Updated!!! This is a consolidation of all the Kino (and soon to be 8-Bit) events into a single thread for reference since they're not going anywhere. The point of this guide has been updated to reflect L100 farming with the 'free' L100 units. This means I will write strategies based on only the following units: Suoh^, Camellia^, Seiryu, Invincible^, Jaguna^, Lich^, Marilith^, Nia^, Bahamut^, Leviathan^, Odin^ and Clara^ Since Nia^ and Clara^ are somewhat rare, being exclusive to events, it's possible people don't have them up to 100l. In Nia's case you can usually replace her with Lich^ and give him a companion to fill in for Nia. With Clara you can just replace her with any other physical DPS unit. Ella^ and Echo^ are also free units, but I've excluded them for a number of reasons. First, neither of them really bring anything significant to the team other than Echo's Levitation, All which is slightly better than Jaguna's Aerial Regen, Area (2) and Ella^'s Sleep/Confusion spells. Second, Ella^ is actually somewhat hard to grind up to l100 and requires a big time investment... something a newer or more casual player wouldn't be able to accomplish with so much else going on during VH's original run. Lastly I just don't think they're important. As mentioned above they're just not that special. Ella^'s negotiator is nice, but l100 farming a difficulty I battle is still faster. It's very easy to just bring a tapper and the right Trinity member and one-turn KO the boss, but that's not really a guide. The hope is that newcomers and those that don't have a l100 tapper can find farming companions and Trading Post easier. General Guidelines Each Kino/8B battle is unique, but there are similarities between them and consistent rules to follow for each. I separate the Kinos into Generation 1 and Generation 2. Generation 1 consists of Kraken, Spinetrich, Slugosaur and Tiamat and are quite a bit harder due to how strict the weaknesses/strengths are and the fact that each Kino is only a single battle. Gen 2, so far, is Lich Kino, Marilith Kino and Mechanic Kino and they each have 3 battles and are way easier to beat. Each gen 1 Kino and 8-bit is only weak to it's opposite element or following weapon on the Circle of Carnage. All other types of damage deal only about 10% of the usual amount even if the weapon type is the same as the boss. The adds usually share the same damage resistances (not Metal Rockers), but not always. This can make some battles pretty difficult and/or long since there aren't any strong bow/sword free l100 units. Bosses drop Animata type items that are used to exchange for items at the trading post. The types of items change based on what the trading post has to offer. Almost every add except for the Metal Rockers are susceptible to all status ailments including Death and Nullify Healing. Normal infliction rates seem to apply. This makes Lichs' Chaos Blade, Marilith's Plague, Seiryu's Shadowbind and Leviathan's Icebind very useful. The bosses each have three difficulties which determine recruitment rate, how many Animata items are dropped and what is available in the luck chests including amount of coins, additional Animata and whether or not there are companions. The boss will always drop currency in a range based on the difficulty. Metal Rockers only spawn in difficulty III and each will drop exactly 100 Animata when defeated. Difficulty I - 30 Animata, 1% recruit, no companion drops, Kino recruits in d, l80, l100 chests, metal minions Difficulty II - 100 Animata, 1% recruit, no companion drops, Kino recruits in d, l80, l100 chests, metal minions Difficulty III - 500 Animata, 5% recruit, Kino O and O II companions drop in l80 and l100 chest, character O II companions also drop in l100 chests, Kino recruits in d, l80 and l100 chest, MMs, MM^s For maxing a Kino/8B's luck it's best to run difficulty I with a l100 group. Even at 1% base recruitment you have a much higher recruitment per stamina ratio with chest drops. For Animata currency it's more efficient to run difficulty III. Companions only drop from difficulty III so there's no option there. Important Companions Since we're using a pre-selected group of adventurers there aren't really any top tier to choose from (just use the strongest for the situation). That being the case any adventurer can equip any non-character specific companion so it's a good idea to have an idea of what to have on hand. Healing Rods/Whitewyrm Wand - Since only Nia^ has any direct heals and she's the rarest of the group it's a good idea to have two Healing Rods/WWWs for your mages to keep characters topped off. Peta/CE/Silver Weapons - Sword, Bow, Spear - CE's are better than Swords, and Peta weapons are better than everything, but you might not have enough to equip everyone so a few Silvers from the CoF can add extra damage. Skullsplitters are a nice alternative for many. Shadowy Rods - Sometimes you just need someone to soak up extra damage to serve as fodder or to survive the boss' super attacks. An extra 20% health usually does the trick. Elemental Rods/Mogs - Holy/Axion Dragons aside, one or two of each elemental Rod can help non-elemental units like Jaguna^ and Nia^ add some extra damage. Mogs are great for mages with the correct element and Bewitching Bows are respectable alternative. Dragon/Golem Fans/Chronicles - since most adds are susceptible to nearly every status effect a single confuse can make a huge difference when working with some weaker characters. Icebind can insta-kill adds and petrify basically takes the add out for good. Bosses - Kinos Kraken Kino Boss and adds are bow type with no element Attack pattern is 3k Tentacles Column > 3k Tentacles Row > Paralyzing Tentacles, Area (1) At 50% Kraken will revive Kraken's Tentacles if they are dead and the attack pattern resets. At around 30% Kraken will begin casting Hail of Blows, All each turn until it dies or you do. Hail of Blows deals around 1000-1500 damage per hit and strikes all party members randomly around 10 times. Kraken's row/column attacks are fixed damage at 3000 each Lizardfolk suffer double damage from all sources including fixed damage Companion drops: L80 - Kraken Kino O II L100 - Kraken Kino O, Kraken Kino O II Zavison O II Boss This was always the hardest of the Strike Backs and is quite a bit tougher with the free l100 units since Kraken basically only takes damage from Swords and the only real sword user is Suoh^. He's the most important character for this fight. I recommend Suoh^, Nia^ (or Camillia^), Levi^, Lich^, Marilith^ and Invincible^. Levi and Invincible should have Healing Rods, and the others should have their strongest sword skills along with CE's, Excaliburs/Ragnaroks or Silver Swords. The most important thing in this fight is staying alive. Losing a single unit can often lead to a cascade of losing more and Suoh^ being alive is integral to finishing the boss off. First focus on defeating Kraken's tentacles. They heal, but they don't move and are susceptible to status effects. Shadowbind, Icebind, Plague and Chaos blade all work well so put Suoh^ on one tentacle and your status users on the other. The worst thing you can do is get caught up in a kill-revive-kill back and forth with the adds which can lead to death or paralysis and then death. Once the tentacles are destroyed work on the boss until 50% at which point it will re-spawn the tentacles. You now get 1 free turn to attack them before they start healing/summoning again. Pay attention to the bosses pattern because it doesn't reset. Don't worry if the boss is healed as it won't summon any more adds for the rest of the fight. Use the same strategy for taking down the second set of adds. After the second group of adds go down bring the boss to around 30% - 40% hp. You should have at least 2 Power Points so if you use one with a double pincer and position Suoh^ to attack on the second pincer you might burn the boss down, but most likely you'll get one Hail of Blows. Suoh^ should survive this if you have all units alive. You might lose one or two, but it's not an issue if you have another PP and four units alive for another double pincer which is enough for Suoh^ to take the boss down. Spinetrich Kino Spear/sword and lightning - Starts as a spear and alternates every turn unless charging. Always retains the lightning element. Attack pattern is Stab, 1 Column + weapon change > Sever, 1 Row + weapon change > Thrust Away, 1 Column + weapon change > Slash, 1 Row + weapon change > Repeat Charges at 50% and 25% and casts Aurora, Area (1) the following turn which deals a significant amount of Lightning damage. Lightning attacks will heal the boss Only takes damage from spears, bows, lightning and gravity. Beast folk suffer double damage Starts with two initial adds. Additional adds spawn every other round. Companion drops: L80 - Spinetrich Kino O II L100 - Spinetrich O II, Spinetrich O, Sh'berdan O II Boss fight Another easy one since Spinetrich has so many weaknesses and there are no traps. You can use spears, bows, lightning, and gravity to attack and you have plenty of options in the PoFoF group. Odin, Suoh, Sieryu, Lich, Cam and Jaguna are all good options. Most PoFoF characters can even survive a direct hit from Aurora especially with Invincible's Aerial Shield, but it's easily avoided anyway. The adds die very quickly and take plenty of damage from physical attacks leaving Spinetrich open to attacks every round. This battle can be sprinted and not marathoned. Tiamat Kino Fire/Ice rotation. Starts as fire and rotates each turn. Attack pattern: Area attack > column attack > element change > repeat. Both Tiamat and the adds are healed by their equipped element Stonefolk suffer double damage Race of Tiamat is dragon and the race of the adds is Wild Beast. Starts with 4 adds of which two are fire and two are ice. Additional adds do not spawn. Companion drops: L80 - Tiamat Kino O II L100 - Tiamat Kino O, Tiamat Kino O II, Mizell O II Boss fight The issue with Tiamat Kino is that it's only weak to fire or ice and there are no fire or ice characters in the PoFoF group. You'll need to rely mostly on Levi^ and Baha^ if you have them at l100 and Nia^ for natural skills. Other than that you'll need Blizzard/Inferno Rods or Elemental Spirits (if you grabbed them during New Years) to do any reliable damage. I prefer ice since I have Nia^ and the boss starts as fire and Levi^'s icebind works on the adds. Alternatively you can use Baha^ instead of Nia and continue attacking during Tiamat's ice phase. Just don't chain Levi and it won't heal. Occasionally, with some luck and good placement, I can down the boss before the first element change, but it doesn't always happen. At around 30% the boss will charge up for it's ultimate which will hit everyone on the screen. Make sure your units are topped off and they should mostly all survive. Invincible's Aerial Shield will guarantee everyone survives, but other than that boss's damage isn't bad and even the adds don't contribute too much. This might take a while if you're lacking elemental companions, but it's not hard as long as you have Jaguna^ for heals and avoid some of the damage. Slugosaur Kino Boss and adds are Bow type Slugosaur Kino and adds take extra damage from sword attacks and reduced damage from all other sources. Attack pattern: Summon bombs > move > breath attack > repeat Stonefolk suffer double damage. Companion Drops L80 - Slugosaur Kino O II L100 - Slugosaur Kino O II, Slugosaur Kino O, Myne O II Boss This fight is really easy if you have Nia^ who has CT +2 and Disarm Bomb. If not it's still easy, but requires a bit fore finesse. The battle starts with 2 Blastosaur adds that trail bombs and cast Bow, area (1). Additional Blastosaurs will spawn over time, but only one at a time. The summoned bombs are very weak in terms of both damage and durability and can be killed in a single pincer. The trail bombs from the Blastosaurs hit for about 1k - 1.5k so they can be tanked but bad positioning can cause deaths quickly if you don't bring wands to heal. Since Slugosaur is bow type Suoh^ will be the big hitter again. Unlike Kraken Kino, SK has no ultimate attack so it doesn't 'matter' if Suoh^ dies... it'll just take longer than usual. The adds all despawn when SK dies so if you have the healing to ignore the trail bombs or Nia^ to disarm them then you can ignore the adds and just focus on the boss who dies quickly with CEs and Suoh^'s Physical Damage x1.5 skill. Slugosaur Kino^ itself can also be used since it has a Disarm Bomb skill, but that requires grinding its luck up. Mechanic Kino - Gen 2 Boss and adds are staff, boss is 1x1 size Attack pattern is Breath Attack, Area (1) > Energy Refill/Mecha Revive > Repeat Beware floor traps. Jaguna's Aerial Regen negates the damage. Rainbow Balloons will also work. Trancebots (green adds) will add additional floor traps if left alive. Companion drops: L80 - Mechanic Kino O II L100 -Mechanic Kino O II, Mechanic Kino O, Eileen O II Boss fight LOL, this is a super easy fight. Mechanic Kino has no strengths and no real weaknesses so you can pretty much use your hardest hitting units. It barely attacks and relies on the adds and traps to do most of the damage and even they don't hit too hard. It'll revive and heal any defeated or damaged adds to 100% and then continue doing it's rotation, but the adds die very quickly so the only real threat is the floor traps which deal about 1k damage per hit. Make sure you bring Jaguna^ and this should be a walk in the park. Marilith Kino - Gen 2 Boss changes weapon types, adds are staff. Boss takes normal damage from all sources. Attack pattern for the boss is random. Marilith Kino will debuff sword users in battle 1 so Suoh will do almost no damage for the entire stage. Companion Drops L80 - Marilith Kino O II L100 - Marilith Kino O II, Marilith Kino O, Bahl O II Boss fight Another easy boss. Marilith Kino will switch to a random weapon type each round so there's no real pattern. Sword will attack horizontally, spear will attack vertically and bow will attack in a ring (not area 1). Since there are no resistances the sword debuff doesn't really matter as long as you don't fill your party with sword units. The 4 original adds won't die when the boss dies so they might as well be killed first. Beat on the boss while avoiding attacks until she hits 30% where she'll spawn 4 more adds and start charging. On the next turn she'll cast Reduce Life (3/4), All, but she casts it AFTER the adds attack so there's no way it will kill you. On the next turn you can probably burn her down with a double pincer, but if not make sure you get at least 1 heal on each character to survive the next round while you whittle her down. The summoned adds will die when the boss dies so they can be ignored. Odin Kino - Gen 2 Boss is spear type 2 stages and no traps, but the boss summons bombs. There are 2 paths for the boss fight. Path B is generated if all party members are lv80+ and stage 1 is cleared in 2 or fewer turns. Path B Boss (Odin) drops more TP currency and has the same recruit rate. The chest drops are the same in both. Boss and adds takes extra damage from bows and reduced damage from all other sources. Attack pattern: Path B: Breath Attack, 1 Column > Impair Skills, Area (1) > Charge > Zantetsuso, All + Summon bombs > Thrust Away, 1 Column + summon adds > repeat Stage 1 starts with 9 adds, all spear. Companion Drops L80 - Odin Kino O II L100 - Odin Kino O II, Odin Kino O, Okklitot O II Boss fight Both fights are basically the same. In path B the enemies are higher level and instead of Odin Kino you fight Odin, but with the same skill set as Odin Kino (mostly) and double the HP. All the adds are still susceptible to status effects, but they should focused down in path B as they hit harder and don't die as easily. Odin follows the same pattern as Odin Kino, but hits harder. The real threat is Zantetsuso and Zanganso which reduce the entire party's hp to 1 and 10%, respectively, after which they will summon three bombs. The bombs don't do much damage, but they will kill anyone with low hp and detonate in an area. If you have Nia^ she can easily disarm them. Be careful, though, because the Odins will still attack vertically on the next turn so if you're not healing they can still kill you. At below 30% the Odins will charge for one turn begin using Thrust Away every turn. In path A Odin Kino will use 1 Column, then 3 Columns and finally 5 Columns every turn thereafter. In Path B Odin will use 5 Columns each turn. The damage is moderate in both cases, but in path B it can kill Suoh^ pretty easily. Path B is long and, honestly, not worth farming with the PoFoF since it's lacking strong bow damage. It's much easier to just farm Path A and get 200 less currency each round for a faster clear. Bosses - 8-bits 8-bit bosses are generally more challenging because they come with next-gen traps - Twister, Kinetic, Time and Dimensional Rifts. Unlike floor traps, however, there are very few natural skills that counter these 'new' traps and even then the ward type skills only protect the user. Most of the anti-trap skills come in the form of O companions in both the I and II variety. 8-bit Orbling Kinetic Traps - 1600 damage per hit Kraken Kino - Kinetic Ward Lv 65. Skill Camillia O - Kinetic Ward Kraken Kino OII - Kinetic Disarm Attack pattern is Sever Row > Sever Column > repeat until 30% where Sever, All is used each turn. Boss is Sword type, while adds are staff. Weak to spear attacks. All other damage is limited to 10%. Begins with two adds (no respawn) - Attack with Reduce Life, Area (1) > Breath Attack. If the boss is injured they'll heal it instead. The adds are less resistant to non-spear attacks. Companion drops: l80 - 8-Bit Orbling O II l100 -8-Bit Orbling O, 8-Bit Orbling O II Boss 8-bit orbling is pretty straight forward - Avoid the traps, kill the adds, then work on the boss. The main issue is that Camillia will most likely be the main mover with her Camillia O companion which means you'll only have 4 seconds to get people into position. Camillia won't take any damage from the traps but the other characters she moves will. If you have Kraken Kino with Kraken Kino OII then you can actually destroy the traps and make the fight much easier, but that requires a considerable time commitment to bring KK up to l100 and the Kino OII to lv 100. The best advice I can offer is to make sure you bring Invincible and Seiryu with Healing Rods/WWWs and 'ignore' the damage from the traps to ensure a double pincer each turn while keeping each mage in a different chain to top the party off. Sever, All actually hits very hard so you'll need to PP burn the boss quickly. Fortunately the PoFoF L100 team is filled with spear users so that shouldn't be an issue. 8-bit Golem Trap type is Twister - 1600 damage per hit Marilith Kino O II - Dispel Twister, Self + Row 1 Suoh O - Twister Ward Takes damage from bow attacks. All other damage is limited to 10%. Attack pattern is Avalanche, Vertical (2) > Avalanche, Vertical (2) + Charge > Quake, all. Counters vertical pincers. Begins with two adds (no respawn) that take normal damage from physical, but reduced damage from magic. Attack with Catapult, Random and Breath Area (1). Companion drops: l80 - 8-Bit Golem O II l100 -8-Bit Golem O, 8-Bit Golem O II, S'naip O II Boss Honestly this is one of the hardest of the Strike Backs. The biggest issue is the lack of bow users in the free L100 group. Marilith^ is a very weak bow user and Jaguna/Suoh/Cam only have a handful of bow attacks each. Bomb attacks are helpful, but unimpressive and Odin's Valhalla's Fury is a steady 2k damage. Other than that use your best bow companion on Suoh and fill the rest of the team with bow companions as well. The adds should be killed first and quickly. Catapult doesn't do much damage, but the breath attack can launch your characters into Twisters for lots of damage. The boss's pattern never changes so you can predict attacks and the Quake/Tremor skills will cause damage and move your characters around and into twisters, but they can be completely avoided with Levitate. The problem is Levitate will cause your characters to take double damage from Twisters which the adds will throw you into if they're not killed. Jaguna^ and Invincible^ can levitate characters and I give Invincible a healing companion since it's magic does nothing. The boss will also push your characters into twisters on occasion, but as long as you attack from the sides this will rarely happen. You can avoid almost all damage once the adds are down and you stick to the bosses side.