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.
Update 2/21: We will still be posting Lufenia+ notes, orb details and suggestions, but they may be delayed a day or two. We will also be directing people toward strong community resources such as Dissidia Info, Excaliblur's Fight Breakdowns & Destroth's Strategic Infographics vs listing key characters & fight details. Our Patrons will maintain access to our run library & research notes ahead of time! Transcendence guides are not affected, and will have the most detailed overviews associated.
What's changed?
Lufenia+ stages are Lv250. Look for higher HP pools, and most noticeably, high BRV DMG reduction, high BRV gain reduction, and high DEF stats, like you've never seen - generally 90%+
What do you get for beating a stage?
Generally 5 BT+ nuggets - to learn more about BT+, check our Infographic!
I just started, can I do Lufenia+?
Take your time and don't sweat it, there's endless content for you to do, this content can be punishingly difficult. The only Lufenia+ you should try, are ones where you can beat the Lufenia, and also generally limited time Event Lufenia+! Permanent ones can be done later.
For older, regular Lufenias: Lufenia Archive
Table of Contents at the bottom for your convenience, or just click the first link to jump right to them!
If you see anything you feel is in error or confusing, reach out to us so we can fix it for everyone!
Enemy: 2x Crâne Cruel
(follow links for enemy details on Dissidia Compendium)Orb Timeline
-2 on ally action, no change on enemy turnsUp the entire fight (10 start, lethal, 10 max)
Trap ticks down + does damage: +2 count
Ace and Sice occur on anyone's turn
Dark BRV DMG: +2 count
Xande LDCA & Shantotto BT+ enchant party with Dark
Both Enna Kros' calls enchant the caller
Fight Notes
This fight was brought to you Metal Heads!
Fight Health and Reductions:
45T fight to get through 38M HP (19M x 2).
The orb count is an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Fight Timeline:
79%, 49% & 29% : When one passes a threshold, they both warp after the active members with some space.
(i.e. 1 2 3 A B becomes 1 A 2 B 3 or 1 B 2 A 3) you can delay/break/delete them after they warp.
39%: 1M HP shield. Reflects debuffs while shielded.
Scary Enemy Abilities:
Cursed Skull: AoE Magic BRV. Inflicts HP DMG down to our party.
If they have a lot of BRV, they will ST HP attack.
Quick Tips:
Bully them to your liking, they hardly put up a fight outside of their semi warp. Their HP DMG down debuff can be powered through with HP DMG up supports, HP DMG taken up debuffs and UW.
Sice and Snow can solo this fight so go nuts!
Wave 1
Enemy: 2x Optimus
(follow links for enemy details on Dissidia Compendium)Orb Timeline
-2 on ally action, no change on enemy turnsAppears at Battle Start (15 start, lethal, 15 max)
Disappears at 79%
Reappears at 49% until the end
Deal 400K HP DMG on a character's consecutive turn: +8 count
AA units, Consecutive turn attackers
Deal 10K BRV DMG to orb holder in 1 hit: +1 count
Bring your BRV DMG up and DEF down characters!
1% mBRV Floor (Can't be broken) & no BRV gains allowed!
Immune to ATK Down and Lock
Wave 1 Fight Notes
Fight Health and Reductions:
28M HP (14M x 2)
The orb count is an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by 100% in this fight. You cannot BRV gain.
Fight Timeline:
69% & 39%: Triggers giant BRV gains
Scary Enemy Abilities:
Destructive Laser (recast): Removes own debuffs, Recovers from BREAK, AoE Magic BRVs + HP. Guaranteed Hit. Inflicts ATK, DEF, SPD iBRV and mBRV down and poison debuffs.
Destructive Laser+ (recast): Removes own debuffs, Recovers from BREAK, big BRV gain, AoE Magic BRVs + HP. Guaranteed Hit. Inflicts ATK, DEF, SPD iBRV and mBRV down debuffs.
Destructive Laser++ (recast): Removes own debuffs, Recovers from BREAK, big BRV gain, AoE Magic BRVs + HP + 100% splash. Guaranteed Hit. Inflicts ATK, DEF, SPD iBRV and mBRV down debuffs.
Full Salvo: BRV gain + AoE Magic BRVs + Split HP
Splash Cannon: Magic BRVs. HTR on BREAK/broken target.
Lots of other HP attacks holy moly!
Quick Tips:
These guys are out for blood so bring lots of mitigation, counters and traps if you plan on letting them take turns
Alternatively, bring a strong turn hog with linked/field attackers like Cissnei, Kain, Freya, Garnet, etc to deny them turns
No BRV gains means you're heavily relying on your BRV stealing (regular hits) or BRV retain (Iroha for party)
Wave 2
Enemy: 1x Dark Bahamut & 1x Penelo Manakin
(follow links for enemy details on Dissidia Compendium)Orb Timeline
-2 on ally action, -2 on Bahamut's turnsOnce recast bar is filled (8 start, lethal, 20 max)
(Automatically fills recast at 79% and 49%)
Disappears once orb count is above 15 or he uses Megaflare+
Forces a turn warp and gets 2 instant turns
BRV Battery at least 100% mBRV: +2 count per ally
Porom, Cait can do it for the party, other Battery effects from BT or party members also work
Units who battery themselves between HP attacks also works for the +2 to keep it stable
1% mBRV Floor (Can't be broken) & can't be launched
Both are Immune to Freeze, Stunning debuffs & ATK Down
Wave 2 Fight Notes
Fight Health and Reductions:
37M HP on Bahamut. Have fun c:
3M HP on Penelo Manakins (if you want to burn them down before they destroy the party)
The orb count is an instant KO.
BRV DMG is reduced by up to 80% in this fight.
BRV Gains are reduced by 50% in this fight.
Fight Timeline:
79% & 49%: Bahamut fills his recast to full and spawns the orb. Once the orb is raised above 15, it will disappear and Bahamut will warp his turn to the active turn and takes 3 turns in a row.
When orb appears, he can't be delayed or deleted. He will also gain BRV on anyone's passing turn.
100%, 79%, 49% & 29%: Summon Penelo.
Scary Enemy Abilities:
Megaflare (recast): Not that scary, just a Split HP attack.
Megaflare+ (recast): Recovers from BREAK, force BREAKs our party, cancels his orb, AoE Magic BRVs + Split HP
Counter Cure: Restores 9.7M HP (Only happens if you come into wave 2 with summon)
Counter Megaflare: Force BREAKs our party, AoE Magic BRVs + Split HP. Guaranteed Hit. (Only happens if you come into wave 2 with summon)
Evanescence (Penelo): Removes enemy party's debuffs, AoE BRVs + Full HP. Applies ATK Up, SPD Up, BRV Regen, HP Regen to party
Quick Tips:
Penelo = Fear. Even if you mitigate her attack, her regens and buffs on Bahamut along with removing your debuffs makes it super scary
You can BT phase to push Bahamut from above 80% to below 49% to force only 1 warp.
Zack eats HP attacks for breakfast, lunch and dinner. Other strong mitigation/evasion options are Leila, Rydia, Auron and Porom along with others.
Try killing Penelo Manakin off with Splash or AoE damage as only focusing on her can eat up your BR turn's left
BRV gains are back which makes damage a little easier, however Penelo and Bahamut's turn warp can make this wave spooky unless you have a way to survive them
Wave 3
Enemy: 2x Elvoret
(follow links for enemy details on Dissidia Compendium)Orb Timeline
-3 on ally action, -3 on Dragonfly's turnsAppears at 79% (15 start, non-lethal, 15 max)
Disappears at 59%
Reappears at 49%
Leaves forever below 29%
Holy BRV DMG from non-active player: +3 count
Eiko does it herself on her LD counter
Holy enchanted Follow Ups also work
Extend buffs: +3 count
Yuna, Eiko, Sazh, Hope can extend party buffs
Prishe, Tidus, Terra, and other attackers have moves that extend their own buffs (Potential Special Helpers in the compendium link)
1% mBRV Floor (Can't be broken).
Immune to ALL DEBUFFS
Wave 3 Fight Notes
Fight Health and Reductions:
44M HP (22M HP x 2)
The orb count is not an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by 70% in this fight.
Fight Timeline:
100%: They apply Tower's Dark Wings buff on themselves at 1 stack. They will try to stack it up to 5 levels
Tower's Dark Wings: Enemy HP DMG +5% per stack, ATK +10/20/30/50/100%. Our party iBRV Down, DEF Down & mBRV Down by 10/20/30/50/100%.
Scary Enemy Abilities:
Storm Breath: Cut our party's BRV by 50%, BRV gain, AoE Magic BRVs + Split HP. BRV gain again by HP DMG dealt. Removes Tower's Dark Wings and reapplies it at max stacks!
Storm Breath+: Cut our party's BRV by 50%, BRV gain, AoE Magic BRVs + Split HP. BRV gain again by HP DMG dealt.
Summarize Power: Removes Tower's Dark Wings and reapplies it with another stack
Quick Tips:
Off the bat they want to use a Storm Breath as their first move so mitigate up or never let them go.
Lowest HP wave if you held onto BT and Summon Phase from Bahamut, you can use them here. Orb is also not too big an issue as you can race the HP thresholds to make it go away with said phases.
Don't bring Brothers summon unless you have heavy BRV gains as you won't deal BRV DMG in it
Bring heavy auras and potentially aura debuffs as you can't inflict traditional debuffs on them.
Enemy: 1x Dragonfly (Helicopter) & 5x Sweeper
(follow links for enemy details on Dissidia Compendium)Orb Timeline
-1 on ally action, -1 on Dragonfly's turnsUp the entire fight (12 start, lethal, 15 max)
Deal fire BRV DMG: +4 count
Lulu & Ignis enchant the party
Immune to Confusion, Paralyze, Silence, other stunning debuffs
(Not Wakka though)
Fight Notes
This fight was brought to you Dragonfly Force!
Fight Health and Reductions:
50T fight to get through 35M HP (25M + 5x 2M).
The orb count is an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Fight Timeline:
100%, 79%, 59%, 39% & 19%: Calling reinforcements and readying attack! Summons Sweeper, Enters evasive mode.
Evasive mode: 100% evasion, canceled upon Sweeper's defeat or after using Carpet Bomb/Carpet Bomb+
Scary Enemy Abilities:
Carpet Bomb: Recovers from BREAK, AoE Ranged BRVs + Split HP
Carpet Bomb+: Recovers from BREAK, AoE Ranged BRV + Full HP
Supporting dragonfly (Sweeper ability): Batteries party, grants SPD Up to Dragonfly, warps Dragonfly's turn after Sweeper's turn
Quick Tips:
Much more lenient fight compared to the last couple, but don't take the sweeper lightly!
Either kill the sweeper as soon as possible or bring extremely heavy mitigation to eat the Sweeper + Dragonfly warp combo.
Sweeper will battery and bring up Dragonfly who will try to Carpet Bomb+ which is a lethal combo if not mitigated.
While the Dragonfly has the purple line aura (it's 100% evasion), you cannot attack it or deal splash damage to it.
Exceptions are units with Guaranteed hits (e.g. Cyan) or Wave Start debuffs on calls.
Heavy hitters or turn hogs can comfortably handle the Sweeper and Dragonfly once it's attackable.
Before, confusing the Dragonfly could prevent it from summoning the Sweeper, but it's immune to stunning debuffs except Wakka, but it will still summon the Sweeper if confused by Wakka's Status Reels.
Enemy: 1x Divine Bahamut
(follow links for enemy details on Dissidia Compendium)Orb Timeline
no change on ally action, -1 on Bahamut's turnsOrb is lethal, cannot be raised, only paused
89% - Orb appears (3 count)
79% - Orb leaves
59% - Orb reappears (2 count)
39% - Orb leaves
29% - Orb reappear for the rest of the fight (1 count)
Deal HP DMG with the same character 2 turns in a row to pause the orb. Bahamut or an ally acting will unpause it.
Prishe, Emperor, Celes, Raijin, Gilgamesh, Machina, Units with HP attacking AAs, Snow*
Note: AVOID follow up/linked attacks or field attacks (e.g. Cissnei, Cor, Kain, etc) unless you save Summon/Burst phases for the final 30%
Immune to delay, BREAK delay & turn delete
Below 80%: Immune to Break (1% mBRV Floor)
Fight Notes
This fight was brought to you Baha Blasts!
Fight Health and Reductions:
70T fight to get through 60M HP.
The orb count is an instant KO.
BRV DMG is reduced by up to 50% in this fight.
BRV Gains are reduced by up to 90% in this fight.
Fight Timeline:
79%, 69%, 49%, 29% & 9%: Grants 1% mBRV floor aura for 10T (Anyone's turns passing lowers this)
89% - 80%: Orb appears with 3 ticks
59% - 40%: Orb appears with 2 ticks
29% - 0%: Orb appears with 1 ticks
Scary Enemy Abilities:
Gigaflare Divine (recast): AoE Magic BRV + Split HP. Applies Embers field effect for 10% (Anyone's turns passing lowers this). Guaranteed hit.
Embers: Our active party member has all their BRV drained at start of turn
Megaflare: Recover from BREAK. AoE Magic BRV + Split HP. BRV gain after. Guaranteed hit.
Quick Tips:
Get a snack, water and get comfy; this fight might take a while.
Bring HP mitigation as Bahamut likes to use big HP attacks and will probably get the chance to fairly often
Leila, Zack, Basch, WoL, Nine, Snow were all very reliable sources of HP DMG Mitigation
The orb is a little tricky as you need a unit with an instant turn rate attacking move to satisfy the orb.
Snow can pause the orb if his turn was after an ally's turn for some reason.
Linked attackers and field attackers such as Cissnei, Freya, Kain, CoD, etc will mess with the orb so bring them at your own risk
Highly advised to save BT and/or Summon phase for the final stretch of the fight as misplaying with a 1-count orb will lead to a loss late into an HP heavy fight.
Don't space out too hard, you got this again!
Enemy: 1x Safer Sephiroth
(follow links for enemy details on Dissidia Compendium)Orb Timeline
-2 on ally action, no change on Sephiroths' turnsAppears below 80% (10 start, lethal, 10 max)
Sephiroth takes Crit BRV DMG: +1 count
Cissnei, Tifa, Cloud, etc have Crit rate up in their base kit
Sazh, Cait, Barret, Nine provide party wide Crit buffs/auras. Aranea provides a Crit resist down debuff.
Specific follow up attacks: +1 count
Cissnei, Noctis, CoD, Yang
Note: Freya and Kain's sky attacks are not considered linked attacks as they happen regardless on anyone's actions; same with Garnet's. Cor's linked attack is considered part of the active party member's attack which disqualifies him from the follow up condition as well.
Immune to launch, delay, turn delete and Max HP Down
Below 80%: Immune to Break (1% mBRV Floor)
Fight Notes
This fight was brought to you Celestial Bodies!
Fight mechanics:
40T fight to get through 44M HP.
The orb count is an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Fight timeline:
79%, 49%, 29%: Warps turn forward, takes 3 consecutive turns. Gains 1% mBRV floor after 79% (cannot be broken).
19%: Heartless Angel+ BREAKs party, reduces party's HP to 1%. Can be dodged/mitigated. Inflicts Max HP Down to party.
Enemy abilities to watch out for:
Deen: AoE Magic BRV. Removes party's unframed buffs. Triggers Light Shines in!
Light Shines in!: Removes debuffs on self
BRV Attack: can inflict Blind or Paralyze on target.
Pale Horse: Recovers from BREAK, AoE magic BRVs + Split HP.
How do I beat this thing:
Get a snack, water and get comfy; this fight might take a while.
Bring HP mitigation as Seph likes to use HP attacks often and will probably get the chance to fairly often
Leila, Zack, Basch, WoL, Nine, Snow were all very reliable sources of HP DMG Mitigation
Rydia, Freya and Locke were different forms to stay alive as well, but require some timing/upkeep.
The orb can be quite scary without the right tools to handle it. Crit buffs/auras are highly recommended to at least keep the orb going down 1 tick at a time instead of 2.
As mentioned above, Freya and Kain can't satisfy the follow up condition, but with Crit buffs/auras they can still increase the orb. If the active member and Freya/Kain crit they can maintain the orb neutral. They can also up the orb on Sephiroth's turns which can be useful.
Cissnei or Cissnei friend are the easiest silver bullets for the orb, but Noctis or CoD friends/allies can help and offer more damage/utility with their own turns.
Don't space out too hard, you got this!
Enemy: 1x Seifer & 1x Cerberus
(follow links for enemy details on Dissidia Compendium)Orb Timeline (Only on Cerberus)
-2 on ally action, -2 on Cerberus' turnsAppears below 80% (10 start, lethal, 15 max)
Can't move (paralyzed/stunned): +8 count
Raijin, Other stunners listed here
HP DMG Taken up from debuff: +2 count
Raijin, Seymour, Kurasame, Laguna, Maria, Lilisette, Decil, Wakka, Gabranth, Cinque, Ignis, Aerith, Auron, Fran
Fight Notes
This fight was brought to you by the homies, ya know?
Fight mechanics :
35T fight to get through 28M HP (2x 14M)
The orb count is an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Fight timeline :
Seifer 89%, 69%,49% and 29%: Inflicts Scar of Destruction1T and Foul 4T, AoE BRVs + AoE HP.
Scar of Destruction: Cannot steal BRV.
Foul: DEF down, BRV Gains down, Sap
Cerberus 89%, 59% and 29%: Forces his turn, goes twice then warps Seifer's turn after it.
Enemy abilities to watch out for :
Berserk Storm (recast): AoE Magic BRVs + HPs. Removes own debuffs afterward.
Triple: Negates Magic BRV attacks, performs 3 actions per turn.
How do I beat this thing:
Prepare for the threshold debuffs, attacks and warps! Raijin LD and LDCA can prevent Seifer's debuff and damage
With high enough damge in BT phase, you can apply Raijin LDCA and damage race them down to avoid mechanics
If handling the fight normally, bring a good tank, normal debuff evasion, healing, debuff cleansing or revives.
Enemy: 2x Orothkamila
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-3 on ally action, no change on Chimera's turnsAppears below 80% (12, 15 max, lethal)
Party member healed with ability: +1 count per ally healed
Freya can do this while in the air, but other healers with healing skills can also do this
Delete orb holder's turn: +15 count to that target
Zidane, Enna Kros, Amidatelion, Ultimecia (pls no)
Party member dodges: +15 count to both
Recast is guaranteed UNLESS the unit is in the air (Kain/Freya jumps)
Immune to iBRV Down, stuns, Freeze (Unique Freezes/Confuses like Cater or Wakka bypass this)
Cannot be BREAK delayed, normal Delayed or launched!
Fight Notes
This fight was brought to you by Ratatouille!
Fight mechanics :
60T fight to get through 40M HP (2x 20M)
The orb count is an instant KO!
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Things to watch out for:
Orb appears below 80% and stays forever
Each enemy removes it's debuffs below 50%
Glowing Recast means the next move will be unavoidable, so heavily mitigate, last stand or Kain/Freya dodge it
If you don't break/poison before it attacks, it will do it's + version and Petrify
At lower HP, ALL attacks can be very dangerous and can do Earth Crush which will do 2 group HP attacks that last stand might not be able to save you from!
Lots of HP attacks and BRV gains!!
How do I beat this thing:
Lots of BRV gains and HP attacks coming your way so go delete happy with Zidane BT or let them take turns and heal up/reset mitigation before the next big hit.
Fight requires a Lance weapon type and Freya is an easy synergy pick. Nine, Kain and other Lance users can also be helpful to satisfy this condition
Shiva, Cater or Wakka Freeze debuffs can still work despite the Freeze immunity since the listed sources are unique freezes
Enemy: 2x Chimera Golem
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 on ally action, no change on Chimera's turnsAppears at quest start (6, 8 max, non lethal*)
Orb enemy takes HP Poison: +3 count
Alphinaud (LD), Exdeath, Yda (S2)
Immune to Burn, Weak to Magic, Element Resist Varies
Fight Notes
This fight was brought to you by Manbearpig!
Fight mechanics :
60T fight to get through 28M HP (2x 14M)
The orb count is NOT an instant KO, but applies Petrify 3T and Burn 2T to the party along with removing all your buffs.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Enemy abilities to watch out for :
Trinity Hurricane (orb): Recover from BREAK, remove all party's buffs, remove all own debuffs. Inflicts Petrify 3T, Poison 3T and Burn 2T guaranteed.
Game Over when all party members are petrified! Avoid full party petrify by using a call when both orbs are at 1 count remaining and then you can cleanse/wait out the petrify and get back to bullying!
Petrify : Unable to act
Burn : HP Poison (10% mHP)
Shift Change: Changes heads from Goat -> Lion -> Dragon -> Goat -> etc
Goat: Heavy Resist Fire and Thunder
Lion: Heavy Resist Water and Earth
Dragon: Heavy Resist Ice and Wind
Body of Steel : 999% BRV DMG reductions, resists delay, break delay, turn delete and resists instant BREAK
Occurs below 80% and again below 20%.
Canceled at 74% and 14%
How do I beat this thing:
Exdeath BT, Alphinaud friend or Alphinaud LD in party trivializes the orb
So little HP means it can be raced if you use launch to quickly fill summon and damage race with the Summon and BT phase
Eiko cannot ignore the orb c:
Feel free to use Exdeath base call and let the bosses take turns to handle orb and burn the rest of their HP
Enemy: 1x Xande, 1x Seymour & 1x Onion Knight Manakin
(follow link for enemy details on Dissidia Compendium)
Orb Timeline (Only on Xande)
-1 on ally action, no change on Xande's turnsAppears at quest start (10, 10 max, lethal)
Delay all enemies 2T: +10 count
Seymour, Selphie, Ramza, Cloud, Gilgamesh (RNG), Seifer (should work now), Quistis, Sabin
Fight Notes
This fight was brought to you by the FF3 stooges!
Fight mechanics :
55T fight to get through 45M HP (Each has 15M HP)
The orb count is an instant KO.
BRV DMG is not reduced in this fight.
BRV Gains are reduced by up to 90% in this fight.
Enemy abilities to watch out for :
Destruction Quaga (Xande): Resets our BREAKs. AoE BRVs + Split HP 2x
Happens at Quest Start & below 50% of Xande's mHP!
Libra Combo (Xande): AoE BRVs + Split HP. Inflicts Apprehension of Weakness 6T (Fire, Earth and Dark resist down)
Quake (Xande): AoE BRVs + Split HP.
Seymour's turn rate became instantaneous (Seymour): Move his turn to the active turn. Gets instant turn rate for 2T.
Happens when below 80% and 50% of Seymour's mHP
Lance of Atrophy (Seymour): BRVs + HP. Can inflict ATK Down and DEF Down
Can trigger Chainspell if target below 80% mHP
Chainspell (Seymour): Magic BRVs. High turn rate, extra BRV DMG to debuffed targets.
Chainspell+ (Seymour): Magic BRVs + HP. Guaranteed hit.
Swap Turns (OK Manakin): Move Seymour and Xande's turn to the active turn.
Happens below 50% of Onion Knight Manakin's mHP
How do I beat this thing:
3 enemy fight means you will probably be doing lots of damage, but be prepared for the threshold mechanics
Mitigate or evade the incoming damage with tanks, defensive supports, Rydia, Kimahri, Irvine, etc
Bring some kind of healing as you will be HP attacked right away
Onion Knight is a non threat until he dips below 50% as he will warp both Seymour and Xande's turns forward
Xande is the only enemy with an orb and you may choose to damage rage him but you probably want to bring a 2T delaying call like Seymour or Cloud for breathing room unless your BT unit already offers the 2T delay
Selphie in party can tick orb before swapping out for friend and letting your BT unit destroy their HP
Enemy: 1x Kefka & waves of 2x Kefka Manakins
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 on ally action, -1 on Main Kefka's turnsAppears at quest start (10, 15 max, lethal)
Character has buff/effect with 5+ stacks: +1 count
Ciaran, Terra, Noctis, Zack, Celes, Alisaie, Gladio, Ardyn, Cor, etc. See link above for more options!
Immune to Max HP Down, Immune to launch, Cannot be BREAK delayed
Fight Notes
This fight was brought to you by IT chapter 3!
Fight mechanics :
55T fight to get through at least 25M HP (Main Kefka's HP). Kefka Manakins have
The orb count is an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Enemy abilities to watch out for :
Light of Judgement: Reduces party's hp to 1% of current HP. Inflicts Max HP Down.
Happens at Quest Start & 10% HP!
Forsaken (B): BRV gain (if lower than iBRV) + HP attack. Inflicts Max HP Down
Trine: BRV gain + HP attack. Inflicts Blind and HP Attack Disable
I've given you an enhancement: Grants ATK, DEF and SPD up framed buffs to enemy party
Issued an order to attack!: Forces Kefka Manakins to use Trine+. After Manakin's use Trine+, will use Summon Manakin.
Trine+ (Manakins): BRV gain + HP attack on a random party member. Inflicts Blind and HP Attack Disable framed debuffs on target. Guaranteed HP attack, debuffs are evadable. Yeetus Deletus self.
Summon Manakin: Summons 2 Kefka Manakins. Can occur during BT phase.
Trine (Manakins): BRV gain + HP attack. Inflicts Blind and HP Attack Disable debuffs on target.
Havoc Wing (Manakins): Recover from BREAK. Magiv BRVs + HP attack. Inflicts Sneering Clown framed debuff. High Turn Rate.
How do I beat this thing:
Since the Kefka Manakins will self destruct at thresholds (79%, 49% and 29%) it is wise to plan BT phase and Summon for the 49% and 29% thresholds
Besides the threshold HP attacks, Kefkas REALLY like using HP attacks so consider heals and mitigation as all the outgoing HP damage can be mitigated including Light of Judgement's HP gravity!
Cover tanks or other defensive supports can help mitigate the onslaught of incoming HP damage
Special nod to Gladio as with his Blink buff, he is immune to HP damage AND debuffs making him a very comfy party member
Recommended to bring Debuff immunity in party or Lenna/Debuff Cleansing calls like Paine, Yuna, Ceodore, Mog, etc to combat the nasty debuffs you can face
While the Kefkas are BREAK delay immune, you can still delete and regular delay them to make some breathing room.
If Manakins are dead when Kefka hit's a threshold they can't attack, however if you kill them during BT phase, they will respawn during it.
The orb probably isn't what's going to kill you this fight
Enemy: 2x Tiamat
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 on ally action, no change on Tiamat's turnsAppears at quest start (15, 15 max, non lethal)
Deal 800K HP DMG to enemies: +1 count
Laguna, Sherlotta, Cyan, Enna Kros, Raines, Ramza, BT+ Finishers, strong launches
Poison/Sap: +12 count
Faris/Thancred refined spheres on an E slot
Fight Notes
This fight was brought to you by King Ghidorah!
Fight mechanics :
90T fight to get through 28M HP (2x 14M HP)
The orb count is not an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by up to 90% in this fight.
Tiamat abilities to watch out for :
Jet Burst+ (Orb attack): remove debuffs on self, magic AoE BRV attack. Inflicts Heat. Guaranteed hit.
Jet Fire(recast): magic AoE BRV attack. Inflicts Heat 1T. Guaranteed hit.
Jet Burst: AoE magic BRV + Split HP. Inflicts Heat 1T.
Heat: BRV Poison (100% iBRV), HP Poison (50% ATK)
Cut in turn order!: moves turn to active turn, BRV gain, 999% BRV & HP reduction. Grants BRV Regen 2T to self
Occurs at 79% and 49% mHP
Heat Rising!: BRV gain, fills recast gauge, 100% HP DMG reduction, immune to turn delay/delete. Effects cancelled upon using Jet Fire.
Occurs at 79% mHP
Became immune to a certain amount of HP damage!: both bosses gain an 800K HP shield each
Occurs at 29% mHP
How do I beat this thing:
There might be some big numbers thrown around, but it's going to BRV attack you more often than not making it a super simple fight
As you beat up the bosses, they will turn jump however you are expected to lower their BRV with poison and will not do much damage with regular counters, that said, as mentioned above there is very little threat as the bosses probably won't HP attack making it a weird mechanic you just have to wait until your next turn
Even when they reduce HP DMG by 100%, we have access to HP DMG taken up debuffs, HP DMG up buffs and auras along with Ultima Weapons to boost HP DMG and their limits even further should you choose to go as hard as you can for most of the fight
Upping the orb isn't terribly difficult with how strong newer units have been and it's cumulative among the enemies so dealing 400k between them both is enough to maintain the orb.
Garnet + Garnet friend will be eating for a while again
Enemy: 2x Iguion
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 per ally action, no change on Iguion's turnsAppears at quest start (10, 40 max, non lethal)
Deal increased HP DMG due to debuff: +1 count
Irvine, Laguna, Kurasame, Fran, Decil, Gabranth, Lilisette, etc.
Ranged BRV DMG: +3 count
Irvine, Laguna, Noctis, too many other to fully list
Fight Notes
This fight was brought to you by Yooka Laylee!
Fight mechanics :
60T fight to get through 32M HP (2x 15M HP + 2x 1M HP shield)
The orb count is not an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Iguion abilities to watch out for :
Reunite (Orb attack): Removes debuffs on self, increase all resistances, HP DMG Resist +100%
Special countdown canceled : Increases HP DMG taken +30%, cancels Reunite buffs if they were up.
Magma breath (recast): Fire AoE attack. Chance of inflicting Petrify
How do I beat this thing:
This fight is so incredibly easy with some delay and damage I was debating making this write up especially if you've pulled anything in the past month and built them up (LDs, BTs, Summon Boards, Crystal Levels)
There are Terra BT+, Cloud BT+, Noctis BT+, Seifer LD, Shadow LD, Zidane BT+, and Lightning BT+ solos. Go find a Laguna friend and your base Irvine calls and go nuts.
Garnet + Garnet friend will be eating for a while again
Enemy: 1x Guardian & 1x King Behemoth (Focus it!)
(follow link for enemy details on Dissidia Compendium)
Orb Timeline (Guardian)
no change per ally action, -2 on Guardian's turns (only for Guarian orb)Appears at quest start (10, 12 max, non lethal)
Take 850K HP DMG in 1 action: +2 count
Sherlotta, Cyan, Enna Kros, Raines, Ramza, BT+ Finishers, strong launches
Delay Guardian's turn: +2 count
Selphie, Ramza, Raines, Quistis
Orb Timeline (King Behemoth)
no change per ally action, no change per Behemoth actionAppears at quest start (10, 12 max, lethal)
Take 850K HP DMG in 1 action: +2 count
Sherlotta, Cyan, Enna Kros, Raines, Ramza, BT+ Finishers, strong launches
Both Immune to Freeze and Stun Effects (Debuffs that prevent action)
Fight Notes
This fight was brought to you by apocalyptic meteorologists ushering in the Rapture!
Fight mechanics :
60T fight to get through 36M HP (2x 18M HP)
The orb count on the Behemoth **IS** an instant KO.
The orb count on the Guardian is not an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Guardian abilities to watch out for :
Meteor++ (Orb attack): recover from BREAK, magic AoE BRV + Split HP attack. Deletes party's next turns
Meteor+ : recover from BREAK, magic AoE BRV + Split HP attack. Freeze field effect. Guaranteed hit. Used when 1 unit takes 5 consecutive turns (outside of BT and summon phases)
Magiteck Laser: recover from BREAK, magic BRV + HP attack.
Meteor: magic AoE BRV attack. High turn rate on BREAK/broken
High-Pressure Water Cannon: water BRV attack. High turn rate
King Behemoth abilities to watch out for :
Meteor++ (Orb attack): recovers from break, removes debuffs, KOs enemies. Guaranteed hit. Restarts the orb count if the fight isn't over.
Heave: Recovers from BREAK, BRV gain + HP attack.
Mighty Roar: Grants iBRV, ATK, DEF, mBRV Up, HP Regen, BRV Regen 3T. Grants 1M HP Shield on self.
Meteor: magic AoE BRV + Split HP attack.
Meteor+ (if 1M HP shield not removed): (BRV gain + Split HP) 2x. Removes HP Shield.
Cut in turn order!: Warps turn to active turn. Gains Instant Turn Rate for 2T. Happens after going below 50% and 30% mHP.
How do I beat this thing:
FOCUS THE BEHEMOTH!!! If it dies, the Guardian does not enrage making clean up much easier.
It is very easy for off turn damage to kill you (counters, traps, linked attacks) so bring them at your own risk!
This fight was designed for Sherlotta, Selphie and Zack with BT. They will be one of the comfier teams to run; do not worry about calls outside of boosting BRV gains and even then avoid dealing BRV DMG that can put the orb too low for comfort.
Ramza is a great teammate/friend to deal big damage to keep orb and Behemoth in check. Enna Kros can melt HP as well.
If your damage is above 850K but you still do BRV DMG, the orb will only go down by 1. Also note, the orb asks for 850K HP DMG individually so AoE attacks are also dangerous.
Some other notable units are Lenna, Cait Sith and Ignis for either their ability to heal party up, deal HP DMG without BRV DMG or weakening the bosses severely!
Bring some mitigation if you're not planning to kill the Behemoth from above 50% as it will warp it's turn and start spamming potentially lethal moves.
Leila is great here for Behemoth's instant turns so long as you have orb coverage in another teammate.
Your friends and calls can die and that's OKAY! Take as much HP DMG as you want just don't have main party members stay dead!
Garnet + Garnet friend aren't and ez win for once!
Enemy: 1x Château d'illusion & 2x Generals ("unkillable")
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
no change per ally action, -2 on book's turnsAppears at quest start (8, 25 max, non lethal)
Disappears when count reaches above 20
Reappears after using "Book closed!" (8, 25 max, non lethal)
Dark BRV DMG + 500K HP DMG: +5 count
Enna Kros, Xande, Shantotto, Decil
Holy BRV DMG + 500K HP DMG: +5 count
Enna Kros, Eiko, Ashe, Ceodore, Pecil
Weak to Holy and Dark
Fight Notes
This fight was brought to you by Toon World!
Fight mechanics :
80T fight to get through 23M HP
The orb count is not an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by up to 90% in this fight.
Boss abilities to watch out for :
Gespenstlicht+: Recover from BREAK. removes debuffs, AoE BRV + Split HP attack. Delays our party 3T. Reduces HP DMG taken by 150% for 2T.
Gespenstlicht: Recover from break, AoE BRV + Split HP attack. Delays our party 1T.
The book opens!: Kills off 2 Generals. HP DMG Taken +50%
The book closes!: HP DMG Taken -50%
Summons General!: Summons 2 Generals
Generals have basic BRV/HP attacks and can shield an ally on their turn. They also cannot be killed and heal to 100% mHP after taking damage from an attack.
How do I beat this thing:
With so many BT+ units at this point, BT+, summon and BT phase with good single target damage can eat this fight up.
While orb isn't lethal, probably not a great idea to let it go off because of the increased HP DMG resistance
Enna Kros is the star and deals a boat load of damage, however can be replaced by another damage dealer and a holy or dark enchant call
Garnet + Garnet friend will be eating for a while.
Enemy: 1x Große Pflanze
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 count per ally action, no change on Enemy turnsAppears at 79% (10, 10 max, non lethal)
BRV Regen: +1 count
Steiner, Garnet, Serah, Lenna, etc. (Way too many)
Unless use Summon/BT phase and a regen unit, the orb will tick down at least -1 each ally action and orb may detonate!
Fight Notes
This fight was brought to you by moldy dragons!
Fight mechanics :
80T fight to get through 24M HP
The orb count is not an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Boss abilities to watch out for :
The orb will probably explode unless you hard race it which is fine.
Took an offensive posture!: boss grants [ATK Up] and [BRV DMG Up]. Applies 400K HP Shield to self along with 70% HP DMG Reduction on non chase damage. Turns cannot be delayed, BREAK delayed or deleted.
Tempest (recast): Recover from break, BRV gain, AoE BRV + Split HP attack. Inflicts [SPD Down] & [Turn Rate Down] to party. Removes effects from Took an offensive posture!
Tempest+ (orb attack): Removes debuffs on self, recover from BREAK, BRV gain, AoE BRV + Split HP attack.
Blossom Bomb: BRV + HP attack. Recovers HP based on HP DMG dealt.
Regenerative powers rising: Gains BRV/HP Regens on it's turns.
Regenerative powers rising further: Higher Regens than before
Regenerative powers returned!: After we deal 200K HP DMG from chase damage, cancels above effects
Storing nutreients: Recovers from BREAK, big BRV gain, gains instant-BREAK immunity until it's next turn. Low turn rate.
How do I beat this thing:
Raines is not as necessary in his Lost Chapter as he was in his event, however having him makes the bosses' framed turns less threatening if you lack BT or summon phases and need to quickly shave BRV.
As mentioned above be prepared to take an orb attack/reapply debuffs if the orb explodes.
Many ways to prevent/reduce damage. Steiner is the banner character with an ATK down debuff, BRV battery after anyone's action and mitigations, but Rydia's LD evade, Zack's BT effect and other mitigators can also handle the orb.
Garnet + Garnet friend will be eating for a while.
Enemy: 1x Leviathan <Materia> & sets of 2x Bubble <Material>
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, no change on Enemy turnsAppears at 79% (5, 45 max, non lethal)
Disappears when count reaches 45
Refreshes orb after it detonates or at 49% (5, 45 max, non lethal)
Evade an attack: +1 count per ally (3 max)
Rydia, Leila, Kimahri, Galuf, Edge
Reduce BRV DMG taken: +1 count per ally (3 max)
Zack, WoL, Celes, Beatrix, Nine, Cor, Basch, etc
Immune to Freeze, Absorbs Water (Rydia forces water weakness), Weak to Thunder
Fight Notes
This fight was brought to you by recycled pool noodles!
Fight mechanics :
100T fight to get through at least 30MHP (Levi)
Bubbles have 3M HP each
The orb count is not an instant KO.
BRV DMG is reduced by up to 80% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Boss abilities to watch out for :
The orb existing will have our units delay themselves 2T after each action! It will send BT phase users to oblivion btw.
Tsunami Divine+ (recast/threshold attack): Recover from BREAK, many Water BRV + Split HP attack. Applies Whirlpool 2T field effect. Grants [Leviathan Scales] 1T to self and gains Resist Veil effect. Will occur at 89%, 69%, 49% and 29%!
Whirlpool: Our party SPD & Turn Rate -30%. Leviathan summons/heals Bubbles after putting up Whirlpool
Leviathan Scales: DEF +50%, SPD +20%
Resist Veil: 1% mBRV Floor (after recovering from BREAK, cannot be broken or go below 1% mBRV)
Tsunami Divine (orb attack): AoE BRVs + Split HP attack. Inflicts [Inundation] 2T on our party.
Inundation: Cannot gain BRV. (The green numbers, you can still steal BRV)
Spume: BRV gain + HP attack.
Flash Flood (bubbles): AoE BRV + Split HP attack. Inflicts HP DMG down to the party
How do I beat this thing:
Zack is the on banner trooper making Levi pull out a gun to no avail. Other Notable units are listed in the orb section section as you want to avoid taking damage and reducing BRV DMG or evading are good ways to do this.
That said, Leila is another strong choice if foregoing Zack as her HP DMG Mitigation, Evade and party warp are very strong to counter Levi
Rydia's new LD lets her bypass Levi's Water absorb and lets the party dodge by giving them each member Blink which lets them dodge as long as it has stacks. Using this in tandem with Leila is a good way to ignore orb detonation if brute forcing/skipping thresholds
Pairing Rydia with 2 units that have instant turn rates
Unless you blitz the heck out of the bosses, you will have to face a cleanse + warp. If you survive the ALL attack, this is your time to use debuffs + big damage
Highly recommended to bring offturn damage dealers unless you bring units with big nuke buttons to counter the 2T delay while orb is up
Garnet + Garnet friend will be eating for a while.
Enemy: 2x Rafflesia
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 count per ally action, no change on Enemy turnsAppears at 79% (8, 8 max, lethal)
Delay at least 2T: +8 count
Cloud, CoD, Lightning, Ramza (after LD board changes)
Deal Crit BRV DMG: +1 count
Cait Sith, Sazh
Fight Notes
This fight was brought to you by Meteorologist Dad Jokes!
Fight mechanics :
50T fight to get through 35MHP (2x 17.5M)
The orb count is an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by up to 80% in this fight.
Boss abilities to watch out for :
Rafflesia's turn rate became instantaneous: Removes own debuffs, moves turn to active spot. Occurs after 7 party turns if a boss hasn't acted. Each boss has a separate counter.
Toxify: Removes unframed debuffs. Batteries self, AoE BRV + HP attack.
Toxify+: Removes unframed buffs, Batteries self more, AoE BRV + HP attack. Guaranteed hit. ALL attack while Concentrating
Concentrating: Concentrates and readies Toxify+, don't let it act for 4 of anyone's turns to break this concentration.
Tentacle Knock: BRV attack. Delays target 1T.
How do I beat this thing:
If allowing enemy turns, bring off turn damage: counters, traps, linked attacks, etc.
If denying as many enemy turns as possible, use important debuffing calls before big damage phases (BT/Summon)
Unless you blitz the heck out of the bosses, you will have to face a cleanse + warp. If you survive the ALL attack, this is your time to use debuffs + big damage
If you bring Leila, bring a 2T delayer for orb safety
Orb can be brought up during BT/Summon phase with Crit BRV DMG in an emergency
Garnet + Garnet friend will be eating for a while.
Wave 1 Enemy: 2x Guard Scorpion
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, -2 per Guardian Scorpion turnAppears at 79% (10, 15 max, lethal)
Deal increase HP DMG due to HP DMG taken up debuff: +4 count
Fang, Kurasame, Decil, Lilisette, Maria, Auron, Ignis, Gabranth, etc
Wave 2 Enemy: 2x Skull Dragon Soul
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, -2 per Skull Dragon Soul's turnAppears at 79% (10, 15 max, lethal)
Inflict 2+ debuffs in 1 turn: +6 count
(1 debuff on each enemy works)Too many to list
Immune to launching
Wave 3 Enemy: 2x Greatest Malboro
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally actionAppears at 79% (10, 15 max, lethal)
Deal Holy BRV DMG: +1 count
Ceodore, Kuja, Pecil, Ashe, Eiko, etc
Cleanse party debuffs: +5 count per debuff
Ceodore, Yuna, Mog, Penelo, Paine, Balthier, Yuffie, etc
Fight Notes
This fight was brought to you by the coffin dance! Goodbye Boss Rush format, you will be missed.
Fight mechanics :
3PT fight to get through 69MHP (2 x 11M HP, 2x 11.5M HP, 2 x 12M HP for Scorpion, Dragon & Malboro respectively)
The orb counts are an instant KO.
BRV DMG is reduced by up to 80% in this fight.
BRV Gains are reduced by up to 50% in this fight.
Boss abilities to watch out for :
Electromagnetic Charge (Guard Scorpion): Big BRV gain, removes own debuffs and raise DEF 1T.
Burst Laser: Guaranteed BRVs + Split HP attack
Burst Laser+: Remove party buffs, guaranteed BRVs + Split HP twice
Barrier Core: Gain a BRV shield that enables them to recover HP while it's up
Machine Shift: Delays itself and it's ally, becomes immune to BREAK delays, readies for Scorpion Tail+ or Foot Stamp+ (launch or kill an enemy to remove this state)
Scorpion Tail+: AoE BRV attack that batteries the party
Foot Stamp+: Recover from BREAK, remove target's buffs, BRV + HP attack
Soul Push (Skull Dragon Soul): raises stats
Crushing Fangs: Reduce targets BRV to 0, then do a BRV attack
Lunge: HP attack
Corrode (Greatest Malboro): Recover from BREAK, BRV + HP. Inflicts Poison
Noxious Saliva: reduce target's BRV in half, BRV ATK & inflict Poison, ATK, DEF and SPD Down
How do I beat these things:
You have 3 teams and summons to play with so make them count! (30 turns limit for VERY HARD+)
Garnet BT+ is a good addition to any team with her auras and off turn damage
First wave delays itself a lot and can be rushed down
Second wave is immune to launch but aren't super lethal outside of orb so letting them act is ok to capitalize on off turn damage like counters or traps
Third wave can be tricky if you don't have a holy enchanter + off turn damage from follow ups, counters, traps and if the bosses don't debuff you often enough.
Due to the nature of Boss Rush, you need to make every button press count so you may have to forego using a call unless it's for the orb, a ridiculous amount of damage like Cyan, Yda etc or it will last most of the (if not the entire) wave like an HP DMG taken up debuff call. Because of this you may want to rely on counters and traps for waves 2 and 3, but linked attackers and BT phases for wave 1 as the scorpions' self delays make counters and traps tricky to maximize.
If possible, aim to use BT phases early regardless of Team to make the most of the BT effect doubly so if you lack BT+ 3/3 units to rely on
Enemy: 1x Rem Manakin, 1x WoL Manakin & 1x Vivi Manakin
(follow link for enemy details on Dissidia Compendium)
Orb Timeline (only on Rem)
-1 count per ally actionAppears at 79% (5, 10 max, lethal)
Move an ally's turn: +10 count
Rem, Leila, Raines, Ignis, Onion Knight
Fight Notes
This fight was brought to you by late game tutorials!
Fight mechanics :
75T fight to get through 29MHP (Vivi & Rem have 9M, WoL has 11M)
The orb count is an instant KO.
BRV DMG is reduced by up to 80% in this fight.
BRV Gains are reduced by up to 80% in this fight.
Boss abilities to watch out for :
Siphon Delta (Rem recast): AoE BRVs + Full HP.
Also used once HP drops below 50%
Swap Turns : Batteries ally, moves their turn forward.
Cure (Rem): Heals ally 5% mHP.
Bitter End (WoL recast): BRVs + HP + (50% splash). Applies Lock to our party and Shield to enemy party.
Also used once HP drops below 50%
Double Fire (Vivi): Fire BRVs + HP 2x.
Also used once HP drops below 50%
How do I beat this thing:
Bring an orb counter or BT/Summon phase Rem down with very high damage
Bring Freeze/HP DMG Mitigation to eat everyone's threshold attacks at the very least. If giving enemies turns, bring more mitigation.
Garnet + Garnet friend will be eating for a while.
Enemy: 1x Heratic Sahagin
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 count per ally actionAppears at battle start (7, 12 max, non-lethal)
Deal Holy BRV DMG: +6 count
Holy Enchanters: Ceodore, Eiko, Kuja, Pecil, Ashe
Weak to Holy, Absorbs Magic
Fight Notes
This fight was brought to you by plastic straws!
Fight mechanics :
80T fight to get through 35MHP
The orb count is not an instant KO. The orb will explode at least 3 times from each enemy throughout the fight.
BRV DMG is reduced by up to 50% in this fight.
BRV Gains are reduced by up to 80% in this fight.
Boss abilities to watch out for :
Erdgeist's Power+ (orb attack): AoE BRV + Split HP. Removes 1 buff from self, delay our party 1T, grants [Blessing] 1T to itself, applies [Piscine Poison] 2T to party members hit by the BRV/HP attack and turn cannot be delayed/deleted for 2T.
Blessing: BRV DMG Resist +30%, HP DMG Resist +100%, Turn Rate -50%
Piscine Poison: Poison (200% ATK), SPD -30%, HP DMG -50%, BRV DMG Resist -50%, Turn Rate -30%
Erdgeist's Power: BRV gain + AoE BRV + Split HP attack. Inflicts mBRV Down and Turn Rate Down 5T
Supplication of Grace: buffs enemies with iBRV, ATK, DEF, SPD & Enfeeblement Up generic buffs
How do I beat this thing:
Bring Leila and constant dispellers/cleaners if you want to ingore the orb
Bring a Holy enchanter if you want to reduce headaches
Rushing multiple thresholds will have multiple orb attacks happen in succession if you can take the damage and want to reduce the amount of cleanses/dispels for call only strats
Garnet + Garnet friend will be eating for a while. (Ensure imperils/enchants are up to enable her damage without being absorbed on top of the dispels/cleanses needed to maximize damage. Garnet BT effect expiration is a party debuff cleanse c; )
Enemy: 1x The Emperor (Final Form)
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, -2 count per each Emperor's turnAppears at battle start (10, 10 max, non-lethal)
Disappears at 79%
Reappears at 49% (10, 10 max, non-lethal)
DODGE!: +8 count
35 CP leila, Galuf, Kain, Cater, Edge, Eight
Fight Notes
This fight was brought to you by David Bowie!
Fight mechanics :
105T fight to get through 28MHP
The orb count is not an instant KO. It will cleanse debuffs however.
BRV DMG is reduced by up to 80% in this fight.
BRV Gains are reduced by up to 80% in this fight.
Boss abilities to watch out for :
Starfall+ (orb attack): AoE BRV + Split HP. Delays your party 3T. Removes Debuffs before attack.
Starfall (recast): AoE BRV + Split HP. Delays your party 1T.
Cut in turn order! (thresholds @69%, 49% & 29%): Warps his turn forward and gets 2 ITR moves after
Curse (@29% threshold): Inflicts ATK, DEF, SPD, iBRV, mBRV Down on party (all framed).
Blood Rod : Melee BRV. Restores HP based on BRV DMG dealt
Flare: Magic BRV. Removes target's buffs (except gold framed)
How do I beat this thing:
Bring constant debuffs if you plan to ignore orb and it goes off.
Kain has an added benefit of "evading" party wide effects which will increase the orb count.
100% - 79% is pretty easy and orb can be rushed to make sure debuffs stay active until 49% orb comes up. Emperor can potentially take 6T around this point so plan debuffs accordingly.
Shelke, Follow up/ counter units can interrupt Emperor's instant turn chain if ignoring orb with warps or breaking Emperor moving him back after his jump.
Garnet + Garnet friend will be eating for a while.
Enemy: 1x Lich & 2x Skeleton (3 sets of Skeleton pairs)
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-2 count per ally action, -1 count per each Skeleton's turnAppears at battle start and never leaves (10, 10 max, non-lethal)
Holy damage + 200K HP damage: +10 count
Yuri, Eiko, Pecil, Ashe (LDCA ok), Kuja
Fight Notes
This fight was brought to you by the bone zone!
Fight mechanics :
80T fight to get through 27M HP (Lich has 15M, each skeleton has 2M).
The orb count is not an instant KO.
BRV DMG is reduced by up to 30% in this fight.
BRV Gains are reduced by up to 90% in this fight.
Boss abilities to watch out for :
Group Darkga++ (orb attack): Recover from BREAK. AoE BRV + Split HP. Inflicts Doom
Group Darkga+: Recover from BREAK. Guaranteed AoE BRV + Split HP. Freeze field effect (party cannot gain or steal BRV).
Death Cutter: BRV that inflicts Doom.
Doom: Forces BREAK upon expiration
Summon Skeleton! (thresholds @79%, 59% & 29%): Summons 2x Skeletons. Lich's turn cannot be delayed, deleted, BREAK delayed and reduces Lich's HP DMG Taken by 999% (it takes 0 HP DMG)
Killing both skeletons removes these effects!
Puppet Operation: Warp skeletons' turns to active turn! (When our party does 3 breaks
Blood Sword+ (Skeleton attack): BRV + HP. Heal HP by DMG done. Inflict Bone Curse.
Bone Curse: SPD & Turn Rate Down -50%, HP DMG Down -100%
How do I beat this thing:
While Lich has low total HP, you will probably need HP DMG Mitigation if you choose to ignore the orb or if you don't kill skeletons fast enough and they get their turns warped forward
You cannot skip phases, once he goes below a threshold whether in BT phase or summon, it WILL summon adds and reduce HP DMG taken on itself so plan accordingly or bring solid AoE counters/Traps
Garnet + Garnet friend will be eating for a while.
Enemy: 2x Death Rider
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, +1 count per Rider's turnAppears Below 80% (5, 5 max, lethal)
Transformed HP attack (any HP+ variant): +5 count
Literally anyone but King
Fight Notes
This fight was brought to you by Mr Ed's family reunion!
Fight mechanics :
85T fight to get through 33M HP.
The orb count is an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Boss abilities to watch out for :
Shareburst!: Recover from BREAK. Steal party's BRV and AoE BRV attack.
Death Cleave: Reduce party BRV in half + raise enemy BRV
Death Cleave+: Removes own debuffs, places debuffs on players, guaranteed AoE BRV + Split HP (if 1 character uses 5 ITR moves)
Power Increase (thresholds @79%,59%): Raises stats and big BRV gain.
How do I beat this thing:
Bring your big hitters, counters or trap characters, just don't get caught with your pants down (control their brv or bring last stand uints/supports if expecting to take HP DMG)
DON'T FORGET TO USE A SPECIAL HP JUST FOR THE ORB! The fight is so lenient orb wise as only 1 unit cannot fulfill it.
Nothing really threatening in this fight if you decide to no boss turn and doesn't resist launches so party Raines or Raines LDCA on a BT+ unit can do the trick!
Garnet + Garnet friend will be eating for a while.
Enemy: 1x Dark Bahamut & 1x Hope Manakins
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, -2 count per Bahamut's turnAt start and upon every detonation (10, 20 max, lethal)
Removed on Megaflare+ or Lost focused power!
300K HP DMG done on consecutive turn: +10 count
Anyone with AA + Triple HP attack, Follow up units taking a turn after their follow up damage (Garnet, Kain, Noctis BT+)
Fight Notes
This fight was brought to you by Mythical Chicken Wings!
Fight mechanics :
85T fight to get through 20M HP (each Hope has 3M HP).
The orb count is an instant KO.
BRV DMG is reduced by up to 90% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Boss abilities to watch out for :
Focusing Power for next attack!: Bahamut becomes immune to delay, BREAK delay, turn deletion and will gain BRV after anyone's turn
Summon Manakin: Summons a hope manakin (100%, 79%, 49% and 29% thresholds)
Counter Cure: Heal 5M hp
Counter Megaflare: Guaranteed BREAK, AoE + split HP hit
Both come after you use summon phase c:
Megaflare (recast): Split HP attack
Megaflare+: Forced BREAK, removes orb
Shell/Protect (Hope): places the respective buff on Bahamut reducing BRV DMG even further.
How do I beat this thing:
If you bring a follow up attacker, they will reset the orb until their own turn comes up at which point that unit will satisfy the orb
Don't summon unless you're sure you can kill while it's active or be prepared for a longer fight and potential death if there's no mitigation
Consider a dispeller to remove protect/shell if dealing BRV DMG is an issue and you don't want to rely on BRV gains
Focus on Bahamut as killing him is the win condition
Garnet + Garnet friend will be eating for a while.
Enemy: 2x Guardian
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, -2 count per Guardian's turnAt start and upon every detonation (15, 15 max, non-lethal)
Weak to Melee, Ranged and Magic: +1 count
Edgar, Hope + Fran/Irvine + Auron
Deal DEF ignore BRV DMG: +1 count
Locke BT+, Edgar, Auron, Shadow, Zack, Sabin, etc.
(click link for more DEF ignore options)
Fight Notes
This fight was brought to you by Bob the Builder Dating Sim!
Fight mechanics :
60T fight to get through 30M HP (2x 15M).
The orb count is not an instant KO.
BRV DMG is reduced by up to 70% in this fight.
BRV Gains are reduced by up to 70% in this fight.
Boss abilities to watch out for :
Meteor+: Guaranteed BRV + HP attack. Applies Freeze effect to the field. (After unit acts 5 times with instant turn rate, attacks on the 6th onward)
Meteor++ (orb): AoE BRV + Split HP. Deletes party members' turns who were hit.
How do I beat this thing:
Bring some HP DMG mitigation for comfort, otherwise bring a healing call as bosses don't hit that hard if you maintain their BRV by breaking them often or bringing counters/traps
Locke BT+ effect makes the orb even less of a threat, Auron is also a good pic to mitigate HP DMG while handling orb and doing good damage on enemy turns.
An alternative to Edgar to handle the imperils are having Hope, Fran and Auron (first 2 need LDs).
Garnet + Garnet friend will be eating for a while.
What a better way to say "Happy Anniversary" than reminding us of MORE of our collective favorite bosses! Some quick tips and mechanic reminders on the bosses for the Lufenia below!
Prevous Encounters
Check out the Call2Arms for team ideas!
2x Medusa - Cleanses often, can gain debuff immunity. If recast breaks, removes broken character's buffs and petrifies characters with no buffs. Gains shields at thresholds, break or bad times ahead.
Range Heavy Resist, Fire Resist Down, Dark Resist Down. Immune to Element Resist Down and DEF Down
Orb (5 start, 8 max) From 49% until end: +8 when our party takes HP damage from skill or enemy attack
12M HP each (24M total), Low Lufenia Reductions
Ursula can help prevent party breaks, Llyud, Vivi, Galuf, Decil, Queen EX, Ardyn LD can satisfy orb themselves, but you can race orb with Summon and BT phases
2x Needle Snake - @79%, 49% and 29% they will perform either Shed (3 or less buffs) or Shed+ (4 or more buffs). Shed+ will remove debuffs on enemy (except Gold Frames) and increase ATK, DEF, SPD, mBRV & iBRV. Every 10 actions (Calls or Additional Ability don't count) they will use Spikes (3 stacks, big BRV gain after dropping a stack). While above 2 stacks, party suffers aura HP poison, break them to remove a stack of spikes.
Fire Resist Down, Thunder Resist Down, Immune to Element Resist Down
Orb (6 start, 8 max) at all times: +2 after orb holder has 4+ debuffs
15.5M HP each (31M total), up to 70% BRV Gain & 80% BRV DMG Reductions
Caius, Noel or other instant breakers/Gravity shaving for Spikes
Garnet and other strong supports to handle increases stats from respecting orb and Shed+ happens
2x Ragegator - At 79%, 49% and 29% they will suck all your BRV and BRV gain (Menacing this way).
Fire, Thunder, Water and Holy Resist Down. Immune to ALL Debuffs
Orb (8 start, 8 max) when it takes a turn until ???: +2 BRV regen/BRV gain before turn
16.5M HP each (33M HP total), up to 90% BRV Gain and BRV DMG Reductions
Garnet BT+ aura and C90 characters dunk on the reductions and stats and melt HP. Either heavily mitigate if giving them turns (red aura ALL attack double taps so goes through Last Stand/Basch) or Don't give them turns. They delay themselves at thresholds they succ BRV so going ham is an option.
1x Aloof Horn & 2x Killer Bee - Can't Delay/Delete Horn until Bees are dead (can still BREAK delay). After 49% HP, takes a defensive posture (grants itself DEF Up, HP Regen, BRV DMG Resist (999%), BRV Back Regen, Shield). Can resummon adds if not confused even on your turn; bees will take no HP DMG when resummoned.
Water Resist Down, Holy Resist Down. Immune to Debuffs that prevent action (Except Wakka Confuse Reel)
Orb (5 start, 8 max) From Special Action to 49%: +2 BRV Regen
21M HP (Horn) + 3M HP each Bee (6M HP at least), up to 60% BRV Gain and 80% BRV DMG Reductions
Be very careful if giving the boss turns. If denying turns and not using Wakka Confuse Reel, bring a lot of damage and turn hogging as turn control can be very tricky. If you no boss turn, the orb never appears.
2x Count Steam - when one passes 79% and 49% HP, both delay, remove debuffs, become debuff immune, and prepare to kill someone with the highest HP (not instant kill, but high BRV gain, high BRV DMG and ignores HP DMG Reductions).
Melee Heavy Resist, Magic Weakness. Immune to SPD Down and Turn Rate Down debuffs
Orb (15 start, 15 max) From 79% until the end: +2 deal Holy Weakness BRV DMG (
Holy skill and Holy imperil needed. Holy enchant + magic weakness does not work!)
12M HP each (24M total), up to 30% BRV Gain and 70% BRV DMG Reductions
Race the orb for minimal pain and suffering. Garnet Friend + high damage dealing Burst user can eat this Takoyaki for breakfast.
If respecting the tentacle flail mechanic (the big hit), bring party wide Last Stand, bring 2 units with high HP and personal Last Stand, bring a cover tank with last stand and space out the hits to allow healing or bring Galuf/manipulate an evader and give them an evasion call to guarantee they dodge the attack as this is the only way to make them debuffable again.
Vaan imperils all elements when he attacks with LD board passive equipped so holy enchanter/during Alexander Summon phase + Vaan can still handle orb for quick orb padding in a pinch.
~Good Luck! (Unless going for a challenge run, bring Garnet friend and murder everything)
Understand First through Fourth Encounters with an Xcaliblur Infographic
What a better way to say "Happy Anniversary" than reminding us of our collective favorite bosses! Some quick tips and mechanic reminders on the bosses for the Lufenia below!
Prevous Encounters
Check out the Call2Arms for team ideas!
2x Heretic Wild Shearer (Ciaran Lost Chapter) - Cleanses debuffs very often, gains BRV and reduces BRV DMG done to it to 1s until broken. Gravity shaving, Rainbows, BRV Gains to help with damage.
Orb (12 start, 15 max) From WS to 29%: +2 when taking attack from lowering duration effect/debuff (Traps, special linked attacks)
12M HP each, up to 30% BRV Gain & 80% BRV DMG Redcutions
Setzer, Porom, Ace, Kain, Cait, Alisaie are all useful here. Bring constant debuffers, gold debuffs or rely on auras/aura affect calls
2x Heretic Llama Mascara (DE: Transcendence 1, Reckoning) - @79%, 49% and 29% they will gain a HP poison aura to the party and HP potent HP regen onto themselves until launched. Recast ability is also dangerous.
Orb (10 start, 10 max) From 79% until end: Pause when healing 50% HP with an ability.
11M HP each, up to 50% BRV Gain & 80% BRV DMG Reductions
Keiss, any launchers, Porom, Pecil, Lenna, any potent healer, Tank/HP DMG mitigator for safety if not rushing them down
1x Heretic Sand Kraken & 1x Heretic Aggressive Turtle (DE: T4 Left Side) - Kraken wants to delay, Turtle hides in its shell and can get HTR.
Kraken Orb (10 start, 15 max) From WS to 29%: Deal Earth (+1) or Thunder (+1) elemental damage (Heavy resist to Earth and Thunder BTW)
Turtle Orb (10 start, 15 max) From 79% to end: Deal Wind (+1) or Fire (+1) elemental damage (Heavy resist to Wind and Fire BTW)
12M & 13M HP respectively, up to 50% BRV Gain & 80% BRV DMG Reductions
Alisaie, Garnet with other enchanting calls, Multiple enchanting calls with a linked attacker/trap character, Auron, Zack
2x Heretic Ram Requin (Sharkboi and Lavagirl) - Gains HP DMG Resist Up at thresholds where you need to launch and deal 150K DMG to remove this effect. Can ignore launching if you apply enough HP DMG Taken Up debuffs on them along with HP DMG Up in party.
Orb (10 start, 10 max) From WS to 49%: +8 when you deal 400K HP DMG to target in 1 turn
11M HP each, up to 30% BRV Gain and 80% BRV DMG Reductions
Garnet, Lilisette, CoD, Keiss, any Launcher + Delayers, most C90 characters
1x Heretic Wight Priest & sets of 2x Heretic Familiar - Wight Priest is untargetable for DMG while his Familiar are up, kill them ASAP to do damage. Confuse/Stun the boss to prevent it from resummoning Familiars on it's turn, but you might need them for the orb. At 79%, 59% and 39% it will force a warp to take a turn; doing so will make itself immune to launches until 3 of it's turns pass.
Orb (8 start, 10 max) From WS to 79%, again below 59% to end: Take reduced BRV DMG (+2 per ally) or deal 250K HP in launch (+8)
15M HP on Priest and 1.5M HP on Familiars, up to 70% BRV Gain and 90% BRV DMG Reductions
Hope, any tank if you allow it to take turns, very high damage Burst phase to melt the Priest from 80 to below 40% (hopefully kill). Launching the Familiars will also raise the orb for safety.
1x Heretic Royal Mummy & sets of 2x Mini Mummies (DE: T5 Reckoning) - at 79%, 49% and 29% Royal Mummy will send out the mini mummies to kamikaze and do BRV + HP attacks each on a random party member (can be covered). Royal Mummy itself may also use Ancient Stomp (AoE BRV + Split HP attack) at these thresholds. LOWER MINI MUMMY HP TO BELOW 49%! Failing to do so at thresholds listed above will have the mini mummies perform essentially a ST orb attack (dispel target and autokill bypassing any last stand/unkillable effect)
Orb (12 start, 15 max) Entire Fight: +5 when you deal 5 HP dumps to target. (3 HP dumps + launch with 2 party members works)
20M HP on Royal Mummy + 5M HP on each Mini Mummy
Garnet, Garnet, Garnet, Machina (BT+), Keiss to enable C90 characters, Snow, Auron, Zack for safety, Y'shtola if you want to sacrifice a call so the orb goes away and revive with her EX
~Good Luck!
Check out the 5th and 6th fight mechanics thanks to Xcaliblur's Infographic!
Enemy: 3x Strong Beast
(follow link for enemy details on Dissidia Compendium)
Orb Timeline
-1 count per ally action, no count per Beast's turnAppears at Quest Start (10, 10 max, non lethal)
Someone in our party evades: +3 count
Cater, Galuf, Kain, Kimahri, Eight, Shadow
Community Guides
Fight Notes
This fight was brought to you by Goldilocks!
Fight mechanics :
40T fight to get through 24M HP (3x 8M).
The orb count is not an instant KO.
BRV DMG is reduced by 70% in this fight.
BRV gain is reduced by 70% in this fight.
Boss abilities to watch out for :
Lightning Bolt+ (recast): AoE BRV + AoE HP attack. For 2T, boss ignores HP DMG mitigation
Strong Blow++ (orb attack): AoE BRV + AoE HP attack. Delays party 2T
Strong Blow+: AoE BRV + AoE HP attack. Cancels HP shield.
Onslaught: HTR. BRV + HP. Inflicts Turn Rate Down to target. Onslaught+ has higher turn rate
Thunder is roaring!: Reduces HP DMG taken by 100%, immune to delay/delete. Cancelled when Lightning Bolt+ is used
How do I beat this thing:
L&R LD eats them up for breakfast
Cater, Galuf, Eight, Kain (during his jumpy jump), Kimahri and other evasion units can keep the orb up or
HECK THE ORB and use Setzer Freeze/Cater LD/HP DMG mitigation and just eat orb attacks
Bring lots of HP DMG Up and HP DMG taken up debuffs if you want to really bully them with few turns of their own
Other AoE heavy units also eat them up, they're launchable too so many options to bully them!
Why are you removing key characters from your site for these older fights?
We remove these sections because it is extremely unlikely that players that skipped these fights or were not playing at the time of release will have these specific characters, which may encourage them to skip content that they otherwise could likely stomp with a balanced roster of currently capable characters. Characters are also already called out in the notes, so removing icons keeps loading fast!
Divine Pandemonium vs Pandemonium
80T fight. The boss absorbs the wind element. It is resistant to Paralyze, Freeze, HP atk disable and mBRV down debuffs.
The Orb is +1 when the player grants at least 1 buff in a turn. +10 when the boss turn gets removed (Zidane or Amidatelion near required). BRV gains are reduced 80% to 90% (Y'shtola, Porom, Agrias help here). The Orb gets removed at 79% and reappears at 49% until the end.
God Storm Rush is the recast ability. It will happen after the player's first move, then at 49% and 29%. He will cancel his break status, followed by a BRV gain, an AoE magic BRV attack and an AoE HP attack (Reno call is nice for one of these). He will then recover his HP based on 500% of the BRV dmg dealt and also summon Tornados.
The Tornadoes will do AoE BRV + AoE HP attacks.
They cannot be damaged
They will disappear after ~15 turns (need to be confirmed, turn hogs like Tidus & Tifa can help with this)
The Storm is Blowing! is a buff Pande will do on himself represented by swirling wings around him. It appears when he does the recast, at 79%. 49% and 29% HP threshold. It will cancel all BRV gains and he will be immune to delays. To dispel it, you need to delete Pande's turn.
Below 29%, the boss will gain a high BRV dmg reduction (Setzer helps with this, as well as any BT+ or strong BT effects, like Yuna)
Those that didn't have Zidane used Amidatelion, either as a call or in party. There was one composition without Zidane, Ysh or any type of turn deletion. They used Tidus Pecil and Jack with Yuna friend. They didn't let the boss act. Tidus and Jack can maintain the orb with their repeated turns. Same thing goes for a Tidus Zell Setzer run with Exdeath friend. These are technically difficult runs to pull off.
Guy LC vs 2x Ragegator
70T Fight. The orb is +5 when the HP dmg dealt is increased by a debuff (Cinque's debuff, Gabranth call is AMAZING, even just the base) and +1 when the boss takes earth damage. They are weak to earth element and are immune to imperil debuffs (Kurasame call is BAD). BRV dmg and BRV gains will be reduced throughout the fight. There are 80% reductions (when the bosses reach 79% HP) and 90% reductions at 49% HP.
Lookout for Tremor - it's an AoE BRV attack that inflicts the Tremor debuff. Tremor debuff is a BRV and HP poison equals to 10% of boss iBRV.
When you see Moving to Devour, the bosses will do Devour attack on their next turn. Devour is a BRV attack, guaranteed hit, instant break with BRV gain from the boss. Ferocity increases...! will have the bosses delay a target for 1 turn on break.
Run Wild will have the bosses set all ally BRV to 0 followed by a BRV gain (60k+) and enter the Run Wild mode (red aura). They will do this at 79%, 49% and 29% HP. All allies iBRV are lowered while in that mode. Tremor+ is used when the bosses are in a Run Wild mode. It is an AoE BRV + AoE HP attack executed twice. The BRV attacks ignore BRV damage mitigation, are guaranteed hits and they will delay an ally by 3 turns on break. It can kill a run, which is why there are two hugely clear themes in the popular characters here:
Zidane deletes turns, Cinque delays enemies, Y'shtola delays enemies
Setzer freezes their BRV so they can't hurt you, Porom overheals and reduces HP DMG, Agrias locks them down so they can't hurt you
Either don't give them turns or neuter them
Aranea LC vs 2x Superior Knight
This fight is brought to you by polaroid.
60T fight. The orb is +1T when taking crit damage and +1T when taking ranged damage. Prompto, Aranea, Barret, Seifer, Setzer, Trey are among the more popular ranged attackers.
Timeline
Battle Start: Orb appears with 8 count
If you try to give them no turns, at 79% HP, they will reduce HP DMG taken by 200% and lock their turns until you let them act
Yellow streaks after enemy turn means they are immune to break by BRV DMG until you deal a critical hit. Once a crit occurs, their immunity drops the next turn. Instant break from characters like Prompto, Trey works nicely here, and guaranteed crits from Aranea's debuff and Barret's LD buff work very well. You also can deal a lot of BRV hits with Raines, etc and you'll get a random crit at some point, so the more hits the better.
The enemy will gradually raise their shield color, from white, to yellow, to red. Each of these has large reductions for BRV DMG and BRV gains (10/30/50%) while also boosting their attack
Look out for Red shield, not a good time to burst, and their next attack will be a single target BRV+HP with splash which ignores mitigations, but it can miss, showing Prompto's value.
79% HP, orb is gone - boss will gain 140k BRV, reduce BRV DMG taken, and their next attack will ignore HP DMG reduction effects. The attack will also be a cleanse + dispel if you didn't break thru the 140k. Bartz shows his value here, having 100% gravity, but Trey's instant break debuff also easily does the job.
49% HP, orb is back - another BRV gain with effects matching the 79% threshold
Garnet Intersecting Wills vs 3x Antilon
This fight was brought to you by Sarlacc pits
Fight mechanics:
75T fight. Melee attacks will be countered. Orb is +1 for weakness electric BRV dmg and +1 for weakness water BRV dmg. The orb starts at the beginning of the fight until one of them goes below 79% HP. It comes back up when they go to 39% HP.
BRV damage is reduced between 70% and 90% throughout the fight.
BRV gain is reduced between 50% and 70% throughout the fight.
Noticeable stat boost at 79% HP.
Boss HP : 15M per boss
Boss abilities to watch out for :
Sandstorm+ inflicts a max HP down debuff on the party, it sets the HP to the party to 10% of the current HP. It also batteries the enemy party. All 3 bosses will do this attack as you enter the fight. This can be dodged or blocked by HP dmg mitigation abilities from the party (like Beatrix special HP+). Each will individually do this attack when they get to the 69%, 39% and 19% HP threshold. They will not do it while in Burst mode.
Counter Horn+ is a counterattack against melee BRV attack. It's a BRV + HP attack.
Prepared for a counterattack! is a stance that will enable Counter Horn+. It looks like a yellow aura. It is removed when the boss receives elemental BRV DMG. They will enter this stance when one of them goes at the 79%, 49% HP threshold.
Quicksand occurred! is a field effect. HP damage will be done when a character acts.
How do I beat this thing :
Lann & Reynn annihilate this fight in terms of DPS.
Follow ups have been used a lot, since the synergy makes good use for them. Having Garnet in the party will make sure the orb is never a problem, even more so if you have other form of follow up. Beatrix is popular for her thunder damage and HP DMG mitigation.
CoD's BT effect when applied correctly also does good AoE DPS.
They will boost their stats from the start of the fight. Ignore defense abilities work well, or good debuffers, like Vanille.
You will often have low HP in this fight. Good healers and sap/poison (Faris call) can work well.
Those that didn't bring Garnet brought either counter characters with Krile CA to keep the orb up, or had very strong BT+ lineup with the Twins (who do proc up the orb +1)
Divine Shiva vs 2.5 Shiva
This fight was brought to you by frostbite and hypothermia
Fight mechanics :
70T fight to get through 34M HP (4 + 2x15). Orb is +1T for fire damage. The orb starts at the 2nd phase, when both Shiva are up.
The orb count is not an instant KO
Orb count attack: Takes away 2 debuffs + group ice BRV + HP attack. Ice crystals will then surround Shiva for 11T (it might be 10, we may have miscounted). While this is active, BRV dmg taken is reduced by 20%, HP dmg taken during launch is reduced by 100%.
After 10 turns without the Orb, it will pop back up for 10T.
The boss absorbs Ice element.
BRV damage is reduced between 30% and 50% throughout the fight.
BRV gain is reduced between 80% and 90% throughout the fight.
Boss abilities to watch out for :
This boss will reflect back any delay to the ally trying to delay.
HP dmg taken during launch is reduced by 150%.
1st Phase:
Diamond Dust Divide: Recast. Recover from break, it will break the party, then do a guaranteed hit AoE Ice BRV + AoE HP attack. It will apply Frostbite (haha) when Ice frost (hypothermia?) is active. This will turn your characters ice color and prevent action from the party until Shiva's next turn.
While Ice Frost is active, the boss will absorb all elements except fire. Turns can't be deleted (but they can be subject to break delay). It will go away after 10 turns (including enemy turns)
When the boss goes to 79% HP, they will do Resist Veil. This is a 1M HP dmg shield.
The fight will move to the 2nd phase (2x Shivas) when the first boss goes to 29% HP.
2nd Phase:
Diamond Dust Divine will be used at the 79%, 49% and 29% HP threshold.
They will get a 1M HP shield if they break you, but only 1 shield can be present on a Shiva at a time.
How do I beat this thing:
Don't get broken! This is a hard fight and if you don't have BRV / HP dmg mitigation you will get killed. Especially during the recast where you're frozen for 2 boss actions.
The bosses are not immune to BRV Gain stoppers, like Setzer's Freeze. If refreshed, the recast isn't going to do damage through a shield like WoL's LD shield.
Long lasting off-turn damage like Ace & Cloud of Darkness is great to keep the bosses HP / shields going down while the party is frozen. Remember when choosing a summon that they will have phases where they absorb all elements except fire.
Off-turn damage and consecutive turns are good here for characters like Jecht and Vayne. This will be appreciated when they get the 1M HP shield and you can't delay them. They don't do a special attack if they still have a shield up, but it makes for less turns lost.
The only way they can get delayed is through break delays, which is also good for Vayne.
If you can plan a BT / Summon Phase between threshold (79, 49, 29%) to skip one of them, it will make the fight much more easy to manage.
If you want to keep the orb up, you can use Ignis who can enchant the team
Kadaj LC vs 2x Orothkamila
This fight was brought to you by Ze Shoopuf
Fight mechanics :
65T fight to get through 30M HP (2x15M). Orb is +6T for damage before the enemy turn or +2 for trap/ticking down attacks. The orb starts at 79% and stays the rest of the fight.
The orb count is an instant KO
The boss resists iBRV down and stunning debuffs (Paralyze, Confuse, Terror, etc.)
BRV damage is reduced between 70% and 90% throughout the fight.
BRV gain is reduced between 50% and 70% throughout the fight.
Boss abilities to watch out for :
Evil Eye (Recast): BRV Gain, BRV + HP (all guaranteed)
Evil Eye+ (Recast and with high BRV): BRV Gain, BRV + HP (all guaranteed). Petrifies target 2T.
Eruption (Recast with Petrified ally on field): BRV Gain, BRV + HP (all guaranteed)
Earth Crash: AoE BRVs + AoE HP
Drain Eye: BRV Gain + HP. Heals HP DMG done to target.
How do I beat this thing:
Either respect their turns and bring Healers, BRV/HP DMG mitigators, Freeze and a Trap unit or Maria/Cor with LD
No Boss Turns are possible with Ace LD/LDCA constantly triggering his trap and denying boss turns with Quistis LD or Turn manipulation
Bosses cleanse at 49% so bring calls/debuffers who can debuff at least twice and maintain buffs and auras from here on out to keep up damage
Counter units to keep party members safe while providing good off turn damage are advised on top of Trap units who maintain orb
Kain IW vs 2x Tunneler
This fight was brought to you by the movie "The Human Centipede"
Fight mechanics :
65T fight to get through 32M HP (2 x 16M). Orb is +2T for dealing BRV DMG or +2 for dealing Ranged BRV DMG and dealing 500K HP DMG. The orb appreas at 79% until the end of the fight.
The orb count is an instant KO
The boss is weak to Ranged, Ice and Holy BRV DMG, but absorbs Earth
The bosses are immune to their own debuffs (anti-Yuffie measures)
BRV damage is reduced between 70% throughout the fight.
BRV gain is reduced between 70% and 90% throughout the fight.
Boss abilities to watch out for :
Megaquake (Recast): Recover from break, dispel 1 buff from each party member, BRV gain + AOE BRV + AOE HP and inflict Centipoison/increase Centipoison's stack by 1. (All guaranteed and ignores HP DMG mitigation)
Centipoison is a permanent debuff that deals HP Poison based on it's stacks (5%, 25%, 50% mHP at 1, 2, or 3 stacks respectively)
Tail Cutter: guaranteed CRIT BRV
Tail Cutter+: Removes target's buffs, CRIT BRV + HP (all guaranteed)
Charged Blast: Recover from BREAK, BRV + HP and inflict Akusala debuff
Akusala debuff is a 5% mHP poison
The poison spreads and worsens!: Bosses cleanse, gain stats, become debuff and delay immune
Resistance stance (blue aura): Increase BRV and Resist Magic BRV DMG. Occurs at 79%, 59% and 29%.
How do I beat this thing:
If you let them act, bring strong healing, mitigation and cleansing units (Yuna, Penelo, Yuffie, Balthier, etc)
1 stack of Centipoison is manageable with a strong regen (Lenna, Porom, etc)
BRV mitigation can help survive big attacks, Freeze also works here
If you don't want them to act, bring Tidus, Vayne, CoD, etc and pair with Kain and support in the air to maintain orb
Trey, Maria and Kain are good for the orb if letting bosses move.
Twins are solid friends to finish off the fight with their damage
Jegran Story (Act 3 Ch 5 Part 1) Vs 1x Jegran Core
This fight was brought to you by ROCK 'EM SOCK 'EM ROBOTS!
Fight mechanics :
80T fight to get through at least 23M HP (Main boss) + 2.5M HP each side enemy that might spawn. Orb is +8T after enemy takes an action with a debuff that has a 2 stack or higher
The orb count is an instant KO
BRV damage is reduced between 70% and 90% throughout the fight.
BRV gain is reduced between 70% and 90% throughout the fight.
Boss abilities to watch out for :
Convergence Energy laser: UnBREAK + AoE BRV + AoE HP (Ignores BRV & HP mitigation)
Summon a Crystal Weapon!: Summons a Crystal Weapon (add) with full BRV. Happens at start of fight. 2 Max on field at a time.
Summon an enhance Crystal Weapon!: Same as above but with more stats and boosts main boss DEF. High DEF removed when adds die
Crystal Weapons do standard BRV or HP attacks
How do I beat this thing:
Bring long lasting stacked debuffs to play it safe along with counter/trap units to respect the orb
Jegran BT friend can leave behind it's Crystallization debuff with 3 stacks ensuring something can tick the orb
Pushing past an HP threshold where Jegran's Core boosts it's stats while inflicted with the appropriate debuff can also tick up the orb making racing the orb possible with strong damage and minimal boss turns
Setzer's rainbows and freeze may prove helpful for the end of the fight with high DEF, reductions and keep party safe with Freeze
Maria, Porom and Auron are also great choices to keep party safe
Fran Story (Act 3 Ch 5 Part 2) vs 2x Twintania
This fight welcomes you to the Space Jam! So come on and Slam!
Fight mechanics :
65T fight to get through 28M HP (2x 14M). Orb is +8T after enemy takes an action with a debuff that has a 3 stack or higher
The orb count is an instant KO
BRV damage is reduced between 70% throughout the fight.
BRV gain is reduced between 70% and 90% throughout the fight.
Boss abilities to watch out for :
Power up for Gigaflare!: Raises DEF and becomes immune to delay/delete.
Gigaflare (Recast): Recover from BREAK, BRV Gain + AoE HP. Removes DEF Up aura and immunity to delay/delete.
Atomic Ray: Recover from BREAK, AoE BRV + AoE HP.
Mind Blast: BRV attack. Inflicts Paralyze on target.
Tidal Wave: Recover from BREAK, AoE BRV + AoE HP.
How do I beat this thing:
Bring counters, debuff evasion, traps and appropriate debuffs if letting them take turns.
Sazh, Fran, Setzer are premium supports to bring along for orb and utility. Freeze works for their AoE attacks
Deny them turns with Breaks, consecutive turns, Fran friend/call/in party, Kain in the air, etc. Go hard!
They can't become immune to break/delete if they don't get turns
Snow IW vs Tyrant and Centaurion Blade
This fight was brought to you by Mecahnical Bulls!
Fight mechanics :
55T fight to get through at least 25M HP (1x 22M, 1x 3M). Orb is +1T for dealing Ice BRV DMG or +3 for reducing BRV DMG taken by the party (+3 for each ally who has BRV DMG taken reduced)
The orb count is an instant KO
BRV damage is reduced between 70% and 80% throughout the fight.
BRV gain is reduced between 70% and 90% throughout the fight.
Boss abilities to watch out for :
Mighty Cobat Wall (recast): BRV gain + AoE BRV (guaranteed). Inflicts ATK, DEF, SPD, iBRV, mBRV Down. Triggers Pulsefire on BREAK/vs broken target. Raises stats for a few turns (aura)
Pulsefire: BRV gain + AoE HP
Collide: BRV attack. Removes targets' buffs
Forge Blade: Summons Centaurion Blade. Forced at 89%. Disappears after 3 of it's turns and can reappear if giving boss turns.
Vertical Slice (from C. Blade): HP attack
Triple Cut (from C. Blade): BRV attack. Moves targets turn directly after the attack. HTR on BREAK/broken target
Triple Cut+ (from C. Blade): BRV + HP (guaranteed). Centaurion Blade nukes itself.
How do I beat this thing:
If giving boss turns, tanks and/or mitigation are great to keep the party alive. (Snow, Zack, WoL, Celes, Porom, Auron, etc.)
Off turn damage while enchanted will keep the orb comfy.
Debuffs from Tyrant's recast can be evaded (Lenna, Selphie, etc)
Shiva summon can uptick the orb in a pinch and apply her 1T [Freeze] if Level 31+ for extra safety before recast
If denying boss turns, have an enchanting unit/call and delay, BREAK, delete to your heart's content, have a plan for the Centaurion Blade as it is forced to spawn as well.
Machina, Jecht, Raines with proper support are strong ST options to nuke Tyran's HP
Divine Ifrit vs Ifrit <Material>
This fight was brought to you by Kratos drinking cinnamon whiskey!
Quick Note: This fight on JP release had 37M HP and his 1% Regen showed a 370K regen tick, but it was kinda buggy. The fight has changed to where Ifrit now has 28M HP and his 1% regen works (280K regen) and we're under the assumption we get the "nerfed but working as intended" version below. Thank you for taking your time to read the note c:
Fight mechanics :
70T fight to get through 28M HP (1x 28M, Fireball cannot die). There are 2 Orbs one on Ifrit and one on the Fireball and they take turns.
The orb count not is an instant KO. Get your mitigation/freezes ready! You're going to need them c:
BRV DMG is reduced between 10% and 30% throughout the fight.
BRV gain is not reduced in this fight! :o
HP DMG during launch is reduced by 150%
Boss abilities to watch out for :
Special countdown appears! (Ifrit): Orb appears on Ifrit. Inflicts ATK/DEF/BRV DMG/SPD Downs on party. Applies Scorch to the field.
Scorch: mBRV/iBRV/mHP Down to party. 200% HP DMG Resist in launch. Cannot be delayed, BREAK delayed or turn deleted.
-With 4 debuffs, lowers mBRV/iBRV/mHP effect
Divine Hellfire (Ifrit Orb attack): Recovers from BREAK. AoE BRV + Split HP. Inflicts ATK/DEF/SPD/BRV DMG Downs on party.
Divine Hellfire+ (Ifrit): Recovers from BREAK. AoE BREAK + AoE BRV + Split HP. Delays party 2T.
Occurs at 89%, 69%, 49% and 29%. Ouch!
Blazing Embers (Ifrit): BRV gain + HP. Gains BRV again based on HP DMG dealt.
Flameclaw+ (Ifrit): High turn rate BRV attacks with higher turn rate VS broken target.
Flames+ (Fireball Orb attack): Recovers from BREAK. AoE BRV + Split HP. Lowers Ifrit's debuffs 4T.
Flames (Fireball): Recover from BREAK. AoE BRV + Split HP.
Flames are getting stronger! (Fireball): After 10 player actions, grants Ifrit 1% HP Regen buff for 10T. Inflicts Fire Resist Down to party.
How do I beat this thing:
Bring strong HP DMG mitigation and/or healing options. Freeze works, but will be removed either through Ifrit's actions or Fireball removing it so bring it in party if you want consistent Freeze.
WoL, Snow, Auron, Zack, Basch, Porom, Lenna, Paine (Slot 1/Right side), Serah, Fran, Beatrix, Queen, Shiva summon (1T Freeze if Lv 31+), etc.
Very low resistances for a Luf+ but very high HP to get through. Bring your heavy hitters and your off turn damage!
Noel, Machina, Cid, CoD, Vaan, etc + supports to boost their damage
Ursula can help prevent the forced party break and gets free turns from warps to abuse linked attackers
Sorry launch teams
Don't even look at the Fireball as any damage done to it will be instantly healed and it cannot die. Only use it for a consecutive turn break to prevent the 2T delay (very niche, don't go out of your way to make it work)
Offturn damage such as counters and traps are great to help deal more damage as the boss really wants to take turns.