How to access:
Clear all stages of the Lost Chapter in Normal mode. This will give you access to the HARD version of the stages, including the CHAOS version of the last stage.

Stage Difficulty: Level 180 (CHAOS)

Mission Requirements:
Score 620k | Clear without any KOs | Clear within 95 turns | Take 15000 or less HP damage

Featured Characters: Aphmau, Lion, Prishe

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


Fight Overview & Team building

Since one of Aphmau’s main selling points is debuff immunity, obviously her event will feature heavy debuffs. You will not have to worry about elemental or weapon resistances, so make sure to bring some good source of group damage because both waves are multi-target, and they have a LOT of HP.

Recommended:

  • Debuff evasion to avoid the Bad Breath in the first wave, and the myriad debuffs (including Paralyze) in the last one.
  • HP attack disable if you want to cheese the final wave and keep the boss grounded forever.
  • High group damage. The final wave is very tanky, so you don’t want to waste time dealing single target damage on the disposable bodyguards.
  • Debuffers can have a field day, since the final boss is not immune to anything and its attacks usually deal heavy damage. They can also help get rid of the buffs in the last wave if you don’t bring a Dispeller.
  • Tanks can help immensely, especially if your team gets weakened by debuffs; Snow and Warrior of Light work great, and evasion units finally have a chance to shine again, since there are no guaranteed hits.
  • Turn delayers can be great if you don’t bring an HP attack disabler, especially as friend units. Read the full strategy to know how to best use them.

Avoid:

  • Bringing only single target damage dealers, as the last wave really needs some group damage to kill the bodyguards quickly.

Summon options:

  • Any, depending on what better fits your team.
  • Ramuh can exploit elemental weaknesses to :thunder:

Wave 1: Guardian x2

BRV Attack :single: :ranged: :brv: attack
Laser :single: :magic: :hp: attack
Magitek Laserrecovers from Break;
:single: :magic: :brv: attack + :hp: attack
High-Pressure Water Cannon :single: :magic: :water: :brv: attack; high turn rate
Suffocating Winds :single: :magic: :brv: attack; inflicts :debuff_generic: 3T SPD Down; high turn rate
Tentacle Slap :single: :melee: :brv: attack
Bad BreathHigh chance :debuff_generic: 3T Blind, :debuff_generic: 3T SPD Down, :debuff_poison: 3T Poison on all targets
Flare :single: :magic: :brv: attack
Meteor :group: :magic: :brv: attack; higher turn rate when Breaking or hitting Broken target

Mechanical sounds grow louder…: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 80% HP)
Mechanical sounds grow even louder…:
Raises ATK, DEF, SPD, INT BRV, MAX BRV further (activates at 50% HP)
Enrage:
No. They do not power up when one is defeated.


The Guardians are strong and fast, and they can change their attack patterns to get access to additional attacks based on the current “Battle Program” (marked by the color of their shining “eye”). They will go through each pattern one in this order, and then cycle between Malboro and Ultima Weapon:

  • Kraken battle program (blue glow): activates at 80% HP; single-target BRV magic attacks with high turn rate.
  • Malboro battle program (green glow): if they target :group: in this mode, brace for the dreaded Bad Breath attack, which deals no damage but has a high chance to inflict :debuff_generic: 3T Blind, :debuff_generic: 3T SPD Down, :debuff_poison: 3T Poison on everyone.
  • Ultima Weapon battle program (purple glow): magic BRV attacks, with Meteor hitting all and having high turn rate if breaking or hitting broken targets.

The big problem in this wave is Bad Breath, which can cripple your team if you have no protection against debuffs. These robots can reach high BRV values easily, and being Blind can leave you unable to shave them in time to avoid a killer follow-up attack.

The Guardians only switch stances after using one of their attacks. Usually, when they switch to Malboro mode (green eye), their first attack will be a single-target tentacle slap, followed by the dreaded Bad Breath. If you lower their HP evenly and burn both as hard as possible as soon as the eye turns green, you can deal enough damage to trigger the switch to the next phase (purple eye) after the tentacle slap, totally skipping the Bad Breath attack. This is useful for teams without protection against debuffs.

Since they don’t enrage, it is safe to focus one down first in order to make the remaining Guardian easier to deal with.


Wave 2: Shift Frame Type-BW x1, Death Machine x2

Machine Gun :single: :ranged: :brv: attack
Charged Shot :single: :magic: :hp: attack
(only used while [Airborne])
Wide-Range Shot :group: :ranged: :brv: attack
(only used while [Airborne])
Rail Cannon :single: :magic: :brv: attack
(only used while [Airborne])
Rapid ManeuverRecovers from Break;
:group: :magic: :brv: attack + :hp: attack
(only used while [Airborne])
AlightBecomes [Grounded] and immune to delays, EXCEPT those caused by Breaks (the in-game description is wrong!)
Lunge :single: :melee: :hp: attack
(only used while [Grounded])
Sonic Edge :group: :ranged: :brv: attack; high turn rate; inflicts :debuff_generic: 3T SPD Down on target
(only used while [Grounded])
Dash Slash :single: :melee: :brv: attack; high turn rate; inflicts :debuff_generic: 3T DEF Down, :debuff_generic: 3T MAX BRV Down on target
(only used while [Grounded])
Assault ComboRecovers from Break;
:group: :melee: :brv: attack + :hp: attack; high turn rate; inflicts :debuff_generic: 3T ATK Down, :debuff_generic: 3T INT BRV Down on target
(only used while [Grounded])
RiseIncreases BRV; changes mode to [Airborne]; summons Death Machine; heals allies if present;
grants :buff_generic: 5T ATK UP, :buff_generic: 5T DEF Up, :buff_generic: 5T SPD Up, :buff_generic: 5T MAX BRV Up, :buff_generic: 5T INT BRV Up to party; cancels immunity to delays

Mechanical noises grow frenetic…!: Raises ATK, DEF, SPD, INT BRV, MAX BRV (activates at 80% HP)
Mechanical noises grow more frenetic…!:
Raises ATK, DEF, SPD, INT BRV, MAX BRV further (activates at 50% HP)
Enrage:
No. But the main boss will always revive/heal/buff the Death Machines every time it takes flight again.

Centaurion Blade
BRV Attack :single: :ranged: :brv: attack
Laser :single: :magic: :hp: attack
Mind Stop :single: :melee: :brv: attack; low chance of inflicting :debuff_generic: 1T Paralyze on target

The Shift Frame enters battle accompanied by two Death Machines who are relatively harmless at first, but can occasionally :debuff_generic: Paralyze one of your team members and mess your turn order. They become much more dangerous after the boss lands to the ground and then takes flight again, buffing all of their stats. This is where a good dispeller or debuffer will come in handy.

The main boss itself will go through a cycle, shifting between [Airborne] and [Grounded] modes.

While [Airborne], its attacks are not very noteworthy except for Rapid Maneuver, which is a group BRV+HP attack that is immediately followed by Alight, which makes the boss land and switch to its ground mode.

While [Grounded], the Shift Frame will have access to more dangerous attacks that have high turn rate and inflict several debuffs. It also becomes immune to delays (but can still be delayed by Breaks), and after a couple turns will follow one of its attacks with Rise to become [Airborne] again, while also reviving/healing its allies, and granting them and itself generic buffs to all stats.

If you don’t have enough damage to kill the Death Machines quickly enough, this wave can quickly spiral out of control as the boss keeps bringing them back. The easiest way to end their threat is to stop the boss in its cycle. If you kill both of the blue robots while the boss is in the air, you can then inflict an HP attack disable (with Arciela or Kefka) to stop it from using Rapid Maneuver and landing. This will keep the boss stuck in the air, where it cannot inflict any debuffs or re-summon its allies. If you did not bring Arciela or Kefka, the same can be done by using a summon or delays (from your team or from a friend Aranea/Leo). Use this opportunity to deal as much damage as you can, while reapplying the debuff or delaying as needed, and you might be able to finish the boss before it has a chance to get back to the ground, depending on your team composition.

As long as the Death Machines have been killed at least once, defeating the Shift Frame ends the battle.

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