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!
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Fight Overview

Mission Requirements:
Score: 960k | Clear without any KOs | Clear within 80 turns | Take 20000 or less HP damage
Featured Characters: Firion (but no one has boosted stats for these fights)
Many team ideas with and without boosted characters are available in this event’s Call to Arms!
To choose the best Call Assists for your team, use the Tonberry Troupe’s Call Hub!


Move List

Wave 1: Argent Officiant x2

Base stats (courtesy of DissidiaDB):
Max HP: 5,500,000 | INT BRV: 4600 | MAX BRV: 70000 | ATK: 12000 | DEF: 16000 | SPD: 35| Chase value: 40

BRV Attack :single: :magic: :brv: attack
Flare StarIncreases BRV;
:group: :magic: :brv: + :hp: attack;
high turn rate
Thunder Spear :single: :magic: :thunder: :brv: attack;
high turn rate
Spear ArtsRecovers from Break;
:single: :magic: :brv: + :hp: attack; inflicts :debuff_generic: 3T INT BRV Down, :debuff_generic: 3T ATK Down
Tri-Element
high turn rate
:single: :magic: :brv: + :hp: attack; inflicts :debuff_generic: 3T SPD Down, :debuff_generic: 3T DEF Down, :debuff_generic: 3T MAG Resist Down
Begins chanting…
Levitates;
low turn rate
Increases BRV by 90k+;
becomes very vulnerable to :ranged: Ranged damage;
becomes immune to delay (except from Breaks);
Begins a powerful chant…
Free action when the first one hits 49% HP;
Levitates;
low turn rate
Removes own debuffs (including framed);
grants :buff_generic: 3T INT BRV Up, :buff_generic: 3T MAX BRV Up, :buff_generic: 3T ATK Up, :buff_generic: 3T DEF Up to self;
Increases BRV by 90k+;
gains huge BRV damage reduction until next attack;
becomes very vulnerable to :ranged: Ranged damage;
becomes immune to delay (except from Breaks);
💀 Globated Crush+
only used while levitating
Increases BRV;
:group: :magic: :hp: attack (full damage to each target);
returns ranged resist, ranged DEF and BRV damage reduction to normal;
ends levitation and stops being immune to delay.

Stat increases: Like all Chaos/Lufenia bosses, at 79% and 49% HP their base stats will get stronger.
Enrage: Yes. When one dies, the survivor will trigger “Bursting with magic energy…” (raises ALL STATS) and levitate with a Powerful Chant. Try to finish them off close together.
1% HP: 55,000


Boss Strategy

These bosses are much simpler than some of the latest ones we fought, but still just as deadly. Their main gimmick is Levitating, which happens when they “begin chanting”. You can know that one of them will Levitate if he targets himself. Only one of them will levitate at a time, except for the 49% HP mark (read more below).

While levitating, they gain a huge amount of BRV (over 90k) and become more resistant to BRV attacks, but vulnerable to ranged attacks. The next attack will be Globated Crush+, which deals full damage to all characters and returns the Argent Officiant to the ground, cancelling the extra BRV damage reduction and the vulnerability to ranged attacks. The key to this fight is having a way to neuter this attack; you can do it with heavy BRV shaving (especially ranged), HP damage mitigation, Gravity/Instant Break attacks, BRV Gain Denial (like Edward’s EX debuff) or a good Tank (Warrior of Light, Basch and Gladio are especially good). Bringing Paralysis or HP Attack Disable can also buy you enough time to reduce their BRV and make the attack survivable.

While on the ground, they still have strong :all: attacks that frequently deal HP damage. You will more than likely have enough healing due to the orb requirements, but pay attention to keep your party in good shape when they have back to back attacks.


From 100% to 80%: No orbs, Levitation

Before the first orb appears, you only have to worry about dealing with their Levitation. Take it easy and don’t burn too many resources yet.

From 79% to 50%: Orb [7]

At 79% HP the first orbs will appear, and the real fight begins. You have to balance shaving their BRV and dealing constant damage, while healing frequently to recover from their attacks and keep the orbs from exploding. If they get dangerously low, remember that many AAs can heal your team and buy precious orb count; certain Call Assists can also help a lot here. Try to make the first Officiant hit 49% HP while one of them is already levitating.

From 49% to the next Globated Crush+: No Orbs, Extra Levitation

This phase can be over in a couple turns or last until the end of the fight, depending on your strategy. When the first Officiant hits 49% HP, both will “Begin a powerful chant…” and levitate at the same time, gaining even stronger BRV damage reduction than the regular levitations, and also granting themselves 4 strong buffs. If one of them was already levitating, only the one who was grounded will get these benefits. Nevertheless, this is the part where you bring out the big guns and do whatever it takes to survive the next Globated Crush+.

This is the perfect point to call in your summon, use your BT, start deleting turns… or doing whatever else you had in mind to gain more time and deal as much damage as you can before they use Globated Crush+ to make the orbs reappear. Do note that if one of them is not targeting :all:, you can let them attack safely, as it won’t bring the orb back. Only Globated Crush+ triggers the orb.

From Globated Crush+ to 0%: Orb [6] again

Exactly the same as before, the orb will just complicate things and give you something else to pay attention to while dealing with the bosses. Except this time the bosses are at full power, having gained the final stats increase at 49% HP. Also, try your best to kill them close together, because the survivor will trigger a strong Levitation when the first one dies.


Orb details

Lufenia Orb (if it reaches 0 = game over)
1st: Orb count: 7, appears at 79% HP, disappears at 50% HP
2nd: Orb count: 6, appears when they use :all: Globated Crush with 49% HP or less, never disappears
Countdown: -1 when player acts, -2 when that boss acts.
Increase: whenever your team receives direct healing (not regen effects), 1 point per healed char (Orb max: 8)

A very simple condition to fulfill, but since the max orb count is so low, you have to watch it constantly. Firion, Rude and Gau are the prime choices here, making the orb upkeep effortless. If you don’t bring any of them, you will probably need 2 characters with healing skills to fulfill this condition. Make good use of healing AAs or Call Assists for emergencies if needed.


The Cheese Corner

  • Is this getting predictable? Don’t blame us, blame SQEX for making the delay/turn deletion strat so damn strong! You can use Lightning, Amidatelion and Rude or Firion to completely bypass the second Orb phase, no BT required. Xcaliblur has more details in the description of his video. Or if you do have Lightning’s BT, you can do a full no healer run by bursting the bosses down from 79% to 0 HP with Lightning/Vivi/Kurasame, as shown by ScottOng here.