Finale Bosses

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**WARNING**: major spoilers for Sapphire Caves are on this page! If you want to experience the game spoiler-free, don't read further!

#### Boss One (no ranking): The Darkness

The Darkness is the first "boss" of the Finale. Since it doesn't drop a Boss Relic, it's more of a miniboss than a full boss, but the game treats it as a normal boss anyway as beating it completes the mission.

##### Moveset

The Darkness always spawns alone, at the furthest room from the entrance, in the room with the Void Lock. It is Large, and has no Type.

It has 300 Health, 12 Attack, 2 Defense, 12 Speed, 120 Accuracy, 25 Dodge, and 90/120/150 Resistances.

* "Question Everything": remove all buffs and debuffs (but not Protection/Stealth/Undying etc). Gain 1 Attack.
* "Protect Everything": set 3 turns of Protection. Gain another turn.
* "I Am You": -33% damage. Melee attack that can hit any party member. Inflict 130% Fire (3 turns, 3 damage).
* "I Am Nothing": gain random effects from the following list. Each effect has a 40% chance to occur **separately** (so all effects may be rolled, or none).
	+ 3 turns +20% Attack
	+ 3 turns +20% Defense
	+ 3 turns +3 Speed
	+ 3 turns +8% Crit
	+ 3 turns +8 Dodge
	+ 3 turns +8 Accuracy
	+ 3 turns Counter of -50% damage
	+ 2 turns Alert
	+ A heal between 6 and 13 Health
* "I Am All": +50% damage. Ranged attack that can hit any party member. Inflicts 10 Fear and Shuffles the target.
* "Rapid Diffusion" (Reflex, triggers when the Darkness misses): Lose 1 Attack. Gain 1 Speed. Gain 5 Accuracy.

##### Behaviour

Every turn, the Darkness will attempt to use a completely random move (without bias). It only has two restrictions:

* Question Everything becomes unavailable once the Darkness reaches 21 Attack or more.
* Protect Everything is unavailable if the Darkness has Protection.

##### Strategy

High DPS is your best bet here, just like the rest of the first Finale mission. Be sure to check its effects as I Am Nothing may give it super strength, or do completely nothing. Ranged attacks work a bit better since the Darkness may gain Protection, but the effect usually wears off quickly enough that it shouldn't be too much of an issue.

The only "real" threat will be I Am You and I Am All. Combined with Rapid Diffusion, which will inevitably stop as its accuracy rises, the Darkness has the option to end a good first Finale run at the very last moment. Put up a fight, and remember: defeat this thing, and you're one very important step closer to the end of the game.

#### Boss Two ("Easy"): Arch Angel

The Arch Angel is the first official boss of the Finale.

##### Moveset

The Arch Angel always spawns in the fourth Beacon room you visit. (Note: all Beacon rooms have the same enemies, depending on the order you visit them; the first will always have two Soul Zombies and a Beacon of Hope, for example.)

She has around 300 Health, 12 Attack, 0 Defense, 12 Speed, 125 Accuracy, 20 Dodge, and 100/90/160 Resistances.

* "My Army": Ranged attack with potential to inflict Stun. Gain 2 turns +8% Crit and 1 turn Blessed.
* "My Life": Ranged attack with potential to inflict Fire. Gain 2 turns +15 Accuracy and 1 turn Alert.
* "You Monsters!": Melee attack against all non-Angel party members. Gain 2 turns +33% Attack.
* "This I Know": Heal self for 8-12 health. Gain 3 turns +25% Fire Chance and +25% Stun Chance.
* "Prayer": Gain +5 Accuracy for 1 turn.
* "Yours Forever" (Reflex, triggers when the Angel falls below 10 health): heal the Angel for 15-20.

##### Behaviour

Every turn, the Arch Angel attempts to do a random move, with My Army and This I Know having a higher chance than other moves. However, each move has restrictions:

* My Army can only be used if no player is stunned, and My Life can only be used if no player is on fire.
* You Monsters! cannot be used if the Angel is in the first position.
* This I Know cannot be used if the Arch Angel is Blessed or Alert.
* Prayer can only be used if no other move is available.

##### Strategy

In case it wasn't obvious, putting your Angel in the front and letting her take all damage is the meta in this battle. The Arch Angel will waste her turns healing her anyway: she can't bear to have Melissa wounded. If putting the Angel in the frontlines isn't viable for any reason, defending yourself against the fire and stronly-damaging moves is recommended. Also, the Demon has a slight advantage with Overpower, as setting himself on fire that way disables My Life.

Be wary that Yours Forever ignores guard, so you cannot cheat with Guards. They're still useful for letting the Angel take extra hits, though.

At this point, you should have enough damage and healing to outnumber her. Consider coming back later otherwise. The mission itself can be done with 6 non-Beacon fights when the right route is taken. Buff your defenses and hold steady.

#### Boss Three ("Normal"): Lucifer

Lucifer is the second official boss of the Finale.

##### Moveset

Lucifer will always replace the seventh room battle; as there are 10 total room battles in this mission, three of them are optional and one of them will be "free" (i. e. replaced by Lucifer). Upon spawning, he will transform the current room into a fiery room and begin battle.

He has around 350 Health, 14 Attack, 6 Defense, 10 Speed, 130 Accuracy, 15 Dodge, and 300/80/180 Resistances.

* "Burning Flex": buffs Lucifer for +20% Attack for 3 turns.
* "Crush Competition": deals flat damage to the frontline player.
* "Fear and Scream": deals low damage to the entire team, plus Fear. Has a low chance to Stun.
* "Force Minds": deals low damage and sets up a Counter.
* "Hell Is Other Demons": deals medium damage, plus Fear. Pulls the target forward.
* "Unrelenting Rage" (Reflex, triggers when dealt a Critical Hit): gain +100% Attack, +100 Accuracy but -200% Stun Resist for 1 turn.

After falling below 100 Health, a cutscene starts, and Lucifer's moveset changes. A duel between the Demon and Lucifer must finish the fight.

* "Burning Bridges": deal damage twice, inflict Dodge-.
* "Frostfire Barrage": -60% damage. Attack 4 times, inflict Fire 1/Frostbite 1 per attack.
* "Demon v. Demon": both Lucifer and the Demon gain Attack+/Crit+.
* "Ultra Rage": very strong damage with -40 Accuracy. Damages self and sets self on fire.
* "I Am Superior!": -50% attack for 3 turns.

##### Behaviour

Lucifer's moveset is mostly random - however, a few restrictions still apply.

* Crush Competition can only be used on the front rank. Like all Melee moves, if the only target(s) have Protection, it will not be used.
* Force Minds cannot be used on the back rank.
* Hell Is Other Demons can only be used on the second rank.
* After using Ultra Rage, Lucifer will **always** use I Am Superior!.

##### Strategy

Lucifer is more of a damage race than anything else. He can quickly put your team at low health, but with no Damage over Time in his first phase, may have trouble finishing you off. Your top priority should be damage output, as defensive moves do little to nothing in this fight.

The reflex can be abused very easily, as a Stun is pretty much guaranteed after Lucifer gets dealt a crit. If you're lucky, he won't even use the buffs for a damaging move at all! Of course, it is also possible to crit him accidentally, then get dealt a harsh blow immediately afterwards. Bring a strong healer.

In the duel, make sure it's over before it even starts. Your moves are more than enough to finish him off. Rush him with your high attack stat and buffs, and watch out for Frostfire Barrage having a high kill potential. If your party is competent enough in dishing out damage, delivering a final blow should be trivial.

#### Boss Four ("Hard"): Death

Death is the third official boss of the Finale.

##### Moveset

Death always spawns in the most "southeast" room of the map. It is the only required fight in the fourth Finale mission, as all other fights are either replaceable by another fight, or can be skipped completely.

Death has 260 Health, 10 Attack, 0 Defense, 12 Speed, 135 Accuracy, 0 Dodge, and 500/100/0 Resistances. All his attacks are classified as Melee.

* "Reap Soul": deals infinite Reaping damage to 1 target. Prefers marked targets.
* "You Are Nothing": +15 Fear.
* "Grand Scythe": deals damage, 1 Pull, -25% Attack and -10 Dodge for 2 turns. Prefers marked targets.
* "Unrelenting": gain 2 turns Protected/Stealth.
* "Corrupt Callings": deals damage, plus Fire/Poison/Stun/Mark.
* "Death's Finale": high damage to ALL Marked targets.
* "Final Destination" (Reflex, triggers when Stunned): Clear all effects. Gain 999% Stun Resistance. Gain 1 Reaping.

##### Behaviour

As Death, like most bosses, has two turns per round, his moveset rotates as follows:

* Turn 1, it will always use Reap Soul.
* Turn 2, it will always use You Are Nothing.
* Turn 3/4/5/6, it will randomly use Grand Scythe, Unrelenting, and Corrupt Callings.
* Turn 7, it will always use Death's Finale.
* A Reflex will interrupt a move rotation, but not progress it.
	+ For example, if you Stun Death after Reap Soul, its next move will be Final Destination, but the one after that will still be You Are Nothing.

As stated before, Reap Soul and Grand Scythe prefer marked targets (if there are any, it will only target them), but aren't restricted to them.

"Death's Finale" can only hit marked targets, period. Death will use this move **regardless** of the actual amount of marked targets.

##### Strategy

This fight will be fought at low HP, with very little that you can do about it. Keep healing! With pitiful defense and dodge, Death is only a threat as an instakiller: if it finishes just one team member, it's over. If it can't, it already lost.

All of Death's attacks are classified as Melee, meaning Protection is worth gold in this fight. Stunning Death may be a worthwhile option to buy you some time, but can result in your entire team getting Reaped if you aren't paying attention. Additionally, normally Reaping is always followed up by a non-damaging move, making it impossible to kill you outright. Having Death suddenly reap mid-fight may cause him to set a team member to 0 Health, and immediately killing them. **Never let this happen!**

Fortunately, the hardest part of this mission is getting to the fight. Death should not be a problem for most party compositions. Bring a healer. Bring. A. Healer.

#### Boss Five ("Extreme"): Gyranus

Gyranus is the last boss of the Finale, and the final boss of the game.

##### Moveset

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##### Behaviour

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