Maygi’s HoH 1-100 Handbook (Solo/Party)
~ INTRO ~
Welcome to my Heaven-on-High guide!
Yes, I copy-pasted my POTD guide for this. I’ll update the basic information bits later~
~ABOUT ME~
I personally really love deep dungeons and have solo cleared both POTD and HOH (view some media on my Twitch channel!).
If you have any questions at all, or would like to discuss solo strategies and whatnot, please send me a message at Maygi#4987 on Discord! I love messages and I love answering questions!
~ UPDATES ~
7/3/2018: Up at 2:30 AM – it begins! (rip sleep schedule)
7/4/2018: Added solo footage up to floor 70. Will continue 71+ stream later!
7/5/2018: Made it to 86 solo and died to autoattacks, boo. But, got a lot more information written down!
7/6/2018: Working on a cleaner guide with a friend c: will link all of you when it’s done!
7/9/2018: Solo footage of F90 boss added. This is probably my last solo run for a while now. Have to get ready for vacation !!
7/27/2018: Updated some boss and mob information.
7/28/2018: HOH solo clear complete!
8/10/2018: Added 90 boss solo footage for BRD, SMN, and SCH.
8/11/2018: Added a section for mimics, with a lot of tips and information!
~Table of Contents~
~Basics~
This section is going to go over basic POTD mechanics with a few neat tips/tricks you may have not known. If you are experienced with POTD, feel free to skip this section!
Why run HoH?
-COPYPASTA, THIS IS POTD STUFFS, BUT STILL MOSTLY ACCURATE-
It’s a nice change from normal dungeons, in my opinion. It’s a place where party comps can be flexible, and yet still challenging even if you bring a tank. Unlike normal dungeons/trials/raids that will eventually become trivialized as newer gear and higher level caps come out, POTD will always be relevant and hard-capped at 60. Also, you get some nice loot that you can sell for gil!
Pomanders
Pomanders are items that you receive from gold chests and are critical in higher floors. In order of which these appear, these are…
Safety: Removes all traps from a floor, including fake exits on big rooms.
Sight: Reveals all traps from a floor, as well as the map.
Strength: Increases damage/healing by 30% for 8 minutes. Give this to your DPS or healer.
Steel: Decreases damage taken by 40%. Does not apply to % health damage. Give it to your tank and then healer.
Affluence: Increases the amount of chests on the NEXT floor. Sometimes you may see 2-3 chests in a non-treasure room, sometimes none. It’s RNG.
Flight: Decreases the amount of enemies on the NEXT floor. This reduces the amount of kills to open the Cairn of Passage from roughly 6 to 3, speeding up the floor. Recommended to use from 187-189 solo, or 197+ in a party. Treasure rooms still may spawn in a flighted floor.
Alteration: Changes all the enemies in a random room on the NEXT floor to a mimic or mandragora. Mimics are hard-hitting mobs (described later in Purity), while mandragoras are passive mobs that die in 1 hit. Both mobs have a very high chest drop rate. The best time to use alteration is if 1) you need to stock up on items or 2) you need to speed up a floor, and planned to use a panic item to do so – if you get mimics, just kill them with petrification/magicite and enjoy the extra chests, or if you get mandragoras, then the floor has already become easier!
Purity: Removes the accursed pox status inflicted by mimics. This is a 10-minute debuff that removes natural healing, deals damage over time, and decreased damage dealt by 20%. Never underestimate the damage from pox. While pox may tick up to 300 damage per tick on higher floors, remember it also disables your natural regen, which is 1% of your max health per tick in combat. This means each tick you will have 500-600 less HP than you would otherwise.
Fortune: Increases the rate at which mobs drop chests. Recommended to use when clearing treasure rooms/alteration rooms.
Witching: Turns all mobs within a half-room radius into a chicken/toad/imp that cannot use skills and deals reduced damage. A very strong panic item, but not one that’ll save you from every scenario. Each witched mob deals a different amount of damage based on the form:
- Imp: 60% base autoattack damage
- Chicken: 30% base autoattack damage
- Frog: negligible (<100%) damage
Serenity: Removes all floor buffs and debuffs. Recommended to save for those super nasty gloom/no items/no ability floors on 81+.
Intuition: Reveals the location of the accursed hoard with a golden beam. Note that not every floor has an accursed hoard, and the rate at which they appear on floors is roughly ⅓. Floors 1-30 will yield silver-halo sacks, 31-69 gold, and 71+ platinum. Make sure you do not use intuition beyond the 7th floor in each set in the off chance that no hoard will spawn and you waste the effect.
Raising: Revives the first party member to be KOed. Works in solo and can be used to survive a luring trap – see more in the How to Survive Luring Trap section.
Concealment: Turns the party invisible, cancelled upon taking any direct damage (aka not DOTs) or casting any skil/using any item (including pomanders)l. Be careful, as mobs that cause random AOE damage, such as Mammoths or Sasquatches, will cancel this effect.
Petrification: Turns all mobs into stone for 30 seconds, making them one-shottable. Be careful, as this does not apply to newly spawning mobs, and while you’re frantically running around for 30 seconds, remember that traps still exist.
Frailty: Applies a 30% vulnerability/30% damage down buff on mobs for 3 minutes. Very good on bosses, or just difficult floors in general (it can make the Gloom effect slightly easier than a normal floor).
Magicite: Makes your whole party invulnerable for 10 seconds, and one shots everything on the floor. The Odin (Elder) magicite can also one shot bosses. You can use fortune right after using this, and it can go off before the mobs die.
Traps
Credits to this reddit thread for images. In order, these traps are:
Impeding – silences and applies pacification to anybody in the radius (including mobs). Both are removable with Esuna, and echo drops can remove the silence.
Otter – turns the person who stepped on it into an otter for 30 seconds, who has 50% reduced HP and cannot use any skills/items. Your worst enemy when solo, and why you should NEVER run into a room when fighting.
Landmine – deals 80% current health damage to anything in the vicinity. Can be used to clear out a ton of mobs quickly.
Luring – summons 3 random monsters from the floor (including patrols). All of them will aggro onto whoever hit the trap, but will not move for a few seconds after being summoned.
Enfeebling – applies a 1 minute debuff to the person who stepped on it, increasing damage taken by 30% and reducing damage dealt by 30%. Not removable with esuna.
Traps will spawn randomly in any floor except the starting room. To minimize the chance of stepping on a trap, hug the walls and trace paths that your teammates take.
~Mimics~
Sometimes when opening chests, you’ll come across a mimic. These mobs autoattack extremely hard relative to other mobs on the floor, and can apply a nasty 10-minute debuff Accursed Pox on one random player on their aggro list. This debuff is only curable with the Pomander of Purity, and prevents HP from regenerating (even out of combat) while reducing damage dealt by roughly 10%. Here are ways to deal with them:
- Avoid chests. When you don’t NEED items, especially solo, you can negate the risk of opening a mimic by simply not opening chests. Mimics appear from specific chests depending on the floor set:
- Floors 1-30: Bronze chests only
- It is possible to detect mimics from bronze chests. If you jump and attempt to open a bronze chest midair and receive the message “Unable to execute command while jumping”, that means that the bronze chest contains a mimic.
- Floors 31-60: Silver chests only
- Floors 61+: Gold chests only
- Floors 1-30: Bronze chests only
- Crowd control. Again, different colored mimics have different immunities:
- Bronze mimic: Can interrupt pox cast with silence/stun/knockback/witching
- Silver mimic: Can interrupt pox cast with stun/witching
- Gold mimic: Can only interrupt pox cast with Pomander of Witching
- Suicide. This is very effective in both solo and in a group.
- Solo: Only recommended on 81+ mimics, or 71+ mimics given the circumstances. Obviously, when solo, you must have a Pomander of Raising active to do this. You generally have to take the pox, because the only way to die fast enough otherwise is to stand in place (at which point you’ll raise on top of the mimic and get aggro again). As such, a strategy for higher floors is to save all the gold chests for last, and then make a mad run to open as many as possible, and if you happen to spawn multiple mimics, you can eventually die to them afterwards and not have to deal with them.
- On these high-floor mimics, you would usually need to use some valuable items that you wouldn’t otherwise need to use, such as Pomander of Steel, Frailty, double witching, or even a Petrify/Magicite. Giving up a raising is a strategy that can preserve these items – but that means you give up a safety net as well!
- Skipping mimics is also a valuable time saver, especially if the passage is already open. Mimics might take a couple minutes to kill, and often you don’t have minutes to spare.
- Party: Let whoever opened the mimic die. Raise them afterwards. If it’s a DPS/Healer, they can potentially die in 2 hits, and avoid getting pox.
- Solo: Only recommended on 81+ mimics, or 71+ mimics given the circumstances. Obviously, when solo, you must have a Pomander of Raising active to do this. You generally have to take the pox, because the only way to die fast enough otherwise is to stand in place (at which point you’ll raise on top of the mimic and get aggro again). As such, a strategy for higher floors is to save all the gold chests for last, and then make a mad run to open as many as possible, and if you happen to spawn multiple mimics, you can eventually die to them afterwards and not have to deal with them.
- Party: Let a tank/healer open chests, and the DPS should hold back until Malice casts. Pox has the greatest impact on DPS, so this lessens the impact it’ll have on your party.
- Just don’t deal with them. Perhaps the floor effects were already ugly, the floor layout isn’t looking good, or you just see 500 patrols, and now a mimic as well, and it’s a fresh floor so you still need a ton of kills. Consider using a Petrify or Magicite!
WARNING FOR SUMMONERS
If you suicide to a mimic, and later summon a pet, even if it’s on obey and you have pox, THE PET WILL RUN ALL THE WAY ACROSS THE MAP TO FIGHT THAT MIMIC (pulling anything along the way).
~Dealing with Treasure Rooms~
Treasure rooms are rooms which can spawn on any floor (flighted or not) that include 4 chests as well as 10+ mobs. These can be taken advantage of to gain a ton of chests, but can a huge hindrance as well.
Use a Pomander of Fortune if you plan on clearing out one of these rooms to receive chests. Also, consider using Safety or Sight if you are going to charge in – there can still be a landmine amongst all that which may catch you by surprise, but if you reveal it with sight, you can use it to (mostly) kill all the mobs!
One of the easiest ways to clear a treasure room is simply by using a Pomander of Petrification or Magicite. However, remember that traps still exist, and so do mimics!
You may also elect to run right past a treasure room with a Pomander of Concealment, although you should be careful of random mob damage disabling the effect. Also, make sure you will have somewhere safe to fight mobs – a monster AOE may force you to run out of a hallway into a room full of monsters, and that won’t end well.
~How to Survive Luring Traps~
Luring traps on high floors are what ultimately end many people’s solo or party runs. But, they are really not that bad if you know how to play around them!
Solo
If you hit a lethal luring trap while solo, you have a few options depending on how confident you are. If you know you can bind/sleep at least one of the mobs, consider using a Pomander of Steel, and then bind/sleep as many mobs as you can, then focus one down and kite the others. However, when in doubt, just use a Pomander of Raising and run away from the spawn location of the trap, and when you die, the mobs will reset. See this video for an example of dying with Raising, and this video for an example of kiting/binding.
Party
The best way to deal with a luring trap in a party is NOT to deal with it. Unless you know 100% that you can, LET WHOEVER STEP ON THE TRAP DIE. Do not try to help them, don’t try to bind/sleep any mobs or even heal them (you don’t want ANY aggro on these mobs) – basically make sure NOBODY TOUCHES THE THEM OR THE MOBS THEY JUST SPAWNED. Just run away from where the mobs spawned, and then they will simply reset after that one person dies. You can proceed to res them afterwards.
~Floor Guides~
Now we will finally delve into the specifics of clearing each floor set! I recommend pulling up each relevant floor set guide and reviewing it quickly before you enter, so you know what you’re up against. Many mobs have a targeted skill that is often a cleave – I will refer to these as “double autoattacks” often.
I will detail all noteworthy mobs and assign them a danger level for solo/party. I will use the following levels as a guide:
Easy |
One of the easiest mobs you can fight on this floor. Recommended to go out of your way to kill these to open up the Cairn of Passage.
Caution |
This mob has kill potential and should be fought with care or avoided.
Scary |
This mob can single handedly wipe your party.
Impossible |
Don’t even touch this mob, unless you are going to use a Pomander of Witching.
IMPORTANT NOTE!!!
The danger levels I will assign to the “party” category will ASSUME your party has decent enough mechanics to meet DPS checks on mobs as well as use Esuna properly. When in doubt, refer to the solo danger level!
Danger levels assigned to solo are for non-healer classes, as healers can generally get by most mobs decently.
Additionally, mobs have a few unique ways to aggro.
Sight |
Mobs that aggro by sight can only see in a small cone in front of them. These are easy to sneak around. Sometimes you will need to be a bit patient and wait for them to turn around so you can sneak behind them. Video example of how to be sneaky.
Sound |
Mobs that aggro by sound will aggro if you run near them, regardless of where they are facing. However, if you don’t move or toggle walk mode on, you can literally sneak right past them. However, if a patrolling sound-aggro mob walks INTO you, it will aggro on you. They might be blind but they can still feel when they bump into you.
Proximity |
Mobs that aggro by proximity will simply aggro if you are within their radius of detection. These mobs are very hard to avoid, and some mobs have larger detection radiuses than others (mimics, for example, have a HUGE detection radius).
Quick and dirty tip to remembering which mobs aggro in which ways
If it’s a worm or if it’s headless, then it’s Sound. If it’s undead or a non-animal creature (Slime, Pudding), it’s probably Proximity. If neither, it’s probably Sight.
This is just a general way to remember. These are several animal creatures that can aggro by Proximity – Triceratops and Wivres for example. Specifics will be detailed in the floor set monster tables.
~Floor 1-10~
It all begins here!
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Crab | Easy | Easy | Sight | Untelegraphed frontal AOE sleep |
Shark (Patrol) | Scary | Easy | Sight | Jaws hurt. Like, they REALLY hurt. (you can’t LoS it either) I’m serious, they’re actually terrifying. |
All other mobs | Easy | Easy | Sight | These mobs are not threatening aside from their autoattack damage. |
Boss: Mojabune (Solo Video/Youtube Mirror)
Walks to the center and uses a global knockback (cannot be Surecasted), followed by a half-roomwide AOE.
~Floor 11-20~
Hi c:
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Hand (Patrol) | Caution | Caution | Proximity | Have a roomwide (or larger?) enrage wipe. |
All other mobs | Easy | Easy | Sight Shizuku (Water sprite) – Proximity | These mobs are not threatening aside from their autoattack damage. |
Boss: Beccho (Solo Video/Youtube Mirror)
Will attempt to do a fear mechanic, while summoning butterflies around the edges of the arena. They explode (untelegraphed), and the fear will make you walk into the walls, so make sure to avoid it!
~Floor 21-30~
Hi c:
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Hatamoto | Caution | Easy | Proximity | Uses Midare, and it hurts (15K). Tenga Goken is also a nontelegraphed cone knockback. |
All other mobs | Easy | Easy | Sight Koja- Proximity | Dhruva – Proximity These mobs are not threatening aside from their autoattack damage. |
Boss: Hiruko (Solo Video/Youtube Mirror)
Summons clouds that explode after a while, and casts a proximity AOE in the center. Run to the side and don’t get clipped by multiple clouds. If you get knocked up into a cloud, the cloud will disappear. Also has a half-room AOE, so save a gap closer or don’t kite too far.
~Floor 31-40~
“31-100 would be like 180+ POTD” they said. No, they were wrong!
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Onmitsu | Caution | Caution | Sight | Has a self destruct (?) with a long cast bar (used below 10%). |
Kiyofusa | Easy | Easy | Sight | Has a stack marker that can be LoSed. It only does like 7K damage, however. |
Vanara (Patrol) | Caution | Easy | Sight | Has a frontal AOE cleave with no telegraph or cast bar |
Harakiri | Easy | Easy | Sight | Has a self destruct (?) with a long cast bar cast at low health (below 20%) |
Moko | Easy | Easy | Sight | Cleaves every other auto attack. Be careful at lower Aetherpool levels. |
All other mobs | Easy | Easy | Sight | These mobs are not threatening aside from their autoattack damage. |
Boss: Bhima (Solo Video/Youtube Mirror)
Attempts to use a knockback as things spawn on the edge and he walks to the center. The knockback pushes everyone away from him – don’t get pushed into one of those things! Surecast/Arms length do NOT work.
~Floor 41-50~
Roughly equivalent to 101-110 POTD (assuming maxed aetherpool)
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Sekiban | Caution | Caution | Sight | Have an enrage, and attacks quickly. |
Worm (Patrol) | Caution | Caution | Sound | Similar to the worms in POTD 181-189. They will enrage and kill suck people in for a huge attack that will most likely one shot them if not killed in time (~30s). |
All other mobs | Easy | Easy | Sight | These mobs are not threatening aside from their autoattack damage. |
Boss: Gozu (Solo Video/Youtube Mirror)
Has a non-telegraphed, no cast bar swipe and line attack. When you see him suspiciously turn away from the tank, make sure to get out of the way!
He also has a fear mechanic, and summons pulsing bombs on the floor alongside a proximity AOE. When solo, the fear will lead to a 100% death, so don’t be greedy (like me)!
Attack order:
- Non-telegraphed swipe
- Non-telegraphed line (on random target)
- Fear
- Summon bombs/Proximity attack
- Repeat
~Floor 51-60~
Equivalent to ~141-150 POTD.
This set has an abnormally high frequency of applying the “No Auto Heal” debuff, especially in the later floors. Be very careful with your HP, as some rooms can contain 3 or more Rachimonals that will keep pecking away at your health.
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Naga (Patrol) | Scary* | Scary* | Sight | Has a cone aoe fear that applies stone curse, which is a petrify that can lead to an instant death.Also has an enrage that deals 25K damage, used below 20% HP and has a VERY FAST CAST TIME! It is STUNNABLE. |
Rachimonal | Caution | Caution | Sight | Does random AOE damage across rooms (instant, nontelegraphed). If there are some in the rooms near you, make sure you kill them first or avoid them – they can do a lot of unexpected, random damage! |
Kongerei | Have a self-destruct enrage that’s instant. When solo, avoid running into rooms with one of these on you, in the event you get Ottered (which usually leads to death anyway) | |||
Maruishi | Proximity | Spams big line aoes but doesn’t bother autoattacking. These hit for 40K+, one shotting DPS/healers, so be very careful. | ||
All other mobs | Easy | Easy | Sight Kamakiri, Kongerei, Maruishi – proximity | These mobs are not threatening aside from their autoattack damage. |
*with low Aetherpool. It melts like paper with higher Aetherpool.
Boss: Suikazura (Solo Video/Youtube Mirror)
Telegraphs. Telegraphs everywhere. Lines, doughnuts, circles, you name it! Just dodge them and you’ll be fine. Every now and then he will cast a global AOE, followed by line AOEs coming out of every staff.
Solo Tips
The middle is always a safespot, for the staff doughnuts before the global AOE, but remember to bait the Fire II somewhere else before running there. Staying in the middle makes an easy pattern to dodge out of the lines as well.~Floor 61-70~
Starting on this set, mimics can no longer be stunned!
Solo Tips
The jellyfish and tree patrols are the easiest to kill. Avoid the big jellyfish (which are also proximity aggro) as well as the leafy ochus (the ones that look like POTD 20 boss), as they have very potent DOTs. You do not need any buffs for the boss fight, as the boss’s damage output is not that high.
The early floors are very rough due to the large amount of Onryos and Wakakusa. Make sure you have plenty of room to kite. Pop a strength or steel to make life easy if you have to (there’s a good chance you’ll get one back later). From floor 64 and beyond, there will be a lot of easier mobs to pick off, so it shouldn’t be as bad. Ideally, you should clear floor 70 with a perfect set of items (don’t use items for the boss). You’ll need all you can get for the next set…
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Onryo | Caution | Easy | Proximity | Has a very high damage bleed burst. |
67-69Hashiri-dokoro (Henbane) | Caution | Caution | Sight | Has a doughnut AOE, fear, and general AOE damage. Other than that, it’s not too strong. |
Mimic | Caution | Easy | Proximity | Starting from this set, mimics are no longer stunnable. |
Wakakusa (Seedling) | Caution | Easy | Sight | Don’t underestimate the stacking poison – it lasts for 30s. Can hurt quite a bit solo, not so much in a party. |
Potd 20 boss thing | Caution | Easy | Sight | Has a cleave and very potent poison. Be careful when solo. The poison can be avoided by staying at long range. |
All other mobs | Easy | Easy | Sight Doguzeri – Sound Onryo – Proximity | These mobs are not threatening aside from their autoattack damage. |
Boss: Kenko (Solo Video/Youtube Mirror)
Every once in a while, creates a puddle on a player with the Innerspace ability. This puddle applies the Minimum debuff, which you need to dodge the line targeted AOE Hound out of hell. If you do not have the minimum debuff, you will get one shot. Make sure to also get out of the the minimum debuff after the Devour skill goes off, or it will hurt.
Also the tank must be careful of the non-telegraphed frontal cleave, which is the first skill he will use in the rotation.
The boss also gains a Damage Up buff if it devours someone, while healing for a decent amount.
~Floor 71-80~
Solo tips:
The mobs here start to REALLY hurt. Kite well, keep sustain potions up all the time, and be very way of patrols (you will instadie before having any time to do anything if you accidentally pull a second mob for the most part… speaking from experience!). Look for easy mobs to pick off. Mimics can now crit for 26K, but they’re still possible without poms if you have room to kite. Keep yourself topped off between autos or you can die to crits. This set is HORRIBLE – there’s a good chance you’ll have to pop a lot of items to get through.
Be way or mobs that have large conal attacks (Hyoga, Mammoth, Yeti). Because of these, you cannot kite too far. As such, you’ll really take a beating from autoattacks. It’s not going to be fun, but you’re going to have to spam heal through it.
Good mobs to pick off include:
- Wraith
- Grenade
- The ice-dispensing lizard thing (Yuki-Tokage)
On the later floors, there will be a couple mobs that you need to prepare to LoS for (Griffin, Yeti). This attack happens after two telegraphs (aka two cones from the Yeti, 2 circles from the Griffin). Make sure you’re ready to hide, or use a witching if you’re unable to.
Also, make sure you open chests BEFORE the Beacon of Passage activates. The rate of mimics is INCREDIBLY high here – I’ve opened upwards of 8 mimics on a solo run on this set. If you open a mimic before the passage is open, at least you still get a kill out of it – but if you open one after, you fully “waste” the 2 minutes or so that it takes to kill it. On this set, time is of the essence! Do not hesitate to use a petrification to bypass an ugly floor (no abilities, gloom, etc). Make sure you check as many gold chests as you can before you do so, to get rid of possible mimics.
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Hyoga (Patrol) aka Tiger | Caution | Caution | Sight | Has a large roomwide frontal cone that 1 shots, and a fear |
Ichijama (Wraith) | Caution | Caution | Proximity | Exactly the same as POTD 190+ wraiths |
Jujishi (Griffin) | ScarySteel Req | Scary | Proximity | Has a double auto that hurts quite a bit, and a VERY FAST-CASTING ENRAGE “Winds of Winter” that is likely to kill everyone it hits (it also applies a DOT and gives the griffin a haste buff). This can be avoided through Line of Sight, so fight it behind a corner and seek cover when it goes off. The enrage happens after 30 seconds. |
Mammoth | Caution | Caution | Sight | Deals half-roomwide damage when not in combat (around 7K). After pulling people in with Wooly Inspiration, uses an instant conal attack in front that one-shots anyone in front of it. |
Tofu (Pudding/Flan) | Caution | Easy | Sight | Don’t let them buff (Magic Tongue) or they will really hurt, especially for lower aetherpool levels. Note that these can still autoattack, so being in melee range means you essentially take double damage. |
Yuki-Atoto (Yeti) | Caution | Caution | Sight | Has a really big, but stunnable, AOE that can be LoSed (Northerlies). Also has a quick (and large) conal attack, so don’t kite too far. |
Lion (Patrol) | CautionSteel Req | Easy | Sight | Large stunnable AOE and double autoattack. Due to the double auto, I wouldn’t fight this solo without Steel. |
Yak | Caution | Easy | Sight | This is similar to those patrols from 171+ POTD – they only autoattack for a while, and then they will enrage, pulling everyone in (and applying a 95% heavy or something) and then stomping on them for lethal damage. |
Wolf | ScarySteel Req | Easy | Sight | Same as the wolves from 171+ POTD, they have a double auto with a nasty DOT. They’re really not fun to fight solo, steel is pretty much required (strength recommended as well). |
All other mobs | Easy | Easy | Sight | These mobs are not threatening aside from their autoattack damage. |
Boss: Kajigakaka (Solo Video/Youtube Mirror)
Summons balls of ice that explode, untelegraphed, after a period of time. An icicle will also appear, shooting through the middle of the room. Any balls hit by the icicle will explode, and any balls hit by exploding balls will also explode (domino effect). When in doubt, STAY AWAY FROM THE ICE BALLS AS THE ICICLE RESOLVES. Make sure you are also away from the remaining balls when the Lunar Cry skill finishes, or you will receive deep freeze and die if solo. After Lunar Cry, he will randomly jumps to targets and bites them for 8K damage (1 shot if frozen). Not too hard besides that!
~Floor 81-90~
General tips: Be very mindful of the Garula patrols on early floors, which have huge AOEs that one-shot. Make sure you have room to fight them (if you’re in a hallway in between two dangerous rooms, you may be forced into a mob or trap, which will spell death within seconds.
Solo tips:
Everything here hits INSANELY hard. Avoid ANYTHING with double-autoattacks unless you have steel (even with it, you need to be insanely careful with healing). Make sure you top yourself off between autoattacks to avoid potentially dying to a crit (even on the low 80s, mobs can crit for 24k+). Take advantage of telegraphs to DPS. There are quite a lot of “easier” mobs to take advantage of, including:
- Chimera
- Minotaur
- Elephant-corse (get heals ready after the jump)
- Elephant
- Koki
- Cyclops
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Garula (Patrol) | Scary | Scary | Sight | Has a huge conal aoe, then circular aoe, and then raidwide damage. Be very careful about where you fight these, as you need space to run to avoid its large AOE attacks. If healer is somehow dead, this can cause issues if you don’t have any heals (Vercure, Clemancy). When pulling solo, stand at close range (~5 yalms) and get a heal ready for a charge. Make sure there is a clear line of sight to get charged at, or else you’ll take the charge alongside an auto and most likely die. |
Shinzei (Patrol) | Scary | Easy | Sight | Double AA that does heavy damage and applies a DOT. Targeted Thunder II that does AOE damage 4x on a target (only 8K per hit). |
Rakshasa (Patrol) aka manticore | Caution | Caution | Sight | Same as the Deep Palace Manticore from POTD – charges, buffs itself with damage up, and has an untelegraphed frontal swipe “Ripper Claw”. When buffed, can auto for 30K crits. Be very careful, and kite well. |
Koki | Easy | Easy | Proximity | A few telegraphs, and then a roomwide unavoidable (?) vuln stack + light damage. Easy kill. |
Araragi (Goobhue) | Caution | Sight | AOE stacking poison. Can be LoSed with good timing. | |
Ryujin/Enko | CautionSteel req | Caution | Sight | Uses Elbow Drop, an incredibly deceiving attack with no telegraph that attacks directly BEHIND where the monster is facing. Also has a tank buster – do not underestimate the damage from these when solo. Enkos also have an “enrage” damage buff. |
Gozu (Minotaur) | Caution | Caution | Untelegraphed attack on a random player (XX-tonze swipe), which is a HUGE cone (can be LoSed). Also has a fear. | |
Hitotsume (Cyclops) | Caution | Caution | 100 tonze swing (untelegraphed point blank AOE), and glower (untelegraphed line AOE in front) | |
Rowan (Sasquatch) | CautionSteel req | Caution | Sight | Same as POTD (except for aggro type) – buffs itself, and then pounds its chest for roomwide AOEs. Can be LoSed. Be careful as these AOES will remove your concealment. |
Mukai-inu (Chimera) | Scary | Scary | Proximity | Same as POTD. The Dragon’s voice = run inside, and Ram’s voice = run away |
Matanga | Easy | Easy | Pretty much the same as an Iron Corse from POTD (jumps to you for some upfront burst), and then has a lot of telegraphs after. Solo: Can crit for 90% HP at start, get heals ready, and afterwards it’s not so bad (16K auto/24K crit). | |
All other mobs | Easy | Easy | Sight | These mobs are not threatening aside from their autoattack damage. |
Boss: Onra (RDM Solo Video/Youtube Mirror)
(BRD Solo/Youtube Mirror) (SMN Solo/Youtube Mirror) (SCH Solo/Youtube Mirror)
Autoattacks for 10K on DPS/Healer without buffs/debuffs
Has some basic AOEs at first, and then after around 85%, the skills he uses will be as follows:
- Ancient Quaga: Roomwide 50% max HP damage
- Exploding rocks appear all around room, applying heavy/10K damage if you step too close
- Meteor Impact: Summon a meteor at current position (delayed proximity damage)
- Aura Cannon: Line AOE
- Burning Rave: Targeted circle AOE
- Knuckle press: Point-blank circle AOE
There will always be a safespot in the north-eastern corner. As such, tank him in the south-west corner. When you see Ancient Quaga being cast, you can run to the the north-east, where there will never be any exploding rocks. Because he was in the south-west, the meteor will be dropped around the center, dealing around 10K damage.
~Floor 91-100~
Hi c:
Mob | Danger level (solo) | Danger level (party) | Aggro type | Notes |
Kyozo | Easy | Easy | Sight | Buffs itself with defense up. Funnily enough, this overlaps the Gloom defense buff, and when it wears off, so does the real Gloom defense buff! |
Nuppeppo (axe) | Impossible | Caution | Sight | Tons of targeted “tankbuster” damage. Like, 40K+ to a tank. Knocks back 3 times – position yourself against a wall to avoid flying into a room. Also, it uses Raging Rush afterwards… This is with steel, by the way. |
Nuppeppo (monk) | CautionSteel req | Easy | Sight | Buffs itself with haste, and eventually does a double-auto that applies a DOT. If solo, use Tether on the monk to wait out the haste buff (it won’t use the double auto unless it has haste). |
Jaki (Demon) | CautionSteel req | Easy | Sight | Charybdis targeted aoe. Can be LoSed and stunned. Has a “double-auto” magic aoe. |
Gozu (Patrol) | CautionSteel req | Caution | Sight | Has an instant cleave (~20K damage), then non-telegraphed frontal swipe (XX-tonze-swipe), and then non-telegraphed AOE (128-tonze swing). On pull, charges to target and then double autoattacks shortly after. |
Kubinashi (Patrol) | CautionSteel reqStrength recommended | Easy | Sight | Has a lifesteal effect that it uses shortly after entering combat, as well as an instant frontal cleave that deals ~25K damage. Constantly gains a stacking damage up buff. Upon reaching 3 stacks, uses Black Nebula, a roomwide enrage one shot. |
Jinba (Centaur) | Scary | Scary | Sight | Has a permanently stacking damage buff, and a MASSIVE AOE (like, bigger than Wraith “Scream” AOEs) that is placed on a random player. Also has a fear. |
Tenma (Night Pegasus) | Steel req | Easy | Sight | Has a nontelegraphed line AOE used on a random player, as well as a huge AOE (Wraith-sized). Also has a double-auto. |
Mifune (POTD 60 boss) | Steel reqLOS or die | Easy | Proximity | Literally the same as the POTD 60 boss. Autos cleave for around 20K without steel (no double auto). The targeted line AOE does 55K damage to non-tanks. Can be LoSed. |
All other mobs | Everything needs steel except Kyozo, Shabti, and Nuppeppo (WHM). | Easy | Sight Kuro-Kishi: Proximity | WHM Nuppeppos are still scary for solo. 24K stone crits! Note that you CAN LoS the stone casts, but you need to time it well. |
Boss:
It’s as hard as the POTD 200 boss, that’s for sure!