How to access:
Clear all of the Event stages (except the Co-Op LV 70 stage, which is optional). This will give you access to the CHAOS stage.

Stage Difficulty: Level 180 (CHAOS)

Mission Requirements:
Score 560k |Clear without any KOs | Clear within 105 turns | Take 15000 or less HP damage

Boosted Characters: Jack, Ramza, Ignis, Cinque

Many team ideas with and without boosted characters are available in this event’s Call to Arms!


Fight Overview

This new Chaos is not as hard as the last one, but still requires some attention to the fight mechanics. Healers are recommended, and you need to make sure your team is not outrun by these enemies who specialize in speed manipulation. Characters who can buff speed or have free turns will make the second wave much safer.

Both waves have two enemies, so characters with good group damage can exploit that. You will need some heavy hitters to make up for the high HP and defense on these foes. Debuffers will not work so well for the second wave, unless they rely on framed debuffs; unframed ones will be cleansed frequently. Tanks help in both waves, but the second one has very frequent :group: attacks, and some tanks will be unable to keep the party safe from them.

Shiva and Leviathan are summon options that help deal with the speed issue, by making your team faster or the enemies slower.


Wave 1: Kraken x2

BRV Attack :single: :magic: :brv: attack
Group Water :group: :magic: :water: :brv: attack
Wallop :single: :melee: :hp: attack;
Constrict :single: :melee: :brv: attack + :hp: attack
Inkblast :single: :magic: :brv: attack; inflicts :debuff_generic: Blind on target
Black InkcloudPowerful :single: :magic: :brv: attack; inflicts :debuff_generic: Blind on target
Water Cannon :single: :magic: :water: :brv: attack
High-Pressure
Water Cannon
Powerful :single: :magic: :water: :brv: attack
Suffocating Winds :single: :magic: :brv: attack; inflicts :debuff_generic: SPD Down on target
Hard Shot :single: :magic: :brv: attack; inflicts :debuff_generic: DEF Down on target
UnbindRaises SPD; raises turn rate

Powers heightened!…: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 80% HP)
Powers further heightened!…: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 50% HP)
Enrage: No. They do not power up when one is defeated.


The Krakens in the first wave are nothing too different from the other Krakens we’ve fought in the past, except they have a ton more HP. Their main deal is using Unbind to improve their SPD and turn rate, while inflicting SPD down on your team to further increase the speed difference. The net result is that if you don’t bring any ways to counter their speed manipulation, they are likely to have several turns back to back while under the effects of Unbind. Apart from that, they also love Blinding your team and lowering their DEF, so having some way to avoid debuffs can make the wave easier to deal with.

Watch out for their opening moves with double :group: attacks. If they break your party, your run might end with a quick KO right at the start. Since the Krakens do not enrage when one dies, you may choose to focus your attacks on a single target until it is gone, since a Kraken alone is not nearly as dangerous. Almost all of their attacks are single-target, so tanks who can keep their focus work well here.


Wave 2: Flutter Jelly x2

BRV Attack :single: :melee: :brv: attack
Tentacle LashIncreases BRV when BRV less than INT BRV;
:single: :melee: :hp: attack;
Nectar Volley :single: :magic: :brv: attack;
inflicts :debuff_poison: Poison on target;
Pollen Dance :group: :magic: :brv: attack;
inflicts :debuff_generic: SPD Down on all targets
ToxifyRemoves own debuffs (frames excluded);
:group: :magic: :brv: attack;
inflicts :debuff_generic: Turn Rate Down on all targets
Tentacle Knock :single: :melee: :brv: attack;
delays target 1 turn
Slapdown :single: :melee: :brv: attack;
grants :buff_generic: INT BRV Up, :buff_generic: MAX BRV Up to self
Aggravate :single: :melee: :brv: attack;
delays target 1 turn when inflicting Break
+ version: delays target 2 turns instead (when they are under 50% HP)
Concentrating…Turns cannot be delayed while concentrating;
while concentrating, Spinning Blades becomes its + version;
loses concentration after 3 player actions (4 actions when under 50% HP)
Spinning BladesRemoves own debuffs (frames excluded);
increases BRV when less than INT BRV;
powerful :group: :magic: :brv: attack + :hp: attack
+ version: removes even framed debuffs, increases BRV even if already higher than INT BRV

Movement becomes lighter: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 80% HP)
Movement becomes even lighter
: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 50% HP)
Enrage: Yes. They power up with “Moving Aggressively!” when one is defeated.


The Flutter Jellies have the ability to inflict SPD Down and Turn Rate down on your team, while being immune to (unframed) SPD Down debuffs. That is no coincidence; their main gimmick is entering the “Concentrating…” stance as a bonus action right after doing one of their other attacks. When that happens, the Jelly will be surrounded by glowing pollen and their next attack will be Spinning Blades+, a more dangerous version of Spinning Blades which not only deals higher damage, but also cleanses even framed debuffs from them. The only way to prevent that “+” version is for your characters to take a total of 3 actions before the Jelly’s next turn (or 4 actions when they are under 50% HP). If it happens, a message will say that “Concentration appears lost”). That will depower their spinning blades, lowering its damage and making it unable to remove framed debuffs.

It is not hard to break their concentration, as long as you have a reasonably fast team and avoid getting broken. Characters with free turns also help greatly with this. If you find yourself in a pinch, having only two characters able to act before the glowing Jelly’s next turn, you can use any free turn ability – even an AA – and then take their two regular actions. (Calling your summon or swapping to the friend unit do not count as actions.) The Jelly cannot be delayed by any skills while concentrating, but you can still break them to push them back a turn if needed, so characters with guaranteed breaks or re-breaks are valuable.

Getting rid of the pollen will not stop them from using the regular Spinning Blades, which annoyingly removes all unframed debuffs. If no one is broken by the attack, it will deal a bit over 2k damage to each party member. But since they use it so frequently, having a reasonable amount of healing is required to complete the fight.


3 thoughts on “Boss Guide – The Power of Ignorance CHAOS”

  1. Nice explanation of Spinning Blades+ and the concentration mechanic. I can see why Ignis can be very valuable for this fight in addition to Jack of course.

    Reply
    • Thanks! And yup, Ignis plays a lot of useful roles in this fight, from healing to debuff evasion to outright breaking their concentration with the amount of turns he can consume while cooking his recipehs. =P

      Reply
  2. Having a hard time here…I have a fully maxed Ulti delaying turns on these two in the 200 battle, but from out of nowhere they randomly spawn turns and one-shot my whole team with spinning blades. I’ve seen all of the videos with my very team dominating this fight without the bosses getting a turn. Just cannot figure out what I am doing wrong…

    Reply

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