w:c:magical-camp>JackyHF m |
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Latest revision as of 08:18, 22 November 2021
- This page is about the midboss. Did you mean the merchant Allura?
Sea Witch: "I knew it was just a matter of time until you mermaids sent somebody after me. I will show you the power of the Sea Witches!"
Alice: "What are you doing, Veronica? She's clearly not a magico!"
Eric(a): "She isn't? Then there's really no reason for us to fight."
Sea Witch: "Oh, are you chickening out already?"
Veronica: "Hell no! I never turn down a fight! Just try to last long enough for it to be fun."
Natalie: "Errr... don't you think that you are being a bit too violent?"
Veronica & Sea Witch: "NO!"
Alice facepalms.
Alice: "Those two idiots are the same."
HP | MP | ATK | DEF | MAT | MDF | AGI | LUK | EVA | NUL |
---|---|---|---|---|---|---|---|---|---|
2200 | 120 | 22 | 25 | 27 | 28 | 24 | 40 | 10% | 0% |
- | - | - | - | Rs | Rs | Wk | - | Wk | Im | Im |
- | VRs | VRs | - | - | - | VRs | - | Im | Im | Im | Rs | - | - | Rs |
Spells and Abilities:
- Attack (Blunt damage)
- Freezing Tide
- Null Magic Ward
- Tentacle Grasp
- Volt Blast
- Waters of Lethe (Below 75% HP; only cast once)
- Waters of Phlegethon
Drops:
The Sea Witch Allura is the miniboss of the Mermaid Caves, an unfortunate bystander caught up in the war between the mermaids and the magico Mindstinger. In order to complete the dungeon, you must defeat her and take her gemstone. Fortunately, doing so is not terribly difficult.
There are two mechanics unique to the Sea Witch fight that you will want to keep an eye on. When she casts Tentacle Grasp, one of your party members will become locked down with Tentaclebound for one to four turns. If this party member is low on health or the DEF stat then you may want to top up their health or otherwise protect them as any subsequent casts of that skill while they are still bound will result in them being choked out for three hits worth of damage. After they get out, another party member may end up under Allura's tender care soon after. The other thing to watch out for is Waters of Lethe which will lock out one unique skill for each party member for the rest of the fight. Some skills may be more annoying to lose than others, but no particular skill is absolutely required for this fight.
Aside from the one bound (and therefore telegraphed) party member the Sea Witch lacks the ability to spike damage, and instead attempts to gradually wear you down with weaker spells. So long as you maintain your healing, this should not be a major risk. She actually has some frustrating resistances, greatly reducing the power of Eric(a)'s Heart Blast and all of Natalie's Fire magic, plus having the usual boss resistances to common status effects such as Bound, Confused, and Stunned. Thunder and Ice damage are particularly effective though, so feel free to let loose with Lovely Lightning (as long as it wasn't sealed by Waters of Lethe). Keep on piling up the damage and the Sea Witch Allura should be an easy victory.