Persona 4 Golden

Persona 4 Golden

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Rydis Jun 28, 2020 @ 3:56pm
Am I missing something killing the hands?
Pretty far into the game, dungeon after the detective, but even in that one had issues.

Usually they spawn in sets of 4. Even using Powerful Almighty spell, deals slightly less than half hp, so it takes 3 of these to kill. Turn 1st always casts evasion and the others either run away or enrage (very very rare). So usually all thats left is the 1, that even using super sonic (increased hit chance to counter evasion) I almost always miss. If I dont miss, then it runs away, because..it takes 3 almighty to kill.

Am I missing something. Are you just supposed to hope for 4 crits in a row (highly unlikely even after revolution).

Or is hunting these things just a waste of time.
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Showing 1-12 of 12 comments
Nito Jun 28, 2020 @ 4:05pm 
Well you can use those items that deal fixed magic damage if you get the other 2 to do 150 each.....it is something even more on back attack

normally you could use a skill to raise all your team hit//evasion and reduce the enemy....

With MC and Naoto if i got the first free round i could take down 3 on the first run
Now i just kill them all with Hassou tobi of Yoshitsune on the first round

and they are definetely worth the kill each one on the final dungeon if you were only with the MC you could get 50k of ex maybe more
Rydis Jun 28, 2020 @ 4:53pm 
Originally posted by Nito:
Well you can use those items that deal fixed magic damage if you get the other 2 to do 150 each.....it is something even more on back attack

normally you could use a skill to raise all your team hit//evasion and reduce the enemy....

With MC and Naoto if i got the first free round i could take down 3 on the first run
Now i just kill them all with Hassou tobi of Yoshitsune on the first round

and they are definetely worth the kill each one on the final dungeon if you were only with the MC you could get 50k of ex maybe more

You can't use the elemental items on them. Early ones negate it, ones in this one absorb it.
Lugez Jun 28, 2020 @ 5:04pm 
Mind Charge + Tarukaja with Megidolan should do it. If not, do Marakunda beforehand. Should one shot them at that point.
Rydis Jun 28, 2020 @ 5:05pm 
Originally posted by TheFuriousLeftNut:
Mind Charge + Tarukaja with Megidolan should do it. If not, do Marakunda beforehand. Should one shot them at that point.

Mind charge is attack on 2nd turn. all but one (one that casts evasion) run away by then.
Last edited by Rydis; Jun 28, 2020 @ 5:05pm
Lugez Jun 28, 2020 @ 5:08pm 
Originally posted by Rydis:
Originally posted by TheFuriousLeftNut:
Mind Charge + Tarukaja with Megidolan should do it. If not, do Marakunda beforehand. Should one shot them at that point.

Mind charge is attack on 2nd turn. all but one (one that casts evasion) run away by then.

Did you try that along with the other two things? Also since you just did the detective's dungeon, you can bring Naoto along for extra insurance.
Rydis Jun 28, 2020 @ 5:22pm 
Originally posted by TheFuriousLeftNut:
Originally posted by Rydis:

Mind charge is attack on 2nd turn. all but one (one that casts evasion) run away by then.

Did you try that along with the other two things? Also since you just did the detective's dungeon, you can bring Naoto along for extra insurance.

Yeah. Can't use Marakunda because only main character has it, so again, that takes me 3 turns to kill.

Auto attack up reduces it down to 2 turns, but, then If you manage to hit on turn 2 after evasion, you get 1 of them..which is 4k exp..which seems terrible for the resource cost and time trying to find the things.

Just seems so ♥♥♥♥♥♥♥ dumb.

But then again, fightingh 50 fights for 1 level seems awful.
Last edited by Rydis; Jun 28, 2020 @ 5:22pm
Lugez Jun 28, 2020 @ 5:36pm 
They run eventually, but I'm pretty sure they run away quicker once you get them to a certain health or when they crit you. So try Mind Charge -> Marakunda -> Attack
Rydis Jun 28, 2020 @ 5:39pm 
Originally posted by TheFuriousLeftNut:
Originally posted by Rydis:

Mind charge is attack on 2nd turn. all but one (one that casts evasion) run away by then.

Did you try that along with the other two things? Also since you just did the detective's dungeon, you can bring Naoto along for extra insurance.

Actually upon further testing, attack u doesn't affect almighty damage
Rydis Jun 28, 2020 @ 5:40pm 
Originally posted by TheFuriousLeftNut:
They run eventually, but I'm pretty sure they run away quicker once you get them to a certain health or when they crit you. So try Mind Charge -> Marakunda -> Attack

They run away turn 2, except for 1, who casts evasion up. Rare chance one might enrage itself.

But usually goes

MC -> Almighty->chie Revultion->Yukiko->hope crit->teddie->hope crit

Then

Hand evasion, all other hands run away. Almightly again, if hit, awesome, still need another to kill. Its next turn it runs away. The damage from 3 regular hits one finish it off.

This is 100% of the time, everytime
Last edited by Rydis; Jun 28, 2020 @ 5:41pm
Nito Jun 28, 2020 @ 5:42pm 
Originally posted by Rydis:
You can't use the elemental items on them. Early ones negate it, ones in this one absorb it.

Nope some null yes, but some are strong not immune i have killed one time one of those hands with a Light Spell considering the normal chance is 60% it is probably 30% or less on with strong

Do not make like me and underestimate the break spells they can completely crush a enemy drain/null and repel elemental resistance

Wealth hand on yukiko castle is strong against everything but it again not immune, repel or drain
The treasure hand on steamy bathhouse is strong against eletricity not immune
Supreme hand on Void quest is strong against ice doesn't null it
Opulent hand on the laboratory yes it is immune to everything, but if you use fire break and then fire spell/item work
Luxury hand is strong against wind doesn't null it
Glorious hand resist everything but physical, almighty but is strong to light and darkness and there you go there is a chance to kill them instantly but it is 20% a little bit more with the boost skills hahahahah you might have a better chance with Daisajou samsara(i think that is the name) light skill with the highest hit chance get a hama boost and using Alice Die for me that is the dark skill with the highest chance of hitting with mudo boost...and you might have a 30~40% hit chance on each hand

And finally Isolated that this one is literally immune to every element, strong against physical and takes just a bit more from almighty but has low health.......
Last edited by Nito; Jun 28, 2020 @ 5:53pm
Lugez Jun 28, 2020 @ 5:50pm 
Originally posted by Rydis:
Originally posted by TheFuriousLeftNut:
They run eventually, but I'm pretty sure they run away quicker once you get them to a certain health or when they crit you. So try Mind Charge -> Marakunda -> Attack

They run away turn 2, except for 1, who casts evasion up. Rare chance one might enrage itself.

But usually goes

MC -> Almighty->chie Revultion->Yukiko->hope crit->teddie->hope crit

Then

Hand evasion, all other hands run away. Almightly again, if hit, awesome, still need another to kill. Its next turn it runs away. The damage from 3 regular hits one finish it off.

This is 100% of the time, everytime

I think your first Almighty attack is scaring them off. I've definitely had a lot of moments where the hands stand there and do nothing. Try using Marakunda first, then when it rolls back to you, use Almighty.
Meowmixwarrior Jun 28, 2020 @ 6:39pm 
Try fusing a Persona with Auto-Sukukaja, Auto-Tarukaja (Or use the Shovel weapon), Mind charge, and a high almighty spell (you can cheese this a little by going back to the earlier dungeons and farm for Skill level up arcana).

Turn one Mind Charge
Turn two Almighty attack
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Date Posted: Jun 28, 2020 @ 3:56pm
Posts: 12