The Mad Doll is an upcoming Trial in Final Fantasy Brave Exvius for the Chamber of Arms. Players face the eponymous Calcabrina both in its separate form and its merged form.
Battle[]
Calca and Brina[]
Boss |
Calca and Brina |
---|---|
Race | Demon, Fairy |
Level | 99 |
HP | 10,000,000 |
MP | 100,000 |
ATK | 1100(Calca)/700(Brina) |
DEF | 2000 |
MAG | 700(Calca)/1100(Brina) |
SPR | 150 |
Elemental Resistance | No Weaknesses or Resistances |
Status Ailment Resistance | Immune to all, except Blind (70%, only works once). |
Others | Vulnerable to ATK/DEF/MAG/SPR debuffs.
Immune to Charm. +50% Non-Elemental Resistance. |
The player faces 3 of each Calca and Brina which all share the same abilities, they are as follows:
- Reflect Attack: 100% Chance to Counter Physical Attacks with 2,000% Physical Damage to one unit (max 1/turn).
- Reflect Magic: 100% Chance to Counter Magic Attacks with 2,000% Magic Damage to one unit (max 1/turn).
- Cursed Dance: 100% Chance to Silence, Paralyze & Petrify one unit.
- Kya ho ho!: 1 Turn +200% All Stats to self.
- Bite: 900% Physical Damage to one unit w/ 2 Turn -25% DEF debuff.
- Spinning: 900% Magic Attack to one unit w/ 2 Turn -25% SPR debuff.
- Sacrifice: Sacrifice Caster to Summon Ally.
- Eerie Scream: 500% Magic Attack to one unit w/ 3 Turn -25% ATK/MAG debuff.
Calca and Brina act up to 4 times per turn each, but will use their abilities only in 2 of those actions. They will open their actions with Cursed Dance (50% chance in turns divisible by 2) or Bite (50% chance). Followed by:
In turns not divisible by 2 they have a 100% chance of using Eerie Scream, 75% chance of using Bite and 25% chance of using Spinning.
In turns divisible by 2, the chances are 75% for Cursed Dance, 56.25% of Bite, 62.5% of Eerie Scream, and 6,25% of Spinning.
In turns divisible by 4, their last action is Kya ho ho! otherwise they are normal attacks.
Before beginning their turn and before ending the player's turn, they will use Reflect Attack or Reflect Magic to counter any unit that dealt damage to them. These attacks cannot be provoked but can be Covered. Also the unit they will counter will always be the first unit to damage them with each respective damage.
Although faced on the first phase, they can be faced on the second phase under certain conditions. If this happens during the 5th turn after being summoned, any remaining dolls will sacrifice themselves to assemble into Calcabrina.
Furthermore in both phases, nor Calca or Brina drop any LB crysts or Esper Orbs.
Calcabrina[]
Boss |
Calcabrina |
---|---|
Race | Demon, Fairy |
Level | 99 |
HP | 26,000,000 |
MP | 100,000 |
ATK | 1000 + 300 |
DEF | 100 + 30 |
MAG | 600 + 180 |
SPR | 2000 + 600 |
Elemental Resistance | No Weaknesses or Resistances |
Status Ailment Resistance | Immune to all. |
Others | Vulnerable to ATK/DEF/MAG/SPR debuffs.
Immune to Charm. +50% Non-Elemental Resistance. |
Calcabrina will use the following abilities:
- Reflect Attack: 100% Chance to Counter Physical Attacks with 2,000% Physical Damage to one unit (max 1/turn).
- Reflect Magic: 100% Chance to Counter Magic Attacks with 2,000% Magic Damage to one unit (max 1/turn).
- Hold: 100% Chance to Paralyze & Petrify one unit.
- Glare: 100% Chance to Poison & Confuse one unit.
- Blaze: 700% Fire Magic Attack to all units.
- Tsunami: 700% Water Magic Attack to all units.
- Thunder Clap: 700% Thunder Magic Attack to all units.
- Inferno: 1,100% Fire Magic Attack w/ 3 Turn -50% Fire Resist Debuff to all units.
- Great Tsunami: 1,100% Water Magic Attack w/ 3 Turn -50% Water Resist Debuff to all units.
- Great Lightning: 1,100% Lightning Magic Attack w/ 3 Turn -50% Lightning Resist Debuff to all units.
- Frightening Touch: 1,000% Magic Attack w/ 3 Turn -50% Fire/Water/Lightning Resist Debuff & 10% Magic Attack as 10% MP Drain to all units.
- Palm Crush: 500% Physical Damage w/ 3 Turn -50% DEF/SPR to one unit.
- Eerie Scream: 500% Magic Attack w/ 3 Turn -25% ATK/MAG debuff one unit.
- Pressure: 99% HP Damage w/ 3 Turn -50% All Stat Debuff to all units.
- Mitosis (1): Summon an ally.
- Mitosis (2): Sacrifice Caster to Summon an Ally.
- It curled up: 2 Turn +200% DEF/SPR to Caster.
Calcabrina has 30% passive stat boosts which are unaffected by stat debuffs. Calcabrina acts up to 8 times per turn and has a more complex pattern than Calca and Brina, but more or less follow a similar approach.
If hit by Ice/Wind/Earth/Light/Dark, it will use Frightening Touch. If hit by Fire/Ice/Lightning it will use Inferno, Great Tsunami or Great Lightning respectively. If not hit with Fire/Ice/Thunder it will use Blaze/Tsunami/Thunder Clap.
In turns divisible by 4 it uses It curled up. In turns divisible by 5 it uses Pressure. There is a 50% of using either Hold or Glare each. Finally remaining actions can be Eerie Scream, Palm Crush, or Normal Attack with a 30%/30%/40% chance respectively each of being used.
Like Calca and Brina it will also counter attacks on the first unit that damaged it. Additionally it has several thresholds. At 80% it uses Pressure, It curled up and ends turn. At 60% it uses Frightening Touch, It curled up, and ends turn. At 40% it uses Pressure, Frightening Touch, It curled up and ends turn. Finally and most importantly at 20% it will use Mitosis (1) once followed by Mitosis (2) times five, which will effectively spawn 3 of each Calca and Brina, restarting phase 1. There is however, a catch, if these summoned Dolls are not defeated by the 5th turn, they will merge back into Calcabrina at full health, if this happens it regains its threshold retaliations, but it won't split anymore.
Strategy[]
There are largely two ways to deal with this battle, a fast route and a slow route. Regardless both will require some rather extensive preparations.
Fast Route[]
In the fast route the player aims to One-Turn-Kill both phases. In order to do this the player will need heavy firepower both Magical and Physical to effectively defeat each of the bosses easily. As such the player will require two of Trance Terra, two perfect chain physical damage (at least one of Hyoh), one Summoner and one stat debuffer, and all of them except the debuffer need to be 7★ rarity.
The reason for this is that Trance Terra can Quad Cast her abilities on the first turn, chaining Chaos Flare 4 times with a copy will deal incredible damage that will defeat the Calca and Brina instantly (provided a strong SPR debuff is used on all of them).
Calcabrina has massive SPR but pitiful DEF which requires strong physical damage. Hyoh is required for this because of its innate 100% ATK buff at the start of the turn, plus his backloaded damage that is stronger in a chain, giving him a significant edge. Another 7★ chainer should be used due to them being naturally much stronger and thus ensure the Calcabrina is defeated in one turn to avoid further problems. If the player can somehow use two of Hyoh then all the better.
For summoner it is recommended the player uses any of the Type-0 units that can reach 7★ rarity as they all have a common ability that fills the Esper Gauge instantly through self KO, which easily achieves one of the missions.
A strong debuffer should be used to help all of the damage units in both phases. Heavenly Technician Lid is perfect for this as she has strong 50% debuffs that affect all enemies, plus these deal damage, so the player can equip her with elemental weapons to fulfill more missions. Otherwise Malphasie at 7★ is also valid as she has a much stronger DEF/SPR debuff to all enemies.
Slow Route[]
The slow route is to be used if the player is unable to one turn kill both phases. In which case it is heavily recommended they use Physical Damage, as it is effective against Calcabrina who is the more troublesome enemy.
The player will need some rather thick defensive layers, including a Provoke Tank, and a Physical Cover Tank with 100% Evasion, a stat debuff to weaken the Doll's offensive and also to help increase damage against them, plus a Healer/Summoner if the player wants to achieve missions. As many 7★ as possible should be brought for this.
Two of Hyoh at 7★ are indispensable for this, the reason being his self 100% ATK passive buff at the start of the battle, plus his final backloaded damage strike affects all enemies. Combined, they help compensate for the Dolls' ridiculous DEF value and allows Hyoh to damage all Bosses at once (albeit those not under chain will receive less damage but is still helpful).
A debuffer like Heavenly Technician Lid will be perfect since she can debuff ATK/MAG or DEF/SPR to all enemies, although she deals damage when doing so, thus carrying a small risk of receiving counters but mitigated by the Tanks (more of that below). She can also serve as a minor MP battery with Super Invention, and should use this in turns when she's not debuffing. She should be given a source of LB filling as her LB will be very helpful in both phases.
As described above the Dolls will retaliate against the unit that damages them, but only the first unit that does. As such one unit like Lid can be used as a sacrificial pawn to take the counters (with Reraise), however the Tanks ensure that this isn't necessary. Since the Dolls retaliate the attacks dealt to them with one of the same type (physical with physical or magic with magic), if using two Physical Damage units like Hyoh, the Dolls will counter with a Reflect Attack which the Cover Tank with full evasion, will defend against while taking no damage. This cannot be done with Magic as it is impossible to achieve full Magic Evasion.
The Provoke Tank will then during the Dolls' turn take most of the attacks (the Cover Tank will also defend against the physical ones) including those that inflict status ailments, so the player needs status ailment immunity on this Tank. Due to the Dolls being able to attack very much simultaneously, depending on the attack used, it will spark chain on the Provoke Tank, likely killing it due to the Dolls' high damage modifier on their abilities, this can happen even to 7★ Tanks with the strongest equipment so it is heavily recommended the player has a source for Reraise (the Healer) so the Tank can do its job every turn.
As has been said before, Calca and Brina drop neither Esper Orbs or LB Crysts, which is why using a Summoner is important for Evoke Esper mission. If the player feels there is no room for a Summoner in order to put a healer or support unit, there is a comfortable choice in Yuna, who serves as a healer and Summoner at the same time. Yuna should cast Reraise and Curaga as often as required on the Provoke Tank, and then on turns where not much damage is dealt and the Reraise is still working, focus on filling the Esper Gauge. This works much better when the player has felled some of the Dolls as the damage load is significantly lighter.
As for the Tanks, most Tanks will do fine, although Basch or Warrior or Light are encouraged as Cover Tanks as they can also inflict stat debuffs, thus allowing Lid more freedom to restore MP. As a provoke tank, the likes of Wilhelm or Awakened Rain suffice, although the latter can buff the party and is more resistant to Magic Damage (which he will most likely take more given the Cover Tank will deal with the physical attacks). Basch also has a much better time restoring its own MP than Warrior of Light so he's to be preferred.
Also when using Hyoh as a damage dealer, the player is strongly recommended to equip him with as many Marshal Gloves as possible, due to them being able to fill Hyoh's LB Gauge despite the lack of LB Crysts, and his Extreme Nova can make the first phase significantly easier if it is at a high level.
The one thing that the player should take note of, is that the first turns of the battle will be the toughest as they have to deal with 6 deadly enemies at the same times, but once the player defeats them one by one, surviving, organizing, fulfilling missions and the like become much easier to accomplish. Turns after the Dolls cast Kya ho ho! would normally be considered death flags, but with full evasion on Cover Tank, and Reraise on the Provoke Tank, these turns can be survived with ease, even more so the less Dolls there are.
If for some reason the player cannot use Yuna or a Summoner without Reraise without losing, then they should prefer to use a healer like Ayaka or Lotus Mage Fina (but with Reraise), and fill the Esper Gauge on phase 2. The problem is that Calcabrina is more complex than the lesser dolls but roughly dealt with in the same way, except for its elemental attacks which can be defended against with some elemental resistance. Carbuncle at 3★ has strong elemental resistance buffs which the healer could Dualcast if possible. Other than that most of its attacks remain single target, so the Evade Cover Tank and Provoke Tank combo should still work.
For all intents and purposes, the player should unload everything they can on Calcabrina and defeat it in one turn to avoid all its annoyances. If they choose to try to summon and Esper but have no way to fill the Esper Gauge in phase 1, they should do simple hits on Calcabrina to not damage it too much and make sure it drops enough Esper Gauge. Otherwise if the mission was already achieved or the player does not mind missing it, they should just destroy Calcabrina instantly.