Ayaha & Otoha's Wrath Guide: Master

Ayaha & Otoha's Wrath: Master is a challenge quest centered on a boss battle with Ayaha and Otoha, unlocked upon the completion of Ayaha & Otoha's Wrath: Expert, and meeting the minimum might requirement of 34,000.
 * Rewards from Master difficulty include and small amounts of  which can be used to upgrade  water Agito weapons past the fourth unbind level, as well as allowing for refinement, granting additional strength, new abilities, and might.
 * Additionally, clearing Master difficulty for the first time rewards the player with sufficient amount of to fully upgrade an Agito weapon.
 * Weekly bonuses from clearing the Master difficulty also provide a large amount of.

HP
HP isn't too much of a concern, as most adventurers should be able to withstand the unavoidable damage Ayaha & Otoha inflicts throughout the fight if they came prepared with sufficiently strong equipment, and a source of freeze and a source of frostbite are available.
 * It's strongly suggested to upgrade your to at least level 25 before attempting this quest.

Weapons
For Master, at a minimum, adventurers should be equipped with at least a Agito weapon that's unbound 4 times. This includes even supportive role adventurers as the quest difficulty is extremely high.
 * Support adventurers such as standard healers (non-Overdamage), and  can get by with a Chimeratech without issue as they do not provide significant personal DPS, but the reduced might may cause issues for them joining public co-op.

Dragons
Everyone must be equipped with a max-unbound Water-attuned dragon for Master.
 * Standard healers such as and support adventurers such as  and  may carry weaker dragons, as their personal DPS is usually not too relevant.
 * Overdamage healers such as should still try to utilize a strong on-element dragon wherever possible.

Wyrmprints
All adventurers in standard compositions should equip their standard wyrmprints.

DPS/Support
These units will be doing the majority of the DPS, and sometimes provide support and/or additional utility.
 * Don't run more than 1 of either Elisanne in the entire team.

Healer
If desired, a healer can provide healing and support where needed.

General Party Setup
In solo, a burn-resistant healer should be used, and minimize the amount of non--resistant AI adventurers in your party, as the AI has a high tendency to get hit by attacks and may be inflicted by burn, which may make survival a serious issue. Ideally, the controlled adventurer should be a ranged unit, too, to minimize the chances of being struck by high-intensity attacks during phase 1.
 * It's OK if the lead (controlled) adventurer isn't burn-resistant.

In co-op, most compositions will work fine for this quest, so long as at least one adventurer can provide healing in any form, and a source of damage-over-time and disabling afflictions is available.
 * For healing in 4DPS compositions, this is usually accomplished with Healing Doublebuff wyrmprints and defensive buffs, or healing shared skills.
 * is the prefered damage-over-time affliction, and many Water-attuned adventurers can inflict it.
 * and can be inflicted by some Water-attuned adventurers.
 * (both played and shared skill) and (if played) provide access to guaranteed Freeze.

Attacks and Patterns (Standard)
For speedclearing with Karina compositions, see Attack and Patterns (Quad Karina) for direct instructions.

On Warabe Asobi
is a special effect that will alter Ayaha & Otoha's resistance to afflictions. The affliction resistance changes depending on the "game" (moves) they are using, but generally speaking, they will be vulnerable to afflictions while the condition is active, even if they have been previously afflicted.
 * Note that you may only or  once every Warabe Asobi activation.
 * You cannot freeze or stun Ayaha & Otoha twice in a row.
 * However, you can freeze Ayaha & Otoha, then follow it with a stun immediately afterward, and vice versa.

In either phase, Warabe Asobi's ability icon (below Ayaha & Otoha's HP bar) will brighten when it is active.

In phase 1, you will be able to tell when it activates by the "Let's Play" callout.

In phase 2, the following attacks will activate Warabe Asobi:
 * Kagome Kagome
 * Onigokko
 * Hana Ichi Monme
 * Abukutatta Nietatta

On Tosenbo and Toryanse
With and  active, Ayaha & Otoha will gain significant amounts of damage reduction and a rapid gain of Strength, making DPS poor and survival difficult. Use afflictions to disable their effects.

Tosenbo provides Ayaha & Otoha significant damage reduction.
 * Tosenbo reduces damage received by human Ayaha & Otoha by 35%.
 * Tosenbo reduces damage received by therion Ayaha & Otoha by 70%.
 * Damage-over-time afflictions such as and, as well as  disable.

Toryanse increases Ayaha & Otoha's strength by 10% every tick. These very frequent buffs last for 60 seconds, making s ineffective in stemming the flow of buffs.
 * Toryanse ticks every 6.5 seconds on human Ayaha & Otoha.
 * Toryanse ticks every 4 seconds on therion Ayaha & Otoha.
 * Disabling afflictions such as and  disable.
 * When a disabling affliction is inflicted, all Toryanse-induced Strength buffs will be instantly removed.

Opener
Unlike Standard and Expert difficulty, the fight does NOT open with a pair of purple-telegraphed dashes, and group baiting towards the bottom is not ideal. Depending on whether the quest is played in solo or Co-op, the first mechanic in play differs.

Hakkeyoi
In a Co-op run, this mechanic always goes first at the start of the quest. As this is a DPS check at the start of the fight, Adventurers without Skill Prep should ideally bait this as to keep adventurers with  Skill Prep free to destroy the weak point quickly.

In a solo run, this mechanic is skipped at the start of the quest, but may come up later during the first phase.

The adventurer furthest away will be trapped and have their skills drained, while a weak point is generated and a purple attack telegraphed directly towards the weak point. Destroy the weak point, after which the twins will hurt themselves and provide an opening for attack. Failing to do so will result in the trapped Adventurer being one-hit killed.

Chuchu Takokaina
This is always the first mechanic in a solo run, and always goes after Hakkeyoi in a Co-op run.

Avoid the red attacks and don’t get caught in the cage