Ardyn

Infographic (September 2020)

Character Notes & Recommendations

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Summon Board Passive selections:

  • Ardyn's HP is usually 0 or quite low due to his gameplay mechanic, so avoid HP DMG reduction, HP heal summon board passives. If you want to swap an HP > 80% triggered passive for something else- you can, just be aware that Ardyn may get healed back up by the healer on your team

  • Brothers choose 2 / 4 / 5

    • We prefer 2 over 6 or 7 as 6/7 is related to HP DMG/healing

  • Diabolos choose 4 / 5 / 6

    • We prefer 5 over 7 as 7 is HP DMG related

  • Odin choose 3 / 6 / 7

  • Bahamut choose 4 / 6 / 7

  • Usuals:

    • Ifrit, Shiva, Ramuh 4 / 5 / 7

    • Leviathan, Pandemonium, Alexander 4 / 5 / 6

  • For more details and help with summons, check Summon Hub!

7 HG Armor: Attack

  • Self BRV DMG Limit +15% (11498), Held BRV +15% (114998)

Supplementary Notes to the Infographic Analysis:

The infographic covers the key critical points and should be reviewed prior to delving into the in-depth notes

How-To-Play Notes

  • Ardyn wants to get to 5 stacks of his "hat" special buff before his EX charges the first time. You start with 3 from his EX+ (3/3 is absolutely required because of this). The fastest way to get stacks is:

    • If Ardyn can break an enemy: Use Warp-Strike on them

    • If Ardyn can't break an enemy: Use AA to unbreak, then Warp-Strike them

    • It is OK to aggressively use Ardyn's AA here. If you need to use both, that's fine. Save the last for a clutch delay.

    • Maintaining Ardyn's stacks are trivial as his EX will always unbreak into break, refreshing the stacks.

  • Aura of Darkness is your go-to AoE shave outside of his EX, which also gives him [Shadowstep] which is important for getting his free turns after breaking an enemy.

  • Rising Phantom charges slowly at 2 skills + 2 HP++ (note that HP++ on his free turn don't count toward this). It hits excessively hard, delaying enemies, guaranteed break, and refreshes his hat buff.

  • Dark Tornado is what makes Ardyn immortal. You'll want to prioritize FIRST getting to 5 hat stacks. Then you can use LD whenever you're ready, just be sure to maintain the buff to ensure that Ardyn never becomes a liability.

Team Synergy Notes

  • Ardyn does not need a healer, but your other 2 party members do. Ardyn loves to be enchanted or be given big auras. Check our staple roles for people that would work well with him. His multiple BRV dumps lend themselves well to HP DMG up auras.

Sphere Recommendations

NOTE: The sphere letters below are hyperlinked to our Sphere Hub which lists all available spheres sorted by effect!
  • A spheres - Only focus on ATK & BRV DMG. His own sphere is excellent on him, but if you can boost his ATK further, that's even better.

  • C spheres - Ardyn will have a lot of trouble procing most C spheres since they trigger when healing or granting a buff (which he can do but only from S2/LD). Most of them aren't a good benefit because they scale off of iBRV, and Ardyn's isn't particularly high. So here's what we can recommend, but *none of these really belong on him*

    • Arciela & Krile are the best available to give him a small party battery. It belongs on another support, if you are ardently wanting to sphere Ardyn...

    • Y'shtola's is... okay. It will give him a small battery on every turn, and if you boost his iBRV with another support, this could be nice.

    • Rosa/Porom is... fine. Make him into a small party healer. It belongs on a support ideally but...

    • Or you can give him a sphere that he can't proc or that doesn't benefit him (like a self healing sphere like Nine). Keep in mind self healing spheres may remove his ability to cheese content when the enemy has AI to target the lowest HP.

  • E spheres - :( Why does Ardyn have an E slot?! With no debuffs and his HP being 0 most of the time, that means he can't proc ANY E spheres except...

    • Vanille's sphere "works" but really isn't best on him versus others that can repeatedly inflict breaks.

    • Reno's sphere "works" but again, it's outside of his role to do that.

Removable Passives

NOTE: Passives should generally only be removed if you lack CP space. There are very rare occasions where a character has a bad passive that disrupts their optimal gameplay.
  • DEF passives

  • Break Bonus Up (marginal effect)

  • Break Boost Up (10% mBRV boost for 1T after breaking an enemy is not significant enough)

  • Buff Speed Up (it is generally unwise to remove speed passives from your damage dealer, but technically there are no other stats tied to this).

Video Runs submitted to Call to Arms on DissidiaInfo.com

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