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|Dargon King (148)|
|Judgement (Dargon King ability)|
|Silence, Confuse, Sleep, Stun, Blind|
|ATK Down, MAG Down, DEF Down, MDEF Down, SPD Down|
|Dargon King (147)|
|Dargon King (148)|
|Dargon King (149)|
The second form of the final boss and second most powerful one. This is the first version to use the powerful Judgement ability.
Grats on beating the previous form, but you ain't seen hard yet.
All of this guy's spells hit like a truck. Follow the same strategy you used in the previous form but put an extra emphasis on healing everyone to full, since his physical attacks can do serious SERIOUS harm to anyone on your team. If he uses the 4 hit version, it may leave an ally or two unconscious (but at least he'll have a longer delay). He enjoys rotating his moves around, so if he uses a Judgement you can be ensured it won't be happening for another 5 or so of his turns (but no guarantees, this is just from observation). If your healer is available but Dargon's move is coming up, DELAY THE MOVE! Dargon will attack, and your healer will be available right after for makeshift repairs on the rest of your team. But make sure that your healer is buffed with Magic Up, so your heals are better.
Now would not be a bad time to use those Rockets you probably found lying around the dungeons. If anyone has Burst III, make sure they're buffed and let the damage fly!
Again, before finishing off this boss, you should top off your party's health and buff with everything you got (if you wish you can charge up, BUT NOT USE your still available charge attacks as well), because the last has yet to come...
- Judgement will leave your party near death and debuffed, but will not actually kill them, though they won't be able to withstand any further attacks without healing.