Uploaded May 2026 | Updated September 2026, 3 hours ago
A critique I get of my Farah run at times is that I played with equips/artes that I shouldn't have at that point in the game. I think it's a pretty fair critique too, since it's not really representative of the game. So I decided to see what bosses/mini-bosses I could beat in Act 1 while taking no damage with legitimate equips and a "reasonable" level (I was probably too overleveled for Rassius, but that guy just has really high defensive stats).
Farah has a very rough early game in Eternia. She has short range on both her artes and normals, has a slower run speed than Reid, and has no real defensive options until Mirage which realistically you would get in Act 2 (I had it for Rassius because I was overleveled). The short range is the real killer, because if I get blocked due to Eternia's accuracy system, I'll be right in the enemy's face where they can use any attack to counter me. In some cases, there is no way to survive if they block an attack and counter with a move that comes out fast enough. These fights are probably a bit boring looking compared to my usual stuff since I have to play a lot safer/risk-averse, but it was interesting to play out at least.
Timestamps:
00:00 Regulus Monks
00:50 Eggbear
01:34 Insect Plant
02:23 Undine
03:32 Jungler
04:05 Rassius
Quick overview of the fights I did:
Regulus Monks:
These guys are kinda funny. The four on the right all move towards me, but only one guy from the left side of the map will move. So what I can do is bait out an attack from the one guy on the left and go beat up the guys on the left. I'm also playing on semi-auto here since you wouldn't normally have access to manual. This is why you see me using targeting a lot.
Eggbear:
Prepare to die eggbear (just beat it up)
Insect Plant:
Basically just used the Efreet strat here. Using short hop up-normals is effective at keeping the boss and the adds at bay. If I need to make more space, I can also use Palm Strike. If it blocks, it'll likely use its charge attack so it's important that I have space behind me to dodge it.
Undine:
Basically just have to play super safe and punish her charge attack. If she blocks an attack and uses her flurry or Subterranean Divide, it's over. You might notice Insect Plant and Undine both got poisoned. This is because Farah's best weapon for the duration of these dungeons in terms of attack and accuracy has a chance to poison. Normally, I don't like using poison but I need all the accuracy I can get.
Jungler:
WHAT IS MY JUNGLER DOING??? Jumping at the Jungler and using Eagle Dive pretty much counters all of its melee options. If it starts walking backwards, I can just react accordingly to what it's going to do depending on how far away it walks.
Rassius:
His defensive stats were a huge problem. His defense was high so my DPS at a lower level was genuinely horrendous. He was also quite likely to block my attacks, so accuracy was a big problem as well. He has a lot of quick attacks that I'm not able to dodge away from if he blocks me. This is why I'm a significantly higher in this fight than any of the other fights. Despite my high level, I still almost ran out of TP trying to kill him. Something unique that I decided to do for this fight was to punish some of his slower moves like Super Lightning Blade and Sword Rain Alpha with Rising Dragon Strike. Normally, Rising Dragon Strike is an arte I use as a meme, but it has a legit use case against Rassius because it just does a lot of damage compared to every other arte I have access to. It's kinda awful to use, but it has a really good TP to damage ratio so I kind of had to use it.
Quick overview of the fights I did NOT do:
Hyades 1:
Can't no damage this guy because Farah can't dodge his initial onslaught of spells with her slow run speed.
Sylph:
I don't really have any way to efficiently kill the adds without getting completely destroyed by Sylph's spells. I just don't have good crowd control or damage at this point in the game.
Efreet:
Well, this one is theoretically possible with the strat I made before (similar strat to Insect Plant with the hop kicks to keep him at bay). But it'd require well-timed jump kicks and good spacing over an extremely long period of time without getting blocked. That kind of repetition and RNG makes it somewhat... I don't want to say impossible but it might be near impossible lol. I also tried poisoning Efreet but he seems to be immune to poison.
BGM:
Mu Lung Dojo 2 - Maplestory
Calling on the Bully's Alliance - Atelier Elie
Oriental Wind - Eiyuu Senki: The World Conquest
From the Incompatible Land of Lakes and Marshes - Super Robot Wars Alpha Gaiden
Akali, the Rogue Assassin - League of Legends
Chop!! - Ys: The Oath in Felghana
A critique I get of my Farah run at times is that I played with equips/artes that I shouldn't have at that point in the game. I think it's a pretty fair critique too, since it's not really representative of the game. So I decided to see what bosses/mini-bosses I could beat in Act 1 while taking no damage with legitimate equips and a "reasonable" level (I was probably too overleveled for Rassius, but that guy just has really high defensive stats).
Farah has a very rough early game in Eternia. She has short range on both her artes and normals, has a slower run speed than Reid, and has no real defensive options until Mirage which realistically you would get in Act 2 (I had it for Rassius because I was overleveled). The short range is the real killer, because if I get blocked due to Eternia's accuracy system, I'll be right in the enemy's face where they can use any attack to counter me. In some cases, there is no way to survive if they block an attack and counter with a move that comes out fast enough. These fights are probably a bit boring looking compared to my usual stuff since I have to play a lot safer/risk-averse, but it was interesting to play out at least.
Timestamps:
00:00 Regulus Monks
00:50 Eggbear
01:34 Insect Plant
02:23 Undine
03:32 Jungler
04:05 Rassius
Quick overview of the fights I did:
Regulus Monks:
These guys are kinda funny. The four on the right all move towards me, but only one guy from the left side of the map will move. So what I can do is bait out an attack from the one guy on the left and go beat up the guys on the left. I'm also playing on semi-auto here since you wouldn't normally have access to manual. This is why you see me using targeting a lot.
Eggbear:
Prepare to die eggbear (just beat it up)
Insect Plant:
Basically just used the Efreet strat here. Using short hop up-normals is effective at keeping the boss and the adds at bay. If I need to make more space, I can also use Palm Strike. If it blocks, it'll likely use its charge attack so it's important that I have space behind me to dodge it.
Undine:
Basically just have to play super safe and punish her charge attack. If she blocks an attack and uses her flurry or Subterranean Divide, it's over. You might notice Insect Plant and Undine both got poisoned. This is because Farah's best weapon for the duration of these dungeons in terms of attack and accuracy has a chance to poison. Normally, I don't like using poison but I need all the accuracy I can get.
Jungler:
WHAT IS MY JUNGLER DOING??? Jumping at the Jungler and using Eagle Dive pretty much counters all of its melee options. If it starts walking backwards, I can just react accordingly to what it's going to do depending on how far away it walks.
Rassius:
His defensive stats were a huge problem. His defense was high so my DPS at a lower level was genuinely horrendous. He was also quite likely to block my attacks, so accuracy was a big problem as well. He has a lot of quick attacks that I'm not able to dodge away from if he blocks me. This is why I'm a significantly higher in this fight than any of the other fights. Despite my high level, I still almost ran out of TP trying to kill him. Something unique that I decided to do for this fight was to punish some of his slower moves like Super Lightning Blade and Sword Rain Alpha with Rising Dragon Strike. Normally, Rising Dragon Strike is an arte I use as a meme, but it has a legit use case against Rassius because it just does a lot of damage compared to every other arte I have access to. It's kinda awful to use, but it has a really good TP to damage ratio so I kind of had to use it.
Quick overview of the fights I did NOT do:
Hyades 1:
Can't no damage this guy because Farah can't dodge his initial onslaught of spells with her slow run speed.
Sylph:
I don't really have any way to efficiently kill the adds without getting completely destroyed by Sylph's spells. I just don't have good crowd control or damage at this point in the game.
Efreet:
Well, this one is theoretically possible with the strat I made before (similar strat to Insect Plant with the hop kicks to keep him at bay). But it'd require well-timed jump kicks and good spacing over an extremely long period of time without getting blocked. That kind of repetition and RNG makes it somewhat... I don't want to say impossible but it might be near impossible lol. I also tried poisoning Efreet but he seems to be immune to poison.
BGM:
Mu Lung Dojo 2 - Maplestory
Calling on the Bully's Alliance - Atelier Elie
Oriental Wind - Eiyuu Senki: The World Conquest
From the Incompatible Land of Lakes and Marshes - Super Robot Wars Alpha Gaiden
Akali, the Rogue Assassin - League of Legends
Chop!! - Ys: The Oath in Felghana
![Tales of Xillia Milla Solo: Gaius 1 [No Items/Unknown/No Damage]
Witness what humans are truly capable of!
I wont lie, this fight is the primary reason I did this run lol. Had to rely on Sigil Spear quite a bit but I think my combo came out pretty well :)
Thumbnail by @mystearia5441
Timestamps:
0:00 Intro
1:30 Battle
4:01 Results
Game Modifications:
-Modified the party
-Activated Magic Stance normals
-Used a script to activate OVL
Strategy:
Gaius 1 was actually... pretty hard! The strategy is simple: hit Gaius a lot and dodge all of his counters. I want to him to be constantly countering because he cannot be guard manipulated and his attack options are quite dangerous and unpredictable. He also has an arte called Swallow Fury that leads to instant death so I really dont want him using that. Its a lot easier on paper than it is in execution though. I cant rely on any of my aerial tricks this time because his aerial Sonic Thrust counter is ridiculously fast and will punish and aerial shenanigans (you can see it in action at 1:37). I have to be hitting him on the ground and dodge all of his counters with my backsteps... and Milla has one of the worst backsteps in the game (there are differences in the backsteps in terms of how many i-frames they have). This just means I have to be very on point with all of my backsteps. To add onto this, Gaius has a lot of iron stance to break through. My best option on the ground was Sigil Spear due to the fact that it does a lot of hits. If he guards, then I do a jump cancel and do Lightning to break the guard then air dash forwards to do Sigil Spear. Normally, I use Grave to break iron stance but proccing aerial Sonic Thrust a bunch? No thanks.
Luckily, this fight isnt without aerial combat due to Gaius 1 having a unique quirk where he can be aerial combod from 50% to 25% HP. This was my first time ever doing a Milla combo and it was really fun to lab out! I will admit to getting really nervous whenever I started doing the combo in these takes though... the 100%-50% HP part of the fight is easily the hardest part of the fight. After my combo, the fight becomes very easy. This is because Gaius unlocks Incineration Wave as a counter which is very slow and easy to dodge. I can just Radiant Rondo behind him and punish. The rest of the fight pretty much plays out like the first half with the inclusion of this easy counter.
BGM:
Nefertiti Vocal Version - Mana Khemia Tales of Xillia Milla Solo: Gaius 1 [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/fVVoy6p9xAc/mqdefault.jpg)




![Tales of Xillia 2 Milla Solo: Spirius Gatekeeper [No Items/Unknown/No Damage]
Are we back? (kinda)
I havent actually been playing toooo much Tales recently, but Ive had Act One of X2 Milla recorded for a while, so I figure Ill start uploading it now.
Game Modifications:
-Modified the party
Run Overview:
This run is generally going to be similar to my Leia run. Im usually gonna try to do no Power Charge 2/3 unless I deem the fight to be super boring without it (mostly for Chronos 2/3 if I cant find anything fun to do on those guys). Milla also has a unique arc in this game as shes separated into Fractured Milla and Prime Milla. Im going to do a few things to differentiate the two. First, Im not going to use the artes that Fractured Milla doesnt normally have access to (which are Elemental Shot and her summon spirit artes) but Ill make an exception and use her MA in one fight :p. Second, Im going to be using background music thats given to me by my friends and other Tales players. In the case of this video, Jakkun provided this BGM! This is just to give the Fractured Milla fights a bit of a different vibe from my usual stuff.
Strategy:
Milla is a very powerful character in X2. In this sense, shes a lot simpler than Leia strategically as I wont have to struggle to start power combos or anything. For a lot of these short/early videos, the strategy sections will be fairly sparse. Thats just because I wont have a ton to say, sorry!
For Spirius Gatekeeper: You basically just run up to it and beat it up.
Since that was so short, Ill talk about some of the differences between X1 and X2 Milla. Weve got a couple of new toys to play with as Fractured Milla. These are Z-Slasher, Mystic Wheel, Luminous Chamber/Forcefield, a new launcher normal (seen at 0:11), and having the ability to lower cast times based off of the length of the arte chain. Z-Slasher and Mystic Wheel are grounded melee artes which are... kinda bad, but they have their uses which well see as we go on. Luminous Chamber spirit shifts into Forcefield and its our new Arcane Arte. This arte is actually quite fun and does a lot of damage in both forms, so Im going to try and use it quite a bit. Forcefield also gives i-frames! The biggest change that helps Milla a lot is the lowered cast time based off of arte chain length. This lets Milla easily incorporate spells into her combos which is a lot of fun, especially with the Aerial Spell Glitch.
BGM:
Last Hunter - Final Fantasy XIII-2
Provided by Jakkun (@UnlimitedMrX ) Tales of Xillia 2 Milla Solo: Spirius Gatekeeper [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/gPRReGmlbEM/mqdefault.jpg)
![Tales of Vesperia Judith Solo: Final Boss [No Items/Unknown/No Damage]
Thats what it means to live.
Thank you to @mystearia5441 for the thumbnail!
Timestamps:
0:00 Intro
2:05 Duke 1
3:49 I would die to fulfill my promise.
5:00 Duke 2
Game Modifications:
-Used Arte Sphere mod by Sora3100
Closing thoughts on the run:
Holy shit, its finally over... lol. I do love this run, but this run took so much out of me as a Tales player. I dont even think my Judith is THAT insane but to get to this level I had to put so many hours in. The first two bosses I recorded were Zagi 1 and Goliath (the first two bosses on the boss refight menu). These extremely easy bosses took me around 50 hours for me to get a satisfactory take of since I had to learn so much about the character and the game. Of course, the amount of effort I poured into the run is also what makes me incredibly proud of it as well and I hope it showed in the gameplay.
Judith has always been one of my favorite characters to play in any video game. It was a childhood dream of mine to become good at this character and I think that, with this run, Ive managed to fulfill that childhood dream. In this sense, this Judith run is one of the purest passion projects on my channel. I dont think I could have given so much to a run like this one if I didnt care so much about it.
This run definitely had its struggles though. I dont think Ive ever been as burnt out of Tales as I was after beating Alexei. That fight literally made me not want to look at anything related to Tales for like 1-2 weeks afterwards lol. That being said, Im very happy that I was able to see this through to the end. Ive tried learning Judith many times in the past and I gave up multiple times because the challenge of learning both Judith and the game was too difficult. This time, I made sure that wasnt the case and I believe thats something I can be proud of.
I did also want to speak a little bit about Vesperia as a game a little too. I was a bit down on this game going in since I knew the boss mechanics were a bit... strange. Despite this, I ended up having a lot more appreciation for the game. Theres a bit of a narrative among runners that Vesperia is a bad game and its kinda funny to meme on since its so popular yet so flawed. But I do think that Vesperia is a very skill expressive and fun game despite it having some issues. ToV can be one of the most rewarding Tales experiences if youre willing to learn the boss mechanics and play around some of its jankiness because I genuinely believe theres so much to explore here. Hell, Ill probably re-do this run someday because I feel like theres more I can do on Judith. Until then though... thank you guys for watching. I always appreciate you guys!
Strategy:
Duke 1:
There are three things that make Duke annoying:
1. His artes move him all over the place. This makes his artes difficult to punish because they mess with the axis A LOT.
2. He has a teleport attack that can be used as a random and a knockdown tech-out. This teleport is extremely similar to Muzets Emergency Warp, it gives Duke i-frames and teleports him to a random point on the map.
3. He has unlimited KD tech-outs like Flynn. This actually isnt that bad compared to Flynn since the tech-out rate is way lower, but this does mean that he can potentially teleport out whenever I knock him down with an arte.
With these three things said though, Duke isnt too bad. I just need to be careful of his range in neutral and when he uses Havoc Heaven as his KD tech-out. While he can use this tech-out anytime I knock him down, it is possible to react to it and dodge it with a touch-down, jump, or Moonbeam depending on the positioning. Its also not super likely for him to tech-out since his KD tech-out rate is so low. This means I can pretty easily combo him once I get a stun despite him having potentially infinite KD tech-outs. I do think punishing Havoc Heaven with Moonbeam is the way to go though. This attack moves him around a bit so fixing my axis with Moonbeam is crucial.
Duke 2:
Largely the same as Duke 1. He does get two new artes in Punishing Divine Flash and Punishing Decend (yes thats how its spelled). Punishing Divine Flash is very dangerous since it comes out deceptively fast and has a fairly long range. Also, this attack completely ruins the axis since he moves around a ton after the lasers come out. Punishing Decend is usually not threatening, but I did almost get hit by it here... my air dash i-frames saved me though lol.
Honestly, the hardest part of Duke 2 is the mental damage of having to sit through the first fight and the cutscenes again to get to him... this is why Im not doing Duke 3 (and because I dont have the Devil Arms on this save).
BGM:
Theme of RENA - Star Ocean 2
Liela Xea - Atelier Sophie Tales of Vesperia Judith Solo: Final Boss [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/gZoaOSYVNMk/mqdefault.jpg)
![Tales of the Abyss Anise Solo: Asch 2 [No Items/Unknown/No Damage]
Alternate universe where Anise falls into the trap and beats up Asch.
Game Modifications:
-Modified P. and F. ATK
-Unlocked doll artes
-Modified party
Strategy:
The fight is incredibly similar to Asch 1. He starts out being able to use normal attacks and Havoc Strike; both of which are quite dangerous and difficult to punish for Anise. Like last time, I simply jump over the normal to punish it quickly and this works since he has very little iron stance. At certain HP thresholds, hell cast Explosion and then Thunder Blade instead of Stalagmite and Icicle Rain like Asch 1 did.
This fight is pretty easy once I get the initial stagger since his low iron stance makes him trivial to loop. That being said, I still wanted to show some stuff and I finally got to use Gungnir A Go Go by punishing his Thunder Blade. I actually cant use this arte without OVL since the end lag is so bad lmao.
BGM:
Blue Destination - Sen no Kiseki II Tales of the Abyss Anise Solo: Asch 2 [No Items/Unknown/No Damage]](https://i.ytimg.com/vi/gp0X0bIJS1Y/mqdefault.jpg)


