Digimon Adventure - Low Level Postgame Superboss: Gankuumon
Putting this video series to an end by uploading my fight against Gankuumon. After you defeat Apocalymon for the second time, Tai is separated from his friends and joins the digidestined from the Digimon generations that followed his original one. You fight all of them as WarGreymon solo and then you get to choose 2 of them to face the postgame superboss, which could be one of our biggest challenges in this run.
Challenge playlist:
https://www.youtube.com/playlist?list=PLbSv8zSDR9c3pPezUc45Hy5u0Pgih3Ek_
Before the battle starts, I show off my social links (not quite maxed since I didn't take optional sidequests where social link level-up opportunities are plentiful). and also prove that I have each playable Digimon's Mega form - this doesn't really have much meaning at all, nor did it have any earlier (MagnaAngemon is so much better than Seraphimon and all other Megas for example).
WarGreymon is equipped to run the abilities Attack Break, Defence Break and Terra Heal+. The former two are there to break the boss, which cannot be achieved by WarGreymon's allies - as usual, it sorta relies on luck. Terra Heal+, meanwhile, restores everyone's HP to max - not necessarily always useful but crucial in a pinch.
Statwise, maxing Agumon's speed is important - if he outspeeds the boss for the first turn, he can quickly Mega-evolve and get the defence/HP bonuses that are more than enough to survive (since WarGreymon seems to be all about bulk and attack when it comes to stats).
He also gets Shock Guard (Breaks are more dangerous but there's only so much grid space I have at lv. 45), and much more importantly 2x Action - this enables WarGreymon to act twice per turn without necessitating a Regain casting.
The partners I chose for this fight were Magnamon (Veemon) and Gallantmon / Dukemon (Guilmon). The former offers a full-party attack & defence buff while the latter has healing and can take damage for WarGreymon when he gets critically injured - helpful because both Gallantmon has 9999 HP and better bulk, too.
The battle is somewhat luck-reliant in that sometimes your break attacks connect and sometimes they just keep missing, and that the boss will use Charge and Super Charge in some battles a lot more often giving him such a drastic increase in both offence and durability that this changes the flow of the battle 180 degrees. This is nothing we haven't seen before when up against Piedmon's many forms, for example.
I suppose another variable is Magnamon neglecting to cast his buff. 2x Attack/Defence up on the party can't be underestimated.
On the other hand, breaks and shocks caused by the boss may look brutal but don't really change the outcome of the battle much at all.
Fun fact: I still have small Magnamon and Paildramon bootleg toys above my desktop from 10 years ago at the very least. Good times.
Uh, I got distracted - this is the end of the challenge folks, thanks for being with me!