[Golden Sun: The Lost Age] Aqua Hydra - Jenna solo

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Published on ● Video Link: https://www.youtube.com/watch?v=d_YqAFKEI60



Duration: 2:57
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Discord server: https://discord.gg/ZZH4PJN
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About the run:

This run, for the most part, utilizes what I've decided to call """RNG routing"""
Basically what this means is I fight the boss using the same RNG seed every single time, meaning the boss is all but guaranteed to behave the same way as long as I also behave the same way. Basically, if I defend on turn 1 and the boss uses a regular attack, every single time I restart the fight and defend on turn 1 the boss will always use the same action in response as long as the RNG hasn't changed, the same goes for turn 2, turn 3, etc etc.

While this is partly a side effect of using save states to quickly retry fights, this also allowed me to "route" the fights in interesting, usually way more difficult and time consuming ways. This is used less to flat out prevent bosses from using their strongest attacks and more to make sure they happen when I want them to, for example. I'm putting this out there for transparency's sake and placing it at the top of the description so as to not bury it under all the other stuff.
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Rules:

- Not a rule per se, but this run was played on the Normal difficulty mode.

- Only Jenna is allowed to perform meaningful actions during battle. For battles where the rest of the party is forced, I have to fail Summons every turn until Jenna is the only one left alive. Failing a Summon is the only true "do nothing" command in the game, as Defending makes you take less damage and is considered a meaningful action.

- No Djinn may be on Standby when a battle starts to prevent turn 1 Summons, unless they're to be used for the tactic mentioned above.

- No items may be used in battle, except for the Trident against Poseidon as this is 100% required for the fight to be beatable.
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About the battle:

Another example of the "let's make this more difficult" approach I had for this run. I originally beat this boss in like 2 attempts with a similar setup to this one, except most of my healing came from Ply. Here I chose to use Spring instead to spice things up and limit my access to healing on a turn-by-turn basis. Pretty fun! It also took several hours to get right because this thing hits like a truck.

Stats and stuff below
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Jenna:

---Equipment---
Weapon: Psynergy Rod (Base Attack +64)

Unleash effect: Psy Leech (Standard physical attack with 22 added damage, can absorb 10% of damage done as PP)

Body: Full Metal Vest (Base Defense +21)

Shirt: None

Head: Clarity Circlet (Base Defense +21, Jupiter Power +15)

Hands: Bone Armlet (Base Defense +30)

Boots: Golden Boots (Base Defense +15, Agility +30)

Ring: Guardian Ring (Base Defense +4, Max HP +20)

----Djinn---
Spring (Heals 70% of Max HP)
Cannon (Mars-aligned standard physical attack with 40 added damage)
Kindle (Increases Attack by 25%)
Char (Mars-aligned standard physical attack with 50 added damage, chance to Stun)

---Stats---
Level: 18
Class: Swordsman
Health: 224
PP: 84
Attack: 174
Defense: 146
Agility: 103
Luck: 9

(These are her stats/class when all the listed Djinn are set. If one or more go on standby then these will change as shown in the Djinn menu during battle.)
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Enemy stats:

---Aqua Hydra---
Health: 2776
PP: 70
Attack: 173
Defense: 38
Agility: 63
Luck: 44

Mercury Resistance: 175
Venus Resistance: 100
Jupiter Resistance: 100
Mars Resistance: 25

Susceptible to: Stun, Sleep

Available actions:
Raging Flood (Mercury-aligned attack with 110 base damage)
Triple Chomp (Mercury-aligned standard physical attack with its end result multiplied by 2.4)
Rising Venom (Mercury-aligned standard physical attack with 30 added damage, chance to inflict Poison)
Drench (Mercury aligned attack with 60 base damage, costs 10 PP)
Attack (Standard physical attack)
Slaver (Chance to reduce target's Defense by 12.5%)







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