Punishing Foes are challenging, completely optional bosses that can be found while exploring the game’s worlds, and are tougher than normal encounters. This page will give details on the Punishing Foe, Girimekhala.
Where to find Girimekhala¶
Girimekhala is a part of the quest, An Unusual Forecast, which is located in Chiyoda. Since you will require a quest item from Girimekhala, it’s a good idea to have the quest logged before defeating him, just to make sure you don’t lose out on the item.
Girimekhala is a Punishing Foe you have likely seen before, but were too low a level to actually do anything about it. Girimekhala is located in the Shinagawa region, not too far from the Mitatebashi Leyline. Head east from there, crossing over into the Konan 4th Block area, and you should see Girimekhala on the eastern side, in a little pit.
Stats and Resistances¶
Icon | Name | Lv | Weakness | Resistances | Location |
---|---|---|---|---|---|
Girimekhala | 46 | , , , SLEEP | (REPEL), (RESIST) | Shinigawa - Konan 4th Block |
Skills¶
Type | Skill | Effect |
---|---|---|
Mighty Cleave +4 | Heavy Physical attack to 1 foe. Low accuracy, but hits are always Critical. | |
Mamudoon | Heavy Dark attack to all foes. Chance of instakill when striking weakness. | |
Marakunda +2 | Lowers Defense of all foes by 1 rank for 3 turns. | |
Deathbound +4 | Medium Physical attack to all foes. | |
Crusher Onslaught +4 | Medium Physical attack to all foes. Low Accuracy. | |
Tentarafoo +1 | Chance of inflicting Confusion to all foes. |
Recommended Party¶
Icon | Name |
---|---|
Anubis | |
Black Frost | |
Kaiwan |
Girimekhala is a boss that looks a little intimidating, but can be a bit on the easier side, if you come in prepared. He is mostly focused on Strength, with three different Physical attacks in his repertoire. Thankfully, two of them have low accuracy, so if you can debuff him with Sukunda and cast Masukukaja on your party, then things can be a little safer on you. Of course, that doesn’t discount both Mamudoon and Deathbound, both of which can be dangerous for different reasons. For the former, you want to make sure none of your members have a weakness to Dark, since there is always that chance of instakill.
With the above party, you will be fully protected against Mamudoon and should never have to worry about it (provided you also protect the Nahobino, too). There’s nothing you can really do about Deathbound, other than debuff Girimekhala’s attack and up your defense. It’s possible he uses Deathbound, too, after a Magatsuhi charge, which can spell huge trouble, so when you see that, toss up a Phys Dampener to be safe. Outside of the attacking skills, you might also see Marakunda, making his attacks hit for more, as well as Tentarafoo, a skill that can cause Confusion for your whole party.
You will be unable to use Physical attacks in this battle, as he repels them, plus he will also resist Dark. Oddly enough, Girimekhala has weaknesses to Electric, Force and Light, so you have a lot of options in dealing extra damage and gaining more turns throughout each round. You will also see, if you look close enough, that he is weak to Sleep. So, if you can get someone with Dormina or Lullaby, then it’s possible to put him to sleep right before his turns come up, and hope he doesn’t recover until his turns end. Any damaging attack will wake Girimekhala up from his slumber, so you need to hope it connects and skips his turns.
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