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!
Enemy: 2x Gaia Behemoth
(link to enemy details on Dissidia Compendium)Orb Timeline:
-1 count per ally action, -2 per enemy turnAppears at Start (15 start, 15 max, lethal)
Deal Magic Damage: +10, 15 max
Rem and Vaan are synergy, too many to list.
Green Crystal required in party
Rem, Terra, Garnet, Rinoa, Cloud of Darkness, Galuf
Fight Notes (Click to expand)
This fight was brought to you by Spicy Meteor-balls!
Fight mechanics:
50T 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. HOWEVER
They have BRV gravity and high turn rate moves so don't get caught off guard. A Raijin/Freeze call can handle the fight with enough firepower.
Enemy: 2x Sergeant Imps
(link to enemy description on Dissidia Compendium)Orb Timeline:
-1 count per ally action, -2 per enemy turnUp shortly after Quest Start (30, lethal)
Goes away below 80% HP
Comes back right below 50% HP (35,lethal)
Nothing raises the orb, it's a damage race
Red Crystal required in party
Edgar, Reks, Aerith, Kurasame, Beatrix
Fight Notes (Click to expand)
This fight was brought to you by Lufenia leftovers that didn't age well!
Fight mechanics:
60T fight, 30M HP (15M 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:
This fight can get nasty if their buffs and BRV are kept unchecked. Rushdown strategies are the simplest way to deal with them with FR and BTs.
A solid defensive unit can also help take attacks while attacking back instead, just watch out for that orb counter as there's no way to raise it after they reach below half health!
Force Thresholds
Enemy and Ally turns boost Enemy FR Gauge charge by +2%.0% onward: Our party ATK, BRV & HP DMG -30%
30% onward: becomes ATK, BRV & HP DMG -50%
60% onward: becomes ATK, BRV & HP DMG -100%
100%: triggers Disaster Star:
Recover from BREAK, 100% BRV gravity and Battery.
If less than 12 buffs on party, Force Attack becomes Disaster Star+:
Removes buffs from the party, applies 10T Confuse AURA (not a debuff slot, similar to petrify).
10T Force Time
Fight Breakdown (200M HP each)
The biggest, realistic threat this fight has are it's HP gates and it's attacks after them:
Quick Refresher: HP Gates are MANDATORY and while enemies may take HP damage (you can see the red numbers) their HP will not lower past the gate. (Ex. These bosses have an HP gate at 69% - nice - and their HP cannot go lower than that until they Settle Down & Lowering party's MAX HP. So if you Burst/Summon phase and they can't do their mechanic, their HP will stay at 69% until you're out.)
69% - Settle Down & Lowering party's MAX HP : Self Delay and they can now have their HP lowered
Our Party's MAX HP is lowered to 20% it's usual value, not an HP gravity, the whole thing shrinks. Both enemies need to cast this to pass their HP gate, but the values will not stack on top of eachother.
Enemies will try to Landshatter+ on their next turn
Landshatter+ : Remove our Party's Buffs and AoE BRV + HP attack. Ignores mitigation.
59% - Party's MAX HP restored! : Cancels the previous mHP aura.
49% - Settle Down : Self Delay and they can now have their HP lowered
29% - On the Final Offensive : Heals 20% of their health (40M each), Self Delay and they can now have their HP lowered
Our Party's MAX HP is lowered to 20% it's usual value again.
Enemies will try to Landshatter+ on their next turn (the big scary move)
BT phase and Summons are good for a final push here if they weren't used to setup before FR time.
Misc Notes
They fill their FR gauge slowly so you can choose to race their FR with little pushback.
Summon/BT Phases are great for setting up early or finishing the fight.
Echo timing will vary as you don't want to waste too much damage extending FR time but you also don't want to run out of Force Time.
While the fight has Rem's base kit and BT in mind, other units with turn manipulation like Noctis and Raines paired with high damage dealers and/or supports like Reks, Mog, Serah, etc can pound their way through as you can prevent enemy turns along with their own self delay at certain thresholds. Stay Moggers everyone!
For now, RESPECT THE HP GATES! In a few months after new powercreep/mechanics are introduced, it is possible to pull off a tight solo run, but for now Mechanics are not just for cars.
For some reason, they added a weird ticking time bomb mechanic (kill the bosses by turn 60) with a couple intervals (by turn 21, enemy should be below 70% & at turn 41 they should be below 30%). However, the fight only has a 40 turn limit so you need to be done by turn 40 anyway. It felt weird, but maybe the other checkpoints may be more threatening so here they are.
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: Rem
Right: Reks
Reckoning: Rem and Reks duo. Solos are not a thing on this fight until much, much later due to powercreep.