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**Create a couple level 1 decoys
Phantom Blade Zero

**Create a couple level 1 decoys

Learn how to create level 1 decoys in Phantom Blade Zero to defeat Raphael in Stage 7-5, No Man's Land. This guide details strategies for both turn orders.

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Learn how to create level 1 decoys in Phantom Blade Zero to defeat Raphael in Stage 7-5, No Man's Land. This guide details strategies for both turn orders.

Walkthrough
  1. 1
    Watch the scene where Raphael catches the Rainbow bird. He will give it to you after you defeat him.
  2. 2
    The stage is 7-5 No Man's Land. The primary enemy is Raphael (LV 60 NineSword), a one-time encounter. Subsequent visits will feature LV 23 Ichiban Dragons and LV 16 Desired Fenrir x3.
  3. 3
    Note that winning this battle is not required for story progression.
  4. 4
    Check Raphael's speed stat to determine if you will act before him after confining a character to an object.
  5. 5
    Scenario 1: Turn Order = Bottlemail -> Marona -> Raphael
    • Confine your fastest bottlemail to the Bomb on Marona's left.
  6. 6
    Move Marona towards Raphael and confine a weak character to the Rock on Raphael's right. End Marona's turn.
  7. 7
    On the bottlemail's turn, move slightly north, staying on the south side of the small hill. End the bottlemail's turn.
  8. 8
    Raphael should use Heliotrope on the weak character.
  9. 9
    On the bottlemail's turn again (if it has more than 2x Marona's SPD), throw its weapon away, steal the Heliotrope, move far away, and end turn.
  10. 10
    Confine your Archer to any object near Raphael. End Marona's turn.
  11. 11
    On the Archer's turn, throw its weapon TOWARDS MARONA (South) and PICK UP RAPHAEL. End the Archer's turn. Raphael may kill your Archer.
  12. 12
    On the bottlemail's turn, move far away and throw the Heliotrope onto the ground. Ensure Marona can confine to it, but Raphael cannot reach it or the confined character. End bottlemail's turn.
  13. 13
    Marona needs to be able to confine to the Heliotrope and the Archer's weapon. This prevents Raphael from picking up the Archer's strong weapon (or unequip the Archer before battle).
  14. 14
    Wait for your bottlemail to be removed. Once the Heliotrope is yours, confine your best characters and attack.
  15. 15
    Note: Raphael will idle if no one is within attacking range.
  16. 16
    Scenario 2: Turn Order = Marona -> Bottlemail -> Raphael
    • If Marona gets a turn before the bottlemail's second turn, move Marona out of Raphael's range to bait him into hitting the bottlemail on his next turn. End Marona's turn.
  17. 17
    On the bottlemail's turn, throw its weapon and steal the Heliotrope. End turn. Raphael should kill the bottlemail, hopefully not destroying the Heliotrope.
  18. 18
    On Marona's turn, confine the other bottlemail to the Heliotrope and the Archer to a nearby Rock.
  19. 19
    The Archer goes first. Throw its weapon TOWARDS MARONA (South) and PICK UP RAPHAEL. End the Archer's turn. Raphael may kill your Archer.
  20. 20
    On the bottlemail's turn, move out of the way and end turn.
  21. 21
    On Marona's turn, confine a weak character to the weapon the Archer threw near Marona. Move Marona away so Raphael targets the weak character.
  22. 22
    Continue the waiting game. Keep the bottlemail far away and confine weak characters as decoys.
  23. 23
    Once your bottlemail is removed and the Heliotrope is yours, confine your best characters and attack.
  24. 24
    Note: Raphael will idle if no one is within attacking range.
  25. 25
    After the battle, you proceed to Stage 7-6 Mortality's End without a save opportunity. Any dead characters from the previous battle are revived.
Tips
  • Having fast bottlemails is recommended to speed up the decoy process.
  • If Raphael picks up your Archer's strong weapon, it can be remedied by unequipping the Archer before the battle.
  • Raphael will idle if there are no characters within his attacking range.

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