Zero Obliterates Hellbat with the Shield Boomerang
What better way to beat the haughty, self-proclaimed gentleman than to style on him with the Shield Boomerang?
Here, I’ll be defeating Hellbat Schilt with a single throw of the Shield Boomerang. There are two fights: one using a standard throw with the Ice Chip equipped and one where I use a non-elemental Shield Sweep, utilizing its larger hitbox to choreograph a different style of fight. Here are the details for each.
Starting with the Ice Chip. Right away, there’s a bit of nuance. You can’t start the battle by letting the Shield fly immediately. Moving backward slightly first is necessary; otherwise, the established loop will be too close to Hellbat, and you’ll inevitably get hit by his wings as he sends projectiles forth. The exact distance you move and when you throw the Shield can influence the elevation of each projectile during Thunder Reverb. The configuration I needed for this specific pattern manipulation was low, high, high, mid. It’s a bit of a maze, but navigating between the projectiles while keeping the Shield in play is not only possible, it’s consistent.
Manipulating Hellbat’s pattern by standing at specific points on the floor between his attacks is pivotal during any fight against him, but it’s especially relevant here since you need foresight into where exactly he’ll spawn. Deviations in your horizontal position can completely alter the course of the battle by goading him into performing different attacks or by having him move in specific ways. After he sends his second armada of bats in the wrong direction, Hellbat will use Echo Wave. You need to create space between him and the Shield so you can safely jump over it while evading the incoming waves, but moving too early will have him spawn above Zero; it’s a fairly delicate procedure. The same goes for the last hit. Ideally, Hellbat teleports into the Shield’s trajectory, ending the fight, but improper spacing can lead to any number of unpredictable outcomes.
The second fight, where I use Shield Sweep, is decidedly more involved. One quirk to be cognizant of with Shield Sweep is that throwing it along the ground generates a stream of small rocks in its wake, much like the charged Saber. These particles affect RNG, so you’ll get different patterns by changing the distance from which you perform the throw. I circumvent this by launching the Shield from the air, which also has the benefit of rebounding the Shield off Hellbat as he descends, making it trivial to establish a loop. By contrast, rolling the Shield along the ground will force Hellbat into either vanishing instantly or interrupting your attempt to create a loop with projectile spam. The aerial opening gets you where you need to be pronto. As you can see, there’s a margin where you can place Zero in front of his wing while the projectiles sail by, requiring only minute adjustments.
Before Hellbat uses his EX Skill, there’s a small sequence where you play some cat-and-mouse, baiting him into flying back and forth, along with a misplaced bat barrage. Things get pretty eventful from here on out; this is where Shield Sweep’s hitbox becomes advantageous. As soon as Hellbat is done wasting ammo, I use the markings on the floor as a visual cue to dash away and create a high-elevation loop with the Shield. It’s finicky, but if you pull it off, the Shield will be positioned such that it’ll catch Hellbat between his teleportation cycles while also being out of Zero’s way as he repeatedly leaps between it and the crawling sparks.
Truthfully, I could’ve ended the battle after that thrilling dance, but instead, I made the reckless decision to continue vaulting around for a while longer, just to demonstrate how futile Hellbat’s exertion is. After pirouetting around one more quartet of Thunder Reverb projectiles, I establish a ground loop with the Shield and have it bisect the arrogant bat just as he uses Echo Wave. A rather stylish end, if I do say so myself.
Timestamps:
00:00 - Ice Chip
00:28 - Non-Elemental Shield Sweep
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