
DFFOO JP - EX+ Freya As My Orb Counter in Latest Lufenia+ Before Her LD (Act 3, Chapter 7, Part 1)
The Orb for this Lufenia+ is to bring a character with a 5 stack buff. Freya's Dragon Crest buff from her Dragon Breath skill fits that bill, and this stage is actually kind of challenging after a bunch of overly easy Lufenia+ stages, so I figured it would be interesting to bring Freya to this one, especially since she is getting her long-awaited upgrades too in JP really soon. I will most likely do one other run where I push her damage as FAR as possible before her upgrades come out in JP, but I need to obtain Leo's LD and Ciaran's BT (and upgrade it to BT+) first, which I am working on. She didn't do as much damage as possible here because of the mechanics I have to focus on dealing with but she did pretty well all things considered.
My description can't be as precise as on my GL Freya Lufenia Saga runs since I played this blind on JP and had to learn as I go, only looking up the Orb. So I'll just explain my setup:
-Kefka can inflict HP Attack Disable just like he can as an actual unit, so I brought Lenna for her debuff immunity to bypass that. Her healing is also useful here, especially since her HP Regen combines with Freya's.
-Laguna is crazy good as a damage dealer and enables a lot of damage for the party with his copious amounts of HP Damage Taken Up debuffs between his LD and BT debuffs, so naturally I brought him for that. I did my best to maximise the up time on his BT debuff and got it to last for almost the whole fight.
-All three enemies only ever HP attack and you have to deal with threshold attacks, so I brought a 3 turn Zack friend to give me a head start in dealing with that. He also counters the Orb after the enemies hit him a few times which means it's much easier to get Freya to get her stacks up when she comes back in summon phase. However I only used his S2 after his BT, because I didn't want to refresh the Lock debuff, as it will be useless later and takes up a slot, and will just cause Freya to have to take all of the heat and she can't take more than two hits at once here for the most part.
-Beatrix LDCA was used because it can dispel Kefka's framed buffs and free some space for more debuffs like Laguna's LD debuff. Her normal CA also adds more HP Regen to the mix. I don't have Beatrix fully built yet but I did just enough to use what I needed to here.
-Irvine LDCA not only provides 20% HP Damage Taken Up debuff, but it also makes the enemies have a really low hit rate, meaning they are likely to miss. This offers a period of time where I have much more room to breathe and not worry about taking too much damage.
-Dark Knight Cecil LDCA is just for another 20% HP Damage Taken Up debuff.
-Freya's Max HP Up, healing, and Last Stand work quite well here for helping the party. Her damage was pretty good all things considered but her EX is heavily gimped by it being a three person fight for most of the run and her BRV gains on Reis' Wind and Cherry Blossom are really poor unfortunately, due to those nasty BRV Gain reductions in Lufenia+. Hopefully her LD fixes that.
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