FF5 Solos vs. Gil Turtle Part II
Apr. 1st, 2017 08:01 pmThe Red Mage
The original pimp in sprite form. A jack of all trades and master of none. Arguably much better than a master of one.

One important thing to note about the Red Mage - refrain from using Dualcast unless you're especially prepared for it. Using it for damage purposes will provoke two counters. That said, this is one of the few classes that can get away with it, if you're feeling dangerous, have more levels, and/or if you use Bone Mail for high defense alongside the Protect spell. As T-Hawk has shown, broken Venom Rods work to heal with that piece of armor on. It also forces Turtle to only give HP Leak without status bug nonsense.

Right. Red Mage of course can break rods, which turns out slightly stronger than Dualcast Frost Rod boosted Blizzara anyway - although not by too much. So Red Mage Shredder could go hog wild on the so-called cheese strat. Alternatively, it can use Healing Staff for damage. It's weaker than Hi-Potions, at least at...level 42? I apparently gained a level when instantly grinding the AP. Note that it counts as a Cura spell, so darkness is irrelevant. It can also be Black Mage lite with Frost Rod boosted Blizzara (slightly stronger than Hi-Potions) and switching in the Gauche to heal, or just keep it on anyway.

Regardless of that extra level, Gil Turtle can't really oppose the Red Mage. 9/26.
A Red Mage fighting Gil Turtle in the Cloister of Trials will be able to use the Staff of Judgment for Dispel and Sage's Staff for that delicious 8x damage.
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The Time Mage
Master of buffs and gravity. Okay, mostly just the one buff and one debuff, but it just so happens that they are THE buff and debuff to use.

Slow is one of the only negative status ailments the Gil Turtle is vulnerable to. Its usefulness can't be understated, however - particularly against the turtle's 66 speed. Together with Haste, instead of Gil Turtle being able to get an action or two in between Shredder's turns, Shredder could get a turn or two in between its own. It's also good for healing poison as needed.

Of course, this level for fighting it isn't exactly optimal. The turtle might still get a turn and 1-2-3 him on the counters. An absolute safe method is to equip the Gauche and only attack after the turtle has moved, and the attack was blocked. Even if both Turtle counters hit, you can use the Healing Staff to restore HP. It's also a fine means of offense. Shredder could even heal after getting hit then bop the Turtle - which is most effective with the healthy to survive a 1-2-3. His Magic multiplier wasn't optimal for this, but it could heal most of the damage.

Another possibility is Comet, which brings the benefit of being able to keep the Gauche equipped. That said, this is very idealistic damage being shown - it's usually much less, and I've even seen it go as low as double digits. Naturally if you have the resources, broken rods work as well and are the fastest way of dealing damage.

With a huge speed advantage though, you're free to play this the way you choose as long as you're careful. Gil Turtle downed by Shredder in another job, 10/26
Time Mage does get Meteor in the postgame, but for similar reasons to the Red Mage, will want to refrain from using it. It will trigger two counters (the maximum). That said, given the higher levels, it might be able to get away with using it, if the Wonder Wand is used for Protect. More importantly, Time Mage gets the Staff of Judgment, and the Sage's Staff. The latter of course kills the turtle quickly, and the former would be used before starting the attack, especially if using Comet or going nuts with Meteor. Those spells do not like it when Shell is up.
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The Summoner
Master of monsters. I heard from GameFAQs this class rules and the Black Mage drools. Whether that's true or not is up for debate.

However what is true relevantly is that this class isn't nearly as good on offense as Black Mage. I mean sure, it can break rods for tons of damage, but practically speaking and in spite of my ruleset here, a solo Summoner isn't going to be carrying around dozens of rods for the express purpose of breaking them on a superboss. Well, a smart solo Summoner. Boosted Shiva against the ice weakness does pretty pitiful damage in comparison with boosted Blizzaga.

What the Summoner does have over the Black Mage in regards to this fight is defense: Golem is one of the best skills you can have against the Gil Turtle. Shredder summoned this minion repeatedly; with HP at level 42, it could absorb five hits that weren't blocked outright by the Elven Mantle or the Main Gauche, the few times he had it equipped. Blocking Turtle also means blocking the poison status whenever it gets through.

It's a much longer but much less dangerous fight with Golem. As long as no complete disasters with refreshing Golem happens, this is simple. 11/26.
The Summoner will get Bahamut by the time the postgame rolls around. It outclasses Shiva against this thing, so this allows it to equip the Gauche and summon the not-dragon repeatedly to deal damage. Being a rod-user, it can also use Wonder Wand Protect to make Golem last longer and provide buffer when it's down. It can even get Dispel out of it. Why not? With Golem around to block forever (who will be stronger due to higher levels), the Summoner has all the time it needs to cycle it around there.

Also, stylish finisher! FAT CHOCOBO TO THE HEAD!! Also don't seriously try this, it's like an 8% chance of happening. There's no penalty if you get the regular Chocobo, but it's still just going to waste time mostly.
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The Mystic Knight
An underrated powerhouse class. In my solo fiesta from 2014, this was an excellent baseline class. The other three classes did help, but it beat all the superbosses except this one on mostly its own merits - and even then I was using its Spellblade skill. Surely the class itself will have little troubles here.

Blizzaga Blade with the Main Gauche did around 600 damage. The same with the Great Sword did around 1000. However due to the former being a knife and therefore halving Gil Turtle's evasion, it was more consistent. Not to mention safer. One disadvantage of this class is that you can't effectively do weapon switching strategies, as that eats your Spellblade charge.

The hardest hitting move by far was Sword Dance with Blizzaga Blade Dancing Dagger - regular attacks doing like 800. In addition to setting defense to zero and quadrupling the base damage as a result of the spellblade, it also doubled the damage again and the multiplier, resulting in insane damage - as well as overriding its evasion. It'd be even more in the front row, except...you know. It's the front row and Shredder would die horribly. The disadvantage is that the odds of success are low, 12.5% of using it. The advantage is that this could be combined with blind on Shredder to make sure most of his attacks that did land were devastating ones. It's one possibility, anyway.

As an aside, Jitterbug popping up was nothing to worry about. It would deal/drain a total of 0 damage from Shredder every time. It would not provoke a counter, because that only happens when Gil Turtle is damaged. Mystery Waltz did drain MP out of Shredder, but he only uses it to activate Spellblade, and Elixirs would heal it back anyway.

In my playthrough of this fight, I didn't use blind. I started out with the safer Main Gauche. I eventually switched to the Dancing Dagger. Shredder proceeded to pull out a string of four in a row. It's one way to make a fight faster, all right. 12/26.
In the postgame, the Mystic Knight can just use the Chicken Knife or maybe the Ruin Blade and skip the Dancing Dagger madness. Unfortunately, it can't equip the Lamia's Tiara to raise the odds of success.
__________
The Beastmaster
The class that loads up its monster cannon and unloads to deal massive damage if you have the right monster. Hilarious with certain moves, even moreso with four of them.
There is an intriguing bug in this version of the game where !Calm works on anything that isn't a magic beast instead of only working on them. However, it does still check for immunity to Stop status. Fun to exploit on Omega, but of no use here.

Really unfortunate, as this class is stuck in the same boat as Thief - it lacks any way to deal appreciable damage, and so has to fall back on Hi-Potions. Making matters worse is how there's very few !Release attacks worth using on the Gil Turtle. The typical power plays - 25% max HP moves - don't work due to its elemental absorption. Ironback only does 2600~.

One of the best options is Slow - the only status that works - from a Tarantula's Web, giving Shredder an edge in the fight. The problem is that this isn't easy to land. It's a bit sad that it's the best this class has to throw at the turtle, and yet it's also really nice to have. If it does land through Shell and magic evasion, the Beastmaster can strike immediately after an attack from Gil Turtle and get a turn before it moves again. So Shredder only needed to watch out for 1-2s if at full health. Or if he could've survived a 1-2-3, he can just arbitrarily throw a Hi-Potion as long as his health was full. It's a shame that the odds of success in the Web landing aren't that great.

What's also a shame is that while this can theoretically save some Elixirs, Hi-Potions still don't perfectly heal its blows. And, it is indeed very possible to get into a loop that just bleeds away your Hi-Potions. Remember, it takes 66 to deplete the turtle's HP, so you only have 33 to spare on your character. Here's what Shredder's inventory looked at the end of my winning fight (starting with 49 Elixirs), although granted, I did have some bad luck. I ordinarily reset back attacks to get off to the best start, but Shredder survived, and the Web landing is the most important factor.

13/26. Practically doable especially if you land the slow, but that and the Elixir requirements are steep.
Beastmaster doesn't have it any easier in the postgame. It still needs to tear through a ton of HP, maybe with the Chicken Knife instead, and there's nothing that does damage based off max HP that's ice-elemental. However, another interesting !Release option does open up - Mighty Guard from a Crystelle to try a more defensive strategy.
__________
The Ninja
A fine class in this game, and Shredder happens to canonically be a ninja. Even that time when he was an alien. How well does it fare?

As usual, the class will want to refrain from using its multi-hit moves. Unlike previous classes, this one isn't weakened at all by that restriction. The method of attack is by throwing things - ExDeath's castle serves up Excalipoor and a Fuma Shuriken to easily do over 5000 damage between themselves. Regular Shuriken did around 950 at this level. And the strongest purchasable "ammunition" for Shredder, Great Swords, did around 1200.

Of course, the Ninja has the !Image command, allowing Shredder a free refreshable Blink. This also gives it more than enough to simply heal up with Hi-Potions. It can theoretically get away with using zero Elixirs. So no need to farm them. Just the money to throw stuff.

Whatever way you cut it, Ninja has this fight in the bag. 14/26.
A Ninja fighting Gil Turtle in the postgame would have much stronger stuff to throw at it, including more Fuma Shurikens. It'd also be able to equip the Sasuke's Katana/Hardened to add in another chance to block attacks.
__________
The Ranger
The class for people who like frail physical back-row attackers. Also for those who like stupid high damage from their final ability.

You can put this one in the "unexpectedly difficult" pile. As usual, !Rapid Fire provokes double the counters. So it's better for the Ranger to not use it. This fight is harder than it should be for this class because of that, but at least it gets !Aim to negate the turtle's evasion and can still deal okay damage with the Frost Bow.

I actually needed to gain levels for this class!! Level 42 was not enough for it to survive 1-2-3s. I sent Shredder up to 46 to have enough HP to survive with some change. Switching between the Gauche and the Frost Bow is of course necessary to stay ahead.

15/26. Definitely my least favorite so far. This class is surprisingly not that good at fighting Gil Turtle. It takes an almost inexcusable amount of Elixirs - Shredder used 40 of them in my fight, alongside 88 Hi-Potions - more than the Beastmaster (33/28 for healing) or the Thief (41 spammed/still not as many), who had to use the Hi-Potions for damage! It's not technically impractical, though, and I certainly had atrocious luck with hits landing.
Ranger in the postgame doesn't get a lot besides the levels and HP. Which probably means a lot. Chicken Knife maybe, but it'd have to be used with !Aim and not !Rapid Fire.
__________
The Bard
They've been dubbed weak and irritating by Sullla. They usually turn out to be badasses, though - these guys with their insane buffs, Edward in After Years being a master strategist, his post-70 growths in the original being broken, Gordon (wait is he even a bard?) turning into a fearsome commander...okay they still suck in original FF3. But still!

Really fun one right here. First off though, for some reason Mighty March wasn't inflicting Regen status. A bit annoying, could've saved some healing. But that song wasn't the star here, it was Swift Song! Shredder sat down with the Main Gauche and Elven Mantle and hoped to make some dodges while he buffed his agility all the way to the ceiling.

Usually, Shredder could boost his agility by 3-4 points at a time once he got going. There's a bit of mislabeling there in those memory addresses. 0201EE86 actually seems to represent the boost given to a stat through bonuses. It starts each fight at 0 and could go up to 100, though I'm not sure if going that high affects the stat or not. In this version anyway, Bards can break caps in the iOS version and derivatives. (The other addresses are Gil Turtle's HP and X/Y map coordinates which I used to get here)
Actually getting through the setup was annoying, as this shot from near the end of the fight shows. I was using Elixirs at first (starting out with 49), but as Shredder managed to boost his HP higher, settled on using Hi-Potions. But Gil Turtle was especially keen on hitting, and I ended up using all but a single one of them. Still, that's way better than average, given some classes need gallons of Elixirs to get by. It's way easier to replace Hi-Potions!

Although once Shredder did max his agility and started on the attack, damage was no issue - Requiem eats undead alive. Gil Turtle is no exception. Bard is one of the hardest hitting classes against this thing! Even nastier, max agility allowed Shredder to do something absolutely disgusting. What's that, you thought Hide only has uses on bosses that use MP or choreographed attacks? You thought WRONG!! Shredder could jump back, wait for Gil Turtle to make an ineffective move, pop back out, take an action, and dive back again before Gil Turtle could take a normal action. It will definitely have to deal with Turtle poisoning status bug or no, but it can just do this to heal the poison.

Yes I know bullying is wrong, but when I noticed Requiem also inflicts HP leak due to watching the turtle's HP, I couldn't help it. 16/26. Way more doable than Ranger, and that is just sad.
Bard in the postgame would be able to boost the damage of Requiem using Mana's Paean. It'd also have more HP to work with due to higher levels, as usual.
__________
Left two behind, but one will be next time, the other will be in the roundup. Although if I knew how bad Ranger was, I would've left it for next time instead. Next time besides that one: the Earth jobs and two of the postgame jobs!
Next | Index
The original pimp in sprite form. A jack of all trades and master of none. Arguably much better than a master of one.


One important thing to note about the Red Mage - refrain from using Dualcast unless you're especially prepared for it. Using it for damage purposes will provoke two counters. That said, this is one of the few classes that can get away with it, if you're feeling dangerous, have more levels, and/or if you use Bone Mail for high defense alongside the Protect spell. As T-Hawk has shown, broken Venom Rods work to heal with that piece of armor on. It also forces Turtle to only give HP Leak without status bug nonsense.

Right. Red Mage of course can break rods, which turns out slightly stronger than Dualcast Frost Rod boosted Blizzara anyway - although not by too much. So Red Mage Shredder could go hog wild on the so-called cheese strat. Alternatively, it can use Healing Staff for damage. It's weaker than Hi-Potions, at least at...level 42? I apparently gained a level when instantly grinding the AP. Note that it counts as a Cura spell, so darkness is irrelevant. It can also be Black Mage lite with Frost Rod boosted Blizzara (slightly stronger than Hi-Potions) and switching in the Gauche to heal, or just keep it on anyway.

Regardless of that extra level, Gil Turtle can't really oppose the Red Mage. 9/26.
A Red Mage fighting Gil Turtle in the Cloister of Trials will be able to use the Staff of Judgment for Dispel and Sage's Staff for that delicious 8x damage.
__________
The Time Mage
Master of buffs and gravity. Okay, mostly just the one buff and one debuff, but it just so happens that they are THE buff and debuff to use.

Slow is one of the only negative status ailments the Gil Turtle is vulnerable to. Its usefulness can't be understated, however - particularly against the turtle's 66 speed. Together with Haste, instead of Gil Turtle being able to get an action or two in between Shredder's turns, Shredder could get a turn or two in between its own. It's also good for healing poison as needed.


Of course, this level for fighting it isn't exactly optimal. The turtle might still get a turn and 1-2-3 him on the counters. An absolute safe method is to equip the Gauche and only attack after the turtle has moved, and the attack was blocked. Even if both Turtle counters hit, you can use the Healing Staff to restore HP. It's also a fine means of offense. Shredder could even heal after getting hit then bop the Turtle - which is most effective with the healthy to survive a 1-2-3. His Magic multiplier wasn't optimal for this, but it could heal most of the damage.


Another possibility is Comet, which brings the benefit of being able to keep the Gauche equipped. That said, this is very idealistic damage being shown - it's usually much less, and I've even seen it go as low as double digits. Naturally if you have the resources, broken rods work as well and are the fastest way of dealing damage.

With a huge speed advantage though, you're free to play this the way you choose as long as you're careful. Gil Turtle downed by Shredder in another job, 10/26
Time Mage does get Meteor in the postgame, but for similar reasons to the Red Mage, will want to refrain from using it. It will trigger two counters (the maximum). That said, given the higher levels, it might be able to get away with using it, if the Wonder Wand is used for Protect. More importantly, Time Mage gets the Staff of Judgment, and the Sage's Staff. The latter of course kills the turtle quickly, and the former would be used before starting the attack, especially if using Comet or going nuts with Meteor. Those spells do not like it when Shell is up.
__________
The Summoner
Master of monsters. I heard from GameFAQs this class rules and the Black Mage drools. Whether that's true or not is up for debate.

However what is true relevantly is that this class isn't nearly as good on offense as Black Mage. I mean sure, it can break rods for tons of damage, but practically speaking and in spite of my ruleset here, a solo Summoner isn't going to be carrying around dozens of rods for the express purpose of breaking them on a superboss. Well, a smart solo Summoner. Boosted Shiva against the ice weakness does pretty pitiful damage in comparison with boosted Blizzaga.

What the Summoner does have over the Black Mage in regards to this fight is defense: Golem is one of the best skills you can have against the Gil Turtle. Shredder summoned this minion repeatedly; with HP at level 42, it could absorb five hits that weren't blocked outright by the Elven Mantle or the Main Gauche, the few times he had it equipped. Blocking Turtle also means blocking the poison status whenever it gets through.

It's a much longer but much less dangerous fight with Golem. As long as no complete disasters with refreshing Golem happens, this is simple. 11/26.
The Summoner will get Bahamut by the time the postgame rolls around. It outclasses Shiva against this thing, so this allows it to equip the Gauche and summon the not-dragon repeatedly to deal damage. Being a rod-user, it can also use Wonder Wand Protect to make Golem last longer and provide buffer when it's down. It can even get Dispel out of it. Why not? With Golem around to block forever (who will be stronger due to higher levels), the Summoner has all the time it needs to cycle it around there.

Also, stylish finisher! FAT CHOCOBO TO THE HEAD!! Also don't seriously try this, it's like an 8% chance of happening. There's no penalty if you get the regular Chocobo, but it's still just going to waste time mostly.
__________
The Mystic Knight
An underrated powerhouse class. In my solo fiesta from 2014, this was an excellent baseline class. The other three classes did help, but it beat all the superbosses except this one on mostly its own merits - and even then I was using its Spellblade skill. Surely the class itself will have little troubles here.


Blizzaga Blade with the Main Gauche did around 600 damage. The same with the Great Sword did around 1000. However due to the former being a knife and therefore halving Gil Turtle's evasion, it was more consistent. Not to mention safer. One disadvantage of this class is that you can't effectively do weapon switching strategies, as that eats your Spellblade charge.

The hardest hitting move by far was Sword Dance with Blizzaga Blade Dancing Dagger - regular attacks doing like 800. In addition to setting defense to zero and quadrupling the base damage as a result of the spellblade, it also doubled the damage again and the multiplier, resulting in insane damage - as well as overriding its evasion. It'd be even more in the front row, except...you know. It's the front row and Shredder would die horribly. The disadvantage is that the odds of success are low, 12.5% of using it. The advantage is that this could be combined with blind on Shredder to make sure most of his attacks that did land were devastating ones. It's one possibility, anyway.

As an aside, Jitterbug popping up was nothing to worry about. It would deal/drain a total of 0 damage from Shredder every time. It would not provoke a counter, because that only happens when Gil Turtle is damaged. Mystery Waltz did drain MP out of Shredder, but he only uses it to activate Spellblade, and Elixirs would heal it back anyway.

In my playthrough of this fight, I didn't use blind. I started out with the safer Main Gauche. I eventually switched to the Dancing Dagger. Shredder proceeded to pull out a string of four in a row. It's one way to make a fight faster, all right. 12/26.
In the postgame, the Mystic Knight can just use the Chicken Knife or maybe the Ruin Blade and skip the Dancing Dagger madness. Unfortunately, it can't equip the Lamia's Tiara to raise the odds of success.
__________
The Beastmaster
The class that loads up its monster cannon and unloads to deal massive damage if you have the right monster. Hilarious with certain moves, even moreso with four of them.
There is an intriguing bug in this version of the game where !Calm works on anything that isn't a magic beast instead of only working on them. However, it does still check for immunity to Stop status. Fun to exploit on Omega, but of no use here.

Really unfortunate, as this class is stuck in the same boat as Thief - it lacks any way to deal appreciable damage, and so has to fall back on Hi-Potions. Making matters worse is how there's very few !Release attacks worth using on the Gil Turtle. The typical power plays - 25% max HP moves - don't work due to its elemental absorption. Ironback only does 2600~.

One of the best options is Slow - the only status that works - from a Tarantula's Web, giving Shredder an edge in the fight. The problem is that this isn't easy to land. It's a bit sad that it's the best this class has to throw at the turtle, and yet it's also really nice to have. If it does land through Shell and magic evasion, the Beastmaster can strike immediately after an attack from Gil Turtle and get a turn before it moves again. So Shredder only needed to watch out for 1-2s if at full health. Or if he could've survived a 1-2-3, he can just arbitrarily throw a Hi-Potion as long as his health was full. It's a shame that the odds of success in the Web landing aren't that great.

What's also a shame is that while this can theoretically save some Elixirs, Hi-Potions still don't perfectly heal its blows. And, it is indeed very possible to get into a loop that just bleeds away your Hi-Potions. Remember, it takes 66 to deplete the turtle's HP, so you only have 33 to spare on your character. Here's what Shredder's inventory looked at the end of my winning fight (starting with 49 Elixirs), although granted, I did have some bad luck. I ordinarily reset back attacks to get off to the best start, but Shredder survived, and the Web landing is the most important factor.

13/26. Practically doable especially if you land the slow, but that and the Elixir requirements are steep.
Beastmaster doesn't have it any easier in the postgame. It still needs to tear through a ton of HP, maybe with the Chicken Knife instead, and there's nothing that does damage based off max HP that's ice-elemental. However, another interesting !Release option does open up - Mighty Guard from a Crystelle to try a more defensive strategy.
__________
The Ninja
A fine class in this game, and Shredder happens to canonically be a ninja. Even that time when he was an alien. How well does it fare?


As usual, the class will want to refrain from using its multi-hit moves. Unlike previous classes, this one isn't weakened at all by that restriction. The method of attack is by throwing things - ExDeath's castle serves up Excalipoor and a Fuma Shuriken to easily do over 5000 damage between themselves. Regular Shuriken did around 950 at this level. And the strongest purchasable "ammunition" for Shredder, Great Swords, did around 1200.

Of course, the Ninja has the !Image command, allowing Shredder a free refreshable Blink. This also gives it more than enough to simply heal up with Hi-Potions. It can theoretically get away with using zero Elixirs. So no need to farm them. Just the money to throw stuff.

Whatever way you cut it, Ninja has this fight in the bag. 14/26.
A Ninja fighting Gil Turtle in the postgame would have much stronger stuff to throw at it, including more Fuma Shurikens. It'd also be able to equip the Sasuke's Katana/Hardened to add in another chance to block attacks.
__________
The Ranger
The class for people who like frail physical back-row attackers. Also for those who like stupid high damage from their final ability.

You can put this one in the "unexpectedly difficult" pile. As usual, !Rapid Fire provokes double the counters. So it's better for the Ranger to not use it. This fight is harder than it should be for this class because of that, but at least it gets !Aim to negate the turtle's evasion and can still deal okay damage with the Frost Bow.


I actually needed to gain levels for this class!! Level 42 was not enough for it to survive 1-2-3s. I sent Shredder up to 46 to have enough HP to survive with some change. Switching between the Gauche and the Frost Bow is of course necessary to stay ahead.

15/26. Definitely my least favorite so far. This class is surprisingly not that good at fighting Gil Turtle. It takes an almost inexcusable amount of Elixirs - Shredder used 40 of them in my fight, alongside 88 Hi-Potions - more than the Beastmaster (33/28 for healing) or the Thief (41 spammed/still not as many), who had to use the Hi-Potions for damage! It's not technically impractical, though, and I certainly had atrocious luck with hits landing.
Ranger in the postgame doesn't get a lot besides the levels and HP. Which probably means a lot. Chicken Knife maybe, but it'd have to be used with !Aim and not !Rapid Fire.
__________
The Bard
They've been dubbed weak and irritating by Sullla. They usually turn out to be badasses, though - these guys with their insane buffs, Edward in After Years being a master strategist, his post-70 growths in the original being broken, Gordon (wait is he even a bard?) turning into a fearsome commander...okay they still suck in original FF3. But still!

Really fun one right here. First off though, for some reason Mighty March wasn't inflicting Regen status. A bit annoying, could've saved some healing. But that song wasn't the star here, it was Swift Song! Shredder sat down with the Main Gauche and Elven Mantle and hoped to make some dodges while he buffed his agility all the way to the ceiling.

Usually, Shredder could boost his agility by 3-4 points at a time once he got going. There's a bit of mislabeling there in those memory addresses. 0201EE86 actually seems to represent the boost given to a stat through bonuses. It starts each fight at 0 and could go up to 100, though I'm not sure if going that high affects the stat or not. In this version anyway, Bards can break caps in the iOS version and derivatives. (The other addresses are Gil Turtle's HP and X/Y map coordinates which I used to get here)

Actually getting through the setup was annoying, as this shot from near the end of the fight shows. I was using Elixirs at first (starting out with 49), but as Shredder managed to boost his HP higher, settled on using Hi-Potions. But Gil Turtle was especially keen on hitting, and I ended up using all but a single one of them. Still, that's way better than average, given some classes need gallons of Elixirs to get by. It's way easier to replace Hi-Potions!


Although once Shredder did max his agility and started on the attack, damage was no issue - Requiem eats undead alive. Gil Turtle is no exception. Bard is one of the hardest hitting classes against this thing! Even nastier, max agility allowed Shredder to do something absolutely disgusting. What's that, you thought Hide only has uses on bosses that use MP or choreographed attacks? You thought WRONG!! Shredder could jump back, wait for Gil Turtle to make an ineffective move, pop back out, take an action, and dive back again before Gil Turtle could take a normal action. It will definitely have to deal with Turtle poisoning status bug or no, but it can just do this to heal the poison.

Yes I know bullying is wrong, but when I noticed Requiem also inflicts HP leak due to watching the turtle's HP, I couldn't help it. 16/26. Way more doable than Ranger, and that is just sad.
Bard in the postgame would be able to boost the damage of Requiem using Mana's Paean. It'd also have more HP to work with due to higher levels, as usual.
__________
Left two behind, but one will be next time, the other will be in the roundup. Although if I knew how bad Ranger was, I would've left it for next time instead. Next time besides that one: the Earth jobs and two of the postgame jobs!
Next | Index