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 770k | 1 FF XII character | 2 Yellow Crystal characters | 1 Gun character
Featured Characters: Ramza, Balthier, Fran, King (Abyss has no “boosted” stats, BUT Gun users get +20% ATK and Yellow crystals get +20% MAX BRV for this fight)
Many team ideas with and without boosted characters are available in this event’s Call to Arms!


Move List

Wave 1: Heretic Marilith Gloria x2

Base stats (courtesy of DissidiaDB):
Max HP: 4,000,000 | INT BRV: 4000 | MAX BRV: 40000 | ATK: 20000 | DEF: 16000 | SPD: 37 | Chase value: 40

BRV Attack :single: :melee: :brv: attack
Slash :single: :melee: :hp: attack
Firaga :single: :magic: :fire: :brv: attack; grants :buff_generic_framed: 5T INT BRV Up to self
“+” version: increases BRV after the attack
Pouring RodsRecovers from Break;
:group: :ranged: :brv: + :hp: attack; grants :buff_generic_framed: 5T ATK Up to self
Absolute Chaos :single: :melee: :brv: attack;
increases BRV; grants :buff_generic_framed: 5T DEF Up to self
Advent of Trials :group: :magic: :brv: attack; grants :buff_generic_framed: 5T Infirmity Talisman (deals HP damage to all enemies every turn) to self
Abyssal WhirlRecovers from Break;
:single: :melee: :brv: + :hp: attack; grants :buff_generic_framed: 5T ATK Up to self
Khakkhara of Effacement
:recastbar:
Increases BRV;
:group: :magic: :brv: + :hp: attack (full HP damage to each target) + :group: :magic: :brv: + :hp: attack (split damage among targets);
guaranteed hit
:buff_generic_framed: Heaven’s Might
used by one of them at the start and then when the first Marilith hits 69%, 49% and 29% HP
Removes own buffs and debuffs (frames included);
grants :buff_generic_framed: 5T ATK Up, :buff_generic_framed: 5T SPD Up, :buff_generic_framed: 5T MAX BRV Up, :buff_regen_framed: 5T BRV Regen, :buff_generic_framed: 5T DEF Up, :buff_regen_framed: 5T HP Regen to self

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 “Scowling this way…!” (raises ALL STATS). Try to finish them off close together.
1% HP: 40,000


Boss Strategy

Yes, this fight is just a copy/paste of the Beatrix Lost Chapter. And if the game developers get to be lazy, so do I! 😃
Enjoy a recap of the previous boss guide below; I will list the relevant differences here.

Balthier is pretty much mandatory for this version of the fight, but he can be made to work even without EX or LD. He fulfills all but one of the code requirements, and then you only need to bring another yellow character (like Ramza or Lightning) to complete them. These codes replace the usual mission requirements (except score), so you can get away with taking more turns, suffering more HP damage or even a KO, as long as you reach the required score. The only big disadvantage is not being able to bring a friend support.

This version of the bosses also lacks the double resistance to :dark: Dark (thanks Elegr0#3430 for pointing that out!). This allows you to use Diabolos lvl 40 as another source of dispels. Enemy stats are also lower – 4 million HP each instead of 5 million, for instance – so all in all, it’s not terribly difficult to carry an undergeared Balthier through.

Most of the previously used strategies – including the Cheese strats – continue to work as long as you replace someone with Balthier, so have fun experimenting with what works for you!

This is, sadly, a fight that almost demands to be cheesed. If you want the quick and easy way to get it done with, read the Cheese Corner at the end of this article and move on with a happier life. If not, continue reading for evidence of why this fight is bullshit.


💩 Exhibit A: The recast ability :recastbar: Khakkhara of Effacement is extremely deadly. It doesn’t matter if the Marilith is currently broken and your team has full BRV. It’s a BRV gain (up to 40k BRV) into a guaranteed-hit, full damage HP attack on every team member, followed by another BRV + HP attack on everyone just to spite you and make sure you cannot survive it even with Basch, Freya or Last Stand passives. It takes around 7 attacks for the bar to fill IF they never break you. The only way to survive this is by using HP Damage Mitigation like Beatrix’s HP+++ or, say, blocking their BRV gains with Setzer’s Call Assist. Otherwise, letting the recast bar fill up is a guaranteed game over.

💩 Exhibit B: At three points over the course of the fight (the first time any Marilith reaches 69%, 49% and 29% HP), both of them will trigger :buff_generic_framed: Heaven’s Might to cleanse any debuffs you applied on them, and grant themselves 6 powerful framed buffs. They don’t need those buffs to be insanely fast, tanky and damaging. But they will use it anyway and become even stronger, because screw you!

💩 Exhibit C: One of their buffs is a framed HP Regen that is conveniently the last buff to be applied, thus, the last in line to be dispelled! And it recovers 5% of their max health per turn. That is a 250k HP heal every time they act! Try out-damaging that!

💩 Exhibit D: Did I say Heaven’s Might only happens at certain HP thresholds? I lied! It also happens right out of the gate, immediately after one of the Mariliths takes its first turn. Which one of them? Who knows! You can’t predict it, because both will queue a single target attack! Good luck dealing with that one before you even got your feet wet in the fight.

💩 Exhibit E: They have a framed HP Poison Aura in the form of :buff_generic_framed: 5T Infirmity Talisman. Not only are their attacks extremely brutal even outside of the recast, they can make you bleed just by existing. But hey, at least this buff is also removed when they prepare to buff up with Heaven’s Might! Hooray!

💩 Exhibit F: Look at that orb. Look at our list of Dispellers. Look at the orb again. Now look at the rest of the fight. Most of the available dispellers are completely outdated, and could hardly contribute much to the fight apart from delaying your inevitable Orb Doom. And even if you bring one of the few strong dispellers, the maximum you can do is increase the orb count to 15. Fifteen! And of course, each orb is independent from the other. Also, here is the kicker – if the enemy has no buffs to dispel, you can’t increase that count! So be ready to either let the enemies have a turn – and pray they use an attack that grants buffs – or deal the humongous HP damage required to trigger the next Heaven’s Might before that orb goes boom.


Orb details

Lufenia Orb (if it reaches 0 = game over)
1st: Orb count: 15, when HP is 69%, never disappears
Countdown: -1 when player acts, -2 when that boss acts.
Increase: by 10 when you dispel a buff from the boss (max: 15)

This fight is impossible without a dispeller. Bring one, or leave it for later down the line after adding a good dispeller to your roster.

If you bring a character who dispels a few buffs at a time (i.e. Cloud with his WoI weapon, Reno, or anyone with Vanille’s sphere), your life is easier (especially with the cheesy route) because you will not run out of buffs to remove, and keeping the orbs maxed out will be no trouble.

If you bring a full dispeller (like Beatrix, Vanille or Arciela) then you will be forced to let the enemies act to reapply buffs, or else you will have no way to increase the orb count unless they trigger Heaven’s Might. This makes it a little dicier to manage the orbs, but far from impossible.


The Cheese Corner

  • 0 boss turnsZZzzz: Let’s be frank. Almost everyone pulled Lightning’s LD. You all know if the fight mechanics don’t stop it, she’s an easy win button. And this fight not only doesn’t stop that, it encourages it.

    Recast is impossible to survive? Not a problem if they never fill that bar.

    250k HP regen per turn? Who says they get to have any turns.

    HP damage whenever they act? Well they won’t…….. okay, you get the idea.

    The only trouble you might have is delaying them too much and not having enough buffs to dispel, as explained in the orb section. Apart from that, the strategy completely dismantles this fight and is a suitable revenge against the bitter game dev who chose to pile this many layers of bullshit on a single event. So I will not blame you for just flying right over this fight and not even seeing what the bosses would do if they weren’t busy being delayed to next week.

    If you go this route, make sure you start delaying right from the start. The beginning of the fight is dangerous due to one of the Mariliths buffing after the first action. The obvious combos, of course, are Lightning and Cloud or Lightning and Beatrix. Luckily, all of these are very popular characters that most of the playerbase chased, but even if you missed some of them, the Call to Arms has other combinations with less obvious units like Keiss, Aranea and Garland. To add insult to injury, you can also throw a couple Amidatelion in the pile and delay them even further beyond.