So, Accessory Quest Rank 5 has been out for a while now. And since I kept forgetting the mechanics, I thought I'd write them down so that I wouldn't need to look up a machine translated DMM wiki every freaking day. Many AAB AQ5 already - some just flipping Burst on Wave3 and some entirely automatically - but for those who are struggling or looking to clear this, you're welcome.

Monday, Thunder

Wave 1:
Hati, 700k, 2 turns, random 3x 2500-3000 damage
Storm Katze, 400k, 2 turns, all heal for 25%
Ratatoskr, 600k, 1 turn, all combo+ (240 seconds)
Kill priority: Top, bottom, middle

Nothing special here. Middle should just be ignored. Gaia owners might want to kill bottom first since Gaia can negate top Overdrive.

Wave 2:
Urcaguary, 5m, 4 turns
Normal: Random 1x 4000 damage + damage cut (-50%?)(5 hits?)
Rage: Random 3x 4000 damage + heal 50k
Gauge behavior: Rage at 80%, Stun at 25%?, does not free.
Trigger 1: First action: clear all debuffs + Def Up (+20%?)(doesn't expire)
Trigger 2: Turn 20: All 13000 damage

MAKE SURE NOT TO DEBUFF ON TURN 1.
This thing is quite tanky, but anyone who can meet the damage requirements of Wave3 shouldn't have issues. Considering his Def buff, 0.3m/t or so should dispatch this guy, and the damage requirement for Wave3 is 1.25m/t.
Still, he is tanky and he can be somewhat painful. Weaker players might need to Full Burst at the start. If you're still having issues, you might not be strong enough for Wave3 anyway but... try bringing Dispel maybe?
Stronger players can unleash skills on turn2 and then just auto-combat her down. For the record, this tactic takes my ~45k Atk Wind team about 9-10 turns to kill with -50% Def, which perfectly sets up Hraes to be available for Wave3.

Again, Gaia can just negate Overdrives entirely. Because why not make all Thunder stuff single target?

Tuesday, Fire

Wave 1:
Lechsal, 650k, 2 turns, all 2000 damage
Gaddahl, 600k, 2 turns, random 2x 2500 damage + def down 4t
Katieu, 600k, 3 turns, random 1x 7500 damage
Kill priority: Middle, bottom, top

Nothing special here. Try not to eat either mid or bottom Overdrives unless you can manipulate them into damage cuts somehow.

Wave 2:
Orthus, 4m, 2 turns
Normal: all 2000 damage + Flame DoT 5t (500/t)
Rage: random 2x ? damage (7000+ damage if target under Flame DoT)
Gauge behavior: Rage at 75%, Stun at 50%, frees at 25%
Trigger 1: entering Rage: all Fire Res Down 6t + Flame DoT (500/t) 5t

You're going to either need HP or Cleanse effects, for this will be take off some HP from you, possibly up to 5000 damage from the DoTs alone. With modern dual-skills, this guy probably won't pose a problem. Just make sure to not eat the Rage overdrive while the Flame DoT is up on anyone.

Wednesday, Water

Wave 1:
Krirtu, 600k?, 3 turns, all 2x 800 damage
Oannes, 600k, 1 turn, all atk/def+ (+10%?)(stacks) 180s
Apsasu, 600k, 1 turn, all atk- (-?%)(stacks) 5t and burst-10
Kill priority: Bottom, top, middle

Nothing special here. The buffs and debuffs stack up fast, but seem small enough that they probably won't pose a problem for anyone who can clear Wave3.

Wave 2:
Scylla, 4m, 2 turns
Normal: Random 6x 1000 damage + all burst-20
Rage: All 5000 damage + ability seal
Gauge behavior: Rage at 75%, Stun at 50%, frees at 25%
Trigger 1: when at 5% HP or less: All ability seal 5t + burst seal 5t + kill self

Both Overdrives are a pain in the ass, pick your poison. Be careful not get stuck in a loop of the high damage Rage Overdrives that seal off your damaging abilities. But most importantly, unless Wave3 is a complete joke to you, DO NOT GET HIT BY THE TRIGGER. The trigger sets off at around "6" of the "lv 60 Scylla" of the enemy name bar.

Seems to have very low debuff tolerance, as just about always gets Paralyzed by Awakened Thor.

Thursday, Wind

Wave 1:
Werecat, 500k, 6 turns, random 5x 14000 damage (note: punches for about 1500 a turn)
Typhoon, 450k, 2 turns, all damage cut (50%)(once)
Senri, 450k, 2 turns, all 1000 damage + 2 orbs to top
Kill priority: Top, bottom, middle

Don't let top mob use Overdrive on you. With her low HP, that shouldn't be a problem for anyone. Middle can be entirely ignored, but those with decent damage output can kill bottom first.

Wave 2:
Batsquatch, 5m, 3 turns
Normal: Random 3x damage 6000 + combo+
Rage: All damage depending on current buffs (1500 per buff) + atk+ (360s)(stacks)
(deals 0 damage with 0 buffs, damage might be increased further by offensive buffs!)
Gauge behavior: Rage at 80% HP, Stun at 60%, frees at 40%, Rage at 20%
Trigger 1: Turn 5 & Turn 10: Atk+ + Elem+ (180s)

As long as you don't let her use her normal Overdrive, she will probably not pose much of a threat.

Those with low damage output may need to wait out her buffs, as she turns very painful if you let her stacks a whole bunch of them. For those with medium damage output, due to the low requirements for Rage/Stun to happen, can consider slowing down until Rage Overdrive (0 damage). And those with high damage output can just wipe the floor with this thing.

Friday, Light

Wave 1:
Al-mi raj, 700k, 2 turns, all 2500 damage
Satyr, 500k, 2 turns, all 800 damage + charm 5t
Zantman, 400k, 1 turn, all random buff + all random debuff
Kill priority: Bottom, middle, top

There is a huge list of variable things that can come out of Zantman's buffs and debuffs, but in general you don't want to gamble with it. Middle mob has a long debuff which can be annoying to deal with if it goes through. You will take extra damage from the next Wave if you're afflicted.

Wave 2:
Unicorn, 5m, 3 turns
Normal: all 2000 damage + 3 DoTs 3t (~500 each)
Rage: All 2500 damage + def down 10t (stacks)
Gauge behavior: Rage at 80%, Stun at 30%, does not free.
Trigger 1: Turns 1, 5, 10, 15: All 1000 damage, double damage if any ailments (happens during Stun too)

The normal Overdrive is the only bad one here really, but it's very hard to get hit by it - you need to be doing less than 250k total per turn to even see it! The Rage Overdrive def down doesn't seem to be strong, but the real problem comes from doubling the damage you take from the Trigger.

Saturday, Dark

Wave 1:
Spriggan, 700k, 2 turns, all 1000 damage + all atk+ (+?%)
Boogeyman, 550k, 3 turns, random 2x 1500 damage + instant death 1t
Lycanthrope, 500k, 2 turns, random 4x 500 damage + all combo+ (stacks)
Kill priority: Middle, top, bottom

Unfortunately I was unable to get hit by Boogeyman's instant death, so I can't confirm whether it instantly triggers or if you have one turn to Cleanse it. Either way, best not risk it. Nothing else troublesome in the wave after all.

Wave 2:
Frankenstein, 4m, 3 turns
Normal: Random 2x 4000 damage
Rage: All 8000 damage
Gauge behavior: ??? (Trigger messes with this too much)
Trigger 1: Turns 3, 6 and 10: Increase Rage bar

You don't want to get hit by that Rage Overdrive! Unfortunately, avoiding it is quite difficult. While in Rage, the boss Trigger will increase the Rage meter, effectively making Rage last until death. If you can somehow manipulate her turns so that Trigger happens during Overdrive, it'll be a very easy fight. Otherwise... well, good luck!

Boss in third Wave is the same in all, only the element changes:

Wave 3:
Andromalius, 7.5m, 5 turns
Overdrive (both): all 90k damage
Gauge behavior: Rage at 75%, Stun at 15%, does not free.

The normal and recommended way to do this boss is to bring a full burst bar from Wave2, unleash your skills to get boss to Rage, then use Provisional Forest and blow her up before she gets to use her Overdrive. This leaves you with five turns to deal ~2m damage and then you need to deal at least 4.5m Full Burst on turn 6 (start setting up PF from 4 at the latest). It's mostly just a damage check boss, strong of players can just PF and Full Burst her down on turn1.

If the damage check is impossible, then maybe you can try Gauge reductions. Belphegor can cut the required amount of Full Burst from ~4.5m to ~3.15m for example. Notice that I've tested -30% Gauge (like Belphegor) and Andromalius didn't free even with a sliver of HP left, so there shouldn't be a worry about getting hit by normal mode Overdrive. However, the only Gauge reduction available for everyone is from Soul Gilgamesh, which can reduce the required amount to ~3.6m. Unfortunately, this is difficult to use with PF - and PF is stronger so it takes priority. This is thus not an option for all players.

If that isn't doable either, then a final resort might then be to tank that insane Overdrive somehow. Notice that -50% Atk debuff will still leave 45k damage to your party. Consider -90% damage cut the very minimum to survive - this is not easy to accomplish, but can be doable for those lucky enough with specific Hime. Also, Joan's HP Relic weapon can get you to 60% alone already. But, using PF with Joan is rough, plus dealing decent damage without an offensive Relic is even rougher. Is the gained 4 turns going to save you with this route? Unlikely.

If you simply cannot beat Wave3, don't fret. Eventually, you'll be strong enough. AQ4 drops were buffed when AQ5 was released. AQ4 and AQ5 both guarantee 1 SSR. All that clearing AQ5 does is give you a chance of obtaining Ancient SSR Accessory, and Ancients have a fairly higher chance of being the good ones.



And to clarify things:
About damage: Numbers are with elemental advantage, no debuffs and no damage cuts. Many of them are written higher here than in the DMM wiki based on my own testings, AQ5 might've been slightly nerfed when AQ6/7 came out? I have tried to verify all numbers but if you take more damage than listed here, then it's non-tested on Nutaku and not my fault, mmmk?

About turn timers: This means the amount of bubbles. So 2 turns means that the actual Overdrive happens on turn 3.

About Gauge behavior: I have not done exact science here. Numbers are rough. Considering normal game mechanics, "does not free" will probably free if you just wait long enough.