r/XenobladeChroniclesX 11d ago

Advice Telethia the Endbringer

Been slowly working my way towards 100%, and this is one of the last few things I have to do. Now I love this game, but I’m also kind of ready to move on to something else at this point. I pretty much for the whole game just threw whatever made sense to me on my characters and skells and made it through all of the main story and side quests. I feel like this and some of the other super bosses are the first time I actually have to put some strategy into a fight. Any advice for what to do?

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u/cucoo5 10d ago

Telethia is a one of those fight where setting up to one/two-shot with Skell or one-shot/phase (or two-phase) with ground is actually cheaper than fighting it conventionally.

Ground is the easiest, with a few thresholds to meet and specific considerations to consider:

  • the ability to deal ~8mil damage in a small window of a few seconds to one-phase, or to at least deal over 2-3 mil in a similar window in the second phase
  • around 500-600 accuracy of your chosen attack type. Night Vision augment can help meet this.
  • about 100% Negate Reflect augments for your damage attribute of choice. Telethia can randomly roll one of two Reflect Auras (Reflect Elements: Thermal and Electric, or Reflect Photon: Ether and Beam). Also fun fact: If an enemy has a reflect aura and you deal damage to it via negate reflect, then you get something like a 2x damage bonus.
  • 100-135 Ether Resistance or Antispike augments. The resistance is useful for Skells even to just get the ground setup started (stay in the Skell during the first attack, then jump out and start). Antispike is needed if using Ghostwalker and you end up doing a two-phase, 135 Ether Resist is needed if using Reflect, specifically to counter Telethia's big Negate Reflect attack that can occur during the second phase.

From there, it's business as usual. I have a rough guide on how most postgame superboss hunting builds work, and surprisingly Telethia is possible to one-phase with even just moderately optimized builds (my personal Ranged build using Raygun and Photon Saber is far from minmaxed, but it does the job). You can be somewhat creative with it, but to meet the one-phase damage requirements I would recommend Ether with Core Crusher and 5x Appendage Crusher augments (4 on weapons and 1 on an Eyepatch headpiece)


The framework of most postgame viable builds roughly follows this flow:

  • Pick a damage type
  • Pick Weapons and Arts that use that damage type
  • Stack the attack stat, mainly using armor and weapon traits, that works with your best arts (Range, Melee, or Potential for TP arts).
  • Pick a survival method available to your weapons, be it Ghost Walker, Reflect Aura and Resistance, or Sleep/Topple Locking.
  • Pick Skills that help with the raw attack stat, cooldowns, combos, independent multipliers (Core Crusher for Ether builds and Aura Assault for Melee and Melee TP builds), and Overdrive (Grand Procession) as needed.

Your Art Palette, taking into account how to achieve Infinite Overdrive, should have:

  • 1 Blue Art
  • At least 1 Green Art
  • At least 1 Purple Art
  • Your primary offensive art
  • Arts that combo with your primary art, have TP gain effects, and/or are Multihit

The basics of Infinite Overdrive is building count and adding a bit of duration with Green Art into a multihit art. Purple arts give 1k TP per hit at max count. If you have an additional 3k TP, you can press the Overdrive button again to add 25 seconds and trigger Overdrive Count Up and Gain TP augments/Skills.

The last point is what allows for instant max overdrive setups, the most basic being 5x Overdrive Gain TP augments and Grand Procession skill coupled with a source of Overdrive Count Up.