Ff13-2 Tonberry

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Arnold Gilgen

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Aug 3, 2024, 2:34:12 PM8/3/24
to atecogme

How the hell am I supposed to beat this guy?! Every time I get him down to almost no health he blasts us away and gets all his HP back.

My guys are way overpowered for this area so it's not hard getting his health down (at all) it's just that I don't know how to finish him.

I beat one quite easily yesterday with my party of light, hope, and snow. Just get buffed up and start to work on the chain as fast as possible. Maybe you could try a com/syn/rav and switch to com/med/rav just to get healed up. I went with triple ravs once I was ready and didn't waste time healing for the rest of the battle. I'm not sure if I ended up staggering him, and I might have changed to com/rav/com once the chain was fairly high to finish him off. If you're able to stagger and launch him then I assume he won't be able to heal back up, but he didn't heal when I was fighting him anyway.

I'm pretty sure i did it under 2 mins, and certainly got 5 stars for the mission.

If it's the mission with 3 of them, make sure you get a preemp strike, then just ruinga them so they're all staggered then go at them. I went with two commandos and a rav, so one com would be beating up the second while the rav and other com made quick work of the first then moved on to the third.

When it comes to the single tonberry one, I went tripple rav to get it staggered fast, then switched to com com rav and beat him to a pulp while juggling him.

Oh and if all else fails -- Lucky Strike. Equip both sashes and you'll get a chance to instantly fill the stagger gauge. This is pure luck, but if nothing else is working it's certainly worth a shot (and the easiest way to beat some of the more frustrating missions like the Neochu with adds)

So what have you all come up with? I don't really know where to start, and can't really find any guides to what people have done in there infusions, the only 2 I have found are below ... Would be good (and a great help) if people posted there infusions, sure I ain't the only one interested in these

and my odin who has almost the same skills but has 1.3k Strength 700ish magic and just under 15k hp instead of Attack ATB Charge II he has Critical Tetradefense which i cant get rid of my other monster is a white chocobo that i have only leveled to 99 i use a paradigm with 3 meds for when my hp gets red to havnt needed to boost his stats

I got Strength & Magic +35% off a tonberry and i am pretty sure i got auto-haste from Cactuaroni. My odin has critical haste not auto-haste thought it was auto as i hardly use him i pretty much stick with lightning so got confused

Hmm, alright, thanks. Need to develop my list of skills more, if you're interested btw, the second page of the monster guide lists like 15 monsters with all of their skills if looking for stronger infusions/etc.

I wasn't having any issues with fights with my monsters uninfused, everything went along fine, fights finishing quickly, monsters not dieing too much. That's why I didn't see any need to level up other mobs to get skills to infuse on my COM/RAV/SEN guys I was using. The two chocobos and the gob chief handled everything that was thrown at me.

The above link is to the monster guide on this site. At the bottom is a list of passive abilities and Role abilities you gain from monsters. It will tell you what monster you get them from and where to get them .

Just got my Chichu, watched a video on YouTube about how it can be a Super Weapon of Mass Destruction, definitely going to doing all the stuff listed above. It destroyed that Long Gui in the video I watched in about 5 minutes, on its own. Incredible power.

Correct, although it doesn't have to be a level 99 monster. It could be 5 x level 20 RAV monsters or 3 x lvl 33 for example, what ever you find is easier. It just has to equal the total of 99+ levels fused onto the COM.

Attacks quickly. Attacks twice per ATB (10 times per round of 5 ATB). Use Siphon Omega build and he will be pecking nonstop at the enemy. Interesting note that each of his two hits per ATB counts towards the chain gauge (while Omega's three lasers per ATB count as one hit towards chain).

Depending on whether you infused first or leveled Apkallu first, the Rank 4 skill will either be Resist Dispel +44% or Magic +16%. Feel free to replace with any skill you like (Pack Mentality is possible).

His Feral Link does pathetic damage, BUT if you use it at JUST THE RIGHT TIME, it has a synchronization of 777%, perfect for capturing. If you choose Feral Speed, it is fairly simple to change your mind to Resilience later on the road. If you choose Resilience, it's almost impossible to get rid of.

Note that Auto-Veil, Ally-KO: Power Surge and Improved Raise are at the bottom of abilities list and can easily be replaced by other better abilities. Make sure you infuse another Lv1 Gancanagh to yellow lock Feral Speed II and you're good to go. I most probably will end up putting Resilience +40% from Necrosis later.

One of the main complaints against XIII was that you were only able to control one party member at a time and if that leader were to die, it would end the game. Now, in case of character death, the game will automatically switch to the next character, provided they are also alive. However, players can freely switch between the two both inside and outside of battle. In lieu of a full cast of party members, Serah has the unique ability to tame nearly every monster in the game. Over 100 monsters are at your disposable for a third party member, including a rainbow of chocobos and the dreaded tonberry.

Oddly enough, Square Enix decided to remove several abilities players had in XIII. Water spells are gone and haste can only be applied through pre-emptive strikes. Technique points, summons, and weapon upgrades are also missing from the game, however, none of these should be missed by fans of the original.

On top of this, Final Fantasy XIII-2 does away with save points altogether. Players are supplied near-infinite autosaves as well as manual saves that can only be accessed while in the Historia Crux. You also have the option of leaving an area at anytime, which the game saves that exact location in case you come back to it again. This makes starting and completing quests a delight, as you rarely have to worry about backtracking to the quest giver to complete an objective. This is a huge step forward for JRPGs, as it seems they have finally joined their western brethren by giving players the ability to save anywhere.

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When infusing one monster into another the passives usually (but not always) change around. A hidden hierarchy dictates which passives are gained and which are lost. This can become rather frustrating when a desired ability is cut. Learning how to manipulate the infusing monsters will increase the customization of favored monsters. One of the most useful windows in the process is the screen that appears when you select a monster you wish to infuse into another. A list shows you with blue highlights the new abilities the monster will recieve from the meal. This helps for keeping tabs on what is coming, but you have to keep track of what you are losing as well. There are only 10 passive spots and once they are full the hierarchy kicks in and it can have different ideas than you.

Passive abilities that have a red padlock in front of it are locked. These abilities are ones that will always remain on the monster they originate from. They will not transfer and can not be replaced by other abilities. They are permanent. As an Infuser-of-passives, you can not make a red padlock. And there is no way to get rid of them. It is possible to counteract their ability if desired, though. For example, Omega comes with the locked ability Leadenstrike. It causes the ATB recharge rate to slow by 70%. By infusing Omega with the SiphonBoost II ability you can negate the ability with a 100% boost to ATB recharge rate from siphon abilities. It's not perfect, but it's a work-around.

When infusing there will be times where a yellow padlock will be made. There are good reasons to make these locked abilities as well as unmaking them. If you have a passive, for example: HP +30, that you desire to put on your monster but its 10 passive slots are full and when you go to infuse the HP does not appear in the infused list then this is the right time to make a locked ability. Yellow locked abilities are higher on the hierarchy than non-locked abilities. They are not like red locks that do not transfer, yellow locked abilities transfer and enjoy their placement above the unlocked. Also if when infusing a desired trait you see that an important passive will disapear, you can hold off on the infusion and first lock the passive you wish to keep. Once it is locked, return to eating the monster and something else will be cut.

Now the important question, how to lock and unlock a passive ability. I find the best way to lock an ability is to infuse the same ability at an equal or greater value into the monster. The same step can be used to unlock the same ability. Feeding a monster with Improved Ward, Improved Ward II will not only upgrade to Imp Ward II, but lock it. This can prove rather tricky at the higher levels for locking. I will use the Tonberry's Str +35 stat as an example. At level 24, the strength stat boost is maxed. To lock it at this point would require a great deal of work. You'd have to feed the tonberry to a monster with no passives, for instance a lvl 1 munchkin. Now that the munchkin has the Str +35 you can capture a new Tonberry and raise it to lvl 24. Infuse the tonberry with the munchkin and now the Str +35 is locked. Using forethought from the beginning, you could have determined that you wanted the Str +35 stat for your Commando. Instead of capturing 2 tonberries to lock and move the ability, you could do the same thing with one. While the tonberry is lower in lvl and the passive is Str +15, you can have the tonberry eat a monster with a Str +15(or more) monster to lock the Str boost stat before you raise it to 35. With a lot of forethought and paying close attention to the passives, you can customize to your hearts content with little worry.

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