Final Fantasy Brave Exvius

Early Tips for Scorn of Ymir

I posted about the Scorn of Erinyes trial the other day, but in JP both that one and Scorn of Ymir released on the same day. We don't know if they will release at the same time in GL, or will they split up their releases. In any case, when it arrives, here's some tips for Ymir.


Details

Wiki page: https://exvius.gamepedia.com/Scorn_of_Ymir

Easy Mode Reward: Ymir's Claw (1h Fist: +180 MAG, +50% Magic TDW)

Missions (Hard Mode) Reward
Complete the quest People Eater (Materia: +40% ATK/MAG, +75% physical human killer)
No deaths +50 Energy Pot x10
Clear in 10 turns or less STMR Ticket x5
Party of 5 or less Rare Summon Ticket x1

General Tips

Reminder that this is all based on the JP version. There may be changes when it releases to Global.

Head Stats:

HP MP ATK DEF MAG SPR
3,000,000,000 10,000 7,500 80,000 3,000 150,000
Breaks: Can Break Can Break Immune Immune

Note: No stat passives at all

Fire Ice Lightning Water Wind Earth Light Dark Neutral
-50% +200% +200% +200% -50%
Poison Blind Sleep Silence Paralyze Confuse Disease Stone
100% 100% 100% 100% 100% 100% 100% 100%
  • Race: Aquatic
  • Vulnerable to ATK/DEF break, with no stat passives. Immune to MAG/SPR break.
  • Much weaker to physical damage
  • Weak to Fire/Light, Immune to Lightning/Water/Wind. Neutral otherwise.
  • Elements used: Magical Fire, Ice, Lightning, Wind
  • Statuses used: None
  • Physical attacks have accuracy
  • Misc: Uses ST Death (can immune).
  • Uses AoE 8,000 fixed damage every turn unless someone is off-screen.
  • Can not be harmed until the shell is dead.

Shell Stats:

HP MP ATK DEF MAG SPR
3,000,000,000 10,000 100 200,000 100 200,000
BROKEN Stats 100 200 100 200,000
Breaks: Can Break Can Break Can Break Can Break

Note: No stat passives at all

Fire Ice Lightning Water Wind Earth Light Dark Neutral
Poison Blind Sleep Silence Paralyze Confuse Disease Stone
100% 100% 100% 100% 100% 100% 100% 100%
  • Race: Aquatic
  • Vulnerable to all breaks.
  • Every turn will grant the head damage immunity and cover.
  • Can easily be OTK'ed by physical damage when the BREAK gauge is depleted.
  • Vulnerable to Spears for break gauge, though all weapons can break the gauge eventually (much slower).
  • Will not regenerate once killed.
  • Gauge stats 30,000 HP, gauge won't refill once depleted:
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Weapon Break Effectiveness
Spear 303
Other Weapons 100

Remember that break effectiveness is doubled if dual wielding that weapon type.


Fight Tips

Finally, this is a trial that needs at least some thinking as compared to the last few, though it's still a lot easier than Chimera/Bahamut/Asura, at least in my opinion. There's also some missions that can potentially be tricky to do (especially at the same time), such as five man party, and win within 10 turns.

This fight is mostly anti-mage. The boss has huge SPR that can't be broken, and lower DEF that can be. Fire or Light element are the preferred options, but Ice/Earth/Dark still works. Avoid Lightning/Water/Wind because the boss has 200% resist to those.

The boss's AI doesn't change during the fight, but you can kind of categorize the fight as two phases: taking out the shell, then killing the head.

While the shell is alive, it continually applies damage immunity to the head, as well as cover. The cover can be dispelled, though the damage immunity can't be removed until the shell is dead. The reason you may want to dispel cover is because if you use AoE attacks while fighting the shell, the cover will break your chains. If using single target (or cover ignoring) attacks, you can ignore the cover.

The shell has a break gauge with 30,000 health, and the only vulnerable weapon is spears. The only units with a special Spear Gauge break are Mazurka, and NVA Gilgamesh. Gilgamesh "should" be out very soon, and was given free in JP, so everyone should have his NVA to deal with the break gauge. If you don't mind taking longer, you can still break the gauge with other weapons, but that will make the 10 turn mission challenging.

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Once the gauge is broken, it's very easy to OTK the shell using physical damage dealers. Remember to dispel cover (and re-break/imperil) if using AoE chainers. Once the shell is dead, the boss loses the damage immunity, and you can start working on the head.

The head will rotate between two attack stances:

  • AoE Magic with ST Physical
  • AoE Physical with ST Magic

The boss starts in AoE Magic stance, and stays there for two turns, then swaps. Each stance lasts for two turns, then goes back again. So turns 1&2 are AoE Magic, turns 3&4 are AoE Physical, repeat forever. The damage of the bosses regular attacks is very low, and you probably don't even need cover at all if someone is provoking the ST stuff.

The boss also uses a ST dispel + death attack most turns, but if your provoker is wearing death immunity this attack is negated entirely (the dispel is also prevented).

The other attack the boss does is an AoE fixed attack that deals 8,000 fixed damage. This can't be covered or avoided, and the only way to mitigate it is with general mitigation (which can lower the damage to 4,000 if using 50% gen mit for example). If someone is currently off-screen (jumping or hiding), then this attack is prevented for the turn. This 8k attack per turn is the only real threat in this fight, and there's plenty of ways to deal with it. A simple Curaja per turn handles it, or theres other ways like Lakshmi, or use Dragoons so the attack is cancelled most rounds.

That's mostly it. Here's an example team to very safely clear the fight with five units (aimed at newer players, this probably won't get the 10 turn mission):

  • Provoking Magic Cover tank with fire/ice/thunder/wind resist and death immunity
  • Breaker with mirage in their kit, or using 10,000 needles materia
  • Healer to heal up the AoE fixed damage
  • Physical chainer using spears
  • friend Physical chainer using spears
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For doing the 10 turn mission, you can either go back later with a six man party, or do things like drop the healer or dedicated support units. Mix and match team building as desired! If using Mazurka or Gilgamesh (or both!) then using spears on the chainers isn't relevant.


Video Examples of the fight

Here's a preview I made of the fight doing all missions in one run (5 units, no deaths, <10 turns) though it's using Noctis, who may or may not be out before this trial:


#label-red”>Youtube u/Sinzar_
(CG) NV Summer Fina & DaisyNV MazurkaGilgamesh (BS)NV NoctisNV Noctis

Here's my first clear from JP (slow, not optimized, only 2/3 missions):


#label-red”>Youtube u/Sinzar_
(CG) NV Summer Fina & DaisyNichol of the Epsilon StarGilgamesh (BS)NV RikuNV Lasswell & Raegen

There's also more example clears in the JP Thread


Reference Links

Just for reference, here's some of the early tips for other trials still not released that I've posted:
Cloud of Darkness FF3 SBB
Necron FF9 SBB
Remaining SBBs 13,8,0,12,7
Scorn of Erinyes

Source: reddit.com

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