DQHII NO GRINDING Pt 04 (Dunisia Battle 2)
This part begins in Accordia (I didn’t record footage of me using Evacuate but that’s what happened).
As can be seen, we’ve added Maribel to the party in place of Desdemona. Maribel is a great addition to the party at this point because she’s overlevelled when she joins, and she is also equipped with stronger tier weapon when she joins your party, making her your strongest attacker just in terms of stats. I had her replace Desdemona because no one else can heal like Torneko, and I wanted to have both Cousins in the party. Maribel can also debuff enemy defense from a range with Kasap (which is a skill you need to unlock and then equip, which I forgot to do for this part), which is a safer and better option than Desdemona’s Scrap Mettle (which requires you to be up close).
In retrospect, I could have had Lazarel, Maribel, Torneko and Ruff or Desdemona instead; my route in this game was to immediately switch the other Cousin to a different class as soon as it’s possible. Switching to a new class resets your level so this actually means that you don’t actually need to have both Cousins in the party (as the EXP they gain from doing these parts before the class change are forfeit once you change classes).
With that said, there’s nothing inherently wrong with keeping Teresa, as she’s still useful at this point. So you could go with her, Desdemona or Ruff. If I were doing it over, I would probably go with Ruff, because like Maribel he’s better just from stat angle and he also has some abilities with lots of range and crowd clearing capabilities (this will come in useful in an upcoming bossfight).
To keep it short, I used Lazarel, Teresa, Torneko and Maribel, but only Maribel and Torneko are really necessary if you’re following the same route as me of changing Teresa’s class later on. If you plan to keep Teresa as a Warrior, keep her on board for the EXP and Proficiency she’ll gain.
The next battle in Dunisia involves AI controlled allies that need to be protected. There are lot of the same enemies here, with the addition of the Mud Mannequins and mud hands (unofficial name), so I’m not really going to go into general party strategies here.
The battle goes like this: there are two paths, the left path and the right path. I went to the right path, and I believe that’s the best route because 1) you have environmental hazards you can take advantage of using Maribel, Teresa and Desdemona and 2) there are two Golems that, if you defeat quickly, have a chance of dropping their Monster Coins. You’ll want those Monster Coins.
After defeating the two Golems, your main goal should be to clear out the Mawkeepers. The Mawkeepers are basically enemies that spawn other enemies. For Dunisia, the Mawkeepers are the Imp enemy type (Mawkeepers in sections after this can be a variety of enemy types). There are three Mawkeepers in total, on the left path, the right path and at the very top of the battlefield. Defeating these will force all the enemies they’ve spawned to retreat. After you’ve cleared out the right Mawkeeper, the left Mawkeeper (who had a Hunter Mech next to him; I’m unsure if this is a default spawn or if it spawned because I took too long) and the Northern Mawkeeper, the boss of this level will spawn at the top of the Map with some reinforcements.
Field Marshal Donk is a giant enemy type, like the Night Clubber from the tutorial. Donk has several telegraphed attacks like that previous boss. Be careful as despite his appearance, he has a long range attack where he scoops up the ground and launches boulders at you. Some other attacks include a swing from his left to his right, a sumo smash that will stagger you / interrupt your attacks, a telegraphed downward swing
For this battle, it’s best to hit him hard and fast; you only need to deplete his health to half to win the battle so start with your Coup De Graces. In normal play, it’s usually best to use Coup de Graces whenever you can for boss fights, as they give you free damage and a free stun afterwards. You will also build tension as you fight, so there’s no point in stockpiling it… normally. For this run, I’ll save Coup de Graces / High Tension for some sections, but it’s safe to just use them immediately for this fight. Just don’t activate more than one at a time (which is very wasteful).
If you have them, I’d using any Attack / Savior type monster Coins while Donk is stun for extra damage. Grinade Coins also stagger / interrupt Donk’s attacks, so use those if you have them. After using up all your Coup de Graces, use whatever remaining transformations you have. The battle should be done fairly quickly.
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