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Yomegami

Bug Fables - Colosseum Individual Rounds (Hardest Mode)

Dec 9th, 2021 (edited)
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  1. Round 1: Plumpling and Mimic Spider
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  3. Both of these are normal enemies you probably fought on your way to the Termite Capital. You probably figured out how to best deal with them by then, but if you want my advice I suggest using defense-piercing attacks or just boosting your damage high enough to get around the enemies' defense. The Plumpling in particular has very low health, so once you get past its defense it should die quickly. The Mimic Spider can seal your items if you fail to block its spit, but you should try to conserve your items here anyway.
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  5. Round 2: Cross and Poi (Boss #13)
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  7. Cross
  8. HP: 25
  9. Defense: 2
  10.  
  11. Attacks:
  12. -Bite (7 damage to a single party member)
  13. -Crossbow (6 damage to a single party member)
  14. -Succulent Platter (Heals a single ally for 2 HP, grants health regeneration for 2 turns)
  15.  
  16. Poi
  17. HP: 32
  18. Defense: 1
  19.  
  20. Attacks:
  21. -Slash (7 damage to a single party member)
  22. -Poison Cannon (Targets 2 random party members for 4 damage per hit. Inflicts Poison)
  23. -Spicy Berry (Raises an ally's attack for 1 turn)
  24. -Burly Berry (Raises an ally's defense for 1 turn)
  25. -Succulent Platter (Heals a single ally for 2 HP, grants health regeneration for 2 turns)
  26.  
  27. The fight with Cross and Poi is very similar to the fight with Cenn and Pisci. Poi can at least boost his or Cross's stats as well as inflict poison (though if you're using Poison Attacker/Defender that's more to their detriment), which is something they have over Cenn and Pisci, but that's about it.
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  29. Despite what Leif's check text might suggest, they aren't resistant to his ice attacks and can even be frozen. Don't rely on getting consistent freezes, though; their Freeze resistance is decently high even if you use Status Booster with Icefall or Ice Rain (Again, Status Booster has no effect on Frigid Coffin's freeze chance).
  30.  
  31. Whatever strategy you used for Cenn and Pisci will serve you well here, perhaps even better since you have more stats to play around with now. Their HP is low enough that you might be able to take out one of them in a single turn, then finish off his partner in the second or third turn. That being said, you do have to worry about conserving your resources for the next fight, and for that reason it's best to play as safe as possible here. You really don't need to be taking unnecessary damage or using more TP than you have to.
  32.  
  33. Round 3: Team Mothiva 2 (Boss #14)
  34.  
  35. Mothiva
  36. HP: 38
  37. Defense: 1
  38.  
  39. Attacks:
  40. -Music Note (Hits a single party member up to three times, dealing 5 damage per hit)
  41. -High Note (Hits all party members for 6 damage)
  42. -Kick (Hits a single party member for 6 damage. If the first hit's not blocked, Mothiva follows up with three more hits of 4 damage)
  43. -Zasp Defense Up (Increases Zasp's defense for two turns)
  44. -Revive Zasp (Revives Zasp with 9 HP if Zasp is knocked out)
  45. -Turn Relay (Mothiva passes her turn to Zasp, giving him a second action)
  46.  
  47. Zasp
  48. HP: 44
  49. Defense: 2
  50.  
  51. Attacks:
  52. -Needle Toss (Targets up to three random party members for 7 damage per hit)
  53. -Kick (Targets up to three random party members for 7 damage per hit)
  54. -Spicy Berry (Raises attack for two turns)
  55. -Taunt (Inflicts Taunt on a single party member, limiting them to normal attacks for the following turn. Doesn't take up Zasp's action for the turn.)
  56.  
  57. The final boss of the Colosseum is a second round with Team Mothiva. Their HP and attack are higher, and they get an extra point of defense, but otherwise they're the same as they were before. This doesn't necessarily mean they're easy to deal with; you're likely hurting at least a little from the previous two fights, and they're just beefy enough that you might not be able to easily wipe them out. And Mothiva's AoE and Kick attacks are just as nasty as they were before, if not moreso.
  58.  
  59. That being said, you have a lot more options now than when you fought them the first time, and those options can help take the edge off. In particular you'll have some combo skills available by now, so even if Zasp taunts somebody that party member can still contribute to the damage in a way beyond just their normal attack. Frozen Drill is a very hard hitting attack that can freeze, and Fly Drop outright ignores defense on top of hitting hard.
  60.  
  61. As before Mothiva is probably the more dangerous of the pair, but focusing on her too hard can make Zasp hit a lot harder than he has to, and if she goes down first he gets an attack boost. For this reason I suggest trying to land freezes on him, and then attacking Mothiva while he's frozen. Alternatively you can focus solely on him first; Mothiva can revive him, but it's only with 9 HP and that's not difficult to drain at this point in the game, and Zasp doesn't get another action on the turn he's revived.
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