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Ffx yojimbo
Ffx yojimbo














The player can simply power through the battle using Quick Hit every turn while hasted, and call an aeon when Yojimbo's turn comes up.ĭark Yojimbo has a relatively low Magic Defense. It is also possible to defeat Dark Yojimbo by using an aeon the Magus Sisters and Anima are recommended. Using Shield may allow an aeon to survive Zanmato without having to call in a second aeon.

ffx yojimbo

An aeon using Shield will take around 50,000 damage from Zanmato this can be reduced to 34,000 with Cheer. The only way to survive Zanmato is to call an aeon to take the blow. One character could use Sentinel just before Dark Yojimbo's turn comes up, so if the boss uses Daigoro or Kozuka, only this character gets hit (for reduced damage) in this case, only the Sentinel character needs Stoneproof/Ribbon on their armor. Rikku's Ultra NulAll grants maximum stat boosts to the party.Ī high Defense stat can mitigate damage from Daigoro, Kozuka, and Wakizashi, as can measures such as Protect or Cheer, so Break HP Limit may not be necessary. Stoneproof/Ribbon, Auto-Haste, Auto-Protect, and Auto-Phoenix are also useful, if not necessary. Luck can be lower if the player uses Aim five times (or Ultra NulAll, which includes this effect) to improve their accuracy. The battle is easier if all characters have maxed out Strength, Defense, and Agility, as well as having Luck at 125 or higher. If Daigoro KOs a party member not protected against petrification, that character will shatter and will be unavailable and unreplacable for the remainder of the battle.

#Ffx yojimbo full#

These also represent how full the gauge will be after using Zanmato. Dark Yojimbo's Overdrive gauge increases by 2% when targeted and by varying amounts when performing an action: 6% in the first battle, 10% in the second, 16% in the third, 20% in the fourth, and 26% in the fifth. Dark Yojimbo's Overdrive- Zanmato-deals 99,999 damage to the whole party and removes Auto-Life. Kozuka and Daigoro target a single character, but Wakizashi targets the whole party. The player can still act before him by using First Strike weapons. The player exits the area (this resets the Dark Yojimbo kill count).ĭaigoro, Kozuka, Wakizashi, Zanmato Battle ĭark Yojimbo always ambushes the party in the first battle, even with Initiative.The player uses the teleporter near the end to travel to either of the adjacent rooms and teleports back.The player uses the teleporter near the end to return to the entrance (this resets Dark Yojimbo kill count).The player wins the fifth Dark Yojimbo encounter.They return when one of the following occurs: Upon encountering Dark Yojimbo, random encounters will be disabled. The player can re-enter the cave and fight him again five times to defeat him properly. If the player skips the third fight, Dark Yojimbo won't be considered defeated, thus not unlocking Penance. Doing this will alter the cutscenes defeating Dark Yojimbo five times in a row has the summoner bow and leave the cave peacefully, while four victories will have the summoner look scared and run out of the cave in panic. Dark Yojimbo is arguably the best way for farming late game gear, and can be done as early as after obtaining Yojimbo. The player can exit and reenter the Cavern of the Stolen Fayth (or simply enter the blitzball menu in a save sphere) and fight Dark Yojimbo as many times as they wish, as long as they do not defeat him for the fifth time in a consecutive order, to farm Dark Matters and Master Spheres (Master Spheres are a rare drop), as well as weapons with Break Damage Limit, or armor with Ribbon and/or Break HP Limit.

ffx yojimbo

The player can use the save sphere between battles to heal up, but getting a Game Over or triggering a soft reset will require starting again from the first battle.

ffx yojimbo

Even if he has already been summoned, the party can opt not to fight him and leave using the teleporter. Dark Yojimbo is encountered in the back of the cavern, and must be defeated five times consecutively.














Ffx yojimbo