Cernunnos

HP: 6880STR: 30TEC: 18VIT: 20AGI: 18LUC: 23
EXP Given: 19000

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

Disable Vulnerabilities:
75% 100% 50% 50% 50% 50% 50%
0.1% 0.1% 50%
50% 50% 50%
  • Silent Stare: Attempts to bind the heads of all party members, with a medium chance. Slow.
  • Cross Counter: Counters all physical damage to Cernunnos on this turn with severe bash damage to the attacker.
  • Horn Rush: Deals severe stab damage to one party member. Fast.
  • Combo Smash: Deals heavy bash damage to one party member. Deals splash damage to adjacent targets. Average speed.
  • Hurricane Punch: Deals heavy bash damage to all party members. Attempts to inflict paralysis, with a low chance. Slow.
  • Silent Stare: Attempts to bind the heads of all party members, with a 40% base chance. The effective chance ranges from 40% to 48% on average. Has an 80% speed modifier.
  • Cross Counter: Counters all physical damage to Cernunnos on this turn with 150% melee STR-based bash damage to the source of the damage. The damage ranges from 170 to 195 on average. Initial prep has a 600% speed modifier. Counterattacks have a base accuracy of 99%.
  • Horn Rush: Deals 135% melee STR-based stab damage to one party member. The damage ranges from 153 to 176 on average. Has a 120% speed modifier and a base accuracy of 99%.
  • Combo Smash: Deals 110% melee STR-based bash damage to one party member. The damage ranges from 125 to 143 on average. Deals splash damage to adjacent targets. Has no speed modifier and a base accuracy of 99%.
  • Hurricane Punch: Deals 110% melee STR-based bash damage to all party members. The damage ranges from 125 to 143 on average. Attempts to inflict paralysis on hit targets, with a 20% base chance. The effective chance ranges from 20% to 24% on average. Has an 80% speed modifier and a base accuracy of 95%.
  • The Healing Rollers are summoned once Cernunnos reaches 50% HP or less.
  • The Healing Rollers have a cooldown of 10 turns. However, even if this cooldown reaches 0, if the Healing Rollers are still alive, Cernunnos will not resummon them, or summon more of them.
  • Hurricane Punch starts being used at 75% HP.
  • Cernunnos will, effectively, randomly use Horn Rush, Combo Smash, and Hurricane Punch, and then Silent Stare--not accounting for summoning the Healing Rollers or using Cross Counter. After this, he'll start reusing skills again.
  • Decrement the Healing Roller cooldown by 1.
  • If this is the first turn, cast Silent Stare.
  • If the current turn is a multiple of 5 (5, 10, 15, 20...), cast Cross Counter.
  • If Cernunnos is at 50% HP or less, he is the only enemy, and the Healing Roller cooldown is less than or equal to 0, summon the Healing Rollers on the next turn. Set the Healing Roller cooldown to 10.
  • If the Horn Rush, Combo Smash, and Hurricane Punch flags are all set, 90% chance to use Silent Stare. If this happens, unsets all of the flags.
  • For all following patterns: When a skill is used, set its flag. When a skill's flag is set, it cannot be used.
    • If Cernunnos is at 100% to 76% HP:
      • 40% chance to use Horn Rush.
      • 40% chance to use Combo Smash.
      • Else, Attack.
    • If Cernunnos is at 75% to 51% HP:
      • 30% chance to use Horn Rush.
      • 40% chance to use Combo Smash.
      • 10% chance to use Hurricane Punch.
      • Else, Attack.
    • If Cernunnos is at 50% to 26% HP:
      • 20% chance to use Horn Rush.
      • 30% chance to use Combo Smash.
      • 30% chance to use Hurricane Punch.
      • Else, Attack.
    • If Cernunnos is at 25% HP or less:
      • 25% chance to use Horn Rush.
      • 25% chance to use Combo Smash.
      • 45% chance to use Hurricane Punch.
      • Else, Attack.
  • Silent Stare: Attempts to bind the heads of all enemies. Fast.
  • Combo Smash: Deals bash damage to one enemy. Deals splash damage to adjacent targets. Slightly slow.
  • Hurricane Punch: Deals bash damage to all enemies. Attempts to inflict paralysis on hit targets. Slightly slow.
  • Silent Stare: Attempts to bind the heads of all enemies. Has a 120% speed modifier at all levels.
  • Combo Smash: Deals melee STR-based bash damage to one enemy. Deals splash damage to adjacent targets. Has an 80% speed modifier and a base accuracy of 99% at all levels.
  • Hurricane Punch: Deals melee STR-based bash damage to all enemies. Attempts to inflict paralysis on hit targets. Has an 80% speed modifier and a base accuracy of 99% at all levels.
Drops:
  • Normal: Sharp Horn. 100% chance. Sells for 1200 en.
    • Horn Spear (+73 ATK, +2 VIT, +2 AGI): Made from 1 Sharp Horn. Costs 4260 en.
  • Conditional: Cursed Arm (Kill with curse damage). 100% chance. Sells for 6000 en.
    • Demon Mail (+100 DEF, +35 HP, +5 STR; Landsknecht only): Made from 1 Cursed Arm. Costs 92000 en.

Healing Roller

HP: 340STR: 18TEC: 17VIT: 22AGI: 14LUC: 14
EXP Given: 1000

Damage Vulnerabilities:
75% 75% 75%
100% 100% 100%

Disable Vulnerabilities:
50% 50% 50% 50% 100% 50% 50%
10% 10% 50%
50% 50% 50%
  • Cure: Restores a small amount of HP to Cernunnos's HP. Very slow.
  • Holy Veil: Increases all enemies' elemental resistance by 50% for 4 turns. Very fast.
  • Cure: Restores Cernunnos's HP, for 179 to 189 HP. Has a 50% speed modifier.
  • Holy Veil: Increases all enemies' elemental resistance by 50% for 4 turns. Has a 150% speed modifier.
  • Healing Rollers will only use Holy Veil if they do not currently have the Holy Veil buff.
  • If they're not using Holy Veil, Healing Rollers will only use Cure.
  • If the Healing Roller does not have the Holy Veil buff, and Holy Veil was not already used, 39% chance to use Holy Veil.
  • If Cernunnos's HP is at less than 99%, use Cure.
  • Holy Veil: Increases all party members' elemental resistance for 4 turns. Slightly slow.
  • Holy Veil: Increases all party members' elemental resistance for 4 turns. Has an 80% speed modifier at all levels.

Cernunnos, as a boss, can feel like frustrating random chance. On the plus side, however, his repertoire of skills is pretty one-note, and if you prepare for one of them, you're probably prepared for the rest of them.

The only slight hiccups in that statement are Silent Stare and the Healing Rollers. Silent Stare is, effectively, a very-slightly-less-than-a coinflip chance to bind a given party member's head. Now, it's worth considering what party members are shut down by head binds, and the answer is: Medics, Alchemists, Troubadours, and Hexers. Medics or Troubadours getting their heads bound can be recovered from fairly easily, but Alchemists and Hexers getting their heads bound is a serious problem, and can screw up the rest of the battle--every turn an Alchemist's head is bound is a significant loss of damage, and every turn a Hexer's head is bound is either a lost potential disable infliction, or if they're taking advantage of fear, a lost Muting Word or Suicide Word. Thankfully, both Alchemists and Hexers have excellent TEC/LUC spreads, so they're fairly resistant to Silent Stare.
Cross Counter is an introduction to an annoying concept in the series of attacks that specifically exist to punish you for not knowing that they exist. If you don't know it's coming, it can and will easily instantly kill a large amount of classes that hit the boss during it. Besides that, just stay on top of healing before and after Hurricane Punch and it'll go fine. Bring TEC damage if you want the fight to go smoother.
There...isn't much else to talk about with Cernunnos, so let's move onto the party:

Judith: Judith has War Cry and some okay physical damage beyond that. War Cry's value can't be understated, though.

Elowen: Elowen's value lies mostly in her ability to quickly patch the party up with Efficiency Somas, and keep our party's TP full through Efficiency Amritas.

Vince: If we don't have arm binds or attack debuffs available, Vince is practically a necessity. A lot of our front line are going to die very quickly to Cernunnos's skills without Front Guard.

Sigrid: Viper isn't just an instant "I win" button like it was for Fenrir, but it's still worth an absolute boatload here. Sword Sigrid won't have a lot to do here, though.

Thierry: CPR's always an extremely useful backup plan in case something goes terribly wrong. He's, ironically, not as good at healing as Elowen is, though.

Katya: Katya's still one of the best damage dealers possible for Cernunnos, especially if there's someone that has access to head binds in the party, since that provides her with, at minimum, around a 30% increase in her damage.

Emmett: Buffs are never a bad thing, and Emmett's our primary source of them.

Momoe: Momoe is our best physical damage dealer, but she's also fairly squishy. She'll need defensive backup to not get pasted very quickly.

Quixote: Disables galore. Arm binds shut down most of Cernunnos's offense, head binds shut off the rest and amplify TEC-based damage against Cernunnos, and fear just completely shuts Cernunnos down for a few turns.

Afon: Afon's now capable of dealing appreciable damage on her own, and she can contribute some elemental damage with Spear Assist--at the cost of a lot of TP, though.

Ladette: Ladette has Action Boost maxed out now, and that equals big damage over smaller turn counts for us. Combine with Elowen for infinite sustain!


Vote for three party members, with a limit of one vote per party member.

Next Update
Previous Update
Table of Contents