Shin Megami Tensei Strange Journey Redux - Final Boss (Neutral End - Expert)

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Published on ● Video Link: https://www.youtube.com/watch?v=7roKC5WmZuo



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Wanted to test recording on Citra to see if my PC could handle it (it could much better than I expected, but inept at OBS so video quality isn't fantastic). I exclusively played the rest of the game on real console so apologies for bad menuing at times. I quite liked prepping for this fight, and honestly redeemed the game for me (don't think I like this game as much as others... the only other interesting fights are Jimenez, Zelenin, and Asura and Ouroboros to an extent, and dungeons while well-thought out also tend to just be aggravating in practice but maybe I'm getting old/played too many SMT games).

I'll preface this by saying that I did abuse Mitama fusions in order to use multiple sources on the main demons in this video, though their skillsets are still not perfect. I used no passwords in my playthrough so each are "legit". In hindsight, if I did this again, I would've chosen an accessory on main character that nulls Rage (if it exists) for first phase.

General strategy: MC is the dedicated item user/flex. If you are not capped on HP at start of turn, use Bead Chain/Bead as necessary. If ailment, used Amrita Soda/Shower. If any demons are dead, Balm of Rising/Summon Stone. Else, use a Chakra Drop/Pot when able or the Command Skill to null ailments (both are helpful, though Chakra Drops may be unnecessary if like me and have an excess of healing items by this point). In second phase, it is worth noting that MC does decent damage with either Frost Cannon elemental shots or elemental stone items due to being the only one to proc Co-ops in this setup. Thor is there exclusively to spam phys DPS on first phase, and phys/Ziodyne on second phase with basically no other purpose. Norn is there to spam Ziodyne as well except to Salvation if Hachiman is dead or are hit with ailments as a failsafe. Finally, Hachiman uses Mediarahan every turn except when you go first due to command skill and are full health, in which you could Samarecarm/regular attack if needed. Lakshmi and Odin are just there for Luster Candy/Debilitate.

Unless command skill procs, MC always went first (speed support) and demons always went after Mem Aleph. All demons were fused with the intent of being able to tank as many of Mem Aleph's attacks as possible while also being of different alignments. As such, Thor is the only one besides MC that can die to Light/Dark (but he does innately resist both). I find that first phase Mem Aleph tends to spam Fire most of the four elements but no idea if that is team-dependent. Otherwise, having enough HP to survive at full health is all that is really needed for the four elemental attacks, so Nulls may help buy turns/save on Bead Chains and Life Surge is extremely good for sustenance.

First phase: Her main threatening moves are Asura Roga and Mother's Kiss with this setup. Mother's Kiss can randomly kill everyone but Thor, so put Endure/Enduring Soul on the healers for safety. Asura Roga can be annoying and cost runs if you fail to get the Salvation off, so keeping the null ailments command skill up is extremely helpful in this fight. You can buff/debuff up to +1/-1 before she does a Dekaja+Heal counter, so generally only focus on getting the buffs on Thor if possible as main DPS.

Second phase: Her resistances cycle semi-frequently, but 3DS version lets you see weaknesses as long as you try the attack once of each element. Her starting resistances are consistent afaik. Her main threatening moves are MA, which drains all current HP of one randomly chosen target, and Mem Aleph (recalls all demons of a randomly chosen alignment) if you run a comp with several demons of the same alignment (why most suggest to run a mixed set). You can buff/debuff to +2/-2.







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