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Summon Board Passive selections:
Ifrit choose 3 / 4 / 7
Odin choose 3 / 6 / 7
Bahamut choose 4 / 5 / 6
Shiva, Ramuh, Brothers 4 / 5 / 7
Leviathan, Pandemonium, Diabolos, Alexander 4 / 5 / 6
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Jecht is a melee attacker that always hits weakness
How-to-Play NotesThese notes are thanks to the work of Renki#4255, who proactively wrote these notes, allowing Ink to edit & add them here.
Jecht is very easy to play, he starts with his framed buffs, so you can open with his full charge EX and then focus on getting his generics up. His skills can be used as tools for different situations, but they upgrade to stronger + versions if Jecht has enough battery at the start of his turn. Which shouldn’t be difficult after the first turn since he has BRV retention.
Beast Rush is to unbreak an enemy, so that you can rebreak them and push the enemy back a turn.
Jecht Slash is your go-to damage dealing skill, executing numerous times and splashing damage on other targets.
Meteor Shot hits one target with splash, and upkeeps [Final Resolve] consistently. This gives Jecht a free turn whenever breaking an enemy, so just keep in mind while your BT effect is active, you probably want to prioritize Jecht Slash for damage, and only use Beast Rush if you need to push a broken enemy back a turn.
Triumphant Grasp is his LD and is used to upkeep his LD buff. It instant breaks enemies also, so that can be a great use if you need it. Your free ability use is generally going to be AA for the recovery of S2 and a boost to his overflow, but if the orb is low, just use a skill, no big loss