Golem
HP: 2660
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
- Explosion: Used when Golem is fully formed. Does not use a body part. Deals 130% ranged INT-based fire damage to every party member. Splits Golem into Golem Body, White Mini-Golem, Red Mini-Golem, and Black Mini-Golem after use. The Mini-Golems' HP is set to whatever percent HP their body parts had before dying--which Mini-Golem gets what percent HP is decided randomly. Has a 10% speed modifier and 150 base accuracy.
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
Golem Body
HP: 2660
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
- Call Allies: Summons Mini-Golems at the designated spawn points in the boss room. If used when a Mini-Golem is on the field but not in battle, the spawn point of that Mini-Golem will not create a new one.
- Collapse: Used when the Golem Body reaches 0 HP and has at least one body part remaining. The Golem Body and any body parts are taken out of battle. In their place, a Mini-Golem for each body part is summoned (at whatever percent HP the bdoy part had before Collapse). In addition, the Golem Body is replaced with a Yellow Mini-Golem.
Drops:
- Normal: Piece of the Eternal Barrier. 100% chance. Sells for 350 en.
- 1 needed to make Megalith 5006 (+20 ATK, +55 MATK, Barrier Wall, Silver x4).
- Conditional: Paralysis-Marked Barrier (Kill while paralyzed). 100% chance. Sells for 1000 en.
- 1 needed to make Cradle (+187 ATK, +195 MATK, Explosion, Gold x6).
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
Golem Head
HP: 1331
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
- Brittle Breath: Uses the head. Reduces every party member's defense to all attacks by 30% for 4 turns. Has a 70% speed modifier.
- Petrify Breath: Uses the head. Attempts to inflict petrification on every party member, with a 40% base chance. Has a 60% speed modifier.
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
Golem Arms
HP: 1331
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
- Fire Palm: Uses the arms. Deals 160% ranged INT-based fire damage to one party member. Has a 90% speed modifier and 99 base accuracy.
- Ice Palm: Uses the arms. Deals 140% ranged INT-based ice damage to one party member, with line-piercing effect. Has a 90% speed modifier and 99 base accuracy.
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
Golem Legs
HP: 1331
STR: 42
INT: 40
VIT: 35
WIS: 34
AGI: 24
LUC: 35
Skills:
- Stomp: Uses the legs. Deals 180% melee STR-based bash damage to one party member. Has a 70% speed modifier and 99 base accuracy.
- Sumo Stomp: Uses the legs. Deals 160% melee STR-based bash damage to one party member, with splash damage. Has a 70% speed modifier and 99 base accuracy.
Damage Resistances:
100% 100% 125%
100% 125% 100%
Disable Resistances:
0% 0% 0% 0% 0% 0% 0%
0% 0%
0% 0% 0%
White/Red/Black/Yellow Mini-Golem
HP: 1331
STR: 32
INT: 28
VIT: 28
WIS: 25
AGI: 22
LUC: 24
Skills:
- Combine: Does not use a body part. Transforms the Mini-Golem into a Golem body part. The body part it transforms is based on this order: Legs, Arms, Head. If a body part is killed on the turn Combine is used, the Mini-Golem will not change what part it turns into. However, the next use of Combine will go to the earliest part missing in the order. Whatever percent HP the Mini-Golem had before using Combine is transferred to the body part. In addition, if the Mini-Golem had any disables before using Combine, they are transferred to the Golem Body.
Damage Resistances:
300% 300% 300%
300% 300% 300%
Disable Resistances:
50% 50% 50% 50% 50% 50% 25%
0% 50%
50% 50% 50%
The overall gimmick of the fight is basically controlling the Mini-Golems, or at least damaging them as much as possible before they can form a body part. Before I go any further, I should explain how Mini-Golems spawn. They don't spawn like summons do in EO2U, where the boss can just call them at will. Instead, the Golem Body will use Call Allies, which'll spawn new Mini-Golems at the corners of the boss arena. You can block the two upper spawn points by rotating pillars earlier in the floor--in fact, this is damn near a necessity, since you can get very quickly overwhelmed otherwise. It's in your best interest to bring along as many classes with row-target spells as you can (which, at this point, includes Reaper, Warlock, Necromancer, and Hound), since you ideally want to lop off Mini-Golems' HP while also damaging the Golem body parts. Also, disables. Disables really aren't worth it in the Golem fight unless they're attached to a multi-target spell (so pretty much just Scythe of Numb Stasis at this point), since the Mini-Golems still have FOE/boss resistances to disables. Poison's also less worth it than you'd think, since it doesn't benefit from the Mini-Golems' 300% resistances to everything, and only damages the Golem Body once an afflicted Mini-Golem uses Combine.
Also, note that ignoring the Mini-Golems and just going for the Golem Body is very much not an option, since it's incredibly hard to just eat an Explosion every 4 turns.
As for the Golem itself, it can only one one action from a body part at a time--it'll just pick a random body part to act for the turn, and then pick a skill from that part. The arms are by far the most dangerous part. The legs are entirely physical, and Sumo Stomp is just splash damage--Line Guard can really easily help take care of those. The head just does defense reduction and petrification--don't get me wrong, that's dangerous, but less dangerous than actually trying to kill your party. The arms, on the other hand, have elemental damage, and both Fire and Ice Palm can and will one-shot party members at this point in the game. Ice Palm's by far the more dangerous of the two, since it almost certainly will just take two party members out of the fight, which is incredibly hard to recover from.
One final miscellaneous note before I go to party member descriptions: note that note that if a Mini-Golem is incapacitated in some way (panic, sleep, petrification), even if it is currently in the battle, Call Allies will not summon new Mini-Golems at the spot the incapacitated Golem originated from.
Alexis: Alexis is okay-ish for Golem. Dodge-tanking only really helps for Stomp and Fire Palm--Sumo Stomp will still get its splash damage off, and Ice Palm will still probably one-shot someone in the back row. Still, taking Stomp and Fire Palm out of the equation doesn't hurt. I wouldn't recommend stacking him with Sasha, though, since that'll leave our party a bit damage-starved.
Sasha: Sasha's only real disadvantage is that it's hard for me to predict if Golem's going to use the Legs or the Arms once both of them are in play. Aside from that, she's a fairly decent choice. She can help contribute some damage to a random Mini-Golem or the Golem Body by using Gun Mount every other turn.
Cecil: Golem is the one time in the game where I feel that a Cestus is really not the best option. The infliction rates on the binding skills at low levels are low as-is, and going up against 50% resistances does not help either. On the other hand, both arm and leg binds give me some pretty nice peace-of-mind for a few turns, and due to how the Mini-Golem disable transfer works, accumulative resistance isn't something to worry about.
Raven: Raven's a pretty good choice. Scythe of Numb Stasis costs quite a bit of TP early on, but it's row-target damage and can inflict paralysis if I feel like keeping Miasma Weapon up.
Kaelin: Lightning is about as good for just chipping at everything in the front row as Scythe of Numb Stasis is, and Kaelin has the benefit of having a larger TP pool than Raven. He doesn't do much aside from that, though.
Lanzon: Lanzon's big problem with Golem is that his skills cost way too much TP and drain him dry really quickly, which is a pretty serious issue when you're dealing with a long fight like Golem. Amritas can help, but we only have one or two of them at the moment.
Gram: Gram's passive healing from Animal Therapy is nice, and Flash of Both Wings is pretty good row-target damage. She suffers from the same potential TP problems as Raven, though.
Jana: Note how I made specific mention of what happens with incapacitated Mini-Golems up there. That's because I won my first attempt at Golem solely on the back of stopping Mini-Golem spawns for a solid few turns thanks to Mist Slice. Jana doesn't contribute much (or anything, really) in the way of multi-target damage, but she hits hard enough that she's still worth considering.
Mio: I don't really think much of the elemental Prayers, but Prayer: Cold Rain is nice for reducing the damage of potential Ice Palms. On top of that, Prayer: Eradication means that the party gets more damage relative to how much TP they spend for something, which is pretty important for a long fight like Golem. Mio's also not useless once she's thrown down her buffs--she can help chip off Mini-Golem HP with Cold Wave.
Dosen: Dosen is best combined with Sasha, since he can just patch up the worst damage from Leg skills that were reduced by Line Guard. His high WIS also means he has a chance at not getting one-shot by Ice Palm.
Magda: Poison is "eh" for Golem, and while inflicting blind is useful, Magda's big problem is that she doesn't have much to do after that and Smoke Rot. On the other hand, if Kaelin, Lanzon, or Mio are in the party, Smoke Rot seriously makes their TP go a lot farther.
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