Please join this new Discord server! If you are unable to edit, please stop in the Discord server and let us know. |
---|
Abyssal God Stats (Etrian Odyssey III: The Drowned City)
Abyssal God 昏き海淵の禍神 |
---|

A being that traversed space and time through an otherworldly sea. It awaits its awakening...
時間と空間を越え異海より 飛来した人類の想像を超える 存在.大いなる目覚めの時を 待ち深海で眠り続けていた.
Abyssal God Lower Body Stats | ||||||||
---|---|---|---|---|---|---|---|---|
Monster Type | Superboss - Abyssal God's Lower Body | Location | ||||||
HP | 10000 | Cyclopean Haunt B25F | ||||||
Attack | 85 | ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() | |
Defense | 71 | △ | △ | △ | △ | △ | △ |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
△ | ⨉ | ⨉ | △ | △ | △ | △ | △ | △ | △ | △ | △ | △ |
Experience points | 300000 |
◎ = Weakness △ = Resistance ⨉ = Immunity ⭕︎ = Normal |
Abyssal God Defending Stance Stats | ||||||||
---|---|---|---|---|---|---|---|---|
Monster Type | Superboss - Abyssal God's Defending Stance | Location | ||||||
HP | 60000 | Cyclopean Haunt B25F | ||||||
Attack | 85 | ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() | |
Defense | 71 | △ | △ | △ | △ | △ | △ |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
△ | ⨉ | ⨉ | △ | △ | △ | △ | △ | △ | △ | △ | △ | △ |
Experience points | 300000 |
◎ = Weakness △ = Resistance ⨉ = Immunity ⭕︎ = Normal |
Abyssal God Attacking Stance Stats | ||||||||
---|---|---|---|---|---|---|---|---|
Monster Type | Superboss - Abyssal God's Attacking Stance | Location | ||||||
HP | 60000 | Cyclopean Haunt B25F | ||||||
Attack | 85 | ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() | |
Defense | 71 | ⭕︎ | ⭕︎ | ⭕︎ | ◎ | ◎ | ◎ |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
△ | ⨉ | ⨉ | △ | △ | △ | △ | △ | △ | △ | △ | △ | △ |
Experience points | 300000 |
◎ = Weakness △ = Resistance ⨉ = Immunity ⭕︎ = Normal |
Abyssal God Lower Body Stats | ||||||||
---|---|---|---|---|---|---|---|---|
Monster Type | Superboss - Abyssal God's Lower Body | Location | ||||||
HP | 10000 | Cyclopean Haunt B25F | ||||||
Attack | 85 | ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() | |
Defense | 71 | △ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
△ 10% |
⨉ 0%︎ |
⨉ 0%︎ |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
Experience points | 300000 |
◎ = Weakness △ = Resistance ⨉ = Immunity ⭕︎ = Normal |
Abyssal God Defending Stance Stats | ||||||||
---|---|---|---|---|---|---|---|---|
Monster Type | Superboss - Abyssal God's Defending Stance | Location | ||||||
HP | 60000 | Cyclopean Haunt B25F | ||||||
Attack | 85 | ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() | |
Defense | 71 | △ 25% |
△ 25% |
△ 25% |
△ 25% |
△ 25% |
△ 25% |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
△ 10% |
⨉ 0%︎ |
⨉ 0%︎ |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
Experience points | 300000 |
◎ = Weakness △ = Resistance ⨉ = Immunity ⭕︎ = Normal |
Abyssal God Attacking Stance Stats | ||||||||
---|---|---|---|---|---|---|---|---|
Monster Type | Superboss - Abyssal God's Attacking Stance | Location | ||||||
HP | 60000 | Cyclopean Haunt B25F | ||||||
Attack | 85 | ![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() | |
Defense | 71 | ⭕︎ 100%︎ |
⭕︎ 100%︎ |
⭕︎ 100%︎ |
◎ 200% |
◎ 200% |
◎ 200% |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
![]() ![]() |
△ 10% |
⨉ 0%︎ |
⨉ 0%︎ |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
△ 10% |
Experience points | 300000 |
◎ = Weakness △ = Resistance ⨉ = Immunity ⭕︎ = Normal |
Skills
Lower Body Phase:
- Magma Ocean (head): 350% fire damage to entire party
- Ice Tempest (head): 350% ice damage to entire party
- Proton Thunder (head): 350% volt damage to entire party
- Regenerator (head): Revives a Tentacle, heals 1000 HP, and increases its overall damage reduction
Defending Stance:
- Nameless Wall - When struck by a physical attack, counters with an almighty attack that deals 4x the amount of damage the Abyssal God took. If hit multiple times or by skills that lands several blows, this boss will unleash a counter for each time it has been damaged.
- Mist Curtain - When struck by an elemental attack, counters with an almighty attack that deals 4x the amount of damage the Abyssal God took. If hit multiple times or by skills that lands several blows, this boss will unleash a counter for each time it has been damaged.
- Chaotic Beckon (legs) - 100% stab damage to entire party. Restores some HP to the boss, proportional to the damage inflicted.
- Spurting Fumes - When struck by any attack, counters by inflicting random status effects to the whole party. If hit multiple times or by skills that lands several blows, this boss will unleash a counter for each time it has been damaged. Can inflict petrify and a plague/poison status that deals 500 damage per turn.
- Abyssal Offering (head) - Removes all debuffs and heals for 11,475 to 11,480 HP
Attacking Stance:
- Demon Rage (legs) - 8x 180% random bash attacks across the whole party. Removes buffs from any struck targets.
- Rising Claw (legs) - 300% cut damage to the whole party, 30% stun.
- Chaos Tentacle (legs) - 5000% stab damage to the character with lowest HP.
- Primitive Burn (head) - 150% fire damage to the entire party, inflicts debuff that imposes 80% attack reduction.
- Foul Glacier (head) - 150% ice damage to the entire party, 30% head bind.
- Dark Lightning (head) - 150% volt damage to the entire party, 20% sleep or panic.
Attacking Stance (Turn 40+):
- Demon Rage (legs) - 2x 300% random bash attacks across the whole party. Removes buffs from any struck targets.
- Rising Claw (legs) - 600% cut damage to the whole party, 40% stun.
- Chaos Tentacle (legs) - 8000% stab damage to one target, +100 Action Speed.
- Primitive Burn (head) - 300% fire damage to the entire party, inflicts debuff that imposes 90% attack reduction.
- Foul Glacier (head) - 300% ice damage to the entire party, 40% head bind.
- Dark Lightning (head) - 300% volt damage to the entire party, 40% sleep or panic.
Item Drops
- Darkstar Bead
Strategy
Lower Body Phase
The Abyssal God's first phase has a 90% damage reduction modifier if fought right away. To weaken it, you must first go about the rest of the floor, slaying the eight Tentacles to whittle away at its defense. Each slain Tentacle reduces its initial HP by 1000 and reduces its damage reduction by 20%; with five or more dead Tentacles it takes more damage than normal.
- If 8 or 0 tentacles are alive: Magma Ocean → Ice Tempest → Proton Thunder
- If 7 or 1 tentacle is alive: Ice Tempest → Proton Thunder → Magma Ocean
- If 6 or 2 tentacles are alive: Proton Thunder → Magma Ocean → Ice Tempest
- If 3 tentacles are alive: Magma Ocean → Proton Thunder → Ice Tempest
- If 4 tentacles are alive: Proton Thunder → Ice Tempest → Magma Ocean
- If 5 tentacles are alive: Ice Tempest → Magma Ocean → Proton Thunder
- At the end of each turn it has an increasing chance of using Regenerator, which heals itself and resurrects a Tentacle. After the third elemental attack is used, it is guaranteed to use Regenerator.
- After Regenerator is used, the cycle restarts from the top and shifts according to how many Tentacles are now present.
- Regenerator will not be used while all eight Tentacles are alive.
Do not stall the battle past turn 20, because it will choose its attacks randomly past that point. Bring a Hoplite or Zodiac to properly block its elemental attack according to its strict pattern, and devote the rest of your party to getting through this phase as fast as possible.
Upper Body Phase
This part of the fight switches back and forth between a defensive and attacking stance. The defensive stance is focused on countering your attacks, and takes 25% damage from all non-almighty sources. The attacking stance sheds its defenses and gains a weakness to all elements, but is far more aggressive. This fight has four phases, each of them more erratic than the last.
- 100-76% HP
- Nameless Wall
- Mist Curtain
- Chaotic Beckon
- Spurting Fumes
- Abyssal Offering
- Switches to attacking stance at end of turn + Demon Rage
- Rising Claw
- Chaos Tentacle
- Primitive Burn
- Foul Glacier
- Dark Lightning
- Switches to defensive stance at start of turn + Abyssal Offering
- 75-51% HP
- Immediately starts this phase by switching to its defensive stance and uses any of its counter skills. Refrain from attacking once you first go past this threshold.
- Always raises the correct type of counter that will be triggered by the attack you are using, including the turn it switches stances.
- If the party is not going to attack, may use Chaotic Beckon or Abyssal Offering.
- May randomly switch from defensive to attacking stance and unleash one of its elemental attacks.
- Silently counts the number of times it acts, including preparation of counter skills, and retaliations. Once this counter reaches 6, it switches to attacking stance and does the following:
- Switches to attacking stance at end of turn + Demon Rage
- Dark Lightning
- Foul Glacier
- Demon Rage
- Chaos Tentacle
- Rising Claw
- Switches to defensive stance at start of turn + Abyssal Offering
- May randomly switch from attacking to defensive stance and raise a counter to your attack.
- 50-26% HP
- Immediately starts this phase by switching to defensive stance and uses any of its counter skills.
- Prioritizes using Spurting Fumes to counter your attacks.
- If the party is not going to attack, may use Chaotic Beckon or Abyssal Offering.
- May randomly switch from defensive to attacking stance and unleash one of its elemental attacks.
- After 6 actions, changes forms and uses Primitive Burn.
- In attacking stance, it attacks randomly but has some degree of predictability:
- If a party member is under the attack debuff from Primitive Burn, the attack will not be used.
- If a party member has their head bound, Foul Glacier will not be used.
- If a party member is being afflicted by sleep or confusion, Dark Lightning will not be used.
- If the whole party is below full health, Demon Rage will not be used.
- If everyone is above 75% of their maximum HP, Chaos Tentacle will not be used.
- If the entire party has fulfilled all those criteria that prevents any of the other attacks from being used, it will use Rising Claw.
- May randomly switch from attacking to defensive stance and raise a counter to your attack.
- 25% HP to death
- Immediately starts this phase by switching to its defensive stance and uses any of its counter skills.
- Always raises the correct type of counter that will be triggered by the attack you are using, including the turn it switches stances. Rarely uses Spurting Fumes in this phase.
- If the party is not going to attack, may use Chaotic Beckon or Abyssal Offering.
- May randomly sswitch from defensive to attacking stance and unleash one of its elemental attacks.
- After 6 actions, changes to attacking stance and uses Primitive Burn. Attacking stance still follows the same logic as previous phase.
- May randomly switch from attacking to defensive stance and raise a counter to your attack.
- If the total turn count exceeds 40, changes to offensive form and attacks randomly with strengthened versions of its attacks until death. It will not shift into its defensive form past this point.
The Hoplite's Anti-element skills are vital for both phases of the fight. If you are unsure of which element is coming, you can prepare two different Anti-element skills to reduce guesswork. The Zodiac's Elemental Prophecy skills serve a similar function and can defend the party if the Hoplite needs to do anything else, but will not work on turns where the Abyssal God changes stances (as both attacking and defensive stances are counted as separate entities for the Prophecy skills).
Attacking with a weak weapon that has an elemental effect during the defensive stance has a high chance of tricking the Abyssal God into raising either Nameless Wall or Mist Curtain and retaliate with very low counter damage. The exception is the third phase where it heavily favors Spurting Fumes, where attacks are met with random ailments spread across the party. This strategy is also not completely foolproof on other phases as there is a very small, non-zero chance it uses Spurting Fumes anyway.
You can grant a giant action speed boost to your attackers with the Prince/Princess' Knighthood skill to let them strike before the Abyssal God moves, tricking the Abyssal God into countering an attack that has already happened.
The Yggdroid's HP Cannon inflicts almighty damage that not only bypasses the damage reduction of its defensive stance, but also does not trigger any of its counterattacks.
The complexity of the fight and multiple triggers that will cause a fight to go completely awry led players to figure out ways to cheese it by bursting down the Abyssal God during the first phase, which is most predictable.
Warrior Might
Requires the following:
- Gladiator with Shogun subclass
- Max out Warrior Might, Endless Battle, Berserker Vow, and Charge or Daifuhensha/Great Warrior. Bloody Lance is also helpful.
- Equip with a Dragonbane with eight copies of an elemental forge of your choice. Target Goggles may be needed if accuracy poses an issue.
- 1-2x Shogun with Buccaneer subclass
- Max out Eagle Eye and Swashbuckling. Have at least a point in Rear Dignity and Second Sword.
- The weapons they use is irrelevant, as long as they are dual-wielding. Target Goggles may be needed if accuracy poses an issue.
- Hoplite with Ninja subclass
- Max out Guardian, Antifire, Anticold, Antivolt, and Bunshin/Ninpo: Double. Have points in Bodyguard and Provoke.
- A shield is needed for the defensive skills. The weapon is irrelevant.
- Fifth member of your choice
- Limit Skills: Either Aegis Defense, Aegis Shield, or Uroboros Guard. Lucky Hammer helps squeeze out one last Warrior Might chase, preferably used on the Gladiator themselves.
- Kill at least 6 Tentacles
Part 1:
- Hoplite defends against the appropriate elemental skills
- Buff the Gladiator. Use Warrior Might while the Shogun use a normal attack.
Part 2:
- Take your time buffing up your Gladiator and protecting them where necessary. Your Hoplite has a safe turn to Bunshin at the start of this phase too.
- During the turn where the Abyssal God uses Abyssal Offering, have both your Shogun use Rear Dignity on themselves while the Hoplites use Provoke.
- For the form change turn, get your Hoplites to Bodyguard your Warrior Might user. Both Shogun should be slow enough to apply the Eagle Eye debuff after the Abyssal God changes forms. Most of the attacks will be redirected to your Hoplites who should survive everything. The fact they lose their buffs does not matter.
- Unleash your defensive Limit and Lucky Hammer. Have the Gladiator use Warrior Might, while all party members use their normal attack. With enough luck, you'll roll enough hits for Warrior Might to kill the Abyssal God in one turn. Bear in mind that this strategy is luck-based; you can fail to do enough damage if you don't roll enough Swashbuckling attacks, or if the attacks or chases miss.
Tagen Battou/Drawing Slice
Requires the following:
- Gladiator with Ninja subclass (or the reverse)
- Max out Endless Battle, Bunshin/Ninpo: Double, Tagen Battou/Drawing Slice, Berserker Vow, and Charge. Maxed Sarutobi/Ninpo: Flight is optional.
- Equip your strongest knife, preferably the Futsuno Mitama with 6 ATK forges or Danda-Chakra with 2 ATK forges, to do as much damage as possible.
- If you're using a Gladiator/Ninja, equip Target Goggles to aid with accuracy. For a Ninja/Gladiator, use Strength Rings to get their STR as high as you need.
- If you're using a Gladiator/Ninja, ensure their Agility is lower than 63 so they move after the Abyssal God. If it's a Ninja/Gladiator, they're fast enough to clone themselves before the elemental wall gets raised.
- Hoplite with Prince(ss) subclass (or the reverse)
- Max out Antifire, Anticold, Antivolt, and Attack Order. Have a point in Bodyguard and Knighthood. Provoke is optional.
- A shield is needed to use the defensive skills. The weapon is irrelevant.
- Thrust Amulets can help with damage mitigation.
- Bring a small supply of Amrita III and Bravants.
- Limit Skills: Either Aegis Defense, Aegis Shield, or Uroboros Guard. You can assign it in a full party, then rearrange your party without changing Limit allocation.
- Kill at least 6 Tentacles.
Part 1:
- Defend with the appropriate anti-element skill as you use Bunshin/Ninpo: Double to set up the first Tagen Battou/Drawing Slice. You'll only need about three clones to push past this first phase.
- Charge, then use Knighthood to ensure the Tagen Battou/Drawing Slice is unleashed as quickly as possible to advance to the second phase.
Part 2:
- For turns 1 and 2, prepare and extend Attack Order and Berserker Vow on the attacker.
- On turn 3, use Bodyguard to defend the attacker. For the next two turns, Bunshin/Ninpo: Double as much as possible, getting your defender to use a Bravant on the attacker to maximize your damage output or an Amrita to top them off.
- Alternatively, if you have maxed Sarutobi/Ninpo: Flight, get the attacker to create as many clones as possible, have all clones use Sarutobi/Ninpo: Flight on turn 3 to negate Chaotic Beckon, and then focus on buffing your primary attacker. This lets you establish five clones without issue.
- On the turn after you see Abyssal Offering, raise your defensive Limit Skill and get your Tagen Battou/Drawing Slice user to Charge. The Abyssal God will change form and its Demon Rage will be negated.
- On the next turn, use Knighthood to jumpstart your Tagen Battou/Drawing Slice. If you have enough buffs and clones, you'll kill the Abyssal God instantly.
Etymology and other languages
References
- Etrian Odyssey III: The Drowned City enemy data
- Etrian Odyssey III: The Drowned City Let's Play by Araxxor Abyssal God Part 1 breakdown
- Abyssal God Data from DrFetus/Araxxor
V • T • E | Monster Stats (Category) | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|