Dungeon of Trials

<Return to the Compendium>

Dungeon of Trials Guides and Advice

ALL CREDIT FOR THIS GOES TO REDDIT USER u/thascout AND THIS IS THE LINK TO THE ORIGINAL THREAD: DoT MEGATHREAD
*Floors 1-9 Added At Request


Floors 1-9: You don’t need a guide for these.


Floors 10-14These floors are easy, but here are some guides anyway


Floor 15Mono Light clear“Budget” Clear (no longer budget since two of the units are from GK but can be easily subbed)
Advice: Floor 15 can be easily nuked if you have units like Benimaru, Riviera, and Milim. Otherwise, aim to paralyze, freeze, or faint Grad before he uses his arts.


Floor 16Comp with poison/burn unitsBudget clear with just poison
Advice: The Skeletons will only die to Poison and Burn (nightmare might work as well, but probably isn’t worth it).


Floor 17Budget ClearNuke Clear
Advice: Very similar mechanics to the Phantom Ragsherum Giant Boss, but much easier to beat (he takes damage even without being broken!). If you can’t nuke, make sure to break him frequently and don’t be caught off guard by True Nightmare. He also lowers your max hp throughout the fight, so units like Celia and Gerald are great for tanking.


Floor 18Full Auto ClearBudget Clear
Advice: The boss likes to knock units around. Bring physical resistance and prepare for a long fight if you can’t nuke him.


Floor 19Mono-Water ClearBudget Clear
Advice: Literally just the Ifrit GB fight afaik. Super easy, bring defense equips, status cleanses, heals, etc. Try and freeze him before he arts if you can.


Floor 20Fire CompIn-Depth GuideNuke CompMono-Light Comp (for fun)
Advice: This is where DoT starts becoming an issue for newbies. Bring status evasion equips like Raaz and Diez Jade and use them before Tonetaurus arts. Milim can reflect a lot of the damage from Tonetaurus arts if you have her and time it right (might be a bit tricky for the first couple of attempts). Other than Tonetaurus, Goldola is kind of a pushover. Make sure you have enough damage, Arts Gen, and heals and you should be able to take him with no issues.


Floor 21Paralyze CompMono-Water GuideBig Daddy GeraldTrust No One (Not even yourself)
Advice: This is the dungeon that separates the newbies from the vets. No. 2 doesn’t take physical damage and has insanely high evasion, so you need to bring magic units and accuracy raising equips (Pronimos, Sonije, Sans Pluie). Watch all of the guides and run F21 a lot to gain a much better understanding of the boss mechanics. No. 2s Endless can be fully mitigated now, using a combination of Defense equips and Debuffs (in some instances just Defense equips works). No. 2 uses Alchemia frequently as well, which can deal a ton of damage if you aren’t paying attention. Once she reaches ~30% HP, she’ll start to gen Arts more frequently and deal more damage, so try and close out the fight before she can pop another Endless.


Floor 22Standard CompAnother Standard Comp
Advice: Clyde is definitely the easiest of the post F21 DoT bosses. Simple mechanics and very little RNG. Make sure to use Volkans if your units stop burning. Clyde only takes damage from crits, so bring an equip like Log Vida and use it during the first half of the fight. Once Clyde reaches 50% HP, he becomes immune to crit, so stop using Log Vida.


Floor 23Break CompFreed Comp
Advice: Probably the floor I understand the least. I recommend breaking her before she can use her arts like the video suggests. Another viable comp utilizes stalling mechanics like Melia Arts and Rem Arts to delay Radachne from using her Arts. If you don’t care about full clears (the break damage requirement in this case), then you can opt in to using a nuke comp. Run something like Regulus/Ragsherum/Melia/Rem and bring a full nuke setup. Kill Zechsia and the spider mob on the first stage then leave Rhiothis alive and take time to generate arts and let your equips come off of CT. Then kill Rhiothis once you have everything and squash the damn spider bitch on the next stage.


Floor 24In-Depth GuideRegulus Comp
Advice: The second hardest stage in DoT. Oldeus utilizes a damage shield and damage reflection throughout his fight. He brings the shield out at 75%, 50%, and 1% HP. My advice is to aim for 30% damage to the shield each time it comes out, as that will be enough to finish it off at the end of the fight while also minimizing the damage he does during the reflection. His shield’s length is a bit wonky and does take getting used to, but is doable for sure. If you want the Break Damage clear requirement (which should be removed ffs), make sure not to break him before any of the shield HP thresholds, as he takes reduced damage during break while the shield is active (meaning you likely will not deal 100k damage during break if his shield is active).


Floor 25In-Depth GuideMono-Water Comp
Advice: What? A pushover boss for the end of DoT? Well, not really, but Villakurz and Flogassa are significantly easier than some of the earlier bosses. The key here is bringing a few specific equips and timing everything. You absolutely need as much accuracy as you can get, as you will be blinded for the entirety of the second stage. Sonije with Pronimos is ideal (60% teamwide accuracy), but just Pronimos or just Sonije works just as well. At 50% HP, Villakurz blinds everyone and deals a ton of damage to them. Make sure to use Raaz or some other status negate equip before this happens, as he will kill anything that is blinded. At the end of the fight, he will blind and poison everyone. You need to keep this blind and poison, do not cleanse it. Flogassa deals reduced damage to blinded/poisoned units, so keeping the blind and weak poison is critical to your survival.

Leave a Reply

Your email address will not be published. Required fields are marked *