Character Notes & Recommendations

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Summon Board Passive selections:

  • Odin choose 3 / 6 / 7

  • Bahamut choose 4 / 5 / 6

  • 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!

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 ATK & BRV DMG, Ranged/Physical ATK is also okay

  • C Sphere - Focus on ATK aura (Alphinaud / Maria / Llyud) or selfish ATK (Garnet). Other spheres work fine, but these are the best choices.

  • D Sphere - Focus on ATK aura spheres, but avoid Wakka’s sphere

How-To-Play Notes

  • Nine should open with a free Primal Roar but if there is immediate HP after the first action use LD and then Primal Roar after to apply shields to the party and max his buffs. Note that he will only get 1 stack if he is attacking one target. The shield value is set based on the HP damage that the attack did, so it’s best to use this when shields need to be refreshed, and preferred when Nine has a high amount of BRV. You may also use his AA for some free buffs early in the fight.

  • White Knight is a useful tool against telegraphed, powerful HP attacks. Use the LD next to activate small auras while also protecting your party.

    • Once any member of the party is HP attacked, that attack will do 0 damage, and the party member’s White Knight buff will turn into Rebellious Fang. They no longer have HP DMG protection, but instead have guaranteed crit rate and considerably more offensive stats.

    • Note: HP damage has to be reduced for his LD buff to transform. If the boss was doing 0 HP damage already, there's nothing to reduce so no trigger. Not necessarily a bug, but be aware of this funky interaction.

  • Whirling Lance+ attacks all targets and deals splash damage

  • Laser Lance hits extremely hard with splash hits after each HP attack

  • Boost Up Thrust is a useful pocket attack, but generally when he already has a near full BRV pool. This also grants him with some special buffs to boost his own damage for a few turns!

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.
  • Jump High Jump Up (does not impact the + versions, so you’ll never need this)

  • Break Boost Up (marginal effect to boost mBRV for a turn after breaking)

  • Buff Speed Up (marginal effect, but generally don’t remove SPD passives except in team comps crafted for a specific strategy)