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Langrisser Wiki
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=== Strategy === * As the Phoenix prioritizes attacking the closest melee unit in its range, this can be manipulated to the player's advantage. ** A key strategy to fighting the Phoenix effectively is to cycle 3 melee units to get hit by Phoenix Blast. When the first gets hit, they can move back one space so that they will not get hit while the Molten Armor debuff is active on them. This can be done again for the second unit. When the third unit is moved back, the first can move back adjacent to the Phantom and the debuff will expire when they end their turn. ***Though do bear in mind that one random unit will gain an extra stack of Molten Armor per turn. If lucky, this stack will land on a healer that never takes any physical damage from direct combat with the Phoenix. It is advisable to check where the extra stack of Molten Armor has landed each turn and to keep support units in range of Heaven's Flame so that they can potentially receive stacks of Molten Armor. ***If a unit has at least 4 mobility (either naturally from their class or by equipping [[Speed Boots|boots giving +1 Mobility]]), a unit can be moved away exactly 4 spaces to the very edge (but still inside) of the danger zone. Heaven's Flame only has a range of 4, meaning the unit will not take the AoE damage every turn and will not receive the random stack of Molten Armor. This will help the rotation strategy to be more reliable and resistant to this random aspect of the fight. ** Healers and other ranged units are completely safe within the range of the AoE as they will only ever take 1 Γ damage from it unless they actively engage in combat with the Phoenix. It is safe to position a healer or other ranged unit (such as Bow Cavalier [[Luna]] for her magic damage reduction aura) directly adjacent to the Phantom providing there is also a melee unit adjacent to it as well. Though do respect the tile priority for the Phoenix's attacks (right>bottom>top>left) * Tanks are often able to comfortably engage in combat with the Phoenix whilst having a single stack of Molten Armor and possibly two but it is advised not to have any more than that as they will likely die due to the damage amplification. Following this line of thinking, it is unwise to attack with a tank on player phase as they will gain an additional stack of Radiate, causing them to take increased damage from Heaven's Flame which may cause them to die quicker. ** A strong tank that deals high counterattack damage on the enemy phase (namely [[Ledin]]) may want to accumulate a large number of Radiate stacks as this will cause their damage to skyrocket. **Since Phoenix Blast and Heaven's Flame are separate abilities, the Hard Rock enchantment and [[Tiaris]]' Healing Light talent are able to proc after having taken damage from Phoenix Blast but before Heaven's Flame, granting extra survivability to units. * Any hero's skill that allows a unit to Act Again counts as having taken a turn and will remove 1 from the duration of any debuff (or buff) applied. This causes [[Liana]] with Act Again, [[Leon]] with Chivalry, etc. all to be potentially high-value units in this fight. *ATK Down significantly reduces incoming damage, as it will drop Phoenix's ATK to 1500 on 60, and 2000 on 65 from an original 1900 and 2600 respectively. Any form of damage mitigation against high level bosses with high ATK or INT values is near invaluable in endgame PvE content due to their ability to nearly or completely one shot frailer units.
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