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📕 Boss Rush Basics
- Multiple teams can be constructed for the battle, each team gets 50 actions before they must be swapped to another team.
- Any BRV/HP/skill/AA/Call will count toward your 50 count.
- Burst & Summon do not count toward your 50 count.
- Fewer teams used = more rewards. Use 3 or fewer teams for maximum results.
- Green Synergy – Bring any boosted character (Tidus, Leon, Jack, Lilisette, Setzer, Wakka, Amidatelion, Vaan, Kefka, Ardyn) and your entire party will receive synergy stats!
- Allies on a team cannot be used on later teams, however calls can be used across multiple teams.
- Summons must be unique to each team.
- Debuffs are cleared after swapping team.
- LUFENIA orb count & Boss recast gauge remain the same after swapping team.
- Abuse off-turn damage mechanics with traps/counter and removed speed passives. Removed speed passives will result in the unit having more chances to counterattack or having traps triggered in between turns.
📕 General Battle Notes
- The boss rush has a strict HP requirement (5000) to watch out for.
- Turn spammer units are valuable for Blanc Clac bosses. The bosses will get more dangerous when they enter into Triple mode.
- This will be the first time we fight the Crawl Bugs. You need the bosses to act to upkeep the orb. The bosses have lots of BRV+HP attacks. A tank is recommended to tackle them.
- Although there is no orb, Evil Gaze has insane DEF stats (they are immune to generic DEF Down debuffs). Counter & Evasion Tanks are valuable against these bosses.
- The Weretigers are annoying and power up as time goes on. Avoid dragging the battle too long. BRV Damage Up, Ignore DEF, gravity are great options to counter the boss mechanics.
📕 Key Roles to look out for
- Turn manipulation unit with lots of instant turn (Tidus) for 1st wave and 2nd wave.
- BRV Refund and Healing (Rosa) for the overall boss rush HP requirements.
- BRV Damage Mitigation (Reno) for BRV damage against AOE BRV+HP attacks and delay utility from Numb against incoming melee attacks.
- Instant Break/ BRV Damage Up (Jack) for the 3rd and 4th wave.
- BRV Damage Negation (Leon) and Absorption (Leon) – Turn the bosses attack into battery!
- Lower the bosses’ defenses and raise your BRV damage Up (Jack) to overcome BRV resistances for 4th wave!
🌊 Wave 1: Blanc Clac x2
Lufenia orb
- Appears at 79% (15)
- Never disappears
- Increases when player uses an instant turn rate ability (+2; limit: 15)
📝 Tips
- You need to use instant abilities to uptick the orb. Instant Skills, AA, Calls & Instant Turn on breaks are all useful.
- It is possible to nuke past the stage with a Launch oriented team comp.
- If you are not going for a full nuke team, deploying a tank is advisable here since the attacks can one shot your characters when the boss is under Triple status. It helps for the next wave as well.
Boss Mechanics
- The boss becomes dangerous upon activating their Triple where they raises their ATK and SPD but in expense of lowering their DEF. They will have massive BRV regen as well. When Triple is active, they will chain 3 skills in 1 turn.
- Their HP attacks are single target – Trio-Head (Recovers from Break, HP) or Light Ray (ST BRV+HP, delays target by 1T).
- Boss Triple combinations include the following (HP attacks are highlighted in bold):
- Aero × Aero × Thundaga
- Aero × Thundaga × Trifactor
- Thundaga × Thundaga × Trifactor
- Group Aeroga × Group Thundaga × Group Thundaga
- Aero × Thundaga × Trio-Head
- Aero × Thundaga × Sacred Bite
- While Triple is not active, the boss can do massive BRV gains with Mystic Roar. The boss will enter into Triple status for 3 turns. It will revert back to normal stance for 3 turns and the cycle will repeat.
🌊 Wave 2: Crawl Bug x2
Lufenia orb
- Appears at 79% (10)
- Never disappears
- Increases when player takes BRV damage that is reduced or absorbed by an effect (+5; limit: 10)
📝 Tips
- If you are using a non-defensive team for Team 1. Don’t hesitate to swap them out here.
- Damage will be gimped at the start if your Team 2 enter when the auras are activated. So don’t be shocked.
- The boss has no major resistances.
- These worms tend to target your lowest HP party member.
- The orb requires the boss to attack your party to uptick. Avoid using delayers or HP damage negation (Terror or HP Silence). Traps that provide off-turn heals are good options as well.
Boss Mechanics
- Compared to the Tunneler counterpart, although there is no annoying debuffs, the bosses hit very hard.
- One of the boss will start off with a full recast gauge. The boss’ recast ability Unclean Breath is a BRV gain, ST BRV+HP, guaranteed hit attack. The recast gauge will build up in 3 boss turns.
- The boss will power up and use strong variants of its abilities once the auras are active. It will use Dark Blast/+ when you see the message “Dark powers rising”, which boosts its elemental weakness damage by 2x. When you see the message “Readying for the Kill” it will use Wallop (ST BRV+HP, ignores HP damage reductions).
🌊 Wave 3: Evil Gaze x3
Lufenia orb
- No orb for this wave.
📝 Tips
- There is no orb mechanic for the fight. The bosses have the highest DEF stat of any bosses we have faced so far. Lower their DEF with Défense down calls (e.g. Faris, Jack, Gabranth, Tidus etc).
- This time we will be fighting 3 of them instead of the usual 2.
Boss Mechanics
- The boss has 3 modes:
- Run Wild (Red) – Increase ATK/SPD. Inflicts BREAK status.
- Begrudge (Yellow) – Enters after Run Wild is finished. Gains massive BRV with BRV/HP Damage resist. You need to break them with instant break, attacks that ignore defense or gravity attacks.
- Tire (Blue) – Lowered DEF/SPD. The least dangerous mode of the boss.
- Notable Attacks: Black Candela (ST, BRV+HP) ignores BRV nullification, Dusk Wing (AOE, ignores BRV reduction) & Helical Drive++ (ST BRV+HP, delays 2T, ignores BRV damage reduction)
- One of the bosses will start off with red aura.
- Once the boss’s HP drops to 49% and below, they will enter into Run Wild+ mode permanently. Black Candela and Dusk Wing HP attacks will become a common theme, and their Ram attack ignores HP damage reduction.
- Counter Tanks like Gladio/Galuf and Traps that do off-turn damage are ultra valuable here.
🌊 Wave 4: Weretiger x3
Lufenia orb
- Appears at wave start (10)
- Never disappears
- Increases when that boss takes at least 10000 BRV damage in 1 hit (+3, Limit: 10)
📝 Tips
- To fulfill the orb, make sure all characters have their HG armor. Units that have Unity HG armor will help the party a lot.
- The bosses have very high DEF/BRV damage resistances and the DEF will get even higher as the battle progresses. DEF Down debuffs and auras, skills that ignore DEF, or BRV damage up calls are very valuable here. Cor is useful here as well for his Rainbow BRV damage, and Setzer when he gets his LD.
Boss Mechanics
- The bosses will power themselves up with Ferocious Roar. Ferocious Roar will go up by a level for each 11 actions that your party takes. There is a total of 6 levels with each level giving the bosses an aura of 30% ATK & DEF boost and SPD Up.
- The bosses don’t have a lot of HP attacks to watch out for, but their BRV hits are hard. There are a few notable attacks to note – Shred (ST BRV, INT BRV, MAX BRV Up to self) and Whiteclaw (Poison).
- The boss has an AOE BRV attack (Lightning Bolt), which powers up based on the number of buffs it has.
- When Ferocious Roar is at level VI, they will unleash Lightning Bolt+ on their next turn (there will be a warning message); This is a buff dispel, AOE BRV+HP guaranteed hit attack. It is important not to give the boss any turns after that point.
- Try to kill them at the same time, as the surviving Weretiger will gain 80% BRV reduction aura from its Grand Roar.
📋 PDF Guide
⚔️ Call to Arms
Find videos and team ideas here
🎬 Video demonstration
💪 Credits
This guide was created by DFFOO GL SO (ScottOng11), who frequently contributes to the site and on reddit. If you like it, follow his youtube channel!