FF5 Solos vs. Shinryu Part II
Oct. 11th, 2017 01:28 amThe Freelancer
T-Hawk said that a natural Freelancer could get this done on its own. Time to prove him right!

Freelancer is one of four jobs that can use Coral Ring while not needing to worry about losing Haste, thanks to Masamune's Haste and instant ATB starting effects. Although actually, it wants the Flame Ring instead - the opening Tidal Wave can be blocked with Aegis Shield. Flame Ring takes care of Atomic Ray and the annoying Snowstorm. Diamond Helmet was used to neuter Lightning - although Ribbon is an option as well. The armor slot is open - Bone Mail's big perk is
turning Roulette into a nonthreat/full heal, although Rainbow Dress lets you use Elixirs to heal instead of relying on that and the finnicky Assassin's Dagger self-stab.
Plenty of weapons see action here - in addition to Masamune, Defender (Protect), Wonder Wand (Shell), Sasuke's Katana/Main Gauche (put on for blocking when healing if using the Rainbow Dress), Assassin's Dagger (healing if using Bone Mail), Judgment Staff (cancels Mighty Guard), and finally the attacking weapon of choice, the Dragon's Whisker. It deals full damage from the back row making it better than Dragon Lance, and can be equipped with the Aegis Shield making it better than Apollo's Harp. I was fighting this at level 85, because I misrembered the Necromancer report and thought it said mid-80s rather than mid-70s.

Which of Bone Mail or Rainbow Dress is preferred? That's up to the player. I used Bone Mail on this, partially to vary it up, and partially because I did not actually do these in the order I listed them - both here and on Realms Beyond - and just got off a couple annoying ones where Roulette was being a thorn. It's really a question of whether you trust in Aegis and Shell to block Maelstrom or not. It does bring the advantage of making Roulette and Poison Breath irrelevant, and in fact on my winning run, Erdrick was technically killed by a physical, only to survive with minimal HP because of Poison Breath. If you go with Rainbow Dress, Ribbon might be the better option for the head slot, especially if Roulette is giving you grief.

So yup. Don't underestimate the Freelancer and its ability to equip anything and everything.
__________
The Mime
It's a worse Freelancer when solo.

Though that said, there is a strategy that both are capable of using, one that Mime does have to fall back on: minishield! Go in small with the Genji Shield, Berserk that bad boy with Power Staff, and start busting up rods.

I did this at level 85, mostly because I set it to that for Freelancer and was too lazy to go back and redo all the setup with this job at 65 (since my main saves had everything mastered) but...really, any level works if you're using this strategy. The added levels would just potentially give more buffer in case an attack does slip through minishield, which shouldn't be often. For this reason, it's also a good idea to get Protect up just in case, from the Wonder Wand in Mime's case.

Popped out of Mini after it had just moved so I could show it dying as a Mime.
__________
The Knight
And now for the classic duel of the brave knight vs. vicious dragon. At level 85, although I'm sure 73 is possible with this one..

Most classes fear this thing's absurd physicals and want to stay in the back if possible, and those that don't are playing with fire when they do - usually at the cost of killing it faster. This is a common factor with several jobs, although Knight has a counter - Guard! Yeah, that's a nice physical attack Shinryu has, and it's a shame that something happened to it.

This one's about switching the shield in and out as needed. Use it when healing or Guarding (especially before a potential Evil Eye), take it off when attacking. Knight can engage Shinryu in the front row with relative safety because of this and Defender to give itself Protect. And with Brave Blade, Erdrick tore through this one relatively quickly.

Fairly reasonable one as far as fighting Shinryu is concerned, although repeated Maelstroms can be annoying.
__________
The Blue Mage
Blue, blue.

A fun thing about this one if you assume level 97: it happens to be Shinryu's level. If you're that high up/don't mind getting to absurd levels, Goblin Punch will absolutely slaughter the dragon with Enhancer or Excalipoor on. 9999 every time, and even with Mighty Guard it's still 6.5k. This is a nice "if all else fails" strategy, but of course, given my own rules, I need to fight it at a lower level where possible, and it is here.
It really is too bad about Shinryu's stupid magic evade. The Blue Mage has a grabbag of things to otherwise unleash on the dragon - Flash to cripple its accuracy, Vampire, Dark Shock into L2 Old, and from there into L5 Death if you really want to play dirty.

Minishield is an option here. Berserk out of the Wonder Wand and go crazy with...Mind Blast? It's not the most damaging (Aeroga is), but it isn't half-bad in its own right, is much cheaper on MP, and lets the Blue Mage use the Main Gauche as backup on the blocking.

That strategy can also be used to set up something dirty in spite of said stupid magic evade. So if Blue Mage really wants, it can cross the streams and employ both strategies in the fight - Berserk it with minishield, land the Dark Spark/L2 Old and whatever else, and get that Flash too if you want, and just kill it from there. Even with L5 Death if you want - not even Shinryu is safe against Death By Math. Or send it into its routine proper with Dispel after a few more Wonder Wand uses.

Finally, a straight-up fight is more than possible to achieve, too. Mighty Guard brings the defense alongside Aegis and maybe Main Gauche, and Mind Blast or Aeroga can be used on offense. But of course this is not nearly as fun as just stepping on the thing. Doing it this way, prepping the Wonder Wand for Dispel is ideal, just to get rid of one instance of Mighty Guard.
Blue Mage can and really should even use minishield anyway here - it really doesn't affect the big physical damage too much while blocking even more of them outright, and the Blue Mage doesn't rely on physical damage anyway unless it's using level 97 strats. The big annoyance doing it straight-up is Roulette - Bone Mail can counter it (as well as weaken Snowstorm, while making Atomic Ray more annoying), but it makes healing awkward, even with your own Roulette. It may well be the best, though - this fight isn't quick, so that's less chances to get screwed over. As long as you can land those self-Roulettes (or Assassin's Dagger stabs), which the game doesn't always let you easily do.

That's four ways to bring death to Shinryu with Blue Mage: "fairly", with absurd levels and Goblin Punch, minishield berserk, and by math. And you thought the Red Mage was versatile.
__________
The Red Mage
Who isn't too versatile in this game due to peaking early. Still, it's no slouch, so let's see what it can do here.

This is not a pretty fight, even with Berserk - which is more or less the only way for Red to do this. It should be technically possible without, but it's way less painful given its lack of defenses and damage output that give Roulette and/or Evil Eye more opportunities to catch up with it. I sent Erdrick to level 85 for this fight, which provided enough of an HP buffer to survive two physical attacks in a row. To get going, opening with Shell from the Wonder Wand is required to survive Tidal Wave. Then Protect needs to be gotten up, followed by Berserk out of the Power Staff.

From there, the same basic principal as with the White Mage applies. By popping an Elixir immediately after it lands an attack, and Erdrick could get in an attack - in this case, a broken rod - getting his next turn with Shinryu only having a chance to get two in-between and therefore no chance of killing. Only without the benefit of Blink, that means a bunch of Elixirs. Red Mage did have its own benefit, that said - Main Gauche allowed it to block attacks from time to time, saving it some Elixirs and giving it some extra rod breaking turns.

Hey, and it didn't even need "max" level. Just like 20 rods and 40 Elixirs. For the record, level 85 is 5017223 experience and 97 is 8934635 experience. So yes, quite a step up - it takes very roughly double the effort to get from 85 to 97 than it does to get to 85 from 65.
__________
The Summoner
May as well keep going with the rest of the magic jobs. Especially since they can all get it done at this level.

And unlike previous instances, Summoner can't get up Protect. The White and Red Mages can do it on their own. Blue Mage can as well. All three can also get Shell. Time Mage can get Protect too, through the Wonder Wand, and doesn't need to worry about Shell/being instantly destroyed by Tidal Wave thanks to Quick. But Summoner needs to use the Wand for Berserk. Which is problematic when the dragon can instantly move to kill you from there!

Erdrick had to go to level 85 for this one to be consistent. I wanted Golem to be able to consistently take two hits. The formula for its HP is (20 + Level) * 50, and it can easily hit for way over that amount at lesser levels. By putting on Circlet instead of Gold Hairpin, if I calculated it correctly, Shinryu's Berserked attacks do 4522-5130 damage. At level 85, Golem's HP is 5250. It also gave Erdrick himself 5890HP - enough to survive a hit with some change.
Luckily, thanks to an ATB mechanical quirk, it is possible to forgo an adventure in starting off with Shell to survive Tidal Wave and working the Wand down to Berserk - if Erdrick Berserked Shinryu right away, he'd eat two attacks and die horribly before getting his next turn. But if he waited a bit before doing so, the Berserk would reset Shinryu's ATB and it would only get in one turn, enough to get up Golem. As long as you're not on mobile/derivatives. ATB doesn't reset on Berserk/Confusion in that version, so...yeah, don't play the mobile version if you're doing challenge runs for this and other reasons.

But I'm on GBA here, so it's all good. From there, it was much like it was for the Red and White Mages. Use Golem immediately after the dragon had moved, it'd get one turn, then the Summoner would get a turn, followed by Shinryu again - no double turn nonsense, and Golem could be refreshed once more from there ad infinitum.
The spell of choice was Bahamut - it and boosted Syldra were doing roughly comparable damage, and this allowed Erdrick to equip the Main Gauche as well, which gave him some extra turns like it did with the Red Mage.

Repeat this enough and it dies. It's interesting that even though some of these are formulatic, they all have their own twist on their formula.
_________
The Mystic Knight
Arabian KniiiiiiiiiiiiiiiiiiiiiiiiiiiiiiIIIIIIIIIIIIIIiiiiiiiiiiiiiiights

So there's a big issue with the Shinryu fight against Shinryu that affects Mystic Knight in particular - you can run from the fight. I have no idea why this is the case - it's possibly a mercy, but most people wouldn't think to run from it, and many would die instantly to Tidal Wave before they could anyway.
The difference is not pretty - my 2014 fiesta run used Chicken Flare Mug and was doing over 9000 each time, coincidentally at level 65. The next best thing would be Rune Blade, except it doesn't work with Spellblade. That reduces Mystic Knight to using Enhancer or Assassin's Dagger, depending on whether it desires slightly higher power or the evade-halving properties of the latter since it's a knife. These did 2900~ and 2500~ each time from the back row without Mighty Guard. Or gambling with the Dancing Dagger (2100, but like 5600 if Sword Dance goes off like here).

One big advantage Mystic Knight has over any other physical class that completely stupid aspects about this fight can't take away with it is the presence of Shell. As soon as Shinryu lands a successful Maelstrom, Erdrick picked up the handy status. This helps reduce the odds of it happening again, helps stop Roulette, and weakens the really annoyingly damaging Snowstorm.
Besides this, there's nothing to do but hack and hack away and hope it dies before you do. This is really quick and fun if you can do 9999 each time, but even if I assumed 97 (this was at 85), it couldn't hit those heights - not without Dancing Dagger Sword Dance going off in the front row, at least. No Lamia's Tiara on this class to boost the odds of it triggering, either.

In a plain old solo game with no job restrictions, Mystic Knight is an excellent offensive powerhouse option for tackling Shinryu if you want to avoid Mix and the like. That running issue though...it plagues Mystic Knight on its own.
__________
So that's that for this set of jobs. Some need to go to high levels, and the next ones will need to go even higher to win, be it to do so in the first place or to do so sanely. But all of the next can get it done!
Next | Index
T-Hawk said that a natural Freelancer could get this done on its own. Time to prove him right!

Freelancer is one of four jobs that can use Coral Ring while not needing to worry about losing Haste, thanks to Masamune's Haste and instant ATB starting effects. Although actually, it wants the Flame Ring instead - the opening Tidal Wave can be blocked with Aegis Shield. Flame Ring takes care of Atomic Ray and the annoying Snowstorm. Diamond Helmet was used to neuter Lightning - although Ribbon is an option as well. The armor slot is open - Bone Mail's big perk is
turning Roulette into a nonthreat/full heal, although Rainbow Dress lets you use Elixirs to heal instead of relying on that and the finnicky Assassin's Dagger self-stab.

Plenty of weapons see action here - in addition to Masamune, Defender (Protect), Wonder Wand (Shell), Sasuke's Katana/Main Gauche (put on for blocking when healing if using the Rainbow Dress), Assassin's Dagger (healing if using Bone Mail), Judgment Staff (cancels Mighty Guard), and finally the attacking weapon of choice, the Dragon's Whisker. It deals full damage from the back row making it better than Dragon Lance, and can be equipped with the Aegis Shield making it better than Apollo's Harp. I was fighting this at level 85, because I misrembered the Necromancer report and thought it said mid-80s rather than mid-70s.


Which of Bone Mail or Rainbow Dress is preferred? That's up to the player. I used Bone Mail on this, partially to vary it up, and partially because I did not actually do these in the order I listed them - both here and on Realms Beyond - and just got off a couple annoying ones where Roulette was being a thorn. It's really a question of whether you trust in Aegis and Shell to block Maelstrom or not. It does bring the advantage of making Roulette and Poison Breath irrelevant, and in fact on my winning run, Erdrick was technically killed by a physical, only to survive with minimal HP because of Poison Breath. If you go with Rainbow Dress, Ribbon might be the better option for the head slot, especially if Roulette is giving you grief.

So yup. Don't underestimate the Freelancer and its ability to equip anything and everything.
__________
The Mime
It's a worse Freelancer when solo.

Though that said, there is a strategy that both are capable of using, one that Mime does have to fall back on: minishield! Go in small with the Genji Shield, Berserk that bad boy with Power Staff, and start busting up rods.

I did this at level 85, mostly because I set it to that for Freelancer and was too lazy to go back and redo all the setup with this job at 65 (since my main saves had everything mastered) but...really, any level works if you're using this strategy. The added levels would just potentially give more buffer in case an attack does slip through minishield, which shouldn't be often. For this reason, it's also a good idea to get Protect up just in case, from the Wonder Wand in Mime's case.

Popped out of Mini after it had just moved so I could show it dying as a Mime.
__________
The Knight
And now for the classic duel of the brave knight vs. vicious dragon. At level 85, although I'm sure 73 is possible with this one..

Most classes fear this thing's absurd physicals and want to stay in the back if possible, and those that don't are playing with fire when they do - usually at the cost of killing it faster. This is a common factor with several jobs, although Knight has a counter - Guard! Yeah, that's a nice physical attack Shinryu has, and it's a shame that something happened to it.

This one's about switching the shield in and out as needed. Use it when healing or Guarding (especially before a potential Evil Eye), take it off when attacking. Knight can engage Shinryu in the front row with relative safety because of this and Defender to give itself Protect. And with Brave Blade, Erdrick tore through this one relatively quickly.

Fairly reasonable one as far as fighting Shinryu is concerned, although repeated Maelstroms can be annoying.
__________
The Blue Mage
Blue, blue.

A fun thing about this one if you assume level 97: it happens to be Shinryu's level. If you're that high up/don't mind getting to absurd levels, Goblin Punch will absolutely slaughter the dragon with Enhancer or Excalipoor on. 9999 every time, and even with Mighty Guard it's still 6.5k. This is a nice "if all else fails" strategy, but of course, given my own rules, I need to fight it at a lower level where possible, and it is here.
It really is too bad about Shinryu's stupid magic evade. The Blue Mage has a grabbag of things to otherwise unleash on the dragon - Flash to cripple its accuracy, Vampire, Dark Shock into L2 Old, and from there into L5 Death if you really want to play dirty.

Minishield is an option here. Berserk out of the Wonder Wand and go crazy with...Mind Blast? It's not the most damaging (Aeroga is), but it isn't half-bad in its own right, is much cheaper on MP, and lets the Blue Mage use the Main Gauche as backup on the blocking.


That strategy can also be used to set up something dirty in spite of said stupid magic evade. So if Blue Mage really wants, it can cross the streams and employ both strategies in the fight - Berserk it with minishield, land the Dark Spark/L2 Old and whatever else, and get that Flash too if you want, and just kill it from there. Even with L5 Death if you want - not even Shinryu is safe against Death By Math. Or send it into its routine proper with Dispel after a few more Wonder Wand uses.

Finally, a straight-up fight is more than possible to achieve, too. Mighty Guard brings the defense alongside Aegis and maybe Main Gauche, and Mind Blast or Aeroga can be used on offense. But of course this is not nearly as fun as just stepping on the thing. Doing it this way, prepping the Wonder Wand for Dispel is ideal, just to get rid of one instance of Mighty Guard.
Blue Mage can and really should even use minishield anyway here - it really doesn't affect the big physical damage too much while blocking even more of them outright, and the Blue Mage doesn't rely on physical damage anyway unless it's using level 97 strats. The big annoyance doing it straight-up is Roulette - Bone Mail can counter it (as well as weaken Snowstorm, while making Atomic Ray more annoying), but it makes healing awkward, even with your own Roulette. It may well be the best, though - this fight isn't quick, so that's less chances to get screwed over. As long as you can land those self-Roulettes (or Assassin's Dagger stabs), which the game doesn't always let you easily do.

That's four ways to bring death to Shinryu with Blue Mage: "fairly", with absurd levels and Goblin Punch, minishield berserk, and by math. And you thought the Red Mage was versatile.
__________
The Red Mage
Who isn't too versatile in this game due to peaking early. Still, it's no slouch, so let's see what it can do here.

This is not a pretty fight, even with Berserk - which is more or less the only way for Red to do this. It should be technically possible without, but it's way less painful given its lack of defenses and damage output that give Roulette and/or Evil Eye more opportunities to catch up with it. I sent Erdrick to level 85 for this fight, which provided enough of an HP buffer to survive two physical attacks in a row. To get going, opening with Shell from the Wonder Wand is required to survive Tidal Wave. Then Protect needs to be gotten up, followed by Berserk out of the Power Staff.

From there, the same basic principal as with the White Mage applies. By popping an Elixir immediately after it lands an attack, and Erdrick could get in an attack - in this case, a broken rod - getting his next turn with Shinryu only having a chance to get two in-between and therefore no chance of killing. Only without the benefit of Blink, that means a bunch of Elixirs. Red Mage did have its own benefit, that said - Main Gauche allowed it to block attacks from time to time, saving it some Elixirs and giving it some extra rod breaking turns.

Hey, and it didn't even need "max" level. Just like 20 rods and 40 Elixirs. For the record, level 85 is 5017223 experience and 97 is 8934635 experience. So yes, quite a step up - it takes very roughly double the effort to get from 85 to 97 than it does to get to 85 from 65.
__________
The Summoner
May as well keep going with the rest of the magic jobs. Especially since they can all get it done at this level.

And unlike previous instances, Summoner can't get up Protect. The White and Red Mages can do it on their own. Blue Mage can as well. All three can also get Shell. Time Mage can get Protect too, through the Wonder Wand, and doesn't need to worry about Shell/being instantly destroyed by Tidal Wave thanks to Quick. But Summoner needs to use the Wand for Berserk. Which is problematic when the dragon can instantly move to kill you from there!

Erdrick had to go to level 85 for this one to be consistent. I wanted Golem to be able to consistently take two hits. The formula for its HP is (20 + Level) * 50, and it can easily hit for way over that amount at lesser levels. By putting on Circlet instead of Gold Hairpin, if I calculated it correctly, Shinryu's Berserked attacks do 4522-5130 damage. At level 85, Golem's HP is 5250. It also gave Erdrick himself 5890HP - enough to survive a hit with some change.
Luckily, thanks to an ATB mechanical quirk, it is possible to forgo an adventure in starting off with Shell to survive Tidal Wave and working the Wand down to Berserk - if Erdrick Berserked Shinryu right away, he'd eat two attacks and die horribly before getting his next turn. But if he waited a bit before doing so, the Berserk would reset Shinryu's ATB and it would only get in one turn, enough to get up Golem. As long as you're not on mobile/derivatives. ATB doesn't reset on Berserk/Confusion in that version, so...yeah, don't play the mobile version if you're doing challenge runs for this and other reasons.

But I'm on GBA here, so it's all good. From there, it was much like it was for the Red and White Mages. Use Golem immediately after the dragon had moved, it'd get one turn, then the Summoner would get a turn, followed by Shinryu again - no double turn nonsense, and Golem could be refreshed once more from there ad infinitum.
The spell of choice was Bahamut - it and boosted Syldra were doing roughly comparable damage, and this allowed Erdrick to equip the Main Gauche as well, which gave him some extra turns like it did with the Red Mage.

Repeat this enough and it dies. It's interesting that even though some of these are formulatic, they all have their own twist on their formula.
_________
The Mystic Knight
Arabian KniiiiiiiiiiiiiiiiiiiiiiiiiiiiiiIIIIIIIIIIIIIIiiiiiiiiiiiiiiights

So there's a big issue with the Shinryu fight against Shinryu that affects Mystic Knight in particular - you can run from the fight. I have no idea why this is the case - it's possibly a mercy, but most people wouldn't think to run from it, and many would die instantly to Tidal Wave before they could anyway.
The difference is not pretty - my 2014 fiesta run used Chicken Flare Mug and was doing over 9000 each time, coincidentally at level 65. The next best thing would be Rune Blade, except it doesn't work with Spellblade. That reduces Mystic Knight to using Enhancer or Assassin's Dagger, depending on whether it desires slightly higher power or the evade-halving properties of the latter since it's a knife. These did 2900~ and 2500~ each time from the back row without Mighty Guard. Or gambling with the Dancing Dagger (2100, but like 5600 if Sword Dance goes off like here).

One big advantage Mystic Knight has over any other physical class that completely stupid aspects about this fight can't take away with it is the presence of Shell. As soon as Shinryu lands a successful Maelstrom, Erdrick picked up the handy status. This helps reduce the odds of it happening again, helps stop Roulette, and weakens the really annoyingly damaging Snowstorm.
Besides this, there's nothing to do but hack and hack away and hope it dies before you do. This is really quick and fun if you can do 9999 each time, but even if I assumed 97 (this was at 85), it couldn't hit those heights - not without Dancing Dagger Sword Dance going off in the front row, at least. No Lamia's Tiara on this class to boost the odds of it triggering, either.

In a plain old solo game with no job restrictions, Mystic Knight is an excellent offensive powerhouse option for tackling Shinryu if you want to avoid Mix and the like. That running issue though...it plagues Mystic Knight on its own.
__________
So that's that for this set of jobs. Some need to go to high levels, and the next ones will need to go even higher to win, be it to do so in the first place or to do so sanely. But all of the next can get it done!
Next | Index