A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime Note: Reive Monsters become aggressive after a player takes one offensive action in Reive. They stay aggressive until all participating players are KO'd simultaneously, clearing all hate lists.
Phase two special attacks: Implosion - AOE damage, wide range, wipes and bypasses Utsusemi. Was hitting THF70 for approximately 120 HP per Implosion. Implosion damage for a THF can easily be regained by spamming Bloody Bolts.
Implosion can be avoided by pulling the Shadow Lord up the short staircase, and having lower level players and mages stand near the bottom of the stairs. Mages can continue to cast on the Shadow Lord or tanks/melee, as they will still be within range of them, but Implosion will be blocked by the difference in elevation.
Implosion can be Stunned (tested with Dancer'sViolent Flourish), but you will want to keep dishing out damage. Consider Stunning Implosion every now and then rather than every time to maintain damage output. Note that Stun must hit before the animation/sound FX begin. Implosion has a long animation, so it is easy to mistakenly attempt to stun after it has begun.
Starting from approximately 50% health, the Shadow Lord will become immune to either physical damage or magical damage/spells. The immunity switches after it takes a certain amount of damage. The current immunity is indicated by the Shadow Lord's stance and behavior, and will end upon defeat of the first form:
it is immune to physical attacks when its sword is glowing and it is attacking physically
it is immune to magic when it is holding out a glowing fist and attacking only with magic.
Second form will only use Implosion continuously (approximately every 10 seconds) until its HP reaches 0. The Shadow Lord will move next to whoever has hate, but it will not attack physically or cast any sort of magic in this form.
There is no opportunity for your party to rest or recover between the two phases; upon the first phase's defeat and a short cutscene, the second phase will attack your party immediately.
A Samurai of at least level 65+ using Sekkanoki and Meikyo Shisui will cause sufficient damage to defeat the second form.
Upon the second form reaching 0 HP, he will stay alive for approximately 15 more seconds (during this time it can still be attacked and damaged, but it is not necessary to do so). It will appear to be executing another Implosion, but the animation will differ slightly and it will not damage the party. The animation will then end with the Shadow Lord's defeat.
Killable by 6 level 50 players, although it is recommended to be 55+.
Only used with 2 Swords, deals extreme physical damage (1400+ to drk)
Absorbed by 2 Shadows
Soma Wall: Absorbs physical damage and restores HP equivalent to the damage taken. This ability lasts 30 ~ 45 seconds and melees should disengage/face away while it is in effect. Duration of the ability can be seen with the orbs in his armor. Normally they are purple but during this ability, they will glow red. Once they return to purple, continue your attack.
Spell Wall: Absorbs magical damage and restores HP equivalent to damage taken. This ability lasts 30 ~ 45 seconds and magical damage should be avoided while in effect.
Cross Smash: Cone damage with additional effect "Defense Down".
Vicious Kick: Single target damage with additional effect "Paralyze".
Also uses weapon skills that have a Dispel effect.
Doom Arc does 300~700 damage with extreme knock-back effect after a short dialogue and inflicts a 10 second Doom.
Slow II and Elegy seem to work very well and is highly recommended.
Should be on him at all times.
Avoid going in on windsday.
Is immune, or highly resistant to all forms of Paralyze, Gravity, and Bind.
Most of his moves are stunnable. Recommended to bring a at least one stunner for Spawn Shadow.
While switching from 1 sword to 2 and vice versa, he becomes invincible for about 10 seconds.
Seems to rage at 20~25% of hit-points left, using weapon skills and job abilities not used earlier in the fight.
Hate deteriorates very rapidly during the fight, causing placement shifts frequently. Hate is reset each time he swaps weapon modes. Voking too soon after he shifts appears to have little/no effect, suggest waiting a second or two after the animation finishes.
All party members that plan on entering this mission must have this Campaign Op active.