The immobile final boss picks a corner to take root in, and from there, the
remaining allies will have to advance and take him out. Two new foes are
introduced here: Dark Stalkers and Hell Gigantes. The former are basically
evil ninja, except they're easily killed, while the latter are "evil giants,"
who are a bit harder to slay. They're not that important in the long run
besides nagging the foes. Shaher has four (!) attacks he uses:
• DAY OF RECKONING: [Global] This skill inflicts status effects on all the
allies...or, rather, those without shields! Make sure everyone has a shield
or is immune to status changes before coming into battle, and render this
attack harmless all-around.
• APOCALYPSE: [Single] One target is struck by a bolt of negative energy. It
hurts, but since it's single-target, it's easily smoothed over. Definitely
one of the better attacks to be struck with, if there's such a thing. [PWR:
90]
• CATACLYSM: [Global] Hits all units for about 100 damage and gives knockback,
annoyingly. The thing about this skill is that it hits even the foes, doing
some of the allies' work for 'em. [PWR: 60]
• DESCENT: [Single] This was seen in the previous battle as a technique for
summoning another ally into battle. However, in this case, it summons up to
FOUR allies who act immediately! [Predators, similar to evil dragoons, can
also be summoned in this way.] Max enemy limit: 4.
• SHEAR: [Adjacent] This ability isn't in his file, but he has it. This is
only used when there's an ally within one panel of his -- Shaher viciously
swipes at 'em to cause damage. Normally this would be an alright event but
it DOESN'T count as his action for that turn! Avoid this needless damage
by not getting close to him; or, getting close and Time Fluxing out after.
FIRST OFF, Shaher cannot be damaged until he's struck with the Longicolnis
spear -- this breaks his barrier and allows him to be damaged by normal types
of abilities.
Regarding enemies, it's highly suggested to just ignore Hell Gigantes and
Dark Stalkers. Despite their stats, they typically suck and end up as a mere
nuisance instead of a real threat. However, when Descent is used, it can bring
a "Predator" into battle. These shouldn't be much of a threat, but they come
with a Brionac spear which has an instant death effect -- definitely take them
out immediately if one appears! [If left alone, Cataclysm will probably take
foes out itself, making it a double-edged sword.]
Basically, with preparation, two of Shaher's attacks can be non-issues. The
best setup for this fight is to make a "blockade" of allies two spaces away,
with one behind the middle person to make a T-shape -- this is for healing
purposes. [Since HP values are the same from the previous fight, it's best not
to wait until advancing to take care of upkeep, however.] The formation leaves
one person out but serves its basic purpose: preventing foes from approaching
to heal, and even "barricading" weaker units in.
Now, Shaher has pretty good defenses, so it pays to strike from long range:
this means Clotho, summons, 100% magic, and especially ENFEEBLE! Yes, that
measly little bane spell is ridiculously powerful in this battle. Why? Because
it ignores defense and does consistant damage. The wonderful thing is that
there's no need to gimp one's offense to bring in ghosts (etc.) to use it --
it's the item effect of the Bloody Cleaver! That means on Path A, the person
holding it can be Time Flux'd to use it twice a turn.
SUMMARY: Enfeeble will be the single-most damaging attack in this fight, so
anyone with it or the Bloody Cleaver should be on offense; everyone else
heals HP/MP and attacks the remaining foes. Baiting Shaher into using Descent
is often as simple as eliminating half the foes.
(Credits to ShotgunNova)
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