When venturing across Planet Mira inXenoblade Chronicles X: Definitive Edition, you’re bound to come across a myriad of incredibly strong monsters. In the original version of this game on Wii U, several of these foes were above the level cap of 60, making them incredibly difficult.

With the level cap being raised to 99 in the definitive edition, the playing field against these tyrants has been leveled significantly. Out of all the endgame tyrants across Mira, however, one strikes fear into the hearts of many B.L.A.D.E.s, that being Pharsis, the Everqueen.

A Skell flying toward the opening in the giant bubble overlooking Sylvalum in Xenoblade Chronicles X: Definitive Edition.

Preparations & Build Composition

Pharsis, the Everqueen, is a level 97 Yggralith tyrant whomakes her home inside the giant bulb in southern Sylvalum. To get inside, you need to fly inside a tiny hole in the side of this bulb, marked by a small waterfall flowing out of it.

Due to Pharsis' location, the absolute earliest that you may fight her would be after completing Chapter 9 of the main story and obtaining the Skell Flight Module. However, because of how high of a level Pharsis is,we recommend finishing at least Chapter 12 of the main story.

The ground gear screen showcasing an endgame build in Xenoblade Chronicles X: Definitive Edition.

Completing Chapter 13 isn’t necessary for the build we’ll be using to kill Pharsis, but it does provide you with access to some helpful tools, such as quick-recast for Skells and the longsword art Hercules Blow.If you wish to deviate from our build and focus on Skell combat, we recommend completing Chapter 13 before continuing.

What Build Should You Use?

The rule of thumb when making your own build in Xenoblade Chronicles X: Definitive Edition is the following:pick one stat, be it melee attack, ranged attack, or potential, and get that number as high as you possibly can.

Those first two stats make sense since melee attack corresponds to the damage you deal with your equipped melee weapon, and ranged damage represents the same metric for your equipped ranged weapon. Unlike both of those, however,the potential stat deals only with specific arts, specifically those that rely on TP, or tension points.

The arts menu showcasing the Blossom Dance Longsword Art in Xenoblade Chronicles X: Definitive Edition.

While it is possible to put out higher damage numbers using melee attack damage, especially with the addition of Hercules Blow,we found that using a potential-based build is generally more consistent in terms of damage, and can melt through even the toughest indigens on Mira in seconds.

With that in mind,we chose to wear armor that boosted our potential as much as humanly possible. Here’s a list of the different armor pieces we used and how we obtained them.

The skill menu showcasing the Core Crusher skill in Xenoblade Chronicles X: Definitive Edition.

Ultra Infinite Yii

Any endgame headpiece can have both Potential Up and Potential Boost on it as an inherent trait. We obtained this specific headpiece from Luciel, the Eternal, who drops high-level gear from the Orphean Technologies manufacturer.

Reginal Breaker

You can buy this armor piece from the shop if you’ve maxed out Candid & Credible at the AM Manager in Armory Alley, which gives access to the highest tier of equipment from them. These are the only chest pieces capable of having Potential Up as an inherent trait.

Ultra Infinite Yiys L

We also obtained this armor piece from Luciel, the Eternal. Having Overdrive Count Up and Extend Overdrive on our build helps give us a little bit of wiggle room when it comes to getting our overdrive off the ground during the fight.

Reginal Ward R

This piece of gear comes from the shop and is manufactured by Candid & Credible. The same logic applies to the torso explanation.

Reginal Trudgers

Shop gear from Candid & Credible, which uses the same logic as the previous two pieces of shop gear.

All of these armor pieces were upgraded as much as possible using the Upgrade Battle Traits menu at the AM Manager in Armory Alley. Each of these pieces also received an extra augment slot from using L’s shop in Armory Alley as well.

Best Melee And Ranged Weapons

Having a lot of potential doesn’t mean much if we aren’t able to capitalize on it with our weapons of choice. Generally, if you play your cards right, you can make any weapon work for endgame builds, but the simplest option for players who want to defeat Pharsis using our build would be touse a Longsword as your melee weapon and Dual Guns as your ranged weapon.

The Longsword has access to several arts that make this build do incredible amounts of damage against these bosses. Arts such as True Stream Edge and Magnum Edge are great for generating TP while in Overdrive, Offensive Stance is a very powerful aura to boost our overall damage output, andBlossom Dance might just be the best TP art in the entire game in terms of the amount of damage it does.

The Dual Guns, on the other hand, are used more so for utility. They have access to powerful buff arts like Primer to boost critical damage and TP, high hit-count arts for boosting your count during Overdrive, such as Zero Zero and Executioner, and, of course,Ghostwalker, which makes you completely immune to all damage while it’s active.

The following table contains each of the traits and augments that we put on these two weapons to improve our build.

Best Arts And Skills

Picking the arts you want to use during these endgame fights is just as, if not more, important than the weapons you choose. For our build we chose four arts from each of our weapons, each of which has a specific purpose to make this build possible.

From our Dual Guns we have Ghostwalker, Primer, Executioner, and Zero Zero. The first two are powerful green arts which double the count increase of our next art during Overdrive, with Ghostwalker in particular being great for defensive play. Executioner and Zero Zero are definitely the least used arts in this build, but they are both very helpful in quickly increasing your Overdrive count.

From our Longsword we have True Stream Edge, Blossom Dance, Magnum Edge, and Offensive Stance. True Stream Edge and Magnum Edge are very helpful for building up the TP we’ll need for Blossom Dance, while Offensive Stance increases our overall damage and accuracy, making life so much easier in the process.

For the last piece of our build, let’s move on to our skills.

Each of the aforementioned skills wasupgraded to level five to achieve maximum effect for the build. This build can still work with each of these skills at level one, but it will be significantly less efficient if you do so.

With all that preparation out of the way, it’s finally time to take the fight to Pharsis. Before you begin the fight, however,we recommend building up 3,000 TP first by fighting lower-level enemies elsewhere, so that you can activate Overdrive as soon as the fight begins.

How To Beat Pharsis, The Everqueen'

When entering Pharsis’s arena, you may notice several balls hanging from the ceiling, as well as a layer of green liquid coating the floor. The green liquid on the floor is too deep for us to stand in, meaning that for this build,we’ll need to balance ourselves on one of those hanging balls.

Pharsis will only become aggressive towards you if you get too close to her, which we can use to our advantage. Before she notices you’re there, fly up to the ball closest to her and exit your Skell. Doing this will make her aggressive, but we’re in a position wherewe will still be able to hit her with our melee attacks from here.

Once the battle begins,immediately activate Overdrive and use a green art. Follow that up with Zero Zero if you haven’t gotten a Soul Challenge to boost your morale; if you have gotten a Soul Challenge, use True Steam Edge instead.

From this point, we want to essentiallyalternate between using green arts and orange arts in order to build up our Overdrive count and TP at the same time. Once you’ve got 1,000 TP from using True Stream Edge and Magnum Edge,use Offensive Stance to activate its aura while also increasing your remaining Overdrive time.

Now that your aura is active, it’s time for the final push.Use Primer to gain a boost to your critical damage, then follow it up with True Stream Edge to activate a melee combo. Once you’ve done that, you should be able to use your tertiary cooldown Blossom Dance, and watch as it absolutely eviscerates Pharsis’s health bar. You may need to use Blossom Dance two or three times to defeat her, butif you’ve done it right, Pharsis will go down very quickly.

If you’ve made it this far, then congratulations, you have successfully defeated the second-strongest creature across all of Planet Mira. Which is great, because the fight against Pharsis is essentially a warm-up to the true strongest creature on Mira: Telethia, the Endbringer. But if you were able to take down the queen of the dragons, the Ruler of Fates can’t do anything to stop your climb to the top.