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Check description for info. Battle Conditions: - Limited Crystarium Use - No Equipment Upgrade - Treasure/Drop/Reward Equipment Only - No Shrouds - Sub-13:00 Battle Duration (11:41) Full Playlist: • FFXIII - Low Development Playthrough ====================================================== This is pretty much the standard strategy that can be used by any party with at least Stage 8 Crystarium development. Things that need to be brought are: - Party Leader with Poison: Primary choice is Vanille. Alternate choices are Lightning and Sazh. - Party member with Slow: Fang or Snow. Snow is arguable the better choice since he wouldn't (and couldn't) waste time on sticking Deprotect, Deshell, and Imperil before casting Slow. - 2 characters with Dispel: Low development choices are Vanille, Fang, and Hope. Sazh has it at Stage 8, while Lightning and Snow don't learn it. - Tortoise Paradigm: Level 1 is good enough for other characters, as long as there's at least 1 primary Sentinel. ====================================================== =Start of Battle= - Verc's first phase isn't dangerous at all. But with low stats, it's still possible to get a Game Over if starting with Infiltration (SAB/SAB/SAB), especially without Shrouds. So instead, set the default Paradigm to Attrition (SAB/MED/SEN) to ensure a safe start. - Queue up a string of Poison while Hope and Snow ensure survival before you're able to put up buffs. You absolutely cannot rely on Auto-Battle for this. It’s best to use Auto-Battle when Dispelling buffs from Verc (see 5:45 mark). - Cast Libra or use a Librascope so that Snow doesn't waste time cycling through all his debuffs. We only need him to focus on Slow. =Notes= - When Verc enters Impenetrable Aura, start putting up as many buffs as you can. Verc always stays in this stance for 20 seconds, so keep that in mind when timing your switch back to Infiltration. Another indicator is he always heals himself 8 times during Imp. Aura, so you can count how many time he "pulses" before returning to the offensive. - Verc has 4 phases, denoted by the number of his wings: 2, 4, 6, & 8. The buffs he gains during Impenetrable Aura increases with each phase. Phase 1: Bravery. Phase 2: Bravery, Faith. Phase 3: Bravery, Faith, Protect. Phase 4: Bravery, Faith, Protect, Shell. - The more wings Verc has, the more dangerous Wind Shear is since the number of hits increases. 2 Wings = 9 Hits. 4 Wings = 15 Hits. 6 Wings = 21 Hits. 8 Wings = 27 Hits. Note, btw, that Wind Shear is a non-elemental magic attack. There's been frequent misinformation in the past that it's a wind-elemental physical attack. - Verc starts using Putrescence when it gets 4 wings (phase 2) which removes 2 buffs from affected characters. - Wicked Whirl is a non-elemental physical attack that ignores resistance. The only thing that could help mitigate this attack is the Sentinel's role ability, so having the Tortoise (SEN/SEN/SEN) Paradigm is a must for a low developed party. - Verc starts using Wicked Whirl when he gets 6 wings (phase 3). He always uses it once between Impenetrable Auras. And when he gets 8 wings (phase 4), he uses it twice between Impenetrable Auras. - When Verc gains 3-4 buffs, make sure to have Vanille help Hope in Dispelling them so you won't get hit with a Faith-boosted Wind Shear or Bravery-boosted Wicked Whirl. - When 30 minutes of battle time has passed, Verc will cast Doom on the party. This is a non-issue, though, as long as Poison is consistently cast. =Other= - And there we go. All Missions 5-starred with No Shrouds, Preempts, Grinding, Upgrading, and Shopping. Now all that's left is to revisit the Final Boss with the stats I got at the end of this playthrough.