The Adventurer is an optional boss in Bravely Default and is the hardest adversary that is not a Nemesis. She is fought alongside the Faithful Fox, known in-game as Comrade.
Stats[]
Battle[]
The Adventurer starts by using regular attacks and Mass Slash, which deals severe physical damage to the entire party but costs 1 BP. To assist with BP, the Comrade will use Adventurer's Friend to give the Adventurer 3 BP and costs the Comrade nothing to use. This becomes dangerous as the Adventurer starts pairing attacks with Brave, usually either using Mass Slash twice or Meteor twice. With dwindling HP, the Adventurer will start to Brave into negative BP more often, but rarely Braves more than once.
Meanwhile, the Comrade assists the Adventurer with Blind and Dispel, which are always group-cast, delaying the party's physical attacks and forcing them to re-apply buffs. In addition to Adventurer's Friend, the Comrade uses Curaga once HP becomes low. If the Comrade is defeated, the Adventurer will revive him on the next turn with Call Comrade. If the Adventurer is defeated and the Comrade is still alive, he will use Arise, fully restoring the Adventurer's HP.
Strategy[]
Because the Comrade has the Protect Ally passive ability, strong group-cast attacks work best against the Adventurer. A Vampire's genome abilities, especially Firestorm or Firaja, Blizzaja, Thundaja or Aeroja, work well. They are also helpful for reducing the Adventurer's P.Atk and M.Atk through Absorb Stats and Curse. A Templar is also useful for Rampart to minimize the damage of Mass Slash. Similarly, having a high M.Def mitigates Meteor, which can easily deal 9999 damage if it hits one character three times.
Once the Adventurer is almost dead it is vital the Comrade dies on the same turn. If group-cast attacks will leave the Comrade alive ,the party needs to use single-target attacks to reduce the Comrade's HP before taking them both down.