Up to this point the robot wasn't really a problem: The physical attack is managable, and reviving party members that got killed due to Thunderia wasn't a problem either.
I've made him more difficult for future updates. In fact, I think the latest update already includes this adjustment.
PHANTOM V: Extremely easy fight - it just exploded on its first turn!
Yep. And if you want to see what happens if you defeat him before that, see Proxima's videos.
LUNARION: Not that hard actually, once my two white mages hasted everyone and I equipped Dispelstrike to remove it's boosts faster than it could put them on. I never encountered for what it was storing its energy, because it went down before the next turn. Some of the moves were pretty useless: The Lunarpuffs tried time and again to put Zombie on Harley when he had Multiproof equipped and Lunarion used Curia on itself which regenerated only 186HP.
Nice idea using Dispelstrike. I relied on Reflecting him instead so he couldn't apply them in the first place - though during the Flare phase, he'll target himself with Flare if he's under Reflect, so it is important to keep an eye on this. (Note that rather than allowing his buff spells to reflect to your party, he simply won't cast them if he's under Reflect.)
Regarding Curia healing for so little - firstly, that's actually the Lunopuffs doing that, not Lunarion himself. But anyway, it should heal more; this is fixed for the next update.
Storing Energy comes before a particularly nasty Disaster spell, which will generally hit everyone for (sorry, couldn't resist) OVER NINE THOUSAAAAAAAND!
And [Neo Cerberus] wastes too many (of its rather few) turns with Curia. Plague or the Haste/Shield/Aura move are a lot more effective, but it almost never uses those.
Curia and Triple Howl both heal for 9999. Triple Howl has the advantages of potentially giving Haste / Shield / Aura, while Curia has the advantage that it can be used as one of the moves in his three-moves-in-a-row combos (Triple Howl on the other hand takes up the entire turn - as does Plague, for that matter).
TRANSIENT PLUS: I got there around level 55. The first two rounds (with a direct attack and a Pulse) were used to Wall everyone and use Vince and Alicia to buff the whole party. Then everyone defended for the first Trauma. The round after Trauma was used to haste everyone (with Ivy healing via Blessing). From now on I always had a few turns to do damage before everyone had to defend again, though it used mainly Pulso from now on.
His pattern is Attack > Pulse > Trauma > Trauma > Pulse, with any one of those three at random on his 6th turn. Then he repeats. He also uses Pulse as a counterattack to certain moves (damaging items is one case).
ADRIOLL: My usual strategy works here, too: Use Harley and Leanna to give everyone Haste and Wall. Here, too, Vince buffed Spirit to be on the safe side, but after this the battle was essentially won.
I haven't seen Rollerblaster from it, so perhaps it should use it somewhat more regularly? And what is "Recalibrating it senses" doing?
The recalibrating has no actual effect.
It's essentially just giving the player a free round.
What Adrioll uses is dependant on its HP. While above half, it's a 50/50 chance of physical or Flare; while under half, it's a 66/33 chance of Rollerblaster or Curia (with the recalibrating being a higher-priority, every X turns thing). So if you didn't see Rollerblaster, either it was due to luck, or because you got through the second half of his HP too quickly for him to ever use it.
Adrioll is meant to be a bit easier than the other new optional bosses, due to being accessible earlier in the game: Whereas the other new ones aren't accessible until after the Cult Factory; Adrioll is accessible after the Eastern Ranges.
PROTOLOCK: Extremely nasty boss!
*laughs suspiciously*