Part 85: Strategic Notes: Colossus
Strategic Notes: ColossusOkay, before you can fight Colossus, you have to go through floor 23 first.
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There's a ton of FOEs to go through on this floor, and some of them aren't even shown on the map. Deathman are all over the place, and there's some new FOEs running around. Thankfully unlike EO1's FOE Thunderdome, you don't have to kill all the FOEs here. In fact, that's actually impossible without tons of grinding. Mainly thanks to this guy.
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Beamedge
Type: Red
Behavior: Sentry
Aggressive: Yes
HP: 3870
AT: 84
DF: 84
Yes, this Stratum actually has two Red FOEs, although Beamedges don't show up past floor 23. They're resistant to everything but Volt. While Dampen takes care of that, your party will not have the firepower to take them down. They have the stats of a postgame enemy, and should be saved for then. The best thing to do on this floor is to sneak past every one of the FOEs, since they're all dangerous to fight. Because Beamedges are Red FOEs, Sleep and Lure Bells will not work on them, so you have to plan your route carefully.
Now even if you do manage to sneak past every FOE, there is one that you'll have to fight. There's no avoiding it.
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Guardian
Type: Normal
Behavior: Ambush
Aggressive: Yes
HP: 465
AT: 55
DF: 43
Skills: Head EM, Arms EM, Legs Em
Item Drops:
-Common: Metal Chip - See Deathman bio.
-Rare: N/A
-Conditional: N/A
Description: Mechanical guardians who constantly patrol the Colossus's shrine to ward off intruders.
Weakness: Volt (125%)
Resistance: Fire (50%), Ice (50%), Physical (50%)
Guardians are very weak FOEs that just serve to waste time and resources. All of their EM moves are AOE skills that try to inflict their respective bind type on the party. Now there's gonna be four more of these things in the room, and when you get into a fight with one, they'll try to join in. They'll also respawn constantly, so try to finish these things off as fast as possible. Once you're done with them, you'll finally reach the Colossus.
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Colossus
HP: 4500
STR: 77
TEC: 70
VIT: 80
AGI: 70
LUC: 56
Exp: 200000
Item Drops:
-Common: Guard Horn - 70% drop. Unlocks Balmung (Sword), and Nectall II. Limited Stock
--Gnarled, twisted skull of a guardian beast.
-Rare: Guard Skin - 30% drop. Unlocks Holy Armor. Limited Stock
--Sturdy hide that befits a guardian beast.
-Conditional: Red Spine - 95% drop. Don't kill with Cut, Stab, or Bash. Unlocks Ruby Mail. Limited stock.
--Guardian beast tailbone of legendary ruby.
Description: An ancient Labyrinth guardian that now rests in the floating castle. It has no weaknesses.
Weakness: Elemental
Resistance: Physical
Skills:
Destroy: Uses the legs. Deals a moderate amount of Bash damage to the party. Targets that get hit have their defense lowered.
Horns: Uses the head. Deals a severe amount of Stab damage to a single target.
Brandish: Uses the head. Deals a heavy amount of Bash damage to a single target. Deals splash damage. Has a high chance of inflicting arm bind.
Barrier: Cannot be disabled. Deals severe damage to party members that attack him with Fire, Ice, or Volt attacks.
Breath: Uses the head. Decreases the party's attack and has a high chance of inflicting Poison, Blind, and Paralysis. The Poison component ticks for 120 damage.
Mad Rush: Cannot be disabled. Deals a severe amount of Bash damage to everyone. Has a high chance of inflicting head and leg binds.
Colossus is a very infamous boss. He's generally considered to be the toughest boss in the game, even tougher than the final boss. It's to the point where he's considered a brick wall, and a run ender. People have tried to grind their parties all the way to 70 just to get past it, and that still wasn't enough. Keep in mind that not everyone runs the same party or uses the optimal classes. I should probably note that Colossus has a different respawn timer than the rest of the Stratum bosses. Colossus will not respawn until you kill the Overlord, so if you miss out on the drops, you'll only get a second chance after you complete the game. Of course the many people who got past this boss don't care about trying to get the drops again, and are generally happy to try for them later, or to never do that fight again.
Colossus has a ton of devastating moves. For the most part, he doesn't have a set AI. His regular attacks are likely to one shot your squishy classes. Destroy is a physical AOE that isn't likely to kill your party, but since it inflicts a defense debuff, it'll definitely kill your party if he decides to use it again. Horns deals a ton of damage to the point where it'll one shot any class. Likewise with Brandish, although the tougher classes should be able to survive the splash damage. The arm bind component can be annoying for physical attackers, so keep a few Therica As around. Barrier is when things get tricky. Colossus has a really high resistance to physical attacks, so you think spamming elemental attacks would be the answer. It's not, Colossus can throw up a Barrier at some points and if anyone uses an elemental attack on those turns, they're dead. Because of that, Alchemists are generally considered to be a liability for the fight. It doesn't counter untyped attacks, so that's something to consider. Breath is an AOE debuff that lowers your party's attack but has a high chance of inflicting various status effects. Its probably the least dangerous move he has, but it's still annoying to deal with.
Mad Rush is special. At this point in the game, it will one hit kill your party, no questions asked. But he will only use it if your party has too many buffs. More specifically, five of them. This means that a single Troubadour song will cause Colossus to go apeshit and cause a party wipe. And the chance of him using this attack increases the more buffs you have, so mists are terrible items to use in this fight. The worst part about this skill is that it doesn't erase your buffs. The reason is because for one thing, buffs being dispelled is usually lets the player know they did something wrong and had too many of them. The other reason is because your buffs not being dispelled means that Colossus can keep spamming Mad Rush. Using a Troubadour's Force Skill is a death sentence for your party.
Now everything I've said makes the Colossus sounds like a big tough boss. He's not. Colossus is a big fat joke. He's probably one of the easier bosses in the game. He's not a complete pushover, but he's far more manageable than Scylla. The main reason people considered to him to be a difficult boss is because they didn't know how to fight him properly. The best way to deal with Colossus is to use elemental attacks. Yes, you read that right. For the record, I said spamming elemental attacks is not how you're supposed to deal with it. This is because of how Colossus' AI works. The game will check every turn to see if anyone used a Fire, Ice, or Volt attack in the last turn. If they did, Colossus has a 45% chance of using Barrier on the current turn. If you alternate between elemental and physical attacks, Colossus will waste about a ¼ of his turns on average waiting to counter an attack that will never come. This gives you a lot more breathing room to deal with him. And it makes getting the conditional drop a breeze since you can just hold off on elemental attacks for one turn if he's about to die, and then deal the killing blow on the next turn. That's not even counting the other various methods you can use to break the fight, like Force skills and using a Hexer. If you play smart, Colossus is not a scary boss.
Overkill
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