Etreant

HP: 22000STR: 65TEC: 49VIT: 48AGI: 40LUC: 52
EXP Given: 180000

Damage Vulnerabilities:
100% 100% 100%
125% 100% 100%

Disable Vulnerabilities:
30% 50% 30% 10% 30% 30% 30%
0% 0% 20%
50% 30% 50%
  • Thousand Nails: Deals heavy stab damage to 3-5 party members. Slow.
  • Tempest: Deals 5-7 instances of severe cut damage to random party members. Very slow and moderately inaccurate.
  • Infernal Drain: Deals medium almighty damage to one party member. Attempts to instantly kill the target, with a medium chance. If the target is not instantly killed, heals Etreant for 200% of the damage dealt. Slightly slow and very slightly inaccurate.
  • King's Resolve: Purges all buffs from all party members. Fast.
  • King's Pride: Removes ailments and binds from Etreant. Very slow.
  • Eternal Trunk: Restores Etreant's HP at the end of each turn, for 4 turns.
  • Root Cyclone: Deals overkill bash damage to all party members. Very slow.
  • Thousand Nails: Deals 70% melee STR-based stab damage to 3-5 party members. The damage ranges from 235 to 285 on average. Has a 70% speed modifier and a base accuracy of 99%.
  • Tempest: Deals 5-7 instances of 110% melee STR-based cut damage to random party members. Has no limit on how many times one target can be hit. The damage ranges from 369 to 447 on average. Has a 40% speed modifier and a base accuracy of 80%.
  • Infernal Drain: Deals 140% melee TEC-based almighty damage to one party member. The damage ranges from 167 to 227 on average. Attempts to instantly kill the target, with a 30% base chance. The effective chance ranges from 38% to 50% on average. If the target is not instantly killed, heals Etreant for 200% of the damage dealt. Has a 90% speed modifier and a base accuracy of 90%.
  • King's Resolve: Purges all buffs from all party members. Has a 120% speed modifier.
  • King's Pride: Removes ailments and binds from Etreant. Has a 40% speed modifier.
  • Eternal Trunk: Restores Etreant's HP, for about 307 to 320 HP, at the end of each turn, for 4 turns. Has no speed modifier.
  • Root Cyclone: Deals 160% melee STR-based bash damage to all party members. The damage ranges from 537 to 651 on average. Has a 40% speed modifier and a base accuracy of 140%.
  • Root Cyclone, King's Resolve, King's Pride, and Tempest will all be used with their own independent criteria.
  • Root Cyclone will be used every 5 turns outside of Turn 1. Sometimes it will be used on the 4th turn instead of the 5th.
  • King's Resolve will normally be used every 17 turns when Etreant is below 50% HP, but this cooldown will greatly decrease depending on how many buffs are on your party.
  • King's Pride will normally be used every 12 turns when Etreant is below 50% HP, but the cooldown will decrease significantly based on how many binds are inflicted on Etreant.
  • Tempest is not normally used, but it will always be used after King's Pride and/or King's Resolve.
  • On Turn 1, Etreant will either use Thousand Nails or Attack. No other attacks will be used.
    • Etreant will continue this behavior until it reaches 75% HP, but after turn 1, Root Cyclone's cooldown will begin after a guaranteed use on Turn 2.
  • From 75 to 51% HP, Etreant will immediately use Infernal Drain, and will not use it again until Attack or Thousand Nails are used.
    • Afterwards, it has a chance to repeat those attacks or use Infernal Drain again. If Infernal Drain is used, it will require another Attack or Thousand Nails to be used.
  • Once Etreant reaches 50 to 0% HP, it will actively avoid using attacks with limbs that are bound, and it will use Attack less frequently in favor for more dangerous attacks.
    • This is also where King's Resolve/Pride begin to be used.
  • Once Etreant reaches 30% HP, it will use Eternal Trunk once. This is not repeated.
  • If the King's Resolve flag is set:
    • If the party has 12 or more buffs, add 5 to the King's Resolve counter.
    • If the party has 8 to 11 buffs, add 4 to the King's Resolve counter.
    • If the party has 4 to 7 buffs, add 3 to the King's Resolve counter.
    • If the party has 1 to 3 buffs, add 2 to the King's Resolve counter.
    • Else, add 1 to the King's Resolve counter.
  • If Etreant is fully bound, add 6 to the King's Pride counter.
  • If Etreant has two binds, add 2 to the King's Pride counter.
  • If Etreant has one bind, add 1 to the King's Pride counter.
  • If the Tempest flag is set, use Tempest, and unset the Tempest flag.
    • If the King's Pride counter is at 6 or above, set it to 4.
    • Else, if the King's Resolve counter is at 9 or above, set it to 6.
  • If this is the first turn:
    • 49% chance to Attack.
    • Else, use Thousand Nails.
  • If the Root Cyclone flag is not set, use Root Cyclone.
  • If the Root Cyclone cooldown is less than or equal to 0, and the Root Cyclone flag is set, use Root Cyclone. Set the Root Cyclone cooldown to 5.
  • Else, if the Root Cyclone cooldown is equal to 1, and the Root Cyclone flag is set:
    • 49% chance to use Root Cyclone and set the Root Cyclone cooldown to 5.
    • Else, Attack.
  • If Etreant's HP is at 30% or below, and the Eternal Trunk flag is not set, use Eternal Trunk, and set the Eternal Trunk flag.
  • If Etreant's HP is at 50% or below, and the King's Resolve flag is not set, use King's Resolve, set the King's Resolve flag, and set the Tempest flag.
  • If the King's Resolve counter is at 17 or above, use King's Resolve, and set the King's Resolve counter to 0.
  • If the King's Pride counter is at 12 or above, and Etreant has any binds, use King's Pride, set the King's Pride counter to 0, and set the Tempest flag.
  • If Etreant's HP is at 50% or lower:
    • If Etreant's arms are bound, but not its head:
      • If the Infernal Drain flag is not set, use Infernal Drain, and set the Infernal Drain flag.
      • Else, Attack, and unset the Infernal Drain flag.
    • Else, if Etreant's head is bound, but not its arms, use Thousand Nails, and unset the Infernal Drain flag.
    • Else, if Etreant's head and arms are both bound, Attack, and unset the Infernal Drain flag.
    • Else, if the Infernal Drain flag is unset, 44% chance to use Infernal Drain, and set the Infernal Drain flag.
    • Else, 69% chance to use Thousand Nails, and unset the Infernal Drain flag.
    • Else, Attack, and unset the Infernal Drain flag.
  • If Etreant's HP is at 75% or lower:
    • If the initial Infernal Drain flag is not set, use Infernal Drain, set the initial Infernal Drain flag, and set the Infernal Drain flag.
    • If the Infernal Drain flag is not set, 34% chance to use Infernal Drain, and set the Infernal Drain flag.
    • Else:
      • 59% chance to use Thousand Nails, and unset the Infernal Drain flag.
      • Else, Attack, and unset the Infernal Drain flag.
  • 49% chance to use Thousand Nails.
  • Else, Attack.
Drops:
  • Normal: Shroud. 100% chance. Sells for 10000 en.
    • Moss Coat (+49 DEF, +30% fire/ice/volt resistance; can be equipped by all classes): Made from 1 Shroud. Costs 35000 en.


Here we are. Final boss. Etreant doesn't have a lot of tricks up his sleeve, but what he does have, above all else, is a lot of physical damage. Heavy physical damage. Even if you bring along binds, this fight is still terrifying, because you most likely won't be able to keep all of his body parts at all times, which means you're going to be vulnerable to at least one of his attacks.

Infernal Drain is the least dangerous out of those, so you can probably leave his head unbound. Root Cyclone is fucking terrifying, but is at least on a semi-known cooldown, so you have time to prepare for it. Thousand Nails and Tempest are the real threats here. Etreant resists arm binds, so good luck locking off both of them without quite a bit of luck. The best advice I can give for them is, as you might expect, bring along some kind of defensive support, and maybe throw on CPR for good measure if you have it. If you don't have either a Protector or a Medic, then stack as many accuracy debuffs on Etreant and as many evasion buffs on your party as you can. Not as reliable as damage reduction, obviously, but they can keep you alive. Forest Guardian's also a class-neutral option, but that relies on having gotten it, so...


Anyway, it's time for the overview of what characters are good and what characters aren't so good.


Judith: Judith's decently durable on her own, and while War Cry is maybe a bit dangerous in this fight, enough defensive support can mitigate the additional danger it gives.

Elowen: Elowen has Quick Step, as well as the best healing in the game (still). She's not much good for damage, but what else is new?

Vince: Front Guard is invaluable for keeping the front row alive in this fight, and if things get really bad, I can have him learn Defender to give the party a bit of extra damage reduction on physical damage.

Sigrid: The sword skills aren't great here, but Sigrid could provide quite a bit of value to the party by respeccing to whips. Still best if she has Quixote for infliction support, though.

Thierry: Thierry has CPR. CPR can keep us from dying to, among other things, Root Cyclone. That alone makes him pretty good already. Besides that, Delayed Heal is still useful, even if Elowen's better for emergency healing.

Katya: Katya has the same great damage as ever, though her fragility can be a problem in this fight.

Emmett: Buffs are always invaluable, but defensive ones like Shelter Song and Barbaric March are especially appreciated in the Etreant fight, doubly so if the party lacks Vince.

Momoe: Big damage, big fragility, much like Katya, except she can be up in the front. To be clear, she's not nearly as fragile as Katya, but compared to, say, Judith, she's a bit more of a liability without proper support.

Quixote: Disables can be annoying to land due to Etreant's low vulnerabilities, but man are they appreciated now more than ever. Quixote also has debuffs on hand if I really feel like it.

Afon: Bloody Offense is as good as ever, and Afon is decently durable on top of that. A decent pick all around.

Ladette: Being able to hit weaknesses is always appreciated, and Ladette is quite capable of that. Fragile, sure, but defensive support can help with that.


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