Persona 5 Strikers: Every Major Boss In The Game (& How To Beat Them)

Just like in Persona 5, Persona 5 Strikers has eight elemental types of damage. These include Psychokinesis, Nuclear, Ice, Electricity, Fire, Wind, Curse, and Bless. There are also physical and gun-based attacks for technically eleven in total. Plus there is a non-elemental type too, but it doesn’t adhere to any enemy weaknesses so it doesn’t really count in the grand scheme of things.

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It is also worth mentioning that there are eight Jails, this game’s version of Palaces. Not all of them have traditional bosses and the game overall only has five major story bosses. Along with going through those fights, there are some other things worth mentioning as well. 

There will be spoilers in terms of which characters become bosses, so please be warned.

8 Mad Rabbit Alice

Mad Rabbit Alice is the final boss of the first dungeon set up in Shibuya. She is weak to Fire and Wind Persona attacks so Morgana and Ann should be brought along. The latter makes the most sense since this Jail is related to Ann in the first place. 

Elements aside, Alice’s first phase is not too hard. Fire spells at her and dodge her attacks. Once she gets mad, Alice’s speed will increase and she’ll start doing pinwheels across the map which makes things trickier. Dodge those too and wait until she gets dizzy before firing off more Wind and Fire attacks. 

7 Nightmare Dragon Ango 

Ango Natsume turns into a giant dragon for his final boss attack in the Sendai Jail. He is weak against Ice and Bless Persona attacks. Yusuke will be strong here plus he is related to this story’s arc so it makes sense. Sophia should also be brought along for her Bless and healing abilities. 

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The hard thing about Ango is that his dragon wears armor, making it hard to cause damage at first. Plus he is just a lot tougher of an opponent with his literal power than Alice. Take advantage of the chandeliers to knock him out as well as throw spells at him. Eventually, he’ll get easier the less armor he has. 

6 Snow Empress Mariko 

Mariko has a similar setup to Ango in that players will be aided by higher planes in order to avoid attacks in the Sapporo Jail. The hardest thing about Mariko is not her power but the fact that one of her later attacks can swallow teammates. This will not cause them to die if another character is fast enough to cast a spell the boss is weak against, but it still gets annoying. 

Mariko’s weaknesses include Curse and Psychokinesis attacks from Persona. Haru should be added to the party since she too has a stake in this story’s arc. As for the other two, it really doesn’t matter. Two healers like Sophia and Makoto should be good. As Joker is the only one capable of inflicting Curse damage, either have a Persona set up with those types of attacks or get another Psychokinesis Persona in there to aid Haru. 

5 Akane’s Joker

Akane does not directly fight the party in her Kyoto Jail. Instead, she sends out copies of the Phantom Thieves that divide the group into single battles. Thankfully, the only fight players have to win is Joker versus Joker. That’s all well and good but this might be the hardest story fight in the game. 

Akane’s Joker has no elemental weaknesses and is just as adept at dodging attacks, speedily cutting at players, and summoning Personas as the real Joker. A few quick combos from him can mean death. The best advice is to make sure to have buff spells set up on Personas as well as a few healing options. 

4 Zephyrus Mech/Akira The Hero 

The fight with Akira in the Osaka Jail is, at first, believed to be the final fight in the game. The first phase has him piloting a giant mech. It’s weak against Nuclear and Electricity attacks so Ryuji and Makoto should be in the party. Another healer is also a good idea since this fight does get divided into two consecutive ones. Plus, this mech packs one heck of a punch. Luckily, there are ridges set up to dodge its laser blasts along with canons to fire back at it. 

For a “final” boss, it’s actually not that tricky if one takes advantage of its Persona weaknesses and these cannons. Once he exists the mech, Akira becomes a bit stronger but primarily faster. He can kill a party member almost instantly at times so be diligent about healing. His weaknesses are the same as his mech’s so just pound those spells away and it should be cake from there. 

3 Bosses Of The Abyss

For Persona fans it’s not that hard to believe that Akira wasn’t the final boss. There is always another. Jail of the Abyss is the next dungeon which has a quick fight against Sophia once Ichinose turns her against the party. She is weak to Curse attacks but they won’t hit no matter what. All one needs to do to win is to avoid her attacks and the story will take over from there so it is not much of a boss. 

The “big” battle of the dungeon instead is a wave-based attack of monsters Ichinose sends out as she is guarded by a giant crystal. These include normal monsters from the dungeon such as Lilith, Mot, Nebiros, and others. Elemental weaknesses that will appear include Psychokinesis, Fire, Nuclear, and Wind as the big ones. Any mix of Haru, Ann, Makoto, and Morgana will do. Fight the waves, win the battle. This dungeon doesn’t have much to it. 

2 False God Demiurge 

The actual final boss of the game is EMMA who turns into a god by merging with the Ark of the Covenant. The False God Demiurge is also divided into two battles. Both forms are only weak to Curse and Bless attacks. They also have the same amount of attacks which are fairly easy to avoid as the boss is a bit slow. 

RELATED: 5 Things We Loved About Persona 5 Strikers (& 5 Things We Don’t)

The first form is easy and the only difference with the second is that three parties must be formed with the Phantom Thieves. One will continue to fight Demiurge while the other two fight its protective balls. Each ball has a weakness but they seem random so which party goes to which side and who should be with who is a real coin toss. Place a healer in each group and have Joker and Sophia at least stick with Demiurge. Other than that, it should not be too challenging. It’s more of an act of patience since there is a lot of HP to whittle through. 

1 The Lock Keepers

Of the eight dungeons in the game, there are five Lock Keepers. They act like mid-bosses before the big showdowns, but they are worth going through quickly. They all have different weapons, but ultimately their strategies boil down to the same thing: spam their elemental weaknesses and everything should be fine.

The Shibuya Lock Keeper is weak against Fire, Wind, Bless, and Curse spells. Consequently, Sophia, Ann, and Morgana are good bets.

The Sendai Lock Keeper is weak against Ice, Bless, and Curse spells, so Sophia and Yusuke will do nicely.

The Sapporo Lock Keeper is weak against Psychokinesis, Bless, and Curse spells, so Sophia and Haru should be in the party.

The Okinawa Lock Keeper is just weak against Bless and Curse spells. It’s actually the only boss of that Jail so it’s a little stronger than most, but not by much. The only party member that matters then is Sophia and of course Joker for his Curse spells.

The Osaka Lock Keeper is the final one and is weak against Electricity, Nuclear, Bless, and Curse spells. Therefore, Sophia, Ryuji, and Makoto are all great counters for it.

NEXT: Persona 5 Strikers: The Best Team Setup For Every Jail

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