Advanced Quest Part 14

* **Duration**: February 28, 2023 18:00 JST ~

## Mechanics

* Advanced Quests are quests to test your skills using only your Servants. **(Special Party)**
* They appear permanently in Chaldea Gate.
* You can attempt Advanced Quests anytime if you fulfill the requirements to unlock them.
* Rewards for clearing Advanced Quests are special Craft Essences that boost item drop rate.
* From February 28, 2022 18:00 JST, you can repeat Advanced Quests as many time as you want (Clear Rewards, Bond EXP, Master EXP, and item drops are only obtainable in the first time clear).

## Max-Limit Break for Inexhaustible Pile of Dust

* As of this iteration of Advanced Quests, the Craft Essence, Inexhaustible Pile of Dust can now reach Max Limit Break.

## Available Quests

* Homunculus CE
* Seashell CE
* Dust CE

 AP Cost
 5

 Notable Drops

At the start of battle:

**Soul Assimilation** : Imperfect Homunculus will activate this and absorbs the Wandering Spirits on the field.

-Satisfied Soul:  Absorbs Wandering Ghosts at the start of turn & gains a buff every time 2 Wandering Ghosts are absorbed.

* Attack Power Up:  Increases attack power.
* Special Resistance:  Gains Resistance to all attacks.
* Guts:  (3turns, 2 times): When HP reaches 0, recovers HP (5,000HP).

Every turn, a new Wandering Ghost will enter the field, one by one. If a Wandering Ghost is killed by the player, Following random debuffs are given to all allies when defeated.

-Defense Down:  Lowers all allies defense

-NP Charge Drain:  Drains all allies NP.

-Curse:  applies curse to all allies.

 AP Cost
 5

 Notable Drops

At the start of the Battle:

The following enemies will activate their buffs before the battle begins.

(activates at the beginning of every turn and the beginning of the battle)
* 30% chance to  Charm entire front row for 1 turn.
* Lowers  Debuff Resistance by 40% for 1 time, 3 turns for entire front row.

*(if a Cú Chulainn variant is in the frontline (Setanta excluded))*
* ~~Charm~~ is negated, all of Medb's allies are granted  Ignore Invincibility for 2 turns and Cu has a 45% chance to get Stunned. If Stun is successful, Medb gains a full charge and will Charm herself for one turn.

This skill will keep being used by Medb as long as a Cu Chulainn variant is in the frontline, and is not affected by Stun effects.
* Increases Charge by 1 tick every turn while [Seaside Medb] is on the field.
* NP Resistance increased by 45% for [Seaside Medb] while this unit is on the field.
* Critical Resistance increased by 45% for [Seaside Medb] while this unit is on the field.
* When hit by NP, grants stackable  guts (25%, unremovable) & recovers HP (25%) when guts activates.
* Increases Charge by 1 tick every turn while [Seaside Medb] is on the field.
* NP Resistance increased by 45% for [Seaside Medb] while this unit is on the field.
* Critical Resistance increased by 45% for [Seaside Medb] while this unit is on the field.
* When recieving NP attack, grants stackable  guts (25%, unremovable) & recovers HP (25%) when guts activates.

Tips & Strategy:

1. **Target the followers first**
While the followers are on the field, Seaside Medb is given a special resistance to Noble Phantasms and critical hits. Prioritize defeating the followers first to weaken Seaside Medb.
2. **Avoid using offensive NPs while followers are alive**
Medb has a massive amount of NP Damage resistance while her followers are still alive, and the followers themselves gain Guts whenever they are hit by a NP, making them impossible to defeat with NP damage.
3. **Use crits to deal with followers**
The most effective way of dealing with the followers is using crits, as they don't have a defensive measure against them unlike with NPs. This is especially true since they are Casters, which are weak to Riders, who have the highest natural starweight in the game.
4. **Distract Medb with Cu**
By bringing any variant of Cú Chulainn to the front row, Maeve will stop using herCharm skill, meaning it'll be easier to keep attacking without having to worry about being Charmlocked. She will also hyperfocus on him, meaning that his allies won't have to worry about her attacking them while Cu is alive. However, she'll instead give her entire team Ignore Invincibility, as well as a Stun targeted towards Cu, which if successful, **fully charges her**. She will also Charm herself, but this all means that Cu's signature Protection From Arrows will not work in this fight. Use the time to quickly deal with the followers before Cu finally falls for Medb. Guts and Solemn Defense can be used to increase Cu's survivability and grant the rest of the party more time. Defense buffs can also be used, but is less reliable due to the followers' large Attack buff.
5. **Once follower(s) dealt with, target Medb**
When at least one of the followers is killed, Medb's resistances to crit and NP damage will drop substantially. This can be used in order to finally deal damage to her, and may be preferred over killing both followers first due to her Charm skill. Once she is defeated, the leftover followers will lose their Attack buffs and passive NP gain, making them a breeze to defend against for the rest of the fight.

Note: The followers have no Death rate unlike their usual counterparts. It is not recommended to use tactics involving them.

 AP Cost
 5

 Fatal Battle 1/1
 Notable Drops

Notes:
In this battle, the enemy will transform to a different servant and class each time they are hit with a Noble Phantasm attack. For the enemies that are in the slots, they will rotate each time, but they will still share the damage from their previous attacks (ex: if you attack TYPE\_SABER with 250,000HP left, then after the swap TYPE\_LANCER will also have 250,000HP.) The following transformation will loop in this sequence as follows:

 →
 →

There is an exeption with the enemy slot with the EX Classes. Once the transformation reaches to BB, there will be no loop after her. But she will come with some buffs that powers up the entire party, so it's best to avoid getting to her as such.
All the enemy servants will have the same passive buff as follows:

* **Class Compatibility Change**
Grants self increased attack and defense advantage against their respective groups.
* **Vulnerability**
Each time after class transformation, reduces the effects of the [BB FireWall]buff.
* **BB FireWall**
Grants Self resistance to all attacks

Knight Class Group
(Grants after enemy turn ends) increases all allies' critical damage.

Cavalry Class Group

Extra Class Group
 Gives evasion (1 time/3T) to all allies.

Increases all allies attack, defense power,crit chance rate, and gets a self  which cancels out a buff from a single enemy when attacking.[At the end of the turn] Grant pigification to a single enemy for 1 turn.

Tips and Strategy:

1. **Knock down the Firewalls -**Reduce the special resistance **BB FireWall** with all of your Noble Phantasms (preferably AoE NP). Once you weaken the buff to a certain degree (4 to 5 times at max) utilize your best AoE servant with a high firepower to wipe most of them out. Each time the enemies transform, it becomes easier to deal damage, so let's transform with all NPs and lower the special resistance as soon as possible.
2. **Watch for Enemy Buffs/Debuffs -**Each enemy servant will have various buffs activated at the end of the turn, so while you are lowering the special resistance of the enemy team, be careful of the ones with the most troublesome debuffs such as Salieri's evasion being granted on the turn you want to put out firepower. It'll be far too troublesome if Salieri or Jekyll & Hyde be left on the field, so it might be a good idea to fire off Noble Phantasms in succession until the firewall buff weakens.

ATK: 400/1500HP: 0
* Drop Rate x5%(Multiply by the original drop rate)
ATK: 400/1500HP: 0
ATK: 400/1500HP: 0
* Drop Rate x5%(Multiply by the original drop rate)