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Bravely Default
Strategy Guide

Author(s): Vincent Lau
First Published: 14-02-2014 / 00:00 GMT
Last Updated: 26-11-2018 / 06:51 GMT
Version: 1.0 (????) 09-12-2018 / 20:16 GMT

Bravely Default Guide Guide Info

Compounding

Compound List (Part 2)

Compounds 47 to 60

Note: For compounds marked by with a star , the order of ingredients is important; swapping the first and second ingredients gives different results.

Compound Item 1 Item 2 Effect
Beast Coat* Beast Liver Hard Scale Raise Physical Defence by 10% for four turns
Aqua Coat Hard Scale Hard Scale Raise Physical Defence by 10% for four turns
Bug Coat* Insect Antenna Hard Scale Raise Physical Defence by 10% for four turns
Plant Coat* Monster Fiber Hard Scale Raise Physical Defence by 10% for four turns
Ghost Coat* Spirit Bone Hard Scale Raise Physical Defence by 30% for four turns
Demon Coat* Demon Tail Hard Scale Raise Physical Defence by 10% for four turns
Dragon Coat* Dragon Fang Hard Scale Raise Physical Defence by 50% for four turns
Compound Item 1 Item 2 Effect
Beast Soul* Beast Liver Demon Tail Raise Magic Defence by 10% for four turns
Aqua Soul* Hard Scale Demon Tail Raise Magic Defence by 20% for four turns
Bug Soul* Insect Antenna Demon Tail Raise Magic Defence by 10% for four turns
Plant Soul* Monster Fiber Demon Tail Raise Magic Defence by 10% for four turns
Ghost Soul* Spirit Bone Demon Tail Raise Magic Defence by 10% for four turns
Demon Soul Demon Tail Demon Tail Raise Magic Defence by 30% for four turns
Dragon Soul* Dragon Fang Demon Tail Raise Magic Defence by 50% for four turns

When you need to buff your defence, these compounds are here to help. Like the previous dozen or so compounds, there are lots of compounds with similar effects; you need to keep an eye out for the better ones. Number 53 Dragon Coat gives the best Physical Defence, while Number 60 Dragon Soul is the one for Magic Defence.

Compounds 61 to 74

Compound Item 1 Item 2 Effect
Fire Bane Phlogiston Insect Antenna Make enemy weak to Fire for three turns
Water Bane Permacrystal Insect Antenna Make enemy weak to Water for three turns
Wind Bane Fairy Wing Insect Antenna Make enemy weak to Wind for three turns
Lightning Bane Fulmen Shard Insect Antenna Make enemy weak to Lightning for three turns
Earth Bane Desert Rose Insect Antenna Make enemy weak to Earth for three turns
Light Bane Glitterbug Insect Antenna Make enemy weak to Light for three turns
Dark Bane Dark Matter Insect Antenna Make enemy weak to Dark for three turns
Compound Item 1 Item 2 Effect
Resist Fire Phlogiston Monster Fiber Confer immunity to Fire for three turns
Resist Water Permacrystal Monster Fiber Confer immunity to Water for three turns
Resist Wind Fairy Wing Monster Fiber Confer immunity to Wind for three turns
Resist Lightning Fulmen Shard Monster Fiber Confer immunity to Lightning for three turns
Resist Earth Desert Rose Monster Fiber Confer immunity to Earth for three turns
Resist Light Glitterbug Monster Fiber Confer immunity to Light for three turns
Resist Dark Dark Matter Monster Fiber Confer immunity to Dark for three turns

The "Bane" compounds make enemies weak to certain elements, allowing you to do 1.5 times damage with your corresponding elemental attacks. Can’t find an enemy weak to fire for your powerful fire attack? No worries; just use Fire Bane to punish them! The "Resist" compounds are good before you get the Spiritmaster’s Adaptation.

Compounds 75 to 89

Note: For compounds marked by with a star , the order of ingredients is important; swapping the first and second ingredients gives different results.

Compound Item 1 Item 2 Effect
Giant's Draft Beast Liver Dragon Fang Double maximum HP and restore HP
Turtle Split Hard Scale Dragon Fang Lower enemy's Defence for four turns
Haste Brew Insect Antenna Dragon Fang Raise Speed for four turns
Element Boost Monster Fiber Dragon Fang Raise elemental attack for five turns
Dark Breath Spirit Bone Dragon Fang Deal damage equal to user's maximum HP minus current HP
Shadowflare Demon Tail Dragon Fang Deal 5000 Dark damage
Dragon Breath Dragon Fang Dragon Fang Deal damage equal to user's current HP
Compound Item 1 Item 2 Effect
Divine Rain Glitterbug Glitterbug Deal 1500 Light damage to a party
Dark Sigh Dark Matter Dark Matter Deal 1500 Dark damage to a party
Bomb Arm Phlogiston Phlogiston Deal 1500 Fire damage to a party
Artic Wind Permacrystal Permacrystal Deal 1500 Water damage to a party
Pantheon's Wrath Fulmen Shard Fulmen Shard Deal 1500 Lightning damage to a party
Tengu Sneeze Fairy Wing Fairy Wing Deal 1500 Wind damage to a party
Earth Mallet Desert Rose Desert Rose Deal 1500 Earth damage to a party
Rage Orb Everything else Everything else Deal minor damage and taunts enemy

We start this list with one of the most invaluable compounds–Number 75 Giant’s Draft , which doubles a character’s Maximum HP. Yes, it’s as amazing as it sounds, allowing your characters to survive twice the number of attacks. It’s a god-send for the super bosses and trivialises many other bosses.

Number 79 Dark Breath should be all too familiar… The enemy will take damage equal to your character’s Maximum HP minus their Current HP. It’s great, but not as good as Number 81 Dragon Breath , which does damage equal to your character’s Maximum HP. With Giant’s Draft in effect, that’s an easy 9999 damage.

Last but not least, you can create the most powerful combat items yourself, such as Number 82 Divine Rain. Combine with the Salve-maker’s Attack Item Amp ability, which increases the damage of combat items by 50%, for devastating effects… With Attack Item Amp, Number 80 Shadowflare will do 7500 damage regardless of HP; painful (for the enemy)!


Guide Information

  • Publisher
    Square Enix
  • Platforms
    Nintendo 3DS
  • Genre
    Role-playing
  • Guide Release
    14 February 2014
  • Last Updated
    26 November 2018
  • Guide Author
    Vincent Lau

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