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Strategy[]

Despite his Hexer proficiency, Blót's skills correspond to that of the Hero. Though fought alone, several of his skills will generate afterimages, which will repeat his previous action. With greater space to work with, Blót can have up to four afterimages harassing the party. Unlike the player's controllable Heroes, Blót will not generate afterimages if his attacks missed or his legs are bound. The afterimages will also never dissipate and must be defeated or disabled, or else the party will be taking more damage than they can handle.

Due to how Blót heals himself with Clear Mind EX ever so often on top of already having resistance to debilitating ailments, it will be tempting to focus less on disabling him with ailments or binds and instead go for straight-up damage and buffs. If your team, however, can consistently outdamage Clear Mind EX, then there is no harm in letting him heal every once in a while. If you must try and disable him, leg binds and blind are your best bet, as they will prevent him from generating more afterimages and let you focus on him more. Area attacks are also important as they check his afterimages as he makes them.

Phase 1 (100-80% HP)[]

Blót's initial attack pattern is as follows:

  1. Wide Bravery
  2. Ominous Wave
  3. Wide Bravery
  4. Clear Mind EX
  5. Guard Rush EX
  6. Return to step 1

If on the 4th turn he has no binds, ailments, or debuffs, he will skip using Clear Mind EX and just Guard Rush immediately. Guard Rush EX is his strongest move and will hit much harder if it intercepted attacks, so have the whole party Defend or use non-damaging buffs and debuffs to reduce the damage done by it.

Phase 2 (80-55% HP)[]

  1. Wide Bravery/Normal attack
  2. Ominous Wave/Wide Bravery
  3. Frigid Slash EX
  4. Clear Mind EX
  5. Guard Rush EX
  6. Return to step 1

Frigid Slash EX may bind the arms and legs of its targets and utterly shut down your physical frontliners, so prepare several bind-healing methods or forms of prevention.

Phase 3 (55-30% HP)[]

  1. Act Breaker/Wide Bravery
  2. Ominous Wave
  3. Frigid Slash EX/Wide Bravery
  4. Clear Mind EX
  5. Guard Rush EX
  6. Return to step 1

Act Breaker is a very fast skill that may stun the target. An unlucky stun may disrupt your party's momentum, and it can get worse if that skill also generates an afterimage in the process.

Phase 4 (<30% HP)[]

This phase is signaled by him triggering his Shadow Burst Force Boost at the end of the turn, provided he's not panicked or asleep. His afterimage generation increases, allowing him to generate up to two at a time. Now, he uses two rounds of random attacks before using Miracle Edge EX on the third turn. Unlike the player's own Force Breaks, he can use it indefinitely, and it won't terminate his Force Boost.

This is the time to burst down Blót, as Shadow Burst will lead him to generate more afterimages per attack and quickly overwhelm the party. Note that he no longer heals himself with Clear Mind EX in this phase, so landing an arm or leg bind here will make it a lot easier to handle.

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