w:c:magical-camp>JackyHF m |
m (1 revision imported) |
Latest revision as of 08:18, 22 November 2021
- This page is about the boss. Did you mean the character Alice?
Alice: "Welcome to my mind. I hope you have enjoyed going through my memories, but now it's time for you to become my dolls."
Natalie: "Be careful Eric. We are in her mind, so there's no way to tell what she is able to do."
HP | MP | ATK | DEF | MAT | MDF | AGI | LUK | EVA | NUL |
---|---|---|---|---|---|---|---|---|---|
1400 | 1000 | 25 | 25 | 25 | 25 | 20 | 20 | 5% | 0% |
- | - | - | - | - | Wk | - | Rs | - | - | Im |
- | Im | - | Rs | Rs | - | - | - | Im | - | - | Im | Im | - | Im |
Spells and Abilities:
- Ace of Diamonds
- Chilling Evocation
- Come and Get Me!
- Enrage (Requires Come and Get Me!)
- Gust
- Ignite
- Spell Immunity
- Three of Spades
- Guard
- Ghost Rapier
- Rain of Daggers (Sharp damage)
- Whirling Blades (Sharp damage)
- Five of Hearts
- Six of Clubs
- Chilling Evocation
- Curse of Feebleness
- Gust
- Ignite
- Joker (Rare)
- Annihilate (Requires Charge)
Drops:
- N/A
Unsurprisingly, Alice is the boss of Alice's Memories. Accompanied by a wildly varying Battle Cards, Alice has access to a dizzying array of possible attack spells. The current card she has out determines her behavior and gives you a good idea of what to expect:
- The Ace of Diamonds grants her several single target attack spells, as well as allowing her to set up temporary immunity to physical or magic attacks.
- The Three of Spades strikes out with a variety of bladed attacks, damaging your HP and MP.
- The Five of Hearts summons a Knight to fight for Alice, which she buffs while putting your party to sleep.
- The Six of Clubs allows her to hammer you with elemental damage or reduce your ATK.
- The Joker causes her to spend a turn charging before unleashing a massive magical attack. Any character that doesn't defend against it will take 9999 damage.
Her card is difficult to hit with physical attacks due to have a high EVA stat, and entirely immortal, but does change at the end of each turn in which it suffers 100+ HP of damage. Hitting it with magical attacks is a great way to prevent Alice from sticking with the Five of Hearts or Joker, either of which are much worse than her other options.
Be especially wary of the Joker card. Unlike the others, it has perfect immunity to physical, fire, absorb, and magic damage, making all of your standard methods of injuring it useless. However, if Eric(a) or Natalie is equipped with the Slime Princess' Core, Slime Bubble is a handy source of acid damage. Melting the Joker is the easiest way to avoid annihilation.
All of this winds up mattering very little though as Alice herself is not a terribly sturdy opponent. As soon as she has a card out you don't mind dealing with, simply hit her with your strongest fire attacks for a few rounds and enjoy an easy victory.