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You’re finally here. This is the end of your journey you set out on at the beginning of Dragon Quest 3 Remake. Baramos now stands before you, the menacing presence that put all this hardship upon the world in the first place. And he lives up to his reputation.
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Baramos is a dramatic jump in difficulty compared to other bosses in the game, and he will push your party dynamics to the limit. It might take a few attempts, but you can banish Baramos’ villainy from the world. Let’s get to it.
Recommended Party Build And Level
Baramos’ Lair is already a distinct jump in difficulty compared to the dungeons you’ll have faced beforehand, so if you can manage those, then you’re probably already at a sufficient level. On average though, we’d recommend your party being somewhere around level 35. This should give you some high stats as well as access to each Job’s most powerful spells and abilities.
In terms of party composition, you’ll want a good variety of Jobs that can cover every base. Using the Job change feature at Alltrades Abbey is essential to give some of your companions more abilities. Here’s what we went with:
- The Hero, with a Paragon personality and an emphasis on physical attack.
- A Monster Wrangler with a Tough Cookie personality, giving them high Resilence and physical attack.
- A Mage-turned-Sage with the Slippery Devil personality, giving incredibly high MP and a good Agility stat.
- A Priest-turned-Warrior with the Meathead personality to boost their strength to the max, while still giving them access to buffing spells.
For the Monster Wrangler in particular, many of their abilities are unlocked and strengthened by recruiting monsters. We had around 50 monsters saved at this point. The ability, Monster Pile-On, was central to our strategy so try to have rescued as many monsters as possible by this point.
In terms of equipment, many of the items you find in Baramos’ Lair are quite powerful, though the gear you can buy in other towns will be sufficient for this battle as well. Your buffing spells will be doing most of the defense in the fight against Baramos.
As a final prep, make sure to pick up the Duplic Hat for your magic user. This can only be found in the small grove surrounded by mountains in the north of the overworld accessed with Ramia. This gives a chance for any spell cast to be cast a second time, completely free-of-charge. When it comes to healing, this is essential against Baramos.
Baramos’ Moveset
When you finally come face-to-face with Baramos, he might seem insurmountable at first. He hits so damn hard, and sometimes twice a turn. He pulls out every one of the strongest spells that he has, and isn’t a slouch when it comes to his regular attacks either.
Here’s a list of his moves to prep yourself for what’s to come:
Attack |
Type Of Damage |
---|---|
Physical Attack |
Physical, Single Target |
Kaboom |
Explosive, Magic, Party |
Inferno |
Fire, Breath, Party |
Dazzle |
Debuff, Reduces Accuracy, Party |
Kafrizz |
Fire, Magic, Single Target |
Spooky Aura |
Debuff, Reduces Magical Resistance, Single Target |
Blasto |
Removes a single party member from battle permanently |
Fuddle |
Debuff, Confusion, Single Target |
These are all pretty powerful spells, especially since he has no restrictions on when and where he will do them. Thankfully, he’s not entirely random, as he will never perform the same attack two times in a row.
As you can see, some of his most powerful attacks center around fire, so using equipment and accessories that defend against Fire and Breath attacks will have you off to a great start against him before the fight has even begun.
Baramos also restores his own HP at the end of each turn by around 60-70 HP, so you can’t spend too long without attacking him before you get diminishing returns.
Battling Baramos
In battle against Baramos, his fearsome size is unsettling. Despite him appearing wizened, he is fast, and hits just as hard. You need to be precise with every action you make, or you can wipe your party in one turn.
The first thing you’ll want to do is use Acceleratle and Kabuff to strengthen your party. Ideally, whoever is wearing the Duplic Hat will cast this, giving you a even more of a defense boost. Do the same the next turn for Magic Barrier.
While he has a relatively high resistance, Baramos can be both Sapped to reduce his defense, and Fizzled to block his magic. Sap will last for multiple turns, while Fizzle will typically only last until the end of the turn. While he won’t try to cast magic whil it is blocked, swapping to Inferno and physical attacks instead, it means you can better plan around his attacks.
Your Priest-Turned-Warrior should be used as a bastion, casting buffs and debuffs while being able to take a few hits. They should be consistently aiming to Sap and Fizzle Baramos, while casting Acceleratle and Insulatle on the party. The Hero and Monster Wrangler are the primary attackers here.
Baramos has a weakness to Wind, so Gust Slash is a good move here. Have your Sage cast Oomph on both the Hero and the Monster Wrangler when they have a chance, as the extra damage is always appreciated. You’ll always want to either have them boosted or Baramos Sapped to get through this battle faster.
You’ll want to do a very specific tactic with the Monster Wrangler. Use the ability Wild Side at the beginning of their turn, which will let them do two attacks in a single turn. This makes them repeat whatever action they choose at the beginning of the turn. The most powerful choice here is Monster Pile-On.
While this would usually hit targets randomly, it will focus all the damage on Baramos, letting you potentially deal up with 400 or so damage with each attack, letting just the Monster Wrangler deal almost 1,000 damage. This is with around 50 or so monsters rescued.
This forms the bulk of the battle, with Baramos thankfully never changing up their attack pattern in any drastic ways. If you can get into a good flow with healing and buffing, then Baramos won’t stand a chance against you. Now head on back home to Aliahan for your victory lap.
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