Uploaded April 2025 | Updated September 2026, 14 hours ago
HAHAHAHA
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
HAHAHAHA
Rules:
-No slurs, sexism, homophobia, etc. Basically, just be respectful.
-No political discussion.
-No spoilers for a game I haven't beaten
-No backseating, but feel free to give me tips/hints if I agree to it
![Tales of Xillia Milla Solo: Jiao [No Items/Unknown/No Damage]
Pretty tough fight as always from Jiao, but even a limited Milla has the ability to make it through!
Game Modifications:
-Modified the party
-Activated Millas magic stance normals
Strategy:
Since this fight contains Jiao and two wolves, my first priority is to take out the wolves first. What Im going to do first is use Overdrive to buy myself some time from Jiao. This is because the wolves take a few seconds to activate their AIs for some reason. When I see the wolves running at me, I jump, use Shimmer Spin twice, then use aerial spell glitch to cast Flame Ring. I dont have any additional jump skills yet, so Shimmer Spin is all I have for aerial ascension. Jiao can still hit me if he uses Wolf Strike, but this is the best strat Ive got lol. Afterwards, I do an aerial backdash (I have access to aerial dashes now!) and then use a new arte: Binding Sphere. What thisll do is hold all three of them in place for a little bit and I can use this time to take out the wolves. The wolves are weak to Earth, so Grave will do tons of damage to them if one of them is still fairly healthy.
As for Jiao himself, he was quite tough to deal with at first since I didnt really know how to deal with his iron stance very well. I found out that Grave was the solution to all my problems. Grave has just enough hits to consistently break his iron stance so once I started leading with that, things got a lot easier. Jiao has three counters. Devils Maw, Rending Quake, and Lone Wolf Charge (LWC is exclusively a guard counter though). Rending Quake and Devils Maw are both quite easy to dodge since they have some wind-up, especially now that I have an aerial dash that is much longer than Millas normal backstep if I need to cover more distance in a short amount of time. I definitely dont want to hit his guard and proc LWC though.
Some notable new artes I got this time around are Death Knell and Binding Sphere. Death Knell is a decent landing arte that sends me straight down and also knocks down enemies. Itll be pretty useful throughout the run for landing safely. Binding Sphere is a very fun arte as it spawns a sphere that consistently deals hits so I can use it to buy time for other things like spells :)
BGM:
Sylpheed - Atelier Ayesha: The Alchemist of Dusk Tales of Xillia Milla Solo: Jiao [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/pVdj6Gf8Pl4/mqdefault.jpg)


![Tales of Eternia Shizel Solo: Gnome [No Items/Hardcore/No Damage]
Everyones favorite Mr. Saturn knock-off comes to annoy me yet again.
Game Modifications:
-Modified party, stats, accessories, and arte list
Strategy:
Surprisingly a very annoying fight and the reason is because of an attack he didnt use lol (I got very lucky). This very scary arte is Snout Flare. Its an insanely quick dashing multi-hit attack which he can use multiple times in a row if he so chooses. It also has no set range, which means he can use it from anywhere he wants. Its also nearly impossible to react to if he uses it at close range. This means that whenever he attacks at close range is a moment where I could just die. The speed at which he moves when he activates this arte also means he dodges Spark Wave if I use it from a distance. Snout Flare has so many hits and lasts for such a long time that I cant even use my spell i-frames to get through it. This is why I keep targeting Gnome to see whether or not hes doing this attack because if I try to cast a spell when he does this, hell likely be able to punish it (for spells that arent Spark Wave hell just punish the longer cast time). With this targeting method, I can see if hes using it before he zooms onto my screen and jump over him. I can tell when hes not using it when he starts his walk cycle which I discern by looking at if his eyes look angry or not since his eyes change shape when he walks compared to when hes standing still.
For his other attacks, theyre generally a lot more fair than Snout Flare lol. He has Ultra Grave and Grave, both of which I can dodge by jumping at the correct timing. The difference between these two is the range at which he can activate them, with Ultra Grave having the longer range. These can also be spell-queued. He has a charge attack which he always insta-casts Stalagmite after. This can be pretty problematic since an advanced spell like this means I cant cast my own spell. On top of that, hes also active while Stalagmite is going on which means he can mask his Snout Flare or Grave animations within the Stalagmite which is... just awesome honestly. Luckily, I can generally know when hes going to use this attack since he walks up, stops, and then charges. This means I have plenty of time to cast Spark Wave and make sure he doesnt use Stalagmite. Although it has a similar range to Grave, so if I assume its the charge I may end up jumping into a Grave instead. As for his ultimate attack, King Tackle, its not an issue for Shizel as I can cancel it with a spell before he turns big. Thank god its not considered a spell.
Gnome also has two spells: Earth Shaker (AKA Ground Dasher) and Summon Friends. Earth Shaker isnt a big deal at all since it takes a bit to cast. I can just jump out of it and then punish with Spark Wave. Summon Friends is a bit more interesting. I have to jump over it and the timing varies depending on how close I am to the East side of the map. What makes it interesting is that its cast time is very short so if Im not careful he can spell-queue me with this very easily. He can also attempt to cast this during Stalagmite. If I try to cast my own spell before he can cast Summon Friends during Stalagmites spell-queue, he will always cast faster than me so I cant contest that. Lastly, he recovers quickly from using Summon Friends and he can use Snout Flare before my spell goes off to quickly gap close on me so punishing Summon Friends can be risky.
My general plan is to make absolutely sure Im safe to cast before doing so. This means that he has to not be casting Summon Friends and not be using Snout Flare. It almost feels a bit turn-based strategy wise lol. I had a lot of fun with this one overall though. A very methodical fight for Shizel.
BGM:
Star Wind - Atelier Mary Tales of Eternia Shizel Solo: Gnome [No Items/Hardcore/No Damage]](https://i.ytimg.com/vi/rCgNW6kAVg8/mqdefault.jpg)


![Tales of Xillia Milla Solo: Hammerzamm [No Items/Unknown/No Damage]
Obligatory burrowing worm in a JRPG boss... not too bad for Milla at all. Especially considering she was just in a wheelchair. And yeah, maybe I did get a little too carried away with the intro to this one lmao.
Timestamps:
0:00 Intro (yes, I put a battle in the intro)
2:22 The Battle
4:20 Outro/results
Game Modifications:
-Modified the party
-Activated Millas magic stance normals
Strategy:
Hammerzamm has three counters: a swipe attack with a huge horizontal hitbox, Rising Rush, and Rush Drill when its below 50% HP. Luckily, thanks to a new arte weve obtained, Cloud Pierce, none of these counters are a threat to us. Cloud Pierce is pretty much the fastest way to gain height in Xillia by a decent margin. If I see him using Rising Rush or Rush Drill, I can simply use Cloud Pierce about three times and then do the Aerial Spell Glitch. If I was near Hammerzamm when it burrowed, I can even continue my offense by releasing the spell and using Death Knell when it re-surfaces. It always re-surfaces where it started the attack. So this is both a good way of staying on the offensive and dodging the attack at the same time (note that Hammerzamm is complete invincible during both burrow artes). I can also dodge Rush Drill with aerial dashes, but it can be a little inconsistent from my experience.
When it comes to engaging Hammerzamm, I found that guard manipulating him into using Crush Bind and then jumping towards him with Binding Sphere works for some reason. Crush Binds hitbox is a little... strange.
BGM:
Guardian of The Former Seas - @DMDOKURO
The Returner - Super Robot Wars V Tales of Xillia Milla Solo: Hammerzamm [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/sOvLYE_PQSo/mqdefault.jpg)
![Tales of Xillia 2 Milla Solo: Ivars Hammer Training [No Items/Unknown/No Damage]
Is this a boss? Eh, not really. Ill include it this time since beating up Ivar is fun though. Leia decided to wake up for this one.
Game Modifications:
-Modified the party
Strategy:
As you may be able to guess, Ivars Hammer Training tutorial is weak to... hammer! However, hes rather unique for a boss as he generally takes a lot of hits to actually counter. This is why I can start with Cloud Pierce without him countering me despite Cloud Pierce not hitting his weakness. Weakness resets are also completely free because of this. I do a weakness reset at 0:15 by simply using Overdrive to hit hammer as the timer runs out. A normal boss would counter attack there.
I end the combo using Aqua Protection to stun Ivar and then using the aerial spell glitch to do Luminous Chamber. I dont know Aqua Protections exact stun chance, but its fairly low and has like no hitstun otherwise lol.
BGM:
Its the Training! - Naruto
Provided by @mystearia5441 Tales of Xillia 2 Milla Solo: Ivars Hammer Training [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/thYK-dlBd8M/mqdefault.jpg)
![Tales of Xillia 2 Milla Solo: Ivars Gun Training [No Items/Unknown/No Damage]
Try shooting them!
Game modifications:
-Modified the party
Strategy:
Pretty much identical to Ivars Hammer Training except he has a different weakness (Gun). For some reason, they made Condemnation a gun arte so Milla can start a combo on this Ivar with ease. For my reset at 0:17, I applied the Condemnation mark, knocked him down, let the timer reset, then let the mark explode to hit the weakness while hes downed, then re-stood him with Wind Blade to start a new weakness timer.
I also used this opportunity to use Blade Torrent and Shining Prism. Dont expect to see too much of these artes. Blade Torrent has awful hitstun and Shining Prism moves the enemy around a bunch which makes it a bit awkward to follow up.
BGM:
Grassy Waves Prairie - Naruto Ultimate Ninja Storm 2
Provided by @Hepkin Tales of Xillia 2 Milla Solo: Ivars Gun Training [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/tzMKWwRwpDw/mqdefault.jpg)
![Tales of Eternia Shizel Solo: Insect Plant [No Items/Hardcore/No Damage]
Pretty simple but neat fight. Using spells on multiple enemies is very satisfying and Eruption was surprisingly useful :o
Game Modifications:
-Modified party, stats, accessories, and arte list
Strategy:
My strategy is essentially to wipe out the bees (sorry, EVIL NEEDLES) with Freeze Lancers and then kite the slow Insect Plant around the map and cast spells while it walks at me. When the Plant gets near me, I cast Eruption to run past it safely. This is because I can actually move while the fireballs at the end of the spell rain down. Most other spells lock me in the casting animation while theyre doing damage, so this is a pretty unique usage of Eruption!
BGM:
Crimson Rain - Atelier Yumia Tales of Eternia Shizel Solo: Insect Plant [No Items/Hardcore/No Damage]](https://i.ytimg.com/vi/uI-Y0ReIS40/mqdefault.jpg)
