Complete Episode 12 in disgaea 5 alliance of vengeance, including Burnt Out Spirit, Ghost Guardrail, Scar of the Warriors, and Brave Resistance.
Burnt Out Spirit
- 1There are No Entry panels near your base that block you off from going the one direction to just concentrate on the Orcs. This will make you go the only path there is, which will make the Hydras come down and start attacking.
- 2These enemies have the Twin Heads Evility, which allows them to attack twice in one turn if they don’t move beforehand. This makes them potentially dangerous and should be your first priority.
- 3The Orcs are nothing special, but the Imps are sitting high above the battlefield and will likely stick up there, pelting you with spells.
- 4The little ledge where the Hydras start is 35 height above you and with the Jumping Power +50% panels below it, you’ll need a Jump of around 24 to get up there.
- 5Of course, with a Jump of around 33, you can get to the ledge with the Hydras without needing the panels.
Enemies: Lv. 60 Hydra (x2) with Twin Heads, Lv. 60 Spandule (x5) with Bullying, Lv. 60 Orc Master (x4) with Group Strategy.
Geo Symbols: Green (Jumping Power +50%), Null (No Entry).
Ghost Guardrail
- 1Normally, you’d have to go through the path and destroy the Lost Army Boxes in order to get to the enemies, but with a Wrestler or Logan, you can start tossing characters over to where the enemies are located to bypass all of that.
- 2That same annoying Netherworld Effect is present, so keep an eye on your characters’ health as you fight and if it gets too crazy, summon your own Netherworld to get rid of it.
- 3As with the previous battle, the Twin Dragons are worrisome because of their Evility, so when you get to them, try to quickly take them out before they can do any big damage.
- 4Taking it slow is probably not a possibility here, as there are a lot of enemies in a confined space, so go all out from the beginning.
Enemies: Lv. 62 Hitman with Assist, Lv. 61 Zmeu (x3) with Twin Heads, Lv. 61 Orc Master (x4) with Group Strategy, Lv. 61 Spandule (x3) with Bullying.
Scar of the Warriors
- 1The Nekomata have an Evility that allows them to attack again if their target’s HP is under 10%, which shouldn’t happen, so you don’t need to worry about that.
- 2The Rune Knights will have more power than usual, since they have the Evility that increases their resistances, which in turn increases their spell power.
- 3The Archers aren’t too bad, since their extra Evilities only increase their range by one panel, and increase their HIT aptitude by 10%.
- 4The one thing you need to keep an eye out for with the Archers are their one unique skill, Strange Shot, which can inflict any of the ailments on you.
- 5As with the previous encounters with any Armor Knights, they will defend and take the hits for the other enemies until you kill them. Note that when this happens, their positions will be switched, with the initial target going to where the Armor Knight was located.
- 6You also want to be careful with the Succubi, as they can charm your characters, causing them to attack your own characters. This can be very bad if it’s one of your stronger characters, so it might be a good idea to get the Evility to nulls Charm.
- 7The battle will take longer than usual because of the Emerald Knights, so just take your time and do not rush.
Enemies: Lv. 62 Rune Knight (x2) with Elemental Force, Elemental Rise, Lv. 62 Shooter (x2) with Support Attack, Hit Mastery, Bow Range, Lv. 62 Succubus (x2) with Sexy Aura, Lv. 62 Cath Palug (x2) with Final Blow, Lv. 60 Cath Palug (x2) with Final Blow, Lv. 60 Tailring (x3) with Final Blow, Lv. 58 Emerald Knight (x4) with Hero’s Shield.
Brave Resistance
- 1There’s no Netherworld Effect for this battle, making it much more manageable, despite there being a lot of enemies.
- 2Luckily, the annoying Emerald Knights are probably the first enemy you’ll fight, since they are the closest to the Base Panel, but they have an extra Evility this time. Synch Guard makes it so that adjacent allies will take 10% less damage if the Knights are defending, but you should at least be able to take out two of them on your first turn.
- 3On the enemy’s first turn, two of the Zmeus will Magichange with the Rune Knights, making them more dangerous, since they now have the Twin Heads Evility (combined with their usual Evility combo).
- 4The BOSS is a Horseman and has the Immortal Body Evility, making him take 50% less physical damage, so someone with elemental spells is good on him.
Enemies: Lv. 63 Lost Squad Member with Immortal Body, Turbo Boost, Lv. 62 Rune Knight (x2) with Elemental Force, Elemental Rise, Lv. 60 Emerald Knight (x4) with Hero’s Shield, Synch Guard, Lv. 60 Zmeu (x4) with Twin Heads, Lv. 60 Spandule (x4) with Bullying.
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