Hell Wyrm certainly got a fitting name. The fight lasted as long as five days due to his enormous amount of HP, but is possible by the fact that running from battle without Hell Wyrm recovering is possible.
This sayd, problems left are actually dealing good damage and Hell Wyrms attack patterns. Both are kind of drawn together anyway, so lets just go by the patterns.
In the beginning, Hell Wyrm will only use his normal attacks when encountered. To deal good damage here, it is best to use a trick discovered by ZERO369 and trap Hell Wyrm behind the rock to the right of the entrance so that all non-targetted characters can go deal damage while one stays away, keeping the trap up. While it looks easy to do so from the video, it definitely is not. Even at the end of the fight, I never managed to do this more then one out of five times. But then again, I suck at this, so you may as well have it better.
To deal damage here, I prefer Balthier for having his superpowered gun, Basch for being the strongest left melee attacker, and obviously Reddas, who also is kept in berserk to be enhanced.
When Hell Wyrm retargets (after 30-40 seconds), either Balthier or Basch (whoever is nearer to the door) will have to run there and get out. Rinse, repeat.
After a few hours, hell Wyrm will hit 80% HP. He now begins using Stone Breath and his elemental spells, Invert, as well as Rake. Rake, being basically his normal attack in our concerns, is no big deal. Neither however are the other skills he gained. If he decides to use a elemental spell or Stone Breath, we can predict it by seeing all four characters be targetted instead of just one and have the three we can control throw Holy Motes to delay his skill while Reddas deals tons of damage. When the third mote gets cast, one of the other guys goes for the door, as easy as that. If Invert is cast, I wait his next action. If it is a multi target, I delay it, but if it is Rake or his normal attack I simply leave.
This goes on until Hell Wyrm reaches 30% HP, gaining Damage Resist which slows us down at 50%. This is were things get predictable.
From 30 till 20% HP, Hell Wyrm will ONLY use Rake. This was the most annoying phase to me as I still wasn't too good with the trapping trick and Rake usually meant multiple death even for the short way to the door. However, after this, the fight would get a lot easier.
20 till 10% is Stone Breath phase! Hell Wyrm will use nothing but this, so I administeres a Any Enemy: Holy Mote Gambit on my three used characters, dleaying his skill greatly while Reddas slashes away. Time consuming to save Holy Motes by changing equip before they go off, yes, but easier and faster then Rake phase to someone like me as well.
Okay, last phase from 10% till Hell Wyrm dies. Easiest if you ask me! He always starts with Invert, followed by a elemental spell. Great! Why you ask? Because knowing Invert comes our way, we can go and delay it! Sure, Hell Wyrm just gained Magic CT 0, but Gambits work pretty fast so all three get off before Invert if all characters stand in a line. To make this even better, we can delay the elemental spell following just the same way! Six delays, pretty huge time window for Reddas to deal serious stuff to Hell Wyrm without ever having to use a Phoenix Down.
I'm doing HW in a normal game right now and his Rake phase has me healing 24/7 so I decided to use the wall glitch(already done lame tricks like having Balthier out with attack speed fastest and having him shoot then leave before hit and also having a leader get aggrod then 2 berserked hard hitters with Tournesol and Masamune come out and hit a few times while the leader exits).
Do I need Reddas for it? Looks like HW is blocked into the wall, but it would seem 4 characters are needed.
KingofKH 2 years ago
Reddas is not needed, just in this game his damage is superior to anyone elses so he speeds things up.
SailorNemesis1 2 years ago