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What did you do in that attempt of yours? Put anything that may be relevant, like what units/equips/buffs/magichanged monsters you're using, what's your lv for your sword skills, how you're isolating the Pringers... You might be able to beat it with some minor changes in your approach. Maybe.
I can buff atk to reach 40M and dealt about 50M dmg with overlord atk.
Does magic changed help here ? since max atk stat is 40M anyways.I have gig and prism red max level. I didn't try to decrease his def yet. May be it possible.
MAX sword mastery level, Yo$hitsuna, Makai wars, robo suit.
First thing I'd advise is to isolate the Pringers in a 3x3 box formation. This boss has a pretty passive AI, so they won't aggro on you if you're outside their range. You can do it without sacrificing a single unit if you have throwers with good mobility. I have 9 Heavy Knights with 3x Angel Sandals (+MOV char bill passed), but only a couple really need that much mov (and you can "borrow" a max mov accelerator if needed) and you should have a few monsters with different "throw" ranges to bounce the pringers around without wasting actions.
This might get a bit cluttered, but please bear with it. If you already know how to do it (or just can't be bothered with it), feel free to skip it.
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First, position your units somewhat like this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2113729087
Pay close attention to the position of the knights in relation to the pringers, I'm trying to make it so that all pringers are facing the same direction. Monster units don't matter as much, as long as you line the Pringers on the top (see next image). Technically you don't have to do it this way, but just for simplicity's sake I'll stick with this.
After I throw/bounce the 3 lowermost Pringers, I take out my other knights and pick/throw them to a place safe from the Pringers on the side. Remember that they have Prinny Barrage, so you have to take their movement range +4 tiles in a straight line.
https://steamcommunity.com/sharedfiles/filedetails/?id=2113729594
Next turn, I retreat my knights and work on one of the sides:
https://steamcommunity.com/sharedfiles/filedetails/?id=2113729806
Again, pay attention to where my knight is in relation to the Pringer.
For the next Pringer, I pick/throw it directly instead of bouncing it around, then I make a line of other knights to "rescue" the thrower.
https://steamcommunity.com/sharedfiles/filedetails/?id=2113730022
https://steamcommunity.com/sharedfiles/filedetails/?id=2113730344
Again, this is just one of the many ways this can work. Also, due to an oversight, my knight on the right (the one with a sword) was vulnerable/in reach of a prinny barrage, so do place him a little lower. I got lucky and the boss didn't do anything (the AI is so passive that it sometimes does nothing even when it can).
Next turn, repeat for the other side. By turn 4, you should have them arranged without any unit down.
https://steamcommunity.com/sharedfiles/filedetails/?id=2113730549
You can spend another turn to throw them on the other side of the field so that they are facing away from you for the 80% chance of hitting them and/or if their current position doesn't allow for, say, Winged Slayer. I didn't take a screenshot for this one, but you should be able to do it on your own (or, if needed, I can explain it as well). Just know that you should grab them from behind to preserve their "facing away" position.
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With that formation, you can safely stay put, buff up and attack (if you had the range) on the other side of the field. The limit on which you are safe is a "triangle" 4 panels away from the base panel (again, check the boss' mov range and add 4 tiles due to PB).
If you have more than Laharl that can attack/reach reasonable stats, take your time to buff them. If you retreat your units to the base panel, they should keep their buffs/avoid them wearing down.
If you can kill some, but not all pringers in a single turn, take a unit out as a sacrifice and lift your attacker(s) or the Pringers to take the hit.
Even if you only have Laharl as your main attacking unit, you can do some sort of "hit&run" tactic by attacking and lifting/throwing your chars back to the safe zone (similar to how I've done when positioning the Pringers around). It's a cheesy tactic, but hey, the boss is cheap, so you might as well be.
Lastly, if you still need some more power to take the Pringers down, consider the "combo"/"standing still" bonuses. After positioning the Pringers, equip Laharl and another unit with high counter with purely defensive equipment to beat each other up and raise the bonus (also, have a healer nearby to keep them alive). Since it's quite hard to make tanks/walls in this game, an alternative is to level up a random legendary Gun weapon and give it +3 atk range. You can attack one of the pringers in the safe zone and slowly build your "combo" bonus up. It's slower since you only get 1 attack per turn, but a lot easier to manage (since you don't run the risk of killing your units yourself). Btw, this is how I did it with my archer (remember that the Pringer passive only works with abilities, not normal attacks), but with a bow instead. Oh, and obviously save the regular buffing to after you're done building your combo up. I think the combo bonus in particular is lost if you retreat to the base panel, so beware of that.
If you do need to use that last tip, remember to not move Laharl directly, only throw him around.
Sorry for the wall of text.
https://steamcommunity.com/sharedfiles/filedetails/?id=2113921769