Dungeon in Otomai

Bherb's Gully

Silf the Greater Bherb is a AP fight and single element.

Lv. 200+Medium Silf the Greater Bherb's family
Overview

Key data

Recommended level200+
AreaOtomai
BossSilf the Greater Bherb
Suggested group1 - 4 players
DifficultyMedium
FamilySilf the Greater Bherb's family
Key / requirementKey from Bherb's Gully

Present monsters

Vitality AP MP Earth Air Fire Water Neutral
10

Lesser Bherb

Damage
220HP 6AP 2MP

Key resistances

-75% -75% -75% -75% -75%

Important drops

40

Polished Crackrock

Damage
400 to 610HP 8AP 3MP

Key resistances

+35% +29% -25% +25% +5%

Important drops

Bag of Magical Cure 4 % Solid Staff 8 %
50

Polished Crackler

Damage
580 to 1500HP 7AP 4MP

Key resistances

+41% +13% -5% -40% +5%

Important drops

Bag of Magical Cure 4 % Solid Staff 8 %
50

Plain Pikoko

Damage
580 to 1500HP 9AP 10MP

Key resistances

-19% -25% -23% -25% +13%

Important drops

Bag of Magical Cure 4 % Plain Pikoko Wing 15 %
53

Kido

Damage
630 to 1500HP 8AP 5MP

Key resistances

+14% -25% +41% -5% +25%

Important drops

Bag of Magical Cure 4 % Kido Rear Feather 15 %
54

Kilibriss

Damage
650 to 1500HP 6 to 10AP 6MP

Key resistances

+48% -35% -9% +25% +25%

Important drops

Bag of Magical Cure 4 % Solid Staff 8 %
62

Mufafah

Damage
820 to 1200HP 8AP 4MP

Key resistances

-36% +7% +13% +35% +25%

Important drops

Bag of Magical Cure 4 % Solid Staff 8 %
440
Dungeon boss

Silf the Greater Bherb

Control
MeleeSummons

Characteristics

7000 to 10000HP 8AP 5MP

Key resistances

+200% +200% +200% +200% +200%

Important drops

Greater Bherb Feather 10 % Greater Bherb Skin 5 % Magical Cure 15 %

Boss spells

Icon unavailable

Shaving

0 range 1 PA 5% GC Point target
Effect
  • 100 Vitality (4 turns)
  • 2 AP (4 turns)
Critical
  • 200 Vitality (4 turns)
  • 4 AP (4 turns)
No line of sightPer turn: 1Reload: 4 turns
Icon unavailable

Hololol

0 range 14 PA No CH Special area
Effect
  • -50% Air Resistance (2 turns)
  • -50% Water Resistance (2 turns)
  • -50% Fire Resistance (2 turns)
  • -50% Earth Resistance (2 turns)
  • 50% Air Resistance (2 turns)
  • 50% Air Resistance (2 turns)
  • 50% Air Resistance (2 turns)
  • 50% Water Resistance (2 turns)
  • 50% Water Resistance (2 turns)
  • 50% Water Resistance (2 turns)
  • 50% Fire Resistance (2 turns)
  • 50% Fire Resistance (2 turns)
  • 50% Fire Resistance (2 turns)
  • 50% Earth Resistance (2 turns)
  • 50% Earth Resistance (2 turns)
  • 50% Earth Resistance (2 turns)
  • 1100 Power (3 turns)
  • 500% Neutral Resistance (6 turns)
No line of sightReload: 5 turns
Icon unavailable

Moderation

1 - 6 range 4 PA 5% GC Point target
Effect
  • Steals 21 to 30 HP (Air)
  • Steals 21 to 30 HP (Water)
  • Steals 21 to 30 HP (Fire)
  • Steals 21 to 30 HP (Earth)
  • Switches positions
Critical
  • Steals 41 to 60 HP (Air)
  • Steals 41 to 60 HP (Water)
  • Steals 41 to 60 HP (Fire)
  • Steals 41 to 60 HP (Earth)
  • Switches positions
Requires line of sightModifiable rangePer turn: 1
Icon unavailable

Hiring

8 range 1 PA No CH Point target
Effect
  • Summons: Rasgabola menor (grado 1)
  • Summons: Rasgabola menor (grado 2)
  • Summons: Rasgabola menor (grado 3)
  • Summons: Rasgabola menor (grado 4)
  • Summons: Rasgabola menor (grado 5)
No line of sightModifiable rangePer turn: 2

Tactical view: Silf the Greater Bherb

No spell selected · Clean map

Move boss · Player out of zone
Range Area Player Danger Boss start Team start
Silf the Greater Bherb Player
Tactical guide

Strategy

1 Before entering: Silf the Greater Bherb is a AP fight and unique element. Take AP retreat or AP boosts. Xelor, Eniripsa, Osamodas or weapons that remove AP can help a lot.
2 Room 1: The Kilibrisss is the most annoying monster at the beginning. If he hits you in melee, he can make you pass the next turn. Take it down quickly or keep it far away.
3 Room 2: The Mufafah comes in to hit melee and doesn't have much of a mystery. Play from a distance and clear without letting multiple enemies hit you at the same time.
4 Boss: What is Silf the Greater Bherb doing?: Teardrop has 200% resistances on all elements. Also summons Lesser Bherbes every turn. Those Summons can fully heal an ally, even the boss, so don't ignore them. The mechanic revolves around getting the Ball Ripper to 14 AP or more.
5 How to remove vulnerability: For to open it, you must make Ball Rip reach 14 AP or more. You can do this by removing AP, because every AP he loses becomes AP gained, or by boosting him directly with AP. When it reaches 14 AP, cast Hololol. During this state, each hit on an element lowers 50% resistance in that element and increases resistance in the others. Pick a single element and hit it a few times with cheap spells before dealing heavy damage. Don't use multi-element weapon, because you may ruin the item you prepared.
6 extra: The typical mistake is to hit multiple elements during Hololol. Here it's discipline: an element, cheap hits to lower resistance, and then burst. If he doesn't die in those 2 turns, you repeat the preparation.
Progress

Associated achievements

Bherb's Gully

Bherb's Gully

Defeat Silf the Greater Bherb in this boss's dungeon.

Silf the Greater Bherb (First)

Silf the Greater Bherb (First)

Defeat Silf the Greater Bherb first in this boss's dungeon.

Silf the Greater Bherb (Time Flies)

Silf the Greater Bherb (Time Flies)

Defeat Silf the Greater Bherb in this boss's dungeon. Characters must not reduce their opponents' AP.

Silf the Greater Bherb (Duo)

Silf the Greater Bherb (Duo)

Defeat Silf the Greater Bherb in this boss's dungeon with 2 characters maximum in less than 20 turns.

Bherb Your Enthusiasm

Bherb Your Enthusiasm

Complete the following achievements:

Behind Me, I Leave a Trail of Fire

Behind Me, I Leave a Trail of Fire

Complete the following achievements:

Show Them Who's Boss

Show Them Who's Boss

Complete the following achievements: