DFFOO GL (The Power of Knowledge CHAOS) Sherlotta, Quistis, Trey
Alexander Summon, Keiss EX+3LB friend (not used)
Note: All 3 characters are EX+3LB. Sherlotta has her bloom passive and sphere.
I am still learning Trey's mechanics and doing this run to test how well he did without his character boards.
Wave 1: Tear Eyes x2 (completed on turn 25)
- Have Trey use his EX for his Fatal Arrow debuff (for guaranteed breaks). Do use it whenever is up. His skills build up charges when it is not used. Ideally, you will want to use his skills when it is at charge 2. Use his S1 (for Arrow Shower) and follow by S2 (Dynamite Arrow). The traps damage will trigger upon the enemies' actions.
- Have Quistis use her S1 (to activate her HP+ and BRV+, along with the useful turn rate down debuff) Her constant battery skills will help to boost Trey's traps damage while boosting Sherlotta's Hurl Stuff.
- Lotta just needs to keep up her buff for the party's HP regen and damage boost with her auras.
Wave 2: Evil Gaze x2 (completed on turn 67)
- Try to spread the Evil Gaze apart when Quistis Degenerate Whip if the Evil Gaze gains a lot of turns in between your party's turns. Quistis' Turn Rate Down and SPD Down debuff will help this a lot. Her constant batterying with her abilities will help both Trey and Sherlotta capped their BRV often.
- Trey should use his abilities in 2 skills EX order. The knowledge of turn order is important you need to know to plan your traps detonation to maximize the use. His EX debuff (Fatal Arrow) helps a lot with its guaranteed breaks even your allies use a weak BRV shaving ability. His Arrow Shower will constantly battery the party for 2 turns at Charge 1 and 3 turns for Charge 3. His Dynamite Arrow has a 2 turn detonation effect and not immediately you need to use strategically use them. Don't worry about Trey using up his abilities as the enemy die before he uses his skills. You bypass actions using instant abilities (e.g. Sherlotta EX, S1 or AA, Trey's AA, or Quistis AA). The key concept on using Trey is always to ensure that his EX debuff is on the boss and plan out his traps uses accordingly.
- Sherlotta will help the party for the healing (S1 gives 8% HP regen while S2 gives 12% HP regen). Her 20% HP DMG factor helps the party increase their damage output that is required for you to meet the DPT requirements for the tight turn count for the battle.
Score: 999k (15 breaks)
Additional notes on the Evil Gaze's phases
- Normal: It is another breather period. It will speed their process to Red if you let them break too often. Watch out for Dusk Wing. They could use Ram (if have enough BRV) or Black Candela. Gliding Leg has a high turn rate. Helical Drive has 2 turn delay. Watch out for that as it will mess up your turn order.
- Red: The boss has ATK and SPD under this state. They will use the + variant of their abilities which guarantee breaks. Zack will be the target for them to break so at least Alphinaud and Aphmau can focus on their DPT. It takes around 3-4 turns before the boss starts to lose steam and the aura goes blue. Avoid getting in a situation where the character targeted is in the middle of the boss turns and there is no one in between to avoid the breaks. If you see them targeting All, it is a near-guaranteed game over since Dusk Wing+ guarantees AOE break. (unless you have killed one of them in advance)
- Blue: You will see the message that they tired out. During this phase, they will take 2-3 actions to build back their momentum when they go to normal. So this is technically a breathing period. If you let them break your party, they could go directly in the Red zone.
- Yellow: They will gain instant turn upon breaking and follow up HP attacks (Ram or Black Candela). Avoid getting broken by them when they are in this state.
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