
You get a solid cast of fighters that should be able to handle most boss fights and dungeons. Something I learned a bit later: just choose a static group of 3 members, then rotate out the 4th member based on chapter completions.The turn defending also gives you a chance for second wind if you gave your scholar that passive (regen SP).
#OCTOPATH TRAVELER CHAPTER 2 MAP FULL#
There's a good chance you can hit SOMEONE'S elemental weakness with the scholar's range, but even if you can't it tends to kill full groups.
In round 2 use a full BP magic attack of one of your spells that hits twice (sp 22 moves).
If you want a pretty full proof plan to take out some harder random encounters (heck I did this throughout the entire game), you can do the following at the beginning of each battle: have a scholar defend (first in turn order next turn plus gain a bp), have a merchant give the scholar 1 extra bp, the have a dancer buff the scholar's magic attack. Almost all of them have elementals, sometimes coming in packs of twos in a single encounter, where they can hit your entire group for 1k AoE if you go in too early. Leave those lv20 optional dungeons for when you have better elemental resistances. Ah I got hit back to reality by the same encounter! Here are some tips: