De Rol Le: Difference between revisions
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{{Enemy|name=De Rol Le (Shell)}} | {{Enemy|name=De Rol Le (Shell)}} | ||
{{Enemy|name=De Rol Le (Mine)}} | {{Enemy|name=De Rol Le (Mine)}} | ||
==Mechanics== | ==Behavior/Mechanics== | ||
De Rol Le's body is made up of many segments, each initially protected by armor. | |||
De Rol Le | The main health pool, which dictates when the boss is killed, can be correlated directly to damage to the boss' unarmored head. The remaining "De Rol Le" statistics (namely [[ATP]] affecting the tentacle attack and various defensive stats) also refer to the head. In Normal, Hard, and Very Hard difficulties, the skull protecting the head has three targetable hurtboxes and can be damaged effectively by multi-target weapons, but in Ultimate there is only one skull hurtbox. | ||
Each non-head body segment, with statistics referred to as De Rol Le (Shell), is also protected by a layer of armor with the listed [[Stats#HP|HP]] amount that absorbs damage for that segment until it breaks. | |||
After an armored part is broken, further damage to that body part is conferred towards the primary health pool instead in one of two ways: | |||
* Damage to the unarmored head confers '''full damage dealt''' directly to the primary health pool. | |||
* Damage to any other unarmored body segment shell confers '''half of the damage dealt''' to the primary health pool per body segment. | |||
The battle against De Rol Le takes place on a medium-size platform, traveling through an underground tunnel. De Rol Le periodically moves between the platform's front, back, and two sides. It generally remains within [[handguns|handgun]] range but may be difficult to hit due to the boss' undulation movements causing manual evasion of typical photon bullets. The boss is fully within melee weapon range only during its tentacle attack phase after mounting the raft. | |||
De Rol Le's attacks are as follows: | |||
* Beam: Charges up an energy beam and sweeps it upward across a section of the platform, dealing heavy damage to anyone it hits. | * '''Mines (untargeted)''': Fires five mines from its tail, which land on the platform in an X shape. After a few seconds, the mines explode. The mines can be attacked and destroyed, which prevents them from exploding. | ||
* '''Mines (targeted)''': As the above attack, except it fires three mines that follow one player around the platform. | |||
* '''Purple barrage''': Fires a wide spread of purple energy blasts across most of the platform. The projectiles do medium damage, but two projectiles can strike you at once, doing double the damage. | |||
* '''Tentacles''': Thrusts one tentacle from its head at one player. De Rol Le uses this attack when its head is up on the platform. This attack can critically hit. This is the only portion of the battle in which De Rol Le is in melee range. | |||
* '''Rock shower''': De Rol Le climbs across the ceiling, dislodging rocks which fall onto the platform. Although difficult to succeed, the rocks can be avoided by watching for their shadow right before they fall. | |||
:''Setting the graphics settings to Low for shadow detail will make all shadows a simple circle directly below the entity, thus making it easier to avoid this attack. Other shadow settings may not display the rock shadows in an easily distinguishable way or at all.'' | |||
* '''Beam''': Charges up an energy beam and sweeps it upward across a section of the platform, dealing heavy damage to anyone it hits. | |||
De Rol Le cycles through a regular rotation of the above attacks. In Normal to Very Hard difficulties, the rotation is as follows: | De Rol Le cycles through a regular rotation of the above attacks. In Normal to Very Hard difficulties, the rotation is as follows: | ||
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* Mines (targeted) | * Mines (targeted) | ||
= | ===Fixed Damage=== | ||
{| | |||
==Fixed Damage== | |||
{| | |||
| | | | ||
{{#tag:tabber| | {{#tag:tabber| | ||
| Line 69: | Line 67: | ||
<tabber> | <tabber> | ||
Normal= | Normal= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || | | Orb Wave || 61 | ||
|- | |||
| Beam || 85 | |||
|- | |- | ||
| | | Spike Mine || 31 | ||
|} | |} | ||
|-| | |-| | ||
One Person= | One Person= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || | | Orb Wave || 43 | ||
|- | |||
| Beam || 61 | |||
|- | |- | ||
| | | Spike Mine || 31 | ||
|} | |} | ||
</tabber> | </tabber> | ||
| Line 94: | Line 94: | ||
<tabber> | <tabber> | ||
Normal= | Normal= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || | | Orb Wave || 131 | ||
|- | |- | ||
| | | Beam || 177 | ||
|- | |||
| Spike Mine || 131 | |||
|} | |} | ||
|-| | |-| | ||
One Person= | One Person= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || | | Orb Wave || 119 | ||
|- | |- | ||
| | | Beam || 161 | ||
|- | |||
| Spike Mine || 125 | |||
|} | |} | ||
</tabber> | </tabber> | ||
| Line 119: | Line 121: | ||
<tabber> | <tabber> | ||
Normal= | Normal= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || | | Orb Wave || 201 | ||
|- | |- | ||
| | | Beam || 261 | ||
|- | |||
| Spike Mine || 271 | |||
|} | |} | ||
|-| | |-| | ||
One Person= | One Person= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || | | Orb Wave || 161 | ||
|- | |- | ||
| | | Beam || 221 | ||
|- | |||
| Spike Mine || 221 | |||
|} | |} | ||
</tabber> | </tabber> | ||
| Line 144: | Line 148: | ||
<tabber> | <tabber> | ||
Normal= | Normal= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || 401 | | Orb Wave || 401 | ||
|- | |||
| Beam || 581 | |||
|- | |- | ||
| | | Spike Mine || 481 | ||
|} | |} | ||
|-| | |-| | ||
One Person= | One Person= | ||
{| class="wikitable | {| class="wikitable" style="text-align:center" | ||
! Attack | ! Attack | ||
! Damage | ! Damage | ||
|- | |- | ||
| Orb || 301 | | Orb Wave || 301 | ||
|- | |||
| Beam || 321 | |||
|- | |- | ||
| | | Spike Mine || 361 | ||
|} | |} | ||
</tabber> | </tabber> | ||
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|- | |- | ||
|} | |} | ||
==Strategy== | |||
===Minimizing damage taken=== | |||
* '''Mines (untargeted)''': All players choose one corner of the raft to gather at, preferably the corner where De Rol Le will approach the raft from next so that the party has additional time to attack the boss while the remaining mines detonate harmlessly. Destroy the closest mine and ignore all others. | |||
* '''Mines (targeted)''': Assume that the mines will not all be destroyed unless the party is very powerful. The targeted player moves away from the other players. If an attempt is made to destroy all three mines, then the targeted player should remain stationary such as by attacking with a handgun/[[Mechguns|mechgun]] weapon or via only attacking with melee weapons while facing against an edge of the raft to allow other players to more easily attack each mine. Otherwise, simply let the mines detonate and heal or revive the player afterwards as needed. | |||
* '''Purple barrage''': Heal yourself. Assume that at least one orb will hit. It is unlikely to avoid damage from this attack completely, and multiple orbs can hit rapidly for players with high maximum HP in Ultimate multiplayer as there are no invulnerability frames given after a player takes damage that does not cause [[Game mechanics#Knockdown|knockdown]]. | |||
* '''Tentacles''': Unless all players are protected by an invulnerability [[Mags#Mag triggers|mag trigger]], avoid standing on top of other players. After determining which player is targeted for this attack phase, the targeted player should take extra care to stay away from other players. This attack has a predictable rhythm, and the attack's tracking will stop briefly before the tentacle lands. The targeted player has a little time to attack the boss between each strike if they are not knocked down, and the tentacle can also ideally be dodged while simultaneously using a [[Swords|sword]], [[Partisans|partisan]], [[Sabers|saber]], or [[Slicers|slicer]] attack animation on the boss if timed and positioned well, allowing even the targeted player to continuously damage the boss. The other players are free to safely attack the boss for the entire attack phase as long as the targeted player avoids them. | |||
* '''Rock shower''': Heal yourself. Assume one rock will hit and potentially deal critical damage. As previously mentioned in the [[#Behavior/Mechanics|Behavior/Mechanics]] section, low shadow graphics settings can make this attack more viable to dodge. Regardless, there is little time for the player to reflexively make it to safety. | |||
* '''Beam''': In Normal, Hard, and Very Hard difficulties, this attack is slow and avoidable similar to the tentacle attack. The party should group up near the center of the raft, wait for the charge animation to nearly finish, then separate to either side of the raft. This leaves the beam reliably aimed at the center of the raft with all players on either side. Group up in the center again and repeat the strategy for each subsequent beam. | |||
** In Ultimate difficulty, the attack is too fast to reliably avoid. Heal yourself. | |||
===Dealing damage=== | |||
With enough character ATP, multi-target weapons repeatedly focused on a few body segments can be highly effective. In the absence of this, focusing all attacks on the boss' head can also be effective. | |||
====Hunters==== | |||
[[Classes#Hunters|Hunters]] should typically use multi-target weapons. Slicers can be used while the boss is in the water as these projectiles do not suffer from manual evasion unlike handguns, then ideally {{Sword|rare|Excalibur}} or otherwise swords/partisans can be used when De Rol Le lands on the platform. Focus primarily on the same few body segments across the fight if possible. | |||
====Rangers==== | |||
[[Classes#Rangers|Rangers]] can use {{Gun|rare|Cannon Rouge}}/[[Launchers#Bazookas|bazookas]] while the boss is in the water. Other [[Launchers#Launchers|launchers]] are also effective as their piercing ability can damage multiple body parts, and these projectiles are unaffected by manual evasion. Slicers can also be used if available and accessible. | |||
[[Shots]] and {{Gun|rare|Spread Needle}}/{{Gun|es|ES Needle}} can also be used but will suffer from manual evasion until the boss lands on the raft. | |||
When De Rol Le lands on the platform, Excalibur is ideal to use, same as for Hunters. Otherwise, a shot, Needle, or partisan can also be effective for a strategy focusing on damaging multiple body segments. | |||
Sabers, handguns, or [[Double Sabers|double sabers]] (if available) can be effective for a strategy focusing damage on the head. | |||
====Forces==== | |||
A [[Classes#Forces|Force]]'s {{Shifta}} and {{Zalure}} will be the strongest benefit to a team with physical attackers, and {{Jellen}} (specifically applied to the boss' head) can greatly reduce the damage of the boss' tentacle attack: sometimes enough to prevent knockdown or outright block the attack. | |||
After this, a Force can typically target De Rol Le's many shell segments with {{Rafoie}} or {{Gifoie}} if possible. | |||
[[Techniques|Technique]] damage has somewhat limited effectiveness in Ultimate difficulty, so Forces may then instead choose to use weapons to contribute to this fight as detailed in the [[#Ultimate strategy|Ultimate strategy section]] below. | |||
====Head-focused kill==== | |||
If the party or player is lacking in character ATP to easily overcome the [[DFP]] of attacking the body segments with multi-target weapons (weapons which provide minimal additional ATP), they can instead choose to focus exclusively on the boss' head with their highest ATP single-target weapon. | |||
To focus damage exclusively on the head, prioritize using high ATP weapon types such as sabers, double sabers, or [[Twin Swords|twin swords]], followed by remaining potentially high ATP weapon options available such as handguns. | |||
Forces may use {{Foie|n}} to focus additional damage on the head. | |||
In Normal, Hard, and Very Hard, the unbroken armored skull can be damaged multiple times per attack by a powerful Hunter's sword or other multi-target weapon, potentially breaking the skull for the party more quickly than with a single-target weapon. | |||
===Normal difficulty strategy=== | |||
Upon first encounter, Hunters and Rangers players may struggle to overcome De Rol Le's comparatively high DFP with multi-target weapons - if they even have any yet. Players might wish to instead focus their damage against the skull followed by the unarmored head with a higher ATP single-target weapon as described above. Sabers, daggers, and handguns are available at this point, specifically {{Sword|Brand}}, {{Sword|Dagger}}, and {{Gun|Autogun}}. | |||
Upon first encounter, Forces should try to repeatedly cause area damage across several body segments with {{Rafoie|n}}, {{Gifoie|n}}, {{Gizonde}}, or {{Razonde}} if possible. If these techs are not accessible yet, which is quite likely, {{Barta}} can be used to damage multiple body segments at a low TP cost while {{Foie}} can be used for higher damage to a single body segment - preferably for a strategy focused on attacking the head. The multi-target technique strategies, particularly {{Rafoie|n}}, remain effective in Normal, Hard, and Very Hard difficulties. | |||
===Challenge strategy=== | |||
In [[Challenge]] mode, high [[weapon attributes]] on Swords and several [[Power Material|Power materials]] (each providing 10 ATP, contrary to 2 ATP each in Normal mode) may have been acquired throughout the stage. These strengths can help the party overcome De Rol Le's DFP well enough to easily focus on damaging multiple body segments rather than attacking the head directly as is more typically the case in Normal difficulty. | |||
However, if no high-attribute swords or Hunters are available, the [[#Normal difficulty strategy|Normal difficulty strategy]] and [[#Head-focused kill|head-focused kill]] strategy outlined above will apply: focus on damaging the head with brands, daggers, autoguns, or {{Foie|n}}. | |||
===Ultimate strategy=== | |||
In a strong party in Ultimate, Dal Ra Lie can be defeated very quickly. The boss will attach to the raft shortly after the fight begins, and players can focus massive amounts of damage quickly to three body parts with the use of Excalibur paired with the support of {{Shifta|nolink}} and {{Zalure|nolink}}. In this way, the boss will often be killed even before any players' potential invulnerability mag triggers from entering the boss room have worn off. | |||
If more damage needs to be dealt while the boss is off of the raft, Hunters can attack with slicers when the boss is on the left or right side of the raft, preferably targeting the same few body segments throughout the fight. | |||
Rangers can easily hit multiple body parts with Cannon Rouge or other launchers. | |||
Forces may struggle to deal sizable Technique damage in Ultimate due to altered elemental resistance stats. {{Rafoie|n}} and {{Gifoie|n}} may still suffice to a degree, but the player may instead prefer to contribute with high character ATP and high ATP weapons after casting support techniques if possible. | |||
An alternate [[Mags/Guide#Simple POW Mag|Simple POW Mag]] and {{Unit|units}} suitable for physically attacking ({{Unit|rare|V101}}/{{Unit|rare|Heavenly/Battle}}, {{Unit|rare|Smartlink}}, and {{Unit|rare|Heavenly/Arms}}) may be useful for this and other situations for a Force in Ultimate. | |||
[[FOmar]], [[FOmarl]], and [[FOnewm]] can ideally meet the requirements to equip Excalibur alongside their Hunter and Ranger allies, but other weapon options with lower ATP requirements may include {{Sword|rare|Vivienne}}, {{Sword|rare|Girasole}}, {{Sword|rare|Diska of Braveman}}, or {{Sword|rare|Slicer of Fanatic}}. | |||
==Hunting== | |||
The following quests are recommended for hunting this enemy: | |||
{{HuntingTableHead}} | |||
{{HuntingTableRow1|category=VR|catspan=|quest=Towards the Future|questspan=|details=Clear Cave|count=1}}|} | |||
==Rare Drops== | ==Rare Drops== | ||
{{EnemyDropTable|De Rol Le}} | {{EnemyDropTable|De Rol Le}} | ||
{{Episode1Enemies}} | {{Episode1Enemies}} | ||
[[Category:Enemies]] | |||
[[Category:Cave Enemies]] | |||
[[Category:Bosses]] | |||
Latest revision as of 02:09, 12 July 2026
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Behavior/Mechanics
De Rol Le's body is made up of many segments, each initially protected by armor.
The main health pool, which dictates when the boss is killed, can be correlated directly to damage to the boss' unarmored head. The remaining "De Rol Le" statistics (namely ATP affecting the tentacle attack and various defensive stats) also refer to the head. In Normal, Hard, and Very Hard difficulties, the skull protecting the head has three targetable hurtboxes and can be damaged effectively by multi-target weapons, but in Ultimate there is only one skull hurtbox.
Each non-head body segment, with statistics referred to as De Rol Le (Shell), is also protected by a layer of armor with the listed HP amount that absorbs damage for that segment until it breaks.
After an armored part is broken, further damage to that body part is conferred towards the primary health pool instead in one of two ways:
- Damage to the unarmored head confers full damage dealt directly to the primary health pool.
- Damage to any other unarmored body segment shell confers half of the damage dealt to the primary health pool per body segment.
The battle against De Rol Le takes place on a medium-size platform, traveling through an underground tunnel. De Rol Le periodically moves between the platform's front, back, and two sides. It generally remains within handgun range but may be difficult to hit due to the boss' undulation movements causing manual evasion of typical photon bullets. The boss is fully within melee weapon range only during its tentacle attack phase after mounting the raft.
De Rol Le's attacks are as follows:
- Mines (untargeted): Fires five mines from its tail, which land on the platform in an X shape. After a few seconds, the mines explode. The mines can be attacked and destroyed, which prevents them from exploding.
- Mines (targeted): As the above attack, except it fires three mines that follow one player around the platform.
- Purple barrage: Fires a wide spread of purple energy blasts across most of the platform. The projectiles do medium damage, but two projectiles can strike you at once, doing double the damage.
- Tentacles: Thrusts one tentacle from its head at one player. De Rol Le uses this attack when its head is up on the platform. This attack can critically hit. This is the only portion of the battle in which De Rol Le is in melee range.
- Rock shower: De Rol Le climbs across the ceiling, dislodging rocks which fall onto the platform. Although difficult to succeed, the rocks can be avoided by watching for their shadow right before they fall.
- Setting the graphics settings to Low for shadow detail will make all shadows a simple circle directly below the entity, thus making it easier to avoid this attack. Other shadow settings may not display the rock shadows in an easily distinguishable way or at all.
- Beam: Charges up an energy beam and sweeps it upward across a section of the platform, dealing heavy damage to anyone it hits.
De Rol Le cycles through a regular rotation of the above attacks. In Normal to Very Hard difficulties, the rotation is as follows:
- Mines (untargeted)
- Purple barrage ("Orb" on fixed damage table below)
- Tentacles x4
- Purple barrage
- Mines (targeted)
- Purple barrage
- Tentacles x4
- Rock shower
- Beam x4 ("Laser" on fixed damage table below)
- Mines (untargeted)
- Beam x4
- Rotation restarts from 3rd attack
In Ultimate difficulty, Dal Ra Lie's rotation is as follows, and it cycles through the rotation much more rapidly:
- Purple barrage
- Tentacles x4
- Mines (untargeted)
- Purple barrage
- Tentacles x4
- Rock shower
- Purple barrage x3
- Beam x5
- Mines (untargeted)
- Purple barrage
- Tentacles x4
- Purple barrage
- Beam x7
- Mines (targeted)
Fixed Damage
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Strategy
Minimizing damage taken
- Mines (untargeted): All players choose one corner of the raft to gather at, preferably the corner where De Rol Le will approach the raft from next so that the party has additional time to attack the boss while the remaining mines detonate harmlessly. Destroy the closest mine and ignore all others.
- Mines (targeted): Assume that the mines will not all be destroyed unless the party is very powerful. The targeted player moves away from the other players. If an attempt is made to destroy all three mines, then the targeted player should remain stationary such as by attacking with a handgun/mechgun weapon or via only attacking with melee weapons while facing against an edge of the raft to allow other players to more easily attack each mine. Otherwise, simply let the mines detonate and heal or revive the player afterwards as needed.
- Purple barrage: Heal yourself. Assume that at least one orb will hit. It is unlikely to avoid damage from this attack completely, and multiple orbs can hit rapidly for players with high maximum HP in Ultimate multiplayer as there are no invulnerability frames given after a player takes damage that does not cause knockdown.
- Tentacles: Unless all players are protected by an invulnerability mag trigger, avoid standing on top of other players. After determining which player is targeted for this attack phase, the targeted player should take extra care to stay away from other players. This attack has a predictable rhythm, and the attack's tracking will stop briefly before the tentacle lands. The targeted player has a little time to attack the boss between each strike if they are not knocked down, and the tentacle can also ideally be dodged while simultaneously using a sword, partisan, saber, or slicer attack animation on the boss if timed and positioned well, allowing even the targeted player to continuously damage the boss. The other players are free to safely attack the boss for the entire attack phase as long as the targeted player avoids them.
- Rock shower: Heal yourself. Assume one rock will hit and potentially deal critical damage. As previously mentioned in the Behavior/Mechanics section, low shadow graphics settings can make this attack more viable to dodge. Regardless, there is little time for the player to reflexively make it to safety.
- Beam: In Normal, Hard, and Very Hard difficulties, this attack is slow and avoidable similar to the tentacle attack. The party should group up near the center of the raft, wait for the charge animation to nearly finish, then separate to either side of the raft. This leaves the beam reliably aimed at the center of the raft with all players on either side. Group up in the center again and repeat the strategy for each subsequent beam.
- In Ultimate difficulty, the attack is too fast to reliably avoid. Heal yourself.
Dealing damage
With enough character ATP, multi-target weapons repeatedly focused on a few body segments can be highly effective. In the absence of this, focusing all attacks on the boss' head can also be effective.
Hunters
Hunters should typically use multi-target weapons. Slicers can be used while the boss is in the water as these projectiles do not suffer from manual evasion unlike handguns, then ideally
Excalibur or otherwise swords/partisans can be used when De Rol Le lands on the platform. Focus primarily on the same few body segments across the fight if possible.
Rangers
Rangers can use
Cannon Rouge/bazookas while the boss is in the water. Other launchers are also effective as their piercing ability can damage multiple body parts, and these projectiles are unaffected by manual evasion. Slicers can also be used if available and accessible.
Shots and
Spread Needle/
ES Needle can also be used but will suffer from manual evasion until the boss lands on the raft.
When De Rol Le lands on the platform, Excalibur is ideal to use, same as for Hunters. Otherwise, a shot, Needle, or partisan can also be effective for a strategy focusing on damaging multiple body segments.
Sabers, handguns, or double sabers (if available) can be effective for a strategy focusing damage on the head.
Forces
A Force's
Shifta and
Zalure will be the strongest benefit to a team with physical attackers, and
Jellen (specifically applied to the boss' head) can greatly reduce the damage of the boss' tentacle attack: sometimes enough to prevent knockdown or outright block the attack.
After this, a Force can typically target De Rol Le's many shell segments with
Rafoie or
Gifoie if possible.
Technique damage has somewhat limited effectiveness in Ultimate difficulty, so Forces may then instead choose to use weapons to contribute to this fight as detailed in the Ultimate strategy section below.
Head-focused kill
If the party or player is lacking in character ATP to easily overcome the DFP of attacking the body segments with multi-target weapons (weapons which provide minimal additional ATP), they can instead choose to focus exclusively on the boss' head with their highest ATP single-target weapon.
To focus damage exclusively on the head, prioritize using high ATP weapon types such as sabers, double sabers, or twin swords, followed by remaining potentially high ATP weapon options available such as handguns.
Forces may use
Foie to focus additional damage on the head.
In Normal, Hard, and Very Hard, the unbroken armored skull can be damaged multiple times per attack by a powerful Hunter's sword or other multi-target weapon, potentially breaking the skull for the party more quickly than with a single-target weapon.
Normal difficulty strategy
Upon first encounter, Hunters and Rangers players may struggle to overcome De Rol Le's comparatively high DFP with multi-target weapons - if they even have any yet. Players might wish to instead focus their damage against the skull followed by the unarmored head with a higher ATP single-target weapon as described above. Sabers, daggers, and handguns are available at this point, specifically
Brand,
Dagger, and
Autogun.
Upon first encounter, Forces should try to repeatedly cause area damage across several body segments with
Rafoie,
Gifoie,
Gizonde, or
Razonde if possible. If these techs are not accessible yet, which is quite likely,
Barta can be used to damage multiple body segments at a low TP cost while
Foie can be used for higher damage to a single body segment - preferably for a strategy focused on attacking the head. The multi-target technique strategies, particularly
Rafoie, remain effective in Normal, Hard, and Very Hard difficulties.
Challenge strategy
In Challenge mode, high weapon attributes on Swords and several Power materials (each providing 10 ATP, contrary to 2 ATP each in Normal mode) may have been acquired throughout the stage. These strengths can help the party overcome De Rol Le's DFP well enough to easily focus on damaging multiple body segments rather than attacking the head directly as is more typically the case in Normal difficulty.
However, if no high-attribute swords or Hunters are available, the Normal difficulty strategy and head-focused kill strategy outlined above will apply: focus on damaging the head with brands, daggers, autoguns, or
Foie.
Ultimate strategy
In a strong party in Ultimate, Dal Ra Lie can be defeated very quickly. The boss will attach to the raft shortly after the fight begins, and players can focus massive amounts of damage quickly to three body parts with the use of Excalibur paired with the support of
Shifta and
Zalure. In this way, the boss will often be killed even before any players' potential invulnerability mag triggers from entering the boss room have worn off.
If more damage needs to be dealt while the boss is off of the raft, Hunters can attack with slicers when the boss is on the left or right side of the raft, preferably targeting the same few body segments throughout the fight.
Rangers can easily hit multiple body parts with Cannon Rouge or other launchers.
Forces may struggle to deal sizable Technique damage in Ultimate due to altered elemental resistance stats.
Rafoie and
Gifoie may still suffice to a degree, but the player may instead prefer to contribute with high character ATP and high ATP weapons after casting support techniques if possible.
An alternate Simple POW Mag and
units suitable for physically attacking (
V101/
Heavenly/Battle,
Smartlink, and
Heavenly/Arms) may be useful for this and other situations for a Force in Ultimate.
FOmar, FOmarl, and FOnewm can ideally meet the requirements to equip Excalibur alongside their Hunter and Ranger allies, but other weapon options with lower ATP requirements may include
Vivienne,
Girasole,
Diska of Braveman, or
Slicer of Fanatic.
Hunting
The following quests are recommended for hunting this enemy:
| Category | Quest | Details | Count |
|---|---|---|---|
| Clear Cave | 1 |
Rare Drops
| Normal | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer | Star Atomizer |
| 7/8 | 7/8 | 7/8 | 7/8 | 7/8 | 7/8 | 7/8 | 7/8 | 7/8 | 7/8 |
| Hard | |||||||||
| Talis | Talis | Talis | Talis | Talis | Talis | Talis | Talis | Talis | Talis |
| 1/16 | 1/16 | 1/16 | 1/16 | 1/16 | 1/16 | 1/16 | 1/16 | 1/16 | 1/16 |
| Very Hard | |||||||||
| Mahu | Mahu | Mahu | Mahu | Mahu | Mahu | Mahu | Mahu | Mahu | Mahu |
| 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 | 1/10.7 |
| Ultimate | |||||||||
| L&K38 Combat | Holy Ray | Laconium Axe | Asteron Belt | Phonon Maser | Holy Ray | De Rol Le Shell | De Rol Le Shell | Holy Ray | Heavenly/Resist |
| 1/39.4 | 1/32 | 1/39.4 | 1/39.4 | 1/36.6 | 1/32 | 1/23.3 | 1/23.3 | 1/32 | 1/23.3 |
| Episode 1 Monsters | |
|---|---|
| Forest | Booma • Gobooma • Gigobooma • Rag Rappy (Rare: Al Rappy) • Savage Wolf • Barbarous Wolf • Monest • Mothmant • Hildebear (Rare: Hildeblue) |
| Cave | Evil Shark • Pal Shark • Guil Shark • Poison Lily (Rare: Nar Lily) • Nano Dragon • Pan Arms (Hidoom • Migium) • Grass Assassin • Pofuilly Slime (Rare: Pouilly Slime) |
| Mine | Gillchic • Dubchic • Dubwitch • Canadine • Canane • Sinow Beat • Sinow Gold • Garanz |
| Ruins | Dimenian • La Dimenian • So Dimenian • Claw • Bulclaw • Delsaber • Chaos Sorcerer • Dark Belra • Dark Gunner • Chaos Bringer |
| Bosses | Dragon • De Rol Le • Vol Opt • Dark Falz (Darvant) |