Fangs of Remorse

'A Dragon warrior who has fought many wars- she is a goddess on the battlefield. Tears roll down her cheeks as she parts with her comrade in arms, but are the tears from the sadness of farewell or anger at herself? Only victory will reveal the truth!'

Overview
Fangs of Remorse is the second Ultra Trial event to come to Grand Summoners, this time centering around the Aesis, the earth Dragon. Although one would expect it to be similar in aspects to The Vengeful Spear of Ice, the only similarities between these two events are their extreme difficulty and the eventual goal. While Vitz's event is comparable to more difficult quests, with the dial then turned up to 11, Aesis' encounter has completely different mechanics, unlike anything seen in the game prior or since. Here are simple mechanics that are not out of the usual: -At the start of the battle, Aesis has some damage resistance and accuracy buffs applied to her that last for the first minute of the battle (Although there is no icon for her apparent accuracy buff). -She cannot take Water DMG. This goes for equips and units. On top of that, she has Water Killer at 100%, so fielding Water units is difficult in the best of circumstances. -She has increased CRI rate against units suffering some kind of Status Ailment (likely 100%). This is especially annoying as she can inflict Blind and Curse on regular attacks and skills, as well as Seal, Paralyze and Poison on her arts, the later of which are guaranteed.

However, these are manageable for a player ready for such things. What makes this fight annoying is the unique Area Effect for this event: Miasma Miasma is an Area effect that affects all your units, much like Hellfire, throughout the entire battle. It allows all your units to generate 5 arts every second (gradually over a second) and an additional 10 arts every time you use a Skill. Nearly sounds to good to be true, right? Well, the issue is that it is too good to be true. The cost of this automatic Arts gain is that equipment, Skills, Arts, True Arts and passive abilities that generate arts for your units do not work in that sense. For example, using the Fight Club Goku Uniform generates 30 arts for your units instantaneously as well as increasing your units DMG done by 20% for 10s. However, under Miasma, this equip will only increase your units' DMG, not their arts gauges. If that wasn't all, no BE is generated by Skills and equipment, unlike most other quests. This immediately changes the game, as every other quest in the game involves filling their Arts gauges through equipment, Skills and BE. But this fundamental change flips priorities for players, as any support slots on a team to clear this quest will now prioritize reducing Skill cooldown time, Equipment cooldown time, or increasing CRI rate and DMG.

Additionally, at different health thresholds, Aesis will become more powerful with buffs to ATK, speed and Arts gain, as well as inflicting more debuffs to the player's team. -At 70% HP, she gains increased ATK for the rest of the battle. -At 50% HP, she increases her ATK for the rest of the battle again, and also completely negates all healing for the player's units by 100%. The only way to heal your units in any way now are equips and Arts that increase the baseline stats of your unit, such as the Demonic Wicked Globe or Vox's Art. -At 25% HP, Aesis becomes enraged. This means she once again increases her ATK for the rest of the battle, as well as increasing her movement speed and filling her Arts gauge faster.

True Arts

Finally, one last thing that must be mentioned are Aesis' True Arts, which are performed at the 70% and 50% and 1% thresholds. These attacks are very hard hitting, especially because she increases her own DMG for 8s whenever she uses them. However, the True Arts of 70 and 50% threshold can be interrupted or skipped by breaking her, which can be useful for sustain teams.

However, the True Art at 1% is a special kind of poisonous. All of your units' hit points are reduced to 1, and she deals 5000 damage to all of them, regardless of taunt tanks or DMG reducing abilities and equipment.

If one or more of your units survives this, congratulations, you've earned yourself a Limit Break for Aesis. If you managed to survive with the whole team, you are now the Proud owner of Venom Draco Warrior Aesis. Hurray!

Recommendations
Here are some Units and Equipment that are useful or almost essential to this quest. For more information on team composition and equipment, check out this page: Guides:Fangs of Remorse Units Dragon Lord Gerald is used in essentially every team used to clear this quest. While similar units like Awoken Celia and Naofumi Iwatani (AWK) can be used, Gerald has certain advantages in this battle, such as his elemental advantage against Aesis, as well as his Sacrifice and Resolution ability, which allows him to revive and heal to 50% health once in battle. The duration of his revive allows him to survive Aesis' True Arts, even the last one, allowing you to reliably clear the quest and obtain Limit Break units, even if the rest of the team is killed. While largely overlooked compared to his mage version and Vox the majority of the time, this quest allows Awoken Swordsman Berwick to fully shine. He is one of the more reliable damage dealers to Aesis, as well as increasing his allies DMG and increasing their Max HP, which works even after the 50% health threshold. Another unit used very often in safer teams, Blazing Divine Guardian Sanstone can reduce the damage taken to your team to a massive degree. Additionally, her equipment slots are extremely useful for this fight. However, keep in mind that she needs her True Weapon to be used effectively, as it massively improves her capabilities.

Equipment As most units in your team are likely going to be of the Fire element, this equip that improves all their stats by 20% as a passive and reduces Skill cooldown time is almost essential, and definitely highly recommended. While this equip is useful on its own for its low cooldown and good defensive stats, in the hands of Sanstone, its true potential is revealed. Improved stats for her as well as reduced equipment cooldown can make this equip even more of mainstay than Sanstone herself. This relatively easy to obtain equip has a low cooldown and the ability to cleanse every Status Ailment Aesis can inflict. The only weakness it has is its low heal amount, but this is negated after the 50% threshold, so it hardly matters in the first place. A summonable equip, it reduces all allies Skill cooldown pretty significantly. While its effects don't last long, it has a short cooldown, increasing its value.

Rewards
Energy Cost: 50 ''The Dragon's strike slices through the earth! Dodge the warrior's fierce attacks and discover the firm resolve hidden behind her fury!''

Additionally, upon being defeated, Aesis drops a Limit Break unit with a luck of 5. Also, you can obtain standard luck rewards occasionally, such as ores and tasmons.