Stage strategy |
First time only: Black Knight, Orchid, Sturm, and Drang cannot be in your party. |
Wave |
Name |
Lvl |
HP |
Charge |
Mode |
Phase 1 | Akasha |
75 |
15,000,000 |
◇◇ |
Yes |
Special Attacks |
Triggers and Notes |
- Multi-hit Light damage to random allies. Inflicts
Hostility UpMore likely to be attacked Duration: 2 turns and ParalyzedCan't attack on last ally hit.
- Multi-hit Light damage to random allies. Inflicts
Hostility UpMore likely to be attacked Duration: 2 turns and CursedCan't be healed Duration: 2 turns on last ally hit.
- Light damage to all allies. Inflicts
RivalryRandomly recovers HP or takes DMG on every turn Duration: 2 turns.
|
- High multiattack rate.
- 66% Trigger
- Moves to Phase 2.
|
Phase 2 | Akasha |
75 |
9,900,000 |
◇◇ |
Yes |
Special Attacks |
Triggers and Notes |
- Large Light damage to all allies. Inflicts
PactGains Fruition after 1 turn .
- Inverts the current HP values of all allies. Inflicts
Omen of ForfeitAkasha's special attack is now promised to be fulfilled .
- Plain Damage to all allies based on 30% of each ally's maximum HP.
|
- Immune to
GravitySpecial attack max charge turn is extended .
- Reverse inverts the current HP of all allies, damaging or healing them as needed. (e.g. 70% current HP becomes 30% HP. 25% current HP becomes 75% HP. 100% current HP is instant KO.)
PactGains Fruition after 1 turn
- Gain
FruitionAkasha's special attack is now promised to be fulfilled after 1 turn.
- If any ally has
FruitionAkasha's special attack is now promised to be fulfilled
- Akasha casts Reverse.
- If any ally has
Omen of ForfeitAkasha's special attack is now promised to be fulfilled
- Akasha casts Almagest.
- Moves to Phase 3
|
Phase 3 | Akasha |
75 |
4,950,000 |
◇◇ |
Yes |
Special Attacks |
Triggers and Notes |
- Random elemental damage to all allies. Inflicts
Fire DEF DownDEF is lowered for fire DMG Duration: 10 turns, Water DEF DownDEF is lowered for water DMG Duration: 10 turns, Earth DEF DownDEF is lowered for earth DMG Duration: 10 turns, Wind DEF DownDEF is lowered for wind DMG Duration: 10 turns, Light DEF DownDEF is lowered for light DMG Duration: 10 turns, or Dark DEF DownDEF is lowered for dark DMG Duration: 10 turns based on elemental damage.
- Akasha gains
Fire ATK UpFire ATK is boosted , Water ATK UpWater ATK is boosted , Earth ATK UpEarth ATK is boosted , Wind ATK UpWind ATK is boosted , Light ATK UpLight ATK is boosted , or Dark ATK UpDark ATK is boosted based on elemental damage.
- Plain Damage to all allies based on 60% of each ally's current HP.
- TR 10% only: Reduces all allies' HP to 1.
- Large Fire damageAbout 5,000 damage to non-Water allies. to all allies.
- Deals 33,056Verification needed. Fire damage to self.
- Inflicts
BurnedHP is lowered on every turn to self and all allies.
- Deploys
FlareATK is modified by number of turns passed Duration: 3 minutesField effect to the field.
|
- Immune to
CharmedAttacks are slightly limited .
- 30% Trigger
- Casts Elemental Amplitude.Damage only, does not trigger self-buff or debuffs.
- Removes all debuffs from self.
- Casts Ancient Flare.
- Casts Sky-Rift.
|
N - Normal, OD - Overdrive, TR - Trigger |
Strategy
Akasha is the boss of Chapter 62, part 4. It has two phase-changes at 66% and 33%.
In the first phase, it frequently multi-attacks. Its normal charge attack is Pillar of Salt, which deals AoE damage and Confuses. Its OD charge attack is Rivalry, which deals AoE damage and applies Rivalry, which has a 50% chance of healing or damaging the character. Overall, Akasha is not very threatening in this phase, making it a good phase to set up your power spikes and apply debuffs.
In the second phase, it has a single, stronger attack. Its OD charge attack is Megiddo, which deals large AoE damage and applies a debuff (currently unknown, this editor had Veil up most of the fight). At 50% it will automatically apply a 1-turn countdown, which should be Cleansed.
In the third phase, it starts multi-attacking again (with the stronger attack). It also uses another 1-turn countdown spell, so keep Cleanse ready. At 25%, it auto-casts Ancient Flare, which deals large fire damage and applies burn, so prepare Veil and/or Damage Cut before hitting that threshold. Its charge attack deals random elemental damage and applies a to the party and a buff to Akasha. Its OD charge attack deals large AoE damage. At 10%, it will auto-cast a special charge attack that reduces the entire front-line to 1hp. It is recommended to save heals, substitutes, etc. for after this to buy the final few turns needed to kill it.
Overall, Akasha is a long and grindy but not particularly threatening fight. Blind and Charm reduce its auto-attack damage to almost nothing, while a healthy supply of Heal, Cleanse, and Veil can deal with the rest (Story Katalina excels here). The most important part is not to get trigger happy and be willing to stall for a few turns near the phase thresholds so that the relevant abilities are ready when they occur.
As always, players with weaker grids have the option of intentionally dying to the boss and retreating 2 times to come back with a +100% ATK and HP bonus.