DFFOO GL - Freya Lufenia Saga #13 - Guard Scorpion Raid COMPLETE

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This Lufenia is far easier than the last three, though took me a little longer than expected due to a combination of very weird RNG, and some carelessness on my part.

I originally had my heart set on a Freya/Rude/Cloud team comp. While this would certainly be possible as I almost squeezed it out, the weird RNG I was getting with enemy turn order and some of their more obnoxious mechanics like the shields and dispel attacks, was making it a tedious comp to run against this stage. It was also really tight on the turn count, though if I had Cloud's BT, it would have been much more manageable. Unfortunately I don't have that yet, so I had to play around that.

Ended up going with Lightning instead of Rude, her free turns and damage make the turn count a non-issue, and her big delays allow us to really control the enemy turns, which is very useful here, plus her BRV Damage Up on the party is good for BRV shaving. I basically alternated which enemy I would focus on delaying, and the enemy I wasn't delaying was paralysed to control the Lufenia Orb (meeting the Orb condition on one enemy here increases the count on both Orbs). The key is to space the enemies out as it also makes dealing with their recast gauge attack easier if you need to tank it. Freya's Last Stand comes in very handy for that as that attack sometimes packs a punch. You basically want to try and keep their recast gauges out of sync so Freya's HP Regen has some time to heal you up.

About halfway through the fight we practically have it locked in though, as we kind of start a delay/DPS train at this point, keeping one of the enemies close enough in the turn order so we can paralyse them and keep the Orb count high when needed. We had plenty of skills to burn through to just burst them down.

I did have one very silly run where I completely forgot about the Lufenia Orb in my DPS train and got wiped by the Orb when the enemies were at like 3% HP, so that was funny. And like I mentioned, I had some weird interactions with turn RNG that made this take longer than it should have to get a successful run. There was one run where Lightning got hit by a HP attack, and then that same enemy just jumped WAY forward in the turn order and hit her with ANOTHER HP Attack and KO'd her. Very frustrating but also kind of funny that it happened to Lightning specifically as that's exactly what she does to the enemies lol.

Just be careful of Lightning's turn jumping and consecutive turn shenanigans here, going too crazy means you can't let the enemy get a turn to have the paralysis go off and delay the Orb. Also, Freya's Reis' Wind has somewhat of a high turn rate, something you've probably noticed in previous runs. Sometimes she will jump forward in the turn order or straight up get a pseudo-consecutive turn after using it, despite it not saying "High turn rate" in the skill description. This almost screwed me over in this fight so again, just something to be careful of with her in fights where you need the enemy to take a turn to delay the Orb.

In hindsight, I probably should have used Rude CA on Cloud, though Penelo is all that's really needed. I gave Cloud a Zack CA just for thematic reasons. :P

As a small note, I may be uploading these runs a little later after release in the future due to IRL circumstances, though I will still try to get them up as early as I can.




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