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Difference between revisions of "Tra and Tana"

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{{Monster infobox
 
{{Monster infobox
| name = Exploding Tra & Absorbing Tana
+
| name = Tra & Tana
 
| icon =  
 
| icon =  
 
| image = BlastingTra&AbsorbingTana.gif
 
| image = BlastingTra&AbsorbingTana.gif
| type = Spirit,Human
+
| type = Spirit, Human
 
| family =  
 
| family =  
 
| named =  
 
| named =  
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* '''Singing Girls:''' Tra starts to sing, using a skill near her procs a stunning roomwide shockwave that immobilizes the who player casted it, Tana hugs them as Tra approaches to throw a punch that knocks them airborne. '''<span style="color:goldenrod">Bullet Time</span>''' can be used to avoid the shockwave or if the caster dodges Tana's hug, Tra will punch her instead granting a short groggy time.  
 
* '''Singing Girls:''' Tra starts to sing, using a skill near her procs a stunning roomwide shockwave that immobilizes the who player casted it, Tana hugs them as Tra approaches to throw a punch that knocks them airborne. '''<span style="color:goldenrod">Bullet Time</span>''' can be used to avoid the shockwave or if the caster dodges Tana's hug, Tra will punch her instead granting a short groggy time.  
* '''Tornado:''' The duo merges together to form a whirlwind. This pattern plays out very similarly to [[Isys]]' Night Worldline of ''My wind shall cleave the sky!'' where they stay in the middle section with numerous black and white tornadoes spawn out and are able to track in on players.
+
* '''Tornado:''' They merges together to form a whirlwind. This pattern plays out very similarly to [[Isys]]' Night Worldline of ''My wind shall cleave the sky!'' where they stay in the middle section with numerous black and white tornadoes spawn out and are able to track in on players, causing a lot of hitstun upon contact.  
  
 
* '''Bouncy Balls:''' The duo grab each other and rotates and bounces around the map marking splattered explosions occurs where the marks are left. If the two are dealt with a certain number of mutli-hits before they bounce, they can be canceled out and have a short groggy time.
 
* '''Bouncy Balls:''' The duo grab each other and rotates and bounces around the map marking splattered explosions occurs where the marks are left. If the two are dealt with a certain number of mutli-hits before they bounce, they can be canceled out and have a short groggy time.
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*'''<span style="color:red">Berserk</span>'''
 
*'''<span style="color:red">Berserk</span>'''
** '''Play Ball''': (WIP)
+
** '''Play Ball:''' Tra and Tana will each select one person and move in opposite directions. They’ll attempt to sling themselves into that specific party member. In order to make the duo activate groggy, that player needs to ovelap the lines formed by their trajectory paths in a way that they slam into each other. Upon succeeding in the pattern, Tra and Tana enter their full groggy time for 25 seconds.
 +
 
 
===Strategy===
 
===Strategy===
* Tra and Tana are capable of causing penalties in either of the three Gateway of Intelligence dungeons if they are not defeated.
+
* While Tra and Tana are considered a formidable boss duo, their various attack patterns aren't particularly fatal per se, but some can easily taken advantage of for short groggy time if your party is coordinated in avoiding them.
* Orange Parties are generally responsible for entering Border of Phantasm as the Slime Duo grants a 100% damage boost towards [[Hanielle of Seduction]] upon clearing.
+
* Orange Parties in Sirocco are generally responsible for battling the duo as they grant a full 100% damage boost against Hanielle if their dungeon is cleared.
 +
* They are also capable of causing penalties in the other three Gateway of Intelligence dungeons.
 +
* Keep in mind for '''Play Ball''', that the distance between you and Tra or Tana matters. If you’re super close and the other person is super far from their boss, even if you cross lines, one may pass by before coming into contact with the other and miss completely.
 +
* Some parties depending on their strength opt to burst down Tra and Tana upon entry to skip their patterns, so have the Crusader/Enchantress to deploy their {{IconLink|Apocalypse}}/{{IconLink|Final Judgment}}, {{IconLink|Crux of Victoria}}/{{IconLink|Laus di Angelus}}, {{IconLink|Marionette}}/{{IconLink|Curtain Call}} while using your strongest skills.
 +
 
  
 
===Quotes===
 
===Quotes===

Latest revision as of 22:39, 5 June 2022

Icon-Tra and Tana.png
Tra & Tana
BlastingTra&AbsorbingTana.gif
Type
TypeSpirit.png TypeHuman.png

Description

Beings born out of Sirocco's energy when it collided with the Grim Seekers' pentacles and exploded. They're fragments of the Apostle's memories of her home world, Zualabadon. These two mischievous imps stay on the border between reality and illusion, diverting Sirocco's enemies with their illusive traps. Tra and Tana are the names of winds that blow in Zualabadon and become a powerful northerly gale when they meet.

Lore

Lore Excerpt:

Tana, look. Some people have come.

Who are they? They don't look familiar. If they're humans...

Who cares? They look interesting. Let's go play with them!

But... she won't be happy.

Who?

You know.

She won't know if we just play for a little while.

What if she tears us apart like the last time?

We can keep them with us, so she won't know.

You mean, keep them from getting close to the flower.

Or keeping her company.

Tra, you don't trust them, do you?

Don't worry. I'll blow them up the moment they try something stupid.

That, I can help you with.

Alright, then it's settled. Tramontana, onward!

Wait! Be careful! Come with me!
[1]

Move Set

  • Absorption Punch: Tana suctions in players at close range towards them and Tra delivers a forward punch that releases a shockwave.
  • Pile Driver: The duo divides and teleports to a 3 o'clock and 9 o'clock distance, then they both converge into the room's middle section as they attempt to grab party members to deliver a pile driver attack, leaving behind white explosive spheres. While the pattern's damage is rather low towards one or two players, but it amplifies unless all four players are grabbed. Sucessfully dodging their grab grants a short groggy time.
  • Singing Girls: Tra starts to sing, using a skill near her procs a stunning roomwide shockwave that immobilizes the who player casted it, Tana hugs them as Tra approaches to throw a punch that knocks them airborne. Bullet Time can be used to avoid the shockwave or if the caster dodges Tana's hug, Tra will punch her instead granting a short groggy time.
  • Tornado: They merges together to form a whirlwind. This pattern plays out very similarly to Isys' Night Worldline of My wind shall cleave the sky! where they stay in the middle section with numerous black and white tornadoes spawn out and are able to track in on players, causing a lot of hitstun upon contact.
  • Bouncy Balls: The duo grab each other and rotates and bounces around the map marking splattered explosions occurs where the marks are left. If the two are dealt with a certain number of mutli-hits before they bounce, they can be canceled out and have a short groggy time.
  • Continuous Punching: The duo merge together and launch out of a flurry of punches while moving forward.
  • Berserk
    • Play Ball: Tra and Tana will each select one person and move in opposite directions. They’ll attempt to sling themselves into that specific party member. In order to make the duo activate groggy, that player needs to ovelap the lines formed by their trajectory paths in a way that they slam into each other. Upon succeeding in the pattern, Tra and Tana enter their full groggy time for 25 seconds.

Strategy

  • While Tra and Tana are considered a formidable boss duo, their various attack patterns aren't particularly fatal per se, but some can easily taken advantage of for short groggy time if your party is coordinated in avoiding them.
  • Orange Parties in Sirocco are generally responsible for battling the duo as they grant a full 100% damage boost against Hanielle if their dungeon is cleared.
  • They are also capable of causing penalties in the other three Gateway of Intelligence dungeons.
  • Keep in mind for Play Ball, that the distance between you and Tra or Tana matters. If you’re super close and the other person is super far from their boss, even if you cross lines, one may pass by before coming into contact with the other and miss completely.
  • Some parties depending on their strength opt to burst down Tra and Tana upon entry to skip their patterns, so have the Crusader/Enchantress to deploy their Apocalypse (Male Crusader).png Apocalypse/Final Judgment.png Final Judgment, Crux of Victoria.png Crux of Victoria/Laus di Angelus.png Laus di Angelus, Marionette (Enchantress).png Marionette/Curtain Call.png Curtain Call while using your strongest skills.


Quotes

Appearances

Gallery

Blasting Tra&Absorbing Tana.jpeg

Trivia

  • Just like Sirocco, The Seven Mistral and Wrecking Haboob, Tra & Tana continues the Zualabadon wind-naming motif as their's are a split up variation of Tramontane, a northern cold wind that blows in Italy from the Alps.
  • They're the only boss duo in Sirocco Raid to have their own unique BGM during their fight.
  • Both twins can be fought separately in Challenge Mode.

References