The Demonic Assassin of Judgment

The Demonic Assassin of Judgment is the 7th Trial of the Chamber of Arms in Final Fantasy Brave Exvius. Players face Brachium, the Boss of the Libra constellation in order to earn the Royal Crown upon victory.
==Battle==
Boss 	
Brachium
Race 	Demon, Human
Level 	99
HP 	8,000,000
MP 	4,000
ATK 	1000
DEF 	300
MAG 	1150
SPR 	300
Elemental Resistance 	Dark +300%
Status Ailment Resistance	Immune to all.
Others 	Vulnerable to ATK/DEF/MAG/SPR debuffs.
As is the norm of the Chamber of Arms, Brachium is faced in a multi-phased battle with different strategies. Brachium's movepool and resistances will change drastically with each of the two phases of the battle.
=== Phase 1 (100% - 50%) ===
In this phase, Brachium uses the following abilities:
* Brachium has become hazy: Dodge 5 physical attacks for 5 turns to caster.
* Dark Judgment: Remove all effects from all units. Magic attack with Fixed 99% HP damage to all units.
* Judgment of Light: Physical damage (10x) to all units.
* Judgment of Evil: Magic damage (10x) to all units.
* Capital Punishment: Instant KO (100%) to all units. (Cannot be prevented by Death Immunity)
* First Pain: Physical damage (3x) to one unit.
* Full Speed Claw: Physical damage (4x) to all units.
* Behead: Instant KO (100%) to one unit. (Cannot be prevented by Death Immunity)
* Assassination Anticipation: Increase ATK/MAG (50%) for 3 turns to caster.
* Hide in the Dark: Increase DEF/SPR (50%) for 3 turns to caster.
Brachium will start the battle with a preemptive strike, becoming hazy and using Behead on the unit with the highest SPR and end its turn. Becoming Hazy sets a special buff that allows him to avoid physical damage (not evasion per se, so accuracy won't work).
Brachium will use First Pain at least once every turn and Full Speed Claw once on odd turns, followed by normal attacks (each with a 25% chance of being First Pain). Once 8 moves have been performed Brachium follows with a specific move which determines future actions, having a 50% chance of using Hide in the Dark. If Hide in the Dark was successfully used, on the next turn after 8 actions have been performed it will use Assassination Anticipation (this time with 100% certainty), and then on the turn after this has been used it will use Behead after its 8 actions. Given this rotation rests entirely on whether he uses Hide in the Dark it is purely a matter of luck and Brachium will keep trying to use Hide in the Dark if it fails to be used, but once it is used, the next actions will occur on future turns.
Every 5 turns (4, 9, 14, etc. in turn counter) it will become hazy once more, this will be used even if crossing a threshold retaliation. On thresholds of 90%/70% Brachium will use Dark Judgment and after using it, will end its turn. The turn after using Dark Judgment also comes with a predetermined attack, which depends on the player's action. If the player attacks Brachium with normal attacks, abilities, Esper or items, Brachium will use Judgement of Light, if attacked with Magic or if a Limit Burst is used, it will use Judgment of Evil instead. If neither of these checks is performed it will use Capital Punishment.
Below 70% HP, Brachium will use one more First Pain and Full Speed Claw will be used every turn.
=== Phase 2 (50% - 0%) ===
On phase 2 Brachium uses these abilities instead:
*Brachium has become violently strong!: No effect.
*Demonic Decision: Remove all effects from all units. Magic attack with Fixed 99% HP damage to all units. Mitigate magic damage taken (30%) to caster for 1 turn (cannot be dispelled).
Set Ice, Lightning, Water, Wind, Earth, Light and Dark resistance to 100% and Fire resistance to -100% for 999 turns to caster (cannot be dispelled)
*Eternal Darkness: Magic attack with Fixed damage (99,999) to one unit.
*Twilight Prison: Add Dark element to physical attacks for 5 turns to all units. Inflict Blind and Sleep (100%) to all units.
*Devil's Claw: Magic damage (3.5x) to one unit.
*Bloodspray: Magic damage (4.5x) to all units.
*Invitation to Ruin: Inflict Charm (100%) on one unit for 2 turns.
*Magic is being absorbed!: Nullify 1 spell for 1 turn.
On the phase transition, Brachium will use Demonic Decision, Twilight Prison, Invitation to Ruin and ends its turn.
Its behaviour is similar to the first phase, but now uses Devil's Claw instead of First Pain every turn (and normal attacks have a 25% chance of being Devil's Claw), and Bloodspray once on odd turns. Every 3 turns (turn 2, 5, 8, etc. on turn counter) it will use Eternal Darkness once, and the rest are normal attacks.
It has a final threshold retaliation at 30% HP consisting of Twilight Prison, Eternal Darkness, Invitation to Ruin, Magic is being absorbed!, Brachium has become violently strong! and end its turn. Below 30% HP it will use Bloodspray every turn and, Devil's Claw at least twice per turn.
== Strategy ==
The player needs to face Brachium with death in mind, as neither Behead nor Capital Punishment can be prevented via Death Immunity, but can be countered with Reraise. Capital Punishment although powerful is easily prevented by triggering another of Brachium's attacks as disclosed above. Behead is used once every 3 turns the soonest, which is plenty of time to set a Provoke Tank to take the attack and revive it.
For defensive measures, the player will need a Physical Cover Tank for phase 1, a Magic Tank for phase 2 (not needed if the player can One-Turn Kill), and a Provoke Tank (to take Behead and to support the Magic Tank in phase 2).
Brachium has higher offensive stats than most on the Chamber of Arms but with adequate Breaks (preferably 45%-50% and above) it should be fairly manageable. Brachium himself is at this point not too sturdy so dealing damage is not too difficult. 
As the player may have noticed Brachium on phase 1 focuses on physical attacks while avoiding physical damage, whereas in phase 2 it employs magic attacks and is resistant to magic. Thus it is a good idea to have both Physical and Magic Damage for this battle, although, it should be noted that Brachium's avoid buff can be dispelled allowing for physical damage to be used in Phase 1, the fact that Brachium imbues Dark element to weapons during phase transition discourages the player from using physical attacks to end the phase, so it is a wise practice to put physical damage units on reserve and let the magic damage ones carry through the phase transition. Also, due to Brachium's elemental resistance shift in phase 2, it is a good idea to set the physical damage units with fire weapon so as to maximize the damage done.
The player should also bring a Summoner unit in order to fill the Esper Gauge (as the mission requires) and place in as many EVO MAG boosts as possible, as defeating Brachium with an Esper is also another mission. One idea to do this is to cap a chain with a long animation attack Esper. Bahamut is a solid choice for this as it still deals large damage upon capping.
If the player is not capable of defeating Brachium in one turn in Phase 2, they need to prepare with a Magic Tank and a Provoke Tank in order to take the hits. Status ailment prevent and removal is also encouraged, along Reraise multi-casting as Eternal Darkness can be nasty.
If the player has any 7★ rarity unit, they are encouraged to use them, as the Japanese version lacked these units on Brachium's debut, their use in the Global version should trivialize the battle by a wide margin.
Category:Final Fantasy Brave Exvius events