Part 90: Pre-Final Update: Ur-Child pre-fight overview
Pre-Final Update: Ur-Child pre-fight overviewUr-Child
HP: 140000, STR: 97, TEC: 94, VIT: 73, AGI: 60, LUC: 83
Skills:
- Dance with Lunacy: Uses the arms. Attempts to inflict blind, poison, panic, and curse on every party member, with a 35% base chance. The poison has 200 base damage, around 419 adjusted for level. Has no speed modifier.
- Behold my Power: Uses the arms. Deals 3-5 instances of 120% melee STR-based bash damage to random targets. Can hit the same target twice at most. Attempts to inflict every status ailment, along with petrification, on hit targets, with a 2% base chance. The poison has 200 base damage (around 419 adjusted for level). Has an 80% speed modifier and 99 base accuracy.
- My Wrath/Sorrow/Mercy: Cannot be disabled. Deals 3-5 instances of 200% ranged TEC-based fire/ice/volt damage to random targets. Can hit the same target multiple times. Attempts to bind every body part of hit targets, with a 10% base chance. Has a 70% speed modifier and 160 base accuracy.
- Null thy Strength: Uses the arms. Deals 220% melee STR-based bash damage to one target, with splash damage. Reduces hit targets' physical/elemental attack by 50% for 4 turns. Has a 120% speed modifier and 99 base accuracy.
- Pity the Weak: Uses the arms. Deals 250% melee STR-based cut damage to one target, with line-piercing effect. Reduces hit targets' physical/elemental defense by 50% for 4 turns. Has a 120% speed modifier and 99 base accuracy.
- Materialize: Summons two Origin Buds. While the Origin Buds are alive, Ur-Child can't be targeted by anything.
- Noble Rest:Cannot be disabled. At the start of the turn, Ur-Child heals itself for an amount dependent on how much it was damaged between the last use of Noble Rest (or the start of the battle if casting for the first time). The heal amount can be: 5000, 10000, 15000, 20000, 25000, 30000, 35000, 40000, 50000, 60000, 70000, 80000, 90000, or 99999.
- Liberating Light: Cannot be disabled. Used out of turn. Dispels all of the party's buffs.
- Unhand Me: Cannot be disabled. Nullifies all damage to Ur-Child for one turn. When attacked, Ur-Child will counter with 150% of the damage intended for it to every party member. Has a 1000% speed modifier and 120 base accuracy.
- Howling Winds: Cannot be disabled. Deals 1000% ranged TEC-based almighty damage to one party member. Has a 50% speed modifier, and 99 base accuracy.
- Twilight's Gleam: Cannot be disabled. Breaks each party member's Force. If anyone is currently in the Force Boost state, it is immediately ended.
- Eternal Exodus: Cannot be disabled. If the Origin Buds are not amplifying its power, deals 10 instances of 70% ranged TEC-based almighty damage to random targets. Can hit the same target twice at most. If the Origin Buds are amplifying its power, deals 15 instances of 3000% ranged TEC-based almighty damage to random targets. Can hit the same target three times at most. Has a 10% speed modifier, and does not check for accuracy.
- Sunlight's Dawn: Cannot be disabled. Restores each party member's Force, even if it has been broken.
- Value of Solitude: Uses the legs. If all party members are alive, deals 1150% melee STR-based stab damage to the entire party. If at least one party member is dead, deals 5% STR-based stab damage to the entire party. Has a 10% speed modifier and 170 base accuracy.
- Release my Power: Cannot be disabled. Used out of turn. Nullifies all debuffs on Ur-Child, and incrases its physical/elemental attack by 50%, and physical/elemental defense by 20%, for 6 turns. The attack and defense buffs are separate from each other.
- My Realm: Cannot be disabled. Lasts 3 turns. Triples the chance of all party members being inflicted with status ailments and binds. Deals ranged TEC-based almighty damage at the end of every turn while active. The damage output gets stronger with each consecutive use, and scales as such: 20%, 30%, 50%, 80%, 120%, 170%, 250%, 350%, 570%, 700%.
- Normal: Eden Apple. 100% chance. Sells for 90000 en. 1 needed to make Amenohabagiri (+250 ATK, +40 HP).
"Strange red fruit from the Ur-Child's wings. It's likely a fruit in name alone."
100% 100% 100% 125% 125% 125%
Disable resistances:
50% 100% 0% 0% 0% 0% 0%
0% 0% 0%
0% 50% 75%
The origin of all life created by the Ruler of Heaven, more powerful than even the Overlord!
Origin Bud
HP: 10000, STR: 97, TEC: 94, VIT: 73, AGI: 60, LUC: 83
Skills:
- Amplify: Cannot be disabled. Used at the end of the turn before Eternal Exodus. Increases the number of hits and damage of Eternal Exodus.
100% 100% 100% 125% 125% 125%
Disable resistances:
50% 100% 50% 0% 0% 0% 0%
10% 10% 0%
50% 50% 75%
Protects the Ur-Child and catalyzes its evolution. Do not fall prey to the Ur-Child...
Pattern
- Phase 1 (100% to 75% HP):
- Turn 1: Dance with Lunacy
- Turn 2: Behold my Power
- Turn 3: My Wrath/Sorrow/Mercy. Random the first time, subsequent casts will go in this order, starting from the one casted here: Wrath, Sorrow, Mercy.
- Turn 4: Null thy Strength or Pity the Weak
- Turn 5: Behold my Power
- Loops until 75% HP
- Once Ur-Child reaches 75% HP, it summons two Origin Buds, and moves onto Phase 2
- Turn 1: Dance with Lunacy
- Phase 2:
- Turn 1: Noble Rest, Liberating Light at end of turn
- Turn 2: Howling Winds
- Turn 3: Howling Winds, Twilight's Gleam at end of turn
- Turn 4: Eternal Exodus
- If the Origin Buds are killed before Turn 3, Ur-Child will use Twilight's Gleam at the end of the turn, and skip to Eternal Exodus
- Ur-Child moves onto Phase 3 after Eternal Exodus
- Turn 1: Noble Rest, Liberating Light at end of turn
- Phase 3 (75% to 50% HP):
- Turn 1: Unhand Me, Sunlight's Dawn at end of turn
- Turn 2: Behold my Power or Howling Winds
- Turn 3: Behold my Power, Howling Winds, My Sorrow, or My Wrath
- Turn 4: Behold my Power, Howling Winds, My Sorrow, or My Wrath
- Turn 5: My Mercy
- Loops until 50% HP, sans Sunlight's Dawn
- Once Ur-Child reaches 75% HP, it summons two Origin Buds, and moves onto Phase 4
- Turn 1: Unhand Me, Sunlight's Dawn at end of turn
- Phase 4:
- Turn 1: Noble Rest, Twilight's Gleam at end of turn
- Turn 2: Howling Winds
- Turn 3: Value of Solitude, Twilight's Gleam at end of turn
- Turn 4: Eternal Exodus
- If the Origin Buds are killed before Turn 3, Ur-Child will use Twilight's Gleam at the end of the turn, and skip to Eternal Exodus
- Ur-Child moves onto Phase 5 after Eternal Exodus
- Turn 1: Noble Rest, Twilight's Gleam at end of turn
- Phase 5 (50% to 30% HP):
- Turn 1: Unhand Me, Release my Power at end of turn
- Turn 2: Dance with Lunacy or My Wrath
- Turn 3: My Sorrow or Behold my Power
- Turn 4: My Mercy
- Turn 5: Null thy Strength or Pity the Weak
- Turn 6: Howling Winds
- Turn 7: Value of Solitude
- Turn 8: Sunlight's Dawn
- Ur-Child summons two Origin Buds and moves onto Phase 6 after Turn 8
- If Ur-Child drops below 30% HP at any point, it will immediately summon two Origin Buds and skip to Phase 6
- Turn 1: Unhand Me, Release my Power at end of turn
- Phase 6:
- Turn 1: Noble Rest, My Realm at end of turn
- Turn 2: Dance with Lunacy
- Turn 3: My Wrath, My Sorrow or My Mercy
- Turn 4: Behold my Power or Value of Solitude
- Turn 5: Howling Winds, Twilight's Gleam at end of turn
- Turn 6: Eternal Exodus, Sunlight's Dawn at end of turn
- If the Origin Buds are killed, Ur-Child will resummon them at the end of the turn
- If the second set of Origin Buds are killed, Ur-Child cast Twilight's Gleam at the end of the turn, and skip to the Eternal Exodus turn
- Turn 1: Noble Rest, My Realm at end of turn
- Phase 7 (Until death):
- Turn 1: Unhand Me, Release my Power at end of turn
- Turn 2: Null thy Strength or Pity the Weak
- Turn 3: My Wrath, My Sorrow, or My Mercy, My Realm at end of turn
- Turn 4: Behold my Power or Dance with Lunacy
- Turn 5: My Wrath, My Sorrow, or My Mercy (not whichever was casted on Turn 3)
- Turn 6: Howling Winds or Value of Solitude
- Turn 7: My Wrath, My Sorrow, or My Mercy (not whichever were casted on Turns 3 and 5), My Realm at end of turn
- Turn 8: Behold my Power or Dance with Lunacy (not whichever was casted on Turn 4)
- Turn 9: Howling Winds or Value of Solitude (not whichever was casted on Turn 6)
- Turn 10: Eternal Exodus, My Realm if it's not in effect
- Turn 10 will loop infinitely until Ur-Child dies
- Turn 1: Unhand Me, Release my Power at end of turn
FUCK UR-CHILD. Ur-Child exmplifies everything wrong with EO2U's boss design: a strict pattern that's designed to severely punish you for not memorizing it beforehand, summons that do nothing but prolong the fight and punish you for not killing them within a strict time limit, kill moves you can't possibly see coming on the first time around, and monstrous HP inflation. 140k HP is already way too fucking much, that's over DOUBLE what the Great Dragon had, and that was already a fucking annoying HP sponge, but then you factor in the fact that Ur-Child's gonna cast Noble Rest three times, and you realize that it effectively has closer to 170k HP!
I will admit, I do like the idea of Ur-Child manipulating your Force--however, just flat breaking or completely restoring it isn't that great of an implementation, and it doesn't really add much to the fight as a whole. In fact, it can actually seriously fuck you over. Notice how Ur-Child waits until Turn 8 to cast Sunlight's Dawn in Phase 5. If you don't wait for that turn and instead knock it down to below 30% HP, you are NOT getting your Force back for the rest of the fight, which is pretty goddamn bad with the two back-to-back summons of Origin Buds right after it.
Value of Solitude deserves special mention, by the way. It is the worst kind of fuck you to the player--it not only punishes you for not knowing the pattern ahead of time in Phase 4, it can just randomly fucking happen in Phases 6 and 7! Don't have an easy way to kill someone, even if you know the pattern? Fuck you, then, hope you can bind Ur-Child's legs!
Oh, yeah, speaking of binds, Ur-Child's also immune to every useful disable. Did you like using Hexers up to this point? Too bad, they're considerably less useful for Ur-Child, to the point where I consider them actively garbage. Arm and leg binds only disable a couple of anciliary skills (although leg binds DO disable Value of Solitude), poison is absolutely laughable this late in the game, and blind's only really useful if you have the Blind Effect Up food on, and even then, you can only inflict it a few times throughout the fight.
The Origin Buds are also a special kind of hell. 10k HP is non-trivial to burn through, and you have to kill both of them within 3 turns for most instances in the fight, and you have to do it twice in a row for Phase 6. Failed to meet that time limit? Enjoy an unavoidable game over, since Twilight's Gleam ensures you'll never have either Perfect Defense or True Endurance for Eternal Exodus.
So, I imagine you're probably wondering what my strategy is. This is the party I will be bringing to Ur-Child:
Front row
Colette: Barrier is absolutely invaluable, given how many disables Ur-Child tosses around, and the fight's damn near impossible on Expert without it. In fact, my strategy with Colette is to literally just have her spam it every turn Ur-Child does anything that can potentially inflict a disable.
Ursa: Ursa's job is the same as always, and that is to keep the rest of the party out of harm's way. With the Bikini Armor, she's really fucking good at tanking My Wrath/Sorrow/Mercy--in fact, she can eat pretty much everything, short of Howling Winds, full party Value of Solitude, and Eternal Exodus, of course. Auto-Lick and Auto-Heal also mean that she's incredibly self-reliant, and will be at pretty much either full or near-full HP for every turn.
Ranger: Ranger deals damage. That's it. Akashic Nova combined with Crusade is really fucking good at just wiping the Origin Buds in one turn. If you're playing a purely Classic save (ie. no NG+ from Story mode), you can probably put a Ronin in this slot as a generic damage dealer. They don't really get the benefit of elemental weaknesses, but there's not really anyone else you can put in that slot that'd do much better.
Back row
Stardust: It wouldn't be a boss fight without Stardust, would it? She'll do the same thing as Ranger: deal elemental damage. Eschaton deals slightly less than Akashic Nova, due to not hitting a weakness, but it'll still wipe out the Origin Buds in one shot with Crusade.
Milly: Buffs are incredibly important in EO2U, and it stands to reason that I'd bring Milly along for the final fight. Crusade is reserved for one thing, and one thing only: enabling Stardust and Ranger to wipe out the Origin Buds in one turn.
That should do it for my thoughts on Ur-Child. Get ready, because tomorrow, it all ends.