Lufenia+ Research

Update 11/9: Following Divine Shiva, we will be directing people toward strong community resources such as Dissidia Info & 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.

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.

Quick FAQ

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 is 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.

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!

Llyud Event

Enemy: 2x Terror Armor

(follow link for enemy details on Dissidia Compendium)

Orb Timeline

-1 count per ally action, -2 count per Armor's turn
  • Appears below 80% (10, 10 max, lethal)

Take HP DMG from friendly/enemy skill: +10 count

Llyud, Ardyn, Galuf, Vivi, Queen, Jack

Community Guides (Coming Soon!)

πŸ“š DissidiaInfo Boss Guides

Fight Notes

This fight was brought to you by Sleepy Hallow and Rikku stole the pumpkin!

Fight mechanics :

  • 60T fight to get through 28M HP (2x 14M).

    • The orb count is an instant KO.

  • BRV DMG is reduced between 70% and 90% in this fight.

  • BRV gain is reduced by 70% in this fight.


Boss abilities to watch out for :

  • Other

  • Helmsplitter: BRV attack. Inflicts [Cursed Eyes] to party. Grants ATK Up to attacker.

  • Felfey Eyes: AoE BRV + Split HP. Inflicts [Cursed Eyes] +1 to party.

  • Felfey Eyes+: Same as above. Also delays party 1T

    • [Cursed Eyes] (5 stacks max):

1) Poison (100% iBRV)

2) BRV DMG Resist Down -10%

3) BRV DMG Down -10%

4) SPD Down -30%

5) HP Poison (30% inflictor's ATK)


How do I beat this thing:

  • Bring debuff evasion or debuff cleansing so [Cursed Eyes] doesn't become too much of a pain.

  • You can rely solely on the bosses' HP attacks to raise the orb and brute force the fight otherwise, but you need a lot of damage

  • Pretty chonky BRV DMG Resist form the bosses and they can lower your BRV DMG done so bring the BT+ auras or other solid supports!

πŸ”’ Understanding the fight w/ Xcaliblur's Infographic

πŸ”Ž Prepare Party with Destroth's Strategy Infographic

Queen Lost Chapter

Enemy: 3x Strong Beast

(follow link for enemy details on Dissidia Compendium)

Orb Timeline

-1 count per ally action, no count per Beast's turn
  • Appears at Quest Start (10, 10 max, non lethal)

Someone in our party evades: +3 count

Cater, Galuf, Kain, Kimahri, Eight, Shadow

Community Guides

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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!

πŸ”’ Understanding the fight w/ Xcaliblur's Infographic

πŸ”Ž Prepare Party with Destroth's Strategy Infographic

Lamia, Penelo and Hope Manakins (Return of the Queen/Anniversary Countdown)

Enemy: 1x Lamia Queen, 1x Penelo Manakin & 1x Hope Manakin

(follow link for enemy details on Dissidia Compendium)

Orb Timeline

-1 count per ally action, +2 count per enemy's turn
  • Appears at Quest Start (10 count, 15 max, lethal)

Dispel a buff: +12

Faris, Vanille, Paine, Balthier, Vanille Sphere

Lamia Queen gets a turn: +2

Reduces Launch BRV & HP DMG by 100%

Community Guides

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Fight Notes

This fight was brought to you by time-traveling ice cream surprises!

Fight mechanics :

  • 55T fight to get through 24.5M HP (1x 19.5M, 2x 2.5M and they respawn).

    • The orb count is an instant KO.

  • BRV DMG is reduced between 70% and 90% throughout the fight.

  • BRV gain is reduced between 70% and 90% in this fight.

  • BRV & HP DMG during launch is reduced by 100%


Boss abilities to watch out for :

  • Lamia Queen's turn rate became instantaneous!: After 10 turns without acting, Lamia queen will remove debuffs on self and move forward taking their turn which can be lethal if there is not at least 1 dead manakin

  • Evanescence (Penelo): Removes debuffs from enemies, AoE BRVs + Full HP. Grants enemies SPD Up, HP Regen, BRV Regen & ATK Up

  • Magic increased and Manakins strengthened (Lamia): Revives Manakins, Restores HP of still living Manakins and raises all their ATK, DEF, SPD, iBRV, mBRV and batteries to mBRV


How do I beat this thing:

  • HP Silence can shut down Penelo while it's up otherwise it can be very scary to eat

  • Hope is a non threat and you may want to keep him alive to remove buffs for orb

  • Orb goes away below 50% and rushing the orb can make things much less spooky

  • Launch teams are still viable if you give them enough HP DMG Up

  • A cover tank or heavy HP DMG mitigation can help deal with Lamia's warp if you want to deny it as many turns as possible

  • You can also have the orb go away on explosion and raise party by bringing Y'shtola, swapping her out with friend and once the orb pops, use EX!

πŸ”’ Understanding the fight w/ Xcaliblur's Infographic

πŸ”Ž Prepare Party with Destroth's Strategy Infographic

Divine Ifrit

Enemy: 1x Ifrit <Material> & 1x Fireball <Material>

(follow link for enemy details on Dissidia Compendium)

Orb Timeline (Ifrit)

-1 count per ally action, +3 count per Ifrit's turn
  • Appears every time Fireball's Orb explodes (20 count, 35 max, non lethal)

  • Disappears when Orb count reaches 35

Ability resets BREAK status: +1

Noel, CoD, Vayne, etc.

Deal Wind damage from additional attacks: +2

Cid, Turn hogs & Linked attackers w/ Fujin/Bartz calls

(Not counters or summon)

Ifrit gets a turn: +3

Absorbs Fire

Orb Timeline (Fireball)

-1 count per ally action, +1 count per Fireball's turn
  • Appears at Quest Start (20 count, 20 max, non lethal)

  • Disappears on Orb count at 0 (explodes)

  • Also Disappears when Ifrit's HP dips below 50% and orb is still on Fireball (once, also force explodes)

  • Reappears when Ifrit's Orb is canceled (20 count, 20 max, non lethal)

Fireball gets a turn: +1

Absorbs Fire, Cannot be launched, Cannot die, Heals DMG taken

Community Guides

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Fight Notes

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.

πŸ”’ Understanding the fight w/ Xcaliblur's Infographic

πŸ”Ž Prepare Party with Destroth's Strategy Infographic

Ursula Event (Gentle Fist)

Enemy: 2x Killing Scissors

(follow link for enemy details on Dissidia Compendium)

Orb Timeline

-1 count per ally action, -2 count per enemy turn
  • Appears at 79% (8 count, 10 max, lethal)

  • Disappears at 49%

  • Reappears at 29% until the end (8 count, 10 max, lethal)

Battery 100% of party mBRV: +2 count per ally

Ursula, Lenna, Porom, Raines, Bartz, etc.


Community Guides

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Fight Notes

This fight was brought to you by Mecahnical Bulls!

Fight mechanics :

  • 50T fight to get through at least 32M HP (2x 16M). Orb is +2T per ally for batterying party BRV by 100% of their mBRV in a turn

    • 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 :

  • Bubble Breath: Recover from Break, AoE BRV + HP. Delays targets 1T

  • Luminesced uncannily: Reduce part's BRV to 0. Grants party mBRV Up : +100% mBRV.

    • Occurs at 79% and 29%


How do I beat this thing:

  • Bring high battery characters like Ursula, Bartz, Raines, Lenna, Porom, etc.

  • High DEF bosses so DEF ignore, DEF Down debuffs or ATK Up buffs to hit harder!

  • Feel free to bring delayers and manipulators to deny bosses turns

  • Racing the orb is possible

πŸ”’ Understanding the fight w/ Xcaliblur's Infographic

πŸ”Ž Prepare Party with Destroth's Strategy Infographic

Permanent Lufenia+ Fights

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