Scorn of the Intangir

The Scorn of Intangir is the fourth Trial of the Chamber of the Indignant in Final Fantasy Brave Exvius. The battle is an enhanced remake of Attack of the Intangir and features a much more powerful Intangir with a difficulty of 9★.

Battle
Intangir now has a much larger 45,000,000 HP. It has several new attacks but more or less follows the same typical pattern common of the Intangir, namely it will put itself to "Sleep" (it will not put itself under the Sleep status, so it is mostly a symbolic sleep) and will "wake up" from attacks and retaliate the player with brutal abilities.

Intangir uses Drifting off... (Increase ATK/SPR (200%) for 2 turns to self), It's dozing off... (Increase DEF/MAG (200%) for 2 turns to self) It's in a deep sleep (Increase ATK/DEF/MAG/SPR (200%) for 2 turns to self), Awoken (No effect), It yawned... (Restore 3,000,000 HP to self), Meteor(1) (Magic damage (2.93x) to all units), Meteor(2) (Magic damage (2.14x) to all units), Thunderous Meteor (Magic damage (7x) to all units), Heavenly Collapse (Magic damage (15x) to all units), Heave (Instant KO (100%) to one unit), Drowsy Phage (Inflict sleep (100%) on all units), Bacteriophage (Inflict all status ailments (100%) on all units), Rake (Physical damage (3.5x) to one unit), Inescapable Horn (Physical damage (4.5x) to one unit), Lion's Rough Claw (Physical damage (2.5x) and Decrease DEF/SPR (50%) for 3 turns to one unit), Violent Scratch (Physical damage (2x) to all units), Awakening Anger Physical damage (6x) to all units.

As stated above, Intangir will put itself to "Sleep" through either Drifting off... or It's dozing off... which will also buff Intangir strongly. If attacked while "asleep" it will retaliate against the player with a number of attacks. What Intangir uses to retaliate it will depend on two things, the ability used to put itself to sleep and the kind of attack used by the player to strike at Intangir. They work as follows:

If Intangir used Drifting off... on the turn before, it will attack as displayed below (The first set of retaliations have priority. If hit with both spells and abilities, Intangir will retaliate with the first list):

If Intangir used It’s dozing off... on the turn before, it will attack as displayed below (The first set of retaliations have priority. If hit with both spells and abilities, Intangir will retaliate with the first list):

If Intangir uses either Drifting Off... or It's dozing off... and the player does not attack Intangir or use a Limit Burst (damaging or not) the turn after that, Intangir will use It's in a deep sleep and end its turn. This is useful since the player can get an additional turn for setup by simply not provoking Intangir.

If after using It's in a deep sleep, the player has not attacked Intangir it will use Awoken, Awakening Anger (twice), It yawned... and ends its turn.

Apart from its sleep cycle abilities, Intangir begins the battle with a Preemptive Strike and has several HP thresholds as well.

As a Preemptive Strike it uses Meteor(2), Drifting off... and ends turn. This Meteor while the weakest of the two used by Intangir will still deal several thousand damage due to Intangir's massive MAG stat and the player will not be buffed nor Intangir will have any debuffs.

At 80% it uses Awoken, Heavenly Collapse, It's dozing off..., and Ends turn. At 60% it will add an additional attack per turn depending on the retaliation employed, but will be a Meteor(1) or a Thunderous Meteor. At 50% it uses Awoken, Drowsy Phage, Heavenly Collapse, Drifting off... and Ends turn. Finally at 20% it uses Awoken, Bacteriophage, Heavenly Collapse, It’s dozing off...and Ends turn.

Intangir has no innate elemental resistances or weaknesses, is immune to all status ailments (as a reminder, Intangir's sleeping does not involve the Sleep status), and is vulnerable to ATK/MAG debuffs.

Strategy
Intangir is a tricky but manageable foe. The player should take advantage of its sleep cycle to minimize the damage taken (as in take the less dangerous counters, namely those that do not involve Thunderous Meteor) as well as abuse It's in a deep sleep, to get themselves a free turn for restoring the party, set buffs, etc.

The player can approach this offensively or defensively. Regardless the player will need high HP to survive the ambush Meteor as it will deal several thousand HP. For reference with 400 SPR a unit will take 6538 ~ 7692 damage.

If approaching offensively, the player is encouraged to use chainers to maximize damage. These chainers should be compatible with one another as well as have the same kind of attack (namely both use an ability or both use a spell) so as to not mess with the rotation. If following this approach it should be noted that Intangir switches between Drifting off... and It's dozing off... so the player is encouraged to be able to cover different kind of attacks anyway even if a weak one to at least secure the weaker counters, unless the player is confident they can take the blows and survive.

Reraisers like Rikku, Yan, or Lotus Mage Fina work. There is a danger on the latter, as ability counters like her Holy Retaliation will be countered by Intangir accordingly.

If using a defensive approach then the player should take note of the way Intangir does its sleep cycle and its retaliations, if done so like described below, the player will always get a free turn and the less powerful counters:

Following this approach to its fullest will make Intangir much easier to handle, however it may also make the battle last much longer, so the player should be prepared for a much slower fight.

Regardless of either approach the player is encouraged to have a strong buffer, like enhanced Ramza, Maritime Strategist Nichol or Roy. Lunera is also useful although her buffing ability is less powerful than the others, but has the strongest MP restoration of all of them. Maritime Strategist Nichol has powerful buffs but are MP costly. Roy is made for long fights so its buffs will be at its strongest 7 turns after escalating his songs adequately to unlock the more powerful buffs.

A strong offensive debuffer as otherwise Intangir will destroy the player. It is encouraged the player uses debuffs of 50% and above for the better results. Those that can effectively debuff ATK/MAG at once are useful. The player should be wary however that these debuff abilities do not involve damage or may mess with the sleep cycle. Kryla is useful for this, although she is a time-limited unit. Also the player should not forget to dispel Intangir's buffs before applying debuffs.

Tanks are also encouraged. A provoke Tank like Wilhelm is useful, Mercenary Ramza is unwise since his provoke ability deals damage. Since the bulk of Intangir's attacks are physical and single target, (provided the player does not mess the retaliations) a Provoke Tank will take care of most of the threats, as such a Magic Tank is not an absolute need to survive with strong MAG breaks and proper SPR buffs on the party which should make Meteor not as threatening. If the player is is having problem with Heavenly Collapse, Reraise can work (using the free turns may help set up Reraises to be spread amongst the party).

Otherwise the player can use the following strategy, but with enough preparation and patience, the player should triumph over the deadly Intangir.

The Hide Reviver Strategy
A rather popular and easy way to cheese the battle with an offensive approach requires only 3 units, namely a healer than can Dualcast Raise, use Hide, and 2 chainers. The idea is to have the two chainers attack Intangir while the reviver used Hide to avoid the retaliation, then using the free turn by not attacking Intangir, this unit will revive the two chainers and on the following turn the chainers will attack again while the reviver unit hides again. Rinse and repeat and Intangir will be defeated in a matter of time.

This strategy can be done in the following ways, either have a Healer (preferably with innate double casting ability, otherwise equip it with a Dualcast materia), equip the Concealing Cloth equipment (since it provides Hide) and Raise (if the Healer in question does not learn Raise, the Phoenix Esper provides it). If the player lacks the Concealing Cloth then any unit that remove themselves temporarily without inflicting damage is useful. Xon is useful for this since it remove himself from the battle for exactly 1 turn with Lie Low (he must be equipped with both Raise and Dualcast, however).

If the player has trouble survive the ambush, the player is recommended to use units that can survive a KO in some form, so that any of these units can revive the reviver. Fryevia can do this and with her enhances she becomes a very powerful chainer so she is ideal.

If somehow MP is an issue the player should stock on restorative items just in case.