FF The 4 Heroes of Light - Low Level Game Part 3: Trollud
aka Captain Drake.
I had quite a bit of trouble with this boss in a normal game and needed to train a bit to stand a better chance at defeating him.
This time, I only had to retry once because at a critical moment when I needed to heal both Jusqua and Aire, the boss did his nasty multi-target physical and killed me.
Which reminds me... There is no Speed or Agility stat in the game, and you won't find one no matter how hard you try. However, there's a very definite formula somewhere that lets you determine in which order exactly the characters will act. The variables are characters' levels (so I'm assuming we'll be slower than most bosses during this challenge), the relation of their current HP to the max HP as well as the ability that is being used. This is why when you use a Bard, his songs will normally precede everything else on the field, or why Wayfarer's Escape abilities work before the enemies get to act.
Drake is a physically powerful boss with seemingly no elemental weaknesses, and we're stuck here trying to hurt him, which isn't easy to do at all.
He attacks physically, attacks the whole party with an MT attack and also casts Berserk which is a misleading name because it operates precisely like the spell Bravery - ups attack power without losing control. He is especially dangerous in this phase until Berserk runs out.
I went with the White Mage job for Aire and the Black Mage job for Jusqua (because anybody can be a good WM whereas Jusqua casting BM will be far more damaging at this early point in the game).
White Mage and Black Mages, in this game, aren't jobs you abandon as soon new ones appear, like you're used to from the other job-based FF games. The White Mage remains a perfect healer/supporter for the entire game unless you find yourself not needing a healer (or you find that the Salve-Maker does the healing better with the items).
The Black Mage job is a potentially crazy damage-dealer depending on what you equip it with, and what skills you use. Besides the usual -, -ara, -aga spells, the class can power up its magic in this game and use two unique non-elemental spells that hit quite hard.
Our strategy for Drake is moderately offensive, moderately defensive. We start the battle by casting Strong Fire since you always start fighting a boss psyched up, after which the White Mage goes healing mode, while the BM powers itself up and casts Fire. If he's psyched up, Jusqua can cast a BM spell without having to power himself up for pretty respectable damage.
If the boss attacks the whole party in one turn, there's a risk he'll follow it up with another MT attack next turn, so Jusqua should stop casting Black Magic and help with the healing, if necessary. Sometimes it's not, seeing how the WM has the unique skill that lets her next healing spell target everybody in the party. Too bad it doesn't work for stuff like buffs or Esuna.
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