Tales of Xillia Milla Solo: Girl in Red [No Items/Unknown/No Damage] @HorangiTiger
Tales of Xillia Milla Solo: Girl in Red [No Items/Unknown/No Damage]  @HorangiTiger
Uploaded June 2025 | Updated September 2026, 1 day ago
Time to start a new run!




Game Modifications:
-Modified the party
-Lowered Milla's stats so Agria would live a little longer

Timestamps:
0:00 Intro
0:41 Battle
1:44 Results/Outro

Run Overview:
After my Leia run, I pretty much know exactly what to expect from X1. Since Milla is a higher tier character than Leia, I'm going to be limiting myself by using the Lilium Orb progression. You actually can't carry over artes and skills in this game, so going by Lilium Orb progression means I won't have access to all my fancy artes and movement options right from the get go. In any case, I'm super excited for this run since I've always been a fan of Milla's playstyle but never practiced it too much so I'm looking forward to how much I can improve at her throughout the run!

As for an overview of Milla herself, she's an aerial oriented magic knight. While I'll be limited in aerial combos since it's X1, I'm still very excited to be able to show off the best aerial mobility the game has to offer later in the run when I have access to all of my skills. I also love casting spells in these games so I'm definitely gonna try to incorporate those a lot! A drawback to all of her aerial mobility is that she has one of the worst backsteps in the game... which will actually be a factor that makes some fights more difficult.

Oh, something else to note is that I've decided to use the "Magic Stance" normals throughout the run (the normals that usually only get used for this fight). I thought it'd be fun and unique although it's not really that impactful since they are just normals after all. Still, there's some cool things I can do with them against humanoid bosses so I decided to use them since the option is there.


Strategy:
Girl in Red is a fairly easy first boss. She can be guard manipulated into using her Burning Wheel arte and counters using Blazing Ring and Grand Fire which are both easy to backstep and also punish. If you don't know what guard manipulation is, it basically means that she'll always use a specific attack if she queues an attack while I'm guarding. It's quite useful for controlling most bosses, but it's not always beneficial and not all bosses can be guard manipulated.

In this fight, I have access to 6 artes: Efreet, Undine, Sylph, Gnome, Fire Ball, and Wind Lance. Although Fire Ball and Wind Lance can be spirit shifted into their melee forms (tapping Milla's spells instead of holding them down will use the melee variant of them) of Flare Bomb and Wind Blade so it's technically 8 artes. Normally, this fight pretty much just ends after I use Undine a couple of times, but I decided to lower my stats a bit so we could have a bit more of a fight. This does also mean that I have to deal with her iron stance a bit more since I lowered my stats. The best ways I found to deal with iron stance (that don't have to do with the Four Great Spirits) were to open with a spell like Fire Ball or Wind Lance. My strong neutral normal was also pretty effective at breaking her iron stance. The strong normal is the big ball of light that I use at 1:06 for example. To be honest, this fight is a joke as Milla since she can actually just spam Undine/Sylph/Efreet and win for free but obviously I wanted to show more than that.

Since I lose the Four after this fight for a very long time, I decided to showcase all of the artes here. Efreet/Sylph/Undine are pretty similar in that they're ranged multi-hit artes with a bit of a wind-up. Efreet's early hits re-stand and Sylph's later hits re-stand so they've got some utility there. I utilized Efreet's re-stand to follow up after my "launcher normals" at 0:59 which knock down. Gnome is a bit more difficult to use since it's a high committal, short range, and multi-hit attack. I decided to just use it here as a guard break.

As for Wind Lance/Blade and Flare Bomb/Fireball, I used the spell versions of them to break iron stance and I tried to use the two melee variants in interesting ways in conjunction with my normals. For instance, I liked using my strong normal attack to pull them in for Flare Bomb and using Wind Blade to re-stand after my strong launcher normal. I could also use Wind Blade to re-stand and then pull them back in with a strong normal. All these chains are fun to do with no skills and only two artes :D



BGM:
The Unholy Wars by Sixto Sounds, Dhsu
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Tales of Xillia Milla Solo: Girl in Red [No Items/Unknown/No Damage]

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