Sunsín Cave Very Hard Ever Crisis Dungeon Best Guide, Enemy Info, Party Composition

After delving deep into the labyrinthine world of Final Fantasy Tactics: The War of the Lions, I must say that this battle strategy guide has left me both enlightened and perplexed, much like a seasoned alchemist attempting to mix potent cocktails in a cauldron of chaos.


In Final Fantasy Ever Crisis, Sunsín Cave’s Extreme Trial is quite a conundrum! The last boss, Reno, can be easily countered with ice attacks, but the other monsters are more susceptible to fire and lightning. Creating an effective team for this dungeon will be tough given the varied resistances. But don’t worry, we’re here to guide you through this hurdle and offer strategies that could earn you an S+ rank!

Team Composition

In a dungeon adventure, consider bringing along Sephiroth or Tifa, each armed with their specialized Ice Arcanum equipment. They serve as excellent attackers. If you prefer a single character, either will do, but if you’d like to double up, they are both welcome in your party. Tifa excels at dishing out substantial ice damage and weakening defenses with her Limit Break. She also offers healing capabilities and disrupts enemy attacks. Sephiroth, too, can debilitate defenses, especially if you have the Kuja Sword, which he can use to hamper offenses as well.

To guarantee the longevity of our group, think about incorporating one of these three Area-of-Effect healers: Aerith, Matt, or Red XIII. Aerith is particularly recommended because she can undermine defenses with her Sun Umbrella and serve as our main healer. Matt ranks second in effectiveness as a healer, boasting defense-breaking skills, although he’s slightly less adaptable. Lastly, Red XIII offers Regen to the party, but his healing power isn’t as potent compared to the immediate healing abilities of Aerith and Matt.

Setting up the party optimally, incorporating a character such as Lucia could be advantageous. Lucia’s Bald Eagle weapon allows her to weaken resistance to ice, amplifying the ice damage she can inflict. Moreover, her weapon features a support materia slot that increases the ice damage modifier by 30%.

Enemy Info

Scorpion Sentinel [Level 80]

[HP: 234357] [PATK: 9831] [MATK: 9831] [PDEF: 100] [MDEF: 100] [HEAL: 0]
Damage Resistances: None
Elemental Resistances: 80% Fire, -100% Ice, -100% Lightning
Immunities: Poison, Silence, Darkness, Fatigue, Fog

As a seasoned adventurer with years of combat under my belt, I’ve come to rely heavily on my arsenal of magical abilities. Among them is the mighty Tail Laser, a powerful attack that has saved me from countless perils. But it’s not just about brute force – I’m also adept at using stream phase skills to outmaneuver my enemies. For instance, when faced with an onslaught of foes, I activate my Counter Mode, unleashing a flurry of counterattacks that leaves them reeling. And in tight situations where precision is key, I use the Target Scanner to zero in on a single target and focus all my might on taking them down. These skills have been invaluable to me on my journeys, and I trust they’ll continue to serve me well as I face new challenges ahead.

Quickly destroying sigils is an effective strategy.

Abilities:

Physical Damage:

  1. Type-98 Cannon
    • Description: 80% Phys. Non-elem. Damage [Range: Single Enemy]
  2. Debilitating Cannon
    • Description: Various percentages of Phys. Non-elem. Damage [Range: Single Enemy]
      • Effects:
        • 30% Phys. Non-elem. Damage └ 120s MDEF Down (+120s) (Low -> Extreme)
        • 40% Phys. Non-elem. Damage └ 300s MDEF Down (+300s) (Mid -> Extreme)
        • 50% Phys. Non-elem. Damage └ 300s MDEF Down (+300s) (High -> Extreme)
  3. Fire Missiles
    • Description: 150% Phys. Fire Damage [Range: Single Enemy]
  4. Fire Missiles A
    • Description: 100% Phys. Fire Damage [Range: All Enemies]
  5. Mark 99 Launchers
    • Description: Varying percentages of Phys. Non-elem. Damage [Range: All Enemies]

Magical Damage:

  1. Tail Laser
    • Description: Varying percentages of Mag. Non-elem. Damage [Range: Single Enemy]
      • Effect: Reset Resistances [Range: Self]
  2. Tail Laser A
    • Description: 400% Mag. Non-elem. Damage [Range: All Enemies]
  3. Missile Barrage Mode
    • Effect: Permanent Buff Effect: +50% PATK, -25 PDEF, -25 MDEF [Range: Self]
  4. Target Scanner
    • Effect: Initiates phases leading to different attacks
  5. Blockade Wall
    • Effect: Initiates phases with resistance changes
  6. Counter Mode
    • Effect: Initiates counter mode phases

Other Abilities:

  1. Ready Missile
    • Description: Initiates a phase for Mark 99 Launchers [Range: Self]
  2. Counter Mode: Off
    • Description: No Effect

Sahagin Prince [Level 80]

Character Stats:

Regularly boosts its own Attack power with Amp Up. Enhances the attack, defense, and magical defense of all allies with Declaration of War.

Abilities:

Physical Damage:

  1. Harpoon
    • Description: 60% Phys. Non-elem. Damage [Range: Single Enemy]
  2. Water Gun
    • Description: 100% Phys. Water Damage [Range: Single Enemy]
  3. Spray
    • Description: 70% Phys. Water Damage [Range: All Enemies]
  4. Jump
    • Description: Varying percentages of Phys. Non-elem. Damage [Range: Single Enemy]

Magical Buffs:

  1. Amp Up
    • Description: Increases PATK for a duration
      • Effects:
        • 60s PATK Up (+60s) (Low -> Extreme) [Range: Self]
        • 120s PATK Up (+120s) (Mid -> Extreme) [Range: Self]
        • 180s PATK Up (+180s) (High -> Extreme) [Range: Self]
  2. Declaration of War
    • Description: Increases PATK for allies and self, along with PDEF and MDEF
      • Effects:
        • 600s PATK Up (+600s) (Low -> Extreme) [Range: All Allies]
          • Permanent Buff Effect: +30% PDEF, +30% MDEF [Range: Other Allies]
        • 600s PATK Up (+600s) (Low -> Extreme) [Range: All Allies]
          • Permanent Buff Effect: +75% PDEF, +75% MDEF [Range: Other Allies]
  3. Royal Resolve
    • Description: Provides PATK increase, cancels PATK Down effect, and grants a temporary PATK boost
      • Effects:
        • Varying durations of PATK Up (+PATK) (Low/Mid/High -> Extreme) [Range: Self]
          • Permanent Buff Effect: +20%/40%/60% PATK [Range: Self]

Royal Stance:

  • Begins a phase leading to the “Jump” ability, providing PATK Up effects based on the duration.

Gallonbaloir [Level 80]

234876 HP, Physical Attack and Magic Attack both at 9831, Perfect Defense and Magic Defense both at 100, Health is zero.

The ATK (Attack Power) adjusts according to the Charge level of the Force Gauge. This gauge can decrease when you take damage, but it restores your HP during the Mend phase (when you’re streaming).

Abilities that deal great damage and buffs like DEF Up are effective against this enemy.

Abilities:

Physical Damage:

  1. Bite
    • Description: 100% Phys. Non-elem. Damage [Range: Single Enemy]
  2. Shred
    • Description: 200% Phys. Non-elem. Damage [Range: Single Enemy]
      • Effects:
        • 30s PDEF Down (+30s) (Low -> Extreme) [Range: Single Enemy]
  3. Heave
    • Description: 150% Phys. Non-elem. Damage [Range: Single Enemy]
  4. Rake
    • Description: 100% Phys. Non-elem. Damage [Range: All Enemies]
  5. Rush
    • Description: 200% Phys. Non-elem. Damage [Range: All Enemies]
      • Effects:
        • 60s PDEF Down (+30s) (Low -> Extreme) [Range: All Enemies]
        • Remove Permanent Buffs [Range: Self]
  6. Sublime Guard
    • Description: Provides defensive boosts and cancels certain debuffs
      • Effects:
        • Cancel Effect(s): PATK Down, PDEF Down, MATK Down, MDEF Down [Range: Self]
        • 60s PDEF Up (+10s) (Mid -> Extreme) [Range: Self]
        • 60s MDEF Up (+10s) (Mid -> Extreme) [Range: Self]
  7. Energy Depleted
    • Description: Ends Force Gauge and inflicts stun
      • Effects:
        • End Force Gauge [Range: Self]
        • 10s Stun (+0s) Ignores Resists [Range: Self]
  8. Irate
    • Description: Provides temporary PATK boost and debuffs defenses
      • Effects:
        • Permanent Buff Effect: +10% PATK, -50 PDEF, -50 MDEF [Removed on interrupt] [Range: Self]
        • Begin 21s Phase ([12 ✖]) -> Rush
  9. Mend
    • Description: Begins a 30s phase ([24 ✖])

Magical Damage:

  1. Bolt Bomb
    • Description: Deals Mag. Lightning Damage with a chance to stun
      • Effects:
        • 80% Mag. Lightning Damage [Range: Single Enemy]
        • 5s Stun (+5s) [Range: Single Enemy]
  2. Bolt Bomb Barrage
    • Description: Deals Mag. Lightning Damage with a chance to stun to all enemies
      • Effects:
        • 40% Mag. Lightning Damage [Range: All Enemies]
        • 5s Stun (+5s) [Range: All Enemies] [Rate: 40%]
  3. Thunderstrike
    • Description: Deals high Mag. Lightning Damage and inflicts stun while removing permanent buffs
      • Effects:
        • 500% Mag. Lightning Damage [Range: Single Enemy]
        • 8s Stun (+5s) [Range: Single Enemy]
        • Remove Permanent Buffs [Range: Self]
        • Begin 10s Phase -> Thunderstrike
  4. Thunderfall
    • Description: Deals Phys. Lightning Damage to all enemies and ends the Force Gauge
      • Effects:
        • 500% Phys. Lightning Damage [Range: All Enemies]
        • End Force Gauge [Range: Self]
        • Begin Force Gauge: Charge [Range: Self]
  5. Lightning Charge
    • Description: Grants a permanent buff and initiates Thunderstrike
      • Effects:
        • Permanent Buff Effect: [Removed on interrupt] [Range: Self]
        • Begin 10s Phase -> Thunderstrike

Motor Ball [Level 80]

Character Stats:

As a fervent fan, I unleash my potent fire-based spell, Rolling Fire, in the heat of the battle. The longer the stream phase goes on, the more fiercely and aggressively my magic attack intensifies.

Abilities:

Physical Damage:

  1. Focused Barrage
    • Description: 100% Phys. Non-elem. Damage [Range: Single Enemy]
  2. Suppressive Barrage
    • Description: 100% Phys. Non-elem. Damage [Range: Single Enemy]
      • Effects:
        • 120s PDEF Down (+60s) at varying intensities [Range: Single Enemy]
  3. Massive Barrage
    • Description: 200% Phys. Non-elem. Damage [Range: Single Enemy]
  4. Bombardment
    • Description: Inflicts Phys. Non-elem. Damage at different intensities to all enemies
      • Variations:
        • 180% Phys. Non-elem. Damage [Range: All Enemies]
        • 250% Phys. Non-elem. Damage [Range: All Enemies]

Magical Damage:

  1. Energy Cannon
    • Description: Deals varying Mag. Non-elem. Damage to a single enemy with a chance to stun
      • Variations:
        • 180% Mag. Non-elem. Damage [Range: Single Enemy]
        • 200% Mag. Non-elem. Damage [Range: Single Enemy] with 50% Stun rate
        • 250% Mag. Non-elem. Damage [Range: Single Enemy] with 100% Stun rate
  2. Energy Sweep
    • Description: Inflicts varying Mag. Non-elem. Damage to all enemies with a chance to stun
      • Variations:
        • 180% Mag. Non-elem. Damage [Range: All Enemies]
        • 200% Mag. Non-elem. Damage [Range: All Enemies] with 30% Stun rate
        • 250% Mag. Non-elem. Damage [Range: All Enemies] with 60% Stun rate
  3. Rolling Fire
    • Description: Deals escalating Mag. Fire Damage to all enemies
      • Variations:
        • 350% Mag. Fire Damage [Range: All Enemies]
        • 550% Mag. Fire Damage [Range: All Enemies]
        • 700% Mag. Fire Damage [Range: All Enemies]
  4. Overheat
    • Description: Applies significant debuffs and ignores resistances
      • Effects:
        • 15s PDEF Down (+0s) (Extreme) Ignores Resists [Range: Self]
        • 15s MDEF Down (+0s) (Extreme) Ignores Resists [Range: Self]
        • 15s Stun (+0s) Ignores Resists [Range: Self]

Buff/Phase Initiators:

  1. Rapid Inflame
    • Description: Begins a 15s phase, leading to Rolling Fire
  2. Gear Boosts
    • Description: Begins phases with varying durations and icons ([✖⬤] [◆])
      • Variations:
        • Gear Boost: Begins a 60s phase ([29 ✖⬤] [4 ◆])
        • High Gear Boost: Begins a 60s phase ([33 ✖⬤] [4 ◆])
        • Ultra Gear Boost: Begins a 60s phase ([37 ✖⬤] [4 ◆])

Reno [Level 80]

Character Stats:

As a seasoned warrior who has faced countless battles and foes, I have found that harnessing the power of lightning-based physical attacks can be incredibly effective in disorientating and overwhelming my enemies. However, there are times when a single, powerful strike is not enough to defeat an opponent. In such situations, I’ve learned to rely on the strategic use of the Pyramid technique to incapacitate them. This technique requires precision, focus, and a deep understanding of my enemy’s vulnerabilities. It’s not a move to be taken lightly, but when used correctly, it can turn the tide of battle in my favor.

Abilities:

Phys. Lightning Damage:

  1. Shock Swipe
    • Description: 70% Phys. Lightning Damage [Range: Single Enemy]
  2. EM Shot
    • Description: 60% Phys. Lightning Damage [Range: Single Enemy]
      • Effects: 5s Stun (+2s) [Range: Single Enemy]
  3. Turk Light α
    • Description: 70% Phys. Lightning Damage [Range: All Enemies]
  4. Beatdown, Break Rush (variations)
    • Description: 80% Phys. Lightning Damage [Range: Single Enemy]
      • Effects: PDEF Down at varying intensities [Range: Single Enemy]
  5. Flashstrike (multiple variations)
    • Description: Ranging from 400% to 700% Phys. Lightning Damage [Range: Single Enemy]
  6. Flashfoot (multiple variations)
    • Description: Ranging from 400% to 800% Phys. Lightning Damage [Range: Single Enemy]
      • Effects: 5s Stun [Range: Single Enemy]
  7. Electroburst (multiple variations)
    • Description: Ranging from 300% to 600% Phys. Lightning Damage [Range: All Enemies]
  8. Electrical Charge
    • Description: Initiates phases leading to Flashstrike or Electroburst
      • Effects: Cancel Effect(s): PATK Down [Range: Self]
  9. Gotcha and Pyramid
    • Description: Begin phases leading to Flashstrike
      • Variations: Different phase durations ([5 ✖], [12 ✖], [16 ✖], [4 ✖] [3 ⬤], [6 ✖] [4 ⬤], [6 ✖] [6 ⬤])

Phys. Non-elem. with Lightning Buffs:

  1. Turk Light β (variations)
    • Description: 70% Phys. Non-elem. Damage [Range: All Enemies]
      • Effects: Thunder Resistance Down at varying durations and intensities [Range: All Enemies]
  2. Greater Voltage (multiple levels)
    • Description: Permanent Buff Effect increasing Lightning Damage from 25% to 200% [Range: Self]
  3. Electrocharge
    • Description: Initiates a phase leading to Electroburst
      • Effects: Cancel Effect(s): PATK Down [Range: Self]
  4. Flash Step
    • Description: Initiates a phase leading to Flashfoot
      • Effects: Varying phase durations ([3 ✖], [7 ✖], [10 ✖])

Map

Recommended Clear Order and Trance Abilities

Use Thunder Cocktail (from chest near the boss) → Motorball (Pick PATK/MATK Down Dur. +20s Trance) → Use Thunder Cocktail → Scorpion Sentinel (Pick: Phys and Mag Defense Trance) → Use Fire Cocktail → Sahagin Prince (Pick Healing Potency or Physica Attack Trance) → Use Fire Cocktail → Gallonbaloir (Pick Ice Potency + 30%) → Use Blizzard Cocktail → Reno

Battle Notes

As a seasoned adventurer with years of battle under my belt, I can attest that approaching Motor Ball tactically is crucial to success. From my own experiences, engaging it swiftly from the outset is key; allowing it to grow stronger only invites trouble. The focus should be on staggering it and dodging its fierce attacks while inflicting damage as best we can.

1. To prevent the Scorpion Sentinel from growing too powerful and potentially eliminating your characters with a single Tail Laser blast, prioritize focusing on it next. Once you reach higher levels, its power can be lethal. Call upon Shiva at the beginning to attack the two accompanying mobs. Then, focus on boosting the survivability of the character you’ve targeted against the Tail Laser. Simultaneously, reduce the Sentinel’s magical attack capacity to improve your chances of survival.

In simpler terms, the challenges posed by Sahagin Prince and Gallonbaloir are slightly less complex than the first two battles. To defeat the Prince and his troops, use Ifrit’s area-of-effect (AoE) attack effectively, which should be enough to take them down without needing additional assistance. Managing Gallonbaloir is straightforward if you quickly drain its gauge. As a reward for successfully completing these battles, you will receive an Ice Potency trance ability that greatly assists in the fight against Reno.

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2024-08-06 13:17