Final Fantasy 16is brimming with optional enemies, many of which are unlike anything Clive faces during the main quests. Take the Dozmare, for example; a mid-game griffin mark with claws honed to rip unprepared players to shreds - not to mention some impressive command of wind.
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As part of our continuing coverage on Final Fantasy 16, we’ll detail how to fell this formidable foe as part of the ‘Blacksmith’s Blues’ side quest. The beast awaits upon the ramparts, ready to pounce. Let’s pounce back.
It probably won’t surprise you to learn that the Dozmare, being a griffin, is both vicious and swift. It’s hardly the bulkiest boss in Final Fantasy 16, but it has an impressive enough HP pool to keep Clive going for several tense minutes.
Dodging is never a bad idea in this game, but it can prove particularly advantageous here; this avian beast’s attacks are largely either predictably linear or circular long-range ordeals. In either instance, a good parry or quick retreat is a better idea than a full-on assault.
Description
Gust
The Dozmare will stand in place for a second before spitting out a windy projectile. No homing mechanism makes it easy to avoid, and you’re able to use the time granted to get a few strikes in.
Pounce
This is what we’re labeling all those times you’re in close enough range to the creature for it to briefly stand on its hind legs, then, well,pounceforward with its claws. Try to wrap around to its sides if you may, and get a nice combo in while it’s recovering. Of note, the Dozmare is equally likely to use this on your allies, so if that happens, take advantage of the opportunity they’ve afforded you.
Dive
Leaping into the air, the Dozmare then descends sharply upon wherever Clive was standing at the time of its jump. It’s not unlike a dragoon’s jump; just get out of the way in time.
Twirl
When it’s not using its Gust attack to get to you from a ranged position, it will sometimes elect to fling forward in a corkscrew maneuver. A quick sidestep or two should do the trick, but beware that it often backs itself up quickly after landing, so we don’t advise charging in.
Whirlwind
We can’t think of a better name for when the Dozmare twists its body up a couple of meters in the air and unleashes a gusty spiral. This tends to happen when Clive’s standing in front of it and it isn’t using Pounce; dodge out of the small cyclone if you can, and it won’t hit at all.
Noble Dive
The game names the Dozmare’s biggest attack for us, thankfully, and it can be brutal if you’re unprepared. Noble Dive sees your mark twirl around in the air over a sizable distance, then dive bomb toward Clive; the notable difference here versus its normal attacks is that the Dozmare unleashes a green wave of magical energy like a shockwave from its landing spot. This can be difficult to evade in full, so you may end up soaking some of the wave’s damage. On the other hand, note that Noble Dive has a somewhat lengthy startup time, so see if you can get an especially powerful Eikonic strike in during the windup.
This is what we’re labeling all those times you’re in close enough range to the creature for it to briefly stand on its hind legs, then, well,pounceforward with its claws. attempt to wrap around to its sides if you can, and get a nice combo in while it’s recovering.
Of note, the Dozmare is equally likely to use this on your allies, so if that happens, take advantage of the opportunity they’ve afforded you.
When it’s not using its Gust attack to get to you from a ranged position, it will sometimes elect to fling forward in a corkscrew maneuver.
A quick sidestep or two should do the trick, but beware that it often backs itself up quickly after landing, so we don’t advise charging in.
We can’t think of a better name for when the Dozmare twists its body up a couple of meters in the air and unleashes a gusty spiral.
This tends to happen when Clive’s standing in front of it, and it isn’t using Pounce; dodge out of the small cyclone if you can, and it won’t hit at all.
The game names the Dozmare’s biggest attack for us, thankfully, and it can be brutal if you’re unprepared. Noble Dive sees your mark twirl around in the air over a sizable distance, then dive bomb toward Clive; the notable difference here versus its normal attacks is that the Dozmare unleashes a green wave of magical energy like a shockwave from its landing spot.
This can be difficult to evade in full, so you may end up soaking some of the wave’s damage. On the other hand, note that Noble Dive has a somewhat lengthy startup time, so see if you can get an especially powerful Eikonic strike in during the windup.
We’ll partly befighting wind with wind. Two of Garuda’s abilities are especially sound against the Dozmare;Rook’s Gambitcan be employed when it usesDiveso long as you stand slightly to the side of where it lands. It’ll receive the brunt of your hit upon landing. Meanwhile,Wicked Wheelis perfect for taking advantage of any lullsduring your Limit Breakcombo string, to really maximize Clive’s carnage.
Since the Dozmare is so thoroughly fond of long-range attacks, let’s greet it with one of our own -Thunderstormhas just the right charge time to shoot it off before you’re struck byTwirlorGust. Also on the Ramuh front, consider giving the bird a nicePile Drivein the face when you may, as it can dissuade it from usingWhirlwindagainst you and get stuck with a recoil animation that’ll get you some more hits in.
When the Dozmare is staggered, a great combo to consider is a long string ofWill-o'-the-Wykesbolstered by moreWicked Wheel. you’re able to get anotherPile Drivein there as well.
All things considered, this isn’t the hardest thing you’ll have faced off against by this point in Final Fantasy 16, and it’s a veritable pigeon next to much of what is yet to come. Justveer toward the evasive as much as possiblewhen you don’t have time to use the attacks we’ve mentioned, and always remember the golden rule:Torgal is here to help!
650
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8,500
Scarletite x1, Meteorite x1