FFX-2 Low Level Part VII: Alchemist Dressphere
I was doing one of the optional sidequests in Chapter 2 and found some battles to be tricky enough to be worth recording.
Alchemists will definitely be used a lot in this challenge. They use items far quicker than anyone else, Mix is perfect for both offence and defence when you know what you want to mix and where to get the ingredients, and the ability to use an item without wasting one is good for our poor funds.
A sidequest in Calm Lands must be finished to get this Dressphere. The final boss isn't too hard (as I show in this video, Water absorption on the surviving girl is enough to win), but the battles with the Queen Coeurl + another monster are even more annoying than they are in a normal game.
Queen Couerl is just scary. She casts Death Blast and lv. 3 black magic spells, in addition to having pretty impressive HP for a non-boss as early as in the game's second chapter. Death Blast never seems to miss and it normally kills the target, unless the latter is protected from the status. With Bitter Farewell GG, passing through the green node grants us Deathproof, meaning Death Blast will always reduce the target's HP to the absolute minimum. Better than dying anyway, though Queen Couerl's ally is not unlikely to follow up DB with a raw physical that wouldn't be too menacing on its own.
And then there's the elemental spell that mostly kills. Paine as Warrior has a lot of HP, even at lv. 6, and appears to have some chances of surviving but not the other girls, even BM Rikku with higher Magic Defence.
I gave everyone Bitter Farewell GG, Rikku the mandatory Minerva's Plate + Soul of Thamasa accessory combo and Paine the SOS-haste acc. to get her turn early after being KO'd. Not too crucial, I just don't have any fancy accessories to equip yet, really.
Our plan is as follows: all three girls pass the green node to protect themselves from Death, Rikku focuses to deal heavier Magic damage next turn(-s) and the Warriors wait. Mental Break would be nice, but Coeurl is immune. Magic Break, if succeeded, can be very useful, too, to make those lv. 3 spells weaker but even if it connects the chance of the debuff to work seems to be low. My levels are to blame, I suppose, better get used to it.
It's a bad idea to keep wasting turns using Focus with Rikku, as the combo of Death Blast and the lizard's physical/the poison status inflicted at the wrong time is deadly, as is the lv. 3 spell on its own. We can apply Reflect with Star Curtains but I have only one in my inventory so I decided to keep it for later battles. So, we use Focus once and then cast Firaga. Despite having equipped such powerful accessories, Coeurl has strong magic defence and halves all four elements, so it takes 4 Firagas to take this beast down. Not an easy task because the opposition's attacks are very fast-paced and it's hard to keep up.
Once Coeurl is dead, we want Yuna and Paine dead, Rikku killing Skink and gaining no experience thanks to Minerva's Plate. Having two enemies on the field makes it easier.
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