Bravely Second - 0 Exp Run+ Part 16: Knight Heinkel
Another asterisk battle. This time we care about the job of choice (Knight) quite a lot. The second option - Ninja - also seemed tempting, but Knight's rock-hard defence was the dealbreaker. Good stats and abilities. Ninja skills aren't as good in this game as they were in the first because bosses Brave a lot.
0 Exp / Low Level Game+ (Hard Mode) challenge playlist (read for full rules):
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0ShrxNBNo2fTL8ueFn45rS
As would be expected of a Knight, Heinkel boasts sky-high physical defence. In practice, what this means is that our go-to method of inflicting damage - Spellcraft Hammer - isn't anywhere as effective as we're used to. Heinkel can easily get to 150% defence by using Shield Strike to attack, which makes our Thundara (penetrating lightning weakness) Hammer waste MP and not really put much of a dent. I end up using Dart instead of Hammer, which is considerably weaker but whose main advantage is its priority during a turn.
By this point I''ve finally learnt Bishop's Good Measure, which is a BIG skill for maximising damage, conserving MP AND making the most of your turns, providing that you can equip it, which we do considering we haven't learnt that many gamebreaking / crucial skills yet. Thundara + Thundara + Dart inflicts 25% more damage than Thundara + Dart x2 would and does so in 1 less BP. With Revival still fully functional, our casters (and item/support bots) will be getting back to above-negative BP in no time at all, which helps a lot in the first half of the fight when there are still mooks on the field and when keeping the damage going is very slow.
Heinkel has 30K HP and three mooks by his side - Commerce/Hammercrit takes care of them as long as the casters aren't taken out prematurely (which one of the girls coincidentally is in this video).
A lot changes when Heinkel is at around half his max HP. He will not be using Shield Strike and will instead lower his defence stat by using Stomp (I used this as my means of offence for a pretty damn long time in original Bravely Default). His 200+ defence will now be slowly resembling something like 100, and now Hammer is way superior to Dart in terms of damage output. Magic Boon is applied to caster girls throughout, whereas Commerce is applied at the beginning of the fight for the mooks and then in the second half of the battle for Heinkel himself.
It may seem like Stomp ignores Stand Ground, but that's just bad luck - it did proc the cling to 1 HP effect once out of several times.
When each Good Measure Hammer does like 7K damage, you may imagine Heinkel loses HP much quicker in this part of the battle.
Since a lot of my strategies so far have relied on surviving attacks at 1 HP, the Knight class provides an alternative method of taking punishment, namely nullifying damage for themselves and allies. This is sure to come in handy sooner or later.
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