Deep One (Octopath Traveler II)

* Octopath Traveler
* **Octopath Traveler II**

**Game Sub-Pages:**

* Battle
* Beast Lore\*

**Stats**

 680
 580
 510
 530

 350
 270
 190
 160

**Status Effect Effectiveness**

**Provoke Stats**

 550
 550

**Beast Lore Skill [1]**

### Additional Effect(s)

Changes up to 4 stat debuffs to the analagous buff. Buff duration remains unchanged.

**Notes:**
 \*   May not be captured on first encounter. Capturable only on successive encounters.
1.   May only be summoned once per battle. Requires MAX Boost.

**Deep one** is a boss in *Octopath Traveler II*. It is an optional boss is initially encountered in Ivory Ravine. It must be defeated to complete The Missing Girl side quest.

After it is defeated, it may appear as a random encounter in the **Ivory Ravine** where it may be captured.

## Battle

* **The seventh calamity is at hand...:** Triggered at the start of the battle on the Deep One's first turn. For each use of the numbered Calamity attacks, they become more lethal until the use of Great Calamity.
* **Attack**: Physical damage, single target.
* **Mutation**: Active at 50% health. Gains additional action, increases shields to 13, and changes **Deep One's** weaknesses to
* **Strike of Despair**: Physical damage, single target. Inflict  **Silence** for 3 turns. Have chance to inflict  **Unconsciousness**
* **Slow Motion**: Effect. Inflict  **Decreased Speed**. Targets entire party.
* **Call of the Sea**: Physical attack, targets entire party. Heals self.
* **Terrifying Blow**: Physical damage, single target. Chance to inflict  **Terror** for 2 turns.
* **The First Calamity**: Physical damage, target entire party.
* **The Second Calamity**: Physical damage, target entire party.
* **The Third Calamity**: Elemental damage, . Targets entire party.
* **The Fourth Calamity**: Elemental damage, . Targets entire party.
* **The Fifth Calamity**: Elemental damage. Targets entire party.
* **The Sixth Calamity**: Elemental damage, targets entire party. Reduces HP party to 1.
* **Death whispers in your ear...**: Follows up after the use of The Sixth Calamity. Enters boost mode and will use The Great Calamity on the following turn unless broken or defeated.
* **The Great Calamity** : Elemental damage, targets entire party for 9,999 damage. If any members of the party survive due to support skills, will use The Sixth Calamity again on next turn cycle followed by The Great Calamity again unless broken or defeated.
* **Counterattack**: Effect. Gain  **Counterattack**.

## Strategy

It is best to engage this boss with as many abilities and high damaging attacks as possible, as it is best to kill this boss as quickly as possible before it uses Great Calamity to wipe out your entire party. Its Strike of Despair and Terrifying Blow can slow down even a well-prepared party, so it is recommended to have accessories/armor to resist those effects. Call of the Sea can also slow you down, as it gains a decent chunk of health back from the attack, forcing you to whittle it down again as it charges up its Calamity attacks.

When it uses Mutation to change its weaknesses, it will be vulnerable to Bows, so Squall of Arrows as well as Frenzied Fire are a boon to use to get multiple attacks in to break it before it uses any of its Calamity attacks and gives you time to recover before its next onslaught.

## Trivia

* The Deep One is likely directly inspired by Lovecraftian mythos, especially Cthulhu; both being tentacled aquatic beings that cause great calamities.