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Synopsis[]

Phantom Tower events are challenging stages where the player must clear each floor in succession with increasing difficulty. The event rewards are time-limited and subject to change with each reopening of the Tower. Phantom Tower unlocks after completing Chapter 2, Part 1-6 on NORMAL.

Additions[]

This iteration of Phantom Tower changed the elements from the previous Tower. Only the elements are rotated, so the enemies on each floor and rewards all remain. This version retained everything about the previous version, including elements. Aegis (as an enemy) appears to be missing from floor 30 still as well.

Exchanges:

General Tips[]

  • Use food! There's no reason not to!
    • Use the Squid and Daikon meal! It restores HP every player turn!
    • If your party is having trouble breaking the enemy bars, Hamburger meals are also very useful to add more attack power.
    • You might also try for foods that have a chance of disabling Poison (Baked Potato) or Burn (Fruit Juice) if you prefer or don't yet have access to the Squid and Daikon.
  • Use elemental advantage! Many floors give a bonus to elemental advantage damage, up to 150% more!
  • Most every enemy on the challenging floors will be immune to all status effects except Debilitate, Attack Down, Defense Down, Dispel (Buffs Disabled), and Weak. This means strategies like Wildfire use will not work.
  • Check the Status Effects below for what to prepare for. Generally, you will want to remove enemies that cast the more dangerous effects first, or those that hit with Area of Effect (AoE) damage.
  • Use multiple healers or defensive abilities. You will need them in later floors.
  • Use SR (or SSR) units with Max Skills that will benefit your party in your support slots. Adding an extra 20% damage for your team, for example, will greatly increase your chances more than a thrown together party.
  • Check your Sub Stone Grid! These extra stats are very important for your entire party. Change the type of stones in your grid to a different one to take advantage of the different Sub Stone Grid Type Bonuses.
  • Use Memoria Stones that will add to your damage used on turns you are unleashing your greatest attacks. Stones with Torment Skills (CRIT damage) or Mastery Skills (MA damage) are most effective.
  • Unlock your Ascension Boards as much as possible. Nearly every single type of node on the board will increase your chances of victory, adding to your damage or survivability.
  • Use the Transcendence Board panels! Getting your units to level 120 and upgrading your Artes should not be too difficult as of now. If possible, consider upgrading the rest of the board panels to give you more of a boost. The current difficulty should not require those, but more never hurts.

Rewards by Stage[]

Floor GS Item Rewards
1 50 Gleamstone Icon 3,000 Gald ,
2 50 Gleamstone Icon 3,000 Gald ,
3 50 Gleamstone Icon 3,000 Gald ,
4 50 Gleamstone Icon 3,000 Gald ,
5 50 Gleamstone Icon 3,000 Gald ,
6 50 Gleamstone Icon 3,000 Gald ,
7 50 Gleamstone Icon 5,000 Gald ,
8 50 Gleamstone Icon 5,000 Gald ,
9 50 Gleamstone Icon 5,000 Gald ,
10 50 Gleamstone Icon
Laphicet (A Dream Held Dear) (Thumb)
Laphicet [A Dream Held Dear]
Laphicet (A Dream Held Dear) (Thumb) Laphicet [A Dream Held Dear] M
SR Artes Dark
HP Icon HP ATK Icon ATK DEF Icon DEF
15,500 550 600
Memoria Skill: Gift of Nature III
4% HP restored every turn.
11 50 Gleamstone Icon 10,000 Gald ,
12 50 Gleamstone Icon 10,000 Gald ,
13 50 Gleamstone Icon 10,000 Gald ,
14 50 Gleamstone Icon 10,000 Gald , ,
15 50 Gleamstone Icon
Laphicet (A Dream Held Dear) (Thumb)
Laphicet [A Dream Held Dear]
Laphicet (A Dream Held Dear) (Thumb) Laphicet [A Dream Held Dear] M
SR Artes Dark
HP Icon HP ATK Icon ATK DEF Icon DEF
15,500 550 600
Memoria Skill: Gift of Nature III
4% HP restored every turn.
16 50 Gleamstone Icon 20,000 Gald ,
17 50 Gleamstone Icon 20,000 Gald ,
18 50 Gleamstone Icon 20,000 Gald ,
19 50 Gleamstone Icon 20,000 Gald , ,
20 100 Gleamstone Icon
21 100 Gleamstone Icon 30,000 Gald ,
22 100 Gleamstone Icon 30,000 Gald ,
23 100 Gleamstone Icon 30,000 Gald ,
24 100 Gleamstone Icon ,
, ,
25 100 Gleamstone Icon
Kyle (The Gleaming Blade) (Thumb)
Kyle [The Gleaming Blade]
Kyle (The Gleaming Blade) (Thumb) Kyle [The Gleaming Blade] M
SSR Sword Wind
HP Icon HP ATK Icon ATK DEF Icon DEF
6,000 1,600 1,400
Memoria Skill: Inferno V
+38% ATK when battle starts (2 turns).

26 100 Gleamstone Icon 40,000 Gald ,
27 100 Gleamstone Icon 40,000 Gald ,
28 100 Gleamstone Icon 40,000 Gald ,
29 100 Gleamstone Icon 40,000 Gald ,
, ,
30 150 Gleamstone Icon
31 150 Gleamstone Icon 50,000 Gald
32 150 Gleamstone Icon 50,000 Gald
33 150 Gleamstone Icon 50,000 Gald
34 150 Gleamstone Icon 50,000 Gald , ,
35 150 Gleamstone Icon 50,000 Gald
Kyle (The Gleaming Blade) (Thumb)
Kyle [The Gleaming Blade]
Kyle (The Gleaming Blade) (Thumb) Kyle [The Gleaming Blade] M
SSR Sword Wind
HP Icon HP ATK Icon ATK DEF Icon DEF
6,000 1,600 1,400
Memoria Skill: Inferno V
+38% ATK when battle starts (2 turns).

36 150 Gleamstone Icon 50,000 Gald  
37 150 Gleamstone Icon 50,000 Gald  
38 150 Gleamstone Icon 50,000 Gald  
39 150 Gleamstone Icon 50,000 Gald  
40 200 Gleamstone Icon 50,000 Gald ,
41 200 Gleamstone Icon 50,000 Gald
42 200 Gleamstone Icon 50,000 Gald
43 200 Gleamstone Icon 50,000 Gald
44 200 Gleamstone Icon 50,000 Gald ,
45 200 Gleamstone Icon 50,000 Gald
46 200 Gleamstone Icon 50,000 Gald
47 200 Gleamstone Icon 50,000 Gald ,

Stage Information[]

Please note all stages are 1 AP. The quests cannot be continued, but AP will still be refunded if you lose before you have made your first clear. Enemies are listed by the element of the enemy, NOT the recommended element, because several floors contain enemies of different elements. If an Elemental Damage Increase percentage is listed, the damage multiplier increased by that percentage when attacking with the advantageous element.

Floor Wave(s) Enemies Ele. Damage Increase
1 1
Light Element Angel (Lv.13) x2
,
Light Element Seed (Lv.13) x2
50%
2 1
Dark Element Bad Katz (Lv.14) x2
,
Dark Element Prickle Spider (Lv.14) x2
50%
3 1
Fire Element Polwigle (Lv.15) x2
,
Fire Element Sol Cat (Lv.15) x2
50%
4 1
Water Element Hawk (Lv.20) x2
,
Water Element Axe Beak (Lv.20) x2
50%
5 1
Earth Element Bandit (Lv.25) x2
,
Earth Element Gibbon (Lv.25) x2
50%
6 1
Wind Element Merfish (Lv.30) x2
,
Wind Element Sea Serpent (Lv.30) x2
50%
7 1
Water Element Venom Lizard (Lv.35)
 
8 1
Fire Element Orc Kong (Lv.40)
 
9 1
Wind Element Bacturnian Man (Lv.45)
 
10 1
Light Element Millionaire (Lv.50)
 
11 1
Dark Element Melanbron (Lv.75)
 
12 1
Earth Element Fire Teagle (Lv.75)
 
13 1
Wind Element Venom Lizard (Lv.75)
,
Earth Element Orc Kong (Lv.75)
 
14 1
Fire Element Fire Teagle (Lv.75)
,
Water Element Bacturnian Man (Lv.75)
 
15 1
Light Element Jagdweiss (Lv.80)
 
16 1
Dark Element Asura (Lv.80)
 
17 1
Water Element Orc Gorilla (Lv.80)
 
18 1
Wind Element Basilisk (Lv.80)
 
19 1
Earth Element Odin (Lv.100)
 
20 1
Fire Element Enforcer (Terran) (Lv.100) x2
,
Fire Element Orc Gorilla (Lv.100)
50%
21 1
Light Element Enforcer (Solus) (Lv.100) x2
,
Light Element Billionaire (Lv.100)
50%
22 1
Dark Element Enforcer (Tenebrous) (Lv.100) x2
,
Dark Element Asura (Lv.100)
50%
23 1
Earth Element Enforcer (Infernus) (Lv.100) x2
,
Earth Element Blaze Teagle (Lv.100)
50%
24 1
Wind Element Enforcer (Marine) (Lv.100) x2
,
Wind Element Basilisk (Lv.100)
50%
25 1
Light Element Mikleo (Lv.100)
,
Light Element Lailah (Lv.100)
,
Light Element Zaveid (Lv.100)
,
Light Element Edna (Lv.100)
100%
26 1
Dark Element Gaius (Lv.100)
,
Dark Element Ludger (Lv.100)
,
Dark Element Jude (Lv.100)
,
Dark Element Milla (Lv.100)
100%
27 1
Fire Element Estelle (Lv.100)
,
Fire Element Rita (Lv.100)
,
Fire Element Sophie (Lv.100)
,
Fire Element Kohaku (Lv.100)
100%
28 1
Earth Element Zelos (Lv.100)
,
Earth Element Lloyd (Lv.100)
,
Earth Element Colette (Lv.100)
,
Earth Element Genis (Lv.100)
100%
29 1
Water Element Cress (Lv.100)
,
Water Element Stahn (Lv.100)
,
Water Element Sorey (Lv.100)
,
Water Element Velvet (Lv.100)
100%
30 1
Wind Element Kanata (Lv.100)
,
Wind Element Misella (Lv.100)
,
Wind Element Yuna (Lv.100)
100%
31 1
Water Element Enforcer EX (Atmos) (Lv.100) x2
100%
32 1 , 100%
33 1
Earth Element Enforcer EX (Infernus) (Lv.100) x2
100%
34 1
Wind Element Enforcer EX (Marine) (Lv.100) x2
100%
35 1
Fire Element Enforcer EX (Terran) (Lv.100) x2
100%
36 1
Water Element Sin & Punishment (Lv.100)
150%
37 1
Wind Element Bacturnian Man (Lv.100)
,
Wind Element Bactalkian Man (Lv.100)
150%
38 1
Earth Element Fire Teagle (Lv.100)
,
Earth Element Blaze Teagle (Lv.100)
150%
39 1
Fire Element Orc Kong (Lv.100)
,
Fire Element Orc Gorilla (Lv.100)
150%
40 1
Water Element Asura (Lv.100)
,
Water Element Odin (Lv.100)
150%
41 1
Earth Element Sin & Punishment (Lv.100)
,
Earth Element Billionaire (Lv.100)
150%
42 1
Water Element Basilisk (Lv.100)
,
Water Element Blaze Teagle (Lv.100)
150%
43 1
Wind Element Asura (Lv.100)
,
Wind Element Melanbron (Lv.100)
150%
44 1
Fire Element Enforcer EX (Terran) (Lv.100) x2
150%
45 1
Water Element Fire Teagle (Lv.100)
,
Water Element Blaze Teagle (Lv.100)
150%
46 1
Fire Element Sin & Punishment (Lv.100)
,
Fire Element Melanbron (Lv.100)
150%
47 1
Wind Element Orc Kong (Lv.100)
,
Wind Element Basilisk (Lv.100)
150%

Tips and Extended Info by Floor[]

This is a compilation of tips given, and may not include every floor. More will be added or edited as requested.

25 (Light)
  • Status Effects:
Mikleo: Poison
Lailah: AoE Burn
Zaveid: AoE Poison
Edna: AoE Heal
  • All the status effects don't work except Debilitate, Attack Down, Defense Down, Dispel (Buffs Disabled), and Weak, which means you probably only want to focus on the first three.
  • You could go in with a Poison (Baked Potato) or Burn (Fruit Juice) Resist food to lower your damage, though they're not 100% effective. Squid and Daikon is the obvious choice, but you might want to save it for later floors. Sandwiches aren't terribly useful here since the status effects are based on your HP percentage, but Hamburgers might be useful.
  • For focus, try to take out Edna, then either Lailah or Zaveid to get rid of the poison and/or burn stacks. Mikleo does do poison too but it's probably less of an issue compared to the other two. Edna heals so you just don't want that.
  • You can try to cheese it with an AoE team, especially if you have Chronos built! Otherwise it's just a slow picking off people one by one as above.
26 (Dark)
  • Status Effects:
Gaius: DEF Down
Ludger: ATK Down
Jude: ATK Up
Milla: Debilitate
  • Just focus on the Mystic Arte gauges as they come up. This floor should be fairly simple after you have passed 25's more difficult floor.
27 (Fire)
  • Status Effects:
Estelle: Heal
Rita: ATK Down
Sophie: ATK Up
Kohaku: Heal w/status removal
  • Focus on Estelle so that she will not heal the party with her Mystic Arte. Your secondary focus should be Kohaku since she also heals and clears your status effects.
28 (Earth)
  • Status Effects:
Zelos: Paralysis
Lloyd: ATK Down
Colette: AoE ATK/DEF Up
Genis: DEF Up
  • Colette and Genis stacking buffs may be annoying, so focus on Colette to prevent the party-wide buffs. Alternatively or after, Zelos's Paralysis may affect the party, so he is also a good initial target.
29 (Water)
  • Status Effects:
Cress: Burn
Stahn: Burn
Sorey: Burn
Velvet:
  • Use food to prevent burn here, or just attempt to heal through it. Simply focus on the Mystic Artes otherwise.
30 (Wind)
  • Status Effects:
Kanata:
Misella: Burn, Heal
Yuna: DEF Down, ATK Down
Aegis:
  • Focus on Misella to prevent her heal and burn, then probably Yuna after since she will debuff you or Kanata if you are getting slammed by him. Obviously if you see a break bar, go for it, but if you are having trouble getting them all, Aegis doesn't hurt terribly.
  • There's not really too much to this floor besides stopping Misella, so if you're having trouble make sure you have a good grid (all the same types) and try out some food. Squid and Daikon for healing is always good, but Sandwiches (HP), Hamburgers (ATK), and Grilled Fish (DEF) are good cheaper options if you need just a bit more and don't have or want to waste what you do have of the S&D.
  • If you don't have Earth things or very little, focus on units that can give you a bigger hit count with their artes (and make sure your Artes are leveled since apparently some people forget to do this). If you have maxed SRs you can put them in the back two slots to boost the team, like the main Crestoria cast.
31 (Water)
  • Status Effects: ATK Up, AoE ATK Up, AoE Debilitate, Petrify
  • Both Enforcers' Break Bars appear at Turn 4, lasting 3 Turns. Because of this, try to use your Mystic Artes immediately on one of them, followed by your Artes. This way, when 1 turn is remaining on the other's break bar, you should be able to unleash the Mystic Artes again as well as your Artes.
32 (Dark/Light)
  • Status Effects:
Light Enforcer: AoE DEF Up, Heal
Dark Enforcer: DEF Down, AoE Arteseal
  • Initial Break Bars:
Light Enforcer: Turn 3 (3T)
Dark Enforcer: Turn 6 (4T)
  • It is okay to go off-element on this floor since there are two different elemental enemies here. Take a healer, a lot of hit generation, and focus on getting down to one enemy, and you will have much less trouble with the fight.
  • If you wish to be on-element, choose a Dark or Light team based on what you have. If you have better Dark units, set your focus there, and if you have better Light units, choose that. Focus your attention first on the enemy that is weak against your team and destroy it as quickly as possible.
  • Since Dark and Light are both strong and weak against each other, once the first enemy is down, your attacks will be sLightly less effective, but so will the enemy's. You may be able to survive its special attack even if you can't break the bar, so heal up and try again.
  • The Light enemy heals itself, so if you chose a Light team, you may be in for a long fight if your damage is not high.
33 (Earth)
  • Status Effects: Shield, ATK Down
  • Initial Break Bars:
Left: Turn 5 (3T)
Right: Turn 2 (4T)
  • Try to break the Right enemy quickly to prepare for the Left since he will have a shield and be a bit more difficult to break if you do not give him your full attention. Overall, the fight is not too difficult if you manage your Mystic Artes and Artes use.
34 (Wind)
  • Status Effects: Poison, AoE Poison
  • Initial Break Bars:
Left: Turn 4 (5T)
Right: Turn 6 (3T)
  • Be careful of the poison, so make certain you have a healer or food to keep your health up.
  • Do not take too long on the first Break bar since the second one appears with a shorter interval. Try to use your Mystic Artes early so you can have them prepared for the second enemy.
35 (Fire)
  • Status Effects: OL Freeze, DEF Up
  • Initial Break Bars:
Left: Turn 5 (4T)
Right: Turn 5 (3T)
  • These enemies have their Break bars close together. Because of both that and the OL Freeze, attempt to use your Artes and Mystic Artes as soon as possible to do as much damage as you can on one so that you can attempt to charge for the second enemy. Again, you can use Mystic Artes before the Artes to get an extra turn of OL.
36 (Water)
  • Status Effects: AoE Weak
  • Initial Break Bar: Turn 2 (5T)
  • While the enemy does damage that is difficult to heal due to Weak, as long as you can manage that, the battle should not be too difficult. With a long Break bar, take your time getting it as close to the bottom as possible. The next turn, unleash your Artes and Mystic Artes, and you should be able to wear him down.
37 (Wind)
  • Status Effects:
Bacturnian Man: ATK Down
Bactalkian Man: DEF Down
  • Initial Break Bars:
Bacturnian Man: Turn 6 (4T)
Backtalkian Man: Turn 3 (4T)
  • These enemies will hit you a lot, sometimes multiple times a turn. Be prepared to heal!
  • Focus on the Break bars as they come, even if you do not manage to kill the enemies at the end of the Break. Just take the battle slow.
38 (Earth)
  • Status Effects:
Fire Teagle: ATK Up, Wildfire
Blaze Teagle:
  • Initial Break Bars:
Fire Teagle: Turn 3 (4T)
Blaze Teagle: Turn 5 (4T)
  • You should focus on the Fire Teagle when possible since his status effects are more annoying. Attempt to finish his Break Bar quickly since the Blaze Teagle's bar will be right behind it.
39 (Fire)
  • Status Effects:
Orc Kong:
Orc Gorilla: AoE Debilitate, AoE Memoria Seal, Petrify
  • Initial Break Bars:
Orc Kong: Turn 4 (3T)
Orc Gorilla: Turn 2 (5T)
  • High ATK or high hit generation is necessary for this floor. It is possible to tank the special attacks with defensive buffs and good healers, but the debuffs will make it difficult.
  • Use Squid and Daikon or Hamburgers, or if you are attempting to tank the special attacks, Grilled Fish may help.
  • Make sure your Artes cooldowns will return between breaking the first bar and the second. If you wait too long to break the first enemy, you will have no attack power for the second. You can use your Mystic Artes before your Artes to try to gain extra OL that turn, even if your damage may not be as high.
40 (Water)
  • Status Effects:
Asura: Debilitate + DEF Down
Odin: ATK/DEF Up
  • Initial Break Bars:
Asura: Turn 2 (5T)
Odin: Turn 4 (3T)
  • Use Squid & Daikon for extra heals. Sometimes more ATK with Hamburgers is good if your trouble is breaking the bar more than staying alive.
  • Hit Generation is your friend. If your backline is being used, level their artes to add to your hit gen.
  • Rely on CRIT if you have it. If you have Forte or Christmas Milla, you're pretty good to go. Use Torment stones with the CRIT damage to increase it.
  • No CRIT? No problem. Use Mastery stones on your finishers or damage dealers, such as Tower Kratos.
  • For healing, just about any healer will do. It is possible to do this floor without a healer, especially if you use Squid & Daikon.
  • Which enemy you focus on is up to you. Typically most people focus on the left since his break bar is first. The second enemy will put his break bar up while the first enemy's bar is still up (3 turns left), so try to split your attacks between the two if you can't break the bar before then. Get both the break bars as low as possible before breaking to take advantage of the critical hits. It's okay to not kill them both the first turn, just don't miss breaking the bar before it reaches 0!
41 (Earth)
  • Status Effects:
Sin & Punishment:
Billionaire: 2+ Weak
  • Sin & Punishment: Break bar appears at turn 2, lasting 3 turns. He will usually single attack once or twice, but he has a deadlier AoE attack.
  • Billionaire: Break bar appears at turn 4, lasting 3 turns. He can either single attack multiple times or use a 2+ targeted attack with a Weak status effect.
  • Both tend to attack the weakest unit, so your off-element healer may be in danger. Please try to keep healed since being hit 3-4 times a turn could kill even high HP units.
  • Both Break bars appear very close together, so take lower turn Mystic Arte units and/or those with lower Arte cooldowns if you intend to successfully Break each turn. They most likely will kill you if you do not manage to Break them.
  • Sandwiches, Grilled Fish, or Squid and Daikon are most useful foods here.
42 (Water)
  • Status Effects:
Basilisk: AoE Poison
Blaze Teagle: Burn, 2+ Burn, ATK Up
  • Basilisk: Break bar appears at turn 2, lasting 3 turns. He begins the fight with an AoE attack with a Poison status effect, and can use it, a single target attack, or a 2+ AoE attack.
  • Blaze Teagle: Break bar appears at turn 4, lasting 3 turns. He typically single target attacks, either double or with a Burn status effect. He can use an AoE attack with Burn as the fight progresses, or may use a self ATK Up buff.
  • The main issues on this floor are the stacks of status effects, similar to the Zestiria floor. Use Squid and Daikon to offset the effects, or Fruit Juice to attempt to resist the burn.
  • Watch the Break bars being close together. You may have to use your Mystic Artes or Artes quickly to ensure both enemies can be broken in time.
43 (Wind)
  • Status Effects:
Asura: DEF Down
Melanbron: Debilitate
  • Asura: Break bar appears at turn 2, lasting 5 turns. He will usually single target attack, but this attack can be used twice or also include a DEF Down status effect. He can also use a 2+ target attack.
  • Melanbron: Break bar appears at turn 3, lasting 3 turns. He will either use his single target attack twice, an AoE attack, or a single target attack with Debilitate.
  • Both Break bars appear very close together and end at the same time. Attempt to lower Asura's bar before Melanbron's appears, then focus on finishing Melanbron's bar before Asura's. You may have to only Break the enemy and not try to kill it if your Mystic Artes and Artes cannot be ready in time, especially when using units with slower MAs and Arte cooldowns.
44 (Fire)
  • Status Effects: AoE Debilitate, Petrify (2T), ATK Up
  • Both Enforcers: BOTH their break bars appear at the same time, on turn 4, lasting 3 turns. Another will appear on Turn 11, and Turn 17 if you need it. They can both use a single attack, either once, twice, or with the Petrify status effect that lasts 2 turns. Both also have two AoE attacks, one normal, and one with the Debilitate status effect. They may occasionally buff each other with an ATK Up.
  • Because both Break bars appear at the same time, your focus should be charging your Mystic Artes and Artes before they appear. Immediately use your Mystic Artes on one of the Enforcers, then use your Artes. This will give you enough time with most three-turn Mystic Artes to recharge by the last turn of the second Enforcer's Break bar so you can use them again. You may not be able to kill the Enforcers immediately as a result, but it will help you reach each Break bar without allowing their Special attacks to go off.
  • The single target Petrify is usually cast while the Break bars are up, so be prepared to lose one unit if you do not have someone to cleanse it. Alternatively, use a Sushi Set food to try to resist the Petrify.
45 (Water)
  • Status Effects:
Fire Teagle: 2+ (AoE) Burn
Blaze Teagle: Burn, 2+ (AoE) Burn
  • Fire Teagle: Break bar appears at turn 2, lasting 3 turns. He will use a 2+ (AoE) attack with a Burn status effect, or a single target attack.
  • Blaze Teagle: Break bar appears at turn 4, lasting 3 turns. He will use a single attack on two characters, a single target attack with a Burn status effect, a 2+ (AoE) attack with a Burn status effect, or an ATK Up (4T) on himself.
  • Burn is the prominent status effect here. Use Burn-resistant Memoria or characters with panels that can resist the ailment. Alternatively, this may be healed through. The Break bars are close together again, so be prepared with quick Mystic Artes.
46 (Fire)
  • Status Effects:
Sin & Punishment:
Melanbron: Debilitate
  • Sin & Punishment: Break bar appears at turn 2, lasting 5 turns. He will usually single attack once or twice, but he has a deadlier AoE attack.
  • Melanbron: Break bar appears at turn 3, lasting 3 turns. He can either single attack multiple times on multiple characters, use a single target attack with a Debilitate status effect, or an AoE attack.
47 (Wind)
  • Status Effects:
Orc Kong: AoE Weak
Basilisk: AoE Poison
  • Orc Kong: Break bar appears at turn 4, lasting 3 turns. He will use a single target attack once or twice, or an AoE attack with a Weak status effect.
  • Basilisk: Break bar appears at turn 2, lasting 3 turns. He will use an AoE attack with a Poison status effect, or a single target attack.
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