Frontier Spire/Unknown Sector

==Encounters==
<tabber>
Void Memory Lv. 1=
==Battle 1==
 Phantom Security System 
*Has 125,000,000 HP
*Enemies move first. Heavy BC/HC drop resistance is present
*Passively has 2 turn damage immunity to UBB upon using 4 UBBs
*Turn count may go out of sync if there is a delay to finishing a mechanic or completing the mechanic too quickly
*Using a DBB that has an unit is highly recommended to destroy the shield
----
 Phantom Security System
*Turn 1
**ALARM! ALARM! - Idle
**INTRUDER DETECTED. SELECTING REMOVAL PROGRAM. - Idle
*Turn 2
**CALCULATING SUCCESS OF REMOVAL PROGRAM - Idle
*Turn 3
**CALCULATED 99.99% INITIATING PROGRAM. - Adds 30% boost to elemental damage for 999 turns
*Turn 4
**STARTING OFFENSE PROGRAM. - Idle
**DEPLOYING: SECURITY BOMB - Summons Green Security Fuse, Red Security Fuse, Blue Security Fuse & negates KO Resistance effect on enemies for 999 turns
*Turn 8
**SYSTEM: BOMB FAILED TO ERADICATE ENEMY. - Inflicts 10% of HP as damage to self
**SYSTEM: REASSESSING OPTIONS... - Idle
**ENTERING OVERDRIVE MODE. - Adds 150% Atk buff for Thunder units to self for 4 turns, inflicts 10% of HP as damage to self & purges healing reduction debuff, KO Resistance effect from enemies
*Turn 9~11
**OVERDRIVE SALVO - 12 hit powerful AoE attack that pierces 30% mitigation & purges evasion effect from foes
*Turn 12
**DANGER: OVERHEATING… - Idle
**DISENGAGE TO VENT HEAT. - Idle
*Turn 13~14
**VENTING… - Adds -50% Def buff for Thunder units to self for 3 turns
*Turn 15
**SYSTEMS NORMAL. RESUMING. - Idle
*Turn 16~17
**SINGLE BUSTER - 12 hit ST attack that pierces 50% mitigation
***This skill will be used up to 3 times each turn, targeting in a > pattern the first time, and targeting in a < pattern the second time
*Turn 18
**STARTING DEFENSE PROGRAM - Idle
**DEPLOYING: SECURITY WALL - Summons 3 Security Wall Bit & adds 100% damage reduction to self for 999 turns
*Turn 19~21
**SECURITY WALL FAILED TO IMPEDE ENEMY - Inflicts 10% of HP as damage to self
***Used upon defeating all Security Wall Bits
**ENTERING UNDERDRIVE MODE. - Adds -75% Atk buff for Thunder units to self for 4 turns & adds 1200000 HP, 5000 Def Thunder shield to self for 4 turns
**SALVO - 12 hit AoE attack that pierces 25% mitigation
**OPTIMIZING PERFORMANCE… - Adds 25% stackable Atk boost to self for 2 turns
*Turn 22~23
**EFFICIENT DRIVE ACHIEVED. - Adds 75% Atk buff for Thunder units to self for 4 turns & purges shield effect from self
***Used upon failing to destroy the shield within 3 turns
**UNDERDRIVE MODE FAILED. - Inflicts 5% of HP as damage to self
***Used upon destroying the shield within 3 turns
**WIDE BUSTER - 14 hit AoE attack that pierces 35% mitigation
***Used up to 2 times each turn
*Turn 24~25
**DIVINE SUPPRESSION ACTIVATED. - Negates KO resistance effect & Active healing, Passive healing, and HC effectiveness reduction for 999 turns
**F-DEBILITATING - 14 hit deadly ST attack that pierces 90% mitigation & inflicts 100% Active healing, Passive healing, HC effectiveness reduction for 2 turns
***Used on all units on the left column
**PREPARING FOR MAVERICK PROTOCOL... - Idle
*Turn 26
**ENGAGING: MAVERICK PROTOCOL - Summons Extra Skill Jammer, Leader Skill Jammer, Sphere Jammer & negates KO Resistance effect for 999 turns
*Turn 27
**INITATING CHARGE SEQUENCE… - Adds 600000 HP, 3000 Def Thunder shield to self for 999 turns
**Shield automatically disappears when EXTERMINATION LASER is used
*Turn 28
**33% CHARGED... - Idle
*Turn 29
**66% CHARGED... - Idle
*Turn 30
**CHARGE OPTIMAL. RELEASE IMMINENT. - Idle
***Using UBB evasion or guarding this turn is highly recommended
*Turn 31~32
**ERROR: SHIELDS DESTROYED. - Inflicts 5% of HP as damage to self
***Used when shield is destroyed. If destroyed within 3 turns, this will prevent EXTERMINATION LASER from occurring
**EXTERMINATION LASER - 17 hit AoE attack that deals 285% of HP as damage & purges shield effect from self
**RE-ENGAGING: MAVERICK PROTOCOL - Summons Extra Skill Jammer, Leader Skill Jammer, Sphere Jammer & negates KO Resistance effect for 999 turns
*Turn 33~35
**TARGET ACQUIRED. - Purges evasion effect on enemies & inflicts Red Mark effect on a single unit for 99 turns
***Marks the unit in the friend slot
**PIERCING BUSTER - 12 hit strong ST attack that pierces 200% mitigation
***Used on the marked unit. Ignores Taunt and Stealth effects
**RADIANT BUSTER - 14 hit dual ST attack that pierces 75% mitigation
***Used on the marked unit. Ignores Taunt and Stealth effects
**GIGANT BUSTER - 14 hit deadly AoE attack that pierces 200% mitigation
***Used if the marked unit was defeated
*Turn 36
**TARGET SYSTEM DISABLED. - Purges Red Mark effect on enemy & inflicts 10% of HP as damage to self
**RE-ENGAGING: MAVERICK PROTOCOL - Summons Extra Skill Jammer, Leader Skill Jammer, Sphere Jammer & negates KO Resistance effect for 999 turns
**PREPARING SUPPRESSORS.. - Adds 100% Base/Buffed BC drop resist to self for 4 turns
*Turn 37~39
**TERMINATION SUB-ROUTINE ENGAGED. - Inflicts Doom effect for 3 turns
***Units affected by Doom cannot be revived for 2 turns
**THRESHOLD FOR TERMINATION: BELOW 50% - Idle
**MARK II SUPPRESSOR - 12 hit AoE attack that deals 95% of HP as damage, purges evasion effect from foes, inflicts 65% Active healing, Passive healing, HC effectiveness reduction for 2 turns, 100% chance to inflict Injury, Weaken & negates KO Resistance effect for 999 turns
**MARKED III SUPPRESSOR - 14 hit AoE attack that deals 110% of HP as damage, purges evasion effect from foes, inflicts 80% Active healing, Passive healing, HC effectiveness reduction for 2 turns, 100% chance to inflict 35% Atk, Def down for 2 turns & negates KO Resistance effect for 999 turns
**MARKED IV SUPPRESSOR - 17 hit AoE attack that deals 95% of HP as damage, purges evasion effect from foes, inflicts 95% Active healing, Passive healing, HC effectiveness reduction for 2 turns & negates KO Resistance effect for 999 turns
*Turn 40
**JUDGING TERMINATION TARGETS… - Idle
**JUDGMENT COMPLETE. HAVE A NICE DAY. - Purges Doom effect on enemies
***This skill can glitch out and not purge Doom effect from all units
*Turn 41
**MAVERICK PROTOCOL TERMINATED. - Inflicts 8% of HP as damage to self
*Turn 42
**WARNING: EXCEEDED MAX COMBAT PARAMETERS. - Idle
**PROGRAMMING SEVERELY COMPROMISED. - Idle
**PROGRAM FAILURE. PROGRAM FAILURE. - Idle
**REVERTING TO DEFAULT COMBAT PROTOCOL. - Idle
*Turn 43~50
**WIDE BUSTER - 14 hit AoE attack that pierces 35% mitigation
***Will be used 2 times every turn until defeated
**SINGLE BUSTER - 12 hit ST attack that pierces 50% mitigation
***The skill will be used up to 3 times every turn until defeated, targeting in a > pattern the first time, and targeting in a < pattern the second time
*Turn 51
**INITIATING SELF-DESTRUCTION PROTOCOL. - Adds Angel Idol effect to self
*Turn 52
**SELF DESTRUCTION: 33% - Adds 200% stackable Atk buff to self for 999 turns
*Turn 53
**SELF DESTRUCTION: 66% - Adds 200% stackable Atk buff to self for 999 turns
*Turn 54
**SELF DESTRUCTION: IMMINENT. - Adds 200% stackable Atk buff to self for 999 turns
***Using UBB evasion or guarding this turn is highly recommended.
*Turn 55
**SELF DESTRUCTION - 1 hit AoE attack that deals 999% of HP as damage and inflicts 35% of HP as damage to self
 Security Detonator
*DEFUSAL PROTOCOL PATTERN ONE. - Idle
*DEFUSAL PROTOCOL PATTERN TWO. - Idle
*REDEPLOYING ALL FUSES. - Revives fallen allies
*REDEPLOYING: SECURITY BOMB - Revives fallen allies
*SYSTEM: DEFUSAL FAILED. - 12 hit AoE attack that pierces 200% mitigation, purges evasion effect from foes, inflicts 100% Active healing, Passive healing, HC effectiveness reduction for 999 turns & negates KO Resistance effect for 999 turn
*SYSTEM: DEFUSAL PASSED - Purges healing reduction debuff and Angel Idol negation effect from enemies
*[ The Red Fuse glows. ] - Idle
**Defeat the Red Security Fuse only
*[ The Green Fuse glows. ] - Idle
**Defeat the Green Security Fuse only
*[ The Blue Fuse glows. ] - Idle
**Defeat the Blue Security Fuse only
*SYSTEM: LOCKING LEADER SKILLS. - Idle
*SYSTEM: LOCKING EXTRA SKILLS. - Idle
*SYSTEM: LOCKING SPHERE EFFECTS. - Idle
*SYSTEM: LEADER SKILL GRANTED - Invalidates Extra Skill & Sphere effects for 999 turns
**Used if only Leader Skill Jammer was defeated
*SYSTEM: EXTRA SKILL GRANTED. - Invalidates Leader Skill & Sphere effects for 999 turns
**Used if only Extra Skill Jammer was defeated
*SYSTEM: SPHERE EFFECTS GRANTED. - Invalidates Leader Skill & Extra Skill effects for 999 turns
**Used if only Sphere Jammer was defeated
*SYSTEM: LOCKING ALL - Invalidates Leader Skill, Extra Skill & Sphere effects for 999 turns
**Used if none or more than one of the Jammers were defeated
*SYSTEM: REMOVE JAMMERS. - Instantly defeats all Jammers still alive
 Security Wall Bit
*BIT: Self-Augmentation - Adds 15% stackable Atk, Def, Rec boost to self for 999 turns
*BIT: Attack - 1 hit powerful AoE attack that pierces 65% mitigation
==Battle 2==
 Phantom Krampus 
*Has 130,000,000 HP
*Passively has damage immunity to UBB for 1 turn upon taking more than a certain amount of damage
*Enemies move first. Heavy BC/HC drop resistance is present
*Normal attacks pierce 20% mitigation
*Using a DBB that has a unit is highly recommended
----
 Phantom Krampus
*Turn 1
**[ The overwhelming presence of Krampus blocks all divine blessings. ] - 100% chance to negate Angel Idol effect on all enemies for 999 turns, adds 100% status ailment negation & parameter reduction negation to self for 999 turns
*Turn 2
**Wide Sweep - 4 hit strong AoE attack
*Turn 3
**Normal attack
*Turn 4
**[ Krampus marks its prey. ] - Purges evasion effect from foes, inflicts Red Mark effect on a single unit for 99 turns, 100% chance to negate Angel Idol effect on all enemies for 999 turns, inflicts 125% Spark vulnerability, 125% critical damage vulnerability on all enemies for 4 turns, adds 5% boost to Earth Atk, Def, Rec & 999% boost to critical rate for self for 5 turns
***Targets the friend slot position unit. Inflicting Injury or guarding the marked unit is highly recommended
*Turn 5~7
**Remark Prey - Purges Red Mark, evasion effect on enemies, inflicts Red Mark on a single unit for 99 turns, adds 200% critical damage buff to self for 2 turns & 100% chance to negate Angel Idol effect on all enemies for 999 turns
**Forceful Strike - 1 hit ST attack that pierces 999% mitigation
***Used up to 3 times on the marked unit
**Radiant Strike - 2 hit dual ST attack that pierces 999% mitigation
***Used up to 3 times on the marked unit
**Decisive Strike - 1 hit ST attack with innate 999% crit rate
***Used up to 3 times on the marked unit
**Force of Destruction - 1 hit AoE attack that pierces 999% mitigation
***Used if the marked unit had been defeated. It can be used on the very first turn if there are less than 6 units alive.
*Turn 8
**[ Krampus relents its assault. ] - Purges Red Mark effect on enemies
*Turn 9
**Normal attack
*Turn 10
**Wide Sweep - 4 hit strong AoE attack
***Used up to 2 times
*Turn 11~14
**Debilitating Swipe - 1 hit AoE attack that deals 199% of HP as damage, 100% chance to negate Angel Idol effect on all enemies for 999 turns, 100% chance to inflict Paralysis & inflict 75% Active, Passive healing reduction for 3 turns
**Weakening Swipe - 1 hit AoE attack that deals 180% of HP as damage & reduces Active, Passive healing by 80% for 3 turns
**Impairing Strike - 1 hit AoE attack that deals 160% of HP as damage & reduces Active, Passive healing by 85% for 3 turns
**Crippling Strike - 1 hit AoE attack that deals 140% of HP as damage & reduces Active, Passive healing by 95% for 2 turns
*Turn 15
**Wide Sweep - 4 hit strong AoE attack
***Used up to 3 times
*Turn 16~20
**[ A commanding voice compels you. ] - Idle
**Follow my commands or suffer the consequences! - Adds 100% damage reduction to self for 5 turns
*Turn 21
**[ The commanding voice has dissipated. ] - Idle
**You're still standing?! - Purges mitigation effect from self
*Turn 22
**Wide Sweep - 4 hit strong AoE attack
***Used up to 3 times
*Turn 23
**[ Krampus is consumed by battle-fury. ] - Purges Injury negation, parameter reduction negation from self, boosts Atk by 250%, Def/Rec by 100% for 999 turns, adds all elements to attack for 4 turns & 100% chance to negate Angel Idol effect on all enemies for 999 turns
*Turn 24~27
**Ground Smash - 4 hit AoE attack with innate 99% crit rate
**Wide Sweep - 4 hit strong AoE attack
*Turn 28
**[ The battle-fury passes. ] - Purges elemental Atk/Def/Rec from self, adds 100% status ailment negation & parameter reduction negation to self for 999 turns
**You… resilient pest. - Idle
*Turn 29~32
**Debilitating Swipe - 1 hit AoE attack that deals 199% of HP as damage, 100% chance to negate Angel Idol effect on all enemies for 999 turns, 100% chance to inflict Paralysis & inflict 75% Active, Passive healing reduction for 3 turns
**Weakening Swipe - 1 hit AoE attack that deals 180% of HP as damage & reduces Active, Passive healing by 80% for 3 turns
**Impairing Strike - 1 hit AoE attack that deals 160% of HP as damage & reduces Active, Passive healing by 85% for 3 turns
**Crippling Strike - 1 hit AoE attack that deals 140% of HP as damage & reduces Active, Passive healing by 95% for 2 turns
*Turn 33
**My thirst for revenge is undying! - Idle
*Turn 34
**[ Krampus is consumed by battle-fury. ] - Purges Injury negation, parameter reduction negation from self, boosts Atk by 250%, Def/Rec by 100% for 999 turns, adds all elements to attack for 4 turns & 100% chance to negate Angel Idol effect on all enemies for 999 turns
**[ Krampus marks its prey. ] - Purges evasion effect from foes, inflicts Red Mark effect on a single unit for 99 turns, 100% chance to negate Angel Idol effect on all enemies for 999 turns, inflicts 125% Spark vulnerability, 125% critical damage vulnerability on all enemies for 4 turns, adds 5% boost to Earth Atk, Def, Rec & 999% boost to critical rate for self for 5 turns
***Targets the friend slot position unit. Inflicting Injury or guarding the marked unit is highly recommended
*Turn 35~37
**Ground Smash - 4 hit AoE attack with innate 99% crit rate
**Remark Prey - Purges Red Mark, evasion effect on enemies, inflicts Red Mark on a single unit for 99 turns, adds 200% critical damage buff to self for 2 turns & 100% chance to negate Angel Idol effect on all enemies for 999 turns
**Forceful Strike - 1 hit ST attack that pierces 999% mitigation
***Used up to 3 times on the marked unit
**Radiant Strike - 1 hit ST attack that pierces 999% mitigation, 1 hit deadly ST attack that pierces 999% mitigation
***Used up to 3 times on the marked unit
**Decisive Strike - 1 hit ST attack with innate 999% crit rate
***Used up to 3 times on the marked unit
**Force of Destruction - 1 hit AoE attack that pierces 999% mitigation
***Used if the marked unit had been defeated.
*Turn 38
**[ Krampus relents its assault. ] - Purges Red Mark effect on enemies
*Turn 39
**[ The battle-fury passes. ] - Purges elemental Atk/Def/Rec from self, adds 100% status ailment negation & parameter reduction negation to self for 999 turns
**Nick… I'll end it all here! - Idle
**Krampus will start guarding for the next 4 turns
*Turn 40~42
**[ Krampus shifts into a defensive stance. ] - Adds 1400000 HP, 12000 Def Dark shield to self for 999 turns & 100% chance to negate Angel Idol effect on all enemies for 999 turns
**[ Krampus stores negative energy… ] - Idle
*Turn 43
**[ Krampus is about to release the stored energy… ] - Idle
*Turn 44
**If shield was broken
***H-how?! - Idle
***You… you…! - Idle
**If shield wasn't broken
***THE END IS HERE! - 1 hit AoE attack that pierces 999% mitigation, 100% chance to negate Angel Idol effect on all enemies for 999 turns, purges shield effect from self & instantly defeats all units
*Turn 45~50
**Wide Sweep - 4 hit strong AoE attack
***Used up to 3 times
**Normal attack
*Turn 51
**[ An aura of absolute darkness seeps out of Krampus. ] - Instantly defeats all units
|-|
Void Memory Lv. 2=
==Battle 3==
 Phantom Saerenthis 
 Naga Witch
*Phantom Saerenthis has 105,000,000 HP
*Enemies move first. Heavy BC/HC drop resistance is present
*
*Passively boosts Atk, Def by 100% for 999 turns
*Using a DBB that has a unit is highly recommended to defeat the Naga Witch
*Using Heal over Time before defeating Phantom Saerenthis is highly recommended to survive the first turn against Phantom Tsovinar
----
 Phantom Saerenthis
*Turn 4 & every 3 turns afterwards
**Eldritch Assault - 1 hit AoE attack
*Turn 5
**The Abyss saps your strength... - Adds 20% Based/Buffed BC Drop resist to self for 999 turns
*Turn 10
**The Abyss weakens your resolve... - Adds 40% Based/Buffed BC Drop resist to self for 999 turns
*Turn 15
**The Abyss fills you with dread... - Adds 60% Based/Buffed BC Drop resist to self for 999 turns
*Turn 20
**The Abyss surrounds you... - Adds 80% Based/Buffed BC Drop resist to self for 999 turns
*Turn 25 & every 5 turns afterwards
**You shall know true terror! - Adds 100% Based/Buffed BC Drop resist to self for 999 turns
*If any element units are present
**Freeze in the depth of the Abyss… - Inflicts Doom effect to a single unit for 3 turns
***Units affected by Doom cannot be revived for 3 turns
***This skill will be used every 3 turns, targeting units only. Taunt can be used to change the target of who gets the Doom debuff
**Gahaha! Sssquashed like a bug! - Instantly defeats a single unit
*Every 2 turns
**Dark Prayer - 30 hit RT attack & adds 300% Spark buff to allies for 1 turn
*Every 3 turns
**The High Priest smirks. - Idle
**Cursed Allure - 75% chance to inflict Curse & drains 75% BB gauge
*Every 4 turns when HP is < 50%
**Kneel before the Deep Goddess! - Inflicts Turn-Skip effect on a single unit for 2 turns
*When HP reaches < 80%, 60%, 40%, 20%
**You shall drown for your insolence, land-walker! - Idle
**Next turn
***A fitting sacrifice! - 1 hit DEADLY ST attack that pierces 100% mitigation
*When HP reaches < 70%
**Take them for the Abyss! - Summons four Naga Witch
**Do you feel cold, morsel? - Inflicts 15% Active Healing Reduction for 999 turns
***The next time this skill is used, the healing reduction is increased to 30%
**Don't fret. It won't hurt after a while. - Inflicts 45% Active Healing Reduction for 999 turns
***Occurs the turn after the second Do you feel cold, morsel? The next time this skill is used, the healing reduction is increased to 60%
**Hush, hush. Hehehahaha... - Inflicts 75% Active Healing Reduction for 999 turns
***Occurs the turn after the second Don't fret. It won't hurt after a while. was used
*When HP reaches < 50%
**Return from the Abyss! - Summons two Naga Witch
***Used every 4 turns until HP reaches < 30%
**The following skills can now be used
***Protection Chant - Adds 20% damage reduction to self for 1 turn
***Great Barrier Chant - Adds 20% damage reduction, 100% critical damage negation & 100% elemental damage negation to self for 1 turn
***Barrier Chant - Adds 20% damage reduction & 100% critical damage negation to self for 1 turn
***Deep Barrier Chant - Adds 20% damage reduction, 100% critical damage negation, 100% elemental damage negation & 100% Spark damage negation to self for 1 turn
*When HP reaches < 30%
**Your end draws near... - Inflicts 10% max HP reduction for 999 turns, inflicts Turn-Skip on a single unit for 1 turn & 5% chance to inflict Turn-Skip on all enemies for 1 turn
***The second time this skill is used, the HP reduction and Turn-Skip chance increases to 20% & 10% respectively. The third time this skill is used, the HP reduction and Turn-Skip chance increases to 30% & 15% chance respectively
**Struggling is futile. - Inflicts 40% max HP reduction for 999 turns, inflicts Turn-Skip on a single unit for 1 turn & 20% chance to inflict Turn-Skip on all enemies for 1 turn
***Used the turn after the second Your end draws near... was used. The second time this skill is used, the HP reduction and Turn-Skip chance is 50% & 25% respectively
**Give yourself to the Abyss... - Inflicts 60% max HP reduction for 999 turns, inflicts Turn-Skip on a single unit for 1 turn & 30% chance to inflict Turn-Skip on all enemies for 1 turn
***Used the turn after the second Struggling is futile. was used
**Fhtagn, orr'enah. Fhtagn. - Inflicts 70% max HP reduction for 999 turns, inflicts Turn-Skip on a single unit for 1 turn & 30% chance to inflict Turn-Skip on all enemies for 1 turn
***Used the turn after Give yourself to the Abyss... was used and will be used every turn onwards
*When HP reaches < 20%
**Passively inflicts Turn-Skip effect on a single unit for 3 turns
 Naga Witch
*Normal attacks passively pierce 85% mitigation
*Pelagic Curse - Completely negates KO Resistance on a single unit for 1 turn
**Used up to 3 times every turn
*Siren's Call - 1 hit ST attack, adds 55% damage reduction to self, inflicts Taunt, adds 400% Spark damage to self & adds 50% chance for Spark-Crit to allies for 1 turn
**Used up to 4 times every turn
==Battle 4==
 Phantom Tsovinar 
*Has 160,000,000 HP
*Enemies move first. Heavy BC/HC drop resistance is present
*Can passively drain 30% OD gauge
*Taunt and Stealth effects are nullified
*Has 18 hit normal attack with innate 50% crit 
*Normal skillset
**Tendril Sweep - 18 hit strong AoE attack that pierces 25% mitigation
***Used once per turn for 3 turns when [ Tsovinar's appendages constricts a party member! ] had been used
**Massive Tendril - 25 hit powerful AoE attack that pierces 50% mitigation
***Used the turn after the second Tendril Sweep. Used the turn after the third Tendril Sweep if [ The constriction is released! ] did not occur the turn after [ Tsovinar's appendages constricts a party member! ]
*UBB counters
**[ The Abyss strengthens Tsovinar resistance! ] - Adds 25% elemental mitigation to self for 999 turns
***Used upon using UBB 1, 4, 9, 14, 19, 24, 29, 34, 39, 44, 49 times
**[ The Abyss prevents the blessing of crystals! ] - Adds 100% base / buffed BC drop resist to self for 999 turns & 25% Spark damage reduction to self for 99 turns
***Used upon using UBB 2, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50 times
**[ The Abyss power wanes! ] - Purges elemental mitigation, spark damage mitigation, elemental buffs, BC drop resist & inflicts 15% of HP as damage to self
***Used upon using UBB 3, 8, 13, 18, 23, 28, 33, 38, 43, 48 times
**[ The Abyss saps your party's strength! ] - Reduces max HP by 10% & adds 100% elemental damage negation to self for 999 turns
***Used upon using UBB 6, 11, 16, 21, 26, 31, 36, 41, 46 times
**[ The Abyss reduces your party's strength! ] - Drains 100% OD gauge & adds 100% Spark damage, critical damage and elemental damage negation to self for 999 turns
***Used upon using UBB 7, 12, 17, 22, 27, 32, 37, 42, 47 times
----
 Phantom Tsovinar
*Turn 1
**Ah'legeth... How dare you shirk your duties as MY high priest! - Idle
**Who else will command my armies, bring me my offerings?! - Idle
**I DEMAND YOUR RETURN, SAERENTHIS! - Idle
**[ Tsovinar's rage knows no bounds. ] - Idle
**Fury - 21 hit AoE attack with innate 25% crit
*Turn 2-3
**Fury - 21 hit AoE attack with innate 25% crit
*Turn 4
**[ Tsovinar's rage temporarily subsidies. ] - Idle
*Turn 8~9
**[ No one can escape Tsovinar's fury. ] - Idle
**Seeking Fury - 21 hit AoE attack with innate 50% crit that purges evasion effect from foes
*Turn 10
**Seeking Fury - 21 hit AoE attack with innate 50% crit that purges evasion effect from foes
**[ The Endless Abyss stirs… ] - Inflicts 20% Active heal, Passive heal, HC effectiveness reduction & DoT (200% mod) for 999 turns
**[ The fury subsidies temporarily… ] - Idle
**Where is he?! WHAT HAVE YOU DONE?! - Idle
**I'LL DROWN YOU ALL!! - Idle
**MNAHN' HLIRGH... AH'MGLW'NAFH!! - Idle
*Turn 15~17
**[ Tsovinar's fury pierces all forms of defenses. ] - Idle
**Piercing Fury - 21 hit strong AoE attack that pierces 50% mitigation
**[ The fury subsidies temporarily... ] - Idle
*Turn 20
**[ The Endless Abyss churns… ] - Inflicts 35% Active heal, Passive heal, HC effectiveness reduction & DoT (300% mod) for 999 turns
**The power of the Abyss is ENDLESS! - Idle
**I WILL DESTROY YOU AND BRING HIM BACK! - Idle
**THEN WE WILL FEAST ON YOUR LIFELESS CORPSES! - Idle
*Turn 23~25
**[ Tsovinar commands the elements… ] - Adds all elements to attack for 3 turns
**Elemental Fury - 21 hit AoE attack with innate 50% crit
**[ The fury subsidies temporarily... ] - Idle
*Turn 29
**Ah... Aahhh... Saerenthis… - Idle
**Listen to me! Come back this instant...! - Idle
**I have things that I NEED you to do for me… - Idle
**... - Idle
**[ Tsovinar attacks sparks… ] - Idle
**Radiant Fury - 25 hit dual AoE attack that pierces 25% mitigation
*Turn 30
**Radiant Fury - 25 hit dual AoE attack that pierces 25% mitigation
**[ The Endless Abyss rages… ] - Inflicts 50% Active heal, Passive heal, HC effectiveness reduction, negates Angel Idol effects, adds stackable -15% Atk buff & DoT (350% mod) for 999 turns
**[ The presence of the Abyss dampens your party's strength… ] - Inflicts 50% Active heal, Passive heal, HC effectiveness reduction, negates Angel Idol effects, adds stackable -15% Atk buff & DoT (350% mod) for 999 turns
***This skill will be used once every turn onwards
*Turn 31~32
**Radiant Fury - 25 hit dual AoE attack that pierces 25% mitigation
**[ The fury subsidies temporarily... ] - Idle
*Turn 38~40
**[ Tsovinar's fury pierces all forms of defenses. ] - Idle
**Piercing Fury - 21 hit strong AoE attack that pierces 50% mitigation
**[ The Endless Abyss is unending... ] - Inflicts 75% Active heal, Passive heal, HC effectiveness reduction, negates Angel Idol effects, adds stackable -30% Atk buff & DoT (400% mod) for 999 turns
**[ The inevitable swallowing of Aimyhr further saps your party's strength… ] - Inflicts 75% Active heal, Passive heal, HC effectiveness reduction, negates Angel Idol effects, adds stackable -30% Atk buff & DoT (400% mod) for 999 turns
***This skill will be used once every turn onwards and replaces [ The presence of the Abyss dampens your party's strength… ]
**[ The fury subsidies temporarily... ] - Idle
**...I see now… - Idle
**The Abyss is MINE... by his covenant Saerenthis has returned to MY ABYSS. - Idle
**THE VERY ABYSS THAT WILL CONSUME ALL OF YOU!! - Idle
**Hahah... HAHAHAHAHA! - Idle
*Turn 50
**[ The drowning of Aimyhr is inevitable… ] - Idle
*Turn 51
**The Abyss - 1 hit AoE attack that pierces 200% mitigation, inflicts buff-wipe, negates Angel Idol effects & instantly defeats all units
 Tsovinar Crown
*Passively heals 99999999 HP
*Has 25 hit normal attack with innate 25% crit
*Can attack front row units
*[ The power of the Abyss looms. ] - Idle
*[ The Abyss's powers shields Tsovinar from mortal injury! ] - Adds Angel Idol effect to Tsovinar
**Used on turn 1
**Fight ends when Tsovinar's HP reaches < 1%
*[ Tsovinar summons a Hydra in her domain. ] - Idle
*[ A Hydra of Torrential Rain is summoned… ] - Summons Hydra of Torrential Rain
*[ The Hydra of Torrential Rain returns… ] - Revives Hydra of Torrential Rain
*[ A Hydra of Catastrophe is summoned… ] - Summons Hydra of Catastrophe
*[ The Hydra of Catastrophe returns… ] - Revives Hydra of Catastrophe
*[ A Hydra of Rage is summoned… ] - Summons Hydra of Rage
*[ The impossible has happened… ] - Idle
*Abyssal Reverse - Heals 99999999 HP, adds Angel Idol effect to self, instantly defeats a single unit, inflicts Doom effect on a single unit for 1 turn & negates Angel Idol effect for 1 turn
**Units affected by Doom cannot be revived for 2 turns
**Used when Tsovinar Crown < 1% HP
*[ The health of the crown is lowered a little! ] - Reduces max HP on self by 8% for 999 turns
**Used when Tsovinar Crown < 1% HP the first time
*[ The health of the crown is lowered again! ] - Reduces max HP on self by 16% for 999 turns
**Used when Tsovinar Crown < 1% HP the second time
*[ The health of the crown is lowered further! ] - Reduces max HP on self by 24% for 999 turns
**Used when Tsovinar Crown < 1% HP the third time
*[ The health of the crown is lowered drastically! ] - Reduces max HP on self by 32% for 999 turns
**Used when Tsovinar Crown < 1% HP the fourth time
*[ The health of the crown is lowered maximally! ] - Reduces max HP on self by 40% for 999 turns
**Used when Tsovinar Crown < 1% HP the fifth time and onwards
 Tsovinar Appendages
*Passively heals 99999999 HP
*Can attack back row units
*[ Tsovinar's appendages constricts a party member! ] - Inflicts buff-wipe, inflicts Red Mark effect, inflicts Turn-Skip effect, invalidates Leader Skill, Sphere and Extra Skill effects on a single unit for 999 turns & inflicts Doom effect on a single unit for 1 turn
**Units affected by Doom cannot be revived for 2 turns
**Used on turn 3 and every 6 turns afterwards
**This skill must complete the conditions of either [ The constriction seems to weaken to ultimate attacks... ], [ The constriction seems to weaken if the body is sufficiently hurt... ] or [ The constriction seems to weaken to defensive actions... ]
**Tends to target the current lowest HP unit
**The first 3 times this skill it is used, it will use [ The constriction seems to weaken to ultimate attacks... ], then [ The constriction seems to weaken to defensive actions... ] on the fourth use, [ The constriction seems to weaken if the body is sufficiently hurt... ] on the fifth use and will randomly cast any of the 3 skills on the next use onwards
*[ The constriction seems to weaken to ultimate attacks... ] - Idle
**Use UBB to cancel the constriction
*[ The ability to use ultimate attacks is conferred once again! ] - Fills 100% OD gauge to enemies
**Used upon completing the conditions of [ The constriction seems to weaken to ultimate attacks... ]
*[ The constriction seems to weaken to defensive actions... ] - Idle
**Guard all units to cancel the constriction. Units affected by Paralysis will not be able to complete the condition if they were not targeted by [ Tsovinar's appendages constricts a party member! ]
*[ An aura of offense surrounds your party… ] - Adds 200% self Atk buff to enemies for 2 turns
**Used upon completing the conditions of [ The constriction seems to weaken to defensive actions... ]
*[ The constriction seems to weaken if the body is sufficiently hurt... ] - Idle
**On first cast, at least 500,000 damage must be dealt to Tsovinar to cancel the constriction. Afterwards, the damage required to be dealt when this skill is casted again can be either 400,000 / 500,000 / 700,000
*[ Tsovinar's crown is protected by a weak aura. ] - Adds 100% damage reduction to Tsovinar Crown for 1 turn
**Used upon completing the 400,000 damage conditions of [ The constriction seems to weaken if the body is sufficiently hurt... ]
*[ Tsovinar's crown is protected by an aura. ] - Adds 100% damage reduction to Tsovinar Crown for 2 turns
**Used upon completing the 500,000 damage conditions of [ The constriction seems to weaken if the body is sufficiently hurt... ]
*[ Tsovinar's crown is protected by a strong aura. ] - Adds 100% damage reduction to Tsovinar Crown for 3 turns
**Used upon completing the 700,000 damage conditions of [ The constriction seems to weaken if the body is sufficiently hurt... ]
*[ The constriction tightens. ] - Inflicts 10% of HP as damage to a single unit, inflicts buff-wipe, inflicts Turn-Skip effect, invalidates Leader Skill, Sphere and Extra Skill effects on a single unit for 999 turns & inflicts Doom effect on a single unit for 1 turn
*[ The constriction is released! ] - Inflicts 5% of HP as damage to self & purges Leader Skill lock, Sphere lock, Extra Skill lock, Turn-Skip effect, Doom effect & Red Mark effect from enemies
**Used upon completing the conditions
*[ Tsovinar's appendages seeks another victim. ] - Inflicts buff-wipe, inflicts Red Mark effect & inflicts Turn-skip effect on a single unit for 999 turns
**Used on a new unit if the marked unit had died
 Hydra of Catastrophe
*Has high resistance to BB / SBB damage but low resistance to normal attacks
*Passively has Angel Idol effect
*Passively has elemental mitigation for 3 turns
*A catastrophe befalls your party… - Adds Stealth effect to self for 90 turns & inflicts Doom effect for 6 turns
**Units affected by Doom cannot be revived for 2 turns
**Used on turn 6
*The catastrophe ails your party… - 100% chance to inflict status ailments, adds 300% Atk buff & adds 300% Atk buff on status ailment foes for 2 turns
*The catastrophe is ceaseless… - 100% chance to inflict status ailments, adds 300% Atk buff & adds 300% Atk buff on status ailment foes for 2 turns
*The catastrophe is delayed… - Adds Angel Idol effect to self, heals 7000000 HP & inflicts Doom effect for 6 turns
**Units affected by Doom cannot be revived for 2 turns
**Used when HP reaches < 1% the first time
*The Icon phases out of reality… - Adds Stealth effect to self for 90 turns
*The Icon phases back into reality… - Purges Stealth effect from self
**Used 3 turns after The Icon phases out of reality…
*The catastrophe is averted… - Purges Doom debuff and status negation effects on enemies & purges Atk buff from self
**Used when HP reaches < 1% the second time. Hydra of Catastrophe will instantly defeat itself
 Hydra of Rage
*Passively has Angel Idol effect
*Has high resistance to BB / SBB damage but low resistance to normal attacks
*The Icon phases out of reality… - Heals 3500000 HP & adds Stealth effect to self for 90 turns
*The Icon phases back into reality… - Purges Stealth effect from self
**Used 3 turns after The Icon phases out of reality…
*The rage consumes all… - 1 hit AoE attack that pierces 50% mitigation
*The rage grows stronger… - Adds 100 stackable Atk to self & 50% stackable Atk buff to allies for 99 turns
*The rage continues… - 1 hit AoE attack that pierces 50% mitigation
*The rage subsides... - Purges stackable buff from allies
**Used when HP reaches < 1%. Hydra of Rage will instantly defeat itself
 Hydra of Torrential Rain
*Passively has Angel Idol effect
*Passively has elemental mitigation for first 3 turns
*Has high resistance to BB / SBB damage but low resistance to normal attacks
*The torrential rain starts… - Adds 75% parameter boost, 100% chance for crit vulnerability, 99% chance for 50% elemental damage vulnerability & 30% damage reduction to Fire, Water, Earth, Light, Dark attacks to self for 99 turns
*Acid Rain - 1 hit AoE attack with innate 25% crit & 100% chance to inflict 35% Atk, Def down for 99 turns
*The Icon phases out of reality… - Heals 3500000 HP & adds Stealth effect to self for 90 turns
*The Icon phases back into reality… - Purges Stealth effect from self
**Used 3 turns after The Icon phases out of reality…
*The rain revitalizes the enemy… - Heals 2500000 (17%) HP to allies
*The rain continues to pour... - 1 hit AoE attack with innate 25% crit & 100% chance to inflict 35% Atk, Def down for 99 turns
*The rain ends... - Purges Stealth from self, mitigation effects from allies & purges DoT from enemies 
**Used when HP reaches < 1%. Hydra of Torrential Rain will instantly defeat itself
|-|
Void Memory Lv. 3=
==Battle 5==
 Phantom Ensa-Taya 
*Has 250,000,000 HP
*Enemies move first
*
**Upon being summoned, A Feast of Tears will reduce Damage Mitigation, Elemental Mitigation, Evasion, Parameter Boost, Self Parameter Boost, Parameter Conversion, Self Parameter Conversion, Elemental Parameter Boost, Spark Boost, Elemental Spark Boost, Self Spark Boost, Critical Damage Boost, Elemental Critical Damage Boost, Elemental Damage Boost, Gradual BB Gauge Boost, BC Fill when attacked, BC Fill on Spark, BC Efficacy, OD Gauge Fill Rate, and Gradual OD Fill effects durations by an additional 2 turns
**Multiple copies of A Feast of Tears can be summoned at one time
*Extra Action effects have a 1 turn duration reduction
*Passively has damage immunity to BB, SBB, UBB, normal attack, and DoT for 1 turn upon using a certain amount of UBB
 Phantom Ensa-Taya
*Turn 1
**You dare?! - Idle
*Every turn
**Soul Diffusion - 1 hit AoE attack that deals 75% of HP as damage
*Turn 4 & every 8 turns afterwards
**Unbridled Scream - Sets element to Earth
*Turn 8 & every 8 turns afterwards
**Unbridled Scream - Sets element to Dark
*When HP reaches < 90%
**Unnatural Growth - Summons Doom Bloom
*Every 4 turns whenever Doom Bloom had been defeated
**Explosive Regrowth - 24 hit strong AoE attack that pierces 100% mitigation & summons Doom Bloom
*When HP reaches < 60%
**Igni Ferroque - Summons Unearthly Shield & A Feast of Tears
*Obey… me… NOW! - 1 hit ST attack that pierces 100% mitigation & inflicts 50% passive healing, HC effectiveness reduction on all enemies for 1 turn
*Power Diffusion - Adds 50% stackable Atk for 100 turns & 50% stackable Def for 2 turns
*Fanatic Obsession - Inflicts Red Mark effect on a single unit for 1 turns
*Fanatic Obsession - Inflicts Red Mark effect on a single unit for 3 turns
 Doom Bloom
*Dust of Undeath - Summons A Feast of Tears & inflicts DoT (100% mod) for 3 turns
*The flower is budding. - Idle
**Used after being summoned
*The flower is growing. - Idle
**Used 1 turn after The flower is budding.
*The flower is near bloom. - Idle
**Used 3 turns after The flower is growing.
*Doom - Instantly defeats all units
**Used 4 turns The flower is near bloom.
 Unearthly Mender
*Unimpeded Regen - Heals 2000000 - 10000000 HP & adds damage immunity to BB, SBB, UBB, and normal attack for 1 turn
==Battle 6==
 Phantom Ezra 
*Has 327,500,000 HP
*
*Enemies move first
*Normal Skill Set
**Here I come! I hope you're ready! - +1 hit count for 3 turns & 6-8% HP Drain for 3 turns
**At > 50% HP and every 5 turns
***Ow! Wait, did that hurt? - 14 hit powerful attack on weaker element foes
**At < 50% HP and every 3 turns
***Ow! Wait, did that hurt? - 14 hit powerful attack on weaker element foes
**At > 30% HP and when UBB is used
***Uh-uh! I won't let you do that! - Removes all buffs
**At < 30% HP and when UBB is used 5 times
***Uh-uh! I won't let you do that! - Removes all buffs
----
*Turn 1
**Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
**Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 90% HP
**You ready? I can't wait! - Nullifies normal attack, UBB damage, DoT for 3 turns & removes all buffs
***Note: This attack overwrites the UBB immunity buff provided from Whee! Let's go! Let's go!
**Time to make everything disappear! - Sets element to Dark, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Dark attacks for 3 turns, 25% mitigation from Light attacks for 3 turns
**Starts using the following:
***Every 6 turns
****Here I come! I hope you're ready! - Adds +1 to each normal hit & drains 3-6% HP for 3 turns
***Every 7 turns
****Bam! I got you right where it hurts! - 12 hit attack on all foes & normal attacks hit all foes
*Three turns after Time to make everything disappear! and if < 80% HP
**Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
**Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*Three turns after Time to make everything disappear! and if > 80% HP
**Catch this, everyone! Now smile! - 16 hit powerful attack on all foes & 75% chance of removing buffs
***For example: If Time to make everything disappear! was used on Turn 5, Catch this, everyone! Now smile! will be used on Turn 8
***Highly recommended to guard on this turn if lacking damage
**Uses Time to make it shine! the next turn
***Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 75% HP
**Come on, Uncle hits harder than that! - Nullifies normal attack, BB, UBB damage, DoT for 3 turns & removes all buffs
**Time to make it nice & chilly! - Sets element to Water, 75% mitigation from Fire, Light, Dark attacks for 3 turns, 100% mitigation from Water attacks for 3 turns & 50% mitigation from Earth attacks for 3 turns
**Starts using the following:
***Every 6 turns
****Whoops! Cat got your tongue? - 20 hit attack on all foes, gradually decreases BB gauges by 50% for 3 turns & 20% Ares Down for 3 turns
***Every 4 turns
****Aha, more pudding for me! Thanks! - Attack on single foe & drains 60-75% of BB gauge
*****Ezra may use this attack twice on the same turn
*Three turns after Time to make it nice & chilly! and if > 60% HP
**Everybody gets squished together! - Removes all buffs, drains 50% OD gauge & drains 100% of BB gauges
***Highly recommended to guard on this turn if lacking damage
**Next turn
***Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*Three turns after Time to make it nice & chilly! and if < 60% HP
**Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
**Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 50% HP
**Time to make it cool - Sets element to Earth, 75% mitigation from Thunder, Light, Dark attacks for 3 turns, 100% mitigation from Earth attacks for 3 turns & 50% mitigation from Water attacks for 3 turns
**C'mon, take your best shot! - 50% base/buffed BC resist for 999 turns, 100% BB drain & 100% mitigation for 999 turns
**Starts using the following:
***Every 9 turns
****Alright! Here-I-come! - Boosts Atk & Def by 50% for 5 turns
*Four turns after C'mon, take your best shot! and damage dealt exceeds 1000 within the 3 turns
**Oh look, pudding! - Removes all buffs
**Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
**Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*Three turns after C'mon, take your best shot! and fail to deal 1000 damage within the 3 turns
**Oh look, pudding! - Removes all buffs
**Catch this, everyone! Now smile! - 16 hit powerful attack on all foes & 75% chance of removing buffs
***Highly recommended to guard on this turn if lacking damage
**Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 45% HP
**Starts using the following:
***Every 3 turns
****She shoots, she scores! Bullseye! - 8 hit powerful attack on single foe & 70% chance of reducing Atk and Def by 25% for 2 turns
***Every 8 turns
****Ow! Hang on, time out! - 30% mitigation for 3 turns
**I won't make it easy for you! - Nullifies normal attack, SBB, UBB damage for 3 turns & removes all buffs
**Time for explosions! Explosions! - Sets element to Thunder, 75% mitigation from Water, Light, Dark attacks for 3 turns, 100% mitigation from Thunder attacks for 3 turns, 50% mitigation from Fire attacks for 3 turns
**Two turns after Time for explosions! Explosions! and if > 40% HP
***You asked for it! Here I come! - 13 hit attack on all foes, removes all buffs & drains 20-25% of BB gauges
***Uses Time to make it shine! the next turn
****Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
**Two turns after Time for explosions! Explosions! and if < 40% HP
***Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
***Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 33% HP
**I'm having lots of fun! Are you? - Nullifies BB, SBB damage, DoT for 3 turns & removes all buffs
***UBB is allowed without punishment until < 20% HP
**Time to make it cool! - Sets element to Earth, 75% mitigation from Thunder, Light, Dark attacks for 3 turns, 100% mitigation from Earth attacks for 3 turns & 50% mitigation from Water attacks for 3 turns
**Starts using the following:
***Ow! That's got to hurt! - Attack on single foe & invalidates Extra Skill for 1 turn
***Every 4 turns
****Ow! That's going to leave a mark! - 13 hit massive attack on all foes that deals 90-115% HP as damage & invalidates Leader Skills for 2 turns
****2 turns mitigation & guarding is highly recommended
**Two turns after Time to make it cool! and if > 20% HP
***You asked for it! Here I come! - 13 hit attack on all foes, removes all buffs & drains 20-25% of BB gauges
***Uses Time to make it shine! the next turn
****Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
**Two turns after Time to make it cool! and if < 20% HP
***Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
***Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 15% HP
**I won't make it easy for you! - Nullifies normal attack, SBB, and UBB damage for 3 turns & removes all buffs
**Time for explosions! Explosions! - Sets element to Thunder, 75% mitigation from Water, Light, Dark attacks for 3 turns, 100% mitigation from Thunder attacks for 3 turns, 50% mitigation from Fire attacks for 3 turns
**Two turns after Time for explosions! Explosions! and if > 10% HP
***You asked for it! Here I come! - 13 hit attack on all foes, removes all buffs & drains 20-25% of BB gauges
***Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
**Two turns after Time for explosions! Explosions! and if < 10% HP
***Whee! Let's go! Let's go! - Nullifies UBB damage for 99 turns & removes all buffs
***Time to make it shine! - Sets element to Light, 50% mitigation from Fire, Water, Earth, Thunder attacks for 3 turns, 100% mitigation from Light attacks for 3 turns & 25% mitigation from Dark attacks for 3 turns
*At < 10% HP
**Everybody gets squished together! - Attack on all foes, removes all buffs, drains 50% OD gauge & drains 100% of BB gauges
***Highly recommended to attack with one unit to cross this threshold and guard the rest
</tabber>
==Floor Completion Rewards==
Floors Cleared	Reward
6 	1x Summon Ticket
 5x Gem
 1x Grand Earth Golem
 1x Mark of Spire*
Floors Cleared	Repeatable Rewards
2 	1,000 Merit Points
4 	2,000 Merit Points
6 	4,000 Merit Points
*Note: Mark of Spire can only be obtained once.