The second wave contains the break bar Lancer boss (236k, 249k HP) flanked by one Assassin (89k HP). The Lancer mini-boss returns, this time with a first wave containing the Assassin mobs (23-36k HP). The boss will apply on-damage effects after break, none of which are particularly threatening. Note the boss's charge move is just an Extra Attack. The second contains the break bar Lancer boss (220k, 234k HP) flanked by two Rider mobs (56k HP). The first wave contains low HP Rider mobs (20-28k HP). More Assassin mobs in two waves, from 67-156k HP.Ī mini-boss encounter, with a Lancer boss in the second wave. See the drop down for tips on the encounter (Note: Spoilers).
Watch out for the boss's NP, which will be filled to MAX every turn, and deals AoE damage + Curse. A field effect will apply Guts to all the Master's Servants every turn. The battle will end after breaking their first HP bar. During second break, they will decrease the NP Gauge of all frontline party Servants by 10%, as well as debuffing Arts effectiveness for 5 turns.Ī Mini-boss encounter with an Assassin-class Servant (672k HP).
Upon first break, the boss will buff their own ATK for 5 turns. The break bar Saber boss appears alone in the second wave (136k, 183k, 236k HP). The first wave is a set of three low-HP Rider mobs (10-12k HP). Mini-boss encounter with the Saber Servant. Three waves of three Rider mobs each, ranging from 12-86k HP. Two waves of Rider mobs with two enemies per wave, ranging from 50-105k HP.Īnother two waves of the same Rider mobs, this time with three enemies per wave. The latter effect can be skipped by bursting the boss down quickly. Upon break, they will increase their Critical Rate five times (unremovable), and if their second HP bar gets low, they can also charge their bar by 2 and buff their NP strength. Breaking the Berserker's first bar is sufficient to end the battle.Ĭlick the Boss Information below for specifics.Ĭleanup for some generic Rider mobs in two waves, ranging from 38-88k HP.Ī mini-boss encounter with a break bar Rider Servant (257k, 331k HP). Two waves of enemies, with the first wave consisting of three Rider enemies (45-47k HP), and the second with a boss Berserker Servant (378k HP) flanked by two Riders (75-78k HP). Upon break, they will increase their NP Strength and grant themselves Mental Debuff Immunity for 1 time each. Upon break, they will increase their own Critical Rate for 5 turns.Ī single Berserker Servant with 2 HP bars (330k, 362k HP). Two waves, the first with Rider mobs (25-27k HP), and the second with two Rider mobs (48-50k HP) with a break bar Saber Servant (183k, 227k HP). Avoid breaking the Saber as they will debuff the party after break. Prioritize the Berserker Servant, as breaking them ends the battle. Battle ends after first break.Ī wave with a Saber Servant (183k HP, 214k HP) and a Berserker Servant (605k HP). Two large enemies in a single wave, one a Berserker (270k HP), the other an Assassin (318k HP).Ī single Berserker-class enemy Servant (564k HP). This time the Lizards and Giants are in a single wave, one after another, totaling 10 of them. Lizards and Giants in three waves, each with three Lancer or Berserker enemies (1st wave: 22-37k HP, 2nd wave: 31-62k HP, 3rd wave: 58-110k HP). More wolves and giants in two waves, each with three Assassin or Berserker enemies (1st wave: 45-57k HP, 2nd wave: 54-110k HP). A brief callback to the previous Lostbelt's enemies, this encounter is just a single wave of two ~77k HP Assassins and a single 119k HP Berserker.Ī straightforward encounter with two waves, each with three Lancer-class enemies (1st wave: 35-39k HP, 2nd wave: 78-100k HP).