Best Party for Final Chapter in Live A Live Remake
Criteria for the Final Chapter’s Best Party
Choose characters that can use strong skills that do not have casting or charge time.
The most important thing to consider when creating a party for the final chapter is to have characters that can use strong skills that do not have charge time.
The last boss in the final chapter is relatively quick, so while you are charging or casting a skill, the boss will keep unleashing more and more action-canceling attacks and AoE attacks.
That is why having a lot of characters that can use strong skills without casting or charging time will give you more flexibility in battle which includes being able to use recovery items immediately on dying allies.
Live A Live Remake Dominion of Hate (Final Chapter) Walkthrough
Prioritize characters with a variety of skill attributes.
The bosses in the final episode and the enemies that appear along the way have various resistances, so in order to break through those various resistances, it would be better if the characters in the main party had a variety of skill attributes.
If you get all the strongest equipment, all characters become stronger.
In the final chapter, there are dungeons where you can obtain the strongest weapons for each main character, so if you clear them and get the strongest weapons, any main character will be able to play an active role in various battles in the final chapter.
Getting all the main characters’ strongest weapons lets you form a party with any main character.
Recommended Party for the Final Chapter
Required Characters for the Main Party
The two characters described below stand out in terms of the above criteria and are considered stronger than the other characters.
Put Oboromaru and Pogo in the main party during the final chapter. Then, clear the Trial of the Keys and the Trial of Instinct and strengthen the weapon of both characters. If these two characters are raised to level 14, they can defeat the final boss of the true ending route with just the two of them.
The equipment and items that can be carried over to the final chapter are also highly-recommended. Oboromaru’s Medicine Case, for instance, is one of the best recovery items even in the final chapter.
Pogo’s Monona Stone, meanwhile, gives special attack +50, making it a perfect accessory for special attack users. Another advantage of getting Oboromaru and Pogo for the final chapter is that both characters easily become allies in the final chapter without requiring you to go through any troublesome procedures.
Character | Degree of Recommendation | Explanation |
---|---|---|
Oboromaru | A | Oboromaru has plenty of no cast or charge skills. Kage Ichimonji, Ninpo Mugencho, and Ninpo Kama Itachi are all useful main skills in the final boss battle. Oboromaru also has a wide variety of skills with different attributes and many status ailment techniques. His only weakness is his low HP. |
Pogo | A | Assuming that you have obtained the Monona Stone in the Prehistory chapter and strengthened the special attack, Pogo will be an essential character in the main party. He has abundant status ailment skills and skill attributes such as Uhopuu, Guiguu, and Guigui. Pogo’s HP, physical defense, and special defense are also high, making him difficult to knock out and is very good as a vanguard character. Pogo has almost no weaknesses if you focus on special attacks. |
Other Characters
The following characters are okay to use if you want to put your favorite character in the main party.
However, if you are going for the true ending route, your sub party will also participate in the final battle, so it is better to not have too many low level characters in the sub party.
Characters who will be at low levels when they join the party (such as Sundown and Masaru) should be recruited early in the final chapter to allow you to raise their level (regardless of whether or not they join the main party).
Character | Degree of Recommendation | Explanation |
---|---|---|
Akira | B | Akira has many AoE skills, many skills with different attributes, and skills that apply status ailments. This makes him suitable for battles against regular enemies in the field or at Mt. Maou. However, Akira is not suitable for the last boss battle because he does not have any skills that excel in dealing damage to a single target and his HP is low. Most of the final chapter, though, is spent fighting regular enemies, so you can choose to put Akira in the 3rd and 4th slots of the main party. |
Masaru | B | Most of Masaru’s skills do not have any cast or charge time and he also has a wide variety of skill attributes. It can be said that Masaru is a must-have character in the main party. The downside to using him, however, is that his special attack stops at 25, so he cannot be expected to apply status ailments. If you can equip Masaru with something like the Monona Stone to greatly increase his special attack, he can do well in the main party. Even if his intelligence is low, it is still possible to give status debuffs to enemies using the Celestial Palm skill (significantly lower all enemy stats). |
Imperial China Successor |
B or C | If you take Lei or Yun as the successor, they will do well in the main party. In the case of Hong, since his special attack is inferior to Lei and Yun, powering him up with equipment is required. If the successor is Lei or Yun, put either of them in the main party and get their strongest weapon in the Trial of Skill. |
Sundown Kid | C (becomes B at above level 16) | If you level up Sundown Kid to level 16, he will acquire Hurricane Shot and become quite strong. Until then, his skill set has few attributes, so he will only be strong against opponents who are weak to them but will not be very useful against foes with resistance to them. Sundown Kid’s HP is low so some turns will be spent to use recovery skills or items on him. Since his initial level when joining the party is also low, it will also be difficult to level him up to level 16. |
Cube | C (becomes B if upgraded) | Cube is an excellent healer because of his High Speed Operation skill which is a ranged HP and status ailment recovery technique that can also be used as a counterattack skill. However, the cooldown for his main offensive skill Maser Cannon is long. The cooldown for his robot-type skills including Chick Shot and others can be reduced with accessories. Cube’s initial HP is low, but if you collect Upgrade Parts dropped by regular enemies in the final chapter, you can enhance his HP, hit, and evasion. |
Other Strategy Guides
Live A Live Remake Strategy Guides and Useful TipsGetting Started
Useful Guides
Prehistory Chapter Guides
Item Crafting List and Guide | How to Get Basic Rock Accessory? |
How to Get Infinite Items? | King Mammoth Secret Boss Guide |
Imperial China Chapter Guides
Best Student to Train | Best Abilities to Learn |
The Twilight of Edo Japan Chapter Guides
Zero Kills Guide | How to Get Yoshiyuki |
How to Recruit O-Robo | Majin Ryunosuke Secret Boss Guide |
Wild West Guides
How to Get Annie’s Diary? | - |
Near Future Guides
Item Creation List and Upgrades | - |
Distant Future Guides
How to Get a Memory Card | - |
Dominion of Hate Guides
How to Get Cube Upgrade Parts? | - |
Leave a Reply