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The Mech of Fury and Sorrow is the second Trial of the Chamber of Arms in Final Fantasy Brave Exvius. Players face the robot Elnath for the Zeus Mace. It is to be released in the Global version in 1/25th.

Battle[]

On Hard, Elnath has has 4,000,000 HP and somewhere between 7-8 actions per turn. Elnath has 3 faces, first from 100%-59% HP, second from 59%-29%, the last one from 29%-0%. His pattern and strategy change accordingly depending on each phase. In all of them Elnath is immune to all status ailments, susceptible to all stat breaks, and has a weakness to Lightning (-50%). His damage resistances, however, do change in each phase.

In Phase 2 he spawns two Arms with 1,700,000 HP each and their own damage resistances and can act up to 5 times per turn each. The Arms play an important role for the rest of the battle as they are related to Elnath's immunities. The Arms share the (-50%) Lightning weakness, status ailment immunity, but are only susceptible to ATK/MAG Breaks.

Phase 1[]

Elnath starts a Countdown from 3 until reaching 0, he does this every turn reducing the count by 1, if it reaches 0 it uses Liquidate, an extremely powerful magic attack on all units which can lead to wipe. To prevent this the player must use Lightning which will reset the counter back (only works twice). If done so, Elnath counters with Stored Electricity has been released, a Lightning magic attack of its own on all units.

Apart from this, Elnath uses a Revenge attack with a level from 1 to 5, which is a physical attack on all units. The closest he is to reaching his second phase (or simply put the lower HP he has) the higher the level and thus the greater the damage output. He continues this with normal attacks.

Phase 2[]

Elnath will immediately summon Elnath - Left Arm and Elnath - Right Arm, he will also cast a buff on himself which cannot be dispelled which grants him full immunity against physical and magic damage. He uses Plasma Wave, a strong hybrid Lightning attack on all units.

In order to damage Elnath, the player must destroy the arms as it will cause him to remove one of its protections. The tricky part comes in that Elnath will only remove one of its immunities for the remainder of the battle, which means he will be immune to one form of damage. The immunity that remains depends on the Arm that is felled first. If the Left Arm is killed first, Elnath will be immune to physical damage, in turn if the player kills the Right Arm, Elnath will be immune to magic damage. If both are killed in the same turn, then physical immunity takes over.

It is actually possible to damage Elnath during this phase, but it requires special forms of damage to do. Esper Damage works, as does Kryla's Hex status damage. Elnath, however won't change phases until the Arms are destroyed.

Elnath's attacks during this phase are Shocking Glow, a Lightning magic attack on all units, Psycho Pulsar which is a magic attack on one unit and inflicts SPR debuff, Blind Cyclone a Wind magic attack on all units, Hand Slap for physical damage to one unit and DEF debuff, followed by normal attacks. It never uses Blind Cyclone AND Shocking Glow in the same turn, however.

Phase 3[]

Elnath immediately buffs its ATK/MAG with Type 999: Genocide Mode and then follows with Genocide Mode: Destruction and Genocide Mode: Eradication which are a strong Earth physical and non-elemental magic attack on all units respectively. Considering his buff, these attacks is almost certain to wipe current active party. Furthermore they buff his DEF/SPR tremendously, and will reutilize these attacks, once every turn, followed by normal attacks. If below 10% HP, then it also uses Plasma Wave.

Elnath - Left Arm[]

The Left Arm is immune to physical damage and has very low SPR, so it is weak to magic attacks. If the Left Arm is killed first, Elnath removes his magic immunity but retains its physical immunity.

The Left Arm uses Electro Lazer for magic damage to one unit and Electro Cannon which deals the same damage but to all units, only used if the Right Arm is dead. The rest are normal attacks.

Elnath - Right Arm[]

The Right Arm is immune to magic damage and has low DEF (although comparatively higher than the Left Arm's SPR), so it is weak to physical attacks. If the Right Arm is killed first, Elnath removes his physical immunity but retains its magic immunity.

The Left Arm uses Window Bomb for magic damage to one unit and Storm Cannon which deals the same damage but to all units, only used if the Right Arm is dead. The rest are normal attacks.

Strategy[]

Elnath is comparatively easier than the previous Trial against Sheratan. Elnath is susceptible to all Breaks from the start and his offensive stats are much lower. He nonetheless, remains a tricky foe if not prepared carefully.

As explained above, Elnath will reinforce himself with physical and magic damage immunities, and his Arms will also have some immunities themselves, as such the player will necessarily have to employ both physical and magic damage units. Through the Swap Battle mechanics this is easy to accomplish. It is recommended to bring at least two of each form of damage for comfortable damage room, and for a reason to be detailed below.

For physical damage, the usual chainers like Veritas of the Dark, Orlandeau, Agrias will work. If the player has NieR: Automata units like A2 or 2B, they are very strong against machines and will easy plow through Elnath and the Right Arm. Aileen is another great option, especially after her enhancements which make her a better chainer and damage dealer, even more so against machine monsters. She has trouble with finding chaining partners, however, although a pair of Pod 153 with another user can solve this issue, provided the player has them, otherwise she can still deal respectable damage either way.

For magic damage there are plenty of viable alternatives. The recommended choices are "ja"-tier magic users. Sakura and her variants fulfill this condition (season one's Sakura can be rather frail, so use her with caution. Grim Lord Sakura in turn easily solves this problem with her massive HP). Ashe is another solid option and can reach very high MAG values rather easily through equipping a Sword and a Rod and equipping her Rod Mastery and several MAG boosts. Dualcast can make her damage easier to pile up but is not required. Victoria uses Fire and Dark attacks but she is a solid Magic Damage unit and post-enhances she is much better and can easily damage Elnath. Similarly, others like Emperor, Barbariccia or William can be useful too.

Hybrid damage units can be used, but their damaged will be partially resisted. Veritas of the Light and Fryevia are the options to go with if the player requires so.

Tanks will be helpful, especially a Magic Tank like Mystea or Basch since they can Cover against magic attacks, a Physical Tank can also be helpful to deal with the normal attacks (the player is to be warned that only one type of Cover will apply at a time). Either one will work fine, or both if the player decides so. Warrior of Light is an excellent choice due to his The Light is With Us!! and Stat Breaks.

Elemental protection is recommended, most notably against Lightning and Wind damage. Marie, Minfilia and Chloe are the options to go with for this. The Carbuncle Esper helps with Barthundara, and Baraerora can be crafted if needed. Carbuncle also has another utility described below.

A healer for usual recovery is also recommended. However, with enough defensive layers, Marie's enhanced Love You All can suffice by itself, this is even more true if any Tanks that takes the bulk of the damage has counter recovery abilities like those from Mechanical Heart. Nonetheless bringing one, preferably with Dualcast (or Sheratan's Holy Wand) will prove quite helpful.

MP recharge is not a fundamental need unless the player is struggling with inflicting damage on a timely manner. Buffers like Soleil can make this much easier to accomplish. Bards like Ramza or Roy are also helpful although often ill-advised because they prevent swapping while singing.

Elnath's first phase is quite simple and straightforward. Although it will take approximately 4 turns for Elnath's Countdown to reach to 0, with the recommended strategy and adequate equipment, the player should cross the threshold before the countdown reaches 0. If for some reason the player lags behind, they can use Lightning damage to reset the counter, but can only be used twice, and with a retaliatory Lightning attack on them. Since Elnath's main threat in this phase is Revenge Level, a Warrior of Light can easily deal with this through Breaks and The Light is With Us!! (for better results the player should dedicate another Breaker on the first turn to allow Warrior of Light to defend the party).

Phase 2 is mildly annoying due to the Arms contribution, however once their ATK/MAG is broken they are a small threat since their attacks have rather low modifiers and their offensive stats aren't as high. With HP around the 5,000 and sufficiently defensive buffs (80% and above for comfortable safety room), even without a Magic Tank they can be survived with relative ease. A Provoke or Physical Cover Tanks can deal with their normal attacks. The most damaging attacks in this phase will come from Elnath, but elemental resistance will deal with them quite efficiently. The player is encouraged to kill the Left Arm first in order to achieve the Kill Elnath with Magic mission. Since the Left Arm has low SPR, the mentioned MAG users will easily defeat it.

Phase 3 is where the real danger lurks as Elnath will employ very powerful attacks. The transition turn is the most dangerous as it will buff its ATK/MAG by 50% which will make damage almost sure to wipe the active party or at least most of its members. The damage can be survived with enough protective measures. Debuffs on Elnath can counter his buffs somewhat, damage reduction works as usual (although it needs to defend against both physical and magic damage), Guard, and a Cover Tank. The Cover Tank (regardless of the damage type) will work as it will block one of the two nuke attacks. Physical Tank is preferred due to the normal attacks which are also rather lethal. If on top of that, the player adds Reraise, the active party can survive easily.

If the player cannot survive the nukes, it is recommended they bring in two of each form of damage dealers, one that stays behind to damage Elnath for the transition, and one the reserve party that continues the job afterwards. If the player opted for killing the Left Arm first (i.e. Magic Damage) there is a trick that makes this Phase fairly easy. The Esper Carbuncle can bestow Reflect upon all units, so all the player has to do is cast a "ja"-tier Spell once on the party which will reflect back for each member and strike at Elnath 5 times. If enough power piled up, this will deal massive damage to Elnath and wipe him on the spot. The player should remember to dispel Elnath's defensive buffs and accompany that with defensive debuffs, if on top of that a strong offensive buff is applied, this tactic is almost guaranteed to destroy Elnath instantly.

Known Bugs[]

At the time of release of this battle, a handful of bugs became known and easily exploitable to defeat Elnath with ease. One of them however can backfire badly. These are the Twist of Fate Bug and the Reset App Bug.

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