DFFOO [JP][FEOD:Transcendence 13] Dropping HP below 50% once and deal with 3 waves of bosses
This boss is ... actually kinda balanced and fun even though it has instant kill mechanics.
It has varying target numbers, waves in highest difficulty which we haven't seen for a bit and different mechanics in different waves. On top of that they are not really spongy in terms of HP and don't straight up shut down other elements. So the process of formulating strategy is actually quite enjoyable and it is fairly balanced in those regards imo.
[x]: Denoting the relevant waves from now on
Boss: Strange Heads x3/2/1 (3 waves, HP increases as the waves progresses)
Force Mechanics: (shared across waves)
+7%: player action
0%: 70% BRV dmg reduction on elements other than dark
FA: Quaking Stonefall (AOE BRV+HP)
It also buffs all targets with SPD up.
It changes to +version if there is not even one player character below 50% HP at the time of casting. It becomes an instant kill.
FT: 3T
1. If there is not even one player character at below 50% HP, the moves "strange soundwave" and "count" get upgraded to their +versions and become instant kills.
2. Cannot be defeated
Weakness: (cancels field effect of that particular wave)
FA that deals Dark melee BRV dmg
Ordinary attacks:
Nothing really special there other than "strange soundwave" inflicting iBRV down and Doom. The "Count" move inflicts ... well the count debuff and it is basically a 3T Doom.
Wave specials/field effect and thresholds mechanics:
Only [1] has threshold mechanics, but [2][3] starts with field effects
[1] 3 targets,
No field effect
50%: summon 2 allies at 100% HP, grant framed buffs and 500K HP shield.
40%: automatically dies (if not in FT)
[2] 2 targets
Field effect: "Onslaught begins"
1.ATK/SPD/BRV/HP dmg up
2.Action delay down
3.Retaliate with guaranteed hit "Counter pressure" when BRV dmg is dealt to them. This attack has very high BRV dmg and inflicts poison (framed)
[3] 1 target
1. player suffer from massive HP dmg down
The boss also starts with a 1m BRV dmg shield framed buff.
General rationale:
The fight is intended for you to have at least one character to be below 50% HP when the bosses fire their FA and during FT since their FA and subsequent moves during FT just becomes instant kills. This holds true for all three waves.
With the extra +7% whenever player moves to their advantage, you may be able to enter FT before them if you spam FG charging moves non-stop. Though you would still have to deal with the next two waves.
Also consider cancelling the [2][3] field effects. In terms of priority, I would say [3] takes the cake because it has the highest amount of HP and it takes a chunk of your dmg off. You can compensate for the HP dmg loss with another BT, if you are wiling.
The goal of this comp is to only drop HP below 50% once for their first and only FA, and then FA twice to get through all waves before they can have another one.
Enna Kros here is the "dark" attacker with the FR.
Galuf is here for FG charging with S1, HP dropping, dodge and counter for [2] and not die.
Ashe is here for her paralysis, turn manipulation, EX charging and providing holy enchant for Enna FR as well as dmg buffs, since there is still a 70% BRV dmg reduction penalty to anything other than Dark.
Strat for respective waves:
[1]
Given the low HP values of the first one, you can easily kill all 3 of them without any FR use. They are not dangerous outside of their FA/FT. If you have some strong AOE dmg, you can nuke them really fast. Do beware that since they spawn 2 more allies as they go below 50% and instantly kill themselves below 40%, if you unevenly and prematurely kill some of them and push one below 50%, the additional spawns go back to 100% HP.
You can take advantage of the fact that they can't die during FT to get them all below 40%, then they will all die when FT is over. Use their FT to charge yours and set up for the next waves.
[2]
Depending on your strat, you may or may not want to cancel the field effect. For me as I am using Galuf, I generally want them to have all of those spd up/AD down and counters so Galuf can do the same. I tried accomplishing this by FRing during [1] or, in this run, dropping Enna's enchant just before FR so it does not hit the weakness without self dark enchant (FR is non-elemental).
Since Galuf can't die and get repeatedly broken by debuffs and a ridiculous amount of BRV dmg, I can just let it unfold without care.
Whether you brute force it with Enna or let Galuf counter them to death is up to you, the difference is as minimal as 1 FT.
[3]
It is just a FG charging race. Let Ashe BT, charge FR and refresh all buffs. Then go all in with Xande LDCA and multiple turns of Galuf S1 to charge FG before the boss reaches 100%. FR and cancel that pesky HP dmg down field effect. Let Enna LD during the last few turns and win.
Given the intent of dropping your own HP and dark enchant, Diablos is a viable option as well, though the benefit margin is quite small since I used my summon for FG charging as well.