Character Notes & Recommendations

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Summon Board Passive selections:

Numbers listed below refer to the 7 passives to select for each Ultimate Summon Board for the character. Top is 1, bottom is 7.
  • Odin choose 3 / 6 / 7

  • Bahamut choose 4 / 6 / 7

  • Usuals:

    • Ifrit, Shiva, Ramuh, Brothers 4 / 5 / 7

    • Leviathan, Pandemonium, Diabolos, Alexander 4 / 5 / 6

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

Additional Weapons

  • Crimson Edge: Dispels 1 buff from enemy when dealing a critical hit

    • Acquire through Item Exchange > Power Token Exchange

  • Manikin Weapon: Adds S1 40% BRV gain & S2 BRV DMG +10%

    • Acquire by finishing Act 2, Chapter 5 and going to Chapter 5.8

    • Acquire through Item Exchange > Power Token Exchange

  • Dissidia NT Weapon: S1 & S2 BRV DMG +10%

    • Acquire through Item Exchange > Power Token Exchange

Sphere Recommendations

NOTE: The sphere letters below are hyperlinked to our Sphere Hub which lists all available spheres sorted by effect!
  • A Sphere - Focus on boosting his ATK and/or BRV DMG. Those are his big key stats, there are plenty of choices, so click the A sphere link to find which are possible for you. Certainly his own is absolutely premium for himself, but you may want to use it on a faster speed damage dealer.

  • D Sphere - Focus boosting party ATK, don’t worry about anything else. Any ATK sphere outside of Wakka is great. If you really don’t have any, you can opt for someone like Ramza, boosting mBRV & iBRV.

  • E Sphere - These are tricky. Avoid any 3T debuffing spheres. Seymour’s is absolutely the best choice, or you can opt for any 6T debuffing spheres if you want. Fujin’s is good on him, but generally it belongs on someone else perhaps. Avoid debuff inflicting spheres as you may inadvertently push off paralysis accidentally in certain team comps.

How-To-Play Notes

  • Cloud’s kit is loaded with utility, be sure to buy Crimson Edge from the Weapon Shop and MLB it so he can also dispel!

  • Cross Slash is great for paralysis, just remember that you can now get up 8 guaranteed paralyzes (9 with BT) if you use your free skills on Finishing Touch. So don’t burn through your non+ versions like Cloud in EX+ era would.

  • Finishing Touch is your bread & butter high damage + launch, excellent after a battery, or great in a pinch if you need to activate Cross Slash+ next turn for a guaranteed paralyze.

  • Meteorain is up after just 1 skill use thanks to Cloud’s slow speed, but generally you opt to use Cloud’s utility over Meteorain, as he will often end the battle with plenty of skills left. EX is best for shaving AoE when you need it, but you also can...

  • Use Blade Beam for clutch AoE shaving as well as a big delay. There’s no buff or debuff attached to it, so use it whenever you need it, but plan to spend your next turn using Finishing Touch for the free skill.

  • Omnislash skill order should alternate free S2 uses to maximize launches. If you use S2 on target A, aim your next attack at target B to launch & repeat.

Team Synergy Notes

  • Cloud’s not picky, just focus on making sure you have a good battery alongside him, though it isn’t something he explicitly needs - just a way to maximize his frequent launches.

  • If you push off Cloud’s buffs, just make sure they’re being replaced with better ones or that the team has premium auras (ATK +100% / Imperil + Enchant, etc)

Removable Passives

(if you lack enough CP to equip important passives)
  • BRV Attack+ Up (from character board)

  • HP Attack+ Up (from character board)

  • Jarring Blow

  • Note, those listed below aren’t bad, just not as useful, remove them if you still need more CP space

    • Mako Might (make sure to keep this equipped to your friend unit, and also to your own Cloud if you are using him as a call!)

    • DEF passives

    • Smash Attack Up

    • Cross-Slash Attack Up