Girls Frontline 2: Exilium – Hazard Risk 6 Strategy Guide
High Risk 6 Flareberus
By heh6611.
Two strats: Burst down with enough dps or stall. If you have good enough dps (qbz my beloved) and/or suomi you can ignore summons entirely and just kill, you really shouldnt be having a problem with the boss then.
Example vod for stall, bit scuffed, may re-record later:
Recommend using multiple healers such as Cheeta, Ksenia, or Colphne since it’s light ammo-weak and they help with survivability.
This team is pretty scuffed, so an actual proper team should definitely be able to clear. Ksenia is replaceable with Colphne since she’s the only one on the team that isn’t free. I didn’t claim the last 3 buffs on the last map since all buffs are RNG, so I wanted to be below the regular amount in case others get different RNG.
I also did not realize how the disruption attack worked: I didn’t tank the lower damage attack by actually being in range, and thought it was a stun the following turn and didn’t move Ksenia out of the AoE. So long as you can tank 130% of its ATK, you should be able to clear since that is the max it can deal. Move whoever is tanking into range when 2-tile range attacks happen during flare mode, unlike what I did in the VOD.
Single qbz support under 80% dr be like.
Armor mode.
Flare mode.
“Safe” area for aoe atk.
Mechanics
Starts in armor mode, swaps to flare mode once stability broken.
Armor Mode:
Passive: armor mode gives itself 80% damage reduction with an attack that heals back 20% of its max hp every turn, stability damage is reduced by 4 points excluding phase weakness. It is weak to light ammo, heavy ammo, electric, freeze, and water, so ideally if you are not going for the dps strat you want to bring characters which have those since they can actually reduce stability.
Spawns hunters every other turn as well as having a skill that absorbs them to restore 8 stability per summon. if you are stalling, you want to kill these too so they dont overwhelm you cause they actually hurt quite a bit and stay after mode change.
Also has an aoe thats really easy to dodge since it takes a turn to fire, altho you can tank it to reduce its stability by 2 for each unit hit.
Reading the action bar at the top is very helpful for deciding what to do, such as breaking earlier so you dont have to deal w/ another wave of spawns or seeing that the boss is absorbing all spawns.
Flare Mode:
On swap, summons 3 more hunters.
Does a 130% ranged atk with 60% dmg 2 tile aoe alternativing with a 70% atk (100% randomly with status debuff if no one in range) 2 tile range atk and 60% dmg 2 tile aoe with an easily dodgeable tilepaint.
No longer spawns summons and self heals, instead only does attacks, one of which is 2 tile range…. and entirely avoidable if you sit on the edges of the map. However, this leaves you quite exposed so youll want to kill summons before they kill you.
The other 2 tile range attack youre forced to tank it or else it does a higher damage atk to anyone on the map and prevents them from using atks for 3 turns (i didnt even read this skill till after the fight lol). once the spawns are gone, flareberus is actually fairly tankable by itself, and only adds up to 130% atk per turn (130% normal or 60% + 70%).
Strategy
Armor Mode:
Kill mobs while lower stability, try and stay back more so spawned mobs from skill or mode change dont murder you, read action bar at top to decide if you need to kill mobs to prevent it from absorbing them or burst down stability to prevent another wave of spawns from happening.
Flare Mode:
Kill mobs and sit in one of the side area, and continue to read skill bar. if entanglement command which does 130% damage is upcoming, move out of the 2 tile AOE range (so its 130% dmg instead of 190%), and if cerberus strike is upcoming, move into range to ensure dps does not get randomly shot (and also more total damage since 60% + 100%).