Finale Bosses

"Here we are." WARNING: major spoilers for Sapphire Caves are on this page! If you want to experience the game spoiler-free, don't read further!

Boss One (no ranking): The Darkness
The Darkness is the first "boss" of the Finale. Since it doesn't drop a Boss Relic, it's more of a miniboss than a full boss, but the game treats it as a normal boss anyway as beating it completes the mission.

Moveset
The Darkness always spawns alone, at the furthest room from the entrance, in the room with the Void Lock. It is Large, and has no Type.

It has 300 Health, 12 Attack, 2 Defense, 12 Speed, 120 Accuracy, 25 Dodge, and 90/120/150 Resistances.


 * "Question Everything": remove all buffs and debuffs (but not Protection/Stealth/Undying etc). Gain 1 Attack.
 * "Protect Everything": set 3 turns of Protection. Gain another turn.
 * "I Am You": -33% damage. Melee attack that can hit any party member. Inflict 130% Fire (3 turns, 3 damage).
 * "I Am Nothing": gain random effects from the following list. Each effect has a 40% chance to occur separately (so all effects may be rolled, or none).
 * 3 turns +20% Attack
 * 3 turns +20% Defense
 * 3 turns +3 Speed
 * 3 turns +8% Crit
 * 3 turns +8 Dodge
 * 3 turns +8 Accuracy
 * 3 turns Counter of -50% damage
 * 2 turns Alert
 * A heal between 6 and 13 Health
 * "I Am All": +50% damage. Ranged attack that can hit any party member. Inflicts 10 Fear and Shuffles the target.
 * "Rapid Diffusion" (Reflex, triggers when the Darkness misses): Lose 1 Attack. Gain 1 Speed. Gain 5 Accuracy.

Behaviour
Every turn, the Darkness will attempt to use a completely random move (without bias). It only has two restrictions:


 * Question Everything becomes unavailable once the Darkness reaches 21 Attack or more.
 * Protect Everything is unavailable if the Darkness has Protection.

Strategy
High DPS is your best bet here, just like the rest of the first Finale mission. Be sure to check its effects as I Am Nothing may give it super strength, or do completely nothing. Ranged attacks work a bit better since the Darkness may gain Protection, but the effect usually wears off quickly enough that it shouldn't be too much of an issue.

The only "real" threat will be I Am You and I Am All. Combined with Rapid Diffusion, which will inevitably stop as its accuracy rises, the Darkness has the option to end a good first Finale run at the very last moment. Put up a fight, and remember: defeat this thing, and you're one very important step closer to the end of the game.

Boss Two ("Easy"): Arch Angel
The Arch Angel is the first official boss of the Finale.

Moveset
The Arch Angel always spawns in the fourth Beacon room you visit. (Note: all Beacon rooms have the same enemies, depending on the order you visit them; the first will always have two Soul Zombies and a Beacon of Hope, for example.)

She has around 300 Health, 12 Attack, 0 Defense, 12 Speed, 125 Accuracy, 20 Dodge, and 100/90/160 Resistances.


 * "My Army": Ranged attack with potential to inflict Stun. Gain 2 turns +8% Crit and 1 turn Blessed.
 * "My Life": Ranged attack with potential to inflict Fire. Gain 2 turns +15 Accuracy and 1 turn Alert.
 * "You Monsters!": Melee attack against all non-Angel party members. Gain 2 turns +33% Attack.
 * "This I Know": Heal self for 8-12 health. Gain 3 turns +25% Fire Chance and +25% Stun Chance.
 * "Prayer": Gain +5 Accuracy for 1 turn.
 * "Yours Forever" (Reflex, triggers when the Angel falls below 10 health): heal the Angel for 15-20.

Behaviour
Every turn, the Arch Angel attempts to do a random move, with My Army and This I Know having a higher chance than other moves. However, each move has restrictions:


 * My Army can only be used if no player is stunned, and My Life can only be used if no player is on fire.
 * You Monsters! cannot be used if the Angel is in the first position.
 * This I Know cannot be used if the Arch Angel is Blessed or Alert.
 * Prayer can only be used if no other move is available.

Strategy
In case it wasn't obvious, putting your Angel in the front and letting her take all damage is the meta in this battle. The Arch Angel will waste her turns healing her anyway: she can't bear to have Melissa wounded. If putting the Angel in the frontlines isn't viable for any reason, defending yourself against the fire and stronly-damaging moves is recommended. Also, the Demon has a slight advantage with Overpower, as setting himself on fire that way disables My Life.

Be wary that Yours Forever ignores guard, so you cannot cheat with Guards. They're still useful for letting the Angel take extra hits, though.

At this point, you should have enough damage and healing to outnumber her. Consider coming back later otherwise. The mission itself can be done with 6 non-Beacon fights when the right route is taken. Buff your defenses and hold steady.

Boss Three ("Normal"): Lucifer
Lucifer is the second official boss of the Finale.

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Boss Four ("Hard"): Death
Death is the third official boss of the Finale.

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Boss Three ("Extreme"): Gyranus
Gyranus is the last boss of the Finale, and the final boss of the game.

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