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: 980k | Clear without any KOs | Clear within 60 turns | Take 20000 or less HP damage
Featured Characters: Ramza, Machina, Freya, Yda, Maria, Paine (but everyone has boosted stats for this fight)
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: Diabolos <Material> x1

Base stats (courtesy of DissidiaDB):
Max HP: 10,000,000 | INT BRV: 4600 | MAX BRV: 50000 | ATK: 12000 | DEF: 30000 | SPD: 40| Chase value: 50

BRV Attack :single: :magic: :dark: :brv: attack
ShadowbladeIncreases BRV if below INT BRV;
:single: :magic: :hp: attack
DarkwaveRecovers from Break;
:single: :magic: :dark: :brv: + :hp: attack
Diaflare :single: :magic: :brv: attack that increases BRV with each hit
Shadow Nail :single: :melee: :dark: :brv: attack; delays target 1 turn
Group Darkga :group: :magic: :dark: :brv: attack
Gravija
high turn rate; used when the recast bar is almost full
:group: Sets all enemies’ BRV to 1;
increases BRV;
inflicts :debuff_generic: 3T Turn Rate Down on all targets
Dark Energies
happens at 79%, 59% and 39% HP
Removes own debuffs (including framed);
increases BRV;
gains debuff immunity;
absorbs all elements;
its next attack will be 💀 Color Dark+ unless you use a knock back to deal at least 200k HP damage in the air. If you do, the boss loses debuff immunity and the next attack is a simple Color Dark.
💀 Color Dark+
avoid this by dealing 200k HP launch damage during Dark Energies
Recovers from Break;
removes target’s buffs (even framed), and own debuffs (including framed);
:single: :magic: :dark: :brv: + :hp: attack;
cancels debuff immunity and elemental absorption from Dark Energies.
Color DarkRecovers from Break;
:single: :magic: :dark: :brv: + :hp: attack;
cancels elemental absorption from Dark Energies.
Dark Messenger Divine
:recastbar:
Increases BRV if below INT BRV;
:group: :magic: :dark: :brv: + :hp: attack;
ignores effects that resist or nullify BRV damage;
applies Dark Space Divine to field for 2 turns (increases HP damage dealt by Diabolos, reduces BRV damage taken, absorbs all elements)

Stat increases: Like most Chaos/Lufenia bosses, at 79% and 49% HP their base stats will get stronger.
Enrage: Yes. The boss will get an additional stats boost when the fight reaches 50 turns.
1% HP: 100,000


Important reminder: this fight is not time-limited! If it is giving you trouble, you can always come back with a stronger future unit later and get those HG tokens more easily.

Boss Strategy

The worst enemy here is the turn limit. Since Ramza and Machina are the main stars of the event, and both have free turns as a base part of their kit, the max turn count to get all rewards is 60. It will be very hard to meet this requirement without using either/both of them or a few other characters who have enough free turns or launch damage, so don’t forget that this fight is permanent content, you can come back later to complete the Lufenia without missing anything important.

Good use of Call Assists and the Summon phase (and a BT weapon if you have it) will help keep the turn count low. Counterattacks/traps can help as off-turn damage, but since this is a single enemy, they will not get as much value as free turns or good launches.

Another big hurdle in this fight is the elemental absorption. At several points, Diabolos can trigger auras that let him absorb damage from all elements, making it really hard – if not impossible – to use most characters who rely on elemental damage. Party enchant/imperil is completely out of the question. Diabolos has the highest Defense stat among all Lufenia bosses so far, so bringing a DEF Down debuffer is an efficient way to keep your damage high without relying on elemental weaknesses.

If you bring Ramza, make sure to get his Shout buff to III as soon as possible to enable the HP+++ which is a free turn. Keep an eye on the turn order during orb phases to make sure he will act in time to refresh the count, and don’t waste Galvanizes, because they are your lifeblood against the orb. Do not waste LD uses either, every launch is precious. If you don’t have any other forms of launching (like Dark Knight Cecil or Cloud’s call assist), save all LD uses for when the boss uses Dark Energies.

If you bring Machina, you can start the fight with LD->Awakening->Awakening->EX to get all his buffs going quickly. Save all other LD uses to reapply the debuff after Dark Energies has been dissipated with a launch. If you waste an LD use while the boss is immune to debuffs, you will severely hamper Machina’s ability to deal damage later in the fight when you need it the most. And since this is such a short and brutal fight, it’s okay to not be conservative with his skill uses.

:recastbar: Dark Messenger Divine is a strong recast ability. In addition to the group BRV+HP attack (which can be very dangerous if it breaks anyone in your team), it also gives the boss elemental absorption, increases his damage and lowers the damage you case to him for as long as those balls of dark energy are floating around. This effects ends after the boss takes 2 turns.

As usual, the recast bar fills faster if the boss Breaks anyone in your team, so do your best to avoid that.

Dark Energies is this dark reddish aura that happens automatically when the boss reaches 79%, 59% and 39% HP. At that point he will cleanse all debuffs, delay himself, gain absorption against all elements and immunity to all debuffs.

If you launch the boss and deal at least 200k HP damage, the Dark Energies will weaken and the boss will lose the debuff immunity, but not the elemental absorption. His next attack will be Color Dark instead of Color Dark+.

The elemental absorption only ends after Diabolos uses Color Dark or Color Dark+.

Ramza, Cloud, Noctis and Keiss are the main launchers that can be used to complete this fight at the moment. Pay attention to boss health so you can plan ahead and have a launch ready when Dark Energies happens. Remember that Call Assists can also help with this – either to battery your team before a launch (like Penelo’s assist), or to provide the launch itself (like Cloud’s or Dark Knight Cecil’s assists).

If you keep preventing the boss from using Dark Color while Dark Energies is active – for example, via delays or paralysis effects – the absorption will remain in effect, but the boss will NOT trigger the next instance of Dark Energies at the HP thresholds they normally would happen. This is one way to complete the fight without bringing a dedicated launcher.


Orb details

Lufenia Orb (if it reaches 0 = game over)
1st: Orb count: 12, appears when battle starts, disappears at 79% HP
2nd: Orb count: 10, appears at 49% HP, never disappears
Countdown: -1 when player acts, -2 when that boss acts.
Increase: by 15 when a player character grants 6 or more buffs in one turn (Orb max: 20)

The condition for this sphere counts the sum of buffs applied to the whole team, so it is easier to apply with party buffs – a single skill giving 2 buffs per party member is enough. Ramza can take care of it with Galvanize, and other good options for this orb are Penelo, Sazh and Beatrix.


The Cheese Corner

  • Nacho cheese: Of course – a recast ability that targets ALL and is an HP attack? Eald’narche can keep the boss locked down through the whole fight, especially if his companions have enough free turns to keep up the pace with him. Video by Xcaliblur
  • The classic still works: It’s true that Ramza + Machina by themselves basically guarantee success on this fight, but if you want to do it without having to think much… Double Amidatelion can just take the boss out of the picture while your boys do the dirty work on the Lufenia. Video by Xcaliblur