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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, Alexander 4 / 5 / 6

    • Diabolos 4 / 6 / 7

  • 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

  • Trey can either open with his LD or his EX, but a general rule of thumb is… if Trey isn’t going to get 2 turns before the enemies, then just drop his LD debuff so the traps can get kicking, then use EX.

  • Trey’s entire kit revolves around “charging” his skills. He starts with 1 charge on both, and gains a charge whenever he takes an action that isn’t that skill. So frequently, you’ll want to take this thought process in this order:

    • Is EX charged? (it takes just 2 skills to recharge) Use EX

    • Is LD debuff applied? No? Use LD

    • Which skill is at Charge 2? Use whichever, if both at Charge 2, consider S1 for the party battery each turn.

  • Trey is extremely friendly to use! Here’s an explanation of his traps

    • Arrow Shower from S1 deals damage after every ally/enemy action until Trey’s overhead hits 0. This is damage over time and batteries the party after each action taken.

    • Dynamite from S2 acts like a trap but does not use a debuff slot, nor does it care about enemy turns like most traps. After any ally/enemy action, it ticks down, so on the 3rd turn after Trey applied his Dynamite, it will go off and attack enemies.

    • Firewall is a trap, and is triggered after the enemy takes any action!

  • Don’t forget his AA restores skill uses, so check the Team Synergy section below!

Team Synergy Notes

  • Not that Trey needs more skills, he can already spam skills in a 108+ turn quest… but, you can use Onion Knight in party, friend, or as a call to use free AA’s to restore his skill uses.

  • Trey is insanely flexible as an attacker, and can be considered a damage enabler, thanks to his framed debuffs boosting BRV DMG taken. He technically doesn’t need much to do his job of damage & battery.

Sphere Recommendations

  • A spheres: Focus on ATK & BRV DMG, don’t be distracted by anything else, Trey is a damage dealer at heart.

  • E sphere: Focus on ATK. Trey debuffs every 3 turns at least, so Yuffie is great, and of course, Seymour remains a premium choice for nearly any E slot damage dealer. He has off-turn damage with instant break so Vanille sphere is certainly a nice option if you want to make him a reliable dispeller.

Removable Passives

  • HP Attack+ Up (never used)

  • DEF passives

  • Buff Speed Up (generally don’t remove speed from your damage dealers unless you think they are too fast)

Video Runs submitted to Call to Arms on

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  • Runs listed below are since the first LUFENIA event in November 2020, ordered by most recent first

    • The last column indicates notes such as commentary or strategy if you are looking to learn more about the character/team comp

  • Submit your own videos to help the community over at and they will appear below at our next refresh!