Bravely Second - 0 Exp Run+ Part 14: Geyser Grotto forced encounters
Shoutouts to all my mayuhnz who sent me accessories for the purposes of Bond Unit creation yesterday. Let's try to keep it up for days to come so that I can get as many of them as possible!
Something a little different from the usual videos. Before we get to our next boss battle, there are as many as five mandatory encounters with (rather) generic enemies who do nevertheless pose enough of a challenge to our low-level party to warrant an individual video featuring all five battles.
0 Exp / Low Level Game+ (Hard Mode) challenge playlist (read for full rules):
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0ShrxNBNo2fTL8ueFn45rS
On every new floor, there's a condition affecting all battlers, which can be taken advantage of... or make our lives hell.
5 Rafflesia
The gimmick here is defence and magic going up in power while attack goes down for everyone. This may make it look like survival isn't an issue, but it is and I actually give my folks shields to make it more probably that somebody makes it alive by the time their turn comes and OHKOs with 2x Spellcraft Fira Needle.
Needle is more effective than any other Spellcraft here; for example, Hammer fails to OHKO and killing everything in 2 turns is better than struggling to take out individual targets.
My Summon Substitute counters are largely unnecessary as I need only 1-2 for Fira Needle to wipe the floor of all enemies. Sometimes I get awful luck and heal them with the water-elemental summon.
2 Valtora
This is the stupidest fight of all, as everyone gets berserked. The enemies clearly enjoy it because your fragile units get OHKO'd, but we don't because physical attacks do jack shit to enemies' HP.
I had to go back to my grind-spot and level Summoner until Summon in Pinch was learnt. Unlike Summon Substitute which triggers whenever somebody dies, this one goes off in critical health, meaning that if Stand Ground cooperates we can count on doubling (or dealing more than) our normal damage output otherwise. Proccing the fire summon is just a big bonus.
Easy once set up, this battle was basically impossible prior to grinding for this skill.
3 Lilith
I was too poor to afford charm protection so only Edea had the protecting accessory (I guess because of the DeRosa sequence in Bravely Default?). Of course she had to be KO'd and Yew charmed instead.
Luckily, everything is an auto-crit here, which is applicable to Hammer as well. We OHKO every Lilith with it, so provided two characters can act when their turn comes, the victory is ours.
Adamantite Shell
The only battle against a solitary foe here. It seems to like casting Reflect on itself, which iirc Hammer bypasses. This time it decided to Default instead, which cost it its live as I have all four Wizards attacking with Spellcraft Hammer. Having more defensive than all other foes here didn't help the turtle much.
2 Red Helm
The hardest of the fights, not trivialised easily like the 1st battle can be. The bears have a multi-hit attack that's incredibly volatile and unpredictable, and sometimes we never actually have our turns come.
So what I do is give everybody Freelancer's secondary ability set instead of maximising Spellcraft damage, penetrating the earth weakness with native Soil Wizards get. Dart lets me apply damage before the enemies act, ensuring at least -something- is done before I get attacked. I also have ALL FOUR characters use Halfsies Phoenix Down after a single Soil Dart, because I can never know for sure who stays alive at the end of the turn. MT Phoenix Down makes it possible to try the same thing again next turn, usually with plenty of BP due to Red Mage's Revival and me not actually using up all my BP like I usually do with a non-stop flurry of attacks on the attacking characters.
After the first two turns, the Summon counters and the Soil Darts should have put a sufficient dent into the enemies for me to rout them with Dart without fretting over having to revive anybody anymore.
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