Thursday, October 30, 2014

Bravely Default Nemesis Strategy: Early Spring; Teddy

This nemesis is three automatons that use Overclocking to raise their Aim, P.Atk, and Speed, and then on the next turn use Rocket Punch to knock off significant chunks of your party's health.  They have 200000 HP each, and if you can survive, you can get up to three Unearthly Buns, which can be used to raise stats.  This is another good candidate for a nemesis to send to others.  Keep one set to send, and then fight any others you get, just like with Mammon.  It's less common, but... it's still out there.

Recommended party setup:
  • Two Vampire/Swordmaster
    • Recommended support abilities:
      • Absorb P. Damage
      • Monster Ability Up
    • Equipment:
      • 2x Magic Knife
      • M.Atk boosting equipment
    • Recommended Genome Abilities:
      • Thundaja
      • White Wind
  • Salve-Maker/Spiritmaster
    • Recommended support abilities:
      • Absorb P. Damage
    • Equipment:
      • 2x Falcon Knife
  • Performer/Freelancer
    • Recommended support abilities:
      • Absorb P. Damage
      • Hasten World
So.  Between Hasten World and the Performer/Freelancer, the Vampires and Salve-Maker will be able to use four actions every turn.  Absorb P. Damage isn't fully necessary, but it helps.

Thankfully, the automatons follow a set attack pattern, and we can use this to our advantage to minimize the damage taken.  Here is the cycle:
  1. Attack (light damage, but if they gang up on someone it'll hurt)
  2. Self Repair (each one heals itself for 9999)
  3. Overclocking (each one gains P.Atk 150%, Speed 150%, and Aim 150%)
  4. Rocket Punch (each one deals massive damage, twice)
  5. Repeat from step 2
My setup actually kind of helps them in that they benefit from Hasten World.  Otherwise, there would be a turn of downtime for them after the Rocket Punches.  Hasten World may also be smoothing over other places where they would otherwise Default to gain BP.  Your mileage may vary.

The following set of actions is based on a level 99 party with mastered jobs and the recommended equipment.  If you're lacking in one area or another, it might take longer, but just remember to use Stillness on the turn after they use Self Repair and you should be fine.  Enemy action for each turn is in parentheses.
  • Turn one: (Attack)
    • Vampires use Free Lunch and then Thundaja three times
    • Salve-Maker uses a Giant's Draft (Beast Liver + Dragon Fang) on everyone
    • Performer does My Hero followed by Mimic
  • Turn two: (Self Repair)
    • Vampires use Thundaja four times
    • Salve-Maker Default
    • Performer does My Hero followed by Mimic
  • Turn three: (Overclocking)
    • One Vampire uses Free Lunch followed by White Wind to top up the party, mostly because there's nothing else to do, the other Defaults
    • Salve-Maker uses Stillness
    • Performer does My Hero followed by Mimic
  • Turn four: (Rocket Punch)
    • Vampires Default
    • Salve-Maker uses Fairy's Aid on the Vampires, just to pass the time
    • Performer does My Hero followed by Mimic
    • Note that Stillness wears off at the end of this turn
  • Turn five: (Self Repair)
    • Vampires use Free Lunch and then Thundaja three times
    • Salve-Maker Default
    • Performer does My Hero followed by Mimic
  • Turn six: (Overclocking)
    • Vampires use Thundaja four times
    • Salve-Maker Default
    • Performer does My Hero followed by Mimic for funsies
  • Win
When I originally wrote this post, I completely forgot about Stillness.  You have to cast it a turn early, just after they use Self Repair, because they raise their speed high enough that they'll go before you on the turn when they use Rocket Punch.  This works out better anyway, because after Stillness has completely nullified the damage we wanted it to nullify, it's gone and we can get back to business.

Even without Fairy's Aid, Thundaja hits for 9999 most of the time.  Fairy's Aid makes it pretty much guaranteed, but the difference is negligble.  With this setup, levels, and equipment, they die in 23 uses of Thundaja, the rest are just there for insurance.  Their use of Self Repair honestly doesn't matter.  It counteracts one Thundaja, and you can dish out fourteen in two turns.

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