Orgodemir (Giga-Legendary)

Legendary (DQ7 Part 2)

Fiend

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: *~200 DMG*)
* **Regular Attacks (Phase 1)**
	+ **Normal Attack** (All: Physical: 2x *~10 DMG* (with 600 Defence))
	+ **Boundless Darkness** (All: Dark Breath: *~280 DMG*)

* **Skill Gauge Moves (Phase 1)**
	+ **Freezing Blizzard** (All: Ice Breath: *~200 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: *~400 DMG*)
* **Regular Attacks (Phase 2)**
	+ **Wind Sickles** (2 Allies: Magical Woosh: 2x *~170 DMG*)
	+ **Normal Attack** (2 Allies: Physical: 2x *~30 DMG*)
	+ **Eerie Gleam** (Single: Sleep)
	+ **Deep Sleep** (2 Allies: Sleep (100% Hit) + 50% CT Down)

* **Skill Gauge Moves (Phase 2)**
	+ **Kafrizzle** (Single: Magical Frizz: *~??? DMG*)
	+ **Devour the Sleeping** (All: Physical: *40* *DMG* or *~150 DMG* with Sleep Status)
	+ **Mantra Blast** (2 Allies: Physical: 2x *~160 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** > 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: ~200 DMG + Venom + Mucus State)
	+ **Ferocious Roar** (All: Physical: ~180 DMG + Stun)
	+ **Pursuit** (All: Dark Breath: ~200 DMG + Venom + Mucus State)
	+ **Frigid Wave** (All: Removes Buffs)
	+ **Meditate** (Self: Recover 300 HP)

* **Skill Gauge Moves (Phase 3)**
	+ **Beat Down** (Single (P1 > 4): Physical: *~180 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 12 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: ~300 DMG + Venom + Mucus State)
	+ **Meditation** (Self: Heals 400 HP)
	+ **Frigid Wave** (All: Removes all Buffs)
	+ **Pursuit** (All: Dark Breath: ~300 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: *~600 DMG*)

* **Skill Gauge Moves (Phase 4)**
	+ **Fierce Struggle** (All + 2 Allies + All: Physical + Physical + Dark Breath: 100 *DMG* + 100 *DMG* + *300 DMG* + Paralyze + 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: *~70 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: *~60 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: *~280 DMG*)
		- **Deep Sleep** (2 Allies: Sleep (100%) + 50% CT Down)
		- **Ferocious Roar** (All: Physical: ~180 DMG + Stun)
		- **Magic Burst** (All: Magical: *~600 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 high dark breath resistance for this fight, 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
* **Phase 1**
	+ You should Defend the opening until you get buffs up, but if you have the right resists and strong Defence, you can take a few hits and survive
	+ Use this phase to apply buffs to the party, a minimum of Breath Resist 2 Steps to make the fight not so rough
	+ 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**
	+ Orgodemir will reset his Skill Gauge CT when he enters Red Health Bar, so use that to your advantage to stop one of his Skill Gauge Moves from going off
	+ 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**
	+ Orgodemir will use **Frigid Wave** during this phase, you MUST **prioritize keeping buffs up**, especially Breath Resist
	+ **Beat Down** will target P1 > P4, so make sure the person who is about to receive it Defends it
	+ You MUST make sure the party has Magic Barrier up when you enter P4, **Magic Burst** is 600 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**
	+ 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

Sigils
Strength +1
CT Down Resist +5%
Breath Defence Down Resist +5%
Stun Resist +5%
 Orgodemir (Top)
Magic Attack +3
Poison Resist +5%
Earth Breath DMG -5%
Dark Breath DMG -5%
 Orgodemir (Bottom)
Magic Attack +3
Critical Rate +1%
Defence Down Resist +5%
Paralyze Resist +5%
 Orgodemir (Shield)
Breath DMG -3%
Magic Defence Down Resist +5%
Sleep Resist +5%
Blind Resist +5%
Dark Breath DMG -5%

Recommended Food

Recommended Food (for luck)

Recommended Items

Highly Recommended Resists (Most > Least)

Secondary Recommended Resists