[Tales of Arise] Alphen Boss Compilation (1k Subs Special!)

[Tales of Arise] Alphen Boss Compilation (1k Subs Special!)
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► Playlist: https://www.youtube.com/playlist?list=PLTHjrn7t5Ah-n6y950ePVOFzhYkg9_Rb8

🠚 Intro: 0:00
The flame of hope is alight after 300 years of oppression. It’s time to overthrow the Renan Lords and liberate Dahna!

🠚 Lord Balseph: 0:27
Balseph barely moves, his attacks are easily telegraphed, has fairly long idle times and despite being equipped with a Dull Sword, he goes down quite fast. Next.

🠚 Lord Ganabelt: 1:47
Alphen’s fastest Artes, even if they aren’t that powerful, are used as Ganabelt’s melee attacks are quick enough to make most Artes unsafe and he won’t flinch until the barrier is down.
The first wave of clones, a bit above the 75% HP mark, isn’t an issue thanks to Reigning Slash being 5* (30% damage increase). Another way to deal with the fake Ganabelts would be grouping them together and then using a Boost or Searing Gale. Just be careful with whatever the real one is doing in the meantime.

Indignation is easily stopped once Phase 2 starts and you should try to deal as much damage as possible during the time Ganabelt is down. If you reach the damage threshold for a flinch, take the chance to unleash a powerful Flame Edge for massive damage!

🠚 Lord Dohalim: 3:53
The second easiest boss because his pattern is set in stone, Dohalim will always do the same actions in the exact same order. The only variance is how close or far you’re from him, as that can trigger Crescent Flash or a spell, respectively. It’s also super easy to crit him.

🠚 Lord Almeidrea & Mesmald: 6:04
Several wind lasers rain the battlefield at the start of the fight, it’s like a bullet hell! One whose camera can’t really frame Mesmald because how big the dragon is…

Mesmald’s a bit of an anomaly amongst monster bosses since it has 2 Cores, head and tail. Depending on what you want to hit, your setup should focus more on aerial or ground Artes. If you go for the head like me, which is the easier to break, Lightning Thrust and Severing Wind leave you at the perfect height for an aerial assault.
Once Mesmald goes through a cycle of attacks, Almeidrea will begin casting God Breath. Use a Boost, rack up damage for a flinch or outright break the Core to interrupt her.

Almeidrea will fight separately from her pet for a bit during Phase 2, casting any of her Wind spells while Mesmald attacks on its own. Once they’re back together, Almeidrea will prepare Chaotic Disaster. This Mystic Arte generates 4 cyclones around the center of the arena that cover most of the battlefield, but they won’t reach the edge.

My damage output is a bit lacking since I wanted to stick with the Realm Unifier rather than upgrading to Nebilim. To remedy this, I drop all the way to critical HP for the Near Death boost the moment I’m able to use a Flame Edge. The downside is that this limits the amount of Flame Edges I can trigger to 2 or 3 max, so I have to make the most out of them!

🠚 Lord Vholran: 8:51
Vholran’s quite problematic despite his shallow movepool because he’s all over the place. Like, his hitboxes are terrible but you’re bound to get hit by something because he’s always on the move.
After finishing an attack cycle, Vholran will do a small taunt before resuming his assault but this is bait! If you’re too close he’ll do a quick slash to retreat, rendering most Flame Edges very unsafe or outright unuseable. However, you can bait this feint and use its endlag to your advantage. Vholran can’t use this move twice in a row.

More annoyingly, at 75% HP he’ll start dodging incoming attacks. While this is an issue, Vholran can only dodge when he’s ON the ground. Once he’s airbone you can sneak a quick Arte like Swallow Blade for a bit of damage or you can force dodges to cancel his current attack.

Phase 2 triggers Overlimit as usual. Good news is Vholran doesn’t avoid anything while it’s active. Bad news is the battle becomes very chaotic with him running around once he uses Lex Talionis, his Mystic Arte.

🠚 Sovereign Vholran: 11:25
Vholran drops his agile fighting style for a wide variety of elemental Artes, quite a downgrade tbh. The fight always starts with the same pattern: Dark 1 – Lightning 1 – Dark 2 – Ice 1 – Fire – Wind – Lightning 2 – Ice 2. His next actions are random but Vholran’s Overlimit will run out after 2 more attacks.
He can still dodge at below 75% HP by teleporting to other points of the arena to counter with Ignite Terror, it’s not as threatening as before.

Finis Aeternam, Vholran’s Mystic Arte, is used at the very beginning of Phase 2 and it’s the biggest issue in this fight because of how inconsistent to dodge it can be. I recommend waiting a bit after doing a Counter Edge (look for a yellow particle effect) and then dodge, repeat… and hope for the best.
He likes to use his “Freezing Eruption”-like move during this Phase and he changes Ignite Terror for a series of quick slashes after a dodge, be mindful!

Last bit of info down below because I’m out of space 👇
___
#TalesOfArise, #ToA, #AlphenSolo

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About the Author: Zeke Belforma

2 Comments

  1. Absolutely stellar gameplay my dude. Even the Balseph fight is a strong improvement from your previous fight with him.

    I especially like the use of Explosive Ring in these fights, since it's long active frames mean it's perfect for a read or stagger, but you can't just throw it out like any other arte. But God is it rewarding when you get the read just right and get rewarded with all that damage. I was practicing on Vholran a while back and was struggling to find openings to use it on him, so this vid and the description gave me a few ideas on how to incorporate it better. Thanks for that.

    PS: Nice editing on the end of the Vholran fight too. That Blazing Pillar clash fits far better here, as opposed to the scripted snorefest that is final boss Vholran, lol.

  2. As some general notes, I'll quickly mention how you can make bosses recoil/flinch: while some bosses ignore this mechanic, either completely or until a certain point in the fight, most of them will always flinch after being hit once they've received a fixed amount of damage. It's not random at all, you can plan around it once you know the threshold.

    I'm using a Warrior Emblem for Balseph and Dohalim and a Magic Emblem for the remaining battles, both with Counterattack damage +90% and BG Charge Rate +8%, as accesories. I'm not equipping any weapon skin so you can see which sword I'm using for each fight. Nebilim is at 900 Atk/Elem Atk for Lord Vholran and at 1000 for his Sovereing version.
    And lastly, I have the Weiner recipe active for all fights (+16% Atk, cooked by Alphen) except Balseph and Dohalim, where I don't have any effect active.

    Information:
    🔥 Alphen Solo
    🔥 Unknown Mode
    🔥 No Damage (recoil damage from Flame Edge is allowed)
    🔥 Same level or below (Lv11 vs 15; Lv18 vs 19; Lv23 vs 24; Lv30 vs 30; Lv35 vs 35; Lv35 vs 36)
    🔥 All Artes but Iron Cleaver must be used at least once
    🔥 Reckless Abandon enabled
    🔥 No Menu
    🔥 No Herbs
    🔥 No DLC
    🔥 Inherited Artes, titles and equipment

    Music used:
    🎵 HIBANA – Instrumental Cover by Lucas Portela: https://youtu.be/byzXrqxhPVI
    🎵 Sonic & the Black Knight – Molten Mine
    🎵 Racing Lagoon – Suspicion
    🎵 Fire Emblem Fates – Thorn in You (Roar)
    🎵 Kingdom Hearts Re: Chain of Memories – Struggle Away
    🎵 Under Night In-Birth – Blood Drain – Again –
    🎵 Tales of Arise – Sovereign Vholran
    🎵 Ys VIII: Lacrimosa of Dana – At the End of Disaster
    🎵 Tales of Arise – Alphen

    Mods used:
    🔧 Character Art Revamped (Battle) by nbtime
    🔧 New hairstyle for unmasked Alphen by Jujub
    Both are available in Nexus Mods.

    So this is my 1000 subs special! Thank you all for the support and hope you enjoy!

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