Commander: Difference between revisions
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{{!}} Burn Out | {{!}} Burn Out | ||
{{!}} Single | {{!}} Single | ||
{{!}} 1.5x <span style=background-color:red;"> '''Fire''' </span>-elemental magic damage | {{!}} 1.5x <span style=background-color:red;color:white;"> '''Fire''' </span>-elemental magic damage | ||
{{!}} | {{!}} | ||
{{!}}- | {{!}}- |
Revision as of 04:39, 1 April 2025
Commander | |||
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Element | colspan="2" {{{Element}}} | ||
Counters Additions? | {{{Counter}}} | ||
HP | AT | DF | A-AV |
{{{HP}}} | {{{AT}}} | {{{DF}}} | {{{A-AV}}}% |
SPD | MAT | MDF | M-AV |
{{{SPD}}} | {{{MAT}}} | {{{MDF}}} | {{{M-AV}}}% |
Status Immunity | |||
Petrify ✔ |
Bewitch ✔ |
Arm Block ✔ |
Dispirit ✔ |
Confuse ✔ |
Fear ✔ |
Poison ✔ |
Stun ✔ |
Yield | |||
EXP 20 |
Gold 20 |
Drops Burn Out 100% | |
Encounter Formations (ID) | |||
{{{Encounter}}} | |||
Counter Opportunities (0) |
Commanders are human officers of Imperial Sandora. Two appear as Bosses. One is in Seles, and the other is in the Marshland. They are separate enemies with unique appearances, stats, and abilities.
Story
Not to be confused with the Great Commander who arrested Shana, a Commander confronts Dart shortly after he arrives in Seles. Upon questioning by Dart, the Commander willfully divulges that Shana has been taken to Hellena Prison. Joined by two Knights of Sandora, the Commander engages Dart in combat and is slain.
Read More
In the Marshland...
Collapse story content
Combat
Being only the second battle in the game, defeating the Commander is straightforward. He attacks both physically and magically. If the Knights of Sandora with him are defeated or run away, he will buff himself and deal twice as much physical damage. He also heals himself slightly when his health is low. Consistent Double Slashes from Dart will eliminate him easily.
Traits
Bosses often possess passive effects which modify standard battle mechanics. None of these are given official names, so the community used approximate names.
Abilities
Boss behavior often changes from player input as most of them use "if → then" rules. Conditions are criteria that must be met in order for a Boss to take a particular action. With multiple eligible actions, the Boss selects one at random. Below are some key terms that appear frequently, so are defined here for brevity.
Auto - Found under the Conditions column, this means the Action will be used on the enemy’s next turn if the other conditions are met.
Ignore Turn Order - Usually paired with the Retaliate action, this means the current values which determine turn order do not change from this action being taken.
Conditions | Action | Target | Effect | Notes |
---|---|---|---|---|
Has not used Power Up | Slash | Single | 1x physical damage | |
Burn Out | Single | 1.5x Fire -elemental magic damage | ||
Knights of Sandora defeated | Power Up | Self | Disables Slash and enables Slash Twice | Will only use once |
Has used Power Up | Slash Twice | Single | 2x physical damage | |
HP ≤ 50% | HP Recovers | Self | Recovers 4 HP | Will only use once |
*As most abilities do not have official names, the community came up with approximate names marked with an ~ in the above table.
Gallery
The Gallery is empty.
Trivia
- Despite appearances, the Commander's Power Up ability does not actually do anything to his stats. It implies that his attack stat has risen and his increased damage afterward seems to confirm it, but in reality, Power Up enables a completely separate attack that deals twice as much damage.
- The Commander's idle stance changes depending on whether or not he has Powered Up.
References
This article has no references.