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You’re a bit of the way through a new block of Tartarus now in before you meet the Arcane 🌞Turret guardian shadows, so you’re no stranger to how these mini-boss battles work. However, the Arcane Turret shadows throw a curve ball at you and the team during their guardian fight by switching up their affinities on you in a rather frustrating way.
But with steady🐷 ice magic and ample healing, you’ll breeze through this fight! For tons of ཧtips and tricks for how to beat Arcane Turret in Persona 3 Portable, you’ve come to the right place.
Though🤡 our guides for gua﷽rdian battles focus on combat, there may still be occasional spoilers for Persona 3 Portable.
Arcane Turret Battle Setup
Your party will find the Arcane Turret guardian battle on 122F of 168澳洲幸运5开奖网:the Tziah block of Tartarus, making them your first guardians of this new sect♏ion.
Recommended Party
Our recommendation for your party in this battle is to bring Mitsuru, Akihiko, and Yukari.
While Mitsuru does have a weakness to fire that can be hit, she focuses on ice magic, to which the Turrets are weak. Thankfully, she’s also got some decent healing magic to recover any damage she takes.
And with wind damage hitting normally, the only element to do so other than almighty (to which you might not yet have access), Yukari is a strong choice for both her wind magic to deal normal damage, and her healing magic to help your team.
Akihiko is a good choice to round out the party, as he not only resists electric magic, but he also has plenty of good buff moves to help strengthen your team.
Recommended Level And Personas
With Arcane Turret at Lv. 41, we suggest coming into the battle someplace around Lv. 40 yourself.
As for your stock, Ganga might be your team's MVP in this fight. Where Ganga excels is with its access to Bufula, giving you access to a medium-power ice move to use against the Turrets.
It is weak to fire, but you'll have enough ice magic to spam the Turrets into staying down, meaning that may not be such a threat.
Arcane Turret Stats And Affinities
Below is ♈all the informati♎on that Fuuka is unable to give you during guardian battles, to help you knock out the Arcane Turrets in P3P with ease.
Persona 3 Portable Affinity Table Key
Label |
Explanation |
Str |
This shadow is strong against this element, and attacks of this element deal less damage. |
Wk |
This shadow is weak against this element, and attacks of this element deal more damage. |
Rep |
This shadow will repel attacks of this element, reversing the damage onto you. |
Nul |
This shadow will nullify attacks of this element, and as such, they deal no damage. |
Drn |
This shadow will gain health from attacks of this element, so attacks of this heal the shadow. |
- |
Attacks of this element deal normal damage to the shadow. |
Arcane Turret Affinity Chart
Affinities and Weaknesses |
|||||||||
Slash |
Strike |
Pierce |
Fire |
Ice |
Electric |
Wind |
Light |
Dark |
Almighty |
Str |
Str |
Str |
Nul |
Wk |
Nul |
- |
Nul |
Nul |
- |
Skills and Attacks |
|||||||||
Agidyne |
Heavy fire damage to one foe |
||||||||
Ziodyne |
Heavy electric damage to one foe |
||||||||
Strike Attack |
Standard attack dealing strike damage |
||||||||
Mind Charge |
The n✱ext magic attack cast will deal double damage |
||||||||
Eerie Sound |
35% chance to distress all foes |
||||||||
Marakunda |
Decreases all foes' defense stats |
Arcane Turret Battle Strategy
One of the early frustrations of this battle comes from knowing that usually, Turret enemies are weak to electricity. Here, however, they nullify electricity.
If you’re not prepared for that switch, it may take you off-guard and make you waste a turn trying to shock them with Akihiko. Save Akihiko’s SP for his debuff moves.
The easiest strategy to dispatch the Turrets with ease is to set the party to focus on knockdowns. However, if you then keep control of Mitsuru, you can instruct her to continue using her ice magic to force the shadows to stay on the ground.
By exploiting their ice weakness, you can knock them to the ground, and then hit them with a second ice attack to make them dizzy (if🌳 not frozen).
Dizzy enemies skip their turn, so keeping the Turrets dizzy by spamming ice magic to keep them on the ground can be a rather easy exploit for the battle.
Having the party perform an All-Out Attack will indeed still damage the Turrets, but it will allow them to get up after.
By keeping them dizzy instead, they’ll stay in a loop of being too tired to fight,🌠 leavi☂ng them open for attack.
Have Junpei and Akihiko casting buffs and debuffs if they’re not focused on knockdowns. As they do that, have your protagonist and Mitsuru hammer on the Turrets with your ice skills, and he fight will be over before you know it.