DFFOO [JP][FEOD: Transcendence 10 Main Boss] Sherlotta FR/BT, Machina, Gabranth
I wasn't going to pull but must be blessed today that I got Sherlotta FR from free pull. So it let me to slight ticket pulling another copy, what I got was her BT and another copy.
My original plan was to BT+ Exdeath, but now the tree boi would have to wait. I am sorry XD.
Preface:
Ngl this boss is quite an amalgamation of annoying mechanics put together. For those that want Kam not to be too OP, well you have your answer in the form of disable immunity. Granted he is not unusable, just that his FR bonus would not be as fierce as usual and his BT debuff wouldn't work either. So in theory there is less incentive to bring him here.
My original plan for this fight was to Sherlotta (LD/FR), Kain and Machina. The problem is that without initial debuffs upon entering the field, it is practically leaving it to chance to have the starting turn order to be someone with a debuff CA other than Machina being targeted and be broken to ensure the next turn is the another character to put on sufficient debuffs to stop the turn warp.
If you don't put on enough debuffs and some mitigation, by turn 3 you would be wiped by a powerful attack.
Boss Info:
Standard Shinryu Reduction
Force Mechanics:
FG:
20/40: Boss and its adds gain DEF up, BRV dmg up and BRV dmg reduction (20/40)
FA: Power Up Wave Cannon
Recover from break, BRV gain + HP attack, set your BRV to 0
oddly enough this attack can be dodged
FT: 5 turns
1.Boss and its adds take 100% less BRV dmg
2. Player suffer from HP dmg after a turn of action
Weakness: Non-elemental magic FA
Normal boss behaviour:
(a) Debuff requirement mechanics: (when HP is above 60%)
Just like the recent Global T6 for Caius BT, if the boss has less than these number of debuffs, they gain the following effects:
1: BRV?HP dmg taken reduction by 200%
4: BRV/HP dmg up
6: Main boss turn warp after player action
7: ATK/DEF/SPD up
(b) Threshold Mechanics:
40/60%: Order Sweeper Adds to attack
Basically the mummies from T5. If the adds are above 50%, they will use double machine gun++ and instantly kill you. So this is not a fight about killing the adds fast enough, it is more about keeping them "alive enough" for when moment like this happens.
NOTE that the boss ALWAYS summon the add when they die, even in off-turns and BEFORE the order is issued. So if you kill them and push the boss below these thresholds, you will die.
If you can however push it inside of a BT/summon phase, and while the adds were issued the order but cannot attack due to these circumstances, and you happen to kill them again, then you will have no problem.
If they were issued the order to use double machine gun+ when the adds are below 50%, then they will do a mile attack and recover back to full HP.
40%: Repairing itself
Recover 1.1m HP every turn and causing mild HP dmg to player.
As far as I know there is no way of dispelling this. Whenever you start this, you practically have to burst DPS it down. Unless you can do 1.1m+ consistently every turn, you will never defeat it. So plan your FRs accordingly.
(c) Normal Behaviour
1. Boss is immune to disability effects.
2. Slow Gas is an EXTREMELY devastating AoE attack without shield and mitigation. It will put on a poison debuff on you and a framed BRV dmg up buff on itself, occupying a slot.
3. Auxiliary Rail Cannon is another heavy hitting attack that can potentially one shot your character. It also buff itself with an attack up.
Summary:
Basically, if you don't have it under control by the end of the 2nd turn, you would have to eat Slow Gas in the face and possibly just immediately wipe. Relying solely on CA with no initial debuff upon entering is ill-advised.
After that you will be mostly preparing for the inevitable DPS race starting at 40% because of the ridiculous regen. Before pushing as closely to that, try to keep the adds' HP in check, don't get too trigger happy with the first FR.
You can chose to push both thresholds at the same time, I have tried it, but be prepared to deal with the endless healing while you get your FG ready for another round of FR.
Regarding Sherlotta:
Sherotta's FR condition is oddly surprising to me.
It gives bonus whenever you use a transformed BRV/HP command. So Papalymo (in left gate) and Machina (BT in main boss) (or Y'shtola's Afflatus Misery), whose HP attacks are quite devastating came to mind.
It also does so when Sherlotta battery others on turn.
However, these two are not mutually exclusive to Sherlotta's turns. If you put a Cecil RF sphere on her, I believe both conditions are met as you throw staff (HP+).
Her BT gives you a Cait Sith LD effect on BRV hits (mBRV scaling) and Steiner LD effect: BRV battery in field (both enemy and ally) turns (ATK scaling). So kind of the best of both worlds and you can use it to counter the stupid 200% BRV dmg reduction in FT. I can see her pairing really well with Exdeath's BT+, since it boosts ATK.
She is interesting, will do more on this when I am less busy with EW.
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