Spawned using a Gem of the West and a Autumnstone
Spawns with added effect of light damage on attacks. Throwing East Wind and making contact with Byakko dispels the added effect.
High triple attack rate
Job: Thief/Black Mage
Will use 2 hour ability Perfect Dodge.
Strong against:
Weak to: Dark

♦ Job Abilities

  • Perfect Dodge - Dodges all melee attacks. This does not apply to ranged attacks.
  • Claw Cyclone - AoE cone damage with a twofold attack.
  • Razor Fang - Single target twofold attack. Takes 2 shadows.
  • Roar - AoE paralyze. Ignores shadows.

♦ Spells

  • Banish IV - Single target light damage. Takes 1 shadow.
  • Banishga III - AoE light damage. Wipes shadows and does damage.
  • Dia III - Single target light based damage over time, defense down. Takes 1 shadow.
  • Holy - Single target light damage. Takes 1 shadow.
  • Diaga III - AoE light based damage over time, defense down. Wipes shadows and does damage.

♦ Drops

♦ Strategy

All melee should use Thief as their subjob if possible. Black Mages, please allow melee to SATA a few weapon skills onto our tanks at the start before nuking Byakko, start slow. Black Mages should turn off filters and be mindful to stun the Banishga III castings. It is not necessary to stun single target spells as our Paladins will be sub Ninja and our Ninjas will have their primary shadows. Ninjas are encouraged to wear +enmity gear and physical damage down gear. Paladins will be traded pop sets to pop Byakko, and will do so after being given buffs. Tanks will stand on the front and back side of Byakko in order to allow the melee to SATA back and forth between the tanks, and also keeping only one tank in the line of fire for Claw Cyclone. This will not only allow the melee more spike damage, but it will also allow us to keep hate on the tanks and prevent as many deaths as possible. The reason a Ninja subjob will be rendered pretty much useless here is due to the fact that weapon skills will be SATA'ed onto the tanks to prevent hate on the melee, but also because Byakko's moves that may possibly hit a melee are either AoE and will wipe shadows and do damage, or ignore shadows and do damage. While engaged, melee should position themselves on the sides of Byakko instead of the front or back, in order to avoid Claw Cyclone. He will turn back and forth with hate changing on the tanks, so the sides are the safest places for melee to be. When we have extra melee that will not fit in the main alliance, Samurai will initiate the fight, SATA weapon skill onto the tanks, then drop party to meditate TP again. If you are a party leader of a melee party, please be aware of who is flagged up around you, and rotate melee in and out when they have TP. After the Samurai have used TP and dropped from their respective parties, the Thieves should be invited to Feint and SATA weapon skills onto the tanks, then drop PT again for heavy melee to re-enter the parties. As well at this point if we have Rangers, we should be inviting them to use Unlimited Shot and throw an East Wind at Byakko to dispel his added effect of light damage first, then use their TP, then drop party again for other spare melee with TP or Samurai who have meditated TP. After that, any melee with TP can be invited in. Thieves can be re-invited for added SATA damage if TP is down. Byakko will use Perfect Dodge as a 2 hour job ability, which will allow him to evade all melee attacks. Ranged attacks are not counted as melee attacks, so Rangers or anyone with a ranged attack feel free to use that when he uses his 2 hour. At this point our mages should be focusing on elemental attacks in order to take him down further. Thief/Thieves should be in main alliance past 10% to ensure Treasure Hunter on the enemy.

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