Orgodemir (Fiend)

Fiend Class Key can be obtained from Legendary Orgodemir (DQ7 Part 2) or Giga-Legendary Orgodemir

Legendary (DQ7 Part 2)

Giga-Legendary

Orgodemir Phase 1
 Sizz
 Normal
 Fire Breath
 Normal

Orgodemir Phase 2
 Sizz
 Normal
 Fire Breath
 Normal

Orgodemir Phase 3
 Sizz
 Normal
 Fire Breath
 Effective

Orgodemir Phase 4
 Sizz
 Normal
 Fire Breath
 Effective

* **Phase 1**
* **Threshold Skills (Bar Breaks) (Phase 1)**
	+ Yellow to Red: **Scorch** (All: Fire Breath: *~400 DMG*)
* **Regular Attacks (Phase 1)**
	+ **Normal Attack** (All: Physical: 2x *~100 DMG*)
	+ **Boundless Darkness** (All: Dark Breath: *~500 DMG*)

* **Skill Gauge Moves (Phase 1)**
	+ **Freezing Blizzard** (All: Ice Breath: *~400 DMG*)
* Orgodemir (Phase 1) will use **Boundless Darkness** at Opening only
* **Phase 2**

* **Threshold Skills (Bar Breaks) (Phase 2)**
	+ Yellow to Red: **Fierce Flame** (All: Fire Breath: *~500 DMG*)
* **Regular Attacks (Phase 2)**
	+ **Wind Sickles** (2 Allies: Magical Woosh: 2x *~240 DMG*)
	+ **Normal Attack** (2 Allies: Physical: 2x *~150 DMG*)
	+ **Eerie Gleam** (Single: Sleep)
	+ **Deep Sleep** (2 Allies: Sleep (100% Hit) + 100% CT Down)

* **Skill Gauge Moves (Phase 2)**
	+ **Kafrizzle** (Single: Magical Frizz: *~??? DMG*)
	+ **Devour the Sleeping** (All: Physical: 80 *DMG* or *~300 DMG* with Sleep Status)
	+ **Lightning** (All: Physical Zap: *~150 DMG*)
	+ **Mantra Blast** (2 Allies: Physical: 2x *~400 DMG*)
* Orgodemir (Phase 2) will use **Deep Sleep** at Opening
* Orgodemir (Phase 2) will use either **Wind Sickles** or **Normal Attack** each turn, when in Red Health Bar, he will start using **Eerie Gleam** each turn as well
* Orgodemir (Phase 2) will use **Devour the Sleeping** > **Kafrizzle** > **Lightning** > Repeat for Skill Gauge Moves, when Orgodemir is in Red Health Bar, he will reset his CT and only use **Mantra Blast**

* **Phase 3**

* **Threshold Skills (Bar Breaks) (Phase 3)**
	+ Yellow to Red: **Magma Blast** (All: Fire Breath: *~400 DMG*)
* **Regular Attacks (Phase 3)**
	+ **Normal Attack** (All: Dark Breath: ~500 DMG + Venom + Mucus State)
	+ **Ferocious Roar** (All: Physical: ~400 DMG + Stun)
	+ **Pursuit** (All: Dark Breath: ~500 DMG + Venom + Mucus State)
	+ **Frigid Wave** (All: Removes Buffs)
	+ **Meditate** (Self: Recover 400 HP)

* **Skill Gauge Moves (Phase 3)**
	+ **Beat Down** (Single (P1 > 4): Physical: *~400 DMG* + Stun)
* Orgodemir (Phase 3) will use **Ferocious Roar** at the opening
* Orgodemir (Phase 3) will use only **Normal Attack** + **Frigid Wave** or **Meditate** and will use **Pursuit** every 8 actions (Party + Enemy)
* Orgodemir (Phase 3) will only use **Beat Down** as his Skill Gauge Move

* **Phase 4**

* **Threshold Skills (Bar Breaks) (Phase 4)**
	+ Yellow to Red: **Throws a piece of Meat** (Summon companions (Orglob + Orgon)
* **Regular Attacks (Phase 4)**
	+ **Normal Attack** (All: Dark Breath: ~500 DMG + Venom + Mucus State)
	+ **Meditation** (Self: Heals 500 HP)
	+ **Frigid Wave** (All: Removes all Buffs)
	+ **Pursuit** (All: Dark Breath: ~500 DMG + Venom + Mucus State)
	+ **Building the Strength to Fight** (Self: Starts Skill Gauge for **Fierce Struggle**)
	+ **Prayer** (Self: Starts Skill Gauge for **Magic Burst**)
	+ **Magic Burst** (All: Magical: *~800 DMG*)

* **Skill Gauge Moves (Phase 4)**
	+ **Fierce Struggle** (All + 2 Allies + All: Physical + Physical + Dark Breath: 150 *DMG* + 100 *DMG* + *300 DMG* + Paralyze + Stun + Venom + Mucus State)
	+ **Magic Burst** (All: Magical: *~800 DMG)*
* Orgodemir (Phase 4) will either use **Normal Attack** + **Meditate** or **Frigid Wave** each turn
* Orgodemir (Phase 4) will use **Magic Burst** at the opening
* Orgodemir (Phase 4) will use **Pursuit** every 8 actions (Party + Enemy)
* Orgodemir (Phase 4) will start the Skill Gauge for **Fierce Struggle** after using **Building the Strength to Fight** and same for **Magic Burst** after **Prayer**
* **Regular Attacks (Orglob)**
	+ **Pursuit** (Single: Physical: *~200 DMG*)
* **Skill Gauge Moves (Orglob)**
	+ **Prowl** (Single: *~80 DMG* + Target State)
	+ **Kasap** (All: Defence Down 1 Step (20%))
	+ **Tongue Lashing** (All: Agility Down 2 Step (40%))
* **Skill Gauge Moves (Orgon)**
	+ **Burning Breath** (All: Paralyze)
	+ **Scorch** (All: Fire Breath: *~400 DMG*)
* When Orglob and Orgon appears, Orglob will always use **Prowl** followed by **Kasap** > **Tongue Lashing** > Etc and Orgon will use **Burning Breath** upon appearing when summoned and use **Scorch** as a Skill Gauge Move
* Orglob will use **Pursuit** every 8 actions (Party + Enemies)

**Strategy**

* **Overall**
	+ Be very Careful when breaking to the next form, Orgodemir will use a special attack at the opening of each Phase
		- **Boundless Darkness** (All: Dark Breath: *~500 DMG*)
		- **Deep Sleep** (2 Allies: Sleep (100%) + 100% CT Down)
		- **Ferocious Roar** (All: Physical: ~400 DMG + Stun)
		- **Magic Burst** (All: Magical: *~800 DMG*)
	+ Make sure to have high HP and max Defence buffs when entering Phase 3 and you **MUST** have Magic Shield up when entering Phase 4
	+ Orgodemir is a very buff based oriented boss for a fiend, if you don't have the right buffs required for each phase, you will die. Phase 1: Defence + Breath Defence, Phase 2: Magic Shield, Phase 3: Defence + Breath Defence, Phase 4: Defence + Breath Defence + Magic Barrier
	+ You need VERY high dark breath resistance for this fight, even with 2 step Breath Defence, you will still easily wipe if you have low Dark Breath Resist, you need a minimum of 60% Dark Breath Resist and the higher you can get, the better you can survive
	+ Most party clears involve the use of 2 or more Pirates, preferably with the Golden Dragon Cometh ability to boost breath resist, as well as jobs that are good at healing and damaging, such as 2x Sages
	+ Yggdrasil Dew usage is as follows: After **Boundless Darkness** in Phase 1 (You may need 2 depending on his first turn opening action) and after his **Ferocious Roar** + **Normal Attack** opening in Phase 3. It is preferable to have 1-2 Dews left to use in Phase 4 in case of an emergency
* **Phase 1**
	+ Use Yggdrasil Dew to heal the opening **Boundless Darkness** + **Normal Attack**
	+ It may be preferable to use a 2 Dew strategy for the opening if defences are low for the party, such as Defending and taking his turn 2 and 3 attacks, using Dew, then using buffs, this will only work as long as the party has enough HP to survive his turn 3 attacks
	+ Alternatively you could have a Sage bring Acceleratle Drinks and use both of them on themselves to get enough CT to cast Multiheal to recover from the DMG and thus save a Yggdrasil Dew
	+ Use this phase to apply buffs to the party, you cannot (or at least its highly recommended) focus on doing DMG to Orgodemir until the team is fully buffed since his DMG output is extremely high
	+ Make sure to have items ready to cure sleep, its 100% effective on 2x allies, also having Magic Shield up will help tremendously with mitigating DMG in Phase 2 opening
* **Phase 2**
	+ Priority 1 is to use items to cure sleep off allies, **Devour the Sleeping** will hurt a ton otherwise
	+ It is imperative that you keep Magic Shield up during all of P2, it will mitigate both his **Kafrizzle** and his **Wind Sickles**
	+ Try to defeat Phase 2 before he uses **Mantra Blast**, he will reset his CT during the Bar Break and will start casting **Mantra Blast** at a very fast rate, it does 2x *~400 DMG*, so make sure to either beat him before he uses it or Defend asap
	+ Make sure HP is near max and buffs are at max before going into P3, its also a good idea to keep Defend up before going into P3 to mitigate the opening DMG
* **Phase 3**
	+ Use a Yggdrasil Dew to recover from **Ferocious Roar**
	+ Orgodemir will use **Frigid Wave** during this phase, you MUST MUST MUST **prioritize keeping buffs up**, especially Breath Resist, you WILL DIE if you don't
	+ **Beat Down** will target P1 > P4, so make sure the person who is about to receive it Defends it
	+ Be VERY careful of **Pursuit** when you are about to trigger the Bar Break, it will cause a hard wipe most likely if you allow Orgodemir to do a **Magma Blast** > **Pursuit** combo, its a good idea to wait for him to **Pursuit** and then recover and trigger the Bar Break
	+ You MUST make sure the party has Magic Barrier up when you enter P4, **Magic Burst** is 800 DMG base!
* **Phase 4**
	+ Just like P3, you must prioritize keeping buffs up at all times, his DMG output and his helpers will cause tremendous DMG
	+ You must Defend against **Magic Burst** and **Fierce Struggle**
	+ If you have any Yggdrasil Dews left, make sure to use them after he uses **Fierce Struggle**
	+ Make sure you time your Magic Shield to last when he is about to use **Magic Burst**, an effective strat in case you might run it out is to use skills to increase his gauge w/o having you auto attack
	+ Ignore his adds, also you can ignore **Prowl**, but Defend it if you are very close to death
	+ Go all out when he reaches Red Health Bar to take him down!!!!

Mission Rewards

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists