Mission Requirements:
Score 930k | Clear without any KOs | Clear within 100 turns | Take 15000 or less HP damage

Featured Characters: Warrior of Light, Eight, Quistis, King

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



These guides are only released at least one day after the event has launched, because they are based on first-hand experience from testing and beating the fight with different team comps and strategies. And that takes a good amount of time!
If you would like to help support the effort put into creating this content, please consider becoming a patron.


Fight Overview & Team building

Recommended:

Avoid:

  • Slow characters, since these bosses are extremely fast.

Summon tips:

  • All summon options are viable, depending on your team. You can bring Leviathan to slow down the boss cycles, or Shiva to speed up your characters and give you extra attack; Diabolos is a great option for teams based on enchant/imperil.

Wave 1: Blanc Clac x2

Base stats (courtesy of DissidiaDB):
Max HP: 5,500,000 | INT BRV: 4000 | MAX BRV: 60000 | ATK: 13400 | DEF: 15000 | SPD: 37 | Chase value: 40

Group Thundaga ×
Group Thundaga ×
Group Thundaga+
[Lufenia Orb Countdown ability]
removes all debuffs (frames included);
recovers from Break;
:group: :magic: :thunder: :brv: attack + :hp: attack;
grants :buff_generic_framed: 5T Blanch (boosts INT BRV, SPD) to self
Aero :single: :magic: :wind: :brv: attack
Group Aero :group: :magic: :wind: :brv: attack
Thundaga :single: :magic: :thunder: :brv: attack
Group Thundaga :group: :magic: :thunder: :brv: attack
Trio-Headrecovers from Break;
:single: :melee: :hp: attack
Trifactor :single: :magic: :fire: :ice: :thunder: :brv: attack
Tail Beat :group: :melee: :brv: attack; inflicts :debuff_generic: 5T MAX BRV Down
increases BRV;
Mystic Roarincreases BRV
Sacred Bite :single: :melee: :brv: attack; increases BRV
Light Rayrecovers from Break;
:single: :magic: :brv: attack + :hp: attack;
delays target 1 turn
Triple
(free action
after an attack)
Restores :brv: each turn; raises ATK, SPD; lowers DEF;
begins acting thrice in a row;
lasts for 3 actions
Triple annulled!
(free action)
Cancels Triple status; will use Triple again 3 turns later

At wave start: Lufenia aura grants 50% increase to SPD and lowers BRV damage taken
Intimidating this way…!” (at 80% HP): Increases ATK, INT BRV, MAX BRV and SPD, further lowers BRV damage taken
Further intimidating this way…! (at 50% HP): Increases ATK, INT BRV, MAX BRV and SPD more, further lowers BRV damage taken
Enrage:
No.
1% HP: 55,000


LUFENIA ORB

Appears: first time is when boss HP hits 79%; then, after the boss falls under 50%, the orb will appear again every Triple is annulled.
Disappears: when Triple state begins.
Countdown: Starts at 10; ticks down by 1 when player acts, by 2 when boss acts.
Increase: resets both bosses’ orbs to 10 when player initiates a counterattack.

The second Lufenia fight is much simpler than the first one. The bosses have straightforward attacks, relying on their speed and brute force to mow down your team. Their Triple buff works on a simple cycle, where they will have Triple active for three turns and inactive for the next three; rinse and repeat. While Triple is active, their attacks are obviously much stronger and can easily break your characters, so a strong tank or other safety measures are highly recommended.

For the orb itself, this one is much easier to deal with than Shinryu’s. Any of the characters below possess counterattacks that will reset the orbs to 10, allowing you to simply ignore them and focus on the bosses:

  • Eight
  • Galuf
  • Cater
  • Machina
  • Gau
  • Wakka
  • Cloud of Darkness
  • Shadow
  • Yang
  • Gabranth

Yes, Gabranth’s debuffs are considered a “counterattack” by the game, and are the most hilarious way to reset the orbs every time a boss acts. Thanks to Parsnippins and SomecallmeBrian for bringing this to my attention on TCC’s discord. =)

Plan B

If you don’t have any counter-attacker geared up, the second option is very simple: this orb does not dispel your team and is not a guaranteed hit, so you can just facetank the damage and proceed as if nothing happened. Basch, Warrior of Light, Edge, teams with Last Stand, and other ways to cheat death all work. If you take this route, you can just treat the orb as a very predictable HP attack and survive it while hacking away at the big dogs.

Plan C

You may have guessed it when I called the orb a “very predictable HP attack”: when the orb reaches 0, it can be locked out by our good old trio of Eald’narche, Kefka and Arciela, and that will stop the bosses from acting altogether, until the orb eventually disappears.


DISCLAIMER:
Challenge quests are just a small bonus if you have already geared up the characters it asks for. If you haven’t, it is NOT worth pulling for a new character or spending ingots if you only intend to use them here. You can easily clear it with any team to get 400 gems and 3 tickets. The extra rewards for a Perfect complete with boosted characters are a measly 100 gems and 2% of a BT weapon. Not worth the hassle!

This CQ is a lighter version of the Lufenia quest, where the bosses have much lower stats and no Lufenia orb; a first wave is added with two very speedy Krakens, but either WoL or Eight should be enough protection to make it through alive.

Gear Check: WoL, King or Quistis can be easily carried as EX+0, but you should bring at least one purple unit to do the heavy lifting. Eight is more dependant on having his LD to perform well nowadays, but two purple companions can drag him through the finish line with relative ease.

For a better idea of what team comps are able to complete this, check the Challenge Quest tab in the Call to Arms.