Let's Play SMT: Digital Devil Saga 2! Grand Finale: Satan

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Significantly less luck reliant than the Demi-Fiend, though still tough as nails. Satan becomes difficult because you have to keep track of so many different things during the fight and a single slip can cause death.

Satan begins the fight using Futility. This is going to render passive skills that cause any sort of resistance, null or repelling to be useless. The only two that remain are Null Critical and Null Sleep. The former of which is useless since Satan has no physical attacks and the latter can help, but is significantly less useful compared to the Demi-Fiend fight.

Every fourth turn of Satan's, he's going to use God's Breath, which instantly deals 9999 damage to your squad, 100% accuracy. Only Close Call, a lucky "character survived the hit!" and Null Sleep will let you survive this. The strategy here is to buff yourself to +3 with Charge. He'll cast Dekaja instead of God's Breath. Keeping track of this in the hectic last moments can get rough.

Keeping track of Satan's HP is paramount. He begins with 30,000 HP. Between 30,000 and 15,000 HP, he's going to cast single target -dyne spells, Mamudoon, Mahamaon, Vanity, Debilitate, and random -kaja spells if he has turns to spare.

Between 15,000 and 7500, every first turn of the attack cycle, he casts Temptation, an Almighty charm spell with a 100% chance of working. Void Charm becomes necessary here. He also begins casting second-level multi-hitting elemental spells like Cold Wave and Heavy Rock.

Between 7500 and 1500, he throws Retribution in every second and third turn of the four turn cycle. This instantly kills the party member with the lowest magic stat. There's nothing that can be done to stop this. He also begins using Ma-Dyne elemental spells. This phase is hell.

Between 1500 and 1 HP, he casts Diarahan. You curse at the TV, throw your controller, turn the game off and nurse a stiff drink to dull the pain. Conversely, before he gets into this range, use an Impel Stone to pile on the damage as fast as possible. If you've used it prior to this, pick a god and pray.

Satan's elemental properties shift every turn of the cycle as well. Turn 1: Physical and Gun are reflected. All elements work.
Turn 2: Fire, Ice, Electricity are reflected. Physical, Bullet, Force and Earth work.
Turn 3: Ice, Electricity, and Force are reflected. Physical, Fire and Earth work.
Turn 4: Electricity, Force and Earth reflected. Physical, Fire and Ice work.

Now for my team strategy, which, from what I've seen, differs from the usual strategy.

Gale: The primarily damage dealer. Mind Charge and Pyriphlegethon are the main components here. Void Death and Charm, Salvation, Debilitate, Fire Amp and Dekunda comprise the rest. He's got a Turn Ring on.

Cielo: NEEDS less than maxed magic and to be placed in the center space for Retribution to be as predictable as possible. Void Death, Salvation, Sukukaja, Critical, MIN Critical, Divine Light, Dekunda and Debilitate are the skills here. He's got a Synchro Ring so Charge only uses one icon.

Seraph: Most people recommend turning the third character human and giving them the Avoid Ring to ensure Satan kills his turns with Mahamaon. I elected against that in favor of a second magic nuke. Seraph has the same skills as Gale, with Trisagion instead of Pyriplegethon. Still has an Avoid Ring to eat up turns with lucky dodges or Mamudoon voiding.

This was my fifth attempt. Demi-Fiend took me nine tries. I'd say Demi-Fiend is a lot more luck reliant, thus more difficult. This fight certainly gets hectic, and your window for damage gets thinner every passing phase, but overall, Satan felt less difficult. Probably because I could keep my buffs and debuffs!

What do you get for winning? Bragging rights. No new mantra, no new ring in the third game since one doesn't exist. Just bragging rights. Pat yourself on the back, you've slain the six breasted murder machine!







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