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 75 turns | Take 20000 or less HP damage
Featured Characters: Onion Knight, Arciela, Rinoa, Prishe
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: Erode Mantis x2

Base stats (courtesy of DissidiaDB):
Max HP: 5,500,000 | INT BRV: 5200 | MAX BRV: 40000 | ATK: 12000 | DEF: 25000 | SPD: 32 | Chase value: 40

Thundaga :single: :magic: :thunder: :brv: attack
BladeIncreases BRV if below INT BRV;
:single: :melee: :hp: attack
High Wind :group: :ranged: :brv: attack; inflicts :debuff_generic: MAX BRV Down on targets
Cross Edge :single: :melee: :brv: attack; delays target 1 turn upon Break;
increases BRV based on BRV damage dealt
Yellow Drain :single: :magic: :brv: attack; grants :buff_generic_framed: 3T ATK Up, :buff_generic_framed: 3T DEF Up, :buff_generic_framed: 3T SPD Up, :buff_generic_framed: 3T MAX BRV Up, :buff_generic_framed: 3T INT BRV Up to self;
increases BRV based on BRV damage dealt
Homing Flies :single: :ranged: :brv: attack; grants :buff_generic_framed: 3T ATK Up to self
Gathering Bugs…!
free action after other attacks
gains :buff_generic_framed: 3T ATK Up, :buff_generic_framed: 3T DEF Up, :buff_generic_framed: 3T SPD Up, :buff_generic_framed: 3T MAX BRV Up, :buff_generic_framed: 3T INT BRV Up
Attack Signal
free action, starts red aura, lasts for 2 turns
grants :buff_generic_framed: ATK Up to self; this buff disappears when the red aura ends.
1st turn of red aura: BRV attack (Yellow Drain or Homing Flies)
2nd turn of red aura: BRV+HP attack ( :all: Hit High Wind or :single: Cross Edge+)
Hit High Wind
only on turn 2 of Attack Signal stance (red aura)
Increases BRV if below INT BRV;
:group: :ranged: :brv: + :hp: attack; grants :buff_generic: 6T Enfeeblement Up to self;
guaranteed hit
Cross Edge+
only on turn 2 of Attack Signal stance (red aura)
Recovers from Break;
:single: :melee: :brv: + :hp: attack; delays target 1 turn upon Break;
increases BRV based on BRV damage dealt
Starving…
free action, starts grey aura, lasts for 1 turn
Used in the third turn of one of the enemies, then only once or twice for the whole fight;
its next attack will be Gluttony Sickle unless it is unable to do so (for example: HP Attack Disable);
becomes “Fatigued…” after the next turn (reduces own ATK, DEF, SPD for 1 turn)
💀 Gluttony Sickle
Can only be used whle Starving… (grey aura)
Recovers from Break;
increases BRV;
dispels all buffs on targets (frames included);
:group: :melee: :brv: + :hp: attack; inflicts :debuff_generic_framed: 3T Fluke;
guaranteed hit;
“+”/”++” version:
applies version III and V of Fluke instead
:debuff_generic: Fluke :debuff_generic_framed: Fluke I: HP poison
:debuff_generic_framed: Fluke III: HP poison; Reduces own ATK, DEF; Increases ATK, DEF of debuffer
:debuff_generic_framed: Fluke V: HP poison; Reduces own ATK, DEF, INT BRV, Max BRV; Increases ATK, DEF, INT BRV, Max BRV of debuffer
Sharpened + Released Flukes
triggered at 79% and 49% HP
besides the usual increase in stats and BRV damage reduction, also:
delays itself several turns;
gains around 70k BRV and inflicts :debuff_generic_framed: 3T Fluke on everyone (III at 79% HP, V at 49% HP)

BRV Gain Reduction: All BRV gains on your team (green BRV numbers from buffs/skills) are reduced through the whole fight.
Stats increases: Like all Chaos/Lufenia bosses, at 79% and 49% HP their base stats will get invisible increases.
Enrage: Yes. When the first boss dies, the other one will raise DEF, INT, MAX BRV, and heal 550k HP.
Each 1% HP: 55,000 (the final 1% health can be twice that value, because it includes the 0.01% to 0.99% portion)


Boss Strategy

Apart from the lufenia orbs, the main concern for this fight is the fact that these bosses constantly apply multiple framed buffs to themselves (and with strong effects, too, making them fast, tanky and very hard-hitting). They have no way to cleanse debuffs from themselves, so any framed debuffs you manage to land will stick for the whole duration; but non-framed buffs will be easily pushed off. Bringing ways to dispel them helps greatly, not only because of the lufenia orbs, but also to tip the scales in your favor.

The easiest way to deal with this fight is by abusing turn manipulators or launchers (like Onion Knight, Ultimecia, Dark Knight Cecil, Ramza, Cloud, Jack or Machina) alongside Balthier or Arciela for orb duty, and saving your friend/summon/BT for the burn phase in the latter half of the fight. It is not an easy Lufenia, and it will be tricky to deal with these strong enemies while still keeping their orb counters up; but there are many varied team comps available to try in the Call to Arms.

And if you are unable to beat this one right away, don’t worry! Lost Chapter rewards are permanent and you can always wait to come back later with a stronger or better geared team.

The main boss mechanics are:

Starving…!: The start of the fight is very scripted; both mantises will use 2 weak attacks and then trigger auras (one red, one grey). The “Starving” one (grey aura) will use 💀 Gluttony Sickle as its next attack, unless prevented. You can prevent it with:

  • HP Attack Disable (Arciela or Kefka in your party)
  • Arciela‘s silver Call Assist (LD not required)
  • Sleep from Edward‘s LD
  • Paralysis from Shantotto‘s LD
  • Terror from Eald’narche (but he is not recommended for this fight)
  • Confusion from Porom (if you’re a masochist to deal with that RNG and bring her without LD)

Skills that prevent BRV or HP damage do work against this attack, but will not stop the worst part: it dispels every buff from your team and inflicts :debuff_generic_framed: 3T Fluke on everyone. Luckily, the grey aura will not happen often. After the first scripted use, it will only trigger again once or twice later in the fight. So it is fairly easy to tank it and reapply your buffs when needed, if you find it hard to include one of the options above in your team comp.

Attack Signal: This aura will be used frequently during the fight, often by both at the same time, and enables their strongest attacks. On the plus side, it makes the bosses predictable. The aura lasts 2 turns, and in the first turn they will always use a BRV attack (mostly Yellow Drain, rarely Homing Flies). Their second attack will always be a BRV+HP Attack ( :all: Hit High Wind or :single: Cross Edge+, depending on whether they queued a single-target or group attack).

:debuff_generic: Fluke: The first application is fairly mild, just an HP poison; but the stronger versions (III and V) of this debuff are quite dangerous. Its effect will stack with the framed buffs the bosss already have, further reducing your party’s stats and increasing theirs. Thankfully, the duration is short and it will not be reapplied often; but if you have a way to cleanse debuffs (like, say, Balthier’s LD) it’s good to save it for when the stronger versions of Fluke are automatically applied at 79% and 49% HP.

Fight timeline cheatsheet:

  • After their second attack: grey aura and red aura
  • 79%: delays itself, gains 66k BRV, inflicts :debuff_generic_framed: Fluke III on everyone and gets first Lufenia stats increase. 🔮Lufenia orb appears.
  • 49%: both delay themselves and gain 72k BRV at once, inflict :debuff_generic_framed: Fluke V on everyone and get second Lufenia stats increase.
  • 0%: if you don’t kill both in the same attack, the survivor will recover 10% health, buff up and gain a grey aura to unleash Gluttony Sickle on the next turn.

Orb details

Lufenia Orb (if it reaches 0 = game over)
1st: Orb count: 20, appears at 79% HP, never disappears
Countdown: -1 when player acts, -2 when that boss acts.
Increase: by 10 when that boss has any buff dispelled by the player (max: 20).

This is one of those hateful dispel orbs, which put you at the mercy of the enemies actually buffing themselves so you have something to dispel. Thankfully, a dispel increases the orb by 10, giving you good breathing room. And most of their attacks apply multiple buffs, so you can take it easy with Balthier, Cloud, Beatrix‘s Rose Petals or anyone with a Vanille sphere equipped, removing one buff at a time so you don’t run out of ways to increase the orb. Just be very careful about using Arciela, Beatrix or Diabolos to dispel all of their buffs at once when the orb count is low, because they may choose to use a non-buffing attack in their next turn and doom your run.


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!

For a good idea of what team comps are able to complete this, and which characters can help without having all their gear, check the Challenge Quest tab in the Call to Arms.


💪 Credits

Big thanks to the helpful friends who helped test enemy behavior to speed up the creation of this guide:
from our Dissidia FFOO Telegram Group: @xcaliblur, @dreram and ScottOng11 KN
from discord: vribas79#2227