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The Rumble of Malboro is a Global Exclusive Trial in Final Fantasy Brave Exvius. In this Trial, players face both Great Malboro and Malboro.

During its release date, the trial was infamous among players due to its high difficulty and even more extreme complexity. Lastly come the rewards which while not bad, were considered not worth the tremendous effort, mostly due to lack of Magic Damage users who could use Whips. As of present time the trial is significantly less frowned upon.

Battle[]

The players fight both a Great Malboro and two regular Malboros, and is divided in different difficulties but play out the same. At ELT difficulty, Great Malboro has 10,000,000 HP while the Malboros have 4,000,000 HP each. The Great Malboro has absurd levels of DEF and SPR, reaching 20,000 each in ELT so damaging the Great Malboro is nigh impossible under normal circumstances, so the player must trigger Skin Softened in order to reduce it to its minimum. To do so, the player must defeat the smaller Malboros on the same turn. This will cause the Great Malboro to summon both of them back, and upon doing so triggers Skin Softened (killing one isn't enough).

Skin Softened however only lasts 2 turns, so the difficulty lies on constantly being capable of killing the Malboros simultaneously. Furthermore if the Great Malboro is defeated but the lesser Malboro are not, they will resummon the Great Malboro. Therefore to succeed, the player's ability to kill several units at once with great damage outputs is a must.

As traditional of the Malboro kin, they abuse status ailments and other means to harass the player, not necessarily related to damage alone.

Both Great Malboro and Malboro resist ATK/MAG Breaks but are vulnerable to DEF/SPR Breaks. These will however be more useful on the smaller Malboro than the Great Malboro himself as the decrease of 99% provided by Skin Softened is the only break strong enough to make damage go through. Both are Demon and Plantoid which given game mechanics, reduces effectiveness of Slayer/Killer effects by half.

Great Malboro[]

Great Malboro can attack up to 5 times per turn, using normal attacks, Tentacle Blow which is a Magic attack with Physical Damage (requires Magic Evasion and subtracts from DEF) dealing strong damage to a single target and reduces DEF by 40%. and Paralyzing Touch, which deals moderate Physical Damage and inflicts Paralysis at a high chance, and always targets the unit with the highest SPR (mostly healers). Both are used 1 per turn at maximum.

He has a few conditional attacks as well. Every 4 turns if its HP is above 50% it will use Bad Breath to all enemies, inflicting magic damage and poison, blind, disease (50%), sleep, silence (30%), paralyze, confusion and petrify (20%), as well as Devour, which removes one unit for 2 turns and deals Magic Damage to one unit. If below 50% these attacks are used every 3 turns instead and Devour is preceded by Berserk Touch, which inflicts physical damage and Berserk for 2 turns, and targets the unit with the highest ATK. Also every 4 turns and below 50% it will use Tentacles Rampage for major Physical Damage (it is a magic attack just like Tentacle Blow) to all the party. Under this pattern, this makes every turn divisible by 12 to be extremely dangerous.

Upon reaching 50% it will use Crazy Mad, boosting its ATK/MAG by 50% for 99 turns. If coupled with the above conditional attacks it can spell almost certain doom to the party. Upon reaching 10% it will trigger Great Malboro feels weak which is a longer version of Skin Softened.

As stated above it will continuously respawn the Malboros upon their death and they must be defeated during the same turn to trigger Skin Softened. If both Malboros are revived on the turns it is to use Devour, then Devour will not be used (although other attacks can still be used). If both Malboros use Acidic Explosion, the Great Malboro will revive them on the same turn, but Skin Softened is delayed for the next turn.

Great Malboro is immune to all status ailments and boasts a Light and Dark resistance of 50%.

Malboro[]

Malboros can attack up to 4 times per turn, including normal attacks, and Acidic Spew which deals Dark Magic Damage to all units. Upon passing the 10% HP threshold, it will use Acidic Explosion which makes them suicide and inflict major damage to party and decrease the Dark resistance of all units by 50%. Every 4 turns it uses Sclerosis to boost its elemental resistances by 50% for 3 turns.

Worth of note is that if Acidic Explosion is used, they take precedence before anything else. Therefore the Malboros will suicide and then will be revived by the Great Malboro on the same turn. If this happens the Malboros will reassume their attacks once revived.

If the Great Malboro is felled then either Malboro will respawn it, so they must be defeated along the Great Malboro.

Malboros have no elemental resistance and are vulnerable to Blind. The Malboros have a time limit of 20 turns for dropping LB Crystals, after which they will no longer drop them unless they are respawned which will cause the count to reset.

Strategy[]

At the time of introduction, the Trial was very difficult to the point many players resorted to cheese and other similar tricks to survive the battle, but now the Trial can be beaten more easily.

One thing the player will need is serious firepower that can strike all enemies at once. Most units that can accomplish this are Magic users such as Victoria, Grim Lord Sakura, Barbariccia, or Trance Terra which should be enhanced if possible to boost their chaining potential. Physical units are not as plentiful although this can be remedied with a pair of Pod 153 provided the player has at least once copy and one companion who can provide in another.

More accessible means to damage the Bosses is with Fixed Damage the most famous being Setzer's Double Dice which when combined with AoE Chains (like those of Bran or Amelia) and Killers can boost the damage quite a bit, but it is very unreliable and entirely dependant of luck (no soft reset will alter the result).

The player should aim to kill the Malboros in 4 turns (3 turns when Great Malboro is below 50%), doing so will force the Great Malboro to use Proliferation twice and Skin Softened which will prevent many of its nefarious attacks such as, Devour, Berserk Touch and theoretically also Tentacles Rampage. As explained above, turns divisible by 12 are the nastiest.

To accomplish this some great buffs/debuffs are required. Soleil when enhanced is a solid choice since her combo Dances can provide large MAG boosts while at the same time breaking the enemies' SPR. Roy is also helpful but may need some to set up unless the player can quickly make use of his Limit Burst.

For defense, the player should use two Tanks, namely a Magic Tank and a Provoke Tank: The Magic tank will take the bulk of the abilities while the Provoke Tank takes the normal attacks. Mystea although frail on HP is a great choice as she can immunize the party against status ailments. Most provoke tanks like Cagnazzo, Veritas of the Earth (enhanced), Wilhelm, etc. should suffice.

With the aforementioned measure in mind, a Rikku although still very useful should not be as needed to beat the Trial as it was before for survival.

Strong healers are recommended however. Ayaka, Tilith and some enhanced characters like Luka, Rem and Marie are helpful. Luka can remove status ailments, although she needs to be immunized to some of them. Marie is helpful since she can reduce elemental damage, heal and provide status ailment prevention. Ayaka and Tilith double as MP rechargers. Tilith prevents Stat Breaks. Mystea can also provide status ailment prevention. Some like Ayaka or Rem have Reraise options which can help in supporting the units, most importantly the Tanks.

MP Batteries will be needed as the battle is sure to last long enough for MP to dry at some point. Lunera, Charming Kitty Ariana, Zargabaath are buffers who double as MP chargers.

Under every circumstance the player has to avoid leaving the Malboros with less than 10% HP as their Acidic Explosion deals massive damage, plus the revival and the additional attacks, may make it so even a full party Reraise fails. Also one unit should come with a Dispel-like ability in order to remove Crazy Mad or things will likely go out of control in the long run.

Reset Strategy[]

The Reset Strategy was a popularized means to beat the Trial at the time of release given the lack of viable means to deal with the battle's nuisances at once. It consisted of resetting the app every so often so that the turn count (for the monsters, rather than the total turn count) was messed up and thus prevent several turned fixed attacks like Bad Breath or Devour. As of recent updates the game this has been fixed so it can no longer be exploited.

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