Transcendence Tier 13
Reminder: Avoid claiming your BT tokens from the Rewards menu, they do NOT expire! Simply wait until there is a BT you want to claim!
For general information on Transcendence, please read our Transcendence FAQ!
You do not need to complete prior Transcendence stages to attempt this stage!
Left Crucible vs 2x Blanc Clac
Enemy: 2x Blanc Clac
(link to enemy details on Dissidia Compendium)Orb Timeline:
-1 count per ally action, -2 per enemy turnUp the entire battle (15 start, 15 max, lethal)
Deal Dark Damage: +3 count
Decil, Leon, Sice, Enna are recent damage dark damage dealers
Shantotto BT, Xande LDCA, Enna calls can enchant party or caller
Black Crystal required in party
Decil, Leon, Sice, Vivi hit both Crystal and Orb requirements
Fight Notes (Click to expand)
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Fight mechanics:
60T to get through 40M HP (20M each)
BRV damage is reduced by up to 70% throughout the fight.
BRV Gains are reduced by up to 50% throughout the fight.
General Team Themes to counter the stage:
20M HP in an era with Force Weapons. Force Time + BT phase or strong summon phase can eat that HP up.
Counter/trap options should be pretty safe for the most part as nothing is outright lethal. It can inflict mBRV down I guess, very spooky.
Right Crucible vs 2x Guard Scorpion
Enemy: 2x Guard Scorpion
(link to enemy description on Dissidia Compendium)Orb Timeline:
-1 count per ally action, -2 per enemy turnUp the entire battle (15 start, 15 max, lethal)
Launch: +15 count
Launchers: Decil, Cloud, Raines, Selphie, etc
Launch enablers: Selphie, Keiss, Layle, Raines LDCA, etc
Blue Crystal required in party
Cloud and Zidane fit both Crystal and Orb requirements, otherwise filter by Blue and carry
Fight Notes (Click to expand)
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Fight mechanics:
60T fight, 40M HP (20M each)
BRV damage is reduced by up to 70% throughout the fight.
BRV gains are reduced by up to 50% throughout the fight.
General Team Themes to counter the stage:
Machine Shift makes it so they can't be delayed until launched so keep this in mind when rushing down.
They do have guarnateed hits so don't rely too heavily on evasion to get out of jail free
If rushing down the enemy with FR, have fun!
Reckoning vs 6x Strange Head
Force Thresholds
Enemy and Ally turns boost Enemy FR Gauge charge by +7%.Force Weakness: Dark + Melee Force Time.0% onward: 70% BRV DMG Resist (vs Elemental Damage that isn't Dark)
100%: triggers Seismic Rockslide (if at least 1 unit is below half health) and 3T Force Time.
Recover from BREAK, melee BRVs + AoE HP. Grants themselves SPD Up.
If no character is below half health, Force Attack becomes Seismic Rockslide+ (instant kills party)
Fight Breakdown
General Behavior of totally-not-Wario Heads:
They can inflict iBRV Down3T, Doom 1T and Countdown 3T debuffs
Doom: Breaks upon expiration
Countdown: Breaks upon expiration, SPD -20%
Both debuffs expiring at the same time will double break you (so the character can move back twice)
Wave 1: 3 Heads @15M HP (45M HP total but you only have to deal 9.5M each each so it's really around 28.5M)
Try and bring them down evenly at least until they are all under 50% HP. If one is dead and another reaches 50%, the one who went below 50% will revive it's companion.
Below 50% individually, they grant party ATK & DEF buffs along with a 500K HP shield. If any heads are dead, they are revived.
Below 40%, they give up and implode. Good job! Time for the next wave!
ENEMY FR GAUGE RESETS EACH WAVE SO MAKE SURE TO BREATHE AND HYDRATE
Wave 2: 2 Heads @50M HP (100M HP total)
This wave has the Heads counter BRV damage so make sure you have a way to handle the BRV they gain and potential HP attacks that may come your way.
ENEMY FR GAUGE RESETS EACH WAVE SO MAKE SURE TO BREATHE AND HYDRATE
Wave 3: 1 Head @120M HP
Starts with 1M BRV shield 6T buff. You can dispel it, break it or wait for it to fall off. It can be a problem if allies keep getting broken and enemy keeps stacking up BRV.
Also starts with 80% HP DMG Reduction. Removable by hitting Force Weakness (Dark + Melee)
Extra Notes:
HP Drain units like Decil, Galuf, Ardyn, etc are useful just make sure they're not healing/regening too often!
Counters/Traps for Waves 1 & 2 can be very strong, just make sure you have solid damage to close out wave 3!
You have 100T to work with and you can take up to 10K HP DMG for completion. (Friendly HP drain does not hurt this req.)
ENEMY FR GAUGE RESETS EACH WAVE SO MAKE SURE TO BREATHE AND HYDRATE
Creative & Unique Runs of the Reckoning stage from JP players
We are linking some noteworthy videos that utilize unexpected team comps. We thank these players for their creative efforts :)
If you have a run that you believe is noteworthy, please message CellyBell#0314 (discord) or poke #tonberry_chat in the MateriaBot discord!!!
If you are looking for creative runs on the GL side of the game, please do check Reddit and Discord!
Notes on Solos/Duos
Due to the slow release of Transcendence and the power of our units growing, many previous Reckonings (Middle Gates) can be done with 1-2 units which means using 1 unit on each Crucible (Side Gate). While it helps save units, some Solos/Duos have luck or specific strategy components so we will help identify at least which units have been extremely useful in the tier as of this update (made June 2023) so if Solo/Duo strategies aren't your thing, you can at least see what unit does great in a fight so you can throw some more units at it.
When we mention a character we assume them to have as many upgrades and weapons as possible. These will also be added to each tier page.
REMINDER: start at the latest tier and go backward as you can use your strongest units faster that way with little fear of needing to shuffle units around. These units are great if you have them, but you can overpower stages without them.
Left: Zack or Machina (Machina solo is RNG and strict)
Right: Jack Garland or Cor
Reckoning: Zack or Machina (note the Machina solo is stat and RNG dependent. Very painful run)