2026年07月29日

Odyssey Sheol Gaol: Arebati V25 — Strategy & Fight Log (Part 3)

Sheol Gaol Arebati Vengeance 25 strategy, Part 3
(2025/4/13 Published)
The Part 2 strategy (Japanese) was simply too demanding. The Part 1 strategy (Japanese) is easy to run, so I went back to it and worked out how to fix what was wrong with it.
🛠️ What changed from Part 1
1. Not enough damage
Our pDIF was nowhere near high enough, so the attacker changed from Warrior to Dancer, and the Dancer slot in the first fight changed to Thief. Dancer has been carrying the Hard Mode Aminon strategy where you only land weapon skills, and this fight has a lot in common with it - I expected Dancer to out-damage Warrior by a wide margin here. In the first fight, swapping that slot to Thief still makes taking Arebati below 75% straightforward.
2. TP feed
The shape of this strategy is close to the Mboze fight, but the one big difference is how you erase the TP you feed. In Mboze it is the Blue Mage that wipes TP; Beastmaster simply does not do that job as well. So the TP feed problem is a little worse here than it is in Mboze.

📜 Trial-and-error log

💡 About this section
This article is the record of about two months of sharpening the strategy in the field. Every conclusion reached here is already folded into the sections below. If you only want the strategy, skip this and go straight to the contents.
2025/4/181. Best damage so far - and the worst TP feed so far
ProblemDamage in the second fight was the best we had ever had. So was the TP feed. Weapon skills came around so fast that TP Drainkiss could not keep up at all. Swapping Samurai Roll for Monk's Roll did not fix it either.
What we tried
  • Give the Dancer Gleti's Knife R30 (Subtle Blow II +10) as the off-hand.
  • Adjust when weapon skills are fired.
  • Have the Beastmaster keep its weapon sheathed and focus purely on TP Drainkiss.
2025/4/182. Weapon choice and skillchains in the first fight
ProblemIn the first fight, giving the Thief a Magian weapon in the off-hand dropped accuracy and therefore damage.
Any combination of Thief weapons seems fine - just do not equip a Magian weapon.
NoteA Distortion skillchain can happen in the first fight, so the order of weapon skills and which Siren blood pacts you use both need care.
2025/4/28Added the attack power you need
ChangeAdded the attack power each attacker needs in order to actually benefit from Aria of Passion.
2025/5/3Bard dropped from the attackers
ChangeRewrote the strategy so the Bard no longer joins the attack.
2025/5/11Testing Adventurer's Dirge
FindingWe did not feel Adventurer's Dirge was necessary.
2025/5/12Found the elemental-magic mechanic; Bard back on the attack
FindingAbove 75% HP Arebati appears to cast elemental magic with no cast time; below 75% it casts normally. I suspect this is not specific to Arebati but common to the AT3 bosses generally.
Bard goes back to attacking - but firing Gust Slash and Mordant Rime alternately, immediately at TP 1000. That holds the TP feed down, handles the WS Wall, and still adds damage.
ChangeAdded the warnings to Section 3-2, revised the role split in Section 4-1, and simplified the opening sequence in Section 4-3.
2025/5/16TP fed by damage taken, and managing Paralyze II
ProblemWe tried a lot of things and the TP feed was still the biggest problem - in particular the TP fed by taking damage. Paralyze II is enormous here: it is why we take almost nothing through the first half of the second fight. But it wears in the second half, damage starts landing again, and completely locking out TP moves gets hard.
The Red Mage has to re-apply Paralyze II, not just Silence.
⚠️ Important
If you cannot get Arebati below 40% with about nine minutes still on the clock, the kill is very unlikely.
ProblemFor some reason Silence only lasts about 6:20. Paralyze II (7:37) should match it but now wears roughly a minute later, and that gap is too small to put Saboteur on both.
Use Saboteur on the Silence re-application and accept re-casting Paralyze II without it.
ChangeRevised when the one-hour abilities and Wild Card are used, and revised the Bard's weapon skills.
2025/5/28Handling the rampage below 20%
ProblemBelow 20% HP Arebati starts rampaging, which brings the TP feed problem back.
Around 20%, the Bard stops attacking and spams Gust Slash (WS Wall).
ProblemBelow 20% the drop in our damage output becomes a serious problem.
Unleash + Grand Pas are now fired around that point.
ProblemIf Silence has worn off and Blizzard V goes out, the Dancer is killed outright or left near death. Silence does not land on the first try, so we needed a safety net.
Once Entrust Indi-Fury wears, the Dancer gets almost no benefit from Aria of Passion. So when Indi-Fury wears, overwrite the Dancer's Aria with Pianissimo + Sentinel's Scherzo.
ChangeThe weapon-skill TP rule became "fire above TP 2000".
2025/6/4Everyone moves to "fire above TP 2000"
ProblemThe TP feed would not come down unless Mercy Stroke and Mordant Rime waited for 2000 too.
Everyone now fires above TP 2000.
ChangeThe Dancer's weapon became Twashtar and the weapon skill became Rudra's Storm only. Also, the Paladin has room to spare until Arebati is at 40%, so the Paladin now helps with the WS Wall.
2025/6/5Samurai Roll's number changes weapon-skill timing
FindingHow fast weapon skills come around changes with the number on Samurai Roll, so the TP you fire at has to change with it.
2025/6/9Half-resisted Silence at the opening
ProblemIf the opening Silence lands after zero or one resist hacks - that is, after only one or two attempts to wear the resistance down - it is very likely to be half-resisted. That leaves the Dancer at risk of being killed outright by Blizzard V before Sentinel's Scherzo is up.
The geomancy we bring in changes from Indi-Haste to Indi-Fend.
2025/6/15The Bard's judgement - and the kill!
ProblemBelow 20% we did not have enough damage unless the Bard attacked too. But if the Bard fires on the same rule as the other attackers, the TP feed comes back.
The Bard mostly fires Mordant Rime, dropping in a Gust Slash to regulate the TP feed. This is a genuine judgement call and it matters a lot. Concretely: when Silence has worn off and Blizzaga V is coming, do not fire at all.
🎉 We finally got the kill
Of all the AT3 Vengeance 25 fights, this one gave us the most trouble. Arebati is without question the hardest of them. That said, I do not think luck plays much of a part. It asks a lot of every single player, but if everyone does their job properly the kill is there. The kill videos are in the Introduction.
If you get the physical attack down field, the kill is impossible.

🎬 Introduction

📺 Kill videos
You can watch the actual kill in these two videos.
📝 Overall
Of all the AT3 Vengeance 25 fights, this one gave us the most trouble. Arebati is without question the hardest of them.
That said, I do not think luck plays much of a part. It asks a lot of every single player, but if everyone does their job properly the kill is there.
⚠️ When the kill is impossible
If you get the physical attack down field, the kill is impossible.

🧩 Section 1. Mechanics

Arebati has seven mechanics that matter. Getting these straight is the first step.
⚔️ Damage typeThe only damage that works is piercing - melee and ranged alike.
✨ Removing the auraYou strip it with consecutive critical hits. Each time the aura comes back, it takes more critical hits than the time before.
🔗 Skillchain absorptionWhile the aura is up, Arebati absorbs ice-based skillchains (Induration, Distortion, Darkness) and heals for over 70,000 HP.
👥 AddsAt 75% and 40% HP an add spawns (Arebati's Razz), for two in total.
🌫️ YaegasumiArebati uses Yaegasumi - its two-hour ability - on reaching 75% and 40% HP. It lasts 45 seconds.
🤐 Silence durationShorter than it should be. Even with a full enfeebling set and Saboteur it runs about 6 minutes 20 seconds.
❄️ Elemental magicAt 75% HP or above it casts with no cast time. Below 75% it casts normally.
✅ What that points to
  • None of its TP moves are truly threatening. Even if stripping the aura goes badly, the tank will not go down as long as you have Panacea and a healer.
  • It has a lot of moves that strip several buffs at once, which makes closing in and meleeing it painful. That is why a ranged setup, or one that locks its TP moves out entirely, is the recommendation.

👥 Section 2. Job setup

First fight - take Arebati below 75%
Rune Fencer | tankRanger | attackerThief | attackerGeomancer | supportSummoner | supportWhite Mage | healer
Second fight - take the rest of its HP down and kill it
Paladin | tankDancer | attackerRed Mage | enfeebler, attackerCorsair | support, attackerBard | support, attackerBeastmaster | TP erasure

⚔️ Section 3. First fight

🔸 3-1. Buffs before the fight
◆ Geomancy brought in (Indi- spells)
JobIndi- spellPurpose
Rune FencerIndi-BarrierCuts physical damage taken
ThiefIndi-HasteShorter attack interval
White MageIndi-RefreshKeeps the White Mage's MP up
Rangernot specified
Summonernot specified
Geomancernot specified
💡 Note
If the White Mage starts running dry, the Geomancer switches to Indi-Refresh to help.
◆ Buffs once inside, on the stairs
JobBuffs
White MageBoost-AGI, Auspice, Barblizzara, Protectra V, Shellra V
SummonerHastega II, Crystal Blessing
GeomancerIndi-AGI (Ranger), Geo-Fury (Ranger), Indi-Haste (Thief)
Rune FencerRefresh (on the White Mage)
🔹 3-2. Strategy
◆ Ground rules
  • The tank (Rune Fencer) stays against the wall so knockback cannot push it out of position.
  • Ranger and Thief auto-attack in a Subtle Blow +50 set (Auspice and food; Avatar's Favor not counted).
  • The Summoner keeps Siren's Avatar's Favor (Subtle Blow II) at rank 19 the whole time. More on Avatar's Favor (Japanese).
◆ How the fight runs
1
The Ranger is the main attacker and does the damage at range. The Thief melees, but when the incoming damage gets bad it pulls out, gets healed and buffed, and goes back in.
2
The Summoner keeps Siren's Avatar's Favor (Subtle Blow II) up continuously.
3
Re-apply Entrust Indi-Haste on the Thief when it wears.
4
When that second Entrust Indi-Haste wears too, use Hastega II. This dismisses Siren and interrupts Subtle Blow II, so the attackers must stop attacking for a moment. Use Accomplice on the Ranger during that window.
5
The White Mage handles healing and buffs on the Rune Fencer and Thief, and keeps Dia II up.
6
When an add pops, the Ranger locks it down fast with Shadowbind.
7
The add will go for the Thief, so the Thief needs to move out of the way quickly.
8
If the White Mage has to pull out, the Summoner tops the Rune Fencer up with Garuda.
◆ Stripping the aura, and the WS Wall
■ How the aura gets stripped
JobMethod
ThiefTauret, single-wielded, holding TP at 0
SummonerHysteric Assault
RangerJishnu's Radiance
■ WS Wall (weapon-skill rotation)
ThiefMandalic Stab → Rudra's Storm → Shark Bite (a Magian weapon in the off-hand is not recommended)
RangerEmpyreal Arrow ↔ Sidewinder (Hangaku-no-Yumi)

🔥 Section 4. Second fight

The second fight is Arebati itself. The opening buffs, managing weapon skills, and locking its TP moves out completely are what decide the kill.
🔸 4-1. Buffs before the fight
Geomancy brought in (Indi- spells)
Bring these in to balance damage, survivability and support.
JobIndi- spellWhat it does and why
PaladinIndi-RegenSelf-healing on damage taken; keeps it going longer
DancerIndi-BarrierCuts physical damage taken (party-wide defence)
Red MageIndi-DEXSupports the Dancer's DPS
CorsairIndi-FuryRaises attack across the party (physical DPS)
Bard or BeastmasterIndi-FendStops Blizzard V killing the Dancer outright
⚠️ The opening buff phase is the critical moment
The opening buff phase is one of the most important parts of the whole Arebati fight. Everything that has to be done before the Paladin charges in has to be done fast and without a miss.
Buffs once inside
WhereOn the stairs inside the battlefield
JobBuffs
PaladinMajesty + Protect V, Shell IV (PLD, BST, BRD, COR, RDM)
Red MageHaste II (RDM, BRD, COR, DNC), Phalanx II (PLD, DNC), Shell V (DNC), Temper II, Gain-STR, Refresh III (self), Stoneskin, Aquaveil
BeastmasterKiller Instinct (using a plantoid pet)
BardValor Minuet III, IV, V, Honor March, Aria of Passion (party-wide), Mage's Ballad II + III (on the Paladin)
CorsairChaos Roll + Crooked Cards, Samurai Roll + Crooked Cards
💡 Notes
  • On the stairs the Bard only lays down the five dummy songs. The real songs go over the top of them the moment Arebati is asleep from Sleep II.
  • Once the geomancy you brought in wears off, the Bard overwrites the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.
  • The second Phantom Roll (Samurai, for instance) is done after the Paladin has charged in and everyone has gathered up.
Red Mage: an efficient casting order
1
Haste II (self) → Refresh III (self) → Phalanx II (PLD) → Phalanx II (DNC)
2
Haste II → Shell V (DNC) → Aquaveil
3
Haste II → Temper II → Stoneskin
4
Haste II → Gain-STR
💡 Aim to have the whole thing done inside one minute.
When the geomancy wears off
If the geomancy you brought in wears off mid-fight, the Bard overwrites the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.
This is the safety net against Blizzard V killing the Dancer outright.
🔸 4-2. Splitting up the weapon skills
Weapon skills and gear, job by job
JobMain WSHow it is used / gear
DancerRudra's StormTwashtar + Gleti's Knife R30
Red MageMercy StrokeAlways this one
CorsairLast Stand / DetonatorAlternating
Bardsee Section 5
Beastmasterdoes not attack
PaladinRed Lotus BladeFor the WS Wall
When to fire (not counting TP Bonus gear)
Samurai Roll numberFire at
7, 8, 9, 10Above TP 2000
2, 11Above TP 2500
6Above TP 1700
This applies to all four of Rudra's Storm, Mercy Stroke, Last Stand and Detonator.
We cap how often weapon skills go out so we do not hand Arebati the TP to use a TP move. Tuning the timing to the Samurai Roll number is how we keep both the DPS and the safety.
💡 Extra notes
  • The Dancer may fire the moment it passes TP 1000, but only for the second weapon skill after Climactic Flourish.
  • The Bard's weapon skills are covered in Section 5.
  • During Unleash, fire the instant damage and TP efficiency are at their best.
🔍 Why the Samurai Roll number changes the timing
The faster weapon skills come around, the more TP you feed, so the timing has to be managed carefully. But hold them too long and the DPS drops far enough that you run out of clock. The way we square that is to let the firing TP move with the Samurai Roll number.
  • Number 6 (the smallest TP bonus): TP builds slowly, so fire early at 1700 and up to stop the DPS collapsing.
  • Numbers 7-10 (middling): fire at 2000 and up, balancing how fast TP builds against the TP feed risk.
  • Numbers 2 and 11 (the largest TP bonus): TP builds very fast and the TP feed risk is high, so push it out to 2500 and up.
In short, you weigh how quickly your own TP builds against how much TP you are handing the boss, and pick the firing point per number.
🔸 4-3. How the fight runs
📌 The premise: lock the TP moves out completely
How the TP-move lockdown works: attackers build TP on the adds, land weapon skills on Arebati only, and TP Drainkiss wipes Arebati's TP
  • In the second fight Arebati appears at exactly 75% of its maximum HP. Pulling alone will not spawn an add - you have to do at least 1 damage to Arebati for the first one to appear.
  • Build TP on the adds and land weapon skills on Arebati only.
  • TP Drainkiss wipes Arebati's TP. In other words, the whole plan rests on never letting it use a TP move.
HP timeline
75%
Where the second fight starts. Pull, then do at least 1 damage and the first add pops and Yaegasumi comes out.
40%
The second add pops and Yaegasumi comes out. ⏰ You have to be here with about 9 minutes 30 seconds left.
25%
Use Unleash + Grand Pas, then Wild Card straight afterwards.
20%
Arebati starts rampaging. The Bard stops attacking and spams Gust Slash.
The opening
1
The Paladin uses Sentinel, Rampart and Fealty and pulls by letting Arebati latch onto it.
2
The Red Mage hits Arebati once to bring out the add, then puts it to sleep with Stymie + Sleep II.
3
The Bard starts its songs. The Paladin locks the add down with Flash and Shield Bash.
4
The Dancer builds Box Step on Arebati to full.
5
The Red Mage lands Silence and Paralyze II using Chainspell + Saboteur. The Bard applies Carnage Elegy (it lasts to the end of the fight).
6
Once both enfeebles are on, land Dia III and the whole attack force opens up.
⚠️ Watch out at the opening
  • Yaegasumi is guaranteed to be over by this point.
  • The Paladin should not rush to heal an attacker the moment its HP drops.
  • Attackers may freely build TP on the adds with auto-attacks.
  • Mandau has Additional Effect: Poison, so use a different dagger for the very first hit.
The middle
  • The Paladin holds the adds and doubles as a healer with Curaga and the like. Do not worry about being second on Arebati's hate list.
  • Attackers build TP on the adds and land weapon skills on Arebati only.
  • The Beastmaster uses TP Drainkiss every time it is off cooldown.
  • When the geomancy you brought in wears off, overwrite the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo (the safety net against Blizzard V).
  • Once Arebati is below 40% and the second add is out, the Paladin uses Intervene on that add and then Invincible straight after to lock the hate down. If that still is not enough, add Flash and Shield Bash.
  • You need to have the second add out with about 9 minutes 30 seconds left.
The end
  • When Silence wears off, re-apply it with Saboteur. If Paralyze II has worn off, casting it on its own is fine.
  • At 25% HP, use Unleash and Grand Pas, then Wild Card right after.
  • Once Unleash ends, the Bard leaves the attack and spams Gust Slash - firing the same weapon skill over and over builds resistance, and this avoids it.
💡 Note
Silence runs slightly short by design (about 6:20) and wears about a minute before Paralyze II (about 7:37), which makes re-applying both at once difficult. Give Saboteur to the Silence.
Paralyze II matters enormously, because it holds down the TP you feed by taking hits.
This post is a useful reference for judging when Arebati has reached 25%.

📚 Section 5. Job by job

🔹 Applies to everyone
  • Hate at the opening is difficult to manage, so following the order in 4-3 exactly matters a great deal.
  • Do not fire weapon skills at Arebati during Yaegasumi. Ranged attacks and TP Drainkiss are exempt, so the Corsair and the pet may keep auto-attacking.
  • As a rule, hold TP before firing (see 4-2). During Unleash, fire the instant damage and TP efficiency are at their best.
  • Attackers must keep Subtle Blow +50 plus Subtle Blow II up when they fire.
▶ Subtle Blow II gear when firing
JobGearSubtle Blow II
Red MageSherida Earring+5
DancerSherida Earring + Gleti's Knife+15
CorsairRostam Type:B+25
🔹 Attack power each attacker needs (to benefit from Aria of Passion)
Arebati at Vengeance 25 is estimated to have 1981 physical defence.
Job (gear, food)Attack power
Dancer (JSE neck HQ2)1299-2339
Red Mage (Pukatrice Egg +1)933-1938
Bard (Pukatrice Egg +1)858-1835
Corsair: Last Stand (Ikenga's Vest + Gloves, Pukatrice Egg +1)1303-2337
Corsair: Detonator (same)652-1169
📋 Job by job
🎼 Bard
Which weapon skill you fire depends on Arebati's HP.
SituationWeapon skill
Down to 25%Mordant Rime - join the attack and fire on the same timing as everyone else
Below 25%Mordant Rime as a rule; fire Gust Slash when the TP feed is getting out of hand
During UnleashMordant Rime - join the attack and fire immediately at TP 1000
  • Weapon: Carnwenhan. Food: Pukatrice Egg +1.
  • Subtle Blow gear: Bathy Choker +1, Chirich Ring +1 x2, Peiste Belt +1.
  • Opening: Nightingale + Carnage Elegy (Elegy is not resisted and lasts to the end of the fight).
  • When the geomancy wears off: overwrite the Dancer's Aria of Passion with Pianissimo + Sentinel's Scherzo.
  • Re-applying songs: when Wild Card comes up 4 or lower, Valor Minuet x4 + Honor March (+ Marcato).
🔴 Red Mage
  • Weapon: Mandau, nothing else. Food: Pukatrice Egg +1.
  • Subtle Blow gear: Bathy Choker +1, Chirich Ring +1 x2, Peiste Belt +1, Sherida Earring.
  • Main weapon skill: Mercy Stroke.
  • Enfeebles you need: Silence, Paralyze II, Dia III.
  • Landing Silence needs at least two resist hacks - that is, casting it repeatedly to wear the resistance down - plus Chironic Hose.
  • Silence runs a little short at about 6 minutes 20 seconds. Paralyze II lands for its full duration.
  • Re-casting Paralyze II without Saboteur is fine.
  • Getting Addle II up before Silence wears off helps.
🏴‍☠️ Corsair
  • Weapon: Rostam Type:B. Ranged: Fomalhaut. Food: Pukatrice Egg +1.
  • Subtle Blow gear: Ikenga's Gloves R30, Chirich Ring +1, Bathy Choker +1, Dignitary's Earring, Rostam Type:B.
  • Main weapon skills: Last Stand / Detonator.
  • You can keep attacking through Yaegasumi, because ranged attacks are exempt.
  • Detonator has a 2x attack modifier, so it gets the most out of Aria of Passion at all times.
  • Enfeebles: Light Shot (Dia III), Ice Shot (Paralyze II).
  • Random Deal is used on Crooked Cards.
  • Wild Card goes out after Unleash + Grand Pas.
🎲 Rolls at the opening
  • On the stairs: Crooked Cards → Random Deal → Chaos Roll
  • Just before the songs are finished: Crooked Cards → Samurai Roll
Leaving as much time as possible between the first and second Phantom Roll matters. Use Snake Eye if you have to, but Chaos Roll must end on 4, or on 7 or higher (avoid the unlucky 8). Samurai Roll landing on 6 is acceptable.
🛡️ Paladin
  • Opening: Flash + Shield Bash to pin the adds.
  • Join in on the WS Wall with Red Lotus Blade and so on.
  • You do not need to think about being second on Arebati's hate list. In fact it is more stable to stay off the hate list and then spike it hard when the second add pops.
What to do when the second add pops
1
Intervene first, to cut the damage the attackers are taking.
2
Then Invincible to take the hate.
3
If that does not hold it, add Flash and Shield Bash.
💃 Dancer
  • Weapon: Twashtar + Gleti's Knife Rank 30.
  • Main weapon skill: Rudra's Storm.
  • Sambas: Saber Dance 5 steps + Haste Samba 5 steps.
  • Box Step: keep it at 10.
  • Food: Gyudon +1 is preferred.
  • You have +33 from the Subtle Blow trait, so you do not need food for it.
  • Subtle Blow gear: Gleti's Breeches R30, Sherida Earring, Gleti's Knife R30 (+63 in total is enough).
🌀 During Grand Pas (example rotation)
1
Grand Pas → Climactic Flourish → Rudra's Storm
2
Trance → Rudra's Storm (no auto-attacks)
3
Build TP on auto-attacks → Climactic Flourish → Rudra's Storm
4
Reverse Flourish → Rudra's Storm (no auto-attacks) → Grand Pas ends
5
Build TP on auto-attacks → back to the normal rotation until Reverse Flourish is up
6
Climactic Flourish → Rudra's Storm
7
Reverse Flourish → Rudra's Storm
🕺 The normal rotation
1
Presto + Box Step (to 5)
2
(15 seconds after step 1) Presto + Box Step (to 10)
3
Climactic Flourish → Rudra's Storm → Reverse Flourish → Rudra's Storm
4
(2 minutes after step 1) Presto + Box Step (to 5)
5
(15 seconds after step 4) Presto + Box Step (to 10)
6
Climactic Flourish → Rudra's Storm → Reverse Flourish → Rudra's Storm
and so on from there.
🐾 Beastmaster
  • The Beastmaster itself does not attack.
  • The jug pet's TP Drainkiss is what stops Arebati using a TP move at all.
⚠️ The single most important thing
That TP drain must not be late by even one second.
You may fire weapon skills, but never if doing so would delay the drain.
🔸 How tight the margin really is (measured from video)
The threshold for Arebati's TP moves is taken to be 1000 TP. The numbers below come from analyzing video of a successful clear, on that assumption.
ItemMeasured in this fight
TP moves used by Arebati itself0
Interval between TP drains (normal phase)About every 32 seconds, steady (30-36s; no outliers)
Unleash window (from HP 25%)8 drains back to back (6-17 seconds apart)
Total TP drains27 (21 detected on video, plus an estimated 6 the video missed)
Last TP drainAt 0:55 remaining (the kill came with about a minute left)
Arebati's highest TP963 TP (37 TP short of a TP move)
⚠️ Perfect execution, and still only 37 TP to spare
This was a fight where the drain landed about every 32 seconds, came 8 times in a row at 6-17 second intervals from HP 25%, and held Arebati's own TP moves to zero. Even so, Arebati's TP still climbed to 963. The margin was 37 TP.
* Measured from the video of a successful clear (1080p). The figure of 27 TP drains is the 21 detected on video plus an estimated 6 missed, judged from the spacing of the detections. These numbers are from a single fight - they are not what you should expect every time.
📖 Related articles (the Arebati series)
I hope this helps with your own Arebati veng+25 attempt
posted by Jinko at 13:30| Comment(0) | Arebati | このブログの読者になる | 更新情報をチェックする
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