 | ||||||
Notes:
- Same as stage 10, just has more stats.
Arioch (Stage 12)
| Arioch
|
|---|
|
| Resistances | |||||||
|---|---|---|---|---|---|---|---|
| Arioch | - | Wk | - | Nu | Nu | - | Dr |
| Battle Speed | 9,000 | ||||||
Changes compared to stage 10/11:
- The boss now has 1 count of resistance to
Corrosion (previously 0). - The reverse damage boost applied to ailmented teammates is now 50% per ailment (previously 40%).
- The boss's damage reduction to non-critical hits is now 50% (previously 40%).
- The boss's damage reduction to damage that isn't
Phys/
Fire is now 80% (previously 50%) - The
Fortify penalty is now per-demon, will no longer wait until 5 counts, and just acts to nullify your current Fortify stacks at the start of the affected demon's action. You are no longer at risk of net HP loss via Decay, you are instead just reduced to your "normal" HP.
Strategy changes:
Arioch (Stage 13)
| Arioch
|
|---|
|
| Resistances | |||||||
|---|---|---|---|---|---|---|---|
| Arioch | Nu | - | Rp | Wk | Rs | - | Rs |
| Battle Speed | 9,200 | ||||||
Changes compared to stage 12:
- The boss now has 2 counts of resistance to
Corrosion (previously 1). - The reverse damage reduction applied to ailmented teammates is now 15% per ailment (previously 10%).
Strategy changes:
Corrosion is probably not viable anymore.
Arioch (Stage 14)
| Arioch
|
|---|
|
| Resistances | |||||||
|---|---|---|---|---|---|---|---|
| Arioch | Nu | - | Rp | Wk | Rs | - | Rs |
| Battle Speed | 9,200 | ||||||
Changes compared to stage 13:
- The boss now has 3 counts of resistance to
Corrosion (previously 2). - The boss's damage reduction to non-critical hits is now 150% (previously 50%).
- The boss now suffers reverse damage reduction of 50% when hit by a critical hit.
- The boss now decreases the critical rate of attacks received by 50%.
Strategy changes:
- Critical hits are now mandatory.
- Since critical rate is reduced by 50%, demons should either have a crit rate of 150% or higher, or frequent access to
Might, for consistency.