Author Topic: Final Fantasy XIII-2 Monster Builds  (Read 25524 times)

Ultima

  • Order of Ambrosia
  • ********
  • Necessity is the oasis of true strength
  • Mood: Sleepy Sleepy

    Offline Offline
    • View Profile
Final Fantasy XIII-2 Monster Builds
« on: March 02, 2012, 02:22:21 PM »
This is a thread where I am going to post good monster builds that I come across or ones that I have made myself. Feel free to request a specific monster if you like. I can't guarantee I will do it but you never know unless you ask.

This first one is a Siphon Boost build for Omega that negates the effects of his unfortunate Leadenstrike ability. I found it on GameFAQs but cannot remember the person's username. Since he forgot to add the locations of the monsters, I will add them now.

Fencer - Academia 400AF - A unique monster that can only be respawned by locking the gate and re-entering.
2x Yeoman - Academia 500AF
Chunerpeton - Yaschas Massif 110AF
Mud Frog - Archylte Steppe Clearwater Marshes ???AF (Rainy)
2x Pink Lily - Oerba 300AF
2x Clematis - Yaschas Massif 100AF
Forked Cat - Oerba 400AF The Ashensand
Tonberry - Bresha Ruins 300AF (DISTORTION)
Frag Leech - Oerba 200AF
Orion - Augusta Tower 200AF - Lock the gate and re-enter to increase the spawn rate of these monsters.

“Fuse Fencer (19) into a Chunerpeton (2) - locks Siphon Boost II
Fuse 2x Yeoman (1) into Mud Frog - locks ATB Charge II
Fuse the Chunerpeton into Mud Frog
Fuse 2x Pink Lily (30) into Mud Frog - locks Chain Boost II
Fuse Clematis (58) into Mud Frog
Fuse Forked Cat into Mud Frog - gives HP 30%, washes Resist Poison 66%
Fuse Clematis (58) into Mud Frog - locks First Strike

Fuse Mud Frog into Omega which gives you the following:
Feral Surge (L)
Feral Fatigue (L)
Leadenstrike (L)
Siphon Boost II (L)
Chain Boost II (L)
First Strike (L)
ATB Charge II (L)
HP 30%
Auto-Bravery
Strength 20%

Fuse Tonberry (24) into Omega - locks Strength 35% and washes out Auto-Bravery
Fuse Frag Leech (30) into Omega - washes out Magic 35% (you also get Faultsiphon)

So the final result is:
Feral Surge (L)
Feral Fatigue (L)
Leadenstrike (L)
Strength 35% (L)
Siphon Boost II (L)
Chain Boost II (L)
First Strike (L)
ATB Charge II (L)
HP 30%
Role Resonance

After all of that, get an Orion (13) and infuse it into Omega for Adrenaline, then go get a bunch of mid-level, cheap RAV monsters to feed to Omega to learn Jeopardize for even more gauge boosting giddyness."

When the darkness of the Abyss threatens the world, the Phoenix will rise amidst a whirlwind of fire and light.

Whisperer: Sometimes there is a very good reason to fear the dark.


Ultima

  • Order of Ambrosia
  • ********
  • Necessity is the oasis of true strength
  • Mood: Sleepy Sleepy

    Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #1 on: March 02, 2012, 02:54:38 PM »

Full credit to xAshe10x for this build. It's one I use and works very well. I'll copy and paste the description for the video.

"Abilities:
HP: +30%
Strength: +35%
Magic: +35%
Role Resonance
Attack: ATB Charge II
Siphon Boost II
Quick Stagger
Stagger Maintenance II
Chain Bonus Boost II
Feral Speed II

And teach her every Ravager spell that she doesn't already know.

Here are the monsters you need, their required levels, and where you find them.
-Gancanagh (1): Sunny Clearwater Marshes.
-Fencer (19): Academia 400 AF, story encounter Close gate to get it again.
-Zwerg Metro (20): Augusta Tower 49th Floor 200 AF
-Tonberry (24): Bresha Ruins 300 AF, tunnel. Rare, so turn on Battlemania if you have it.
-Pink Lily (30): Oerba 300 AF.
-Forked Cat (54): Oerba 400 AF, beach.
-Circuitron (1): Bresha Ruins 300 AF, tunnel.
-Bomb/Grenade (15): Vile Peaks 010 AF / Oerba 400 AF.
-Cryohedron (15): Vile Peaks 010 AF.
-Tempest (15): Bresha Ruins 100 AF.

For role abilities, you want to learn
-Fira and Aerora from Pink Lily (you can pick two).
-Blizzara from Zwerg Metro.
-Thundara from Circuitron.
-Firaga from Bomb/Grenade.
-Blizzaga from Cryohedron.
-Aeroga from Tempest.

Also, if you want, you can infuse a Level 41 Schrodinger to replace Feral Speed II and Ally KO: Power Surge with Auto-Haste and Resilience +20%.
Schrodinger are the enemies that come with Proto-Behemoth before the final bosses.

Posted by Berzurkfury: you forgot to add vigor as an ability for ashe......you just need 99 levels whorth of commandos to unlock this hidden ability.

So yeah add 99 levels worth of Commandos if you want Vigor."

When the darkness of the Abyss threatens the world, the Phoenix will rise amidst a whirlwind of fire and light.

Whisperer: Sometimes there is a very good reason to fear the dark.


Ultima

  • Order of Ambrosia
  • ********
  • Necessity is the oasis of true strength
  • Mood: Sleepy Sleepy

    Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #2 on: March 16, 2012, 12:54:09 PM »
Creating builds for the remaining four roles is slightly more simple than Ravagers and Commandos. They should all be built very defensively. Some examples of applicable abilities would be.

Resist Physical +36% - Green Chocobo (48)
Resist Magic +36% - Mewmao (23)
Resist Elements +30% - Caterchipillar (33)
Resilience +40% - Necrosis (70)
Rapid Recovery - Microchu (24)
Magic +35% - Tonberry (22) - Applies to Saboteurs, Synergists and Medics
HP +30% - Forked Cat (54) - Applies to Sentinels

Role Specific Boosts

Sentinel
Improved Guard II - Flandit (99)
Improved Ward - Lancer (20)

Medic
Improved Cure II - Exoray (39)
Improved Raise II - Spiranthes (40)

Saboteur
Improved Debuffing II - There is no way to transfer this ability.
Improved Debilitation II - There is no way to transfer this ability.

Synergist
Augment Maintenance II - Purple Chocobo. There is no way to transfer this ability.

The abilities that cannot be transferred are ones that indicate a good creature to create a build on, for example, the Purple Chocobo learns Augment Maintenance II.

My Recommendations for Monsters

Sentinel
Bunkerbeast - Cheap to level and plenty of innate resistances allow for a powerful Sentinel.
Silver Chocobo - A better all-rounder than the Bunkerbeast as it has high magic and strength stats. You just have to make sure that the abilities needed for Chocobo racing don't interfere with your build.

Synergist
Purple Chocobo - Fantastic all-rounder like most Chocobos.
Yakshini - Extremely quick with a fantastic Feral Link.

Medic
White Chocobo - Possessing a large magic stat and a natural, innate resistance to damage makes this Chocobo a prime candidate for your party.
Cait Sith - A seemingly odd choice but Cait Sith's stats rise in a similar fashion to Twilight Odin's, i.e. they become unbeatable from level 80 onwards.

Saboteur
Black Chocobo - This is the only real viable Saboteur for long term investment outside of DLC.

« Last Edit: April 18, 2012, 04:53:08 PM by Ultima »
When the darkness of the Abyss threatens the world, the Phoenix will rise amidst a whirlwind of fire and light.

Whisperer: Sometimes there is a very good reason to fear the dark.


kokushishin

  • Wiki Editor
  • Brave Companion
  • *****

  • Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #3 on: March 16, 2012, 06:15:54 PM »

Spiranthes has Improved Raise II.


Ultima

  • Order of Ambrosia
  • ********
  • Necessity is the oasis of true strength
  • Mood: Sleepy Sleepy

    Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #4 on: March 16, 2012, 08:32:36 PM »
Spiranthes has Improved Raise II.

Noted. Thank you.

When the darkness of the Abyss threatens the world, the Phoenix will rise amidst a whirlwind of fire and light.

Whisperer: Sometimes there is a very good reason to fear the dark.


kokushishin

  • Wiki Editor
  • Brave Companion
  • *****

  • Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #5 on: March 22, 2012, 10:38:41 PM »
This was for a challenge, but still applicable here:

Passives that can be infused from level 1

Magic +10%: Black Chocobo

Strength +16%: Dreadnought

Improved Counter: Pulse Gladiator

Ally KO: Power Surge -Ceratoraptor, Tonberry

Attack: ATB Charge- Pitterpatter, Hedge Frog, Barbed Specter, Reaver, Apkallu
Attack: ATB Charge II: Yeoman

Feral Speed II- Gancanagh

Stagger Maintenance: Zwerg Metrodroid

Critical: Shield- Swampmonk
Critical: Tetradefense: Mad Frog, Grand Behemoth
Critical: Bravery Cactaur
Critical: Faith: Metallicactuar

Resist Physical 5%- Green Chocobo. Fachan, Seeping Brie, Garganzola
Resist Magic 5%- Unsaganashi
Resist Ice 33%- Dragoon
Resist Fire 10% Chelicerata
Resist Wind 10%-Triffid

Resilience 10%- Necrosis
Resist Poison 10%: Thexteron, Clematis
Resist Deprotect 10% : Gahongas
Resist Curse 10%- Kanna Kamuy, Vodianoi

HP+10%- Luminous Puma
Improved Cure: Cait Sith
Improved Raise: Caterchipillar

Gilfinder II: Moblin
Item Scavenger II: Calautidon


Command Abilities:

Thunder (fastest spell) Pleuston, Pink Lily, Grand Behemoth, Debris
Fira- Bomb
Aerora: Tempest
Thundara: Circuitron

Challenge- Navidon
Steelguard- Goblin Chieftain, Pulse Gladiator, Major Moblin, Bunkerbeast
Element Guard- Navidon
Mediguard- Lancer
Vendetta - Calautidon , Navidon, Bunkerbeast

Deprotect-Black Chocobo, Breshan Bass, Deathgaze, Pantopoda
Deshell- Forked Cat, Mimi
Imperil- Ahriman
Wound- Barbed Specter, Kanna Kamuy, Pantopoda , Rangda
Pain- Deathgaze
Poison- Dendrobium

Enfire-Amanojaku
Enaero-Gancanagh Ace
Bravery- Clione, Gahongas, Purple Chocobo, Testudo, Thexteron, Yakshini
Faith-Gancanagh Ace, Oannes , Sahagin Prince, Testudo, Yakshini
Vigilance- Microchu, Purple Chocobo

Curasa: Flanitor
Esuna:Caterchipillar

Auto-Abilities:

Overwhelm- Vespid

Fringeward- Pulse Gladiator

« Last Edit: April 14, 2012, 12:55:59 AM by kokushishin »

kokushishin

  • Wiki Editor
  • Brave Companion
  • *****

  • Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #6 on: April 06, 2012, 10:15:58 PM »
Unique animation/attack properties:

Serah
sword in X
bow in W

backflip kick
bunch of arrows for Blitz

Noel
two swords/javelin

uppercut slash
Blindside= jump spinning slash


Apkallu
Attack:2-hit

Gorgonospid

Slow Chaser, Poison Chaser: 2 hit.

Mandrake

Scourge: a very long multihit

Swampmonk
Froststrike:2-hit

Twilight Odin
Attack: uses Flourish of Steel, Skyward Swing, or Crushing Blow
Blitz: Seismic Strike?
Launch: Skyward Swing
Blindside: Crushing Blow

Omega
Attack: 3 laser beams
Blitz: Flamethrower
Ravage: EM blast, draws enemies in

Flans
Blitz:  two swings
Ravage: arm spin

XIII Lightning
Strikes : shoots high hitbox

Amodar
Attack: shoot high hitbox
Blitz: Hand Grenade

V. Lightning
Attack: shoots vs high hitbox;  backflip and shoot combo ender
Smite: downward strike that causes a ground smash
Scourge: gunmode

Valfodr
Strike: shoot vs high hitbox, otherwise Axe

Gilgamesh
Attack: cycles between Masamune, Excalibur, Zantetsuken (Wound); alternating Attack is always Excalipoor (1 damage),  combo ender is Muramasa (Vampiric strike); Death Claw vs. high hitbox
Blitz: Shockwave?
Ravage: Cross Slash
Blindside: Bashonen (wind fan)

SEN Counter
becomes Ruin against high hitbox
Shellbeasts:  Magic Breath, has elemental type as well?
Metalligantuar: Stomps


« Last Edit: August 30, 2013, 12:31:22 AM by kokushishin »

Ultima

  • Order of Ambrosia
  • ********
  • Necessity is the oasis of true strength
  • Mood: Sleepy Sleepy

    Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #7 on: April 18, 2012, 05:40:24 PM »
Synergist Build

Recommended Monster – Sazh, Yakshini, Purple Chocobo

Required Infusion Monsters
Necrosis Level 70 – Yaschas Massif 01XAF
Green Chocobo Level 48 – Yaschas Massif 100AF
Unsanagashi Level 1 – Sunleth Waterscape 300AF
Mewmao Level 23 – Archylte Steppe Clearwater Marshes (Rainy)
Tonberry Level 22 – Bresha Ruins 300AF (DISTORTION)
Microchu Level 24 – Archylte Steppe Clearwater Marshes (Rainy)
Caterchipillar Level 33 – Archylte Steppe Clearwater Marshes (Rainy)

Level up your Synergist to its maximum level so as to make the most of Tonberry’s Magic +35%. An additional option is to increase your Necrosis to level 72 to access its HP +30%. If you choose to do this then it will require a yellow lock so infuse a level 1 Luminous Puma first.

Fuse Necrosis into SYN
Fuse Green Chocobo into SYN – Locks Resist Physical +36%
Fuse Unsanagashi into SYN
Fuse Mewmao into SYN – Locks Resist Magical +36%
Fuse Tonberry into SYN – Locks Magic + 35%
Fuse Microchu into SYN
Fuse Caterchipillar into SYN

Be sure to infuse 29 levels worth of Saboteurs to unlock Boon (Necrosis covered most of the cost).

With these massive resistances, your Synergist can now function perfectly well as a pseudo-Sentinel when defending against a particularly vicious attack.

« Last Edit: April 18, 2012, 05:44:48 PM by Ultima »
When the darkness of the Abyss threatens the world, the Phoenix will rise amidst a whirlwind of fire and light.

Whisperer: Sometimes there is a very good reason to fear the dark.


kokushishin

  • Wiki Editor
  • Brave Companion
  • *****

  • Offline Offline
    • View Profile
Re: Final Fantasy XIII-2 Monster Builds
« Reply #8 on: June 30, 2012, 11:02:51 PM »
Brief DLC monster overview:  many of these are more unique rather than more powerful versions of existing monsters.


Omega: default has iffy passives that slow him down but with ATB-boosting and First Strike he can spam pew pew pew or tear up groups.

Amodar: a bit sturdier than most COMs and he also has an Ally KO setup built-in.

Sazh: has some interesting passives and Cold Blood.

Lightning (RAV):  fast, able to work as either phys or magical.

Nabaat: Pressure II combined with Curse and Wound spam makes her a brutal stunlocker against many foes.  Sadistic Surge gets perks based on what role Noel and Serah are in.

Ultros: only monster with Def. Maintenance II, he is pretty much set up to be a defensive spammer but Octopus Ink can also annoy enemies.

Typhon: a strange elemental/magical COM, is pretty slow.

Pupu: a healer with good stats and speed; Items Please! helps you farm

Gilgamesh:  He has a quirky pattern but can hit quite hard if you're willing to put up with him. Seems to have very good innates. Some go Magic to avoid/minimize Excalipoor.

Valfodr: an extremely hard hitting RAV, but his size is a drawback against mobile enemies.

Snow:  doesn't have the innate defense of Pulse Gladiator, but has Improved Ward II and Sovereign Fist. He has a critical setup as part of his normal abilities but hard to time with his enormous natural HP.

V. Lightning: while she can't stack on as many damage boosters as some of the other COMs due to 3 redlocked passives,  being able to push past 99999 makes short work of enemies.  Can also ignore interruption for the most part. 

« Last Edit: August 30, 2013, 12:36:20 AM by kokushishin »