Lufenia Research

Follow us on our Social Media and consider supporting us through Patreon or Ko-fi!

Transcendence Guides

Update 8/22: LUFENIA RESEARCH HAS BEEN COMPLETED!

Our fellow Tonberry, Anomander, has analyzed a mesmerizing 4,806 Lufenia runs for you all, so consider dropping him a heartfelt thanks for his time spent to make Lufenia more approachable for you. Our patrons have enjoyed access to this easily accessed library of fights, as well as early access to Anomander's research. This research will continue into Lufenia+, expected up to Divine Shiva.

Transcendence stages have been moved to a dedicated section within Guides!

DISCLAIMER - The information below is not a list of meta characters or must pulls. Characters listed are "keys" to solving the puzzle of the Lufenia stage, and you should review our Roles page for alternatives if you lack them! Review the boss notes & character notes to understand the puzzle. You still need a balanced roster of damage dealers & supports work with your key characters to complete the stage. We have done our best to give you information to make your transition to Lufenia difficulty more smooth, but this research is not necessary holistic and is intended to be easily understood and actionable.

Special Thanks

We are but a team of four Tonberries, and we would be remiss to not have a special section to thank:

  • Anomander#5270 (research & video repository) - combing YouTube across all events, helping to provide numbers behind key characters, and providing additional data points on why characters were used. We do have the repository available to our patrons as a quality of life library to easily find these YouTube videos.

  • Rem#4900 (boss data & entire backbone of project) - his new Lufenia page is wonderful !

  • Veradux#9441 (translations of boss data) - Vera has also done extensive fact checking of the boss data to ensure accuracy

  • ShinriXLittleSunshine#7421 (extensive boss notes & strategies from JP side),

  • Fay Aneefas YouTube (aka Safeena) - her detailed videos go into great detail on bosses which helped further with boss notes & strategy

  • Black Nero YouTube (aka Black Cloud) - his monthly retrospectives and commentated JP runs have helped to add more depth and color to the notes below

  • Eons#3609 (boss videos of orbs expiring, boss information) - constant & thorough testing of permanent JP lufenia content checking for buff dispel, debuff cleanse, etc

  • Mino Spelgud#5048 (boss translations, website review & QA) - translations of testing information & helped refine website layout for clarity!

Thank you for your incredible contributions and time spent to help us develop this page for the GL community. We have an amazing community across the entire DFFOO landscape, and we're glad that we get to work such kind & fantastic people. This just wouldn't be possible without all of you.

Lufenia Basics (dropdown)

What is Lufenia? Lufenia is a new difficulty (Lv200 content), and is exceptionally difficult. Some battles do happen to be easier than others, while some are punishingly hard even with all the best characters. It is truly challenging content which rewards you with 20 High Armor Tokens which lets you buy upgraded armor for your characters giving them excellent improvements such as breaking BRV & HP damage limits for all of their attacks.

Why is Lufenia so difficult? Lufenia introduces the concept of the Lufenia orb (pictured above/left). This orb appears next to the buffs/debuffs of the boss along with a countdown. 99% of the time, the orb count goes down 1 every party member action, and down 2 on their boss turn (we will note when this isn't true). When the countdown expires, something generally terrible happens. Early on, it is a massive AoE attack that will kill you if you're not prepared for it. If you are prepared, it will set you back many turns to recover buffs/debuffs etc. Later on, it will cause instant death. For this reason, the name of the game in Lufenia is you must respect the orb. Orbs can sometimes have their countdowns increased or frozen when certain conditions are met, giving you time to complete the quest. If you cannot counter the orb, a complete on the stage should not be assumed.

Is Lufenia pay-to-win? Does it force me to pull every banner? Assuredly no - synergy is not required, BT weapons are not required - as long as you have a balanced roster covering various niches, you'll be fine. Yes, you still need to pull to keep your roster updated, this is a gacha after all. Further below, you will see some key characters for every Lufenia, but note these characters are not required! This page will be constantly updated as new Lufenias are released in JP, and as we continue to research more of these fights.

Table of Contents for your convenience, or just click the first link to jump right to them!

Please if you see anything you feel is in error or confusing, reach out to us so we can fix it for everyone!

Transcendence (all stages)

All Transcendence guides have been moved to a dedicated section within Guides!

Permanent Boss Fights from Older Content

Act 2 Finale, Pt. 2 vs Shinryu

  • Immune to HP Attack Disable & mBRV Down debuffs

  • Orb expiration attack: Cleanse debuffs, Dispel all buffs (can be dodged) + AoE BRV + HP that will kill you if it doesn't miss or you don't have HP DMG reduction. Grants 5T BRV & HP Regen buffs.

  • Wave 1 does not have an orb and is a single target. Its recast will give a red aura that will block HP healing for a number of turns.

  • Wave 2, Shinryu's orb will appear (5T) after recast, disappear after the next recast, and continue to alternate. While the orb is there, Shinryu has a huge DEF boost. Keep Shinryu under 25% of its mBRV to freeze the orb tick.

    • The recast is an AoE BRV+HP attack, so either don't let it take turns (note the yellow aura prevents delay), or prepare to tank/mitigate the damage

  • After it uses its recast, your summon will be locked out until Shinryu has 2 more turns (paralysis doesn't impact this)

  • Shinryu has different-colored auras that will change at certain HP thresholds or as he acts.

    • Yellow: Stat boost & denies all forms of delay (including from break), cannot be launched

      • This aura will appear at 85% HP & 69% HP (and after various attacks) and will inflict ATK, SPD, iBRV, & mBRV Down on all allies

    • Purple: Your party will be denied of gaining HP and BRV. BRV attacks work fine, though.

    • Green: All of Shinryu's attacks will be guaranteed and he will heal HP based on BRV damage dealt.

    • Blue: Shinryu won't receive BRV damage/all BRV damage is nullified to 0

đź“• Complete Boss Guide available on DissidiaInfo.com

Eight LC (The Power of Tranquility) Lufenia vs 2x White Clac

  • Immune to ATK Down debuff

  • Orb expiration attack: Target party, cleanse debuffs, AoE magic BRV + HP (can be dodged, terrored, tanked) but grants itself a framed buff that boosts iBRV & SPD

  • Triple is enabled at 80% & 50% HP, and when it leaves this mode, the orb will appear (10T)

    • The orb will disappear when the bosses use Triple again

  • Triple allows 3 consecutive attacks in a single turn, which makes taunt important vs these bosses. If you don't shield the attack or have a tank, the 3 consecutive attacks will kill most characters.

  • Galuf with no weapons at all, just crystal level 60, can cover your allies and dodge all attacks. He will allow your other 2 allies to attack without fear of the Orb expiration attack nor the dangerous attacks below.

đź“• Complete Boss Guide available on DissidiaInfo.com

Ultimate Bahamut Lufenia vs Neo Bahamut

  • Weak to Holy

  • Heavy Resistance to Melee & Ranged

  • Consistent holy damage is nearly required - even if you deal holy damage, that will only boost the orb by +1, but then end of turn will tick it -1, resulting in no change. And remember that enemy turns are 2 ticks!

    • You can race the orb a bit as it will disappear at 79% HP, and reappear at 49% HP (20T), just be ready with holy damage to buy some more time

  • Orb expiration attack: Cleanse debuffs, Dispel all buffs (can be dodged) + BRV gain + AoE BRV + HP that will kill you if it doesn't miss. BRV gains based on BRV DMG dealt.

  • Bahamut will summon 2 crystal adds after using recast attack and at 79%, 49%, & 29% HP thresholds.

  • When these crystals are up, neither Bahamut nor the crystals can be delayed in any form (delay skills or BREAK does not work), and they will sap BRV from the ally with the current turn

  • When the crystals move once, their next attack is usually an ALL that will dispel ALL buffs and deal heavy HP damage that will KO all allies (not a guaranteed hit)

  • Bahamut will inflict Lock on all allies (not guaranteed) so they can only target him. Thus, AOE damage is heavily required to deal with the crystals.

  • When Bahamut drops under 50% HP, the summoned crystals are much tankier. They will receive less HP damage from attacks. Getting Bahamut under 50% while the crystals are still summoned bypasses this.

  • Bahamut will inflict a framed HP poison debuff after certain HP thresholds (not guaranteed)

đź“• Complete Boss Guide available on DissidiaInfo.com

Gau LC (Wild Child of the Veldt) Lufenia vs 1x/2x/3x Ancestor

  • Weak to Earth & Holy

  • Heavy resistance to Ranged

  • Immune to ATK, DEF, SPD Down debuffs

  • Orb expiration attack: Cleanse all debuffs, dispel all buffs (can be dodged) + AoE BRV + HP that will kill you if it doesn't miss

  • 3 waves of enemies. First wave doesn't have an orb, but its ALL attack will dispel buffs and deal a really powerful attack that will KO the party once it's in red status.

    • Wave 2 & 3 have orbs appearing at 49% HP (15T), boost the orb +1 with counter damage, and +2 with earth damage

  • Cleanses debuffs in all waves at 79% & 49% HP, as well as before their AoE BRV + HP attack

  • In Wave 2, at 49% HP, they will do a BRV gain both to ~70k and grant themselves resistance to physical & magic attacks that need enchanters with imperil to bypass

    • In Wave 3, they do this individually at 49% HP

  • The HP damage in this stage can be relentless, so be prepared with a strong healer or HP DMG mitigator

đź“• Complete Boss Guide available on DissidiaInfo.com

Kam'lanaut LC (Ambition for Provenance) Lufenia vs 2x Protean

  • Weak to Thunder & Ice

  • Heavy Resistance to Ranged

  • Immune to DEF Down debuff

  • When the enemy’s turn is denied (debuffs that stop movement like HP silence, Paralysis, Sleep, Terror) the counter increases by 15 (where the max counter is 20). It appears at 79% HP.

  • The enemy must attempt to move in their turn, so heavy delaying is a no-no, unless you have some form of party evasion (like Edge EX+)

  • When the enemy gains a yellow aura, you must use debuffs that deny movement for the enemy to get rid of it in its turn, otherwise, one ally will take heavy damage after buffs are dispelled.

đź“• Complete Boss Guide available on DissidiaInfo.com

Ciaran LC (Caravan of Hope) Lufenia vs 2x Wild Shearer

  • Neutral to Thunder & Holy, absorbs all other elements

  • Heavy resistance to Ranged

  • Immune to Poison Wound debuff

  • First wave has 3 foes which will gradually buff. Upon reaching level 6 (VI), the next ALL attack (Lightning Bolt+) will dispel all buffs and deal a powerful HP attack that will KO allies.

    • If a party member has low HP (under 50% HP), the next ALL attack that an enemy sets while your HP is less than 50% will be Lightning Bolt+, regardless of level VI or not (if an enemy is already targeting ALL when your ally drops below 50%, that ALL will not be a + version because it has already been queued up to be Lightning Bolt, the next set ALL would be Lightning Bolt+ unless you heal them up). Keep your party healthy!

  • The orb in Wave 2 (appears at wave start 25T, disappears at 79% HP, appears at 49% 15T, disappears at 29%) can’t be increased or frozen in any form. You must reach the mentioned thresholds to force them to disappear before they drop to 0T.

    • In red health (under 29% HP), if they do Spear Shot+, they will gain a 10T orb. Kill them.

  • The enemies will both gain a red aura along with 64,000 BRV and delay themselves at ~79%, 59%, 29% HP. While these auras are up, BRV damage is reduced to 1 no matter what. Prepare instant break or 100% gravity.

  • The enemies must be broken at least once to prevent their next attack from dispelling all buffs and KO’ing an ally. You can avoid this with debuff based (since buffs are wiped) HP DMG reduction. Enemies must be allowed their turn (without debuffs to deny their movement) for the aura to go away.

đź“• Complete Boss Guide available on DissidiaInfo.com

Beatrix LC (Roses of May) Lufenia vs 2x Maralith Gloria

  • Heavy Resistance to Dark

  • Immune to HP Attack Disable debuff

  • When one enemy reaches 69% HP (orb will appear here 15T), 49% HP, & 29% HP, the enemies will cleanse all debuffs and grant themselves 6 framed buffs. They will not do this again when the second enemy reaches that threshold.

  • Ideally, you want to dispel only one buff at a time to have more possibilities to increase the orb counter (+10 per dispel). However, if you use full-dispelling attacks, make sure to allow the enemies to act (don't delay/delete) so they can buff again.

  • The charged attack is very lethal, make sure your debuffs and buffs are properly set for it.

đź“• Complete Boss Guide available on DissidiaInfo.com

Exdeath LC (Tree for the Void) Lufenia vs 2x Dwellers

  • Immune to Blind debuff

  • The orb count appears at 79% HP (15T) and is raised +10T whenever an enemy receives BRV damage from Sap/Poison (this counts spheres too, along with auras that may cause BRV damage upon the enemy’s turn like Alphinaud’s)

  • You can bypass the orb entirely by paralyzing them and delaying their turns. The orb will never appear

  • If you break the enemies while they have a yellow aura up, they will dispel your buffs and deal a dangerous Single Target counter-attack that may KO the ally that broke them (not a guaranteed hit)

    • Counters or traps breaking won’t trigger their counter-attack

    • Counter Break (yellow) aura swaps between bosses 3 times whenever they take a turn before disappearing, with each swap the next-receiving boss self-delays which is a dirty trick for triggering the orb. Use turn deletion/manipulation to make sure the boss with low orb count and no aura goes first

  • They will gain a White aura after certain HP thresholds which will increase BRV damage reduction further and gain large BRV. The enemies must act for the auras to disappear.

  • One enemy may have the two auras at the same time.

đź“• Complete Boss Guide available on DissidiaInfo.com

Divine Diabolos Lufenia vs Diabolos

  • The orb appears at battle start 12T, and is boosted 15T if you grant 6 buffs in a turn. Tou can grant 2 buffs to each party member in one skill to trigger the orb count to raise

    • The orb disappears at 79% HP, and reappears at 49% HP (10T)

  • When Diabolos gains a dark aura at certain HP thresholds, he will delay himself, cleanse all debuffs and become debuff-immune, on top of absorbing all elements.

  • Next turn, Diabolos will do a ST BRV + HP that will dispel buffs and KO you. To stop this: You will have to deal 200,000 or more HP damage in a launch + chase to prevent it.

  • If you want Diabolos to stop absorbing all elements, you will have to give him a turn to act (no sleep, paralysis, turn denial) in order for his absorb aura to drop

  • After using the recast attack, Diabolos will gain an aura (will be displayed as voids by his side) that increases HP damage received by Diabolos and he will gain further BRV damage reduction (this aura will last for 2 turns, whether Diabolos is allowed to move during his turns or not).

đź“• Complete Boss Guide available on DissidiaInfo.com

Caius LC (Keeper of the Farseer) Lufenia vs 2x Metal Drum

  • High Resistance to Ranged & Magic

  • Immune to Poison & Sap debuffs

  • The orb appears at the start of battle (15T), disappears at 79% HP, finally reappearing at 49% HP.

    • You can inflict 4+ debuffs on one enemy in a single turn OR 2 debuffs to both enemies at once to trigger the orb raise condition (+4)

  • The bosses now have a recast bar. After the turn previous to the bar filling, they will gain a blue aura.

  • If an enemy attacks while the blue aura is up, they will dispel all buffs and KO the targeted ally.

  • To get rid of this aura, you must deal 100,000 HP damage in a chase.

đź“• Complete Boss Guide available on DissidiaInfo.com

Jack LC (The Power of Ignorance) Lufenia vs 2x Flutter Jelly

  • Absorbs Thunder

  • Immune to Paralyze & SPD Down debuffs

  • The orb appears at 79% HP (15T), disappears at 49%, and reappears at 39% (8T).

    • You must deal melee damage to freeze the orb, and it will stay frozen until the enemy's next turn.

  • When the bosses are Concentrating, you must take about 4-6 turns for their concentration to break.

    • They cannot be delayed while concentrating

    • They will do a stronger AoE HP attack if you do not break their concentration. Bring a reliable healer/tank to counteract this.

  • The bosses will gain BRV shields in certain HP thresholds (cant be broken with instabreak, needs BRV damage)

  • When the shield is up, you cant deal BRV damage to the enemies to freeze the orb, so you need to take the shields down first

đź“• Complete Boss Guide available on DissidiaInfo.com

Story Act 3, Chapter 1, Part 1 Lufenia vs 2x Medusa

  • Weak to Ice & Earth

  • Immune to DEF Down, Elemental Resist Down

  • The orb will appears (15T) at 49% HP, you need Ice element BRV DMG to boost the orb by 5

  • After recast is used, they swap their aura between:

    • Yellow: DEF boost, Magic weak

    • Purple: SPD boost, Melee/Ranged weak

  • BRV gain effects are lowered by 30% the entire battle, but 80% whenever their recast bar is fully charged

  • All debuffs are cleansed from enemies at 79% & 49% HP

  • At 69% & 29% HP, they will BRV gain & apply a 150k shield. Their shield gives them an HP DMG up effect as well that you will want to break asap. They also gain a 1T effect:

    • Immune to delay/delete, and all debuffs.

  • Keep them broken to avoid Flamethrower++, the + version recovers them from break and is a more manageable AoE HP attack

  • Recast is a nasty AoE BRV + HP guaranteed hit, ignores reduction effects. Do NOT let it break you. If it breaks you it will wipe all your buffs and inflict [Petrify]. You need a lot of BRV on your party to avoid break, so wasting turns to BRV attack is worth it, since battery is tough.

đź“• Complete Boss Guide available on DissidiaInfo.com

Arciela LC (Swordmaiden) Lufenia vs 2x Erode Mantis

  • Immune to Paralyze, Lock, Fluke debuffs

  • The orbs appear at 79% HP (20T), and you must dispel a buff to add 10T to the counter

  • The bosses do not constantly buff themselves, so be very careful doing a full dispel of their buffs with Arciela Ascension or Beatrix LD

  • When the enemy gets a grey aura (message pops up that they are starving) - they will follow up with Gluttony Sickle, a guaranteed AoE BRV + HP attack that will dispel all of your buffs. The grey aura only lasts one turn, so using HP Attack Disable will make them lose the aura.

  • Gluttony Sickle will also inflict a framed debuff Fluke that hurts multiple stats

  • At 79% & 49%, they will get a large BRV gain to 70k+

  • When you kill one, the other will heal 550,000 HP and gain buffs to mBRV, iBRV, DEF, so try to the kill them simultaneously

đź“• Complete Boss Guide available on DissidiaInfo.com

Story Act 3, Chapter 1, Part 2 vs 2x Tunneler

  • Weak to Ice & Holy

  • Absorbs Thunder & Earth

  • Immune to Paralyze, HP Attack Disable, Toxin, Agonizing Poison debuffs

  • Orb appears at the start (20T), disappears at 79%, and reappears at 49% HP

    • You must remove a debuff from a member of your party to boost the orb count +20

  • Recast ignores HP DMG reduction effects, dispels your leftmost buff per ally, and inflicts [Toxin]

  • Both BRV gain at 79% HP & 49% HP and queue up ALL attacks which are BRV gains into a double HP AoE attack

    • Until their next turn, they raise their resistance to all weapon types (melee/ranged/magic)... bring an Enchanter

đź“• Complete Boss Guide available on DissidiaInfo.com

Keiss LC (Reliable Partner) Lufenia vs 2x Biosoul

  • Weak to Holy

  • Absorbs Dark

  • High Resistance to Magic

  • Immune to Poison, Sap, Terror, Sleep, SPD, Turn Rate Down debuffs

  • Orb appears at start of battle (20T), disappears at 79%, and appears again at 49% (15T)

  • The enemy may attack with Sylvan Union, a BRV only attack that moves the enemy's turn behind its friend. One enemy will target the other enemy, while the other enemy will target a member of your party. Their attack will be a ST BRV + HP that hits hard.

    • Launching the enemy will break the union, or you can use traps to BRV shave the enemies after their turns, or you can use a tank

  • Enemies will gain a green aura at 69% HP, which gives them HP Regen (110k HP per turn)

    • Launching the enemy + chase for 200k total damage will remove the green aura

Divine Ramuh Lufenia vs Ramuh

  • Weak to Ice

  • Absorbs Thunder & Earth

  • Immune to Paralyze, HP Attack Disable, Terror, ATK, DEF Down debuffs

  • Orb appears at 79% HP (20T) - you must delay Ramuh to add +5 to the orb

  • Can't be launched when adds are present. Adds are summoned after recast or his AoE attack and have a million HP each.

  • After the adds take a turn, they will summon Ramuh to take an immediate turn afterward.

  • Has 90% BRV DMG reduction for non-elemental attacks

  • On recast, grants himself numerous framed buffs for ATK, BRV gain, HP DMG, & Recast will ignore reduction effects and potentially kill you if you don't overload him with framed debuffs (or you can just delay him nonstop)

đź“• Complete Boss Guide available on DissidiaInfo.com

Eald'narche LC (Ghosts of the Past) Lufenia vs Aloof Horn, 2x Killer Bee

  • Absorbs Holy & Dark

  • Immune to Paralyze debuff

  • Orb appears around 87% HP, after the message "Target lock released", for 15T. The orb disappears forever at 49% HP

    • Keep the enemy's BRV under 10k to add +1 to the orb (which basically is a boss race, since you get -1 after your turn)

  • Immune to delay when both adds are present, main boss can frame his own turn to prevent turn deletion

  • Adds are resummoned every 10 player turns or on recast (or just full healed if they aren't dead)

  • The adds will move the boss turn up right after their turn

  • At 49% HP, boss will grant buffs for a 150k shield & and 999% BRV DMG reduction buffs that you'll need to deal with... either heavy debuffing, dispel, or prevent buffs

  • You can summon Ramuh to inflict Ramuh's paralysis effect which the boss is is not immune to. This will prevent resummoning of the adds and allow you to utilize a delay strategy.

đź“• Complete Boss Guide available on DissidiaInfo.com

Trey LC (The Power of Knowledge) Lufenia vs 2x Evil Gaze

  • Absorbs Wind & Holy

  • Immune to Sap, ATK, DEF Down debuffs

  • The orb appears at the start of the battle (15T), and disappears at 29% HP

  • Red aura gives them instant break guaranteed attacks

    • Most attacks will turn delay you

  • If they have BRV and are unbroken on their turn, they may do Ram, a double BRV+HP attack which ignores HP DMG reduction and will kill an ally. Keep them BRV shaved! (which is hard because they are very fast)

  • Cleanses generic debuffs often

  • Yellow aura is after red, they will gain a large amount of BRV and reduce all BRV DMG to 1.

  • Blue aura is low threat, lowering their ATK & SPD

  • Once under 29% HP, any ALL attack they have queued will basically kill you. Kill them before they do this.

  • When one is killed, the other will give itself 100% BRV DMG reduction & 50% BRV gain reduction

Story Act 3, Chapter 2, Part 1 Lufenia vs 2x Humbaba

  • Absorbs Thunder

  • High Resistance to Ranged

  • Weak to Poison debuff, Immune to Paralyze, HP Attack Disable, ATK, DEF, SPD, mBRV, iBRV Down debuffs

  • The orb appears at 79% HP (20T) - you will need non-elemental Magic BRV DMG to add +4 to the orb

  • At 79%, 49%, 29% HP, the enemy will gain a red aura, debuff cleanse (except at 29%), BRV gain & shield (~30k), along with lowering DEF for magic attacks.

    • With the red aura, enemy is immune to Delay/Delete (even BREAK delay)

    • Cancel the red aura by going 8 turns without giving the boss a turn

    • If you do not cancel it, enemy will Needle Shot++, a single target BRV+HP that dispels your buffs (you can survive this, but it'll slow you down a bit to reapply buffs. You can't survive 2 of these back to back...)

  • From 49% HP and below, enemy counters elemental attacks with BRV+HP attacks with a 5T delay BRV+HP attack, removing all your buffs and cleansing debuffs.

    • Dropping Ramuh paralyze after 49% will prevent any counters from going off, provided you give them no turns

Abyss Perfectum Stratum 4 Lufenia vs Dullahan

  • Weak to Fire & Water

  • Absorbs Ice

  • Cannot be launched or delayed (also break delay immune)

  • You need a Spear character, a black crystal character in party.

  • Orb appears at start of the battle, disappears at 79%, and finally reappears at 49% HP

    • You must deal Water element BRV DMG to boost the orb +7

    • If you don't have a water attacker, you can leverage a Rydia base call to apply a water enchant buff to your party. Just make sure a character can extend their buffs with a skill (like Squall EX for example), or that you race the Lufenia orb

  • Turn 0, does recast which cleanses debuffs, dispels 1 ally buff, guaranteed hit AoE BRV + HP which inflicts a framed debuff with 30% HP poison on all party members

  • Most of its attacks ignore BRV DMG reduction

  • Has an ice attack that freezes your party members until the boss gets another turn

  • Can inflict a debuff for 3T that can delay you after every action

  • Counters melee BRV only attacks with buff wipe + BRV + HP & paralysis (DO NOT USE MELEE BRV+ OR LIGHTNING AA)

Amidatelion LC Lufenia vs 2x Bag Slug

  • Absorbs Earth & Holy

  • High Resistance to Ranged

  • The orb appears (12T) at the start of the battle, and stays until 29% HP. Any regen healing will add +3 to the count.

  • When boss first targets itself, it will apply Mucus Space, which will delay your team members one turn after each action they take. You can delay/delete this enemy, but at 79% HP, it will be applied no matter what.

  • Bosses don't have any AoE HP attacks - a tank with Lock goes a long way in protecting your team.

  • Encase is done after (1) they target themselves (2) BRV only ALL attack and (3) after a certain number of player turns. This is a massive BRV gain, gaining DEF & huge physical BRV DMG reduction (up to 80% reduction).

    • Cancel Encase by breaking them

    • As they don't delay themselves, you will need to counter with great magic BRV shavers/gravity or instant break characters.

  • Bosses will apply Mucus Space+ if you kill one of them first, which will delay your character by 2T after any of their turns.

Story Act 3, Chapter 2, Part 2 Lufenia vs Dullahan

  • Weak to Fire & Water

  • Absorbs Ice

  • Cannot be launched or delayed

  • Turn 0, does recast which cleanses debuffs, dispels 1 ally buff, guaranteed hit AoE BRV + HP which inflicts a framed debuff with 30% HP poison on all party members

  • This Lufenia's mechanics can be mostly bypassed utilizing Yuffie with no gear. She can use her skill 2, I don't need this on her first turn to throw the debuff back. With gear, you just need to survive 4 turns, so a tank or strong healer is recommended. Without gear on Yuffie, you'll need to deal with the last 9% of HP, bring a strong consecutive turn attacker to burn through it.

  • If you choose to battle this normally for some reason, the orb appears 20T at the start of the battle, and you need to deal Water damage to add 7T to the orb. It disappears at 79% HP, and reappears for good at 49% HP.

  • Most of its attacks ignore BRV DMG reduction

  • Has an ice attack that freezes your party members until the boss gets another turn

  • Can inflict a debuff for 3T that can delay you after every action

  • Countetd melee BRV only attacks with buff wipe + BRV + HP & paralysis (DO NOT USE MELEE BRV+ OR LIGHTNING AA)

Abyss Perfectum Stratum 5 Lufenia vs 2x Flutter Jelly

  • Immune to Paralyze & SPD Down debuffs

  • Yellow crystal, Red crystal, and Sword characters are required in party

  • The orb appears at 79% HP (15T), disappears at 49%, and reappears at 39% (8T).

    • You must deal melee damage to freeze the orb, and it will stay frozen until the enemy's next turn.

  • When the bosses are Concentrating, you must take about 4-6 turns for their concentration to break.

    • They cannot be delayed while concentrating

    • They will do a stronger AoE HP attack if you do not break their concentration. Bring a reliable healer/tank to counteract this.

  • The bosses will gain BRV shields in certain HP thresholds (cant be broken with instabreak, needs BRV damage)

  • When the shield is up, you cant deal BRV damage to the enemies to freeze the orb, so you need to take the shields down first

Desch LC Lufenia vs 2x Flumen Draco

  • Weak to Thunder

  • Absorbs Water

  • Orb appears at battle start (15T), and disappears at 49% HP. Dealing AoE HP Damage will boost the orb +2.

  • Magia state reduces the amount of BRV gain that you get significantly, and enemies take reduced BRV damage unless it is elemental damage hitting for weakness. BRING AN ENCHANTER!

  • The enemies will get very tanky when they drop to 49% (when they lose their orb)

  • The enemies will cleanse debuffs when entering Magia State and upon losing their orb at the 49% HP threshold.

  • At 49% HP and below, enemies will be HP attacking all the time.

    • Their ST attacks in this threshold will be ST BRV + split AOE HP attack.

    • Even if these ST attacks miss the attacked ally, the other allies will take split HP damage.

    • Their AOE attacks in this threshold will deal double HP damage.

    • They only switch states (Magia <> Physia) when they actually get a turn, so careful delaying/denying turns unless you want to keep them there.

    • A tank or defensive support will go a very long way to protecting you!

Divine Alexander Lufenia vs Alexander

Boss Notes

  • Absorbs Holy

  • Weak to Dark

  • Immune Lock, Freeze, DEF Down, Capacity Break, Status Reels

  • Immune to Delay

  • Orb appears at 79% HP (20 count) and never disappears. Dark element damage boosts the orb by 5 count.

  • Whenever the entire party's BRV is at Max BRV, Alexander will counter by setting all allies's BRV to 0.

  • At 79%, 49%, & 29% HP, Alexander will gain a Blue aura that is a Sap aura on your party for 49k. Alex also gains 50% BRV DMG reduction, unless dealing elemental damage

    • You must break Alexander to get rid of it. Otherwise it will dispel your buffs and likely KO you

  • If you take 8 turns in a row, Alex gain a Gold aura which reduces BRV DMG to 1 and HP DMG to 0 until Alex takes a turn.

    • This aura will active *after* your burst phase or summon phase is done if you ended up taking 8+ turns in a row

  • Once Alexander's recast gauge is filled, it gains a White aura and gains 99k BRV. Upon breaking, Alex will gain another 99k BRV, and continue to do so until it is broken 3 times. Guaranteed breaks do not work, you must shave or use 100% gravity.

  • After the recast attack, Alexander will unleash an AoE BRV attack that will delay all allies 3 turns if their HP is not max. This attack, if it breaks/hits broken allies, will inflict guaranteed Blind and Confuse.


Character Notes

There are 3 ways to tackle this fight, all with varying levels of difficulty:

  1. Use a dark attacker to maintain the orb and to shave Alexander's ridiculous BRV gains

  2. Use Xande to enchant the party, and use a strong attacker to shave the BRV gains.

For options 1 & 2, expect to have a balanced team that is defensively oriented in 2/3 of the party. Tanks & BRV/HP Damage Reducers are very popular here


  1. Use Gladio or Gladio friend with a specific setup to cheese the fight. There may be other counter+battery options by the time you are reading this though! Here is the sequence of events:

    1. Alexander attacks the party automatically whenever your party is all at their MAX BRV or more

    2. Alexander lowers your party BRV to 0

    3. This triggers Gladio's counter from his LD

    4. Gladio batteries the party based on 20% of HP DMG dealt

    5. If Gladio can battery the party back to MAX BRV or higher, repeat again

      • In order for Gladio to max the party's BRV with his counter, you will need a number of things:

      • Gladio setup: equip all weapons, Encouragement Keystone from HA, remove all 330s from artifacts. Remove the following passives:

        1. Buff Boost Up, Buff Boost Speed Up, Buff Attack Boost All, all mBRV passives, Ramuh, Brothers, & Bahamut passives

      • Your goal is to stack as much HP DMG up effects, alongside BRV DMG up for your party, or DEF down on Ramuh. There are many sources (as of June 2021)

        1. HP DMG up in party: Paladin Cecil LD, Seven LD, Serah LD, Squall BT, Kurasame LD, Aerith LD, Dark Knight Cecil LD, Deuce LD, Sherlotta EX+

        2. HP DMG up via call: Ignis LD, Gabranth EX+

        3. BRV DMG up: Seven LD, Serah LD, Jack LD call, Hope LD call, Krile LD call

      • Equip your other 2 (or 3 if using Gladio friend) with a bronze weapon, but equip their weapon passives for EX+ and for LD/BT

      • You will need Gladio to counter after Alexander's first attack (for this case he must be targeted). Get all yours buffs, debuffs, calls, etc up... If the counter doesn't max your battery, review your setup and try to get more buffs/debuffs applied.

      • Use Call to Arms to find specific setups for you if you are struggling!

Nine LC Lufenia vs ESP Doll & 2x Mini ESP Doll

Boss Notes

  • All enemies weak to Wind & Dark.

  • Heavy Resists Magic

  • All enemies immune to Lock, HP Attack Disable, Terror, & Paralyze debuffs

  • Only the Mini ESP Dolls have an orb, and it appears on both when either drops to 79% HP (10 count). Deal weakness damage (wind/dark) in order to boost the orb by +2


  • Using any other element besides Wind/Dark will cause a counter that cleanses debuffs & dispels all of your buffs. This counter also occurs if you try to sleep the enemy with Edward, silence with Agrias, or confuse with Mog or Porom.

  • The ESP Doll has 20% HP DMG reduction when both Mini Dolls are alive. It's just 20% so you can damage rush through it, or kill one mini doll - just note that when both dolls are killed, the boss will enrage.

  • The ESP Doll has double AoE HP attack on its recast including a BRV gain before the attack. It will warp the other Mini Dolls's turns right after it when the attack is over.

  • Careful of their 1 turn Freeze debuff which will stop your EX from charging further for a turn.

  • The Mini ESP Dolls will gain a greenish aura that will grant them small HP regen, which can be removed via launching them


Character Notes

To tackle this fight through boss mechanics can be punishing. Here are some of the top strategies:

  • Wind or Dark enchanter will allow you to maintain the orbs on the adds with no problem, just prepare some HP damage mitigation for the relentless AoE HP attacks!

  • Use a dark attacker alongside delayers and rush down the adds

  • Run SQEX airlines (Dark Knight Cecil, Cloud, Keiss) or a variant to boss rush them, but try to bring a wind enchant call just in case.

  • Run an all-out nuke team with a follow up character like Yang, or as of August 2021, Cloud of Darkness - and just boss rush the fight using a wind/dark enchant call

Edward LC vs 2x Roc Raptor

  • Orb appears at Battle Start (12 count), disappears at 79% HP, and reappears at 49% HP for the rest of the fight.

  • Boost the orb by dealing Ice damage (Celes, Palom, Onion Knight), +8 count

  • Immune to Paralyze, HP Attack Disable, Confuse

  • If you ever see a white fog around the enemy, they will get 2 turns back to back, unless an aura below is active, this fog attack can be dodged

  • Enemy gains a red aura at 79% HP and delays themselves for 2T. Red aura is dispelled at 59% HP

    • If they get a turn during their red aura, it is a single target guaranteed KO

      • Use fast attackers like Terra or Tifa, many options

    • Red aura reappears 49% HP (along with Lufenia orb @ 12 count)

      • From 49 - 29%, you can't give them a turn, so prepare a large damage window

    • Red aura replaced with Green streaks at 29% HP

      • You can give them one turn only with green streaks before...

    • Green aura will be a single target attack where they look like they summon a spirit version of themselves. They gain white fog around themselves, it's subtle - but their next attack will be an ALL attack which KOs your party.

      • Delayers like Garland can be very useful

Story Act 3, Chapter 3, Part 1 vs Chaos Bahamut & Eald'narche Manikin

  • All enemies are heavily resist Magic & are immune to Elemental Resist Down

  • The orb is only for the first half of the battle, appearing at the start, and disappearing at 49% HP. Inflict break to boost the orb +7.

  • Eald manikin will target himself, applying a 30k+ shield. The ALL attack is an AoE HP attack split attack.

  • Chaos Bahamut will have a large BRV gain at 79% HP that has huge DEF, needing ignore defense or instant break

  • When Chaos Bahamut reaches 49% HP, it will cancel the Lufenia orb, and shift to Gestalt mode with 100% HP

    • In this mode, all magic attacks will be countered UNLESS enemy is confused/paralyzed. The counter can also be dodged. Special Thank You to Eons for testing these cases.

    • In this mode, Gestalt Bahamut cannot be delayed

  • Before Gestalt Bahamut's recast is fully charged, recast effect changes based on the number of turns you denied Gestalt Bahamut:

    • If never denied : AoE BRV + HP executed thrice, ignores DMG reduction, instant turn rate

    • If denied once since last recast : AoE BRV + HP, ignores DMG reduction, instant turn rate

    • If denied twice+ : recast bar decreases a level

Strago LC vs 2x Prototype, 2x Fierce

  • Wave 1 Prototypes are weak to Thunder (no orb)

  • Wave 2 Fireces are immune to Lock debuff they do not enrage if you kill one ahead of the other

    • The orb appears at the start of the wave, 15 count, disappears at 79%, and reappears for the rest of the fight at 49%. Boost the orb +1 with Thunder or Holy element damage, and +2 for both. Get your enchanter ready.

    • While on 4 legs: Look out for a fire attack (Blaze Wave might be the name) - it's a BRV only AoE ALL attack, but the enemy will gain a blue aura

      • Strong resistance to Ice/Thunder/Earth/Holy & Magic BRV DMG

      • Absorbs Physical damage regardless of enchant, absorbs Fire/Wind/Water/Dark

      • Make your life easy and prepare gravity based attacks or instant break!

    • Once under 80% HP, and after they take a turn, they will stand on 2 legs and cleanse generic debuffs

    • While on 2 legs: Look out for a single target BRV attack (Seraphorce naming?) - they gain a white aura, gain 60k+ BRV and Sap your team of BRV each turn until you break them

    • Watch out for an ALL attack while on 2 legs - multi BRV + AoE HP attack that will also cleanse all debuffs, including framed

    • Once under 50% HP, while standing, if they do a single target fire BRV attack - they will go back to 4 legs

    • The boss will gain yellow streaks as an aura if you take 20 consecutive turns without the bosses acting. This includes summon. BRV DMG is reduced to 1 and HP DMG is reduced to 0 until they take a turn.

Iroha LD, Story Act 3, Chapter 3, Part 2 vs 2x Whale Zombie

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (15 count)

  • Disappears @ 79% HP

  • Appears @ 49% HP

Each Ally BRV > 15k after turn: +2 count

Key Character Examples

Boss Notes

  • Heavy Resistance to Melee DMG

  • KEEP THESE WHALES BROKEN!

    • If you leave them unbroken for 3 turns in a row, their next attack will cleanse their debuffs and inflict guaranteed break

    • If you leave them unbroken for 5 turns, their next attack will do all of the above, but also dispel all buffs on your party, and deal an AoE HP attack

  • At 79% HP, they will gain a red aura, and a 100k Shield value. Their next attack will be AoE HP attack and dispel all of your buffs.

    • Break them to get rid of the aura. If you instant break them, they will still hold their shield until you deplete it.

  • At 49% HP, they will gain the red aura, and also a purple aura, alongside a 200k Shield value, and they will lock their turns (but can be break delayed) - they also cannot be launched for the rest of the battle.

    • The red aura goes away after being broken

    • The purple aura will never go away. After each turn they take, they will gain 49k BRV

  • Finally, at 29% HP, they will gain another 200k Shield, with no other aura outside of the purple aura that is still there.

Key Character Notes

Most important keys for this fight:

  • Stay batteried up to handle the orb - Iroha, Bartz, Aerith, Paladin Cecil, Y'shtola ... there are so many great options

  • Strong AoE BRV shavers or instant breakers... this is why Iroha and Bartz shine, covering multiple roles needed for the fight. Strago & Terra also help with the AoE shaving in a big way.

  • Friend Tifa can easily take down shields, while Golbez can freeze their BRV with his BT effect in the 2nd part of the fight.

There are plenty of alternative strategies as well, using characters like:

  • Eald'narche - keep the bosses completely locked down once they queue their ALL attack

  • Galuf, Guy, Celes, Gladio - keep you completely safe and their counters/traps help control enemy BRV (same with Emperor)

    • Enchanters are VERY useful to help get your melee attackers through (like Tifa, Galuf, Yang, etc)

  • Faris or her call are great for the last 50% of the fight, as she will negate their constant BRV gains

  • Ashe was insanely popular, but she's not a key to the fight. Her enchant is helpful, but more notably, her synergy with Iroha is ridiculous, as she instant charges Iroha's slow EX, enabling her to spam the powerful skill.

Kurasame/Seifer LD vs 2x Devil Hornet

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (8 count)

  • Disappears @ 79% HP

  • Appears @ 49% HP

Delay enemy: +4 count

Key Character Examples

Boss Notes

  • There are no enemy thresholds to worry about outside of the stat boosting phases at 79% HP and 49% HP

  • Enemies will target themselves and gain a yellow aura, gaining a 50% HP DMG reduction until their next turn. They also get increased HP DMG dealt. Note that launches ignore the damage reduction effect.

    • As the orb is asking you to do, you can delay them, give them 0 turns, and not worry about any boss mechanics

  • Their ALL attack inside of the 50% of the fight is a BRV + HP that has a BRV gain afterward.

  • Enemies have a punishing ALL attack after 49% HP. It is a double AoE BRV + HP that ignores HP damage reduction effects. Best not to let this happen!

Key Character Notes

In a fight where the orb is to delay the enemy, your best strategy is to delay them and burn them down.

The 6 listed above all are strong delayers, though Garland & Seifer are the most consistent across the board. Layle delays with his Energy Gain, Tifa & Keiss delay with their EX, Cloud delays with his limited use LD. Other great delayers not shown above include Aranea, Lightning, Ramza, and more. Check the full list on our Roles page.

Some useful pocket calls that delay include Seifer LD, Cloud LD, Emperor LD, Ramza LD, Layle base, & Y'shtola base.

If you are worried about giving them turns, plan to bring launchers and burn them down, especially since launch will ignore their HP DMG reduction during their yellow aura. Just make sure they don't kill you with their ALL attack under 49% HP! Kill them before this!

Cloud of Darkness LDBT vs Divine Brothers

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears when Brothers unite into 1 enemy (8 count)

Delay enemy 1 turn: +2 count

Delay enemy 3 turns: +15 count

Key Character Examples

Boss Notes

  • Orb is +2T when delayed 1 turn without break, +15T when delayed by 3 turns without break.

  • 90T fight. Boss absorbs earth element and is immune to speed and turn rate down.

  • Bosses will do delay attacks (Rock toss). They will also do a guaranteed hit AoE brv + HP attack (Explosion of Heaven and Earth).

  • The Brothers will keep the party from gaining any BRV at the start of the fight, or whenever they have their Gaia's Power buff. You can remove this BRV gain reduction effect by delaying the Big Brother for 3 turns.

  • The bosses will frequently have multiple turns in a row (ABAB). Delay to break this turn order. When the boss is close to do its recast, the B boss will call his small brother to his turn and do the recast attack. Bring dmg mitigation, evade, heals, overheals or intense delay to mitigate these attacks.

  • The bosses will both gain 50k+ brv when one gets below 80% HP, and another 60k BRV when one of them gets below 50%. The bosses will merge, cleanse and heal when they both get below 70% HP or when one gets below 20% HP. They will also gain a red aura, which means they will do heavy HP attacks on their next turns. The first of those attacks (Fragment+) will be guaranteed hit, cancel break status, remove all target buff and set the target HP to 0, bypassing Last Stand. The 2nd attack (Adamantine Blast +) will be a guaranteed hit BRV + HP attack. The last one (Divine Brotherly Love+) will cleanse the bosses, dispel the party, AoE guaranteed BRV + AoE HP that will put the party HP to Zero, bypassing last stand.

Key Character Notes

Garland comes in with his trusty BRV DMG and HP DMG up as well as his delays. He works well with units that boost his HP dmg, delay, DPS, provide HP overflow or HP dmg mitigation. He was used alongside Kurasame, CoD, Tifa, Porom, Seifer, Ashe, Pecil, Iroha.

CoD does good work with her AoE dmg and 3 turn delays on S2. Its LD makes its longevity via free and damage with the stacks shoot up. It will make sure the Gaia Power buff is taken away, it will delay the boss which makes it especially useful in the 2nd part of the fight. It pairs well with other delayers, any DPS and support. It was used with Terra, Tifa, Garland, Porom, Aerith, Kurasame, Bartz, Keiss, Layle, amongst others.

Tifa has a lot of damage and small delay / launch. She will make sure the bosses reach the HP treshold in few turns as well as making sure the combined version of the boss will die easily. She was used alongside other delayers and launchers. Tifa was used with Garland, CoD, Porom, Seifer, Kurasame, Layle, Tifa, Sephiroth and with Tifa friend.

Porom will help the allies with overheals, brave and she will keep the bosses brv low. She is very helpful for any team comps that plan to have the bosses take turn. Combined with Pecil will keep the party HP very high or with delayers. She was used with CoD, Garland, Seifer, Noel, Pecil.

Pecil will enchant the party, imperil the boss, do overheals to make the party survive the boss attacks. Warrior of Light fills a similar role. Combine them with DPS, delayers and battery units. They were used with CoD, Garland, Seifer, Emperor, Bartz, Porom, Iroha.

Using Sephiroth BT friend was used a lot to ensure the bosses were delayed. The safest team composition is using CoD, Garland and another delayer. CoD will keep the Gaia's Power buff away and the bosses will constantly stay delayed by her and the rest of the team.

Almost everyone had CoD or Garland in party. The runs we found that did not were:

  • Layle - Tifa - Keiss + Garland friend

  • Quistis EX+ - Porom - Tifa + Tifa friend

  • Pecil - Seifer - Iroha + CoD friend.

Sabin LD / Gladio LC vs 2x Optimus

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (8 count)

  • Disappears @ 79% HP

  • Appears @ 49% HP

Delay + Deal weakness damage: +8 count

Key Character Examples

Boss Notes

  • Orb is +8T when delaying a boss while dealing elemental weakness.

  • 90T fight. Bosses don't have natural weakness or resistance to elements. They are immune to Lock and Atk down debuffs.

  • Battle Start: Enter Defensive Posture, buff themselves and gain 60k BRV as well as a high Defense and instant break immunity.

    • The boss' Defensive Posture buff will make them gain their max brv, disable instant break and disable BRV gain. Break them or tank the attacks.

  • At 79%, they will lose the orb and delay themselves.

  • One at 69% & 39%, re-enter Defensive Posture. Note that their defense doesn't appear to be as high at 39%, but break is still required.

  • They have attacks that will get high turn rate on break, as well as a few AoE BRV + HP attacks to watch out for. Destructive laser (recast) is a guaranteed hit, remove all debuff on enemy, 2 brv + hp atk inflicting 6 debuffs on the target.

Key Character Notes

Garland will help the party delay the bosses while they have high brv / brv dmg reduction. He needs support to enchant/imperil if he's the sole delayer of this fight. If he's not, he just needs battery once in a while.

Sabin is very good for this fight. He ignores defense and will not be hindered by the bosses ability to shield up. He procs the orb naturally and constantly delays the bosses. You can combine him with other delayers to ensure the bosses never get a turn, with other DPS or with defensive supports.

Gladio will serve like always, to nullify the intense brv gain attacks that the bosses do. He needs to be enchanted and the bosses to be imperiled in order to do normal damage numbers. He will be used when there is only 1 delayer on the team. Bring 1 delay and 1 enchant/imperil with Gladio

Ashe is always a great support, making other characters like Garland shoot up their DPS, CoD to take advantage of free stacks/delays or Porom for more survivability. She enchants / imperils the party and will make the delayers proc the orb.

Porom will keep the boss brv to 0 and fill out the party with BRV. She also helps in keeping the party healed up. Combine her with DPS and an enchanted/imperiled delayer.

Bartz acts as a support to battery the party and break the bosses big brv gains. He would want to be combined with DPS, delayers or defensive supports.

Kurasame will make the team do added HP dmg as well as enchant the team to help proc the orb. He needs to be combined with delayers and DPS, as well as support units if the bosses are expected to have turns.

CoD is used to delay the bosses as well as do a good chunk of damage.

Teams used were a bit diversified this time, but general roles were observed: Delayer (with AoE delays), support with enchant/imperil and a defensive support when the bosses do take turns.

Garland / CoD / Ashe is a very safe no boss turn strategy to adopt in this fight. Ashe will keep the party enchanted and the bosses imperiled / paralyzed. Players who had only 1 delayer in the party brought a defensive support (Gladio/WoL/Porom) and an enchanter/imperiler (Kurasame/Ashe). Sephiroth was used a lot as the 3rd best friend unit to keep bosses brv to 1.

You can do a 0 turn fight with Terra-Lightning with CoD BT friend. Aerith was also there to put her LD debuff on as well as have party enchant call.

Tidus BT vs 2x Tunneler

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (8 count)

  • Disappears @ 79% HP

  • Appears @ 49% HP

Use an ability with instant turn rate: +2 count

Key Character Examples

Boss Notes

  • Orb is +2T when player uses an ability with instant turn rate.

  • 60T fight. They are immune to their debuffs, Centipoison / Akasula, and immune to any form of elemental imperil.

  • Recast is Megaquake, the bosses will recover from break, dispel party buffs, guaranteed hit AoE magic brv + HP atk that ignores HP reduction. It will also inflict Centipoison, a stacking debuff that increases with each recast. The inflicted player will take 5% / 25% / 50% max HP dmg per action.

  • Reaper+ is a double AoE brv + hp attack.

  • Tail Cutter+ removes all buffs on an ally (even frames), will do a guaranteed hit magic brv + hp atk.

  • Their Charged Blast attack is a magic brv + hp atk that inflicts Akalusa debuff on the target. The inflicted player will take 5% mHP dmg per action.

  • Below 80%, they will gain a blue aura, which will stay until they get their turn. They will be launch immune with that blue aura.

  • They will gain brv below the 80%, 60% (and 20%?) threshold. They also have a high brv dmg reduction effect after their recast ability.

Key Character Notes

Tidus comes in with his shiny new rework, LD / BT, and follow ups. He can proc the orb, take multiple turns before the enemy takes one while also unbreak delay them (on stack 3 of his overhead). Combine him with fellow delayers / high turn rate characters and you'll never see the bosses act. He is plug and play, doesn't need a specific team composition.

Aerith is the most used support. She will prevent enemy buffs, party debuffs, heal the party when needed as well as drastically lower the enemy brave. She will not protect the party against Centipoison debuff, but will heal back the party to 100% in a single skill. Aerith needs to have AoE dps with her.

Tifa procs the orb and does ST delay/launch. She goes very well with anyone, be it support or DPS/delayer.

Bartz brings gravity and battery to the party. He also adds weakness damage via his aura with the Fujin call. His battery will make the party not get broken by the bosses. If you bring Bartz, you definitely want a proper defensive support and an AoE DPS.

Terra procs the orb as well as doing great AoE damage. Pair with Yang!

Cor is a GL first, but we can only assume that his LD & Reaper HP+ will help proc the orb and will be a popular strategy next to Terra, Tidus, or Tifa!

Popular strategy was to not let the enemy have any turns, the orb is very low and frequent enemy turns will result in death. Tidus/Tifa/Aerith all have high turn rate and can make this happen with calls. Tidus with Sephiroth BT friend can also make this happen. Terra / Cloud of Darkness / Ultimecia are also replacement for AoE dps that can take multi-turns.

If you do let enemies have turns, make sure you can heal the party instantly and / or bring overheal to compensate. Aerith and Porom are great healers for this fight.

Rosa LD / Reno LC vs 2x Castle Guardian

There is no LUFENIA Orb for this fight

Key Character Examples

Boss Notes

  • NO ORB.

  • 65T fight. Boss is weak to thunder element.

  • Look out for their Mist Wreath aura at 79% HP, 49% HP, 29% HP, or if you kill one before the other. Give them a turn to get rid of it!

    • With this aura, they have BRV DMG taken -50%, HP DMG taken -70%, and an HP Poison effect

    • Their Mist based attacks are also powered up, gaining additional HP attacks

  • Look out for the following attacks:

    • Wood Horn is a 3 BRV attack that delays the target 6 turns.

    • Mist Storm is a single target BRV+HP that cleanses debuffs, that is executed multiple times with their Mist aura

    • Mist Breath is an AoE BRV+HP that cleanses debuffs, also executed multiple times with their Mist aura

    • Their recast is a multiple AoE BRV+HP, guaranteed hits

Key Character Notes

Tidus brings great damage, multi-turn and sometimes break delays. When they are in their Mist Wreath mode, they can't be delayed, even by rebreak. He can hold the role of the only DPS on the team if you have enough defense. He needs to be with defense oriented teammates, be it debuffers that keep the enemy from attacking or supports with damage mitigation / overheal.

Reno comes back on his own LC. His LD debuff (Pyramid) is still great to counter their recast ability as well as his S1 debuff (Numb). He has BRV and HP dmg up on debuffed targets. He needs a DPS and a defensive support to complete the fight.

Rosa brings back revive strategy in this lost chapter. Depending on the team composition, characters will die and Rosa can revive them efficiently via S2 or LD. Her Reraise buff will give hp regen to those who have it. This will help mitigate the Mist Wreath HP poison aura. She is still not a very active character, nothing much else to say other than she wants a DPS and either another defensive support or a strong debuffer that will block the enemy (Reno / Eald).

Pecil comes in to help the party do damage, and receive less damage as well as overheal and enchant. He will want a DPS to accompany him and either a strong debuffer or a defensive support.

WoL is great to absorb their recast with ease since they will not be doing brv damage nor hp damage. He will want to be combined with a DPS.

Porom wil keep the party overhealed and batteried, to help them survive the several HP attacks the enemies have to offer. With her chance of confusion on Cry, this can come in clutch to have the enemies not do their attacks. It is very RNG reliant. She needs a DPS to help finish this 65T fight.

Ealdnarche works quite well in this fight. You will never see an AoE attack as long as Terror is on. He will also make the bosses not cleanse for an odd reason. Give him someone to heal / battery and a DPS to finish the fight.

If you like RNG, you can try your hand at at Wakka and Porom in party to keep the bosses confused throughout the fight. Having minimal delays is great in this fight. You don't want to keep them delayed to hell because of the Mist Wreath, but if you keep their turns to a minimum, you're upping your chance at survival. Tidus and Cloud of Darkness fit this role well. Ashe/Queen combo seen in this fight. I saw a lot of runs that kept the friend and summon until below the 30% white mist turn, to finish the fight.

Boss Rush #5, Leon LD vs 2x Blanc Clac, 2x Crawl Bug, 2x Evil Gaze, 3x Weretiger

Orb Timeline:

-1 count per ally action, -2 count per enemy turn

Wave 1 : Appears @ 79% HP (15 count) : Use an ability with instant turn rate: +2 count

Wave 2 : Appears @ 79% HP (10 count) : Reduce/Absorb BRV DMG taken: +5 count

Wave 4 : Appears @ Battle Start (10 count) : Deal over 10,000 BRV DMG in a hit: +3 count

Team 1 Keys

Team 2 Keys

Team 3 Keys

Green Synergy - Bring any of Leon Jack Lilisette Tidus Reno Rosa... (maybe Vaan Kefka Ardyn) & your entire party will receive synergy stats!

Boss Rush Battle Mechanics

  • Multiple teams can be constructed for the battle, each team gets 50 actions before they must be swapped to another team

    • Any BRV/HP/skill/AA/Call will count toward your 50 count

    • Burst & Summon do not count toward your 50 count

    • Fewer teams used = more rewards

  • Allies on a team cannot be used on later teams, however calls can be used across multiple teams

  • Summons must be unique to each team

  • Debuffs are cleared after swapping team

  • Lufenia orb count & Boss recast gauge remain the same after swapping team

  • You must clear with 1 fewer party than the number of waves for max rewards! (4 waves = 3 PT complete for all rewards)

  • For a video overview of Boss Rush mechanics, we recommend VL's overview and/or Broadway Saiyan & Black Nero's overview

Boss Notes

Wave 1

  • Bosses are weak to ranged damage, they are also immune to Atk Down. The orb is +2 when the player uses an ability with no action delay (instant turn rate).

  • Watch out for them to enter Triple mode after their turn. Prepare some damage mitigation as they will take 3 attacks in a row

  • Below 39%, they will do a 78k+ BRV gain after every turn

Wave 2

  • The orb is +5 when the player reduces or absorbs BRV dmg with buffs. These bosses will need to play to up the orb.

  • They have several 2-3-4 BRV + HP attacks, including AoE's, be ready to get hit. There is this ability called Bad Breath (could be different name in GL) that is a guaranteed hit, brv gain 4 BRV + HP atk.

  • There is another interesting attack (Slam) that is a 3 BRV + HP atk and it ignores HP damage reductions.

  • When 1 of them goes below 80% HP, they will gain a high BRV damage reduction, until they are broken or until they get a turn.

Wave 3

  • Bosses are weak to Dark damage, they are also immune to Atk Down, Defense down and Sap debuffs. There is no orb on this wave.

  • These bosses have very intense attacks, many HP attacks, many that ignore BRV and/or HP DMG reduction, which can easily kill tanks

  • When they play you will most likely get broken.

  • They get a Red Aura when they go below 50% HP, they will get stat boost and brv damage reduction. When they target themselves, they will gain a Yellow aura and 90k BRV combined with very high BRV dmg reduction. You'll need either to delay them so they don't get to act, instant break to get rid of it, or find a way to survive 90k HP attack.

Wave 4

  • Bosses are immune to Poison debuff. The orb is +3 when the player deals at least 10k BRV dmg with one hit. The max orb count is 10. They don't have as many attacks, they do buff themselves with intense defense (+100%) / brv damage reduction, therefore the orb isn't that simple to factor in.

  • Lightning bolt+ is a guaranteed hit brv gain 2 AoE BRV+HP attack that also removes your buffs.

  • When one of them goes below the 30% HP threshold, they will further gain stats boosts. This is when people who don't have Setzer decide to use their summon.

Key Character Notes

Team 1

  • Tidus can proc the orb for wave 1. He is also great at taking consecutive turns that do a lot of damage. You would want to pair him with someone who can enhance his damage, either with battery, follow ups, or HP/brv dmg up debuffs to make the most out of this turn stealer.

  • WoL is great for wave 1 and 2, making the overall AoE brv attacks nul, as well as the HP attacks nul also. He can proc the 2nd wave orb. He wasn't seen in the 3rd party compositions. He will not be able to push the party in terms of DPS, he really needs one if not two DPS to accompany him.

  • Rosa came back with her LD. Her party reraise isn't being used here but her BRV DMG up, BRV DMG refund and HP damage up comes in to make her a Lufenia Viable unit. She's still very slow and can't do much in terms of damage. Combine her with one or more DPS.

  • Yang comes back as an additive to Tidus. He will take full advantage of Tidus's kit and will make theam deal an overal higher DPT.

  • Tifa doesn't need to explain why she's in a team comp. She will either replace or add to Tidus' utility. She can proc the wave 1 orb and complements well any type of teams, be it a balanced team with a support and a hybrid dps or a 2 DPS team.

  • Queen will help the party with her good auras. She procs the first wave orb. Combine her with a defensive support and a DPS for a balanced team.

  • Vaan makes a great comeback as a monster DPS. He has been used in the first team as well as the second team.

  • The first team should go to at least to mid wave 2. Usually, players prefer to have a BT phase at the start of the first wave to make full use of the BT auras. Those that didn't use Tidus here used Tifa, CoD, Vaan or Terra. For Wave 2, those that didn't use WoL used Porom or Gladio for the orb. On the first wave, DFFOO Airways did a clear, you also see Terra/Yang but they don't last long in the 2nd wave.

Team 2

  • Leon works great on the 2nd & 3rd wave. If you don't have delayers / multi-turn chracters, the bosses will eventually take many turns after they delayed everyone, it's very fitting that the damage they take isn't in the form of brv damage because Leon negates it and changes the boss BRV dmg into ally BRV. His trap effect can also cut those multi-turn to make the party act. He enables counter allies like Gladio, Trey and Firion.

  • Gladio protects the party against the majority of attacks as well as counter for a higher off-turn damage. On wave 3, he can be heavily delayed, which will help out his longevity and efficiency. The bosses in the 2nd and 3rd wave consistently do ST hp attacks, which Gladio excels in negating. Gladio is best used with characters that can boost his counters, either by maxing his BRV damage with Setzer, maxing his HP damage with calls such as Kurasame's, giving him a good battery to max out his counters with Leon.

  • Tidus is a good DPS option. His 1T AoE delay and his possible instant turn rate will permit the team to catch up when needed. Combine him with counter units and support to get BRV, heals, BRV or HP damage up.

  • Golbez is good for his AoE prowess. His BT will block out any brv gains to block out most of the gains on waves 2 and specifically the 90k brv gain on wave 3. He is great with Leon because of the Dark element. He is slow, so a delayer might help him out.

  • Vaan is also making an appearance on the 2nd teams. His insane damage and instant turns make for a good unit to be combined with any utility units.

The second team should go to at least the end of the 3rd wave (below 30%).

Team 3

  • Sabin ignores defense and will be able to proc the orb with little to no support. He can delay but needs to either lean on a delay heavy strategy or else have protection for when he runs out of Razor Gale+. He's been combined with Porom and Reno as an example.

  • Gravity and fixed brv attacks can do more than 10k BRV damage. Porom/Aerith can help mitigate that as supports to the party. Pecil's LD overhead also helps in this situation.

  • With Shantotto's early rework, her LD debuff has 100% framed defense down, and her call is 50%. Either of these will be valuable to help the characters below to proc the orb.

  • Cloud of Darkness with its BT follow up, multiple delays will be able to help the party melt down the last wave without making them act too much. Its AoE damage and delays are great but it needs someone to help her with the orb. Its BT Counter does high brave damage, especially with blue armor but it's not always doing more than 10k BRV per hit. Bring ignore defense characters, enhance BRV dmg calls.

  • Terra comes back as a great AoE DPS with instant turn rate. Same with CoD, she needs someone to take care of the orb. Either combine her with good calls that drop defense or bring characters that can proc the orb.

  • Lean on your calls to boost the team's damage. Anything that hits defense is great. Hope imperil magic, combined with Terra/CoD can help, Jack and Deuce call also help.

  • Setzer was the MVP of this fight in JP, but we'll be fine without him.

Yuna BT, Story Act 3, Chapter 4, Part 1 vs 2x Sanctuary Keeper

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ 79% HP (10 count)

Cleanse/Remove a debuff: +15 count

No debuffs on party: +1 count

Key Character Examples

Boss Notes

  • Orb is +1 when units have no debuffs, +15 when players remove a debuff.

  • 70T fight. Boss is immune to mBRV down, Burns, Chase and HP dmg up debuff.

  • Wow, let's talk about the first attack they do: The first boss will cast Photon Wings: Cancels their break status, all ally BRV cut by 50% of current HP, they recover BRV by the reduced ally BRV, HP attack (+30% hp dmg to debuffed targets) and they recover BRV by 100% HP dmg dealt. (that's not all folks) They will inflict on all allies: HP atk disable for 1 turn, Blind for 1 turn, Stop (freeze EX gauge) for 2 turns, Burns (10% max HP poison) for 2 turns and Enhancement Down (buff hit rate -80%) for 5 turns.

  • Now the second boss will cast Magic Breath+ (name to be validated). Which is an AoE magic attack + AoE HP attack (+30% HP dmg on debuffed targets). It also inflicts Def down for 3 turns on the party.

  • They have a few other abilities. Mana Breath is an AoE magic atk that inflicts Def Down for 3 turns on the party. Verse Shot + is a 2 BRV magic attack with instant break, followed by a BRV gain. When they gain their Lufenia Orb, they will also gain high defense, reduced BRV damage as well as BRV gain. On top of that, they will cast Pursuit debuff on the party for 5 turns. This debuff will have them have an extra turn after the debuffed party member's turn (Like Eald / Relm). When one of them goes below 50% HP, they will cast Curaga on themselves. They recover 20% of their own HP and have a 5 turn HP regen. In summon or in burst, only one will recover at a time, when that one reaches below the 50% treshold or when the burst / summon ends. If you don't let them act for 10 turns, they will buff themselves with Weakness effect has been given. They will cast Pursuit 5T on the party, they will also cast an unlimited turn HP dmg up (100% HP dmg up) on the party.

Key Character Notes

Yuna is the featured character for a reason. Her party cleanse is clutch for the first turn as well as her instant party heal. If you let the bosses act, you will need to cleanse a lot. If you don't let them act, you'll still need to cleanse at least 3 times, once in the beginning, once at 80% when the orb comes up and once at 50% after they regain their HP and if you don't let them act for more than 10 turns. Yuna truly is the key to this lufenia. Combine her with a heavy DPS and either a crippling debuffer like Reno, or a tank like WoL or Basch and you'll be good to go.

Mog will also cover the orb extremely well, as he cleanses on every attack that he makes.

Tidus acts as a dps and debuffer with his AoE unbreak/break on his 3rd overead strike. His instant turn after LD and high turn rate on S1 are great to make sure he can damage and delay the bosses for better turn control.

Vaan has insane damage. Combined with a cleanser or a crippling debuffer, as well as a good HP/BRV dmg support to make him cap and he'll be a happy camper. CoD BT friend is great with Vaan to make up for his lesser AoE dmg capabilities.

WoL will make the party survive their many AoE HP attacks with guaranteed hits. He makes it so the bosses will be able to act while not being deadly to the party. He needs someone to cleanse and someone to do damage in order to complete this event.

Penelo comes in to replace Yuna as a cleanser and healer support. She will need great DPS and additional supports to help her in either cleansing or enhancing the party dmg, or crippling the enemy. Balthier will likely help make an appearance with his cleansing and his HP damage up.

Setzer is great here if Doomgaze ever decides to stop attacking his airship and let him get to us.

There are a lot of Penelo / Ceodore / Yuna / Mog / Yuffie calls to make sure the Pursuit debuff stays off. Those calls are very important on the teams that don't have Yuna or Penelo. Vaan Setzer Arciela was a team comp without Yuna that destroyed this fight. The bosses hardly did any damage because of either Freeze or HP atk disable. They had 3 cleanse calls and removed the debuffs at the beginning, 80% and 50%.

Agrias LD, Lv250 Fight vs Shinryu & Shinryu Final Form

Orb Timeline:

-1 count per ally action, -2 count per enemy turn

Wave 2

  • Appears after Recast ability (5 count)

  • Disappears after next Recast ability

Enemy BRV < 25% mBRV: Freeze count

Key Character Examples

Boss Notes

  • 100T fight.

  • Wave 1 has no orbs. Shinryu is a magic attacker. He has a few attacks of note. Fulgent Rain is a brv gain, 3AoE BRV + AoE HP atk that removes party buffs (including frames). This move activates Interdimensional Rift. Interdimensional Rift increases BRV and HP dmg dealt (by the bosses) and the party can't recover HP. The bosses recover 50% mBRV and have a 2T buff that enhances their BRV & HP dmg by 100%. When the boss doesn't play for 5 turn, it will counter with Luminous Rain * (name to be confirmed) It's a 4 AoE BRV + AoE HP attack that removes all party generic buffs and the boss will get BRV gains after the attack.

  • Wave 2 orb is paused when boss BRV is less than 25% mBRV. It will appear after the recast below 80%HP. It will disappear after the recast below 30% HP. Shinryu final form. Once again, He will have colored auras to watch out for. The Green aura will make the attacks guaranteed hits, and Shinryu HP will be restored based on the brv dmg of its own attacks. The purple auras will make the party not recover BRV or HP. The yellow aura means no delays or launch and finally the blue aura you can't deal BRV damage.

  • The recast ability is Arrant Calamity. If the boss brv is less than iBRV, it will have a BRV gain, the rest of the attack is an AoE BRV + AoE HP. Wrath Ray is a Magic HP atk that increases BRV based on HP dmg dealt. Trinity makes Shinryu recover from break, it will make 3 AoE magic BRV + HP attack. Screech of Oblivion is a BRV attack that inflicts Def down debuff. Intimidate is a buff to the boss that reduces BRV dmg by 60% and inflicts Atk, Def, iBRV and mBRV down debuffs on the party. Intimidate+ is the same buff but reduces BRV dmg to 70%. When the player acts 5 times in a row, the boss will do the recast ability (3AoE BRV + AoE HP)

Key Character Notes

WoL will nullify all of their AoE hp attacks. He will battery the allies when they need it and have minor heals if anything every bypasses his shields. Even if the bosses do their 5 turns instant ability, WoL will eat it and nullify it. He is best combined with damage dealers.

Vaan's heavy DPS comes very handy against these two single target bosses. Be careful about the no BRV gain aura (purple), it will lower his DPT drastically, especially in BT phase. You will need someone to survive their attacks. A defensive support such as WoL or Porom will help Vaan survive to dish out his insane damage.

Setzer will be quite helpful for a fast finish of the first wave (if he's here) and to make sure that BRV dmg is never negated in the 2nd wave. Setzer needs a defensive support to survive the bosses attacks and a DPS to make sure you meet the turn count.

Yuna will cleanse the party from debuffs and heal them as well as give out some battery to the party. She can dish out decent damage with Setzer maxing out her many BRV hits.

Porom will ensure the party brv remains high and the enemy brv remains quite low. She will also ensure the party is overhealed throughout the fight to tank the relentless AoE hp hits the party will take.

Tifa is still amazing in single target DPS, just like Vaan. She is best used with a defensive support to ensure survivability. Be careful about the no brv gain aura (purple) for it will greatly lower her LD damage

Agrias comes with her LD. It gives her a third option to incapacitate the bosses with her new BRV attack (Falling Flowers) that procs after LD use. This special BRV attack will cause a special Confuse debuff to be set upon all bosses. On top of her paralyze on S2, Silence on EX, she will incapacitate the bosses more often than not. All those debuffs are a single turn, you'll need to combine her with a defensive support. Her damage output is better but she needs help from a DPS.

Most of the recorded runs include WoL. The runs that didn't use WoL had either Porom, Yuna or Agrias as defensive options. Setzer was also seen in most of those runs as he added an extra defensive option. The DPS of choice is Vaan as he just melts the bosses away. This is a 100T fight, there are more defensive options that can shine.

Rude LC vs 3x Masked Monk

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ 79% HP (15 count)

Enemy takes Poison/Sap Damage: +10 count

Key Character Examples

Boss Notes

  • The orb is +10T when the boss takes BRV dmg via debuff, generally poison/sap

  • 60T fight

  • Bosses are immune to Lock debuff. The bosses will gain throughout the fight different mask colors. Break them to change the mask color. White mask will have them gain BRV when acting, Yellow mask will have them gain HP when acting and Red mask will have them gain BRV and HP while acting. The bosses have attack patterns that change depending on the mask that they have. Spirit Blast is a 2 AoE BRV attack that will put Diminishing spirit debuff on the party (HP dmg taken +40%). Vital Feed is a Magic BRV + HP attack. In Yellow form it will recover BRV by 100% iBRV and Red form it will recover HP by 300% HP dmg dealt as well as cast Diminishing Spirit on the target. Vein Split is a 2 AoE BRV + HP attack in white mask form. They will buff themselves throughout the fight and cast Curse debuff on the party. This debuff is will cause the party to not gain BRV, take 30% more BRV and HP dmg.

  • The orb will appear below 80%, the bosses will also cast Curse on the party. When one of them goes below 70%, they will all gain a shield (low shield, sometimes around 18-30k). When a boss goes below 50%, it will make all bosses gain a red mask and will cast Curse on the party as well as an invisible HP regen (2% HP) buff. They will also change from white mask into yellow mask and directly into red mask after a single attack. When one reaches below 30% HP, they will all gain a shield (low shield, sometimes around 18-30k).

Key Character Notes

Yuffie comes in fresh with her new LD. Her new debuff includes more potent ATK/DEF/SPD down as well as sap on the enemy based on the amount of debuff the enemy has. Her new buff increases BRV and HP damage dealt based on the amount of debuff of the boss has. Yuffie can throw back the Curse debuff on the bosses, which can come in handy. You'd want to combine her with a defensive support and a DPS.

Yuna will cleanse the party in case Yuffie isn't doing it. She will also heal and deal good damage to the bosses. Here blue armor raises HP dmg dealt, if you combine that with other HP dmg up units/calls you can get those numbers up significantly.

Aerith makes the party immune to debuffs.She will also fully heal the party instantly. She doesn't tick the orb though, you'll need someone in party or via calls to do that.

Setzer comes in to make anyone doing many BRV hits act as a DPS. He's especially good with Yuna or Tidus.

Tidus is very useful for his many high turn rate attacks and unbreak + BRV hits to lower the enemy mask color.

Strago is in his element against a 3 enemy party that likes to get broken from time to time. He causes major damage and will make this fight a non issue DPS wise.

A few calls can tick the orb, Faris LDCA and Shantotto base CA were both used in this fight. This is supposed to be an easy fight. Many have finished with their turn count in the 20's. There are support only teams, fave teams, many different teams in fact. Yuffie and Yuna shine best, as they are synergy and help out for most of the boss mechanics. Setzer can help those two dish out damage or Tidus can just occupy that role in their place.

Exdeath BT vs 2x Astaroth

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (10 count)

Take damage from HP Poison: +10 count

Inflict 2+ debuffs in a turn: +1 count

Key Character Examples

Boss Notes

  • Orb is +10T if enemy takes HP dmg from debuff, +1T if player inflicts 2 or more debuffs in 1 turn. 60T fight.

  • Drain is a BRV gain into magic HP attack. They also regain a bit of HP. If they break someone on the team, they will follow up with Magic Slug, Wild Spear or Light of Sactions or Piercing Spear (+).

  • Light of Sanctions is a magic BRV attack that inflicts Curse debuff. This debuff cuts max BRV and iBRV in half. Wild Spear is a BRV attack that inflicts Def down debuff. Radiant Shade is a brv gain into AoE BRV + HP attack and gives Def up to the bosses. Piercing Spear is a BRV attack that gives mBRV up to the bosses. Piercing Spear + will have the bosses recover from break, do a BRV gain followed by 2x guaranteed BRV + HP attacks and will also cast iBRV up on the bosses. Revelation does will make the bosses have a very high defense spike. Break Counter is a BRV gain (70k) followed by the bosses entering a ''counter'' state. If they get broken, they will do a BRV gain, take away the ally buffs, remove its own debuffs (including framed) do a guaranteed magic BRV + HP attack, delay the ally by 2 turns and inflict Curse and iBRV down as well as recover HP.

  • The orb will stay for the whole fight.

Key Character Notes

WoL will make sure the party is not broken and ensure viability. His S1 doesn't do any BRV hits which is very safe for this stage and will bypass high defense He needs someone to DPS and someone else to keep the orb in check, either via friend or call.

Exdeath is the premium character to maintain the orb. He will keep the enemy brv down without breaking them, he will HP poison them a lot and bypass any defense / brv damage reduction. He needs protection / heals against the bosses

Terra will help a lot as a multi-turn character to abuse Exdeath BT hp poison. She can also hold the orb in place using Meltdown and doing enough debuffs on the ennemies. Meltdown attacks one enemy at a time, and does a brv gain beforehand making high defense less of a hassle. With Yang on the team to do follow up damage and help throughout the fight. With a Exdeath friend, she will go through this lufenia unscathed.

Porom will contribute to the team her low brv damage and brv damage reduction attacks as well as keep the party HP high. Her follow up is great because it bypasses defense. She will need someone to keep the orb in check and someone else to do DPS.

Yang will be quite useful to combine with Terra and/or multi-turn characters. The bosses will not counter on his follow up attacks. He needs someone to keep the orb in check and someone to DPS.

Vaan will be his usual massive DPS self and help the party in finishing the fight in less than 60T. He needs a good support and someone to keep the orb in check.

Most of the fights recorded have used Exdeath (even 3/3) in this fight. If you don't have Exdeath, you need to make sure that you have enough calls and BT's to get yourself through regen, brv damage up and hp damage up while Terra does all her LD's

Xande LC vs 2x Assault Dog

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (10 count)

  • Disappears @ 79% HP

  • Appears @ 59% HP

Inflict break on target: +1 count

Deal Dark damage: +1 count

Key Character Examples

Boss Notes

  • 70T fight. Orb is +1 on break, +1 on dark damage. It will appear from wave start to 79% boss health, then back up at 59% until the end of the fight.

  • 1st Wave is an Ochu with his adds. If you bring enough fire power they will die fast. Not many gave them a lot of turns and that wave doesn't have an orb.

  • Rip is a melee HP attack. Shoulder Pound is an unbreak BRV + HP attack with a 1T delay. Gatling gun is a BRV attack that grants the boss BRV regen. Cannon Blow is an AoE BRV attack that grants iBRV up buff to the bosses. Assault combo is a BRV attack that grants Def up buff. Quick Laser is a BRV atk that grants Atk up buff to the bosses. Fire Dog will have the bosses reduce BRV damage taken by 30%, they will increase BRV damage taken from elemental weakness and get a Shield up (30k). While in that mode, they will nullified all HP damage taken while the Shield is up.. They also can't be delayed.

  • Flamethrower is a BRV gain followed by an AoE BRV + HP attack. Flamethrower+ will be used if the Shields from Fire Dog are still up, they will remove their own debuff (including framed), do a BRV gain with an AoE BRV + HP attack followed by another BRV gain and another AoE BRV + HP attack. The HP attacks are 100% and guaranteed hits.

Key Character Notes

Xande will help enchant the party and make sure everyone keeps the orb up. His AoE damage comes in handy to keep the orb up on both bosses. You'll need someone to do reliable off-turn damage or rebreaks in order to finish this fight.

Yuna will keep the party healed and full of BRV. She can be enchanted and can do AoE damage on most of her turns, making her a great support for this fight.

Tidus as a multi-turn character that also unbreaks is great for this stage. Tidus does mostly ST attacks except on his Ex, LD and Jecht Shot follow up. He would need a Dark enchant call or a Dark enchanter.

Setzer will make sure the party does maximum brave damage with his LD buff. In doing so, he will ensure the party tears through the shields and an BRV gains the bosses have.

Zell will reliably unbreak the bosses, also keeping the orb up if he's enchanted. Either you let the boss have turns and you'd need someone to heal him, or you don't and you'd need to bring someone to enchant the party with Dark to help keep the orb up.

Terra comes back with Yang as META damage with dark enchant burns through this lufenia.

Yang is great with multi-turn characters here. Get a Xande Call on him, mixed with Terra and he will last the entire 2nd wave as well as keep the Orb back up

CoD is also an enchantable AoE DPS that offers off-turn damage and delays.

Those that didn't bring Xande could bring Golbez or a Xande LD call on someone who is very slow and does Off-Turn damage like Yang. Sephiroth BT can also be quite good for all your rebreak needs. This fight was cleared by many different team compositions, it is not a very hard fight. The mechanics and the orb allow you to deny boss turns which makes for an easier time.

Vivi LD, Story Act 3, Chapter 4, Part 2 vs 3x Mistodon & 2x Tiamat

Orb Timeline:

-1 count per ally action, -2 count per enemy turn
  • Appears @ Battle Start (10 count)

  • Disappears @ 79% HP

  • Appears @ 49% HP

150,000 Fire Damage dealt in 1 turn: +4 count

Key Character Examples

Boss Notes

  • 80T fight on 2 waves. Wave 1 doesn't have an orb. Wave 2 orb is +4T if the player deals fire damage while doing at least 150k HP dmg in 1 turn.

  • Wave 1, Mistodon are weak to the Dark element. They don't have as much HP as the usual bosses. Ram is a HP attack. Mist is a BRV attack that has a chance to cast sleep 3T on an ally. Fira is a fire BRV attack with an increased BRV dmg to debuffed targets.

  • Wave 2, Tiamat. Jet Fire is the recast, an AoE magic BRV attack that inflicts the Heat debuff. This debuff is a BRV poison that takes off BRV by 100% iBRV and HP by 50% of the inflictor's ATK. The HP poison can take out 80% of the player health.

  • Massive Strike is a ST BRV attack with high turn rate on Break. Even without break, it they can have 2 turns in a row. Fire breath is an AoE fire BRV attack. Poison Mist is an AoE BRV attack that inflicts the Poison debuff. The Poison debuff will shave off BRV by 40% of iBRV. Thunderbolt is a BRV gain, followed by a BRV attack that reduces all the party BRV to 40% of their max BRV and a normal magic BRV attack. All buffs are removed from the party (including framed), there is a fair chance they will inflict Paralyze debuff. Maelstrome is a BRV gain, followed by a BRV attack that reduces all the party BRV to 1, followed by a magic BRV attack. The attack will remove all party buffs (including framed) and has high turn rate. Jet Burst is an AoE BRV + HP attack that inflicts the Heat debuff.

  • Taking Defensive Stance! is a BRV gain (+66k) followed by a DEF up buff and will disable instant Break. Defenses crumbled! will remove the DEF increase and will allow instant Break again. The Heat is on! is a BRV gain, followed by maximizing the recast gauge. The bosses will reduce all HP dmg by 100%, turns can't be deleted or delayed (except from breaks). It will cancel this state after doing the recast (Jet Fire)

  • The bosses will start with Taking Defensive Stance! The orb starts at wave 2 until they get to 79% HP. It appears back at 49% until the end. When they pass below 30%, they gain a yellow aura, HP dmg shield with high defense and high BRV dmg reduction. Break the shield to do HP damage. This might take a few turns, make sure to keep an eye on the orb.

Key Character Notes

Ignis will enchante the party with fire as well as keep the party. He can also have a lot of consecutive turns, which are great with Exdeath's BT effect. Combine him with DPS units like Tidus, Yang, Terra, CoD, Exdeath to get through the fight.

Yuna will take out the debuffs from the party, as well as keep the party healed and batteried. Her high turn rate skills make her very useful (again) to keep the debuff off the party, should the bosses act and she's a great addition to Vivi who will consistently hurt the party with his follow up attack.

Vivi will ensure the party hits the orb. His LD follow up attack does consistent AoE damage. Combine him with Yuna / Aerith to lessen the HP dmg dealt to the party.

Tidus's follow up attacks will make him hit for above 150k BRV every few turns if not every turns, depending on the battery. His delays and high turn rates are also very good to be abused with characters like Yang, (Cor) and CoD.

Setzer will keep the bosses from gaining BRV and killing the party while in their defensive stances. He will more importantly help the party bypass all the high defense / BRV dmg reductions, which will help towards attaining the orb proc (150k HP fire DMG)

Exdeath will help to do consistent HP damage to the enemy. His BT effect will bypass HP shield and any DEF / BRV dmg reduction.

If you don't bring a fire enchanter, you can bring Ignis call and Ifrit summon to keep the orb up. No boss turn on 2nd wave are seen to make sure the party isn't in a bad position to hurt the bosses. Even minor delays are seen to keep the bosses attacks to a minimum. HP poison from heat debuff is no joke. In the same vein as no boss turns, Terra/Tidus-Yang were seen in this fight with a fire enchant on Yang to proc up the orb.