Uploaded July 2018 | Updated September 2026, 2 weeks ago
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Hey there. I'm RemindMeToCheck, otherwise known as "Tertise" in FFBE and in FFBE-related Discords.
This is my first FFBE-related video. I'm not sure if I'll record and upload any future trials. I'm a F2P veteran who's had a fair amount of luck with his pulls, to the point that I've already been called a whale by P2Ps, haha.
This strategy revolves around soaking any and all incoming damage. No need to use dispel and breaks at all!
The following *key* roles were used and were required for survival using this strategy:
-- A 100% (phys) eva provoke tank for single-target attacks and Snap. I used Ling here because she can provoke, break and heal MP.
-- A unit with Raise and re-raise. Keep re-raise permanently up on your ST provoke tank because they *will* die to Snap. On turns the boss uses 2x Snap (1st phase only, more about this later), it's important to have auto-life up on other key units as well (such as your re-raiser) because up to two units will die in such turns, with the 1st unit being your provoke tank and the second one being a random unit. I used LM Fina for this since she can AOE re-raise, heal MP, and dual-cast re-raise and full-life.
-- A 170% (after elemental resistance buffs) fire, ice, water, lightning, wind and earth resistance AOE magic cover tank; basically 170% (again, after buffs) on all elements except for light and dark. I used Shylt and Marie for this. Marie's Love You All was enough to pump Shylt's 120% elemental resistances up to 170% with Love You All. If you choose to use Bar--aga spells instead (or similar 70% skills from other units), you can gear your AOE M Cover tank with just 100% elemental resists for all required elements.
-- A second, "sacrificial" AOE magic cover tank to deal with the 2nd phase's nasty thresholds. I used Mystea for this. There's no need to gear this sacrificial tank up; just use Triteleia Wall (or equivalent skill) and let them die to thresholds. Just make sure to raise them *before* you swap them out or else they'll stay dead for the remainder of the fight(!)
-- Sara (FF3). A useful max 5-star unit. Her "Retreat Command" negates one physical attack to all party members for 2 turns. Its duration is short and it negates only one attack so knowing when to use it is key. You *need* to use it to guard against Wicked Claw Flash since this strategy uses no AOE phys cover tanks. Fortunately, Aldhafera never uses Wicked Claw Flash more than once per turn, and this makes Retreat Command viable here. Sara's Retreat Command can also nullify Snap on the 2nd phase's thresholds. It will NOT work on the 1st phase because it's always used right after Wicked Claw Flash, nullifying Retreat Command's effect for everyone in party by the time 2x Snap hits.
I used Barbariccia only for damage. You may optionally use a summoner to help fill the LB gauge for the 2x Esper achievement. I used Garnet for this.
When to use Retreat Command on the 1st phase:
-- 90% threshold: nullifies Wicked Claw Flash.
-- 80% threshold: nullifies Wicked Claw Flash, will NOT nullify the 2x Snap.
-- 70% threshold: nullifies Wicked Claw Flash, will NOT nullify the 2x Snap.
-- When under 80%: every 3 turns, OR when under 70% HP, every 3 turns. Nullifies Snap?
When to use Retreat Command on the 2nd phase:
-- 80% threshold: nullifies Snap.
-- 60% threshold: same as above.
-- 40% threshold: same as above.
-- When under 50%: every 3 turns. Nullifies Wicked Claw Flash(!)
When to swap your main M cover tank with your sacrificial M cover tank and use Triteleia Wall (or similar) skill:
-- 80% threshold: soaks World of Rot's damage. Make sure to raise your sacrificial tank next turn BEFORE you swap them out! Else, you won't be able to use them for next threshold.
-- 60% threshold: same as above.
-- 40% threshold: same as above, *except* there's no need to raise your sacrificial tank after this threshold.
Good luck, and please ignore the long two-minute pause between 25:08 and 27:25. I was trying to decide if I should tank the 40% threshold before summoning Carbuncle for a quick reflect kill... until I realized I had already accidentally swapped out my sacrificial Mystea without raising her back first, rendering her unusable for the remainder of the fight. I had no choice but to use Carbuncle, and it worked. KEK.
Also, don't mind the slip-up at the beginning; didn't cast Sara's Retreat Command for 1st threshold. So much for explaining strategies LMFAO.
(Don't forget you can increase YouTube's video playback speed up to 2x!)
Hey there. I'm RemindMeToCheck, otherwise known as "Tertise" in FFBE and in FFBE-related Discords.
This is my first FFBE-related video. I'm not sure if I'll record and upload any future trials. I'm a F2P veteran who's had a fair amount of luck with his pulls, to the point that I've already been called a whale by P2Ps, haha.
This strategy revolves around soaking any and all incoming damage. No need to use dispel and breaks at all!
The following *key* roles were used and were required for survival using this strategy:
-- A 100% (phys) eva provoke tank for single-target attacks and Snap. I used Ling here because she can provoke, break and heal MP.
-- A unit with Raise and re-raise. Keep re-raise permanently up on your ST provoke tank because they *will* die to Snap. On turns the boss uses 2x Snap (1st phase only, more about this later), it's important to have auto-life up on other key units as well (such as your re-raiser) because up to two units will die in such turns, with the 1st unit being your provoke tank and the second one being a random unit. I used LM Fina for this since she can AOE re-raise, heal MP, and dual-cast re-raise and full-life.
-- A 170% (after elemental resistance buffs) fire, ice, water, lightning, wind and earth resistance AOE magic cover tank; basically 170% (again, after buffs) on all elements except for light and dark. I used Shylt and Marie for this. Marie's Love You All was enough to pump Shylt's 120% elemental resistances up to 170% with Love You All. If you choose to use Bar--aga spells instead (or similar 70% skills from other units), you can gear your AOE M Cover tank with just 100% elemental resists for all required elements.
-- A second, "sacrificial" AOE magic cover tank to deal with the 2nd phase's nasty thresholds. I used Mystea for this. There's no need to gear this sacrificial tank up; just use Triteleia Wall (or equivalent skill) and let them die to thresholds. Just make sure to raise them *before* you swap them out or else they'll stay dead for the remainder of the fight(!)
-- Sara (FF3). A useful max 5-star unit. Her "Retreat Command" negates one physical attack to all party members for 2 turns. Its duration is short and it negates only one attack so knowing when to use it is key. You *need* to use it to guard against Wicked Claw Flash since this strategy uses no AOE phys cover tanks. Fortunately, Aldhafera never uses Wicked Claw Flash more than once per turn, and this makes Retreat Command viable here. Sara's Retreat Command can also nullify Snap on the 2nd phase's thresholds. It will NOT work on the 1st phase because it's always used right after Wicked Claw Flash, nullifying Retreat Command's effect for everyone in party by the time 2x Snap hits.
I used Barbariccia only for damage. You may optionally use a summoner to help fill the LB gauge for the 2x Esper achievement. I used Garnet for this.
When to use Retreat Command on the 1st phase:
-- 90% threshold: nullifies Wicked Claw Flash.
-- 80% threshold: nullifies Wicked Claw Flash, will NOT nullify the 2x Snap.
-- 70% threshold: nullifies Wicked Claw Flash, will NOT nullify the 2x Snap.
-- When under 80%: every 3 turns, OR when under 70% HP, every 3 turns. Nullifies Snap?
When to use Retreat Command on the 2nd phase:
-- 80% threshold: nullifies Snap.
-- 60% threshold: same as above.
-- 40% threshold: same as above.
-- When under 50%: every 3 turns. Nullifies Wicked Claw Flash(!)
When to swap your main M cover tank with your sacrificial M cover tank and use Triteleia Wall (or similar) skill:
-- 80% threshold: soaks World of Rot's damage. Make sure to raise your sacrificial tank next turn BEFORE you swap them out! Else, you won't be able to use them for next threshold.
-- 60% threshold: same as above.
-- 40% threshold: same as above, *except* there's no need to raise your sacrificial tank after this threshold.
Good luck, and please ignore the long two-minute pause between 25:08 and 27:25. I was trying to decide if I should tank the 40% threshold before summoning Carbuncle for a quick reflect kill... until I realized I had already accidentally swapped out my sacrificial Mystea without raising her back first, rendering her unusable for the remainder of the fight. I had no choice but to use Carbuncle, and it worked. KEK.
Also, don't mind the slip-up at the beginning; didn't cast Sara's Retreat Command for 1st threshold. So much for explaining strategies LMFAO.
![Quad City DJs vs. ZUN - (NEW) Old SlamJam [OVERTIME VERSION]
Requested by Adam last month for one of his Danmakufu scripts, The Wicked Spirit of Taoism.
This is essentially a remake of my old Old SlamJam, *with a twist.*
(NEW) Old SlamJam:
Normal version: https://youtu.be/y72H_Hd9IxQ
Spirit Trance version: https://youtu.be/CChTPFN-V7s
(OLD) Old SlamJam:
Normal version: https://www.youtube.com/watch?v=xt2AydKuTJU
Spirit Trance version: https://www.youtube.com/watch?v=oTA357SRBtc
Adams Danmakufu script, The Wicked Spirit of Taoism:
Download: http://www.bulletforge.org/u/adam/p/the-wicked-spirit-of-taoism
Playthrough video by CreepyNinja_: https://www.youtube.com/watch?v=D4iIkvHZIQw
Playthrough video by MegamanOmega: https://www.youtube.com/watch?v=U7GfMHYoCnE Quad City DJs vs. ZUN - (NEW) Old SlamJam [OVERTIME VERSION]](https://i.ytimg.com/vi/CChTPFN-V7s/mqdefault.jpg)





![[Old] Quad City DJs vs. ZUN - Hoop of Avarice
Original: 欲深き霊魂 (Spirit of Avarice)
Source: 東方神霊廟 ~ Ten Desires (Touhou 13 Shinreibyou)
Welcome to the Space Jam! Heres your chance, do your (Royal Clans Chaotic) dance at the Space Jaaaaaaam. Alright! [Old] Quad City DJs vs. ZUN - Hoop of Avarice](https://i.ytimg.com/vi/DhrWQcvBRP8/mqdefault.jpg)
![Final Fantasy VII - Emerald Weapon [Initial Equipment, no Knights of the Round]
Initial equipment only and no accessories. No Knights of the Round (KotR). No stat sources were used. No lucky 7s (7777). No Caith Sith Game Over (face/face/face, slots limit break). No cheats or save file edits. Steam PC 2013 version (v1.0.9 English.)
Initial weapons dont deal much damage, even at max level, so I resorted to *Magic* this time. Since my options for healing were limited, I decided to abuse HP Absorb. For this to work, I had to minimize damage taken as much as possible by placing everyone on the back row and using Tranquilizers (for Sadness.) As a result, Emerald Shoots damage was lowered to just 5000 and both Foot Stamp and Revenge Stamp dealt negligible damage, triggering all of my party members Counter-Mime HP-Absorb materia.
I used Comet 2 instead of Ultima because of the infamous Ultima Quadra Magic glitch. Its present in ALL Final Fantasy VII versions released to date. Thank you, Square-Enix!
http://finalfantasy.wikia.com/wiki/Quadra_Magic_Ultima_glitch
I prefer Comet 2 over other spells or skills because its non-elemental, compatible with HP Absorb, Quadra Magic, W-Magic and Mime, and because its powerful enough to heal my party members back to (near) full health with one or two casts using HP Absorb.
After the Eyes spawn things can get rough. With some luck you will probably not need to equip or use Phoenix/Life/Full Life at all. To be safe I used Phoenix at one point (and then again using Counter-Mime) to get my party back up and in full force. This time I had no need for Final Attack because Vincent never died. If your party members die, you can get creative with Elixirs, Megelixirs, Life/Full-Life, Phoenix and Mime, or Final Attack Phoenix if shit hits the fan.
Emerald Weapon didnt get to use Aire Tam Storm this time around. Cloud, Vincent and Cid had 2, 6 and 8 materia equipped, respectively, so they would have taken 2222, 6666 and 8888 damage, respectively. Both Cloud and Vincent could have easily survived it at full health. If not, Final Attack Phoenix was still available at that point. Using this strategy, Emerald should be about to die if you ever see her using Aire Tam Storm anyways.
01:20 Fight starts.
20:06 The Eyes spawn, Emerald weapon changes stance.
23:24 Cid dies.
25:08 The eyes are destroyed. Emerald Weapon goes back to its original stance.
27:00 Counter-mime Phoenix saves the day.
28:41 Megalixir followed by Quadra Magic W-Magic Comet 2 and Mime spam. The party is now back up in full force and no one dies from this point on.
30:57 The Eyes spawn again. Emerald weapon changes stance.
25:08 The eyes are destroyed. Emerald Weapon goes back to its original stance.
42:29 Emerald Weapon dies.
43:24 Trading the Earth Harp for some balls. Literally.
Possible optimizations:
Sort party members from least to highest max HP. Party members counter in order if they all get hit at the same time, so in this order party members with lower HP will counter first and heal some HP using HP Absorb. I could have prevented Cids death by changing my party members order.
Remove Enemy Skill from Vincent because he never used it. Doing this will lower damage taken from Aire Tam Storm from 6666 to 5555. Final Fantasy VII - Emerald Weapon [Initial Equipment, no Knights of the Round]](https://i.ytimg.com/vi/E7RPoy3W5ts/mqdefault.jpg)


