Updates to the game:
- Accessory Quests are fixed, they are now all available as they're supposed to.
- Stamps are now all visible, instead of appearing one at a time. (this one was changed one or two days ago, but wasn't worth making a post about)


Now then, my Heroic post:
Abilities and mechanics:

First wave, 75m HP, 3 orbs.
Huge elemental resistance to all but Wind (why not a second element this time...?).
Immune to movement stopping debuffs (Charm, Para, Flame Bind)(Nutaku has translated this as "immune to everything", thanks Nutaku!). BP doesn't work, I hear.
Overdrive: 4x single target
Rage Overdrive: 8x single target
Starts the fight with two stacks of Fortitude.
With 2 stacks of Fortitude: Ability damage reduced (-50% damage taken?) (Phase 1)
With 1 stack of Fortitude: Burst damage reduced (-50% taken?) (Phase 2)
With 0 stacks of Fortitude: Normal attack damage reduced (-75% taken?) (Phase 3)


Trigger: 100 turns have elapsed: AoE full Dispel + 100k fixed damage (this might happen every turn after turn 100, not sure)
Trigger: First action: Large AoE damage + Target on one unit
Trigger: When at 1 HP (note: enemy Fortitude keeps them at 1 HP): Large AoE damage + full self-heal + full self-Cleanse + remove 1 stack of Fortitude (does not consume orbs?)
(it's also supposed to give AoE normal atk- (-?%) and change Target, but I did not see this happen)
(supposedly on DMM, you could prevent the full heal with Pazuzu Advent Gun burst effect, but supposedly on Nutaku you cannot)
Trigger: 65% and 35% HP: Large AoE damage + all Thunder res- (-20%?) (six times total) (does not consume orbs?)
Trigger: When an Eidolon is used: AoE damage + change Target unit (OD and other Triggers are higher priority)
(Target takes extra damage when attacked (+?%) and 3500 damage at the end of turn (occasionally))

Some words on how to fight:

Bring debuffs. I know right, more content where debuffs actually matter! Def- and Atk- are a godsend as always.

It is a damage race, so the most important things are to survive and to have enough damage to get through 225m HP (plus overkill damage) within 100 turns, despite having your damage output nerfed bad in P2 and P3. Remember, Heavenly Wind Disaster is out! There are not many out there yet, but it's a huge damage boost if you can find yourself a MLB one (and you're using Machine Beast/Hraes/Hanu yourself). You can infinitely keep entering and Give Up Heroic fights, so abuse that once you're confident you can do it with HWD.

Ascle is very strong for this fight, as she is the ideal Target. Not only is her passive Regen quite strong, but she can also single target heal for large amounts and generate potions for even more safety. However, keep in mind that Ascle is S L O W, so in P3 when you need to do ~75m damage with Bursts... well. If you can't speed up Ascle, you'll probably end up rotating 4-bursts and 5-bursts.

Parac is the true hero of this Heroic, IF you can survive without Soul heals. Since Wind heals are quite limited (Set and Frigg, also Azazel), this can be a huge issue. Anyway, IF you can use her, Parac will largely trivialize the entire damage race portion of the fight. In P2 you can just forget Full Bursts entirely (unless you need them for Burst effects, like Cu and Azazel are really strong) and just normal attack Rahab down. In P3 you will FB significantly faster, so you won't have any issues.

Paras is of course a good option too, as she can deal ability damage (1), normal attack damage (2-A) and even work as a healer/damage sponge for Target (3-C), and her guaranteed Combo passive will let her Burst fairly fast as well. If you have her Soul weapon, her -30% Def debuff will probably be a huge help to you as well.

Caspar can be used for debuffing (3-A) and healing (2-A) as I don't think that Rahab will remove Snatch stacks. Remember that 2-B is a ridiculously strong buff if you don't need the heal. Anyway, those who have Set instead of Frigg might find Caspar their go-to option here, as Set+Caspar with Ambush is -50% -50% by themselves, with possibly double heals.


As for Hime, Azazel and Gaia truly shine here. Azazel is of course a massive powerhouse as always, but -30% AoE damage cut and Regen and HP leech are a HUGE savior. Strong Wind players might not even need a healer with her around. Gaia can entirely negate an Overdrive every 6 turns, and almost entirely negate another one every 6 turns - or better yet, use that against Triggers. Frigg is also a treat to have in this one, due to having heals (it is a long fight!), debuffs and debuff Prevention. Sniper Shot might be a great EX ability to use with Frigg as that's -40% -40% already. If you run extremely defensive team comp of Frigg, Azazel and Gaia, you can just shrug off just about everything that Rahab throws at you. Just keep in mind that turn limit - Azazel can speed you up, so make sure you make good use out of that too.


If you don't have single target heals (read: Ascle for Wind), Eidolons can be used whenever Target gets to low HP. However, keep in mind that for P3, Northern Star Lord and Byakko are amazing to have, and for P2/P3 Southern Star Lord will carry hard. But the more of those that you bring with you (if you even have any, heh), the less Eidolons you have for Target swapping.

My personal experience and opinions on the fight:

B O R I N G .
That's honestly Thunder Rahab Heroic in a nutshell. You just hit attack, reload, repeat 100 times. You either won, or you lost and you wasted your time. Personally, I won the fucker at turn 99. The sheer prospect of having to go through that awful, awful fight again with a more aggressive team comp made my blood boil. Seriously devs, you kill of turtling builds, and THIS fight is what you come up with? Please.

And whatever happened to the whole "two elements work" thing? Having a second element for Thunder Rahab would honestly be quite crucial, since beating this shit without ANY of the extremely specific Azazel/Gaia/Frigg/Set is a stretch. I'm sure it can be done - for example running Ascle with Titania speeding her up, but eugh.

Well, maybe Wind mains can just run circles around Thunder Rahab (as Wind players can be extremely powerful), but for the rest of us, yuck yuck yuck. That god that fight is over with for me.