Bravely Second - 0 Exp Run+ Part 2: Wizard Bella
Time for a proper boss battle. This one marks the first "big" fight by so many criteria: the first asterisk battle for access to a new job, the first time we are joined by a protagonist from the first game, and a first relative challenge too!
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c0XMzJDGoEnb6IxcC3W9qPZ
Following the storyline, we learn that the main character Yew is afraid of very many things, bridges not being his sole phobia, and on his lonesome he can't do much to this boss (with her really annoying voice). Then Edea shows up...
Edea brings to the party the physical strength that Yew lacks, and joining 4 levels above him she's a good deal healthier too. However, she lacks a shield, a helmet and an accessory when joining the party, and the only thing you can equip her with midbattle is a shield - it's a good idea to give her Yew's Round Shield so that she's less vulnerable to Bella's magic (which otherwise can shave off over 100 HP from her in a single turn). Even without the shield, Yew is still quite magically resistant thanks to the massive Res stack from light gear and Nikolai's Bishop staff.
Edea will be doing most of the attacking for us in this battle, as her unique katana is fairly strong for this point of the game (even if twohanded weapons are stronger around the time we reach the next shop). Bella will be using Spellcraft - Wall on herself, countering magic for 3 turns - 2 turns in practice, as the 1st turn is lost since she uses it after being attacked by Edea (Bella isn't bright enough to be aware of the skill called Prescience lol). We want Edea to get her attacks in before that happens, and if there's a Wall up and Edea is ready to attack again, it's a better idea to Default and wait for it to run out - the counter damage is heavy indeed.
Bella doesn't seem to be in a rush to renew Wall as soon as it runs out, so we needn't arrange Edea's attacks to be in a pattern of three or anything terribly intricate.
What we SHOULD be concerned with is everyone's survival. Chip damage is hard, especially for Edea (who is luckily healthier), and a single target Arrow can also reduce our vitality severely, so Yew should be running healbot by using Potions normally on endangered units and Halfsies Potion to recover both him and Edea in a single action.
Freelancer is the only Job we can access before the end of this fight, but it's actually an incredible job. Stats are more or less well-rounded and some abilities have tons of utility and don't show any signs of wear even later into the game. Freelancer's special ability (which is automatically active when you're in the job without having to be equipped at a cost) is Stand Ground, granting you a 75% chance to cling to life with 1 HP when you're supposed to be KO'd - couple this with Halfsies Potion on the whole party and you can gamble your way out of fatal situations even against very damaging attacks somewhat reliably. Halfsies + Phoenix Down is very easy resurrection to all units (in cases when you expect somebody to die but can't know for sure who will be going down), and is cheap for the price of a single PD and, what, 8 MP?
Winning the battle gives us the Wizard job, an offensive caster with innate access to Spellcraft, which adds effect and multipliers to magic of any desirable class set (not necessarily offensive ones). Wizard and Spellcraft, in spite of early access to them, will remain crucial for much of this playthrough, I expect, but it is not until the end of chapter 1 or so that I will begin to seriously invest into them for very beneficial output in battle. More on that later. In contrast to Bravely Default, magic doesn't lose to physical attacking at all, and this tendency is reflected in a far more transparent way in a lowest-level playthrough such as ours.
Oh, and Yew landing the finishing blow was pretty risky, in retrospect. If he'd whiffed once more, I would skip the next three turns or something, which could put me under some danger (emphasis on -some-).
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