Liquid Flame: Difference between revisions

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==Summary==
==Summary==
Liquid Flame is a conflagration of anger and rage looking to burn the party to the ground. Between Garuda and Liquid Flame the player will have gotten access to an additional class, allowing for more options to confront this heated confrontation. Liquid Flame will swap between its forms upon counterattack, like a bonfire changes shape when another log is added to the fire. Fortunately, all mage classes have access to rods at this point and by pitching frost rods into Liquid Flame during the tornado and human forms (the hand form is immune, does it catch the rod?) the player can blow through this fight with little trouble. Any class without access to rods will feel deja vu for Garula, as Liquid Flame will strike with counterattacks to any damage before swapping for another form.
Liquid Flame is a conflagration of anger and rage looking to burn the party to the ground. Between Garuda and Liquid Flame the player will have gotten access to an additional class, allowing for more options to confront this heated confrontation. Liquid Flame will swap between its forms upon counterattack, like a bonfire changes shape when another log is added to it. Fortunately, all mage classes have access to rods at this point and by pitching frost rods into Liquid Flame during the tornado and human forms (the hand form is immune, does it catch the rod?) the player can blow through this fight with little trouble. Any class without access to rods will feel deja vu for Garula, as Liquid Flame will strike with counterattacks to any damage before swapping for another form.


==Attack Script==
==Attack Script==
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==Strategies==
==Strategies==
Depending on the needs of your party you might want to kill Liquid Flame in one of its forms for the specialized drop. You won't know what your fire class is until you beat it, but if you see a hole in your team that might be plugged by a specific class...well, you can hope.
===In Rod We Trust===
Snapping frost rods is the go to for Black Mage, Red Mage, Blue Mage, Summoner, and Time Mage. Two rods is generally enough, but you will need to knock it out of the Hand form if it switches to it.


===Taming the flame===
Other classes should consider patching themselves up during the Tornado form (unless you're on PC Pixel Remaster where its MP is regenerated upon switching). Mystic Knight can cast Blizzara Blade, but will need to beware the hand form's immunity. Knights and Monks can use Two Hand or !Focus to minimize counterattacks. Thief will be well stocked with stolen Hi Potions from Poltergeists, but otherwise will be forced to depend on the moonring blade. White Mage can Confuse the human form into punching itself out, which is faster than slugging it out.
===Berserker===
This is the first of many bosses that you should consider bringing a dead berserker to instead of a live one. You will not be able to control when Liquid Flame switches forms, and being a man down might be better than bringing a liability.
[[Category:Bosses]]
[[Category:Bosses]]

Revision as of 16:30, 24 July 2023

Background 22 PC.png
Battle Formation ID: 444
Enemies: Liquid Flame (Humanoid)
Liquid Flame (Hand)
Liquid Flame (Whirlwind)
Escape%: Can't Escape
ABP gained: 6
Music Control: Track: The Fierce Battle
Visual Control: Intro: Normal
Parameters: Boss Battle
Denies Mute (Time spell)
Terrain: #22 - Fire-Powered Ship
Liquid Flame changes form when damaged

Stats

Name Liquid Flame
(Humanoid)
Liquid Flame
(Hand)
Liquid Flame
(Whirlwind)
Level 19 19 19
Speed 35 35 35
HP 3000
(shared)
3000
(shared)
3000
(shared)
MP 100 30 50
Strength 18 18 18
Defense 0 0 0
Evasion 20 10 30
Magic 10 30 20
Magic Defense 15 30 15
Magic Evasion 0 0 0
Gil 0 0 0
Exp 0 0 0
Steal Common: Nothing
Rare: Nothing
Common: Nothing
Rare: Nothing
Common: Nothing
Rare: Nothing
Drops Always: Flame Scroll
Rare: Nothing
Always: Flame Rod
Rare: Nothing
Always: Flame Bow
Rare: Nothing

Status

Enemy Status
NAME Liquid Flame
(Humanoid)
Liquid Flame
(Hand)
Liquid Flame
(Whirlwind)
Elemental Immunity: Poison, Water Ice, Lightning, Poison, Holy, Earth, Wind, Water Poison, Water
Elemental Absorb: Fire, Wind Fire, Wind Fire, Wind
Elemental Weakness: Ice Ice Ice
Status Vulnerability: Float, Dead, Charm Float, Dead, Charm Float, Dead, Charm
Initial Status: None None None
Cannot Evade: None None None
Creature Type: None Heavy None
Command Vulnerability: HP Scan HP Scan HP Scan
Special Properties: Rush (Unavoidable + Ignore Defense) Ray (Paralyze) Critical Attack (+50% Attack)

Summary

Liquid Flame is a conflagration of anger and rage looking to burn the party to the ground. Between Garuda and Liquid Flame the player will have gotten access to an additional class, allowing for more options to confront this heated confrontation. Liquid Flame will swap between its forms upon counterattack, like a bonfire changes shape when another log is added to it. Fortunately, all mage classes have access to rods at this point and by pitching frost rods into Liquid Flame during the tornado and human forms (the hand form is immune, does it catch the rod?) the player can blow through this fight with little trouble. Any class without access to rods will feel deja vu for Garula, as Liquid Flame will strike with counterattacks to any damage before swapping for another form.

Attack Script

Liquid Flame (Humanoid)

{Attack, Special, Blaze}
React: HP Damage {
    No Interrupt {
         Blaze
         Unhide Monster: Liquid Flame (Randomly Hand or Whirlwind form)
         Hide: Self
         }
    }

Liquid Flame (Hand)

{Attack, Attack, Special}
React: HP Damage {
    No Interrupt {
         Fira
         Unhide Monster: Liquid Flame (Randomly Humanoid or Whirlwind form)
         Hide: Self
         }
    }

Liquid Flame (Whirlwind)

Change Target: Self
Fira
React: HP Damage {
    No Interrupt {
         Magnet
         Unhide Monster: Liquid Flame (Randomly Human or Hand form)
         Hide: Self
         }
    }

Strategies

Depending on the needs of your party you might want to kill Liquid Flame in one of its forms for the specialized drop. You won't know what your fire class is until you beat it, but if you see a hole in your team that might be plugged by a specific class...well, you can hope.

In Rod We Trust

Snapping frost rods is the go to for Black Mage, Red Mage, Blue Mage, Summoner, and Time Mage. Two rods is generally enough, but you will need to knock it out of the Hand form if it switches to it.

Taming the flame

Other classes should consider patching themselves up during the Tornado form (unless you're on PC Pixel Remaster where its MP is regenerated upon switching). Mystic Knight can cast Blizzara Blade, but will need to beware the hand form's immunity. Knights and Monks can use Two Hand or !Focus to minimize counterattacks. Thief will be well stocked with stolen Hi Potions from Poltergeists, but otherwise will be forced to depend on the moonring blade. White Mage can Confuse the human form into punching itself out, which is faster than slugging it out.

Berserker

This is the first of many bosses that you should consider bringing a dead berserker to instead of a live one. You will not be able to control when Liquid Flame switches forms, and being a man down might be better than bringing a liability.