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Forum Index > Player Guides > [Spoilers] Battling and LG Strategies/Ti...
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Unstaeble
Level 75
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Joined: 3/14/2019
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Posted: 9/9/2021 at 4:45 AM Post #11
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Edited By Unstaeble on 11/23/2022 at 2:01 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:45 AM Post #12
Lost Grove Cave Strategies - Enemies

Earthen Constructs: WIP


Myconid Thrasher: WIP


Myconid Mystic: WIP


Myconid Plaguespreader: WIP


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Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:46 AM Post #13
Lost Grove Cave Strategies - Elites

Golems: Hot potato is a silly name but accurately describes the strategy for golems. You'll start by normally attacking the golem until you get to ~80% mana where they will cast 6 turns of piercing shards onto your first slot pet (golems will ALWAYS attack the first pet in your party, taunting has no effect). Once this has been cast, you'll want to immediately switch the first party pet with one who has NO shards on them before the golem uses it's full mana attack.
When the full mana attack is used, exploding shards is cast. If the pet in the first slot has ANY piercing shards on them when this is added, the next turn will be an automatic KO. "hot potato" references how we have to move our pets around to avoid any shards in the first spot, as after exploding shards is cast, the next turn (assuming no KO) will add 11 turns of shards to the pet. Once exploding shards has been cast, it's safe to move your tank to the first spot again.

Ways players like to get around this is by using Light's Divine Intervention when the golem is at full mana, so then when the shards overlap the KO will count under the 3 turns of revival/healing, ultimately stopping the pet from actually dying. Keep in mind that the cooldown for this move makes it so it can only be used every OTHER mana cycle, so after you'll still have to use the regular switching strategy
Water pets can use their absorbing to use the damage to heal pets.

Some earth tanks can also get around this, as long as they have the health to do so. You can use thorncoat and then block in order to lessen the damage the exploding shards overlapped with piercing causes, enough so that it doesn't actually kill the pet

Disciples: Disciples function similarly to the 2021 WoL/WoF Queen and Maeve named, but with slightly higher stats. At the start of the battle, they'll start a countdown where you'll need to deal enough damage to break their concentration (~60k damage) before the 9 turn countdown is over, otherwise your team will receive one hit KOs. Additionally, when the disciples are at full mana, you'll want to block to prevent a hard hitting stun. It's quite rinse and repeat after this, just make sure you're dealing enough damage within the 9 turns. Good ways to do this is on air/fire pets to use the key 3 attack before key 2 to increase damage/critical chances. If it comes down to having to choose between blocking to prevent stun or breaking focus, you want to break the focus as this will ultimately do more damage to your team if you fail to prevent it.

Cave Creatures: These are quite easy given you keep up on blocking and kill them before their buff gets too high. On full mana (or in some cases, almost full, depending on mana gain from buff), you want to block on all 3 pets in order to prevent a 30 turn poison debuff from being placed on your pets. The first one will hit all pets, afterwards it hits one. One of these is not too damaging to your pets, but two can be hard to manage, and if a pet gets 3 of these debuffs stacked, the next turn after will result in an automatic KO. As Cave creatures go through mana cycles (from empty to full mana, believe it's every other mana cycle) they will gain a buff that will continue to stack for the rest of the battle, making them gain more mana and increase their damage. The goal is to kill them as quickly as possible before they gain too high of a buff that you can't keep up with healing as well as blocking.


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Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:50 AM Post #14
Lost Grove Cave Strategies - Bosses

Demora: Demora is the easiest of the 3 cave bosses and pretty easy as long as you pay attention. Like the golem elites, you have to play hot potato

Start off by killing Demora FIRST. If you attempt to kill the golems first, they will just be re-summoned, as well as killing Demora weakens the golems by removing the 100 turn cooldown on their exploding shards attacks

Keep attacking Demora and pay attention to her mana, as when it's full you'll want to block on ALL pets. Make sure you check that her mana empties as she has a tendency to delay a turn or two. You'll also want to keep an eye on your first party pet to see when piercing shards appear for 6 turns. Just like when fighting golems, you'll want to swap your first slot pet with a pet that has NO shards so that exploding shards, when cast, does not KO one of your pets.

After golems have cast exploding shards on the pet, you can switch back and continue to attack Demora until she is defeated while watching for shards, leaving you with the two golems. Around 30% health you can use Decimate. After Demora is gone, focus on one golem at a time while still watching for shards to take them out.


Kowlla: *NOTE: According to the lore, Kowlla uses they/them and I have referred to them as such in this guide

For Kowlla, be aware that you might need to switch to using a more offensive team, like Light/air/fire or Shadow/air/light in order to kill Kowlla and their wisps in time. As usual, make sure to start this battle with full health/mana from using the constructs/myconids to fill up right before the battle

Kowlla is pretty straight forward strategy wise, just a matter of having the damage. You'll want to start by attacking Kowlla as normal, keeping an eye out for full mana. When Kowlla is at full mana, you'll want to block on all pets to prevent your team from being poisoned. While one or two poisons won't kill directly (if you get 3 poisons on one pet they will instantly KO the next turn), they will deal a lot of damage and it's best to avoid it when you can. Every time Kowlla uses their full mana attack, they will gain a buff that boosts their damage. The goal is to kill Kowlla before their buff gets too high, as it becomes very hard to stay on top of the damage once it gets up to rank 5+

Keep an eye out for an icon to pop up letting you know that Kowlla is conjuring wisps. If you have a fire pet and/or a rank 4 Fairy light, you'll want to use this once the icon shows up so when the wisps come in, they come in damaged. Unlike Dia, you don't have to block on wisp summons but once they are summoned in, you want to kill them as soon as possible. They shouldn't take too much damage to get rid of but if they sit around for too long they will deal a LOT of damage to your team. After the wisps have been taken out, go back to attacking Kowlla and rinse and repeat until Kowlla is defeated.


Dia: Keep in mind that Dia's battle is very exact and one small mistake could lead to your pets losing, so if you need to I'd recommend running from the battle, running around in the room to build back health and mana before re-entering the battle to start again.

First you'll want to start by attacking Dia to build mana and to knock some health off her, while keeping an eye on her mana and looking for he little doll icon to show she's preparing to summon disciples.
On Dia's full mana you'll want to block on all 3 pets
When Dia is about to summon disciples, attack her on pets 1 and 2 and then block on the last pet to prevent from being stunned for 5 turns. If you have a fire pet/rank 4 fairy light Light pet, you can use multiple enemy attacks to damage the disciples as they come in (assuming they aren't the 3rd pet, who needs to block instead)

Once disciples are summoned, you'll want to start damaging them evenly since they have a focus countdown (similar to regular disciple elites). I tend to do this by using key 2 on all 3 pets on one disciple, switch to key 1 on the other disciple during cooldown, then switching back to repeat key 2 (repeating until I have to block on Dia's full mana or until the focus is broken).
Keep in mind that once one disciple's concentration is broken, Dia will start a 4 turn sacrifice countdown on the turn after, so try to have the other disciple close in health.
Once this sacrifice countdown starts, you will want to kill the disciples as quickly as possible, as any disciples left when the sacrifice is on it's last turn will be IMMEDIATELY sacrificed at the start of the next turn. This will give Dia a buff, one rank per disciple sacrificed (so if both disciples are left, Dia will get a rank 2 buff). The buff is absolutely nasty, and rank 2-3 can lead to your team dying shortly after, so it's best to do everything you can from preventing this.
If you have to make a choice, it would be better for a long term battle to not block on Dia's full mana to break disciple concentration (which will KO your team) or to prevent a sacrifice

After you've taken out Dia's Disciples, carry on attacking Dia while trying to save mana for the next Disciple summon, while still keeping an eye on Dia's mana to block when its full. Dia will occasionally cast a mana draining DoT (damage over time), but long as you aren't using mana and keep attacking Dia, this will only drain 5 mana per turn, which isn't a big deal.

Rinse and repeat the steps above to beat Dia and when she is about 30-40% health you can use key 3 on air and then key 4 for a Decimate KO. Do NOT attempt to do this while disciples are out, as they still can and will kill you if their concentration isn't broken (once it's broken you can 1hKO Dia and then finish Disciples).
Try to take the battle slow and think about what you're doing, as one wrong move can mean the difference of losing and winning. If you mess up and can't recover, you can flee the battle, run around and fight constructs/myconids to build health and mana back, and then retry.
If you are using ent flasks, wait to use these until you have full mana on your pets and are right next to Dia, so no battles will come up in between and take off turns of the ent flask buffs.


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Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:57 AM Post #15
Reserved
Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:57 AM Post #16
Lost Grove Section 3 Strategies - Crystalline Behemoth

First of all, I'd recommend that you have fully upgraded VT, or even better upgraded SW gear for this fight, along with level 73-75 pets that have full ranks. While it is possible with level 70 (thanks to Krin), it's a lot more difficult to keep up with the damage and to deal enough damage. I used an earth/air/light setup for this battle, but shadow/air/light also has been used to successfully defeat the Worm (more team setups may be found to work later). I also had TA, Blessing, and Ent Flasks on my pets (strength on air and mitigation on earth/light). Note that similar to the Grove Behemoth, the more players who beat this boss the higher the group buff will be

Second, I do recommend also having access to the Tactical Advantage megaboss buff from the Training Grounds, Blessing buff from the Temple of Light (rank 3), as well as Ent Flasks and exceptional elixirs/draughts from the Trading Post (rank 3). Again, these features greatly improve your ability to outlast and deal enough damage.

Similarly to Dia, this boss is extremely mechanical-based and one wrong move from the strategy could be the make or break for that battle. Take your time to focus and pay attention to what you're doing and the mana levels of the boss.

Strategy
First you'll want to start by building up mana using your key 1 attacks until the Crystalline Behemoth hits full mana, where you're going to want to block on all 3 pets for 2 turns, the first to avoid the Paralyzing Tail Whip (stuns for 3 turns) and second to avoid the full mana attack. You'll notice a Charging Up buff on the boss, which after using full mana will be used. These charged attacks have both negative (-) and positive (+) effects that will be placed on the first pet in your party, the specific sign changing every other cycle. The first charged attack will be negative, the second positive, the third negative, and so on. You do NOT want to have a positive and a negative paired together on the same pet, as this will 1 hit KO the pet. When the boss uses the first charged attack, your first slot pet will receive a negative (-). Pay attention to which sign you're on, as it could mess you up later, I recommend trying to get a slip of paper with one of the signs on each side, and flip it to show what the next cycle will be charged as.

After you've received your charged effect, the next move the boss will use is Burrowing, meaning you won't be able to attack it and instead you'll find yourself with 2 smaller worms with a countdown of 11 turns. Not klling them will give the Crystalline Behemoth a boost of HP and add to Empowerment, but when you do successfully kill either 1 or both before the countdown is up, Crystalline Behemoth will receive a 4% damage debuff with each killed baby worm for one turn when it comes back after the countdown. During the worms' full mana, you can block on all 3 pets to avoid Crystalline Shrapnel, however depending on your gear/team/hp/etc this might not do a lot of damage and you can instead use the extra turn to put in extra damage. After you either kill the worms (Crystalline Behemoth will come back up regardless of countdown if both baby worms are dead) or after countdown, the boss will use a mana draining move where in 3 turns, if it gets enough of your mana, it will receive a very strong buff to its damage that will make the battle incredibly hard, so what you need to do is drain all your mana either through mana attacks or using finishing blow, skipping once your mana is gone until the mana drain is finished. The next turn, you'll want to use key 1 (or quick attack) to gain enough mana to block on all 3 pets when the boss is at 48 mana, lessening the damage of the 3 Tail Whips. Continue to build mana until the boss has 108 mana, and block on all 3 pets again.

Similar to before, when Crystalline Behemoth reaches full mana again you'll want to block 2 times in a row, one for the Paralyzing Tail Whip and second for the full mana attack. BUT during these two turns of blocking you'll want to move your pets so that the first slot pet does NOT have a negative effect on them, as the next charged attack will place a positive effect on the pet. The charged attack still does quite a lot of damage, so I recommend blocking on the first slot pet and then using key 3 on your light pet (assuming your light pet is not the first slot pet) in order to help lessen the damage and to help recover faster. After these, the cycle will carry on as normal so you'll want to repeat the same steps above.

Once you get to the next charged attack (the 3rd cycle should be back to negative) you'll want to make sure the pet with a negative effect is in your first slot, so that when the charged attack is used the two negative effects will stack the next turn and provide the pet with a buff according to which sign stacks. Make sure you still block on the pet receiving the charged attack in order to lessen the damage, as it can still kill you with the 100% critical hit chance even if you are at high health

Negative buff - 100% physical and magical damage boost for 60 turns
Positive buff - 15% physical and magical mitigation boost for 60 turns

After receiving the buff, you'll want to again repeat the same steps above and then when you get to the 4th charged attack, you'll want to make sure the positively charged pet is in the first slot and follow the same steps as what you did to stack the negative buff.

For the 5th cycle, you can use the pet with the negative buff to refresh the total, but when it's positive you can NOT stack a new effect to the already existing buff. You'll want to use your 3rd pet that doesn't have any effects on it yet instead. Continue to go through these steps until you get Crystalline Behemoth down to 1hp, keeping track of the charges and which pet they're going on as well as the mana on the boss to make sure you're blocking at the right times.

Once you get the boss down to 1hp, it will use up its construct buff to gain Reassembling, which absorbs 200k damage over the span of 10 turns, and if you don't kill it before dealing enough damage within those 10 turns, it should gain a large portion of health back and you'll have to go back to using the strategy above to beat it back down again (I have not confirmed this, but if it functions like the Grove Behemoth it should also gain a powerful buff). In order to easily avoid this, you'll want to build up enough mana on your air pet to use key 4 Decimate (if you can also use key 3 before using Decimate, it will increase the amount of damage you deal. For air pets level 75, you can instead use key 5 for better damage boosts and less mana usage) and continue attack with your other two pets to add as much extra damage as you can. Once you have enough mana within the 10 turn countdown, use Decimate and it should kill the Crystalline Behemoth without letting it regain the health. However, if you cannot get enough mana to use Decimate, try to deal as much damage within the 10 turns as depending on gears/buffs/etc you might still be able to get enough damage in before it reassembles.

Other things to note; I was not able to experiment with this, but depending on which pet you place a negative/positive buff on it could help with your battle. Based on how the buffs work, I'd recommend negative charge on your cannon for boosted damage (light pet works as well for boosted healing damage) and the positive charge on your tank to allow for more mitigation.

Based on what Xavion found, if you can use Decimate before Crystalline Behemoth hits 1hp to avoid the Reassembling move, make sure that the health is still quite low to guarantee a kill

For level 75 pets, using the key 5 move at the start of the battle gives an extra boost and allows for the cooldown to go down over the span of the battle to use again later (Courtesy of Aelingalythynius)


Xavion's Notes Written Guide
Using water/air/light, primarily +3-5 SW gear, 124 turns
Using Ice Sphere negates the stun from the first of the 2 blocks at full mana
"Try to activate things like Ice Sphere, Divine Balance and other healing/defensive
skills 1-2 turns before defeat.
BUT be sure to leave 30 mana minimum for finishing blow.
If minions are not killed, the worm will eat them, gain health, and gain empowerment."

Skor's QuickGuide
Successful Teams


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Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:58 AM Post #17
Lost Grove Section 3 Strategies - North Floor 1 Enemies

If you're new to the Temple Dungeons, it's recommended that you have upgraded Vinethorn gear and rank 4/5 attacks minimally

Temple Maniac: When in battle, kill first. On the first turn of the battle (after this, every 10 turns), maniacs will cast Precision Aura on each enemy in the battle. This will add Charged Up to each enemy in the battle, lasting for 6 turns and increases critical hit chance by 30% and can stack to have up to 3 individual buffs.


Temple Fanatic: When in battle, kill second (target first if there are no maniacs). At full mana, fanatics will use Glaive Puncture which can hit multiple pets


Temple Visionary: When in battle, kill third (target first if there are no maniacs or fanatics). At full mana, visionaries will use Glaive Drain on all 3 of your pets, healing each enemy based on the damage each of your pets receive.


Temple Zealot: At full mana, zealots will cast Protection Aura on each enemy in the battle. This shield lasts for 3 turns and absorbs 8,520 damage when attacked, can stack to have up to 3 individual buffs.




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Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:59 AM Post #18
Lost Grove Section 3 Strategies - North Floor 1 Bosses

If you're new to the Temple Dungeons, using the Training Ground buffs and Ent Flasks during the boss battles is ideal. It's also recommended that you have upgraded Vinethorn gear and rank 4/5 attacks minimally

Voidmancer: Using air's key 5, Raith's Fury, at the start of the battle can help speed up the battle. Focus on attacking the boss, still paying attention to the summoned voidlings' Void Power rank (at the start of the battle begins at rank 0, increases the physical and magical damage by 20% for each turn that passes). You don't want to kill off these voidlings too early, as they'll respawn the next turn after adding a rank to Voidmancer's Void Summon, increasing physical and magical damage by 25% for each rank. Block on all pets at Voidmancer's full mana

Around rank 6-8 typically, you'll want to take out the voidlings by alternating and killing one a few turns before the other so their ranks are offset; Ex, one voidling has rank 2 where the other has rank 5, kill off the higher rank voidling first. Using multiple hit moves such as r5 Razor Wind on air and r4 Fairy Light on light can also help to quickly take out the voidlings when their rank gets too high.


Earthbender: Using air's key 5, Raith's Fury, at the start of the battle can help speed up the battle. At the start of the battle, move your tank into the third slot. At 83% mana, Earthbender will use Lasso and stun your third pet so if you need to put up a shield/thorncoat use it on the turn before (60% mana).

At full mana, Earthbender will use Pulverize, hitting the third pet and dealing heavy damage as well as summoning 2 Fragmented Energies. For each turn the summoned enemies survive, they will add a rank each to Earthbender's Swirling Cloud which increases physical and magical damage by 10% for each rank.
If you have multiple hit moves such as r5 Razor Wind on air and r4 Fairy Light on light, using these can help quickly take out the fragmented energies and therefore reducing the amount of ranks added to Earthbender's Swirling Cloud.


Pyromancer: TBA; Still have more testing to do
-Block on your first pet at full mana, wisps should be taken out asap


Nynomax: Using air's key 5, Raith's Fury, at the start of the battle can help speed up the battle. When Nynomax is at 75% mana, block on all 3 pets. The turn after at full mana, block again on all pets.
Nynomax will sometimes summon a Corrupted Spirit (if not killed before the next opportunity to summon, up to 2 can exist at the same time), which whenever present prevents Nynomax from being killed. When summoned, turn your attention to taking out the corrupted spirit while making sure to still block twice at the appropriate mana %'s. Once dead, continue attacking Nynomax.




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Edited By Unstaeble on 11/23/2022 at 2:02 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 9/9/2021 at 4:59 AM Post #19
Lost Grove Section 3 Strategies - South Floor 1 Enemies

Temple Maniac: When in battle, kill first. On the first turn of the battle (after this, every 10 turns), maniacs will cast Precision Aura on each enemy in the battle. This will add Charged Up to each enemy in the battle, lasting for 6 turns and increases critical hit chance by 30% and can stack to have up to 3 individual buffs.


Temple Fanatic: When in battle, kill second (target first if there are no maniacs). At full mana, fanatics will use Glaive Puncture which can hit multiple pets


Temple Visionary: When in battle, kill third (target first if there are no maniacs or fanatics). At full mana, visionaries will use Glaive Drain on all 3 of your pets, healing each enemy based on the damage each of your pets receive.


Temple Zealot: At full mana, zealots will cast Protection Aura on each enemy in the battle. This shield lasts for 3 turns and absorbs 8,520 damage when attacked, can stack to have up to 3 individual buffs.


Unstable Voidling: When in battle, kill first. If there are multiple, you'll have to split the damage between them within the 10 turns. Starts off the battle with Instability, a countdown lasting 10 turns that at the beginning of the round after the last turn, will combust and deal heavy damage to all 3 of your pets. Kill before the 10 turns are up (or if impossible, lessen their health as much as possible to prevent as much as damage as possible).
At full mana, uses Void Blast hitting all 3 pets, prioritize damage to blocking
Easy ways to balance the damage includes using multiple hit moves such as r5 Razor Wind on air, r4 Fairy light on light, and fire moves as well as alternating between multiple enemies.


Vengeful Voidling: Starts off the battle with Void Power (rank 0), a buff that increases the physical and magical damage by 20% for each turn that passes. After killing any unstable voidlings, kill vengeful voidlings before too many turns pass.
At full mana, uses Void Leech and hits 1 pet, healing health back to user based on the damage received.




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Edited By Unstaeble on 11/23/2022 at 2:03 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 10/9/2021 at 5:24 PM Post #20
Lost Grove Section 3 Strategies - South Floor 1 Bosses

Psst! If you're coming from a previously linked Worm/Crystalline Behemoth guide, the section has been moved to here

Voidmancer: Using air's key 5, Raith's Fury, at the start of the battle can help speed up the battle. Focus on attacking the boss, still paying attention to the summoned voidlings' Void Power rank (at the start of the battle begins at rank 0, increases the physical and magical damage by 20% for each turn that passes). You don't want to kill off these voidlings too early, as they'll respawn the next turn after adding a rank to Voidmancer's Void Summon, increasing physical and magical damage by 25% for each rank. Block on all pets at Voidmancer's full mana

Around rank 6-8 typically, you'll want to take out the voidlings by alternating and killing one a few turns before the other so their ranks are offset; Ex, one voidling has rank 2 where the other has rank 5, kill off the higher rank voidling first. Using multiple hit moves such as r5 Razor Wind on air and r4 Fairy Light on light can also help to quickly take out the voidlings when their rank gets too high.


Earthbender: Using air's key 5, Raith's Fury, at the start of the battle can help speed up the battle. At the start of the battle, move your tank into the third slot. At 83% mana, Earthbender will use Lasso and stun your third pet so if you need to put up a shield/thorncoat use it on the turn before (60% mana).

At full mana, Earthbender will use Pulverize, hitting the third pet and dealing heavy damage as well as summoning 2 Fragmented Energies. For each turn the summoned enemies survive, they will add a rank each to Earthbender's Swirling Cloud which increases physical and magical damage by 10% for each rank.
If you have multiple hit moves such as r5 Razor Wind on air and r4 Fairy Light on light, using these can help quickly take out the fragmented energies and therefore reducing the amount of ranks added to Earthbender's Swirling Cloud.


Pyromancer: TBA; Still have more testing to do
-Block on your first pet at full mana, wisps should be taken out asap


Margalla: Using air's key 5, Raith's Fury, at the start of the battle can help speed up the battle. Focus on dealing damage to Margalla, while paying attention to her mana. At her full mana, block on all 3 pets. Continue to deal damage until Margalla gains Cocooned, which lasts for 15 turns and prevents Margalla from taking action, absorbs 156,000 damage when attacked, and restores 15,600 health each turn.

The next turn, Enraged Swarmlings will be summoned (if killed while Cocooned is still on Margalla, they will be resummoned on the next turn). Only kill these swarmlings when their Empowering Corruption rank gets too high and instead focus on dealing damage to Margalla until Cocooned disappears. Once gone, immediately kill the swarmlings (multiple hit moves such as r5 Razor Wind on air and r4 Fairy Light on light help speed this up) and continue to attack Margalla while blocking at full mana.




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Edited By Unstaeble on 11/23/2022 at 2:03 AM.
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