| Note: All Servants only use Extra Attacks as their charged NP move (due to being all Shadow Servants)! Servants still have access to their normal skills. |
Servants not listed below do not have any special or non-standard skills used during the encounter.
| HP ||153,972 |
|LVL ||82 || HP ||187,135
|LVL ||82 |
|NP Type ||Extra Attack |
|Actions ||Up to 3 per turn |
|Traits ||Humanoid, Servant, Male, King, Divine, Riding, Brynhild's Beloved, Weak to Enuma Elish, Chaotic Balanced |
|Break||Code: O: Decrease HP for all enemies to 1. |
|Skill 1||Charisma B: Increase ATK for all allies (3 turns). |
|Skill 2||Imperial Privilege A: 60% Chance to increase own ATK (3 turns). 60% Chance to increase own DEF (3 turns). Recovers own HP. |
|Skill 3||Protection of the Sun God A: Increase NP Gauge for all allies by 1. Increase Buff Success Rate for all allies (1 turn). |
|NP||Extra Attack. |
- This quest is a surprisingly difficult encounter due to Shadow Ozymandias's break bar effect, which reduces all frontline Servants' HP to 1 (this effect is unavoidable).
- The first wave's Dragon has AoE attacks, as is standard for the enemy type.
- The second wave contains three break bar Shadow Servants, and their charge move will be a single target Extra Attack rather than being their usual Noble Phantasm.
- Three out of Four enemies are Riders, with the last being an Archer.
- None of the other Shadow Servants aside from Ozymandias have any special skills or break effects, although they can still use their standard skills. Notably, Gilgamesh has a self NP Charge skill, and Ozymandias has a party NP Charge skill.
- Three of four enemies are Riders, with the last being an Archer, so bringing Assassin DPS is a prime choice for this encounter. AoE or ST Assassins are both fine; Berserker options are also workable.
- Leaving Ozymandias for last is a good idea if Masters are not able to burst all three Servants down one right after another. Only Ozymandias will reduce the party's HP to 1.
- Dealing with Gilgamesh first will help reduce the amount of incoming damage, given he has the shortest Charge bar.
- Proper usage of Taunt / Target Focus Skills is key for protecting damage dealers post-Ozymandias break. There are some special rules about Taunt skills and how the enemy will behave that are useful to keep in mind:
- The enemy turn will end if a Servant that had Taunt active is KO'd during the enemy turn, even if they acted fewer than three times (provided no other Servants have Taunt active).
- Additionally, the enemy turn also ends if only one Servant had Taunt and they sustain enough damage to activate Guts. The turn ends when Guts activates, and they will not continue attacking the Servant that just revived.
- None of the enemies have any Sure Hit / Ignore Invincibility skills, so bringing Evade + Invincibility can also help the party last longer.
- It is possible for Heracles to solo this encounter provided high enough NP levels + Bond CE and proper skill rotation.
- Note that these videos are not affiliated with GamePress, but showcase some lineups that are effective in clearing the final challenge. These can serve as a good reference for how to rotate skills during this quest or simply to have a look at the encounter before diving in.
- Heracles Solo (NP5 10/10/10 + Bond CE) (11 turns)
- Welfare + 3* Lineup: Ryougi Shiki, Scathach (Assassin), and Lancer friends + Support Heracles w/ Bond CE (22 turns) * Note a misplay on the second to last turn; they could use Scathach (Assassin)'s taunt to keep Heracles safe for at least one more turn.
- Low Rarity except Support Setup: Hundred Personas + Cu Prototype + Jaguar Warrior / Support Tamamo + Mozart + Mash (25 turns)
- Super High-End Whale Extraordinaire Setup Ft. MLB Kaleidoscope x3: Merlin + Support Merlin + NP5 Raikou / NP5 Shuten + Waver (5 turns)