Dated response i know but the point of Necoco AS is to take advantage of `attack again` units(or units that happen to perform counter attacks or EoT attacks too), this boss was not designed with any intent for non-attack again units, especially since it had its head up its arse because you cant use another force at all in the normal way due to the mechanic. Having to hit a specific weakness up to 10 times within four turns since between it reducing your HP significantly fast means you need to have atleast a minimum of 2 turns that hit the weakness 3 times and another 2 turns where you hit the weakness 2 times. Thankfully sidekicks CAN technically cover two to three possible spots, Korobo with a Wavelet amulet for Fire & Water, but outside of Entrana Another dungeon`s thunder sidekick equipment, your kind of fucked for thunder. Which lets you at the very least reduce the number of times you need to hit the break gauge in 4 turns from 10 to 6, maybe 7 if you need to shuffle the sidekick atleast once for auto skills. Normally, collab type super bosses are usually designed with the intent of using the collab characters, but since all 3 of the octopath traveler units don`t even have the ORIGINAL design of how BRAVE works(Stellar burst doesnt count for plenty of reasons and god forbid you bring all of them to 80 light/shadow to give them alternative elements for break gauge flexible taps, while expecting them to deal sufficient damage), where you burn charges todo multiple or `enhanced` versions of attacks in GENERAL, this does not work. If it was the tales series, the boss would get countered by using the collab specific character due to elements or what not. If it was chrono cross collab, freaking elements to control the elemental field or just abuse the hell out of Starky against Lavoger to deal with its multi-action spam of status ailment procs to resist & cleanse & heal it. If it was the Persona 5 cast, then its back attacks or flip off the mechanics since Persona 5`s collab was probably the most dull before octopath came around. In terms of doing it WITHOUT necoco AS, you need multiple units having to sacrifice multiple skill slots to take advantage of Grasta that give Elemental attack actions, since even if Korobo + Wave amulet and another sidekick with the Thunder dmg equip bringing the break gauge down from 10 to 6, YOU STILL NEED ATLEAST TWO UNITS CONSTANTLY HITTING THE BREAK GAUGE EACH TURN TO GET IT BETWEEN TURN 3-4. Since it healing itself and refreshing its break gauge on turn 5 is impossible to stop due to its Aura making it too easy to slash your speed in half, meaning G.G. for those who prefer pre-emp slamming HP stoppers instead of waiting till after the boss acts first. Reason why i say two units? Cause your gonna have to usually dedicate 1 or 2 units on constant buff, healing & defensive means, especially when the boss purges buffs/debuffs every time it gets out of a break, even if you reduced its hp to 0 for one of the phases. Units like the Chrono Cross Crew can easily pull this off, but due to the fact your still dealing with a retarded amount of HP to chew thru in a single 100% AF once you actually `break` the boss and it purges buffs/debuffs after coming out of break plus get first attack once its out of break, its just better to have units who can flexible to differenet elements and have a massive DPS number to work with, Like Yakumo or Alma, who thankfully gets a pretty naughtie Defensive style with counter yeets next month for us. P.S. just to further add if its for units that PURELY help with break gauge taps, specifically needing Necoco AS of course we got around 5 (or was it 4? Cant remember all of them all the time) of those or so: -Yakumo, the boi can hit between 3~5 uses of Delete thanks to his gimmick and between Karma and his sidekick kumos he has easy way outs. With only needing Lunatic or Kumos to refresh Lunatic (and his mp) when he actually wants todo damage. -Tsukiha Star Awaken, Catch up campaign dumped loads of free characters, including Tsukiha, once you spend the first turn using her SA skill for `Demon Sword Awakening`, she gets to hit two times a turn with no strings attached, which the more `attack actions` a single unit can do, the less you need extra units to pull up the slack (turn 1, no actions, turn 2~3, end of turn 3 combined with a sidekick Tsukiha and the sidekick will have achieved 7 break hit actions out of 10, meaning you got 3 other units who can flexible around as needed, preferably causing break to occur on turn 3. -Persona 5 cast, ironically despite them being FROOKING WEAK in the dmg numbers compared to units these days, but if Necoco AS can turn even thar null-type attacks into elements, then this basically means they can do +1 actions thru thar One more action, meaning just like Tsukiha, they act as perfect `budget methods` to slapping down break gauge if you got survivability covered with other units. -Cerius is ironically the `sleeper jerk` whale pick up for this, when you remember Necoco AS since his Stellar skill lets him fire off 2~3 shots of his signature attack, meaning long as Necoco AS changes his element he can one man army not only his need to restock blasbolts, but even before he can tap stellar burst, he can also delete 4 to 6 break gauges within the first 2 turns alone, with no need for others to help him setup for maitenance, probably just give`m some MP consumption reduction costs to help out like Dragon lord`s badge from Aldo`s Astral Archives and a -25% mp consumption grasta for bows and a plasma piece of armor from the chrono empire content and your safe on not running out of MP. Plenty of others exist like EoT attackers like Parisa AS & Premaya AS or even Nona Normal Style, other cheesie pick ups like Felmina Extra style and more, but in terms of playing the `BUDGET GAME, this boss is just plain unfair in more ways then one. Doesnt help either some of them require more setup like Parisa AS wanting a full team of fire, Premaya AS for earth, Nona if she gets attacks constantly redirected to her could abuse the fk outta Sangozine to constantly tap break gauge (which is only realistically possible if you use Myunfa Alter to turn her into a `Cover` unit, since Iphi blood contracts are wonky). Since even when you cover the break gauge issue, the boss still does type shade resist down and attribute resist down, and a speed down aura, and has multiple hp phases, and will even do things like knockback, and four digit poison/pain applications like most super bosses do. Which most are usually resolved with 1 turn 50% AFs to get the buffs out and usually have alot more room for defensive measures then what this turd does between all its effects and having to be SHADE MAGIC DAMAGE of all things so you cant abuse zone`s elemental dmg reduction of `elements that hit like wet noodles in particular zones, deploy a weapon zone to reduce magic damage (especially since the necoco AS route is the norm to deal with the headache) and trying to go between 3 DPSes, likely Gairyu & Kamlagne, usually ends up with zone switches on top of that in some regards. Now if only as i repeated likely twice and hundreds of times in my head, the gimmick of the octopath content actually 100% reflected BOTH gimmicks consistent across all the octopath games, the break gauge (which they normally did not have LIMITED SKILL SLOTS to allow one unit able to cover maaaany break gauge spots) and the BRAVE system (i swear next time i see Octopath traveler 2 on a good discount, i should pick it up, preferably when my backlog is clean cause this collab is making me get over my FOMO of time limited game demos a smidge), then i could atleast see it realistically possible with using traveler units without cheese from other units. Though to be honest i would rather all units able to cash in on the system, like with elemental field with chronocross collab, since them taking away another force to mimick the brave system in a shoddy way was just plain stupid.
How can I defeat it without Necoco AS. Seem like everyone has her in any guide video 😢😢
Dated response i know but the point of Necoco AS is to take advantage of `attack again` units(or units that happen to perform counter attacks or EoT attacks too), this boss was not designed with any intent for non-attack again units, especially since it had its head up its arse because you cant use another force at all in the normal way due to the mechanic.
Having to hit a specific weakness up to 10 times within four turns since between it reducing your HP significantly fast means you need to have atleast a minimum of 2 turns that hit the weakness 3 times and another 2 turns where you hit the weakness 2 times.
Thankfully sidekicks CAN technically cover two to three possible spots, Korobo with a Wavelet amulet for Fire & Water, but outside of Entrana Another dungeon`s thunder sidekick equipment, your kind of fucked for thunder. Which lets you at the very least reduce the number of times you need to hit the break gauge in 4 turns from 10 to 6, maybe 7 if you need to shuffle the sidekick atleast once for auto skills.
Normally, collab type super bosses are usually designed with the intent of using the collab characters, but since all 3 of the octopath traveler units don`t even have the ORIGINAL design of how BRAVE works(Stellar burst doesnt count for plenty of reasons and god forbid you bring all of them to 80 light/shadow to give them alternative elements for break gauge flexible taps, while expecting them to deal sufficient damage), where you burn charges todo multiple or `enhanced` versions of attacks in GENERAL, this does not work. If it was the tales series, the boss would get countered by using the collab specific character due to elements or what not.
If it was chrono cross collab, freaking elements to control the elemental field or just abuse the hell out of Starky against Lavoger to deal with its multi-action spam of status ailment procs to resist & cleanse & heal it.
If it was the Persona 5 cast, then its back attacks or flip off the mechanics since Persona 5`s collab was probably the most dull before octopath came around.
In terms of doing it WITHOUT necoco AS, you need multiple units having to sacrifice multiple skill slots to take advantage of Grasta that give Elemental attack actions, since even if Korobo + Wave amulet and another sidekick with the Thunder dmg equip bringing the break gauge down from 10 to 6, YOU STILL NEED ATLEAST TWO UNITS CONSTANTLY HITTING THE BREAK GAUGE EACH TURN TO GET IT BETWEEN TURN 3-4. Since it healing itself and refreshing its break gauge on turn 5 is impossible to stop due to its Aura making it too easy to slash your speed in half, meaning G.G. for those who prefer pre-emp slamming HP stoppers instead of waiting till after the boss acts first.
Reason why i say two units? Cause your gonna have to usually dedicate 1 or 2 units on constant buff, healing & defensive means, especially when the boss purges buffs/debuffs every time it gets out of a break, even if you reduced its hp to 0 for one of the phases.
Units like the Chrono Cross Crew can easily pull this off, but due to the fact your still dealing with a retarded amount of HP to chew thru in a single 100% AF once you actually `break` the boss and it purges buffs/debuffs after coming out of break plus get first attack once its out of break, its just better to have units who can flexible to differenet elements and have a massive DPS number to work with, Like Yakumo or Alma, who thankfully gets a pretty naughtie Defensive style with counter yeets next month for us.
P.S. just to further add if its for units that PURELY help with break gauge taps, specifically needing Necoco AS of course we got around 5 (or was it 4? Cant remember all of them all the time) of those or so:
-Yakumo, the boi can hit between 3~5 uses of Delete thanks to his gimmick and between Karma and his sidekick kumos he has easy way outs. With only needing Lunatic or Kumos to refresh Lunatic (and his mp) when he actually wants todo damage.
-Tsukiha Star Awaken, Catch up campaign dumped loads of free characters, including Tsukiha, once you spend the first turn using her SA skill for `Demon Sword Awakening`, she gets to hit two times a turn with no strings attached, which the more `attack actions` a single unit can do, the less you need extra units to pull up the slack (turn 1, no actions, turn 2~3, end of turn 3 combined with a sidekick Tsukiha and the sidekick will have achieved 7 break hit actions out of 10, meaning you got 3 other units who can flexible around as needed, preferably causing break to occur on turn 3.
-Persona 5 cast, ironically despite them being FROOKING WEAK in the dmg numbers compared to units these days, but if Necoco AS can turn even thar null-type attacks into elements, then this basically means they can do +1 actions thru thar One more action, meaning just like Tsukiha, they act as perfect `budget methods` to slapping down break gauge if you got survivability covered with other units.
-Cerius is ironically the `sleeper jerk` whale pick up for this, when you remember Necoco AS since his Stellar skill lets him fire off 2~3 shots of his signature attack, meaning long as Necoco AS changes his element he can one man army not only his need to restock blasbolts, but even before he can tap stellar burst, he can also delete 4 to 6 break gauges within the first 2 turns alone, with no need for others to help him setup for maitenance, probably just give`m some MP consumption reduction costs to help out like Dragon lord`s badge from Aldo`s Astral Archives and a -25% mp consumption grasta for bows and a plasma piece of armor from the chrono empire content and your safe on not running out of MP.
Plenty of others exist like EoT attackers like Parisa AS & Premaya AS or even Nona Normal Style, other cheesie pick ups like Felmina Extra style and more, but in terms of playing the `BUDGET GAME, this boss is just plain unfair in more ways then one. Doesnt help either some of them require more setup like Parisa AS wanting a full team of fire, Premaya AS for earth, Nona if she gets attacks constantly redirected to her could abuse the fk outta Sangozine to constantly tap break gauge (which is only realistically possible if you use Myunfa Alter to turn her into a `Cover` unit, since Iphi blood contracts are wonky).
Since even when you cover the break gauge issue, the boss still does type shade resist down and attribute resist down, and a speed down aura, and has multiple hp phases, and will even do things like knockback, and four digit poison/pain applications like most super bosses do. Which most are usually resolved with 1 turn 50% AFs to get the buffs out and usually have alot more room for defensive measures then what this turd does between all its effects and having to be SHADE MAGIC DAMAGE of all things so you cant abuse zone`s elemental dmg reduction of `elements that hit like wet noodles in particular zones, deploy a weapon zone to reduce magic damage (especially since the necoco AS route is the norm to deal with the headache) and trying to go between 3 DPSes, likely Gairyu & Kamlagne, usually ends up with zone switches on top of that in some regards.
Now if only as i repeated likely twice and hundreds of times in my head, the gimmick of the octopath content actually 100% reflected BOTH gimmicks consistent across all the octopath games, the break gauge (which they normally did not have LIMITED SKILL SLOTS to allow one unit able to cover maaaany break gauge spots) and the BRAVE system (i swear next time i see Octopath traveler 2 on a good discount, i should pick it up, preferably when my backlog is clean cause this collab is making me get over my FOMO of time limited game demos a smidge), then i could atleast see it realistically possible with using traveler units without cheese from other units.
Though to be honest i would rather all units able to cash in on the system, like with elemental field with chronocross collab, since them taking away another force to mimick the brave system in a shoddy way was just plain stupid.