Updated Title Publisher
Updated Title Publisher
Updated Title
Published Title Score Editor's Choice Publisher
Published Title Publisher

Xenoblade Chronicles 3

Boss Fight: Moebius D & J

By
Ben Chard

This is a guide for the Moebius D & J boss fight in Chapter 4 of Xenoblade Chronicles 3, taking place in the Keves Castle region.

Moebius D & J are a boss battle in Chapter 4 in Keves Castle.

How to Beat Moebius D & J

Name Level Type
Moebius D & J 42 Moebius_Ouroboros.png

The Annihilator is just within your grasp, but first, the return of an old friend, Moebius D, threatens to blow the plan. Unlike your first meeting with Moebius D back in Chapter 1, he’s now Interlinked with Moebius J and together, form a formidable pair.

Much like the Moebius O & P battle not too long ago, your foe here has plenty of Arts due to their Interlinking and you can discover more about them below:

  • Doom Rain: Moebius D & J will leap back and blast everyone for moderate damage and inflict the Blaze debuff.
  • Unstoppable Spear: Moebius D & J will shoot a single target, dealing moderate damage and inflicting the Blaze debuff.
  • Grim Rush: Moebius D & J strike wildly at a single target, dealing moderate to major damage based on how many hits connect and inflicting Launch.
  • Chaos Arch: Moebius D & J will dash in a straight line, causing moderate damage and inflicting Knockback to targets in their path.
  • Dread Edge: Moebius D & J conjure a large orb that then explodes, dealing moderate damage to targets in front of them.
  • Infernal Call: Once Enraged, Moebius D & J will cast a large circular Field Effect around themselves. Standing in this will grant you the Blaze debuff, causing continuous damage over time.

Moebius D & J may have many Arts available to them, but four of them you’ve seen before back when you fought Moebius D at the end of Chapter 1. There is one big difference here, however, in that all of these Arts have had a damage upgrade. All of them now will deal at least moderate damage to your party while Grim Rush will now add a Launch modifier to the end of the Art.

With the damage upgrade, Doom Rain becomes even more dangerous than it was the first time around as not only will it deal plenty of damage to the entire party, but it will leave you with the Blaze debuff. For this reason alone, you’ll need to make sure you have the means to remove debuffs, Valdi’s Cure Bullet from the War Medic Class being a great method.

In general, try not to pin Moebius D & J into a corner, where the front of them is the only accessible side as many of their Arts deal AoE damage in front of them, especially Chaos Arch which will see him mow through your party dealing moderate damage.

There are two new Arts available to Moebius D thanks to the Interlink with J. Dread Edge will see them conjure an orb that then explodes shortly after, dealing AoE damage to everyone in front of them, deadly if you’re already feeling the pain from Doom Rain. To make matters worse, once Enraged, Moebius D & J will begin charging this Art. This can work in your favor, as it gives you time to Break them to cancel it but should they get it off, it will deal even more damage.

The final new Art only becomes available once Moebius D & J are Enraged, Infernal Call, and this is another method of dealing damage over time to the party. They will drop a large Field Effect on their current position, and should anyone step inside it, they’ll have the Blaze debuff on them. This is a good time to take control of the Tank and use the “Follow the Leader” Tactics command to pull it out of the Field Effect.

(1 of 2) Doom Rain will deal more damage along with the Blaze debuff to the entire party

Doom Rain will deal more damage along with the Blaze debuff to the entire party (left), be sure to stand outside Infernal Call’s Field Effect to avoid the Blaze debuff. (right)

The Moebius D & J battle is a strange one, you should be mostly familiar with how this battle will play out based on the first time you fought D on his own, the strategy doesn’t change too much other than the greater number of tools now available to you. Doom Rain is the greatest threat and if you bring Valdi or someone using the War Medic Class, you can essentially negate that threat.

Moreso than most other Moebius, D & J are more of a bother once they Enrage as Infernal Call will mean you’ll have to worry about your positioning more and the more frequent use of Arts can really start to take its toll. Hopefully you have a way of using Burst to temporarily negate the Enrage or you save a Chain Attack for when their HP dips below half.

No Comments
No Upvotes
User profile pic

Comment submission error:

The comment must be at least 1 character in length.

Guide Information
  • Publisher
    Nintendo
  • Platforms,
    Switch
  • Genre
    Action RPG
  • Guide Release
    27 July 2022
  • Last Updated
    12 May 2023
    Version History
  • Guide Author

Share this free guide:

Welcome to our guide for Xenoblade Chronicles 3 - the eagerly anticipated third entry in the Xenoblade series by Monolith Soft on the Nintendo Switch. This guide is a work-in-progress and currently contains the following:

Get a Gamer Guides Premium account:

GG logo

Register to continue…

Already have an account?

Log in to continue…

Forgot?
Gamer Guides Premium


Get access to this feature and a lot more by upgrading to a premium account.

Find out more

Already subscribed?