What's changed?
Shinryu stages are Lv300+! In addition to more HP than Lufenia+, they introduce consistent HP DMG taken down, BRV Retain down, BRV gains and Retain limits and mechanics are now based on the enemy FR gauge!
What do you get for beating a stage?
We get 1 High Powerstone (used to MLB Force weapons) in addition to the Force Stone Fragments (used for Force Enhancement). Check out our explanation of Force Enhancement and Sinewave's breakdown on budgeting on our Enhancement Points page!
I just started, can I do Shinryu?
Take your time and don't sweat it, there's endless content for you to do, this content can be punishingly difficult. If you can get to it, try out the limited time Event Shinryus but understand you will need an understanding on how to optimize damage to make the most of a good Force Time! Permanent ones can be done later but still need the knowledge of how to interact with bosses and do big damage without dying.
DISCLAIMER - The information below is not a list of meta characters or must pulls. Characters listed are "keys" to solving the puzzle of the Shinryu 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 FR and key characters to complete the stage. We have done our best to give you information to make your transition to Shinryu difficulty more smooth, but this research is not necessarily holistic and is intended to be easily understood and actionable.
New Crystal Quests are out now! New Infographic, oooooo!
Read up on the Quests, the points, the Sparkles, THE DRAMA on our new Crystal Quests page! Thank you and taste the painbow!
Looking for guides on Dimension's End: Transcendence? Check out our Transcendence page!
For older Lufenias or Lufenia+ fights see:
tl;dr - You need Melee, Ranged and Magic Imperils and DEF ignore to be able to finish the fight. DEF ignore can be handled by a Lv 50 Summon + Auron LDCA. Helpful units listed below.
Imperils List:
All : Edgar (LD needed and in party)
Melee: Auron (both calls)
Magic: Hope (LD needed, but both calls), Terra FR (in party)
They will try to petrify you at the start of the fight and when their HP hits 59% & 29%. It can be evaded, but the petrification can be very nasty if it lands in Force Time (Irvine LDCA can help, Rydia LDCA is also great if you run Edgar in party)
At 89%, 49% and 19%, you cannot lower their HP until they use Howl/Howl+. Once they Howl (they will once you hit the HP thresholds listed so you don't have to do anything extra for this), you can lower their HP as normal. To beat the fight, however, you will need to deal Weapon Weakness DMG while they have all 3 Weapon Imperil types on them. Howl+ also asks for DEF ignore attacks (Edgar, Raines, Beatrix, Auron were popular choices. Locke BT effect can also enable DEF ignore which can also help cancel their FR should it trigger, but he has no FR atm.)
Simple timeline:
Fight start - They each try to petrify a party member each
89% HP - Howl triggers
59% HP - They try to petrify a party member each (they wait until after BT/Summon phase)
49% HP - Howl+ triggers
29% HP - They try to petrify a party member each (they wait until after BT/Summon phase)
19% HP- Howl+ triggers for the last time. They cannot die unless you meet the mechanic conditions at least 3 times (see above).
FOCUS THE DRAGON! It is the actual lose condition of this fight. Raijin LDCA, Cater LDCA or Setzer LDCA all heavily mitigate the Knight's danger, however nothing can take away the Dragon's immortality in Force Time if the Knight is already gone. Aggressive teams can utilize a FR Gauge charger like Penelo or Hope and Cancel FR time on the Knight. Defensive/off-turn teams are already handling the Knight so no worries there.
Don't get confused, maybe bring a tank. That's it.
🔢 Xcaliblur's and Destroth's Fight Infographic with Team suggestions
(Note: Rampage Machine can still warp while in Red Aura which will result in a wipe)Force Gauge Thresholds
20%: BRV gain (110% iBRV after turn)
40%: Turn Rate +50%
Force Time (100%): Above effects & Cannot Die.
Can still be damaged
Force Attack (Ardyn): Remove debuffs. Recover from BREAK. unBREAK out party AoE Melee BRVs + Split HP attack.
Force Weakness: Melee Force Ability + Force Time
HP Thresholds (Golbez)
100% & below 80%: BRV gain (60% mBRV) and grants himself Black Wave
Black Wave: Party Dark Enchant +20%, Our Party Dark Resist Down. Break Golbez to Dispel.
Below 60% & 20% Randomly Targets someone with Binding Cold: BRV Ice Attack. Inflicts Paralyze 1T
HP Thresholds (Ardyn)
100% Uses Aura of Darkness: 3 AoE Melee BRV + Split HP attack. Grants himself Shadowstep 8T & Aura of Darkness
Shadowstep: Gains instant turn after breaking someone.
Aura of Darkness: Gains instant turn (warps) after one of our party members acts (outside of Summon/BT phase). Break Ardyn to Dispel.
Notes
Ardyn is the dangerous one. He's the one who Force Attacks, he likes using Aura of Darkness (ALL attacks) and can take instant turns/warps if left alone.
Counter tanks are great here to deal with Ardyn's shenanigans and keeping his BRV in check so he can't kill party (easily).
Golbez's Paralyze from Binding Cold can be debuff evaded/prevented.
Don't sleep on Golbez's BRV gains or attacks either! He can mess you up out of seemingly nowhere.
Spooky Stuff
Twin Meteor (Golbez): 8 Dark BRV + HP.
Aura of Darkness (Ardyn): 3 AoE Melee BRV + Split HP. Grants himself Shadowstep 8T & Aura of Darkness
Warp-Strike (Ardyn): 2 Melee BRV + HP.
Additional Attack (Ardyn): While Aura of Darkness is active, Ardyn follows up on his ST attacks with a 2 Melee BRV + HP.
Force Gauge Thresholds
20%: Player Party -30% ATK, SPD & DEF
40%: Player Party -50% ATK, SPD & DEF
Force Time (100%): Above effects & Ice Enchant +50%
Force Attack (Dullahan): Recover from BREAK, AoE Ice BRVs + Split HP attack. Inflicts Ice Resist Down.
Applies a frozen field effect until it's next turn. (Your units cannot counter, cover, follow-up, etc)
Force Weakness: Use a Holy + Magic Force Attack with Force Time to Pause FR Effects
HP Thresholds (Whale)
The Whale has an Anti-Healing "mode": Any heals will HP Poison the party.
Below 80 - 60%: Anti-Healing Mode
Below 40 - 20%: Anti-Healing Mode
Avoid HP Healing Abilities around this time and be wary of HP Regens.
Spooky Stuff to Look Out For
Their Thresholds
Emnity (Dullahan): 3 BRV attack. Inflicts mBRV Down, iBRV Down & Poison to target.
Ultrasonics (Whale): Recover from BREAK, BRV Gain + 3 Magic BRV + HP.
Venom Breath (Whale) : 5 AoE Magic BRVs. Inflicts Poison.
They will shift modes during BT/Summon Phases so be wary of HP Regens as Whale's HP dwindles.
HP Thresholds (Dullahan)
Dullahan has 2 "modes": Poison Mode & Counter Mode (our terms)
Poison Mode: Field HP Poison and Nullifies BRV Gains.
Counter Mode: Counters with an AoE Magic BRV + HP attack that lowers Player Party's buff durations -1T, Inflicts Ruin. Doesn't counter in Summon or BT Phase. Can miss.
From 100% - below 80%: Poison Mode
Below 80% - below 60%: Counter Mode
Below 60% - below 40%: Poison Mode
Below 40% - below 20%: Counter Mode
Below 20% - 0%: Poison Mode
WILL NOT COUNTER IF STUNNED! (Note it is still immune to regular paralyze)
Upon switching to Counter Mode, he will try to apply AoE Paralyze 1T & Ruin 3T on party.
Ruin : Self-Delay 1T after acting.
You can Dodge the attack (which avoids the buff duration lowering), but not Ruin. That said, you can prevent it's application with Reno or Raijin's LDCA.
Force Weakness
Use an Wind & Magic Force Attack with Force Time to cancel FR time.
Force Gauge Thresholds
40% - BRV DMG & HP DMG +100%
60% - Turn Rate +50%
Force Time (100%) - Griever deletes target's next turn on attacking
Force Attack - Recover from BREAK, AoE BRVs + Split HP attack. Guarnateed Hit.
HP Thresholds & Mechanics (Junction Griever - 80M* HP, Irvine Manakin - 70M HP)
HP Thresholds
Below 80%: Warps turn to active turn, gains 2 instant turns (total 3 turns in a row.)
Also gains 999% HP DMG Resist. Removed by delaying all enemies at least 1T!
Below 30%: ITS MORBIN' TIME! Removes all debuffs on Self and heals to full HP.
2nd Life, Below 30%: Warps turn to active turn, gains 2 instant turns (total 3 turns in a row.)
Also gains 999% HP DMG Resist. Removed by delaying all enemies at least 1T! (You already did this before, you got this!)
Notes:
If you are able to push Griever's HP from above 80% to below 30%, you will not have to deal with that first 999% HP DMG Resist aura which can save you a delay source and she will not warp which can save you mitigation tools.
If Irvine is defeated, a single target delay on Griever is enough to remove the aura.
Spooky Stuff
Holy : Reduce target's BRV to 0, BRV + HP attack
Meteor : Recovers from BREAK. AoE Magic BRVs + Split HP.
Irvine likes using HP attacks so be careful
Alternative Shot : Instant Turn Rate, grants himself The Path I Choose
Dark Shot : AoE Ranged BRVs + Split HP attack 3x
Hyper Shot : Ranged BRVs + HP attack 3x + 50% splash each HP attack
Force Weakness
Use an Ice & Magic Force Attack with Force Time to pause FR Gauge effects.
Force Gauge Thresholds
40% - Turn Rate +10%, ATK +50%
60% - Turn Rate +30%, ATK +80%
80% - Turn Rate +50%, ATK +100%
Force Time (100%) - Above effects & Ultimecia's attacks delete her targets' next turn
Force Attack - Recover from BREAK, BRV gain, set enemy BRV to 0, Split HP attack. Guarnateed Hit.
HP Thresholds & Mechanics (1x 85M + 1x 65M HP)
HP Thresholds
Below 80%, 50% & 20%: Warps turn to active turn, gains 2 instant turns (total 3 turns in a row.)
Having an off-turn damage dealer such as Kain or Garnet OR a counter/trap unit can break Ultimecia after she warps and takes a turn to move her turn back and let your party build momentum again.
Spooky Stuff
Hell's Judgement : Set targets' BRV to 1
Apocalypse : AoE Magic BRV attacks + Split HP. Gains Griever Magics & Junction Griever to self. Instant Turn Rate.
Coeurl can be annoying as well if it takes turns despite having less HP.
Erase Shot : remove target's unframed buffs
Confuse : Confuses target
Blaster : reduce target's BRV by 90%, magic BRV attack. Paralyzes target.
Neither enemy can be launched so bring out the damage another way!
Force Weakness
Use a Thunder enchanted Force Attack with Force Time to nullify FR Gauge and FR Time effects
Force Gauge Thresholds
40% - Our Party -30% iBRV and mBRV
60% - Our Party -60% iBRV and mBRV
80% - Our Party -90% iBRV and mBRV
Force Time (100%) - Above effects & HP DMG taken -200%
Force Attack - BRV Gain + Melee AoE BRVs + Split HP attack (guaranteed hit)
HP Thresholds & Mechanics (2x 70M HP)
HP Thresholds
Below 80%, 50%, 20%: AoE BRVs + Split HP attack
Below 30%: Turn Rate Up & ATK Up (Red Aura)
<1% (before dying): Uses Carpet Bomb+ if attacked on your turn. Will not trigger in Summon, BT phase or through splash/launch attacks.
Spooky Stuff
Their HP attacks can HURT so bring a tank/mitigation of some sort
Their Force & Threshold attacks are the spookiest part especially if you use BT in Force Time to skip thresholds as failing to kill one will result in them potentially using consecutive threshold attacks.
Force Weakness
Using a Melee Force Time during Odin's Force Time will cancel Odin's Force Time and empty his gauge to 0%
Using a Melee Force Time outisde of Odin's Force Time will only pause Odin's Force Gauge from filling and nullify his gauge effects
Force Gauge Mechanics
20% Gauge - Your Party's DEF -10%, BRV DMG -10%, BRV DMG taken +10%
40% Gauge - Your Party's DEF -30%, BRV DMG -50%, BRV DMG taken +30%
60% Gauge - ATK, SPD, BRV DMG & HP DMG +10%
80%+ Gauge - ATK, SPD, BRV DMG & HP DMG +30%
Force Time - Odin attacking a debuffed target will instant KO them. Otherwise ST attack with forced BREAK (even if the attack misses)
Force Attack - AoE Melee BRVs + HP. Removes oldest buff (left) on each party member, applies Bladeglint, force KOs any broken party members.
HP Thresholds & Mechanics (110M HP)
Avoid getting broken by his Force Ability (Strong Shields or mBRV floors)
His Force ability will remove the leftmost buff & try to inflict Plasma Slash 8T.
If he attacks an ally with Plasma Slash, he will kill them outright.
Bring debuff evasion or a cleanser to handle the debuff. Raijin LDCA also works.
HP Thresholds at : 89%, 79%, 69%, 49%, 39%, 19%, 9%
Odin will "Cut in turn order!" at 79%, 49% & 9% along with taking 2 more instant turns unless broken.
Odin has a stacking mechanic! He will gain a stack if he breaks a party member or if you lower his HP below a threshold. To lower him a stack, you need to break him.
Stacks and Effects
0 - No effects (No Aura)
1 - Your Party's mBRV & mHP -50% (Yellow Smoke Aura)
2 - Your Party's mBRV & mHP -300% and your Party cannot gain buffs (Red Smoke Aura)
3 - He kills the Party outright.
If you opt to Burst Phase in Force Time, make sure you break to reduce his auras because if you push his thresholds too fast and he ends up at 3 stacks after the finisher, your party will die. Burst Responsibly friends!
Other Note: At his 19% Threshold, Odin will gain 2 stacks so make sure he's stack free before crossing!
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