Wyvern

Level: 20
HP: 6859STR: 42INT: 34VIT: 24WIS: 23AGI: 26LUC: 23
EXP Given: 3210

Damage Vulnerabilities:
100% 100% 100%
50% 150% 50%

Disable Vulnerabilities:
50% 50% 50% 50% 25% 75% 50%
0% 10%
50% 50% 50%
  • Wing Talon: Deals heavy cut damage to one party member. Slightly slow, with average accuracy.
  • Galvanic Ray: Deals very severe volt damage to one party member. Slightly slow, with average accuracy.
  • Shining Breath: Deals 4-7 instances of medium-heavy volt damage to random party members. Has no limit on how many times one target can be hit. Slightly slow, and very inaccurate.
  • Whirlwind: Attempts to bind the legs of all party members, with a high chance. Fast.
  • Tail Strike: Deals medium-heavy bash damage to one party member, with splash damage. Slightly slow, with average accuracy.
  • Wing Talon: Deals 125% melee STR-based cut damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Galvanic Ray: Deals 180% ranged INT-based volt damage to one party member. Has an 80% speed modifier and a base accuracy of 99%.
  • Shining Breath: Deals 4-7 instances of 100% ranged INT-based volt damage to random party members. Has no limit on how many times one target can be hit. Has an 80% speed modifier and a 60% base accuracy.
  • Whirlwind: Attempts to bind the legs of all party members, with a 60% base chance. Has a 120% speed modifier.
  • Tail Strike: Deals 110% melee STR-based bash damage to one party member, with splash damage. Has an 80% speed modifier and a base accuracy of 99%.
  • On the first fight against Wyvern only, Wyvern is guaranteed to do nothing on the turn after a party member first dies. The next three times a party member dies, Wyvern has a diminishing chance to be distracted.
  • Shining Breath has a 4 turn cooldown.
  • Wyvern always follows Shining Breath with Whirlwind if it's above 25% HP.
  • Shining Breath is first used when Wyvern falls below 90% HP.
  • Tail Strike is first used when Wyvern falls below 50% HP.
  • When Wyvern uses Wing Talon, it will always target the party member with the lowest HP.
  • Besides that, Wyvern just randomly chooses between its available skills. The more dangerous skills are prioritized when Wyvern gets to low HP.
  • If a party member died last turn:
    • If that was the first time a party member died, Wyvern is guaranteed to do nothing.
    • If that was the second time a party member died, Wyvern has a 80% chance to do nothing.
    • If that was the third time a party member died, Wyvern has a 50% chance to do nothing.
    • If that was the fourth time a party member died, Wyvern has a 30% chance to do nothing.
  • If Shining Breath has been used at some point in the battle, and 4 turns have passed since the last usage of Shining Breath, use Shining Breath, and queue Whirlwind.
  • If Whirlwind is queued, and Wyvern is above 25% HP, use Whirlwind.
  • If Wyvern is at 25% HP or lower:
    • If Tail Strike has not been used yet, use Tail Strike.
    • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
    • 40% chance to use tail Strike.
    • 10% chance to use Galvanic Ray.
    • 20% chance to use Whirlwind.
    • 29% chance to use Wing Talon, targeting the party member with the lowest HP.
    • 1% chance to Attack.
  • If Wyvern is at 50% to 26% HP:
    • If Tail Strike has not been used yet, use Tail Strike.
    • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
    • 40% chance to use Tail Strike.
    • 20% chance to use Galvanic Ray.
    • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
    • 10% chance to Attack.
  • If Wyvern is at 75% to 51% HP:
    • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
    • 50% chance to use Galvanic Ray.
    • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
    • 20% chance to Attack.
  • If Wyvern is at 90% to 76% HP:
    • If Shining Breath has not been used yet, use Shining Breath, and queue Whirlwind.
    • 20% chance to use Galvanic Ray.
    • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
    • 50% chance to Attack.
  • If none of the above happened:
    • 20% chance to use Galvanic Ray.
    • 30% chance to use Wing Talon, targeting the party member with the lowest HP.
    • 50% chance to Attack.
Drops:
  • Tough Wing. 100% chance. Sells for 1000 en.
    • Wyvern's Wing (+41 ATK, +36 MAT, Whirlwind): Made from 1 Tough Wing. Costs 1640 en.
  • Wyvern Tail (Kill on first turn). 100% chance. Sells for 3500 en.
    • Apocalypse (+100 DEF, +100 MDF, +30% Arm Bind Resistance; HIL Only): Made from 1 Wyvern Tail. Costs 492000 en.
Iiiiiiiiiiiit's Wyvern! It's back again! And it's...pretty much the same as it ever was. Heavy single-target damage, a bit of multi-target coverage that doesn't hit for much, inaccurate multi-hit skill, and a skill that binds the legs of everyone in the party. Nothing about Wyvern particularly stands out, besides Galvanic Ray hitting for a lot of damage at this point in the game.

What's the counterplay to the various skills? Well, if your legs aren't bound, accuracy debuffs on Wyvern/evasion buffs on your party can shut down Shining Breath. Galvanic Ray can be turned into a light bap on the head with Volt Wall. As usual, binds are incredibly useful. Wyvern only resists sleep, so most any ailment has a decent shot of landing here. Or you could just plow through its skills with sheer force! That's an option too.


You want party member overviews? I'll give you party member overviews.
Ashley: Physical Shield softens the blow from Wyvern's physical skills, and Ashley can probably survive a Galvanic Ray to the face. Not a bad choice.

Cason: Frigid Slash cuts right into Wyvern's ice weakness, and Encourage healing helps patch up damage from non-Galvanic Ray attacks.

Holly: As mentioned above, even a low-level Volt Wall will reduce Galvanic Ray and Shining Breath to a tickle, and Front Guard helps with Wing Talon and Tail Strike. Holly is by no means necessary, but she isn't bad to have either.

Heath and Friedrich: These two can keep everyone patched up and ready for whatever Wyvern throws at us next, and bap it on the head for some chip damage when they don't need to.

Sharpe: Reducing the accuracy on Shining Breath is good, as it helps party members whose legs aren't bound make it even more irrelevant, and Sharpe won't have that hard a time inflicting blind on Wyvern.

Kyoko: Kyoko bulldozed Berserker King and Cernunnos, and she'll bulldoze Wyvern if given a chance. She has a high chance of straight-up dying to Galvanic Ray, but that's honestly not that bad a downside, since it's only one person.

Lavi: Lavi needs ailment support to really do anything outside of her War Edge Power turns, but if she has that, she can keep everyone topped off with Vampire, and constantly keep Wyvern debuffed.

Adan and Abby: If we have someone that can sling ice damage around, Adan and Abby can deal a veritable boatload of damage, though we may need to use some of our TP restoratives in the process. If not...eh. They're not bad damage dealers, but they're not fantastic yet, either.

Sophian: Sophian can toss out reliable damage every turn for not that much TP every turn. That's about all she does right now, but it's certainly not a bad thing to focus on.

Edelvale: If we stack ice damage, Edel can amplify it with Freeze Arms, and in general buff up all damage with Attack Order. Again, not bad. Not outstanding yet, but not bad by any means.

Amatsu: Shadow Bind shuts down Tail Strike, and Bone Crusher makes Wyvern weaker to pretty much everyone but Trinity. Caltrops's poison wouldn't hurt to have, either.

Trinity: Trinity has pure ice damage, and gets a bonus for hitting Wyvern's weakness. If you want to vote in someone purely for damage, you could do worse than her.

Lilian: Lilian still doesn't do a ton in battle, but she can toss out Gases and try to bind Wyvern's head with Harsh Buzz.

Chihaya: Great Warrior combines well with our more durable damage dealers (Cason, Adan/Abby, and Astra, namely), and Front Command can be thrown on them too. If you wanna see Front Command, make sure to get three frontliners in the party.

Astra: Anyone that can deal ice damage is welcome here, and Astra is no exception. She pairs exceptionally well with Sophian, since Rapid Fire works well for early Link fodder.

Aina: Blind is nice in this fight, and it's one of the few times where I'd advocate for Ice Knife, which is otherwise a very deadend skill.

Nadym: Nadym has access to arm binds, leg binds, and paralysis, all of which can be useful in this fight. He's not bad for tossing out Stun Gasses, either.

Runa: Runa runs a high risk of getting pasted by Galvanic Ray or Shining Breath, but still deals massive damage even so. She sadly doesn't have Freeze Drive yet, but... Well, that's just how it is this early into Veteran.

Syrel: Each of the binds is useful in this fight, and when she can't inflict them any more, Syrel can also throw down Corkscrew for good measure.

Yukiko and Maru: You like debuffs? Yukiko and Maru have debuffs, and they make good Gas tossers once they've put those down.
Like last time, vote for two parties, with four votes per person per party. Same usual restriction of only being able to vote for a given character once per party.

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