Tales of the Abyss - Cameo Team [Tear Solo/No Damage/Unknown Mode]
In this video, I take down the Cameo Team from Tales of the Abyss with Tear only and without taking any damage.
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║Description
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Well, that was something. It's funny how, unlike the Nebilim fight, I found the strategy against those 4 pretty quickly but it took much more time to actually execute it properly and get a successful take.
The problem is that they all have at least 1 very annoying attack aside from their AI behaviour and MAs. Before diving into the final strategy, let's analyze the enemies' behaviour
Mint
- Can use Raise dead twice during the fight
- At ~75%HP, will use First Aid once
- At ~50%HP, will use Heal once
- At ~25%HP, will use Cure, Resurrection and Time Stop once (~52000HP left)
- Mint can only heal the other cameos
- Mint doesn't move
Letting Mint heal others as she loses HP is a no no. Pikohan is one of the worst thing to deal with since it's instant, as full range and is very hard to react with. She can also use it anytime during the battle.
Philia
- Can use Raise dead once during the fight
- At ~75%HP, will use Meteor Swarm once
- At ~50%HP, will use Stop Flow once (~87500HP left)
- At ~25%HP, will use Sacred Penance and Big Bang once (~43750HP left)
- Philia will only move towards you to use Bombs if you are at mid range
- Philia can move towards you to use Stop Flow, no matter where you are
Philia probably has most of the annoying stuff in the fight. Flare Tornado is super quick, has surprisingly good range (even vertically) making it pretty hard to react to. Stop Flow is just like an Hourglass but slighly shorter so it's a pain to deal with. Big Bang is impossible to dodge in this context (no time to cast Force Field) and Sacred Penance can be activated just by getting closer.
Nanaly
- At ~50%HP, will use an Hourglass (~122500HP)
- At ~25%HP, will use Wild Geese (~61500HP)
- Nanaly will start getting to better spells (mainly Negative Gate) and cast them more often as the fight goes on
Aside from the awful Hourglass, Nanaly is probably the least annoying of the bunch. However, her Artes have so much range (vertically and horizontally) that the only way to properly dodge them is to bait her into using them just before jumping over her head. Wild Geese can also be activated from almost anywhere but it's very unlikely.
Reid
- Can use a Life bottle once during the fight
- At the beggining of the battle will use Rising Phoenix into Burning Phoenix
- At ~50HP%, will start using Rising Phoenix into Burning Phoenix
- At ~25%HP, will use Aurora Wall (~70000HP)
Reid could have been the easiest to deal with... if he didn't have the most annoying Arte of the whole fight. Rekkuzan is an instant Arte with crazy speed and soooo much vertical range that it's impossible to dodge with a double jump unless you anticipated it. You need almost half a battlefield to gain enough height in order to dodge it. This Arte ruined the majority of my takes. Aside from that Aurora Wall can be activated as soon as you stagger or force him to guard.
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║Rules
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• Tear Solo
• No Damage
• No Item
• No Death
• No Menu
• No "Free Run"
• No Nullify AD Skill
• Unknown mode
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║Run information
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• Playlist : https://www.youtube.com/playlist?list=PL0MOKrauw5HOzVrYvb2YxTWWzOMT4j1cK
• Collection : Main Runs
• Category : Classic Run
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