Okay, I think I'm hopelessly stuck on stage 18's boss trio, specifically the Chihiro part of it. I've been trying to use the strategy from the wiki, but invariably one of the following happens:
1) The opening shot of Octopus Maelstrom procs instant death on either Alice or Nitori (whichever one I didn't give the accessory to block instant kills)
2) Chihiro uses Tentacle Dance and it kills both Nitori and Alice, somehow hitting Nitori even though I had London Doll up (Paralyze, probably). Even if Alice doesn't get paralyzed, this usually still kills her, especially if she just took an Acid Storm.
I haven't tried fighting Akame yet, but I suspect she'll be easy; and I already know I can beat Kagami rather easily. Any suggestions?
Alrighty, let's see if I remember who I used for each boss...
Akame - Mokou, Youmu, Byakuren.
Akame is weak to fire so if Mokou has Fujiyama Volcano (Which she should. Go and grind for it if you don't), she can drop Akame within a few turns.
Youmu gives Mokou some extra help in the damage department and serves to backup Mokou if she gets KO'd too early.
Byakuren should buff up Mokou first with Weapon Bless, then Youmu likewise, then enchant Youmu's weapon with fire.
Truthfully, unless Akame does something crazy like wipe Mokou the first turn, then one of your other characters the next turn, she is by far the easiest boss to drop.
Chihiro - Reimu, Patchy, Nitori, Sakuya, Aya.
This is boss is usually the only one I'm really worried about randomly screwing me over.
Her opener, thankfully, is easily nullified. Octopus Maelstrom's chance to induce instant death won't occur if the land is not shifted in water's favor. Patchy casting Active Elemental to shift the land in any direction not named water is best here. You can go fire to weaken the damage sustained from her water spells or elec to take better advantage of her weakness.
Secondly, you can use Reimu to nullify the damage from the attack. If she has Super Duplex Barrier, great. Octopus Maelstrom is a water element magic attack so make sure to choose to block magic attacks with that spellcard. Should you not have that, Encompassing White Tiger Circle will do.
After that, she's the team's healer and protector.
Nitori should be setup with Spitfire, Rage Eight, and Elemental Bullet. Enchant her weapon with elec, then Rage Eight & Spitfire away. Make sure to give her equipment to resist blind & a +RES accessory, just to be safe.
Patchy can join Nitori in doing damage. Heaven Crack to boost the damage of elec attacks, Active Elemental to shift the land in elec's favor, then Thunderbolt/Thunderstorm spammage.
Sakuya's job is to tank (Poison Shield formation is best here with her at point). Give her blunt & water resistant gear and let her Private Square simply to deny Chihiro turns. If you can find a way for her to inflict decent damage without giving up her resistance gears, go ahead.
Aya's job is to give a turn via her Tengu Support spell to whomever needs to get their action off immediately, usually either Reimu for a barrier spell or Sakuya to get off a Private Square if Chihiro charges up for her Maelstrom again. Otherwise, Illusionary Dominance is a good idea to spam. She doesn't do much otherwise though.
Patchy & Nitori should be able to take her down fairly quickly so long as Chihiro doesn't target them. If you have extra blunt resist gears to spare, give them to those two. Reimu with Super Duplex Barrier to block physicals is another option, but make sure Sakuya can Private Square and Aya available to give her turn up
Kagami - Alice, Satori, Marisa, Sanae
Alice tanks as per her usual role, Satori gives support with Heal/Area Heal/Leaf Shield/Starlight Barrier & using Poison Art on Kagami if she gets an opening (Extra damage is nice here), Marisa is spamming her best mystic element attacks (Galaxy or the next best thing + her best available Master Spark spell), and Sanae is buffing & healing everyone.
Alice should have slash & dark resistant gears equipped while Marisa gets a slash resistant accessory as well. Kagami can counter so you want to ensure your Marisa can take a hit or two.
If Kagami does anything that involves charging up a bomb, Alice needs to Little Legion the next turn, ESPECIALLY if it's the W-Bomb. The attack following that can do a ton of damage, even to Alice, and that's WITH resist gears equipped. Alice having 500 HP or more should be enough with high slash & dark resists.
Kagami, like Akame, is easy to manage and beat up. Just make sure Marisa has a ton of MP since she'll be doing the majority of the damage here.
With that out of the way...
http://img850.imageshack.us/img850/7874/gosgameclear.jpgJESUS CHRIST I BEAT THE FINAL BOSS YAY!
After a few tries where I derped up real bad and had to restart, I got the best damn luck I could have hoped for. Sanae's spell she gets at lv70 made a huge difference here as I could do roughly 20k damage or so when Biotopos came out due to the land being shifted heavily in water's favor + Arctic Chill field effect for bonus water damage + Marisa & Patchy spamming their best single target water spells + Nitori chasing those water spells. Alice tanked for the team of course.
Lithos is the only part of the phase I tend to be worried about due to Vortex hijinks or charging up a bomb, forcing me to Little Legion the next turn. I tend to have Alice LL on Lithos' 2nd turn anyways. That way, she can't throw out a cheapo Vortex to rip away buffs before Anastasis come back in.
By the time Bio comes in for the 2nd time, I have the HP bar for the trio nearly depleted. Patchy sets up another Heaven Crack so I can start the 2nd part of the fight with multiple turns on the field effect.
The kicker though? Sanae got a LW literally the turn before I ended round 1 so I was able to add another boost in damage for everyone for phase 2.
Phase 2 went extremely well. Alice is at full HP at all times since she has no mystic resist gears, meaning a full 666 damage from Minus if that gets casted. Otherwise the usual until this phase is low on HP. Then I have Patchy use one casting of Void Land while Marisa & Nitori get in some last minute damage, then bring in team 2 to get them setup for the final phase. I had a good 3+ turns to do that thanks to Sanae's LW speeding up the first half of phase 2.
Went into the final phase of the fight with a fully buffed Youmu and I believe a Sakuya with Weapon Bless active.
Final phase of the fight went amazingly well. The big differences here is that I had Satori moved to team 1, Aya as team 2's commander, and Mokou joining the front line instead of being a commander. I was going to rely on her Possessed by Phoenix spell to save anyone from a mortal attack.
Youmu used Paschal Moon-Reflecting Satellite Slash instead of SoE. It seemed to never miss compared to SoE and did crazy damage. 5k per hit, 12-13k if one goes critical. Just one of these to open up the fight knocked off a 1/4th of the final boss's HP.
Sakuya used Private Square, then spammed Dragon Fang Strike, doing around 4.4k damage (8k dmg if it critted which it did once). Sonic Blade did a bit less, but was good for conserving MP (That Magic Ring III I found today was awesome for her).
Reimu would use Super Duplex Barrier to block magical attacks when Private Square was on cooldown and heal everyone otherwise.
Byakuren...buffer of course. She had backup heal spells just in case.
Had to eat a Vortex once which was kinda crappy, but I recovered from that & managed to survive the most luckcrap part of the fight where both Private Square & Super Duplex Barrier were on cooldown. Only Mokou's Reraise was used up while everyone else was still alive.
Believe it was Sakuya who dealt the final blow.
Now I can enjoy post game content, yay!