Luka/Judgement

Judgement (ジャッジメント, Jajjimento), also known as the Judge, is a Luka from another world, fully displaying his angelic power.

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Special Abilities: Reflects Holy Element, 2 actions per turn, Timestop Immunity, Once per battle, revive at 50% HP when defeated.

Phys Eva 30%, Mag Eva 30%, 15% Crit rate, 5% HP regen, 1% MP regen.

Chaos Elements are 100% effective.

Biography
One of the super bosses in the Labyrinth of Chaos. He is randomly encountered on the Hades bonus floor or as a floor-100 super boss, after encountering the Hades Floor six times.

Descending in a pillar of light, Judgement gazes upon the party. He declares that he’s here to judge this world. He’s capable of summoning a full-power Goddess Ilias.

Upon defeat, Judgement states that he himself has been judged, and disappears.

He briefly flashes in Luka's mind during the Yamatai Night Festival on the Ilias route. As the party is enjoying the fireworks, they reaffirm their desire to protect the world, but Judgement echoes back that it will be to judge it. Although he denies that anything happened, Sonya looks dubious.

Attacks

 * Tidal Wave – All Foes, Auto Hit, Water Attribute, 3 Turn Cooldown
 * Empty Sky – All Foes, Physical, Wind Attribute, 3 Turn Cooldown
 * Star Scream – All Foes, Auto Hit, Earth/Terra Attribute, 3 Turn Cooldown
 * Judgement – All Foes, Auto Hit, Eternal Damage, Ascension 75%, 16 MP, 3 Turn Cooldown
 * Sword of the Heavens – One Foe, Auto Hit, Physical/Holy Attribute, Ascension 10%, 18 MP, 3 Turn Cooldown
 * Daystar – Self Buff, One Turn Null any Attack + Counter, Haste Skill, 20 MP, 6 Turn Cooldown
 * Daystar Counter – All Foes, Auto Hit, Holy Attribute, Ascension 10%
 * Thunder of Judgement – One Foe, Auto Hit, Lightning/Holy Attribute, Ascension/Shock 75%, 18 MP, 3 Turn Cooldown
 * Big Bang – All Foes, Auto Hit, Holy/Eternal Attribute, 3 Turn Cooldown
 * Mass Dispel – All Foes, Dispel, 6 MP, 5 Turn Cooldown
 * Ilias, Goddess of Creation – All Foes/Self Buff, Auto Hit, Eternal/Pleasure Attribute, Ascension 75%, Gain 100% Crit chance/Accuracy/Physical Evade/Magical Evade for 4 turns, 80 MP, 5 Turn Cooldown
 * Butterfly Dream Heaven – All Foes, Auto Hit, Pleasure/Nightmare Attribute, 3 Turn Cooldown
 * Heartless Angel – All Foes, Auto Hit, Untyped Element, 6 Turn Cooldown
 * Astral 666 – All Foes, Auto Hit, 100% MP Drain (bypasses deflectors), 6 Turn Cooldown
 * Tenth Dimensional Compression – All Foes, Auto Hit, Lightning/Ion Attribute, Shock 80%, 6 Turn Cooldown, Learnable

Strategy
Well… this fight is among of the harder fights in Paradox Part 2’s LoC for various reasons. Let's address the first issue: Judgement is 100% IMMUNE to almost ALL elemental damage! Judgement can only take damage if the attack has a dark or chaos element with it, or if you are attacking with a Nightmare character from the Collaboration Scenario. There are 2 attacks that any character can learn that have Chaos damage: Nuclear, a Magic Science skill, and Page 99999 of the End, a Grimoire skill. These skills are Nuclear damage and Demise damage respectably. Some LoC weapons also have Skill Use: [Skill] that can allow a way to damage Judgement.

The second issue, alongside the fact that Judgement takes 2 actions a turn, all but one attack of his is auto-hit, and only 2 of his attacks target one person. This means that every turn no matter what, it’s highly likely Judgement will use two AoE insta-killing attacks to wipe the front row out. How can you get around this? Well, being an angel, Judgement’s skills are mostly Holy type attacks, and Holy type attacks use mana alongside SP (which enemies completely ignore). Therefore, the number one thing to do is to drain Judgement’s mana, to prevent 3 highly dangerous attacks. Those being: Daystar, nothing needing to be said about that, Ilias Goddess of Creation, which is likely to Ascension everyone in the party while making it nearly impossible to hit Judgement for 4 turns, and All Cancel, the usual dispel that super bosses carry. Upon draining his mana, Judgement has only 4 possible moves out of 10, which, in a perfect world, would be a 60% chance to waste a turn. However, all of his attacks have at least a 3 turn cooldown, which means eventually he will attack with a non-mana-using attack. However, since none of his attacks hit more than once, and all of his attacks that inflict Ascension cost mana, having everyone use a deflector making move (Makina’s Electromagnetic Armour or Summoning Vicarious Clara) means it isn’t possible for the user to die, as long as they use it every turn. Then what? Well, either you risk a turn setting up buffs (like right after he uses one of the attacks that don’t need mana) or have a character who can have more than one action a turn. Slimes are good for this, as they can have 3 actions a turn. Or, if you were lucky enough to encounter her, the Queen Mermaid can teach Aqua Pentagram (White Magic, 2 Hit Deflector), allowing one member to make deflectors for another.

Unlike his counterpart, World Breaker, Judgement is easy to lock down once you drain his mana. Still, until that happens, keep on your toes and keep your mind sharp.

If you are fighting him before version 2.30, you can damage Judgement with slayer abilities and attacks, but if it isn’t Human/Angel slayer (Angel Slayer, in particular, is something only Corrupted Hero can get without finding the Angel Slayer Gem in LoC), which he takes 150% damage from, he will only take 10% damage from other slayers.

Check here and here for detailed information on all the super bosses and everything you can make use of to defeat them.