Difference between revisions of "Legend of Legaia"

From SDA Knowledge Base

Jump to: navigation, search
(Boss Strategies)
(Boss Strategies)
Line 100: Line 100:
  
 
* Notes: Xain has 9,511 HP.  His physical attacks are Earth Element and are halved by the Earth Jewel, but both Bloody Horns and Terio punch are bugged and inflict non-elemental damage, which is not reduced by the Earth Jewel.  Because of this, using Earth Jewels is less effective than in normal battles, and it is highly recommended that you use the Point Card on Xain.  If you choose to fight him normally, make sure to heal frequently and try to keep the party's HP over 700 to prevent being KO'ed by Bloody Horns.
 
* Notes: Xain has 9,511 HP.  His physical attacks are Earth Element and are halved by the Earth Jewel, but both Bloody Horns and Terio punch are bugged and inflict non-elemental damage, which is not reduced by the Earth Jewel.  Because of this, using Earth Jewels is less effective than in normal battles, and it is highly recommended that you use the Point Card on Xain.  If you choose to fight him normally, make sure to heal frequently and try to keep the party's HP over 700 to prevent being KO'ed by Bloody Horns.
 +
 +
WARNING: Make sure you have 3x Ebony Jewel and 2x Earth Jewel when you leave Underground Octam.  These are critical for the rest of the run and the Ebony Jewels can only be purchased here (You should have 3 Earth Jewels from fighting Berserker; one can be sold here.)
  
 
==Songi 2==
 
==Songi 2==
Line 105: Line 107:
 
* Accessories: Each character must have a Defender Chain and an Ebony Jewel, which can be purchased in Underground Octam for 4,000 G each.  You will need these for nearly all of the boss fights going forward, and are absolutely required for the second half of the game.  If you have the War Soul, equip it to Noa.
 
* Accessories: Each character must have a Defender Chain and an Ebony Jewel, which can be purchased in Underground Octam for 4,000 G each.  You will need these for nearly all of the boss fights going forward, and are absolutely required for the second half of the game.  If you have the War Soul, equip it to Noa.
  
* Notes: Songi has 12,888 HP and 800 MP; this is the one fight in the game where it is ideal to keep track of the boss's MP.  Hyper Lightning uses 120 MP and Hyper Crush uses 180.  Both his physical attacks and special attacks inflict Dark element damage.  Having a Phoenix or two is advised for this fight.
+
* Notes: Songi has 12,888 HP and 800 MP; this is the one fight in the game where it is ideal to keep track of the boss's MP.  Hyper Lightning uses 120 MP and Hyper Crush uses 180.  Both his physical attacks and special attacks inflict Dark element damage.  Having a Phoenix or two is advised for this fight.  By now, it is critical that Gala has absorbed the Orb magic spell, found in Above-Ground Octam.
  
 
* Strategy: During the first portion of the boss fight, make sure to Spirit with any character without at least 400 HP, and try to keep the party's HP topped off.  Hyper Lightning deals around 400 damage to one party member, and Hyper Crush will inflict that much damage to all characters.  Once his MP has been depleted, you can play considerably more aggressively, though it is still advised not to let any character's HP fall below 200 or so, and to make sure to Spirit frequently and play relatively defensively.  This is one of the longest boss fights in the game.
 
* Strategy: During the first portion of the boss fight, make sure to Spirit with any character without at least 400 HP, and try to keep the party's HP topped off.  Hyper Lightning deals around 400 damage to one party member, and Hyper Crush will inflict that much damage to all characters.  Once his MP has been depleted, you can play considerably more aggressively, though it is still advised not to let any character's HP fall below 200 or so, and to make sure to Spirit frequently and play relatively defensively.  This is one of the longest boss fights in the game.
Line 115: Line 117:
  
 
* Strategy: The first part of this boss fight is fairly straightforward.  Once Saryu uses Jugger Power, all of his stats take a sizable increase, and he hits harder and more frequently for the duration of the fight.  I recommend using Orb every turn after he uses Jugger Power until you finally exhaust the last ~3,500 HP, as it is very likely that he can 2-round any party member with the sizable boost to his ATK and AGL.
 
* Strategy: The first part of this boss fight is fairly straightforward.  Once Saryu uses Jugger Power, all of his stats take a sizable increase, and he hits harder and more frequently for the duration of the fight.  I recommend using Orb every turn after he uses Jugger Power until you finally exhaust the last ~3,500 HP, as it is very likely that he can 2-round any party member with the sizable boost to his ATK and AGL.
 +
 +
==Dohati==
 +
* Ebony Jewels are required, and Defender Chains are highly recommended. 
 +
* Notes: Dohati has 17,200 HP and has a very weird quirk.  He will always use Chaos Breath on the first turn of the battle and will use it periodically during the fight.  In order to determine when he will Chaos Breath, it is crucial to watch Dohati's physical size.  Each turn, or whenever he is damaged, Dohati's size increases slightly.  When he reaches maximum size, he uses Chaos Breath again.  Chaos Breath can inflict both Venom and Toxic Status.  If Gala knows the Aluru or Kemaro spell and/or Vahn knows the Kemaro spell, this fight will be quicker.
 +
 +
* Strategy: Try to keep your party's HP over 450 as much as possible.  Venom/Toxic can be cured with an Antidote or an Orb/Vera spell of level 3 or higher.  Make sure to use Spirit frequently, particularly when Dohati is particularly large, so as to avoid taking 400+ from Chaos Breath.
 +
 +
WARNING: Make sure to have 3x Luminous Jewel, 3x Ebony Jewel, 1x Burning Jewel, 1x Madlight Jewel, and 1x Earth Jewel when you leave Octam to head for Karisto Kingdom.  These will be very useful for the first half of Karisto.
 +
 +
==Gaza 1==
 +
* Make sure all characters have Luminous Jewels and Defender Chains.  I recommend Gala equip the Speed Chain, Noa the War Soul, and Vahn the Spirit Jewel.
 +
* Notes: This fight is trivialized with this setup.  The Speed Chain guarantees that the equipped character will always attack and can heal before Gaza, and Luminous Jewels reduce his damage output to under 750.  Bring a few Healing Flowers for this fight.  Gaza has 12,000 HP this round.  If Vahn does not have the Kemaro spell, I recommend completing the Sage's Treasure Chest objective and absorbing Kemaro magic for him and Gala in the Sol Basement.
 +
* Strategy: The most critical component of this fight is to make sure to keep all party members' HP topped off at all times, as Astral Slash can do 700+ damage even with Luminous Jewels.  Since Gaza has no multi-targeting attacks, Noa and Vahn should focus on attacking while Gala fills the healing role with Healing Flowers.
  
 
=Other Resources=
 
=Other Resources=

Revision as of 00:29, 27 February 2015

Community Information

SDA

Thread by speed132 - Started 2006-10-06
Level Up Stats - Excel
Level Up Stats - Text

Statistics

Elemental Affinity

Damage Dealt
Element Vahn Noa Gala
Earth 95% 40% 85%
Water 40% 95% 85%
Fire 100% 70% 85%
Wind 70% 100% 85%
Lightning 70% 70% 100%
Light 85% 85% 95%
Dark 85% 85% 60%
Non 80% 80% 80%

Boss Strategies

Caruban

  • Recommended Level: Vahn 4 / Noa 5
  • Accesories:
    • Vahn: Mei's Pendant
    • Noa: Scarlet Jewel
  • Notes: Vahn must have Gimard and it should ideally be level 5. Level 4 Gimard is acceptable but makes a 3-turn fight close to impossible and makes the 4 turn slightly riskier.
  • Strategy:
    • Turn 1:
      • Vahn: Gimard on Caruban
      • Noa: Spirit
    • Turn 2:
      • Vahn: Gimard on Caruban
      • Noa: Tempest Break (RRLUUU) on Caruban
    • Turn 3:
      • Vahn: Gimard on Caruban
      • Noa: If Vahn has >200 HP and Noa has >130 HP at start of turn, Spirit. Otherwise, use a Healing Leaf or Bloom as needed.
    • Turn 4:
      • Vahn: Gimard on Caruban. If Vahn does not have 40 or more max MP, have him Spirit.
      • Noa: If she Spirited last turn, use Tempest Break. Otherwise, heal. If healing is unnecessary, use Dolphin Attack (RRLR)
    • Turn 5: By this point, Caruban should be very weak. Attack all out and you should win unless he attacks before your characters.

Viguro x2

  • Recommended Level: Vahn 6 / Noa 7 / Gala 4
  • Accessories:
    • Vahn: Defender Chain / Mei's Pendant / Azure Jewel
    • Noa: Ra-Seru Egg / Defender Chain
    • Gala: Defender Chain / Scarlet Jewel
  • Notes: Both Vahn and Noa MUST have the Nighto summon. Ra-Seru Egg halves Thunder-element damage and is crucial for mitigating the attacks of the Viguro. It is preferred that both Vahn and Noa have absorbed Vera in West Voz Forest already.
  • Strategy: Vahn and Noa should each use Nighto on the first turn, while Gala uses a Healing Bloom. Ideally, both Viguro will be annihilated (1/16 chance for each). It is acceptable if one is confused/annihilated (50% success each) and the other is unaffected. Reset if both are unaffected.

Each Viguro has 1,280 HP. It is crucial to make sure no more than one is alive and not confused at a time. If both are confused, do not attack until one of them knocks the other out of confusion. If one is at low (<200) HP, only attack with one party member to avoid knocking the other one out of confusion. Gala will naturally take about 25% less damage than Vahn or Noa from their attacks. Try to keep everyone's HP over 250 at all times, and try to keep Vahn over 400 if possible, as he can be dealt 350+ by either Viguro's attacks when not under Spirit.

Songi 1

  • Recommended Level: Whatever beats Viguro
  • Accessories: Defender Chain (Azure/Scarlet Jewel and Mei's Pendant are helpful, but unnecessary using this setup.)
  • Notes: You must have the Point Card, and it must have at least 525 points. This is not a hard limit; you can go down to about 518 or so without too much risk. Gala must have the Theeder spell obtainable in Zeto's Dungeon (55% absorb, 85% with Ivory Book)
  • Strategy: Gala should use Theeder turn 1, and finish Songi's 888 HP on turn 2 with the Point Card. Gala will always attack before Songi, so there is no risk to dying on turn 2 unless the Point Card does not have enough points. You will have enough money to get 525 points by judiciously selling a majority of the hidden items and accessories found throughout the towns and dungeons in Drake Kingdom.

Zeto

  • Recommended Level: 7 for all.
  • Accessories: All characters should have Defender Chains and Deep Sea Jewels. There is one in a hidden crevice north of the West Voz Genesis Tree and you can purchase two more in Biron Monastery. If you have a Cure Amulet, it will protect against Poisonous Bubbles.
  • Notes: Zeto's Big Wave will do about 120-150 damage to each character if they Spirit during the turn he attacks and they are wearing Deep Sea Jewels (50% reduction in damage from water spells). Poisonous Bubbles can inflict Venom. An Antidote, Medicine, or a Vera spell at level 3 or higher will cure Venom. Venom causes a decrease in HP at the start of each turn and weakens attack and defense. Zeto has 5,000 HP, so it will take several turns to slowly chip away at it.
  • Strategy: With the Deep Sea Jewels and Defender Chains, this is probably the least difficult boss fight thus far in the game. Cure Venom if possible, and try to keep the party's HP over 250 or so. Spirit when Zeto uses Call Wave (Big Wave follows the following turn). Use your Healing Blooms, Leaves, and Vera Spells as necessary, and don't be afraid to exhaust your supply of healing items; you will be able to access the Vidna slot machines after this point and money will no longer be a crucial part of the run.

Berserker

  • Recommended Level: 10 for all. 9 is acceptable.
  • Accessories: All characters need Defender Chains and Earth Jewels. The Forest Amulet found in the treasure chest just to the right of Berserker will be very useful for this fight, as it nullifies the Rot status inflicted by Spore Gas. If you have been to Vidna and acquired the War Soul, equipping it will make the fight go considerably faster.
  • Routing: There are two viable routes for the first half of Sebucus. You can go directly to Berserker and defeat it right away, or you can go to Vidna and Octam before coming back to Jeremi and get Orb and play the Vidna slots for items. The first route is more direct and saves a couple of minutes, but the second route has a Berserker fight which is a minute or two faster and having the Orb spell and better equipment can make the fight safer. For single-segment, the second route is recommended for safety.
  • Notes: Berserker has 5,000 HP. He can also be instantly killed with Nighto (1/16 chance to kill with Nighto L1), though this can take a lot of time and is recommended for segmented runs only. Berserker's Spore Gas has a 100% chance to inflict Rot if the targeted character does not have a Forest Amulet equipped. Rot can be cured with Medicine, or a Vera or Orb spell of at least Level 5.
  • Strategy: Even with Earth Jewels, Berserker is still capable of dealing around 350 damage with its physical attacks, so try to keep your HP above 400 if possible. Though rare, Berserker sometimes uses Stone Circle when low on HP, dealing 550 points of Earth element damage to each character; this can be halved by Earth Jewels. Its Poison Gas and Spore Gas inflict Venom and Rot, respectively, so come prepared with a few units of Medicine. If you have the War Soul from playing the slots in Vidna, equip it on Noa to give her a sizable damage boost. Otherwise, equip the Forest Amulet on her to prevent losing attacks to Rot.

Xain

  • Recommended Level: Varies
  • Accessories: Defender Chains and Earth Jewels are required on all characters.
  • Routing: It is optimal to kill Xain by using the Point Card for 9,000 damage, with Noa's Frost Breath (with a War Soul) dealing the first 600 damage. To do so, you will need to sell about 90,000 G worth of items gained from playing the Vidna slots. With this route, it is not necessary to do any grinding after Berserker. Otherwise, level 13-14 is recommended.
  • Notes: Xain has 9,511 HP. His physical attacks are Earth Element and are halved by the Earth Jewel, but both Bloody Horns and Terio punch are bugged and inflict non-elemental damage, which is not reduced by the Earth Jewel. Because of this, using Earth Jewels is less effective than in normal battles, and it is highly recommended that you use the Point Card on Xain. If you choose to fight him normally, make sure to heal frequently and try to keep the party's HP over 700 to prevent being KO'ed by Bloody Horns.

WARNING: Make sure you have 3x Ebony Jewel and 2x Earth Jewel when you leave Underground Octam. These are critical for the rest of the run and the Ebony Jewels can only be purchased here (You should have 3 Earth Jewels from fighting Berserker; one can be sold here.)

Songi 2

  • Recommended Level: 13 or higher is preferred. It is faster to avoid leveling to 13 and fighting him at level 12, but the risk of death is correspondingly higher.
  • Accessories: Each character must have a Defender Chain and an Ebony Jewel, which can be purchased in Underground Octam for 4,000 G each. You will need these for nearly all of the boss fights going forward, and are absolutely required for the second half of the game. If you have the War Soul, equip it to Noa.
  • Notes: Songi has 12,888 HP and 800 MP; this is the one fight in the game where it is ideal to keep track of the boss's MP. Hyper Lightning uses 120 MP and Hyper Crush uses 180. Both his physical attacks and special attacks inflict Dark element damage. Having a Phoenix or two is advised for this fight. By now, it is critical that Gala has absorbed the Orb magic spell, found in Above-Ground Octam.
  • Strategy: During the first portion of the boss fight, make sure to Spirit with any character without at least 400 HP, and try to keep the party's HP topped off. Hyper Lightning deals around 400 damage to one party member, and Hyper Crush will inflict that much damage to all characters. Once his MP has been depleted, you can play considerably more aggressively, though it is still advised not to let any character's HP fall below 200 or so, and to make sure to Spirit frequently and play relatively defensively. This is one of the longest boss fights in the game.

Van Saryu

  • From this point on, it is not necessary to worry about grinding for EXP. The bosses going forward can be beaten with the levels gained from fighting boss battles and other forced encounters.
  • Accessories: Ebony Jewel / Defender Chains
  • Notes: If Vahn has absorbed Kemaro in the immediately previous fight, this fight is much faster. Have him equip a Spirit Jewel if this is the case. If both Vahn and Gala absorbed it, this fight is faster still. Despite having a special attack called Earthquake, all of Saryu's attacks, including the aforementioned Earthquake, are Dark Elemental. Jugger Power is used when Saryu has taken about 10,000 damage; he has 13,245 HP.
  • Strategy: The first part of this boss fight is fairly straightforward. Once Saryu uses Jugger Power, all of his stats take a sizable increase, and he hits harder and more frequently for the duration of the fight. I recommend using Orb every turn after he uses Jugger Power until you finally exhaust the last ~3,500 HP, as it is very likely that he can 2-round any party member with the sizable boost to his ATK and AGL.

Dohati

  • Ebony Jewels are required, and Defender Chains are highly recommended.
  • Notes: Dohati has 17,200 HP and has a very weird quirk. He will always use Chaos Breath on the first turn of the battle and will use it periodically during the fight. In order to determine when he will Chaos Breath, it is crucial to watch Dohati's physical size. Each turn, or whenever he is damaged, Dohati's size increases slightly. When he reaches maximum size, he uses Chaos Breath again. Chaos Breath can inflict both Venom and Toxic Status. If Gala knows the Aluru or Kemaro spell and/or Vahn knows the Kemaro spell, this fight will be quicker.
  • Strategy: Try to keep your party's HP over 450 as much as possible. Venom/Toxic can be cured with an Antidote or an Orb/Vera spell of level 3 or higher. Make sure to use Spirit frequently, particularly when Dohati is particularly large, so as to avoid taking 400+ from Chaos Breath.

WARNING: Make sure to have 3x Luminous Jewel, 3x Ebony Jewel, 1x Burning Jewel, 1x Madlight Jewel, and 1x Earth Jewel when you leave Octam to head for Karisto Kingdom. These will be very useful for the first half of Karisto.

Gaza 1

  • Make sure all characters have Luminous Jewels and Defender Chains. I recommend Gala equip the Speed Chain, Noa the War Soul, and Vahn the Spirit Jewel.
  • Notes: This fight is trivialized with this setup. The Speed Chain guarantees that the equipped character will always attack and can heal before Gaza, and Luminous Jewels reduce his damage output to under 750. Bring a few Healing Flowers for this fight. Gaza has 12,000 HP this round. If Vahn does not have the Kemaro spell, I recommend completing the Sage's Treasure Chest objective and absorbing Kemaro magic for him and Gala in the Sol Basement.
  • Strategy: The most critical component of this fight is to make sure to keep all party members' HP topped off at all times, as Astral Slash can do 700+ damage even with Luminous Jewels. Since Gaza has no multi-targeting attacks, Noa and Vahn should focus on attacking while Gala fills the healing role with Healing Flowers.

Other Resources

Legend of Legaia .NET
Item Checklist
Hacking Forum
Personal tools