User blog:Linathan/Squad Spotlight & Guide: Trial EX7 - Rainbow Goddess

It was one day you mustered over Karna Masta in Menon. Tilith wakes up from her unconsciousness from the ultimate attack that Karna Masta fired onto the Summoner and congratulates you for defeating Karna Masta. Knowing that most of their worries have been taken care of, Tilith still promises to go to the beach with the Summoner to develop an even closer bond with him.

However, stumbling across the Summoners’ Research Lab, Noel has created a new trial for the Summoner. This time it’s against the Mock Unit versions of Tilith and friends. Do you think you’re up for the challenge?

Important Notes
There are many, many specifics to look out for. This goes beyond squad building and counting BB usage. Suffering from 1 turn mitigation? This guide is perfect for you.

The following will include resistances and data pulled from the game’s data to provide a detailed guide to victory over Karna Masta.

Phase 1
Sacred Goddess Tilith
 * 4,000,000 HP
 * Immune to all status ailments
 * 30%/50% resistance to base/buffed BC drop rate
 * 30%/50% resistance to base/buffed HC drop rate
 * 10%/80% resistance to base/buffed critical hit rate
 * 50%/100% resistance to base/buffed critical damage
 * 50%/100% resistance to base/buffed elemental weakness damage
 * 30%/80% resistance against base/buffed Spark damage
 * 20% boost to own elemental weakness damage

Seismic Fury Lugina
 * 4,000,000 HP
 * 80% resistance to Injury, 75% resistance to Sick & immune to all other status ailments
 * 35%/60% resistance to base/buffed BC drop rate
 * 60%/50% resistance to base/buffed HC drop rate
 * 10%/80% resistance to base/buffed critical hit rate
 * 10%/90% resistance to base/buffed critical damage
 * 10%/80% resistance to base/buffed elemental weakness damage
 * 30%/80% resistance against base/buffed Spark damage
 * 25% boost to own elemental weakness damage

Radiating Grandeur Paris
 * 3,400,000 HP
 * 60% resistance to Sick, 50% resistance to Weak & immune to all other status ailments
 * 80%/100% resistance to base/buffed BC drop rate
 * 80%/100% resistance to base/buffed HC drop rate
 * 10%/80% resistance to base/buffed critical hit rate
 * 10%/90% resistance to base/buffed critical damage
 * 10%/80% resistance to base/buffed elemental weakness damage
 * 30%/80% resistance against base/buffed Spark damage

Phase 2
Sacred Goddess Tilith
 * 4,500,000 HP
 * Immune to all status ailments
 * 30%/50% resistance to base/buffed BC drop rate
 * 30%/50% resistance to base/buffed HC drop rate
 * 20%/80% resistance to base/buffed critical hit rate
 * 50%/100% resistance to base/buffed critical damage
 * 50%/100% resistance to base/buffed elemental weakness damage
 * 30%/80% resistance against base/buffed Spark damage
 * 20% boost to own elemental weakness damage

Solar Fervor Seria
 * 3,700,000 HP
 * 80% resistance to Injury and Weak & immune to all other status ailments
 * 30%/50% resistance to base/buffed BC drop rate
 * 60%/100% resistance to base/buffed HC drop rate
 * 10%/80% resistance to base/buffed critical hit rate
 * 10%/90% resistance to base/buffed critical damage
 * 10%/80% resistance to base/buffed elemental weakness damage
 * 30%/80% resistance against base/buffed Spark damage

Boreal Courage Karl
 * Has 4,100,000 HP
 * 50% resistance to Weak & immune to all other status ailments
 * 30%/80% resistance to base/buffed BC drop rate
 * 50%/50% resistance to base/buffed HC drop rate
 * 25%/75% resistance to base/buffed critical hit rate
 * 10%/90% resistance to base/buffed critical damage
 * 10%/70% resistance to base/buffed elemental weakness damage
 * 25%/75% resistance against base/buffed Spark damage

Phase 3
Rainbow Goddess Tilith
 * 4,000,000 HP
 * Immune to all status ailments
 * 50%/80% resistance to base/buffed BC drop rate
 * 20%/90% resistance to base/buffed HC drop rate
 * 50%/80% resistance to base/buffed critical hit rate
 * 50%/100% resistance to base/buffed critical damage
 * 50%/100% resistance to base/buffed elemental weakness damage
 * 25%/75% resistance against base/buffed Spark damage
 * 25% boost to own elemental weakness damage

Phase 1
For the entirety of this phase, I would highly not recommend using UBB. This will cause Tilith to use a potential buff-wipe nuke attack on the first turn of Phase 2. It is survivable, but I wouldn’t risk trying to live it.

For the Pure Innocence thresholds, note that Tilith may target a different unit as opposed to what’s followed on this guide if you’re using some sort of Stealth unit, like Hadaron, Nyami, and Randolph. This is due to the mix-up in the targeting system when designating a target based on their stats. With the Stealth buff up, the game has no way in figuring out the highest or lowest stats out of all six units since the unit with the Stealth buff isn’t actually present, but still alive. Dead units aren’t taken into consideration whatsoever since they aren’t alive to be considered into the designation system.

I highly recommend turn counting for the entirety of the trial. All turn count patterns will assume from the start of the trial.

Focus target on the units that Tilith summons. Killing them first before targeting Tilith will prevent them from using Overdrive and their UBB. Nyami is a great candidate for focus-targeting, but will get in the way for Tilith to target units based on highest or lowest stats in her Pure Innocence thresholds.

Most importantly, limit your BB/SBB usage to four per turn so you can prevent Tilith from debuffing your squad during the “hemisphere” thresholds. Only use all six BB/SBB when needed, such as when Paris overdrives.

‘’’Thresholds’’’

Sacred Goddess Tilith
 * Every 3 turns
 * Prism Heart - 12 combo powerful Fire, Water, Earth and Light attack on all foes
 * Utilize this for BB gauging. Using units that can offer BB-on-hit, like Atro (SP enabled), Kulyuk (SP enabled), Felice, Reud, Bestie, etc., will help a ton.
 * Every 4 turns when 3 or more BB/SBB is used
 * A "White Hemisphere" has appeared. - Idle
 * The White Hemisphere has begun to shine. - Idle
 * Use 2 BB/SBB only to cancel
 * If not cancelled
 * Sacred White Shine - Recovers 500,000 HP for all allies
 * If cancelled
 * The White Hemisphere's shine has weakened. - Idle
 * For this “hemisphere” threshold, even if your squad has high damage per turn, I would still obey the BB limitations so Tilith doesn’t go on an endless cycle of becoming invincible purely because of her heals.
 * Every 5 turns
 * Celestial White - 20 combo Light attack on all foes & recovers 98,999 - 99,999 HP
 * At < 80% HP
 * "Lugi! Paris! You're up!" - Summons Seismic Fury Lugina and Radiating Grandeur Paris
 * At < 60% HP
 * Pure Innocence - 9 combo powerful Light attack on foe with highest HP that deals 160% of HP as damage
 * Highly recommend guarding that designated unit. With Lugina and Paris on Tilith’s side, it’ll be tough surviving their barrage of attacks with 20% HP remaining on that one unit.
 * At < 40% HP
 * Pure Innocence - 9 combo powerful Light attack on foe with highest Atk that deals 160% of HP as damage
 * Same as 60% HP threshold. Guard on that specified unit.
 * At < 20% HP
 * Pure Innocence - 9 combo powerful Light attack on foes with highest Def and lowest HP that deals 160% of HP as damage
 * Same as 40% HP threshold. Guard on that specified unit.
 * At 0% HP
 * Transition to Phase 2.

Seismic Fury Lugina
 * Every 3 turns
 * Elle Straight Strike - 7 combo powerful Earth attack on single foe that deals 160% of HP as damage & reduces BB gauge by 100%
 * 70% chance to target any Thunder unit if any are present
 * Whatever you do, mitigate and guard ALL other units. If you’re using Magress, Juno-Seto, or Krantz and the mitigation buff is still active on the turn Lugina uses Elle Straight Strike, just guard all units.
 * Magress deems as the best candidate here thanks to his Guard buffs.
 * At < 80% HP
 * Veda Wreckage - 23 combo Earth attack on all foes & adds Def Ignoring effect to attack for 2 turns
 * At < 50% HP
 * Grand Hazard - 50,000 damage attack on unit with highest Atk
 * Guard that designated unit and mitigate. That unit will only receive 12,500 damage from this attack.
 * Every 4 turns when HP < 50% HP
 * Instant Menace - Doubles normal hit count & boosts Atk, Def by 50% for 3 turns
 * Every 6 turns when HP < 50% HP
 * Veda Wreckage - 23 combo Earth attack on all foes & adds Def Ignoring effect to attack for 2 turns
 * If Tilith is < 10% HP in Phase 1 or < 99% HP on phase 2
 * Overdrive - 50% boost to Atk, Def for 3 turns, 70% damage reduction & reduces resistance against Curse by 70% for 2 turns
 * 2 turns after
 * Sylvan Blade: Limitless - 5 combo huge (600%) Earth attack on single foe
 * Can be prevented by inflicting Curse
 * Units like Ensa-Taya, Isterio, Tora, and Averus can help remedy this.
 * 3 turns after
 * Veda Wreckage - 23 combo powerful Earth attack on all foes & adds Def Ignoring effect to attack for 2 turns
 * Only used if Sylvan Blade: Limitless - is cancelled

Radiating Grandeur Paris
 * Every 3 turns
 * Rumbling Lavis - 17 combo Thunder attack on all foes, recovers 50,000~90,000 HP for all allies & negates all status ailments for 1 turn
 * Every 4 turns
 * Leye Grage - 4 combo Thunder attack on all foes that deals 60~80% of HP as damage
 * Cannot happen at the same time as Declining Plasma
 * Simply ensure mitigation is active for this.
 * At < 90% HP
 * Shattered Praise - 11 combo powerful Thunder attack on foe with highest Def that deals 15,000 damage & reduces Atk by 80% for 2 turns
 * At < 60% HP
 * Declining Plasma - 30 combo powerful Thunder attack on all foes & 50% chance to inflict 25% Spark vulnerability for 5 turns
 * Used every 5 turns afterward
 * Cannot happen at the same time as 4 turn timer attack
 * At < 40% HP
 * Shattered Praise - 11 combo powerful Thunder attack on foe with lowest Def that deals 15,000 damage & reduces Atk by 80% for 2 turns
 * At < 20% HP
 * Overdrive - 50% boost to Atk, Def, Rec for 3 turns & 70% damage reduction for 2 turns
 * Next turn
 * Thunderbrid Strike: Marduk - 25 combo powerful Thunder attack on all foes, recovers 98,999 - 99,999 HP for 3 turns, boosts Atk, Def by 200% for 3 turns & 100% damage reduction for 1 turn
 * Use all BB/SBB during Overdrive to cancel.

Phase 2
The same trend applies to Phase 2. Focus on the units that Tilith summons. Seria is the biggest threat out of the three enemies on the field so take care of her first. Be mindful that once Seria hits 50% HP, she will use Crimson Ring, which will buff herself with two extra hit counts. Her normal attacks are insanely painful so pray that RNG doesn’t focus-target your units and proceed to kill her as fast as you can.

Karl doesn’t deem much of a threat at all. He doesn’t have any special gimmicks that may deem fatal to your squad unlike Seria’s Crimson Ring buff.

BB usage limit is still four per turn, so keep track of that limit or else Tilith will debuff your squad during the “hemisphere” threshold. Only use six when necessary, such as when Karl overdrives.

Sacred Goddess Tilith
 * Turn 1 if a UBB is used during Phase 1 or if a UBB is used before HP < 50%
 * World Bathed in Light - Apocalyptic Light attack that deals 500% of HP as damage on all foes & removes all buffs
 * I hope you didn’t use UBB during Phase 1.
 * Turn 1
 * A "Radiant Hemisphere" has appeared. - Reduces BB Atk by 200%, SBB Atk by 500% & UBB Atk by 800% for 20 turns
 * If 5 or more BB/SBB is used
 * 3 turns after
 * Sacred Radiant Shine - Recovers 500,000 HP for all allies
 * 4 turns after
 * The Radiant Hemisphere has begun to shine. - Gradually recovers 15,000 - 25,000 HP for 3 turns
 * Use all BB/SBB to cancel
 * If cancelled
 * The Radiant Hemisphere's shine has weakened. - Idle
 * If not cancelled
 * Radiant Pulsation - Reduces Atk by 50% and Def by 80% for 2 turns, reduces BB gauge fill rate by 70% for 1 turn & reduces BB gauge by 90%
 * Every 3 turns
 * Prism Heart - 12 combo Fire, Water, Earth and Light attack on all foes
 * 20% chance to use instead of normal attack if Tilith is alone
 * Every 5 turns
 * Celestial White - 20 combo Light attack on all foes & recovers 98,999 - 99,999 HP
 * At < 80% HP
 * "All right, get ready!" - Summons Solar Fervor Seria and Boreal Courage Karl
 * At < 60% HP
 * Pure Innocence - 9 combo powerful Light attack that deals 160% of HP as damage on highest HP unit
 * At < 20% HP
 * Pure Innocence - 9 combo powerful Light attack that deals 160% of HP as damage on highest Atk and lowest HP unit

Solar Fervor Seria
 * Libertine Grace - 23 combo powerful Fire attack on all foes
 * Every 3 turns
 * Heart's Desire - 16 combo Fire attack on single foe & reduces Atk by 90% for 5 turns
 * At < 80% and < 60% HP
 * Crimson Resonance - 8 combo massive Fire attack on all foes & reduces Atk by 100% for 1 turn
 * At < 50% HP
 * Crimson Ring - Triples normal hit count & gradually recovers 10,000 ~ 30,000 HP
 * VERY, VERY DANGEROUS.
 * Kill Seria as quickly as possible. Do not stall the battle out while this buff is active on Seria.
 * Every 10 turns after HP < 50%
 * Blaze Blade: Ecarlott Flame - 4 combo Fire attack on all foes & reduces Atk by 100% for 3 turns
 * 10% chance to use BB instead of normal attack
 * Rhodonite Blaze - 19 combo powerful Fire attack on all foes
 * If Tilith is < 20% HP or < 99% HP in Phase 3
 * Overdrive - Reduces all damage taken to 1 & 50% boost to Atk, Def for 3 turns
 * 2 turns after Overdrive
 * Divinity: Seraphim - 27 combo massive Fire attack on all foes, additional attack at turn's end for 2 turns & reduces Atk by 80% for 2 turns

Boreal Courage Karl
 * At < 80%, 60% and 30% HP
 * True Flashing Axe Combo - 8 combo Water and Light attack on single foe, additional attack at turn's end for 2 turns & 20% reduction to resistance against this attack
 * Used every 8 turns when HP < 50%
 * At < 50% HP
 * Cobalt Dragon's Formation - 50% damage reduction, gradual 10,000 ~ 30,000 HP recovery & 30% boost to own Atk for 3 turns & reduces resistance against Injury by 80% for 3 turns
 * Used every 6 turns afterward
 * 23.5% chance to use instead of normal attack
 * True Verdant Axe - 7 combo Water, Earth attack on single foe, 50% chance to inflict Injury, Weak & 20% reduction resistance against this attack. 60% chance to use
 * True Lightning Axe - 7 combo Water, Thunder attack on single foe, 60% chance to inflict Paralysis & 20% reduction to resistance against this attack. 40% chance to use
 * At < 20% HP
 * Overdrive - Reduces all damage taken to 1 for 1 turn & 50% boost to Atk, Def for 3 turns
 * 2 turns after Overdrive
 * Ruling Frost: Null Heavens - 28 combo powerful Water attack on all foes
 * Can be cancelled by using all BB/SBB

Phase 3
Rainbow Goddess Tilith
 * If alone except when using BB except when BB will be used
 * Prism Lovers - 12 comb Fire, Water, Earth and Light attack on all foes & partially ignores mitigation
 * Casted another time every odd-numbered turn
 * Every 2 turns while HP > 50%
 * Uses any of the following:
 * Red Veil - 20% chance - Sets element to Fire, boosts Atk by 10% & reduces resistance against Injury
 * Blue Veil - 20% chance - Sets element to Water, boosts BB Atk by 10% & reduces resistance against Sick
 * Green Veil - 20% chance - Sets element to Earth, boosts Atk, Def by 15% & reduces resistance against Injury
 * Yellow Veil - 20% chance - Sets element to Thunder, 25% chance to reflect damage taken & reduces resistance against Weak
 * Rainbow Veil - Only used if 3 allies are still present - Sets element to Light, boosts Atk by 10% & adds Angel Idol effect
 * Every 4 turns
 * Celestial Legend - 25 combo powerful Light attack on all foes & recovers 100,000 ~ 200,000 HP
 * Every 5 turns
 * "Pretty..." - 5 combo Light & current element attack on foe with highest HP & slightly ignores mitigation
 * "Battle Crystal..." - 5 combo Light & current element attack on foe with highest HP & slightly ignores mitigation
 * "Kisssss!!!" - Reduces all BB gauges by 100%
 * At < 50% HP
 * Returns to Light element & adds Angel Idol effect
 * Recasts Angel Idol every 8 turns
 * Every 12 BB/SBB used after 50% HP
 * Sacred Rainbow Shine - Single target attack that deals 60% of HP as damage & removes all buffs on:
 * 50% chance - lowest HP unit
 * 25% chance - lowest Atk unit
 * 25% chance - lowest Def unit
 * Every time she is < 20% HP
 * "The Rainbow Hemisphere is collecting light..." - 100% damage reduction & 25% BC fill rate reduction for 1 turn
 * "The Rainbow Hemisphere has begun to shine." - 100% damage reduction & 40% BC fill rate reduction for 1 turn
 * "The Rainbow Hemisphere is glowing brightly!" - 100% damage reduction & 50% BC fill rate reduction for 1 turn
 * Cancel by using BB/SBB/UBB twenty times.
 * UBB counts as 3, BB/SBB count as 1.
 * 12 BB rule does not apply during this time
 * If not broken (< 20 BB/SBB/UBB used): Miracle Gate - 70 combo massive Light attack on all foes, recovers 800,000 of Tilith's HP, and you're back above the 20% HP threshold. Please note that whatever number of BB/ SBB/ UBB used in the previous 20% phase will be carried over AND applied to the required 20 times needed to break through Tilith once again charges up to use Miracle Gate.
 * If broken: "The Rainbow Hemisphere was destroyed!!" - Fully restores BB and OD gauge for all foes & removes all buffs on self
 * Every 3 turns after Miracle Gate is cancelled
 * Rainbow's Afterglow - All dead units revived, BB Fully restored & OD gauge maxed
 * At 0% HP
 * Enjoy your 7* Tilith!

Special Thanks
Credit to Xerte from r/bravefrontier for providing detailed data of Karna Masta’s stats, resistances, and AI.

Credit to Deathmax from r/bravefrontier for datamining all of the information.

Conclusion
Are you really going to the beach after clearing this trial? Or are you going to suffer through fighting Karna Masta for the second time in Mildran?

Check out my list of analyses in [http://bravefrontierglobal.wikia.com/wiki/User_blog:Linathan/Spotlights:_Table_of_Contents! Spotlights: Table of Contents!]