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Fate/Samurai Remnant Collab - Challenge Guide

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Requirements: Clear Final Singularity: Solomon, Unlocks Day 8 after clearing Epilogue, all Digression Quests, and clearing all 100 Missions.

Boss Statistics

Overview

  • Face off against the two Sabers of Fate/Samurai Remnant, with Iori (303k, 425k, 546k HP) and Yamato Takeru (372k, 455k, 641k HP) both on the field.
  • Both enemies only use Extra Attacks at full NP charge, but have a special Sword Energy Release mechanic. Every turn, they gain a stack of Sword Energy Release, and at 5 stacks, they will gain MAX NP Gauge and use their actual Noble Phantasm on their turn.
    • Additional stacks obtained during the conditions:
      • 1st Break: +2 stacks Sword Energy Release
      • 2nd Break: +2 stacks Sword Energy Release
  • Both enemies also gain +1 NP Gauge when normal attacking, and +2 NP Gauge when hit by an NP.
  • Miyamoto Iori starts with a passive that activates when Guts triggers (this usually doesn't happen, his Break Bar Guts from Earth Stance does not count), which buffs his ATK and Max HP, and lets him remove defensive buffs with critical hits.
    • He can use up to 5 stances, which each have different effects while active, and also produce an Afterglow effect the turn after a stance. He will never use the same stance twice in a row, rotating to a different stance available to his current HP bar.
    • He uses a new stance every odd turn, or a turn after gaining the previous stance's Afterglow effect.
      • 1st HP Bar: Earth or Water Stance (Starts in Earth)
      • 2nd HP Bar: Fire or Wind Stance (Chooses randomly at start)
      • 3rd HP Bar: Void, Fire, or Wind Stance (Starts in Void)
    • Each Stance's effects are as follows, and all are unremovable:
      • Earth: DEF +30%, Damage Cut +10k, Break Gauge Guts (1 time, 2 turns, 10% HP).
        • This is the most important stance to watch out for. Since he has Break Bar Guts during this stance, if using an ST damage dealer, is much better to wait out his Earth Stance and attack him during Water Stance. Masters can instead target Yamato instead while Iori is in Earth Stance.
      • Water: Crit Strength +30%, Crit Rate +50%, Evade (1 turn).
      • Fire: ATK +10-30% based on HP, Ignore Invincible (1 turn).
      • Wind: Special ATK +50% vs Demonic, drain 1k HP when attacking.
      • Void: Hit Counts x2, ATK +50-0% based on HP.
    • Each Stance's Afterglow effect takes place a turn after the stance happens, and will be simultaneous with his new active stance. Only 1 Afterglow can be active.
      • Earth Afterglow: DEF +20%, Immobilization Immune
      • Water Afterglow: Crit Strength +15%, Crit Rate +30%
      • Fire Afterglow: ATK +15%, Ignore DEF
      • Wind Afterglow: Inflict Burn when attacking, Burn Damage +30%
      • Void Afterglow: Deal 2250-2750 random damage to enemies without Evade after 1 turn and 2 turns.
    • Iori can summon Servants to the field every even turn, but only if his NP bar is not already full (although if full he can summon if he is NP sealed). They usually will leave after 2 turns pass. Each time he summons a Servant, he loses a stack of his passive (he starts with 3 stacks). He cannot summon more if he has no stacks remaining.
      • 1st HP Bar: He will summon Cu Chulainn (Lancer)
      • 2nd HP Bar: He randomly summons either Arjuna (Archer) or Caster of Okeanos.
      • 3rd HP Bar: He summons Li Shuwen (Assassin)
    • His 1st break effect, as mentioned earlier, gives him 2x Sword Energy Release stacks. Additionally, it gives him stacks of the passive that allows him to summon Servants until he reaches 3 stacks.
    • His 2nd break effect, as mentioned earlier, gives him 2x Sword Energy Release stacks, and more stacks of the passive that allows him to summon Servants until he reaches 3 stacks. He also gets a 20% Crit Rate buff ( turns).
  • Yamato Takeru has a gimmick of his own, but is not as complex as Iori.
    • He starts with 5 stacks of a passive that allows him to use an Item each turn. Each time it consumes one stack. He will randomly use one of two items:
      • Rice ball: Heals 15k HP for allies, self ATK +20% and Damage Resist +20%.
      • Persimmon: NP +1 for all allies, self Crit Strength +10% and Crit Rate +20%.
    • His 1st break effect gives him 2x SSSS stacks, ATK +15%, DEF +15%, Debuff Res +10%, and Buff Removal Res +10%.
    • His 2nd break effect gives him 2x SSSS stacks, ATK +15%, NP Strength +15%, Crit Rate +20%, and DEF +15%.

Team Recommendations

  • Archer or Berserker AoE Damage Dealers have Class Advantage against both bosses in this quest, and are a good option.
    • It is also possible to use single target damage dealers to clear this battle, although Masters should note that it is generally better in this case to defeat Yamato Takeru first, followed by Miyamoto Iori, since Iori starts with a 2-turn Break Bar Guts effect.
  • Invincible or Guts Support is helpful since the enemy will very frequently be using their NP, and will get one off at least once due to their break effects. Guts Support is safer since Iori can gain Ignore Invincible during his Fire Stance.
  • Sure Hit or Ignore Invincible Support is helpful for Miyamoto Iori since he gains 1-turn Evade while in Water Stance on his 1st HP bar. Alternatively, if the damage dealer innately has these effects, that can work too.
  • NP Gauge and Damage Support is useful as usual for the damage support's Card color. The usual supports like Castoria, Lady Avalon, Skadi/Skadi Ruler, Merlin, Koyanskaya, Oberon, Waver, or Reines all work well.
  • The Event Damage CE Dumplings over the Moon is very helpful for getting enough damage output from the damage dealer to deplete the health of both bosses.

Quick Servant Suggestions

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