Also a returning boss from chapter 7 and various events afterwards, the Fog of War takes flight to lay down the heat in Mane’s Bulletin. To get this one to crash from between the clouds you’ll have to bring follow-up attacks / extra actions and crowd control; think Anjo Nala, 37 and maybe even Druvis III.
- [All] Gain 5 stacks of [Schemed] and [Fleeting - Schemed].
- [Schemed]: After taking an Extra Action, DMG Dealt +5% (stackable up to 50, undispellable).
- [Fleeting - Schemed]: At the end of the round, lose 1 stack of [Schemed] (stackable, undispellable).
- [Ally] After casting a Counter or Channel Incantation, gain +1 Moxie.
- [Ally] Mental DMG units gain +20% ATK, Reality DEF, Mental DEF and Max HP.
Fog of War (Boss)
- Charged for Conflict - After allies take action, gain 1 stack of [Charge Barrage].
- [Charge Barrage]: At the start of the turn, for every 2 stacks, cast [Burst].
- Energy Overloading - At the end of the round, if the caster has more than 10 stacks of [Charge Barrage], remove all stacks and gain 4 stacks of [Crush].
- [Crush]: DMG Reduction -100% (-1 stack upon trigger).
- Heavy Armor - Upon taking an action, gain 1 stack of [Tenacity II]. When taking Reality DMG, inflict 1 random effect from [Collection of Debuffs] on the attacker for 2 rounds.
- [Tenacity II]: DMG Reduction +50% (-1 stack upon trigger, undispellable).
- [Ultimate] Card
- [Attack] Card - Mass attack. Deals 250% Reality DMG to 2 enemies. This attack deals +40% Reality DMG for each [Neg Status] on struck targets.
- [Attack] Card - Mass attack. Deals 50% Reality DMG. If the caster has less than 3 [Neg Status], this inflicts an additional 50% Reality DMG.
Fanatical Congregation (Male Follower)
- Mental Barrier - At the start of the round, if the caster is not in a [Control] status, it gains [Mental Barrier]. Upon gaining a [Control] status, dispel own [Mental Barrier] and remove 2 stacks of [Tenacity II] from the ally with the highest ATK.
- [Mental Barrier]: Forcefield. DMG Reduction +50% when attacked by Mental DMG.
- Flesh and Blood - Upon dying, heal 100% Lost HP and gain [Daze] for 1 round. If the caster is in a [Control] status, remove all Moxie.
- Ultimate Card - Mass attack. Deal 250% Mental DMG. If the caster has less than 3 [Neg Status], inflicts 2 effects randomly from [Collection of Debuffs] for 2 rounds.
- [Attack] Card - 1-target attack. Deals 200% Mental DMG. After casting, the target and the caster gain 1 effect from [Collection of Debuffs] for 2 rounds.
Devoted Congregation (Female Follower)
- Reality Barrier - At the start of the round, if the caster is not in a [Control] status, it gains [Reality Barrier]. Upon gaining a [Control] status, dispel own [Reality Barrier] and remove 2 stacks of [Tenacity II] from the ally with the highest ATK.
- [Reality Barrier]: Forcefield. DMG Reduction +50% when attacked by Reality DMG.
- Flesh and Blood - Upon dying, heal 100% Lost HP and gain [Daze] for 1 round. If the caster is in a [Control] status, remove all Moxie.
- Ultimate Card - 1-target attack. Deal 400% Mental DMG. If the caster has less than 3 [Neg Status], inflicts 2 effects randomly from [Collection of Debuffs] for 2 rounds.
- [Attack] Card - Mass attack. Deals 100% Mental DMG to 2 enemies. After casting, the target and the caster gain 1 effect from [Collection of Debuffs] for 2 rounds.
Observer (Orb Holder)
- Spread Suffering - At the start of the round, if the caster is not in a [Control] status, grant all allies +1 Moxie and gain a random effect from [Collection of Debuffs] for 2 rounds. Upon gaining a [Control] status, all allies gain 3 random effects from [Collection of Debuffs] for 2 rounds.
- Flesh and Blood - Upon dying, heal 100% Lost HP and gain [Daze] for 1 round. If the caster is in a [Control] status, remove all Moxie.
- Ultimate Card - Mass attack. Deals 200% Mental DMG. Inflicts 2 random effects from [Collection of Debuffs] for 2 rounds.
- Debuff Card - 1-target attack. Deals 150% Mental DMG. After casting, the target and the caster gain 1 effect from [Collection of Debuffs] for 2 rounds.
There’s a few things here. Beyond Extra Actions, you’ll want a lot of Crowd Control. This can be done in a few ways, one of the more common ways is a modified Upgrade team with characters like An-An Lee and Druvis III, the other is using Anjo Nala in a [Contract] with a character that can trigger her often (i.e. a Star or Mineral unit).
CAPTIVATING DORITO
TEAM EXPLANATION
Contracted: 37, Marcus, Lucy.
So long as Anjo Nala is in the [Hymn] channel and 37 is casting as much as possible, they’ll feed into each other’s mechanics. 37 will cause Nala to cast “Angel’s Temptation” often (and thus stack [Titillated] quickly for a [Captivated] hard CC cycle while Nala’s extra actions will allow 37 to quickly charge Eureka.
With a defensively AP-positive anchor in Kakania and Vila will allow the rest to cast while the team is kept relatively protected passively through healing and damage redirection.
Lucy isn’t as optimal here as the followers don’t die and Mental DMG units are king. However, Mercuria can work in case Anjo Nala or Kakania are unavailable, while realistically any healer can work so long as 37 and Anjo Nala can cast.
Marcus is also an option in the Carry slot due to her consistent mass DMG and ability to let Anjo Nala cast lots of Extra Actions. Nala is pretty key to beating this boss though, primarily due to being the only character with consistent mass CC.