Bravely Default - Team Hailments (Hard, No EXP/Norende) @johhny4775
Bravely Default - Team Hailments (Hard, No EXP/Norende)  @johhny4775
Uploaded April 2021 | Updated September 2026, 23 hours ago
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Rules:
- The difficulty must be set to Hard for all fights the party participates in.
- EXP gain must be turned off (JP gain is still allowed).
- Norende must not be developed in any way. This is to prevent access to items, equipment, and special moves that can completely break the game.
- The use of Bravely Second is not allowed (not that you can get more SP with Citra, but still).

These guys bring a lot more to the table than "damage moves go brr". They can all inflict some nasty status ailments, and DeRosso in particular is pretty lethal thanks to his resistance to Arcanist magic as well as Toxic Whirl, a full party physical attack that poisons. The strategy shown here is slow as hell, but it is very safe and allows me to hit auto-battle while I go and make my dinner. Fairy Ward and Rampart insures that no one will die as long as everyone makes it to round 2, and Low Leverage insures that they can be popped off every turn thanks to Haste World, and with Edea's Absorb P. Attack on, no one needs to have their health micromanaged (side note, there is a weird bug that causes magic attacks to trigger Rampart if you null those attacks. That means if Victoria hits, say, Ringabel while he has a Dark Shield with her attack spells, he becomes wide open to Toxic Whirl. This is why I have Edea Kairai all attacks towards her, even if it doesn't seem necessary).

Clocking in at 26 minutes, this is actually the longest fight in the run. The true final boss fight comes in around 22 minutes, and half of that is just cutscenes.
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Johhny |

Bravely Default - Team Hailments (Hard, No EXP/Norende)

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