Scorn of Antenolla

The Scorn of Antenolla is a Trial in the Chamber of the Indignant in Final Fantasy Brave Exvius. It is a remake of the Attack of Antenolla and features a much stronger Antenolla. It has a difficulty of 11★.

Battle
Players face the Antenolla which is comprised of four parts, named in the fandom as the Flower (A), the Ivy (B), the Root (C) and the Leaves (D). Each part has its own attack arsenal, stats, resistances and the like, although there are a few consistent traits:

a) They all absorb Earth and Water damage. b) The moves they use follow a set rotation which is dependant on the Flower's actions as it buffs all parts with either Physical Damage immunity or Magic Damage immunity, and the parts will act depending on the immunity they have on them. c) If the Flower is felled before any other part, the remaining parts will rage and will very much wipe the party out. d) How often they rotate between sets depends on the Flower's HP, if above 70% HP it will be every 4 turns, if between 40%-70% it will be ever 3 turns, below 30% the rotation is ignored and all parts use a new ability set. e) The parts except the Flower will use a special ability to "charge up", which once charged enough will unleash a powerful attack. In order to deal with this, the player needs to damage any part with a specific element.

Flower (A)
The Flower uses the following abilities:


 * Mysterious light has seeped through!(1): Increase ATK/MAG (30%) for 4 turns to all enemies. Reduce magic damage taken by 100% to all enemies for 4 turns (Cannot be dispelled)
 * Mysterious light has seeped through!(2): Increase ATK/MAG (30%) for 3 turns to all enemies. Reduce magic damage taken by 100% to all enemies for 3 turns (Cannot be dispelled)
 * Mysterious dark clouds overhead!(1): Increase DEF/SPR (30%) for 4 turns to all enemies. Reduce physical damage taken by 100% to all enemies for 4 turns (Cannot be dispelled)
 * Mysterious dark clouds overhead!(2): Increase DEF/SPR (30%) for 3 turns to all enemies. Reduce physical damage taken by 100% to all enemies for 3 turns (Cannot be dispelled)
 * A mysterious downpour has begun!: Increase ATK/DEF/MAG/SPR (40%) for 3 turns to all enemies
 * Prismatic Powder: Inflict Poison, Sleep, Silence, Paralyze, Confusion and Disease (100%) on all units. Inflict Charm (30%) on all units for 3 turns
 * Pollen: Inflict Poison, Sleep, Paralyze and Confusion (100%) on all units
 * Bewitching Bloom: Wind and earth physical damage (5.6x) to all units. Reduce wind and earth resistance (50%) for 3 turns to all units.
 * Petal Dance: Physical damage (4.3x) to all units.
 * Evergreen: Magic damage (4x) to all units.
 * Antenolla Extract: Water magic damage (5.5x) to all units. Reduce water resistance (100%) for 3 turns to all units.

Ivy (B)
The Ivy uses the following abilities:


 * Vines have grown!: No effect
 * Vines have stopped growing...: No effect
 * Blown back by the vines!: Remove one unit from the fight
 * Thorn of Pain: Physical damage (3.5x) to one unit. Inflict Disease (100%) on one unit.
 * Coil: Inflict Stop (100%) for 3 turns on one unit.
 * Blood Suck: Magic damage (0.8x) as MP drain (50%) to one unit
 * Running Rampant: Fixed attack with physical damage (50x) to all units. Reduce magic damage taken by 100% to caster for 999 turns (Cannot be dispelled). Reduce physical damage taken by 100% to caster for 999 turns (Cannot be dispelled).

Root (C)
The Root uses these abilities:


 * Roots have grown deep!: No effect
 * Roots are weakened...: No effect
 * Roots are absorbing everything!: Magic damage (2x) as MP drain (70%) to all units.
 * Cannibalize: Magic damage (5.3x) as HP drain (80%) to one unit.
 * Earthly Healing: Restore 2,000,000 HP to all enemies.
 * Petal Quake: Earth magic damage (4.5x) to all units. Reduce earth resistance (50%) for 3 turns to all units.
 * Running Rampant: Fixed attack with physical damage (50x) to all units. Reduce magic damage taken by 100% to caster for 999 turns (Cannot be dispelled). Reduce physical damage taken by 100% to caster for 999 turns (Cannot be dispelled)

Leaves (D)
The Leaves use these abilities:


 * The leaves are vibrant!: No effect
 * The leaves' vibrance has faded...: No effect
 * The leaves created a sandstorm!: Wind and earth magic damage (9x) to all units. Reduce wind and earth resistance (50%) for 3 turns to all units.
 * Stone Blow: Earth magic damage (4x) to one unit.
 * Leaf Cutter: Wind magic damage (4x) to one unit.
 * Hayfever: Reduce ATK/DEF/MAG/SPR (60%) for 4 turns to all units
 * Running Rampant: Fixed attack with physical damage (50x) to all units. Reduce magic damage taken by 100% to caster for 999 turns (Cannot be dispelled). Reduce physical damage taken by 100% to caster for 999 turns (Cannot be dispelled).

Moveset Rotation and Use
To simply matters, the rotation used by the plants is as follows:

The Flower ambushes the player in a preemptive strike and it uses Mysterious dark clouds overhead!(1) and the rotation above begins. As such the player needs to add +1 to the turn count as Antenolla has a different turn count than the one displayed on the screen.

As stated above if the Flower is above 70% HP it will change between the first two rotations every 4 turns. If between 40%-70% HP it will change every 3 turns. If the Flower is below 40% the third set will be used for the remainder of the battle.

On thresholds of 40%/20% HP the Flower uses A mysterious downpour has begun!.

Strategy
The Battle is significantly complex as the player needs to familiarize itself with a plethora of moves, different effects, and varied ways to counter all possible threats.

At the most basic the player will need status ailment resistances, for as many as possible alongside Stop and Charm Resistances. They will also need a source of Fire, Dark and Wind damage in order to deal with the plants' most threatening attacks. What can make this matter more complex are the immunities which can get in the way of dealing said damage. Wind needs to be Magic Damage while Fire and Dark need to be Physical. The Gale Rod (has Aerora), Necro Dagger, Gaia's Hammer and other similar weapons are useful.

Due to the immunities the player has two choices: Focus on one type of damage and damage the plants as strongly as possible when they are susceptible to that damage, or use hybrid damage in order to hit them every turn (albeit with decreased damage on the respective part). Nearly every damage dealer is useful for the former strategy (although be wary of the elemental resistances including non-elemental), for the latter Kunshira is easily the best unit for the task due to having multiple elements the plants are weak to, unfortunately her main chaining moves execute rather quickly, so chaining them properly in a consistent basis is difficult without using an emulator that can facilitate chaining.

For defense the player is encouraged to use a Physical Cover Tank. Most will do the job nicely, although Veritas of the Earth is arguably the most useful due to being able to prevent status debuffs, and provide Earth damage resistance, and can be used despite being less resilient than a 7★ Wilhelm.

Debuffing the parts in ATK/MAG will make survival much easier. Heavenly Technician Lid is perfect for this for two reasons: 1) Her debuffs are strong 2) Her debuffs that affect all enemies also inflict damage, which when coupled with the need to use elements to prevent the plants from using their strongest attacks, create the perfect weakening combination. She should be equipped with a Fire and a Dark weapon if possible.

A buffer will also help in defeating the plants much faster. Zargabaath is perfect for this because when enhanced, his buffs not only are stronger and longer lasting, but also protect against many status ailments including Stop. This allows for a much friendlier turn rotation in which the Zargabaath player is left with ample room to move. Said unit should also be equipped with a Lakshmi in 3★ as it provides a Charm Resistance buff (provided the player has her learn it) which is vital against one of the plants' rotations.

The rest of the battle becomes a simple matter of defeating each part individually while using the adequate element during each rotation to prevent the strong attacks. The player is free to choose which part (except the Flower which must be saved for last) to defeat first. The Roots are the recommended first target, as Earthly Healing can make the battle last much longer and also endanger the player's ability to defeat the Boss in 35 turns as a mission requires. The MP Drain is not as dangerous provided it remains single target and with Zargabaath and other top healers like Ayaka or Lotus Mage Fina (which can both restore MP) it a simple issue to deal with.

The battle will require patience as understanding the Boss and dealing with it is complicated. But once that barrier is surpassed the rest is a matter of preparation and perseverance. Eventually the Boss should fall.