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Also consider everything that you can use, like status effect (heavy for earh, dry for bomb) , debuffs (consider increasing the power of debuffing with equips) and criticals.
I don't remember how much SP this stuff costs, but you could try Viking Monolith or even Ninja Cat to get a lot of haste instead of re-casting Enchanted.
Also don't use just Matt, use Lance's LB and like Hidden Power or something on another char. Cast like 6 Limits Breaks in 1 turn.
I therefore decided to go for complete defence, contrary to the games suggestion. With Neon having no resistance to Weak and Tired, it's easy enough to couple that with high HP and Defence boosting equipment such that you can potentially take 2 or 3 rounds without having to heal. This means that, ironically, by going defence, you have more time to safely do damage.
The slight problem here is doing enough burst damage to destroy Neon's support. I would advise having Lance with the best Magic boosts you can get, equipped with Thunder Core. If he's supported by somebody with Encore, then he can potentially deal massive damage with minimal risk to himself. The idea for me was to keep him buffed, and to keep him in the back until I needed him. That way everybody else could tank the hits and deal steady damage to Neon.
My strategy was something like this:
Matt: Club of Withering, Knight's Helmet, Heroic Armour
Anna: Regal Turtle, Robot Ears, Mecha Suit
Nolegs: Neon Lightbulb, Captain's Hat, Ninja Gear, Cat Tail, Fairy
Lance: Thunder Core, Wizard Hat, Wizard Robe
Natalie: Oak Staff, Curly Horns, Cow Costume
The main party would always be Matt, Anna, and Nolegs. I started with Natalie in there to use 7th Heaven, and then used Encore to get her in the back again. In the first rounds, I had somebody use the Sapphire Ore summon, followed by Nolegs using the Ion Cannon limit. Matt and Anna tank via defence, and Nolegs tanks with evade and his autorevival. I gave
Protect to Matt, Reflex to Anna, and Barrier to Nolegs, which they kept on top of as needed. Weakness was maintained through Unleash and Blessed Arrow, and Tired through Gaia Blossom. Nolegs would keep Cursed on Neon by using Twilight Tango. If there was a spare turn, then Nolegs could use Water Whirl or summon Dead Pixel to put Bad Luck on Neon; further reducing his damage potential. Once Neon's stats got low enough, I would switch Lance in to periodically use a Cola to keep his Magic up, ready to blitz the respawned parts. I always made sure to Wet Neon first for the extra damage. The moment I had Neon properly debuffed, the battle became so much easier. It could also be worth having Cat Wizard, Quartz Ore, and Viking Monolith just to cover any moments the battle might get out of hand. Additionally, Neon has no resistance to Dispel, so the moment he gets any buffs, they can be set right back to zero. Natalie did scarecely little in this fight, and largely served as somebody to switch in to save somebody else who was low HP; she was basically turn-management.
The fight ended up being a fairly long one, but not a difficult one. The one thing I would say is that if you are going for Defence, keep it up until the very, very end. Neon gets a bit more aggressive towards the end, so even if he can be killed in one more hit, keep the defence going at all costs.
Whatever you end up doing, best of luck with Neon Valhalla. Give it a good kicking for everyone. ^_^
What you need:
- LBs on Matt, Anna, Lance and optionally Natz and NoLegs.
- 165+ SP, Viking Monolith and Hardy Gloop.
- A good armory.
Basically you're gonna launch a ton of Physical LBs at Neon Valhalla.
On the setup:
- Matt had Soul Eater for it's ridiculous +180 Attack buff, and for having Curse Status Effect. Cardboard Box to increase Matt's buffs. Heroic Armor for it's great defense and for boosting non-elemental skills (Ragnarok).
- Lance had Heavy Claw and Camo Jacket to boost Bomb skills. Heavy Claw also has a nice +80 Attack buff.
- Anna had Earth's Wispher and Cow Costume to boost Earth skills.
- Natz and NoLegs you can just have as much defensive equipment as you want.
- Some Blast resistance in general for the whole party, and more Attack boosting gear.
- Hasting equips can also be pretty nice to get an extra turn for damage.
- Have Debilitate on someone, in my case I used Lance because of my Setup.
Turn 1, tank the damage from Neon Valhalla's first hit. Use Natz's Kyun or NoLegs Nine Live's to guarantee you can survive for a couple more turns. Have Natz or Lance use Debilitate to debuff the enemies' defence by 20%. Make Matt use Unleash for a guaranteed Curse for 2 turns.
Turn 2, Matt casts Temper on himself, and you can just heal if you need or try to debuff Neon Valhalla's defence more.
Turn 3, Neon Valhalla should be at -40% Defence, Matt should have a nice Attack buff and also Brave. Have your other two frontline members who aren't Matt cast Hardy Gloop on Neon Valhalla to make it Enchanted, and cast Viking Monolith.
Bring Anna and Lance to the front if they aren't already, and use Matt's Ragnarok first. After that, cast Lance's Oblivion and Anna's Mighty Oak in either order. In my case, after the 3 LBs it had about 6% HP left, which I just finished off with Matt's Earth Skill.
You could even have NoLegs cast a Physical LB if you wanted even more damage instead of Matt's skill, and there should be a lot of room for min-maxing with equipment and skill setups too. Ragnarok and Temper could give even bigger boosts with better equipment. If you get a Haste on turn 3 it's even more room for damage, specially because you could use a Chilli Pepper for another LB. You could try to curse it one more turn for a -50% Defence (which I didn't because the Shockwave Bombs were about to fire).
Nat with 2 pieces of buff up gear is very powerful, as that lets her 7th Heaven grant the maximum 100 of each stat it boost at max rank. Notably, the earth staff (Chief's Wisdom?) directly above the beholder's eye has that. After using this, you can consider either changing out to Nurse's+Cross for stronger holy attacks (mostly Judgement, which is nice to use every 3rd turn if you don't need to heal, thanks to the Nurse+Cross giving a +60% damage boost to it, on top of the curse you should be maintaining a further +50% for a solid +140% increase in the damage of her Judgement, which has it's 220 base damage) and healing, as you don't really use her to buff after that, or keeping the staff for using Gaia Blossom for damage.
Anna should be in earth buffing gear, focusing on attack up for her limit break and Lumber.
No-legs and Matt are both nonessensial, although have uses. If you have Matt's Earth drill found, give it to him for his limit break on a turn after the others have blow their limit breaks, or give him full buff-up gear so that he can give maximum Temper to Lance/Anna for their limit breaks at a later point in the fight, and Courage to refill defense (The tank does NOT do any native magic damage, only the turrets do, and you can kill these before it can unleash their effects, so magic isn't worth defending vs mostly. Evasion or defense are the only two worth amping up).
Now, something to note. You do NOT want to blow your limit breaks other than 7th Heaven on the first turn. You want to debuff the tank with Curse, and let it drain out 50 points of defense/Mdefense from it first. This way your limit breaks can deal maximum damage. You can use Lance's AoE CDs to knock out the stuff the tank starts with just fine when buffed with a maxed 7th Heaven. Anna is spending these first turns debuffing with Curse from a badge, and weakness from Holy Arrow. After this, she should use Lumber constantly to trigger a stagger, before Lance uses his single target stuff on the tank. If the tank uses it's horn that gives it more attack, instantly use bomb arrow to dispel the damage up. Nat is using her Heal More, Gaia Blossom, or Judgement every turn, or dropping Pulsar on the tank before Anna uses her Lumber to inflict heavy to buff lumber's damage.
After about halfway through the fight, the tank will start using a second horn that will strip you of your attack buffs and inflict -30 attack/m-attack. Be ready to have either a second 7th Heaven cast, or Matt recast Temper, or else you will struggle to finish the tank off potentially.
Also, something to be wary of, is if the tank has it's summons on it's back, several of them can invert your buffs into debuffs. Be ready to counteract it with a red eye-bot, or otherwise bench whoever it inverts into worthlessness.
Matt: Hyper Drill - Genji helmet - Camo Jacket - Iron cross - Crossbone pin - Green cross
Natt: Elder Wisdom (mandatory LV5) - Blue elephant - Mecha suit - Hoop earrings - Surgical mask - The tr * force
Lance: Spine Snapper - cardboard box - coat of theth - Balance badge - Tentacle - Bandage
Anna: Earth's whisper - Robot ears - Camo skirt - Small cloud - Silver cross - Lightning badge
NoLegs: Turtle Shell - Army helmet - Captain's coat - Fairy - Cat tail - Mini Drone
Summons: Red Flybot and Viking Monolith (both are important).
In the first round, you will have to do the following steps:
1. Natt attacks the tank, Anna uses a tank combo shot, Matt summons Viking Monolith, then Anna changes to Lance, Natt uses his LB (7th Heaven), Lance uses his LB (Oblivion), Matt uses his LB (Cleaver ) in the tank.
2.- Change Lance for Anna, Natt attacks the tank (the reason why Natt should always attack is because the Elder Wisdom weapon at level 5 gives enchantment when attacking), Anna uses Combo shot or Piercing shot to the tank and Matt use Cataclysm.
Now you just have to repeat step 2, always attack the tank, it is important that Natt enchant the tank so that Anna and Matt can do a lot of damage in a short time, you can attack the bombs but it is preferable to finish the tank as much as possible.
Now on the summons, Red Flybot is in case the buffs are reversed and the Monolith is for something happens, like to defeat the bombs.
I managed to defeat this boss thanks to a Yt video, here are the credits:
https://youtu.be/HRU9DGYM3lg