During the Things Fall Apart main scenario quest in Final Fantasy 16, a few more Hunts will become available to you. This particular hunt features the Notorious Mark, Ten of Clubs, and no, you’re not fighting a playing card, unfortunately. Read below to find out the exact location of the Ten of Clubs, and how you can defeat him.
Where to Find the Ten of Clubs Notorious Mark¶
Location | Level | Bounty |
---|---|---|
Vamare, Dhalmekia | 35 | 13,230 Gil, 20 Renown |
Once you reach the Things Fall Apart main quest, and can access the hunt, open the world map, and head to the Dhalmekia region. Hover over and teleport to the Dravozd obelisk. Now you’ll have a nice long ride southwest across the desert, so jump on Ambrosia, and ride southwest until you reach a small set of dilapidated houses situated in Vamare which can be seen on the map as a small white dot. As you reach the entrance, you’ll automatically jump off the Chocobo. Walk in, and turn to your left to find the Ten of Clubs roaming around the area.
Ten of Clubs Abilities and Attacks¶
Below you’ll find all the attacks that the Ten of Clubs has in its arsenal:
Attack | Description | Counter |
---|---|---|
Wide Swing | A slow horizontal sweep in front of himself. | You can move backward to avoid the attack, or dodge, as the tip of the axe reaches you. |
Overhead Slam | The Ten of Clubs will pull the axe behind its head before performing an overhead downward strike. | Similar to Wide Swing, you can move backward, or sideways to avoid the attack altogether. If you’d prefer to dodge it, you can activate dodge just as the axe is coming down to gain a precision dodge. |
Spinning Axe | The Ten of Clubs will hold his axe with both hands and raise it in the air before performing two wide swings. | You can avoid this the same way you’d evade the Wide Swing attack but just remember there will be a follow-up swing. |
Peine Forte | The Ten of Clubs will briefly charge up before slamming his axe into the ground creating small eruptions of stone in front of him in a line. Later on, as the Ten of Clubs’ health depletes, this will change. It will cover more ground while being around him instead of in a line. | This attack is telegraphed, and you can simply sidestep the attack. When it begins to cover more ground later, retreat away from the Ten of Clubs by heading backward. |
Execution | This is a fourfold attack of overhead strikes and wide swings. The overhead attacks will have a lunge to them if you’re at range. Once the attack is finished, the Ten of Clubs will lean down to catch his breath, leaving him open. | This attack can be difficult to avoid, so you’ll have to time the dodges to avoid getting hit. If you have the Berserker Ring equipped, you can avoid two attacks with one precision dodge. The safest way to avoid the attack is by using Will-o’-the-Wykes which will negate all four hits when you upgrade the ability. |
Recommended Abilities for The Ten of Clubs¶
Here we will list our recommended ability set up to do this fight effectively:
Eikon | Ability | Damage Type |
---|---|---|
Bahamut | Gigaflare | Damage (5 Stars) |
Bahamut | Impulse | Will (3 Stars) |
Garuda | Gouge | Will (4 Stars) |
Garuda | Lightning Rod | Damage (2 Stars), Will (3 Stars) - Master this and place it as the second Garuda ability. |
Titan | Windup | Damage (4 Stars) |
Titan | Will-o’-the-Wykes | Will (2 Stars) - Master this and place it as the second Titan ability. |
The reason behind the chosen abilities is as follows. Bahamut for Gigaflare which is one of the most powerful attacks in the game. This is fantastic to use at any time, but especially at the end of a stagger phase when combined with Lightning Rod. We also take Impulse to deal Will damage from range. Wait for all the projectiles to turn orange, and hit execute to deal major Will damage. Finally, Wings of Light can also be really strong, especially when you get to level 5 Megaflare and use it just before the stagger phase.
Garuda is mainly brought along for the Deadly Embrace feat which can be useful at half Will-Gauge to pull the Ten of Clubs to the ground. Follow this up with a Lightning Rod, and Gouge, and the rest of the gauge should get depleted, opening up a stagger phase.
With Titan, it gives you some counter opportunities with Titanic Block should you need it, and Windup is one of the highest damage attacks in the game. Finally, add Will-o’-the-Wykes to Titan which gives you invulnerability for four attacks when upgraded.
Recommended Items and Equipment for The Ten of Clubs¶
Gear¶
For your Weapon, Belt, and Vambraces, you should have the following:
Weapon | Belt | Vambraces |
---|---|---|
Brightburn | Drakeslayer’s Belt | Drakeslayer’s Bracelets |
If you don’t have what’s listed above, use the highest Attack for the Weapon and Defense and Health for the Belt and Vambraces.
Accessories¶
For your Accessories, this is more subjective, so here is what we used:
Accessory 1 | Accessory 2 | Accessory 3 |
---|---|---|
The Favor of Earth (Windup) (Increases Windup damage by 10%) | Berserker Ring (Increase attack proficiency with each Precision Dodge.) | The Grace of the Inferno (Will-o’-the-Wykes) (Will-o’-the-Wykes duration increased by 5 seconds) |
Items¶
Finally, we have items. This is more of a preference thing, but we chose the following items:
Shortcut 1 | Shortcut 2 | Shortcut 3 |
---|---|---|
Potion | High Potion | Strength Tonic |
This isn’t the most difficult battle in the game, and for this reason, we chose the Strength Tonic to end the battle faster due to its 30% damage increase that it gives. If you’re having trouble avoiding his attacks, use a Stoneskin Tonic instead.
The Ten of Clubs Hunt Strategy¶
Not the most difficult challenge you’ll face in Final Fantasy 16, but it can still cause you some problems if you’re not ready for it, especially for a B-Rank. The Ten of Clubs is a large man who wields a large axe which he likes to put to good use. Most of his attacks are slow and telegraphed which makes them easy to avoid with the exception being Execution, which is the only real attack to worry about.
This is because he performs four quick attacks in succession, and because they lock on to you, it’s tough to avoid them entirely which means your dodge game needs to be on point. What you want to do for this attack is dodge the first attack just before the axe is about to land, then quickly use dodge for the sweeping attack straight afterward. The third hit will be the same as the first while the final attack will have a brief delay before he lunges into you with one final downward strike. Alternatively, you can use the Will-o’-the-Wykes ability which will make you invulnerable for four attacks when it’s upgraded.
Dealing damage to the Ten of Clubs can be done by using Lightning Rod and Gouge to drop his Will-Gauge to half and then use Deadly Embrace to pull him down. While he’s down, throw in an Impulse while you attack him with combos to take him to the stagger phase. During this phase, use Limit Break, use another Lightning Rod/Gouge combo to raise the damage multiplier then use Gigaflare for massive damage before finishing it up with Windup.
As his health gets lower, you’ll see Execution more frequently, and Pein Forte will cover more area. There’s not much you can do about the latter, but you can move backward to avoid the former. That’s about it really. The only attack that is dangerous is Execution and although the other attacks still deal respectable damage, you simply won’t get hit by them, and if you do, you can just pop a potion. Once you’ve defeated the Ten of Clubs, you’ll be rewarded with 2,200 XP, 70 AP, 12,420 Gil, and 20 Renown. On top of that, you’ll obtain the invaluable Scarletite and a Meteorite from the spoils.
Want to Know How to Craft the Excalibur Sword in FF16?¶
Read the pages below to find out how to craft the Excalibur:
More Final Fantasy 16 Hunts¶
For information on some of the other Notorious Marks you can take on in Final Fantasy XVI, check out these pages below:
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