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Template:Sideicon The Warrior of Bravery and Pride is a Trial in Final Fantasy Brave Exvius and the fourth from the Chamber of Arms. Players face the Boss, Tegmine to earn the Thor's Hammer.

Battle

Tegmine is a Stone and Reaper enemy and at HARD has 5,500,000 HP. Tegmine has three phases depending on his HP and where it won't fall further during the turn it is driven there, with a transition in strategy in each phase.. In all of them he's weak to all elements (-100%), except Water and Light which he absorbs, is vulnerable to ATK and MAG Breaks which must be cast off regularly due to his high values, and is immune to status ailments. Tegmine always begins the battle with a Preemptive Strike described below.

Phase 1 (100% - 59%)

During this phase Tegmine uses Something's Moving Inside the Coffin (Increases resistance to Physical Damage by 100% to self for 1 turn), It's Wrapped in a Suspicious Light (3 Turn -50% Light Resist to all units), They were Swallowed Into the Coffin! (Instant-Death to one unit), Light of Destruction (Light Magic Damage (4x) to all units), Shocking Shell (Physical Damage (4x) to one unit). Australis (Light Magic Damage (8x) to one unit).

Tegmine will always begin the battle with "They were Swallowed into the Coffin!" and "It's Wrapped in a Suspicious Light" and end its turn. It will use "Something's Moving Inside the Coffin" and "Light of Destruction" every turn once each at the start of the turn. He will then follow with Normal Attacks which have a chance to be "Shocking Shell".

At HP thresholds of 90%/75% he will use "Australis" and "It's Wrapped in a Suspicious Light" and end his turn. Also once every 3 turns it uses "It's Wrapped in a Suspicious Light" while once every 4 turns it uses "They were Swallowed Inot the Coffin!".

Phase 2 (59% - 39%)

Tegmine forsakes his previous attacks in favour of new ones. It uses A Strange Figure Appeared From the Coffin (Permanent immunity to Magic Damage to self), This is Our All Out Attack! (Physical Damage (3x) and 100% Paralysis to all units), Feel Our Blades (Physical Damage (3.5x) to all units), Counter Zapper  (Magic Damage (4x) and 100% Poison/Paralysis/Disease to all units) Your Attack sent a piece of them flying (Reduce ATK/DEF (60%) and water resistance (75%) for 3 turns to all units),Your attack sent some liquid flying (Reduce Mag/SPR and water resistance (75%) for 3 turns to all units), Megyornia (Magic damage (4.5x) and Poison (100%) on one unit).

During the transition turn it will use "A Strange Figure Appeared From the Coffin", "This is Our All Out Attack!" thrice along with one of the following abilities: "Counter Zapper", "Your attack sent some liquid flying", "Your attack sent some liquid flying" or "Megyornia". Tegmine will counter with one of these abilities once per turn if attacked (this applies during the phase transition) and if the player doesn't attack during a turn, it will guarantee Megyornia.

It will also use "This is Our All Out Attack" once per turn, and any remaining actions can be Normal Attacks or "Feel Our Blades".

Phase 3 (39% - 0%)

Tegmine will use additional attacks now. Chaos Rampage (5 hit Hybrid damage (10x) to all units), Sewage is pouring down! (Fixed Attack with Water Magic Damage (13x, MAG) and reduce resistance to Water by 75% for 3 turns to all units). Lethal Stab (Instant KO to one unit), Mjul Ujul (Physical damage (4.5x) to all units).

During the transition turn it will use "Your attack sent a piece of them flying", "Your attack sent some liquid flying", "Counter Zapper", "Chaos Rampage", "Lethal Stab" and end turn.

Its counter moves from the previous turn remain. Additionally it will cast one of "Mjul Ujul" or "Megyornia" once (50% chance each), "Sewage is pouring down!" once per turn and uses Normal Attacks as remaining actions.

At threshold of 20% HP it will use "Chaos Rampage" and "Sewage is pouring down!", and remaining actions as usual.

Strategy

Tegmine is arguably one of the most difficult opponents of the Chamber of Arms as it has powerful attacks, tricky abilities and a persistent luck factor during the entire battle. Due to his damage immunities, the player will need both physical and magic damage (hybrid damage works but one part of the damage will be resisted).

For defense the player will require both a Magic Cover Tank a Physical Cover Tank, and a Provoke Tank for the different phases as Tegmine's attacks change. The player will also require strong breakers as Tegmine's attacks are powerful and his ATK/MAG is very high. Buffs and damage mitigation add another layer of safety.

As Tegmine is weak to all elements except Light and Water, the player has plenty of room to choose their damage units, although it is recommended the player spends as little time as possible, especially during the 2nd and 3rd Phases, as such the player should use physical chainers during these phases.

For Phase 1 the player should use a Magic Cover Tank with as close to 150% Light Resistance as possible (buffs can help) which will trivialize Light of Destruction and a Provoke Tank will take care of Shocking Shell and his normal attacks (preferably a Tank with innate chance of being targeted or with equipment that increases this chance along with Death Immunity through Genji Shield or Safety Bit, in order to lure Tegmine's Instant KO attack with no ill result) however since a Shocking Shell spam can deal a lot of damage, especially during the turn the Tank uses its provoke ability (as the Tank cannot guard) it is recommended to add on defensive buffs or damage mitigation unless it the Provoke mitigates damage as well. Warrior of Light, Veritas of the Earth, the recently enhanced Barusa and Mercenary Ramza are solid choices, the latter is also an excellent stat breaker, however it has the mild risk of being able to cover the Magic Tank and prevent the Cover from working, in which case the party will take the Light of Destruction.

As Tegmine is immune to Physical Damage, the player will need Magic Damage during this Phase. As this Phase is the easiest, the player should focus in building Limit Burst gauges along with dealing Ice, Wind, Lightning and Earth damage for Missions in this part of the battle. To achieve both, the player should utilize magic chainers with as many elemental coverage as possible. Shantotto, Barbariccia, Pure Summoner Rydia, Kunshira are all solid choices, the former however is rather weak and the latter is an Hybrid Damage so some of the damage will be resisted.

For Phase 2, the player will need a Physical Cover Tank. Tegmine is more tricky in this phase as he can spam physical attacks that affect the whole party, which can quickly kill the Cover Tank if it isn't bulky enough to resist these attacks, the same holds true during the transition turn. Damage Mitigation and buffs can help, Reraise should be up in case the player has bad luck.

A Provoke Tank can also be used although it is not mandatory. Since Tegmine now uses debuffs and status ailments the player will need additional measures. Stat break prevention can help deal with Tegmine's debuffs or the player can use powerful buffs (preferably around 120%) if the player is confident this will suffice and not harm them. For the status ailments the player can use status ailment prevention either through buffs or equipment. The former can be done through Mystea who doubles as a Magic Tank.

During this phase and for the rest of the player will need Physical Damage, as stated above compatible chainers are recommended for an easier time as Tegmine's DEF is higher than its SPR so chains should be used for larger damage output. Orlandeau, Veritas of the Dark, Fryevia and Sephiroth are all compatible with one another, as are the likes of Tidus and Camille (Light and Water damage is absorbed so weapons and abilities of these elements should be avoided at all costs). With the aforementioned chainers this phase shouldn't last long as it is only 20% worth of HP long. However, the player should prepare as the next phase and its transition are tricky.

For Phase 3, Tegmine will assault the party with several debuffs and powerful attacks. The player should at least during the transition phase use a Magic Cover Tank and a Provoke Tank. Tegmine has a less dangerous luck factor now as his attacks are more patternized, although it still has a random behaviour between his counters and whether it uses Mjul Ujul or Megyornia. By far the most dangerous of Tegmine's attacks is Sewage is pouring down! due to being a Fixed-type attack, which means no Cover will work, so the party will take a very powerful Water attack with a strong water imperil every turn.

There are two ways to deal with this phase. The first involves massive defensive layers, which will require strong Water Resistance on all the party, as high as possible to minimize the danger of Sewage is pouring down!. Tanks are still encouraged to take on his normal attacks an either Mjul Ujul, Megyornia or Counter Zapper, so the combo of Magic Tank and Provoke Tank should do the job. Strong defensive buffers and/or water resist buffers are ideal, Marie, Tidus, Maritime Strategist Nichol, Illusionist Nichol, are all effective. Enhanced Marie is a strong status ailment preventer and pseudo-healer, Tidus doubles as excellent physical damage, Maritime Strategist Nichol is one of the most powerful buffers of the game and his Illusionist variant has useful unique abilities.

The second way to deal with this phase is to go with an all out attack focusing on offensive in order to finish this phase as early as possible. Physical chainers with a strong finisher are recommended for this task. Cloud or the time limited Ang are ideal as their Limit Burst are very powerful and with a proper chain should defeat Tegmine in one turn. In case the player cannot defeat Tegmine in one turn and is unable to fully resist its attacks, then they can use Reraise on the entire party to survive the turns. Lotus Mage Fina, Rikku and the time limited Yan all can achieve this through their limit bursts. The player should ideally aim to defeat Tegmine in two turns this way, if possible avoiding crossing the 20% threshold to avoid additional strong attacks, although this will mean the player will need to deal over 20% damage on Tegmine the following turn. Following this approach the player should use two chainers, one Provoke Tank, one strong buffer (for offense and defense ideally) and one reraiser.

In case the player is not confident they can survive the transition turn they can use a Reraiser as well on the entire party for that part and swap for another reraiser later on. Doing so like this can allow the player to kill Tegmine in two turns as described above, by following an approach of: transition turn -> revive, cast reraise on the party, attack Tegmine -> revive, attack and defeat Tegmine.

By all means the player will need to take into account several factors, luck included in order to defeat Tegmine. With persistence, the proper units and equipment and with the above information, the player should emerge victorious.

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