Emperor Xeylon (Archfiend)

Archfiend Class Key can be obtained from Legendary Emperor Xeylon (The Guardian Beasts and the Accursed Star)

Legendary (The Guardian Beasts and the Accursed Star)

Emperor Xeylon
 Sizz
 Normal
 Fire Breath
 Effective

Astraea Xeylon
 Sizz
 Normal
 Fire Breath
 Resist

* **Emperor Xeylon**
* **Threshold Skills (Bar Breaks)**
	+ Green to Yellow: **Hellzapple** (All: Magical Zap: *~1350 DMG*)
	+ Yellow to Red: **Crystal Ball** (All: Physical Zap: *~830 DMG*)
* **Regular Attacks**
	+ **Normal Attack** (All: Physical:  *~180 DMG)*
	+ **Kasap** (All: Defence Down 1 Step (20%))
	+ **Divine Intervention** (All: Magic Defence Down 1 Step (20%))
	+ **Rain from the Heavens** (Random: Physical Zap: 8x *~430 DMG* + 2x Skill Awakening State)
* **Skill Gauge Move**
	+ **Tectonic Shift** (All: Physical: *~250 DMG*)
	+ **Destructive Roar** (Random: Physical: 6x *~250 DMG* + Defence Down 1 Step (20%) and Stun)
	+ **Hellzapple** (All: Magical Zap: *~1350 DMG*)
* Emperor Xeylon will use **Rain from the Heavens** at start of Battle
* Emperor Xeylon will use **Normal Attack** + **Kasap** or **Divine Intervention** every turn
* Emperor Xeylon will use **Tectonic Shift** > **Destructive Roar** > **etc** for Skill Gauge Moves for Green Health Bar
* Emperor Xeylon will use **Tectonic Shift** > **Destructive Roar** > **Hellzapple** > etc for Skill Gauge Moves for Yellow and Red Health Bar
* **Astraea Xeylon**
* **Threshold Skills (Bar Breaks) (Astraea Xeylon)**
	+ Green to Yellow: **Daemon Mode** (Self: Daemon State (Attack + Agility + Evasion Up 1 Step (20%) + summons Shield Fragment (Mode is canceled when DMG is taken)
	+ Yellow to Red: **Daemon Mode** (Self: Daemon State (Attack + Agility + Evasion Up 1 Step (20%) + summons Shield Fragment (Mode is canceled when DMG is taken)
	+ Yellow to Red: **Sped-Up World** (Speed Mode changed to x3 (Pass Level), cannot be changed)
* **Regular Attacks (Astraea Xeylon)**
	+ **Normal Attack** (2 Allies: Physical:  *~300 DMG* (Ignores DMG reduction from Defend)*)*
	+ **Pursuit** (2 Allies: Physical: *~300 DMG* (Ignores DMG reduction from Defend))
	+ **Kasap** (All: Defence Down 1 Step (20%))
	+ **Divine Intervention** (All: Magic Defence Down 1 Step (20%))
	+ **Release Anger** (All: Removes Anger)
	+ **Release Defend** (All: Removes Defend (Including Battle Buddy)
	+ **Heal Wounds** (All Enemies: 999 HP Recovery)
	+ **Doom Drop** (All: Physical Crack: *~650 DMG* + Skill Awakening State)
	+ **Astraea Lightning** (Random: Physical Zap: 3x *~650 DMG* + Defence Down 2 Steps (40%)
	+ **Path of Destruction** (All: 50% Max HP DMG)
	+ **Frigid Wave** (Allies: Buffs Removed)
* **Skill Gauge Move (Astraea Xeylon)**
	+ **Kacrackle** (All: Magical Crack: *~1350 DMG* + Stun)
	+ **Nine Snaking Stars** (Random: Physical: 9x *~210 DMG* + Defence Down 1 Step (20%))
	+ **Doom Drop** (All: Physical Crack: *~650 DMG* + Skill Awakening State)
	+ **Path of Destruction** (All: 50% Max HP DMG)
* **Skill Gauge Move (Shield Fragment)**
	+ **Astraea's Shield** (Astraea Xeylon: Covers for all DMG)
* Astraea Xeylon will use **Doom Drop** at the start of battle, after that, 20 actions later he will use **Astraea Lightning** as an Interrupt, 12 actions after that he will use **Pursuit** as an Interrupt, and after 20 actions will use **Astraea Lightning** as an Interrupt, and so on
* Astraea Xeylon seems to have some special condition to trigger multiple **Astraea Lightning** uses beyond the pattern listed above
* At the start of Turn 12, after one action, Astraea Xeylon will use **Path of Destruction** as an interrupt
* Astraea Xeylon will use **Normal Attack** + **Kasap** or **Divine Intervention** + either **Release Anger** or **Release Defend** if Anger or Defend is currently present every turn. While in Daemon State, Astraea Xeylon will only use **Normal Attack** + **Heal Wounds** every turn, after the 12th turn, Astraea Xeylon will also start using **Normal Attack** + **Frigid Wave** as a possible action each turn
* Astraea Xeylon will use **Kacrackle** > **Nine Snaking Stars** > **Doom Drop** on the Left and **Path of Destruction** on the Right for Skill Gauge Moves, after Turn 12, he will only use **Path of Destruction** for Skill Gauge Moves
* Shield Fragment will appear every Bar Break and use **Astraea's Shield** as its opening interrupting Skill Gauge Move, it will continue to protect Astraea Xeylon until defeated

**Strategy**

* **Overall**
	+ You flat out must defeat him by Turn 12, he will start using **Frigid Wave** in addition to his normal attacks and will only use **Path of Destruction** as his Skill Gauge Moves after using it as an interrupt in Turn 12, with that in mind, its a good idea/frame of mind to defeat King Xeylon by turn 6.
	+ It is imperative that you memorize/understand the action order of the fight, in general (agility wise), the order goes (for both forms): Pirate > Xeylon > Battlemaster or Paladin, but be aware this is just a framework, he can end up going faster then Pirate in Astraea Xeylon form or slower then Battlemaster or Paladin in Emperor Xeylon form
	+ You must prioritize buffs in this fight, especially Agility considering the boss won't use **Frigid Wave** until Turn 12
	+ For those who use the turtle method (Pirate or Rubiss's Dagger Superstar, Battlemaster, 2x Paladin) (you know who you are), there are some key actions you must take throughout the fight:
		- **Pirates and Battlemaster**: Make sure you set up your combo attacks (Paladins first (if possible) > Pirate/Superstar > end with Battlemaster) to go off right as you trigger Bar Breaks on Astraea Xeylon, so that way you can instantly destroy the Shield Fragment and end Daemon Mode, Battlemasters, when this occurs, make sure your Anger was not removed before the combo starts, a good way to tell is if you still have the no Defend symbol on your character
		- **Paladins**: It is important to alternate using Battle Buddy on the Battlemaster primarily (and secondary the Pirate/Superstar) and using your own shield to put Magic Barrier up to negate magic DMG, for those situations where you have to put Magic Shield up, the ally you are covering will have to focus on Defending if you cannot Battle Buddy them in time, if either of this fails, it is highly likely the Pirate/Superstar/Battlemaster will wipe
		- **Superstars**: If you have Magic Barrier, you can safely put up On Stage before he uses **Kacrackle**, therefore after he uses **Doom Drop**, its recommended to use On Stage once he starts gaining CT for **Kacrackle**, make sure to not spend most of your turns just defending DMG, also depending on your weapon, you may want to focus on applying debuffs to Xeylon or buffs to the party
	+ Make sure to time your Yggdrasil Dews for situations where you won't be able to withstand both his **Normal Attack** and **Astraea Lightning/Pursuit**, it may also be necessary to use after he uses **Doom Drop** in the opening of the fight. You should primarily use Dews for when he uses **Doom Drop** or **Nine Snaking Stars** and are unable to recover HP in time to deal with his normal attacks afterwards. Try to aim to beat Emperor Xeylon without using a single Yggdrasil Dew. While it is important to use Dews for emergencies, for this fight it is more advantageous to use them to push firepower since if you lack firepower in this fight, you will not win.

* **Emperor Xeylon**
	+ For the opening move, its recommended to have the Pirate/Superstar and 1 Paladin use Acceleratle Drink on themselves, Battlemaster uses Star Fruit on one most likely to die from a **Normal Attack** and other Paladin uses Star Fruit on the Battlemaster. After the **Normal Attack** is used, Battlemaster should focus on Defending until Battle Buddy is up while the other 3 focus on getting buffs up/Battle Buddy up. If you have items available to use, its recommended to use Acceleratle Drink to increase CT
	+ Don't be frugal with items in the beginning with battle, it will make it very difficult to defeat Emperor Xeylon
	+ it is highly recommended to Defend against **Tectonic Shift**, while the DMG is survivable, its more beneficial to just Defend against it.
	+ You must defend **Destructive Roar**, if you don't, you can potentially get instant killed even with Defence Up 2 Steps if you get unlucky enough and take multiple hits
	+ Make sure everyone has Magic Shield up when **Hellzapple** Bar Break is triggered, be ready to instantly trigger it once all the shields are up so that way they don't run the risk of running out right as it lands. Same goes for when he is about to cast **Hellzapple** as a Skill Gauge Move. Same goes for **Crystal Ball** in terms of having Defend up
	+ Make sure your party has very high Health when entering Phase 2, Astraea Xeylon will immediately use **Doom Drop** which deals a hefty amount of DMG, its ideal to trigger Phase 2 after Emperor Xeylon uses a **Normal Attack** and the group has recovered from it
* **Astraea Xeylon**
	+ Astraea Xeylon will use **Doom Drop** in the opening of Phase 2, its recommended that you use a Yggdrasil Dew immediately after this move, so that way your team can survive his **Normal Attack** in his first turn as well as getting ready to withstand **Kacrackle** (If everyone has Defended the opening or has enough HP to survive **Normal Attack**, then you don't have to use a Dew).
	+ Astraea Xeylon will remove Defend (this includes Battle Buddy) if detected when he uses his **Normal Attack**, so it is IMPORTANT to aim to Defend his Skill Gauge Moves at the very last second before he uses them. You must keep track of everyone's Auto Attacks and Turn order in order to maximize use of this, especially if you are a Paladin and are aiming to Battle Buddy the Pirate/Superstar or Battlemaster.
	+ For his Skill Gauge Moves:
		- **Kacrackle** is easy enough to defend against, just make absolutely sure everyone has a Magic Shield up when it is about to land
		- **Nine Snaking Stars** you HAVE to defend against, depending on how unlucky you are, you can still wipe to this with Defend and Defence Up 2 Steps if a ton of hits land on you
		- **Doom Drop** is one that you may be able to safely not Defend against depending on your HP/Resists/Buffs, but its still recommended to Defend anyway if possible
	+ Make sure the party has enough HP to withstand **Normal Attack** and **Pursuit** at all times of the fight! It is also not recommended to use Defend to recover HP too much considering too many Defends can make the turns progress quicker and you are on a strict limit of 12 Turns. After he has used **Astraea Lightning**, the party should prioritize on restoring HP in preperation for **Normal Attack** and **Pursuit** being used, you don't have to worry TOO much about the Defence Down from **Astraea Lightning** as you'll usually have Defence Up 2 Steps, but be aware if both **Normal Attack** and **Pursuit** hit the same person without the Defence buff, it could result in a wipe
	+ For Bar Breaks, it is ideal to trigger them after Astraea Xeylon has used his **Normal Attack** and is starting to gain CT for his Skill Gauge Move, but priority should be given to triggering it if the party has a big combo ready to use to take out Shield Fragment. Be aware though that if Astraea Xeylon is charging **Nine Snaking Stars** that you should avoid triggering the Bar Break as Daemon Mode will increase Astraea Xeylon's Agility and Attack
	+ You MUST aim to use a big combo to take out Shield Fragment, Astraea Xeylon will spam 999 HP heal on himself and Shield Fragment every turn while Shield Fragment is up, not to mention having Daemon Mode up, the combo should be done as follows: Paladins > Superstar/Pirate > Battlemaster, preferably with Anger up.
	+ Because of his 999 HP heal to the party and Daemon Mode increasing his Skill Use and Attack, it is MOST IMPORTANT to focus on Firepower to get rid of the Shield Fragment ASAP, the party will most likely wipe if this is not done quickly
	+ When you enter Red Health Bar, Astraea Xeylon will use **Sped-Up World**, which will turn the battle speed to x3 (Pass level), which will make his Skill Gauge Moves become almost instant, however be aware that just because it seems instant doesn't mean that the way it accumulates has changed. Because of the high speed, it should be #1 focus for Paladins to use Battle Buddy on the other non-Paladin Members (especially Battlemaster) and to use high DMG attacks/combos. Don't focus on using healing or buffs at this point, but instead use Yggdrasil Dews to recover HP as an emergency instead and try to bring down this SOB ASAP!!!!
	+ Congrats on beating the first Archfiend once you have defeated him!!!!

Recommended Food

Recommended Items

Highly Recommended Resists (Most > Least)