Tree for the Void (Exdeath’s debut)


CHAOS Fight Overview

Boosted Characters: Exdeath (EX+), Gilgamesh (EX+), Warrior of Light, Fran

Mission Requirements: Score 480k, complete with no KOs, max 110 turns, max 15000 HP damage taken.

Boosted Characters

The boss involves a gimmick of magic counter upon being broken by your party. Exdeath is really well suited for this CHAOS, he can shave the BRV without breaking, counter the bosses’ BRV gains with his Sap and deal HP Poison from his framed debuff (Bud of Darkness from his Black Hole and Curse from his Almagest). At 3 stacks of Bud of Darkness, he can activate his EX’s special debuff the Power of the Void. 

Gilgamesh hits hard with his gravity BRV hits and offers heavy DPS for the event. It is a race against time as the boss get ridiculous difficult to shave towards the end of the battle.

Warrior of Light is the best tank for this fight as his shield nullifies the BRV hits, and also nullifies the BRV absorption from their Spirits’ Judgment attack.

Fran is boosted for the event and helps a lot with her massive overflow and stacking debuffs. Her magic attack down debuff from her Vieira’s Punishment stacks makes the boss hurt less.


Various team options with and without boosted characters are available in this event’s Call to Arms, and here are some examples:

Exdeath Run
Exdeath EX+3LB
Selphie EX+3LB
Penelo EX+3LB
WoL & Fran Run
Fran EX+3LB
WoL EX+3LB
Serah EX+3LB
Non-boosted #1
Emperor EX+3LB
Penelo EX+3LB
Zack EX+3LB
Non-boosted #2
Ultimecia EX+3LB
Rosa EX+3B
Zack EX+3LB
Non-boosted #3
Aranea EX+3LB
Vayne EX+3LB
Leo EX+3LB
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Wave 1: Agressive Turtle x2

Waterga :single: :water: :magic: :brv: attack; cancels Retreat
Raise Stone :single: :melee: :hp: attack; cancels Retreat
Geyser :single: :ranged: :brv: attack + :single: :hp: attack
Great Geyser :group: :ranged: :brv: attack + :group: :hp: attack after gaining BRV based on its own INT BRV; grants :buff_generic: 4T SPD Up to self
RetreatHides in shell, raising resistance to physical and magic damage
Earthquake :group: :earth: :ranged: :brv: attack
Laceration :single: :melee: :brv: attack; cancels Retreat; high turn rate
Spontaneity :single: :magic: :brv: attack; high turn rate

The first wave is very simple, since we have already faced similar turtles in many past events. They have extremely low speed, do not apply any debuffs that might hinder your performance against the real bosses, and should be just a speed bump in the way to the real challenge that follows.


Wave 2: Dweller x2

Immunities: Blind/Poison/Sap

Magic Slug :single: :magic: :brv: attack
(“+” version: High turn rate)
Radiate :single: :magic: :hp: attack
Guiding Light :single: :magic: :brv: attack; grants :buff_regen: 3T BRV Regen, :buff_regen: 3T HP Regen to self
(“+” version: High turn rate)
Counter Guiding LightOnly used while in Counter mode:
counters when afflicted with Break; increases BRV when BRV less than INT BRV;
:single: :magic: :brv: attack + :single: :hp: attack; increases BRV; inflicts :debuff_generic: 5T INT BRV Down
(“+” version: greater BRV increase)
Wild Spear :single: :melee: :brv: attack; inflicts :debuff_generic: 3T DEF Down
(“+” version: High turn rate)
Spirits’ Judgment :group: :magic: :brv: attack after absorbing half of all party members’ BRV, and may exceed its own MAX BRV; grants :buff_generic: 3T BRV Damage Resist to self
(“+” version: stronger BRV damage resist)
Radiant Shade :group: :magic: :brv: attack + :group: :hp: attack after recovering from Break
(“+” version: High turn rate)
Piercing Spear :single: :melee: :brv: attack; grants :buff_generic: 3T MAX BRV Up to self
(“+” version: High turn rate)
Break CounterIncreases BRV; enters Counter mode; happens after a regular turn
activates the “+” version of its other abilities
Cancel Break CounterCancels Counter mode

“Seeking vengeance…”: Raises ATK, DEF, SPD (activates when the first Dweller is killed. Makes the remaining one VERY dangerous)
Augur: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 80% HP)
Augur+: Raises ATK, DEF, SPD, INT BRV, MAX BRV more than Augur (activates at 50% HP)


The second wave is where the real fight begins. The Dwellers are quite speedy, here are their most important moves:

Counter Guiding Light – Their main feature is the ability to counterattack whenever they receive a BRV break while glowing with a yellow aura. If this counterattack breaks a team member, it will likely result in their death. Luckily, this state is not permanent, and only one of the Dwellers will activate it at a time, so you are free to attack the other – but you still need to find a way to survive their attacks in the meantime.

Spirit’s Judgement – The boss will absorb your units’ current BRV and gain a 3T :buff_generic: BRV Damage Resist buff. Shaving this BRV gain will be difficult unless you have a gravity based (or percent-based shaving) unit or a dispelling unit. It will follow up with the Radiate HP attack if the BRV is sufficient to KO the target. Later in the fight, this move can make everything spiral out of control when you are unable to shave their BRV with regular attacks.

Radiant Shade:group: :magic: :brv: attack + :group: :hp: attack. It doesn’t hit hard since it does split damage. Usually followed by canceling the Counter state and preparing a Spirits’ Judgment for a big attack in sequence.

Also worthy of note is that this fight seriously ramps up in difficulty as it progresses; when under 50% HP and with their buffs up, enemy defense skyrockets and they also heal themselves. Furthermore, it is VERY important to try your best and kill both enemies at the same time, because when one of them dies, the other one becomes even stronger. At red health, they love spamming their most dangerous attacks.


Some additional tipos from ScottOng11 for this CHAOS:

  • Like other bosses, the boss will buff itself with auras at 80% and 50% threshold (Augur). You will see a brief yellow glow.
  • The boss will have a glow yellow aura when it is in its Break Counter stance. The counter will only be triggered if you break them. At any point of time, only one of the bosses will be in the counter stance.
  • When the boss targets :group: , it will be Spirits’ Judgment if there is no yellow aura and Radiant Shade if there is a yellow aura surrounding the boss. Try to dump as much BRV as possible before any Spirits’ Judgment unless you have WoL’s shield buff, or that BRV will be used as a weapon against your party.
  • The boss will take 3-4 turns to use Break Counter or Spirit’s Judgment. Turn order and break management will be put into a severe test for this CHAOS. Learning when to take a break or when to defend is critical unless you go in with a cheese team.
  • Unlike the recent Fran CHAOS boss, the bosses have smaller base HP due to their ability to have :buff_regen: 3T HP Regen from the Guiding Light skill. It is advisable to dispel them.
  • It is not advisable to nuke one of them down first. The surviving boss will gain an aura – Seeking vengeance… which will cripple non-battery attacks. The frequency of the boss using its Counter Stance or Spirit’s Judgment will be more frequent at the later part of the stages. My recommendation is that you target to finish the CHAOS before 80 turns.

Tools to deal with the Counter Guiding Light gimmick:

After using Break Counter, the Dweller gains a yellow aura and will inflict a painful BRV+HP counterattack on any character who deals it a BRV break. It will also raise their BRV back up after the attack, meaning it will be ready to do it again for as long as the aura lasts.

Evasion: Characters who can evade the Counter Guiding Light move are free to break the Dwellers with impunity. Especially if they can help the other party members evade it too! As a side note, yes, Eight does counter their counters.
Suggested units: Galuf, Edge, Eight

Shields: A good shield can absorb the BRV portion of the attack and make sure the amount of damage you take is manageable. As a very strong bonus, shields also protect against the BRV stealing portion of Spirit’s Judgment.
Suggested units: Warrior of Light, Zack

Launching: Any attack that initiates a launch will not trigger the counter. You can abuse this as a way to break the Dweller, opening it up for attacks from your other characters.
Suggested units: Tifa, Layle, Cecil (Dark Knight), Noctis

Paralyze/Silence/Freeze: If the Dweller is paralyzed or silenced, the counter attack will not trigger. If they are Frozen, the counter attack will still trigger but deal no HP damage, since they cannot increase their BRV – and you will be able to keep breaking them again after every counter.
Suggested units: Agrias, Setzer

Non-breaking attacks: If you can attack and deal damage without breaking the enemy, you will not activate the counter attack. This is especially useful with characters who can reduce the enemy’s BRV without risk of breaking them, like Exdeath and Penelo.
Suggested units: Exdeath, Penelo, Selphie, Sherlotta, Lilisette

Traps: If the Dwellers are broken by a “trap” effect, the counterattack will not trigger. This even includes the effect of Faris’ EX.
Suggested units: Emperor, Faris, Vanille

Attacks during Summon: While a summon effect is active, their counter attacks are disabled. Keep this in mind if you need a panic button for when a Dweller in the Counter stance is at risk of killing someone.
Suggested units: Anyone who can make good use of the burst phase to deal huge damage, like Ultimecia or The Emperor.

Single Target specialists: The Dwellers will never both activate the Counter stance at the same time. You can take advantage of this by focusing your attacks on one of them and ignoring the other until it deactivates the counter aura. Just beware of EX attacks that still target more than one enemy.
Suggested units: Vayne, Leo, Sephiroth, Tifa, Bartz

HP damage reduction/immunity: If you can nullify the HP damage dealt by the counters, you can just power through them.
Suggested units: Beatrix, Porom


Tools to deal with the :buff_generic: 3T BRV Damage Resist gimmick:

This buff sharply reduces any BRV damage dealt to the Dweller. It is only applied by the Spirits’ Judgment attack, which is really bad news because that move increases their own BRV and also steals huge amounts of BRV from your team; and with this buff up it is really hard to reduce their BRV in the latter parts of the fight, especially when only one of the Dwellers is left.

Dispelling the buff: Since it is a visible buff and not an aura, you can get rid of it with any character capable of removing enemy buffs.
Suggested units: Vanille, Faris

Buff denial/stealing: Same as above, some characters can not only remove it, but steal the buff for their personal benefit too. Yuffie’s EX can also prevent them from getting the buffs in the first place.
Suggested units: Balthier, Yuffie

Pushing them off with debuffs: Luckily, the buff is not enframed, so if you throw enough debuffs on top of it, it will be pushed off.
Suggested units: Fran, Serah, Vanille, Yuffie, Lilisette

Last Stand/Evasion/damage mitigation: If you have a way to ignore their next attack, you can let them just dump their BRV to no effect and save you the trouble of dealing with it.
Suggested units: Galuf, Edge, Beatrix, Eight, Y’shtola, Vanille, Cecil (Dark Knight), Zack

Using “gravity” attacks: Skills that reduce the enemy BRV by a fraction are great ways to deal with huge BRV gains, in this fight you want to reduce their BRV without breaking if their Counter aura is up. So be mindful if the skill you are using might break one of the targets.
Suggested units: Exdeath, Penelo, Bartz, Yuffie

Shields or evasion to avoid the BRV stealing: If you can nullify the BRV stealing part of the Judgment attack, your life will be easier – but the Dweller will still increase its own BRV by a large amount even without stealing the party’s.
Suggested units: Warrior of Light, Zack, Galuf, Edge, Eight

Party battery and delays: If your team has no way to remove >30k BRV from the last remaining Dweller, you can try saving a few battery and delay skills (either in your party or from a friend like Leo) to buy time and use them all after the first one dies. If it works, you will deal enough damage from the battery skills to kill the Dweller before it has a chance to act and kill anyone.
Suggested units: Leo, Y’shtola, Selphie, Penelo, Rosa, Aranea

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