/ffg/'s Guide to Record Keeper

literallyffrkg Jul 12th, 2018 (edited) 2,796 Never
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  1. On the to-do list:
  2. >Acolyte Archives and recommended picks
  3. >Updating recommended skills
  4. >On elemental boost gear (rule of thumb: each boost -> =40 points in a stat ignoring softcaps); when to combine and to leave separate
  5. >Decomposing larger sections into mini-pastes so the guide won't take forever to load (e.g., Magicites get their own section) - magicites done
  6. >Improving the "what's in a good SB" section - done
  7. >Maybe add a guide for Transcendent / Boundless bosses
  9. Things I'm probably forgetting at the moment
  10. >Things that are obsolete (tricks that no longer work or strategies that are being phased out)
  11. >Astra, Last Stand, recommended magicites, general recommendations
  12. >Leave a section in there about the new 8*s requiring weapon fodder to be smelted down so all your old Unique SBs in the Vault will be useful someday?
  13. >Renewals: priority accessories, etc
  15. >Who should I spend my first MC3 lode on?
  16. >Structure and Interpretation of Moogle Pointers (or, when the "Boss uses strong magical attacks" still stomps you with physicals)
  17. >What is Torment bait? - see glossary
  18. >How do I properly use a Chain Soul Break? Glints?
  19. >Why any status effect spell that doesn't end in -ga is worthless
  21.     >>227716673 (You)
  22.     For the Acolyte Archives I would say to make it clear that you don't need to choose the relic right after the pull, especially since there is some overlap between levels.
  24.     Some of the old strategies are still valid in many cases relevant to newbies like me, so I wouldn't obliterate them from the record yet. Drawtaliate got me my first pair of 5* abilities that were a huge power boost.
  26.     Is combining 3* equipment still worth anything? Thanks for making it, it's incredibly useful.
  29. - Magicite
  30. - Torment
  31. - Skills, crafts, hones
  32. - Soul Breaks
  33. - Relics Draws, fests
  34. - Events and Raids - types, difficulty
  35. - Starting out - Materia, LMRs
  36. - Record Spheres (may not need their own section)
  37. - Nightmares (remark: if you want it to be a fun challenge, try taking them on at recommended levels (add these!) to match the powercreep at release.)
  39. LAST UPDATED: 12/09/2018
  41. I lurk the thread and answer anons' RK questions whenever I can. Feel free to mention anything you want me to add to this guide.
  43. In any case, most anons will start by asking questions before reading this FAQ, but the thread is usually willing to oblige with good responses, so don't worry about it. Except if anyone responds to your question by saying the game will shut down soon, that's a meme.
  45. Official site / strategy:
  48. Strategy websites & event information:
  50. (has datamined in-game announcements, calculators, planners, and a gacha simulator)
  52. Game mechanics and statistics:
  54. (RK database)
  56. /ffg/'s Friend Codes List:
  59. >What's FFRK?
  60. Final Fantasy Record Keeper is a mobile spin-off of the Final Fantasy series. Like all shitty mobage games, it has a fairly simple plot: for some reason we have a kingdom that gets its power from magical artworks that depict the story of mainline FF games, and some jackass is corrupting them, so you go into the world of paintings and fix everything. Cue battles in these realms using the old Active Time Battle system simplified for the attention-deficit generation.
  62. >mobile
  63. >Why not BE, OO or Mobius?
  64. Yes, I know, microtransactions, et cetera, et cetera, good goy. Powercreep has gotten a bit more absurd as of late, but what that really ends up meaning is that you only need to luck out for one or two Soul Breaks extra for the highest level of content. As for the rest, your 1/11 Super / Burst scraps will do just fine, and despite the incoherent screeching of the anti-RK shitposters, the bottom line of RK's system hasn't changed, and you're less likely to get fucked for something you've saved for than shitposters would like you to think.
  66. As for the appeal:
  67. - RK is the only one of the current mobileshit crop that does Active Time Battle at all, and it does so well.
  68. - All the Bravest was terrible; RK is essentially their apology for it.
  69. - If you can think of a character with even passing plot relevance to an FF game, they're probably here, and if they're not, it's only a matter of time.
  70. - Your favorite character is likely more usable in RK overall than in the other kusoges.
  72. Just as a warning: you're still liable to get cucked from time to time. If that doesn't appeal to you, move on and maybe play a proper FF. The mobile experience is not for everyone.
  74. >Okay, I guess this is interesting.
  75. Great! Welcome to the circlejerk. See below for the actual reason you may be reading this guide.
  77. ------------------------------------------------------------------------------------------------------------------
  79. >Okay, so what important things should I know?
  81. Of course it looks like a lot because a lot of it is fucking game mechanics, but don't worry about having to understand all of this stuff now. Just focus on the bare basics and have fun.
  83. Of particular interest for beginners are the following sections:
  85. [1-4] Equipment and Soul Breaks
  86. [6-7] Strategizing and Starting Out (avoid 7.5 onwards)
  87. [9] Daily Dungeons (see Sunday)
  88. [11] Glossary
  89. [12] Tips and tricks
  91. /**********
  92. >>contents:
  93. ***********/
  97.     [1.1] Record Synergy and Additional Effects
  98.     [1.2] Upgrading, Combining, and Weapon Types
  99.     [1.3] Augment Rank
  101.     [2.1] Character Viability and Building a Party
  102.     [2.2] Essential Skills
  103.     [2.3] Honing
  104.     [2.4] Record Spheres
  105.     [2.5] Legend Spheres and Materia
  106. [3] SOUL BREAKS
  107.     [3.1] Soul Break Types
  108.           [3.1.1] Burst Soul Breaks
  109.           [3.1.2] Overstrike Soul Breaks
  110.           [3.1.3] Chain Soul Breaks
  111.           [3.1.4] Ultra Soul Breaks
  112.     [3.2] Elemental Infusion and Imperil
  113. [4] RELIC DRAWS
  114.     [4.1] Rare Relic Draw methods
  115.     [4.2] Special Relic Draws
  116.     [4.3] Which banners should I draw on?
  117.     [4.4] On "trap banners"
  118.     [4.5] Some notes
  121.     [6.1] Retaliate-based strategies
  122.     [6.2] Magic-based parties
  123.     [6.3] Lifesiphon, Wrath, and Entrust
  124.     [6.4] Ultra Cross Slash
  125.     [6.5] On reduced-delay and instant-cast effects
  126.     [6.6] On Chains, doublecasting, and chasing damage
  128.     [7.1] Starting Out and Core Dungeons
  129.     [7.2] Event Dungeons
  130.     [7.3] Special Events
  131.     [7.4] Multiplayer Raids
  132.     [7.5] Torment Dungeons <- update this, old torments ar edead
  133.     [7.6] Full Throttle / Jump Start Battles <- dead, remove
  134.     [7.7] The Crystal Tower
  135.     [7.8] Nightmare Dungeons
  136.     [7.9] Magicite Dungeons
  140. [11] GLOSSARY
  141. [12] TIPS AND TRICKS
  142.      [12.1] Hit-and-run SB charging
  143.      [12.2] Jump timer delay
  144.      [12.3] Mastery by Petrify
  145.      [12.4] Good and bad ways to spend your Mythril
  146.      [12.5] Differences between Global and JP
  148. /*****************************************************************************************************************************
  149. *****************************************************************************************************************************/
  153. >Is there rerolling in RK?
  155. Short answer: nope.
  157. If you're reading this and it's not an anniversary event or some other occasion when DeNA is handing out free draws OR free mythril to do draws, you're going to have to build up the mythril yourself, which actually takes a bit of time despite how quick early-game dungeon clearing is. Even then, the only banners available will likely be the Newcomer ones and whatever event banner is rolling at the moment, which doesn't (usually) give you too much of a leg up.
  159. That being said, if you have disposable time and want to reroll anyway, the only thing you'll need is the ability to make throwaway Google accounts. On Android at least, RK saves will be automatically linked to an existing Google account tied to the phone if it exists -- the game will automatically start a new game if no RK save is known to be linked to the account.
  161. That being said, RK is absolutely a long-haul kind of game. Unless you're atrociously unlucky (RK's rates are pretty decent!), as long as you keep playing you'll be able to get the components for an end-game team. Play at your own pace and enjoy.
  163. >What's the password for /ffg/ MP raids?
  165. 7243 (rage), as is commonly used in /v/ and /vg/ (/mhg/, for example).
  167. >Should I pull?
  169. Check the schedule for any "anniversary" or "fest" events in less than a month -- if there are any, generally save unless you are in serious need of synergy or something better than your current available relics. When in doubt, ask thread and post your current best relics or whatever dungeon you're having trouble with and you can probably get by with your current build.
  171. >I really want [x] relic...
  173. We've all been there, but if you've used up your budget and you still don't have it, I'm sorry anon -- you generally can't afford to go that far, especially if it's the only relic left on the banner that you don't have. Relic chasing generally leads to heartbreak and more gems, kupo -- save up and try again some other time. Most relics in RK reoccur at some point or another, unless they drown in the Powercreep Sea.
  175. >Is [x] banner a trap banner?
  177. - Ask the thread.
  178. - If it's a fest banner or a banner for V or XIV, it probably isn't.
  179. - If you're a veteran (and you didn't just come back from a long hiatus) and you're asking about a Lucky Draw, it probably is.
  180. - If you have a lot of synergy in the realm(s) specified already, it probably is.
  182. >Should I use Mythril for [not relic drawing]?
  184. Unless your inventory is bursting at the seams, no. Even then, try selling redundant accessories or non-5* equipment. Use the Vault. Use your Stamina Potions, not your Mythril. If you ever find yourself refreshing stamina without Potions for whatever reason, never use Gems to refresh: the first-draw special is 100 gems, while 5 mythril is a single pull; meanwhile a stamina refresh is 100 gems or 1 mythril.
  186. >How do I beat [x] boss?
  188. When in doubt, ALWAYS POST YOUR TEAM.
  190. Before the Ultimate level, and especially in the Tactics realm or on Holy-weak bosses, one or two casts of Thunder God (Orlandeau's OSB) as an RW can skip large portions of or bypass a fight entirely. Even without exploiting weakness, this is particularly effective during Tactics realm fights due to most boss fights having multiple targets and requiring only one (who tends to have less HP, being part of a group) to be defeated to win.
  192. End-game bosses tend to have weak phases where they will go batshit insane, which means you'll probably need to dump bursts of damage, usually by means of an Overstrike, to kill them in seconds once these phases begin.
  194. In general, Overstrike Soul Breaks are good for skipping large portions of fights, but always pay attention to any elemental weaknesses a boss may have to shave off as much damage as possible.
  196. If bosses use many attacks that "ignore Defense / Resistance" (usually marked by an "Ultimate" in the name), prioritize Breakdown stacking over DEF / RES boosting.
  198. If bosses use a lot of single-target physical attacks, consider Draw Fire or Gaia's Cross.
  200. >[x] keeps oneshotting me
  202. Protectga / Shellga + SG/SS2 and associated Break/downs are the basics. Sentinel's Grimoire / Stoneskin II (and occasionally Keeper's Tome) are the optimal defense-first RWs. Use your elemental and status-resisting accessories.
  204. At the D220 and D260 (Apocalypse+ and Apocalypse++) levels and beyond, elemental weaknesses are key. If the boss doesn't have one, or worse, resists all elements, make your own opening and Imperil them.
  206. >How do I not be an MP shitter?
  208. Coordinate with the thread. Compared to solo play, MP bosses have a tendency to use elemental attacks to deal brutal damage, or otherwise fuck you up with debuffs. Prioritize elemental or debuff resistance accessories whenever you can.
  210. Be upfront about what you can bring when organizing. Most stamps don't have a defined meaning in /ffg/ raids, apart from Fungahhh! (usually spammed at random and whenever the raid clears), and Hold on! (usually means "check the thread").
  212. >What RW would /ffg/ prefer I set up?
  214. Given the ubiquity of many useful effects even on the random RW list and that you don't need to mutually follow or friend a player to get their RW on call, there's not much pressure to be using the best RW all the time unless you want to get a whale friend as a mutual follower for some reason. That being said, here's a list of RWs people love to see:
  216. - Boostgas / Faithgas [+ Hastega] (Culinary Curiosity, Forbidden Wisdom, Hyper Mighty G, History's Truth...)
  217. - Chains, especially "Gen 2" type-chains (Lucky Stars, Junction Link, Resilient Memories...)
  218. - Medicas (Innocent Cure, Magika Album, Divine Portrait, etc.)
  219. - Walls (Divine Veil Grimoire / Stoneskin II / Paladin Wall)
  220. - Instant AoE Soul Breaks are follow bait during Orbfest or EXP daily days. Most commonly seen are:
  221.   - Shuriken Storm (Shadow)
  222.   - Metsu (Fujin)
  223. Less commonly:
  224.   - Elite Operator (Elena)
  225.   - Sword of Saints (Orlandeau)
  226.   - Doom of the Living (Yuffie)
  227.   - Weaponsmaster (Firion)
  228. This is by no means an exhaustive list because there's a ton of the damn things.
  230. Overstrikes such as Orlandeau's Thunder God also have utility for cast reduction time or certain CMs (or for helping earlygame players one-shot bosses).
  232. [1] EQUIPMENT AND RECORD SYNERGY ----------------------------------------------------------------------------------
  234. [1.1] Record Synergy and Additional Effects -------------------------------------------------------
  236. Whether you are lucky with rare relic pulls or not, PAY ATTENTION TO THE RECORD SYNERGY SYSTEM. I CANNOT STRESS THIS ENOUGH. Basically, Record Synergy assigns a "realm" to almost every weapon, armor, or accessory. When you use that piece of equipment in said realm (e.g., use Shantotto's Iridal Staff [XI] in the Waughroon Shrine [XI] dungeon), all of its stats will get a proportional multiplier. The same goes for characters, who will get a Synergy boost in their realm approximately the equivalent of a 10-level boost.
  244. A piece of equipment that is a 3* base combined twice (5*, or 3*++) with Synergy can match an equivalent natural 5* with no Synergy. Learn to use Synergy or get ready to suck -- while you can survive without it, even up to Apocalypse+, the absence will make you suffer.
  246. You'll occasionally encounter the terms Bravery Synergy and Nightmare Shift. To make things brief, these are unconditional Record Synergy boosts for any character who meets the specified criteria, and any equipment they have will be treated as on-realm regardless of what realm it has (or doesn't). These are the only events in which you can get synergy for equipment without a registered realm.
  248. You may have noticed, offhand, that some equipment will come with a "small boost to [elemental] damage" or "minor resistance to [elemental] damage". These pieces of equipment are similarly important: they are how characters defy stat soft-cap limits after Soul Break boosts [section 4]. Elemental boosts from a weapon and armor slot stack, while resistances do not.
  250. As a rule of thumb, a "small boost" in damage is roughly equivalent to +40 in ATK granted by a weapon that does not. If your character does not reach the soft-cap after boosts, go without the elemental boost; if they do, go with. At the end-game, you will likely take the elemental boost over the weapon with nominally higher stats, unless the latter has Record Synergy and the former doesn't.
  252. Some of these effects only activate when Record Synergy is active. Like I said, pay attention to it.
  254. [1.2] Upgrading, Combining, and Weapon Types --------------------------------
  256. All equipment have a level cap, which you've noticed -- each piece of equipment will also have a different level cap depending on its rank: for example, 5*s have a base cap of 20, 4*s 15, and so on. Naturally, all equips start at level 1 and are upgraded by feeding upgrade materials to level up the piece. While you can use pretty much anything in your inventory barring accessories as upgrade materials, dedicated materials called Scarletite (for weapons) and Adamantite (for armor) exist. (You can use Adamantite for weapons and Scarletite for armor, of course, but the effect is drastically reduced.)
  258. Once a piece of equipment reaches its cap, you can no longer upgrade it except to increase its Augment Rank (more on this below). This is where combining comes in: if you have a second piece of that item, you can combine them together to increase its level cap and continue upgrading it. Combined equipment is denoted by a + beside its name, such as Mythgraven Sword + -- you don't need to fuse a 6*+ and a 6*+ to get a 7*, though, so you'll only need two duplicates to combine to max.
  260. Once equipment reaches its natural cap, you can use the corresponding rarity of Dark Matter (so a base 4* needs 4* Dark Matter, and so on) to reforge equipment and give it another five levels. Natural 6* equipment does not have Dark Matter.
  262. Be careful about combining your natural 4*, 5*, and 6* equipment. Also be careful about combining equipment with elemental boosts. You want to be able to outfit entire parties with synergy sticks if at all possible. So far, natural equipment exists up to 6*, which can be combined twice to create an 8* with a level cap of 35 (not that it matters, since basically only whales should be doing this).
  264. In general, weapons have more ATK if they are melee-range and a melee-type weapon, like a sword or katana. Exceptions are, for example, nominally melee weapons that are the unique relics of a mage, like Ashe's Ragnarok or Terra's Durandal. Daggers, since they can be equipped by pretty much anyone, usually have lower ATK.
  266. [1.3] Augment Rank -------------------------------------------------------
  268. Each weapon has an "Augment Rank". Augment Ranks increase the highest stat point given by a piece of equipment by one per level; in case of a stat point tie, the stat to which the Augment is linked to is arbitrary. Augments are also boosted by synergy -- 50% of the Augment rank, rounded up.
  270. To increase the Augment Rank of a piece of equipment, simply upgrade it by using another piece of equipment with at least an Augment Rank of 1 as material. Combining natural 5*s also increases its Augment Rank, so a 7*++ has a Rank of 3, for example.
  272. However, the problem is that most equipment starts at an Augment Rank of 0. The exceptions are natural 5* and 6* equipment, which start at base Ranks of 1 and 3. Please don't use base 5* and 6* equipment as Augment material unless you know what you're doing.
  274. Now, this wouldn't have been a problem if Giant Scarletite and Adamantite were given an Augment Rank, but unfortunately for us DeNA decided instead to make a new upgrade material specifically to increase Augments: the 5* Rosetta Stone, usually given out as the reward for D120 battles onward in an event, or as part of a special login bonus.
  276. In general:
  277. - Only augment weapons.
  278. - Augment weapons that provide a boost to elemental damage. (e.g., Sun Blade, Dagger of Resolve)
  279. - Augment weapons you use often (usually Ultra / Overstrike / Arcane equipment).
  281. Major Augments can occur during augments, and grant a free +1 every time they trigger. Each piece of augment fodder represents a separate chance of a Major Augment triggering, and in theory multiple Major Augments can occur at once. If you're close to the augment cap for a piece of equipment, you may want to consider adding augments one at a time so as not to waste Major Augments should they occur.
  283. [2] UPGRADING YOUR PARTY ------------------------------------------------------------------------------
  285. [2.1] Character Viability and Building a Party -------------------------------------------------------
  287. Part of the fun of RK is that in some way or another, almost every character is viable -- even nominally nonviable characters (core class characters like Black Mage and Summoner) can take on end-game content if you have the hones and the strategy and the patience.
  289. That being said, for the beginner:
  291. - Scrap your core characters (i.e., Black Mage and White Mage from the tutorial, etc.)
  292. - If you have the Onion Knight's relics (Onion Sword / Onion Gauntlets / Zeus Mace), ignore him for now. The Onion Knight is true to his FF III incarnation in that his stats are absolute trash until Level 93 when they explode. You probably don't have the means to acquire MC1/2/3 lodes yet unless they're being handed out for free at the same time you're starting out, and even then it's an arduous grind to level him up and then max out his Record Sphere grid.
  293. - Probably the best way to start filling up your party is to go to whatever event is running at the moment, get the character rewards from the early dungeons, and build off of them.
  294. - Once you get your first Soul Break relics, get the corresponding characters for them. Usually, they'll be on the event that corresponds to the banner, but if not, use any Souls of Heroes you have (usually from the 5th stage of an event) and recruit them from the Hall of Rites (The Annex -> Hall of Rites -> Soul of a Hero). Those characters should form your core starting party.
  295. - It's easier to start off physically biased teams earlygame -- magical teams usually equal or surpass come lategame.
  296. - The 5th stage of an event is usually clearable at the start -- just dump any of your first Growth Egg rewards into your starting five and throw your base 5* tutorial sword at the boss.
  297. - Speaking of Growth Eggs -- the Normal difficulty raid of any event hands out 5 Majors. Ask in /ffg/ if you need help (or, hell, leech off public raids), because more often than not someone is willing to carry you.
  298. - Get the Dr. Mog's Teachings / Mako Might record materia ASAP [section 8].
  300. The natural stats of most characters usually don't make a difference -- Synergy bonuses, Record Sphere boosts, Soul Break mastery bonuses, or just plain equipment stats are usually able to carry them. What matters, however, are character skillsets -- Tyro / the Keeper being the best example, since he has 5* in literally every set, making him viable in spite of his core class-tier stats. DeNA, in fact, will often update the skillsets and stats of characters to improve their viability.
  302. The usual cutoff for a character fitting an endgame role is 4* or 5* in a skillset, which gets White Mages access to Protectga and Shellga, supports access to Breakdowns, and Knights access to the vaunted Saint Cross, for example. A common balanced party usually has one or more of the following:
  304. - Power / Magic Breakdown (or both) + Full Break (4* and 5* Support)
  305. - Power / Magic Break (at lower levels - 3* Combat)
  306. - Protectga / Shellga (or both) (4* White Magic)
  307. - Curaga / ja (3* / 4* White Magic)
  308. - Lifesiphon (4* Combat)
  309. - Elemental attacks (spellblades, summoning or black magic)
  310. - One or more of Wall / Shout or a similar haste + boost / a group healing Soul Break
  312. In brief: at least a 4* Support, White Mage, and of either physical or magical offense.
  314. An example build:; in detail:
  316. - Tyro covers Support  / breakdowns. At lower levels this is just Power / Magic Break, which is 3* Combat and also something he can do. Dr. Mog's Teachings allows him to start by casting Sentinel's Grimoire.
  317. - Rinoa and Bartz are the primary damage dealers; the Lightning-element abilities suggest a target condition or a boss's weakness to lightning. Bartz uses Lifesiphon as well to charge up to his BSB, Light of the Four -- while Rinoa gets to her BSB, albeit slower, by exploiting the Thunder weakness.
  318. - Arc has a Cure and carries Shellga, so the boss is primarily magical.
  319. - Cecil seems to be primarily a tank. Protectga seems to imply the boss has some physical attacks as well; Saint Cross deals damage on top of being boosted by Sun Blade (+Holy damage). If the boss had any way of buffing itself (i.e., casting Haste / Regen / Protect / Shell), Saint Cross would likely be Banishing Strike.
  321. If you have Wall but not Shout / Vessel of Fate, the example above would apply -- simply take the latter two as your Roaming Warriors [section 5]. On the other hand, if you have the latter but not Wall: RW Sentinel's Grimoire or Stoneskin II, and give Ramza / Onion Knight your Break skills and the SB charger materia Tyro should have.
  323. Both Sentinel's Grimoire and Platinum Sword (Shout) are easily available from Keeper's Choice Vol. 2 [see 4.2].
  325. [2.2] Essential Skills
  327. Skills aren't created equal. Some find more use due to their relevance in a strategy, and some are just plain shit or are too niche.
  329. So let's narrow it down: you want these specific skills, listed in about the general priority you want to craft them:
  332. - Double Cut / Tempo Flurry + Retaliate [6.1] + optionally Draw Fire
  333. - Protectga / Shellga / Cure/a/ga/ja/da + Curaise, Ultra Cure
  334. - Breakdown skills (Magic / Power / Mental / Armor / Mind Break/down)
  335. - Full Break (5* skill -- Power, Ice, Lightning Orbs)
  336. - Multi Break (5* dancer skill -- basically Full Break but hits all targets, or when physical attacks aren't viable)
  337. - Heathen Frolic Sarabande / Exhausting Polka (4* dancer -- AoE Magic / Power Breakdown)
  338. - Lifesiphon / Entrust / Wrath (SB charger skills, like Lifesiphon) [see 6.3]
  339. - Banishing Strike / Dispel
  340. - Spellblades (Fire / Blizzard / Thunder / Water / Aero / Drain, rest are not as important)
  341. - Fire / Blizzard / Thunder / Bio / Water / Stone / Dia -> their higher-level equivalents
  342. - Chainspells (Chain Blizzaga / Firaga / Biora etc.)
  343. - Dark Zone + Memento Mori (5* - for Darkness mages, especially if you have EnDark; Memento Mori (4*) boosts Dark Zone)
  346. - Quadstrike spellblades (Thundering / Engulfing / Tornado etc.)
  347. - Carbuncle (AoE Reflect - invaluable against certain bosses)
  348. - Aerial Dive / Lightning Drive (5* -- best used with SBs that reduce or remove air time)
  349. - Fires Within / Earthen Rebuke (4-hit Fire, for monks, best used with Refia BSB)
  350. - Magic Lure (Magic version of Draw Fire)
  353. - Elemental Ninja scroll abilities (Fire / Water Veil, Swift Bolt)
  354. - Raise
  355. - Berserk (usually specifically used against the Defender bosses from X)
  356. - Reflect
  357. - Esuna (specifically, when it happens too often that S/L becomes frustrating -- Iguions come to mind)
  358. - Memento of Prayer (generally used to clear Sap)
  359. - Haste
  360. - Faith / Boost
  361. - Elemental Jump attacks (Wind Jump, etc.)
  362. - Dark / Venom / Sleep / Silence Buster OR Poison / Blind / Silence Shell (for target conditions)
  363. - Silencega
  364. - Slowga
  366. Some other skills are useful, but if you don't already have them (e.g. Pressure Point, Pound), don't be in a rush to craft them.
  368. Summons hit twice, but are limited by their low total charges. Consider having them crafted for stuff like the Summon Nightmare dungeon, however.
  370. 5* and 6* abilities are, for the beginner, trophy skills because: a.) you won't be honing them for a long while b.) they start with two charges, and c.) you can generally rely on a 3* or 4* skill to deal 9999 damage anyway, especially if you're making use of elemental weaknesses. In any case, once you start clearing bonus battles your Major Orb count will skyrocket without you noticing.
  372. It's a good idea to keep up with events, because these often give out free skills and a lot of orbs so that you won't need to craft them. Saint Cross, Dark Zone, Multi Break, and Thief's Revenge, for example, were all rewards from events.
  374. [2.3] Honing
  376. Honing skills takes a lot of orbs, which means you should be hitting the Daily Dungeons [9], because you will want to put serious hones into a lot of these skills. However, not many skills need to be honed to rank 5, because: a.) R3 / R4 can usually last you all the way, and b.) the orbs required for that can easily hone a second same skill to rank 3 -- sometimes, you'll need two of a skill on more than one character to take down bosses faster. You'll only need about one or two of a skill, unless it's an excellent utility like Lifesiphon.
  378. Orb conversion is a lifesaver in most cases. Don't be afraid to break down Major Power Orbs to hone essential 4* skills or anything similar. Shatter duplicate abilities or those you know won't be fulfilling a niche or usable in some degree for orbs, every one counts.
  380. [2.4] Record Spheres
  382. Record Spheres grant permanent boosts to a character's stats provided you have the Mote materials to unlock the boosts. Some of the end-level boosts can be fairly significant, from allowing characters to use new weapon types or skillsets (e.g., Vaan can equip Guns; Luneth gets 4* Support). Bear in mind characters need to be at least Level 65 to make use of this.
  384. Empowered Motes, separate from the basic Record Sphere tree, are 5* motes handed out on occasion during special events to unlock 6* abilities for characters with 5* skillsets in Knight, Monk, Dragoon, Mechanist, etc. It costs 5 motes to unlock a character's 6* skillset, 10 to receive a copy of the 6* skill in question, and 15 to increase that character's damage with that type of ability.
  386. 3* motes are generally stocked in the Gysahl Exchange on a monthly basis, and are given out in the latest Realm Dungeon updates as well as through bonus solo battles during events. 4* motes are given out in Ultimate+ and Apocalypse+ MP raids.
  388. 5* Empowered motes are handed out in Torment Dungeons (section 7.5).
  390. General tips:
  391. - Hold on to your 4* and 5* motes. They DO NOT DROP EASY, so they're strictly for characters you know you WILL use often (e.g., Tyro with SG / Keeper's Tome, Orlandeau with fucking anything). While 4* motes have become a lot easier to obtain as of late thanks to powercreep necessitating more and more of them, exercise restraint regardless.
  392. - If you have relics for Onion Knight, it's worth fully diving him since his 4* spheres take around half the motes a normal character's Spheres do. As a note: Onion Knight motes that unlock his spheres are either found in the Enigma Dungeon in III events, or as an uncommon drop from the Ahriman mote dungeon boss.
  394. [2.5] Legend Spheres and Materia
  396. Legend Spheres are available for certain characters once their regular Record Sphere dive is completely maxed out. They require 5* motes separate from the 5* Empowered Motes and which are usually handed out by means of Full Throttle / Jump Start battles, or during special events.
  398. Apart from further extending the permanent boosts you can give to characters, Legend Sphere dives also allow you to unlock Legend Materia, which are different from regular Record Materia [section 8] in that only the character who has the Legend Sphere can use the Materia it unlocks.
  400. Each character with Legend Spheres gets two default Legend Materia in their Sphere dive, but in DeNA's brilliant bid to pollute banners, Legend Materia can also be obtained from 5* equipment in Relic Draws, and grant stat bonuses for mastery similar to mastering Super Soul Break relics. There are a few types of Legend Materia, be they from innate Legend Spheres or LM equipment, that are generally good:
  402. - Those granting EnElement
  403. - Those granting instant-cast for some number of actions at the start of battle (usually paired with Haste)
  404. - Those that add a chance to dualcast an ability type
  406. Don't half-ass your Legend Spheres by dividing up your motes between a lot of characters. Use them strictly for your absolute A-team characters and dive them all the way through. 5* motes don't drop easy, so don't waste them.
  408. [3] SOUL BREAKS --------------------------------------------------------------------------------------------
  410. Soul Breaks are special attacks characters can use by filling up their Soul Break gauge, which goes up with actions or damage taken.
  412. There's three types of Soul Breaks: Default, Shared, and Unique.
  414. Default SBs come with the character and are generally sub-par.
  416. Shared SBs come with 5* equipment from Relic Draws, can be used by the character that equips the piece, and are kind of a mixed bag.
  418. Unique SBs come with 5* equipment, similar to shared SBs, but the difference is that they can only be used by the SPECIFIC CHARACTER who the weapon is meant for. While the piece can be equipped by other characters, they won't be able to use the SB. Uniques can be deal-makers or deal-breakers for a lot of characters, and sometimes their effects are so good that people will do mass Rare Relic Draws on banners that feature them, blowing upwards of hundreds of mythril.
  420. While most of these weapons have been featured already and are unlikely to return all too quickly if they're not already on, it's good to get an idea of the kind of relics people will usually draw for:
  422. Sentinel's Grimoire
  423. Character: Tyro
  424. Soul Break: Sentinel's Grimoire
  425. Increases the party's Defense and Resistance 200%; stacks with Shell and Protect.
  427. Tidal Knuckles
  428. Character: Rikku
  429. Soul Break: Hyper Mighty G
  430. Grants Haste, Protect, Shell, and a 30% boost to Attack and Magic to the party.
  432. Lamia Flute
  433. Character: Eiko
  434. Soul Break: Guardian Mog
  435. Instantly restores a large amount of HP to the entire party, and grants them Haste and Last Stand (which allows them to survive one lethal attack -- if multiple lethal attacks are dealt in the same turn of damage, all of them are survived).
  437. Force Stealer
  438. Character: Cloud
  439. Soul Break: Ultra Cross Slash
  440. Deals five physical wind and dark attacks to one target; grants SOLDIER EX Mode, which increases damage a moderate amount and critical hit rate a massive amount, as well as allowing all attacks to break the normal damage cap.
  442. Airstep Sword
  443. Character: Noctis
  444. Soul Break: Gladiolus Link
  445. Instantly deals six physical attacks to one target and causes the next action for all party characters to be instant.
  447. Noticing a pattern? Save for a select few, good Soul Breaks are notable for their support effect and not the damage they deal, due to the existence of the Roaming Warrior system. There's nothing wrong with drawing for the relic of your favorite characters, but if you have no idea what to use your mythril on or just want to have a relic considered "good", look into relics like these.
  449. In particular, there are three types of relics commonly thought to compose a "trinity":
  451. - Wall-type SBs (DEF / RES buffs stackable with Protect and Shell)
  452. - Medicas (group heals)
  453. - Hastega + stat buffer SBs
  455. Relic drawing specifically to chase these kinds of relics as a beginner is a common recommendation -- acquire all three and you're usually set nearly all the way to the top, ability hones aside.
  457. Damage-dealing SBs are considered good when they deal truly absurd damage or have the potential to do so (Metamorphose or Ultra Cross Slash). OSBs fall into this category, but are better used as your own SBs and not as RWs.
  459. Plenty of other Soul Breaks have subjective usefulness, especially during Cid Missions where your choice of characters becomes severely limited. For non-Cid Mission clears, look to relics like these first.
  461. [3.1] SOUL BREAK TYPES -----------------------------------------------------------------------------
  463. Power Creep™ in RK has advanced to the level where regular Soul Breaks apart from Sentinel's Grimoire / Stoneskin II are now rare and extremely niche, with almost all Soul Breaks now being Super Soul Breaks or higher. Unlike regular SBs, these grant a permanent +10 boost to a certain stat once a character masters the associated SB.
  465. SSBs are quite run-of-the-mill, with the vast majority being damage-dealing effects with some occasional utility like a stat boost or debuff. Most useful SSBs will tend to be those with effective combinations of buffs or debuffs (i.e, Ramza's Shout) or powerful healing (Arc's Words of Kindness, which is an instant heal with a Blink effect).
  467. The below categories of SSBs are, with some exceptions, generally considered to save draws from being duds in this era of power creep.
  469. [3.1.1] Burst Soul Breaks
  471. Burst Soul Breaks grant a character "Burst Mode" status: a temporary increase to all stats, plus Haste -- and change the character's Attack and Defend commands to special abilities. A notable feature of Burst Mode is that unlike most buffs, absolutely nothing can dispel it -- not even Ultimate Dispel effects that remove stat buffs like Sentinel's Grimoire's. (The Haste given by Burst Mode is still lost, but the Burst Mode itself won't fade.)
  473. For example, Cloud's 1st Fusion Sword Burst Soul Break changes his Attack and Defend to a two-hit AoE and a four-hit single-target attack. Most on-entry casts of Soul Breaks deal damage, although some simply grant buffs or debuffs, with their associated Burst commands being attacks.
  475. RWs using Burst Soul Breaks grant these commands to the user, regardless of whether they are the character the Burst is meant for or not, which makes Bursts especially flexible RWs.
  477. As a rule of thumb, BSBs are, apart from rare exceptions (Tiny Bee) really good to have, purely because they provide theoretically infinite use of commands -- a longevity much appreciated in content like Torments.
  479. [3.1.2] Overstrike Soul Breaks
  481. Overstrike Soul Breaks come with 6* weapons and are the equivalent of mechanics such as Limit Break -- they are one-hit attacks that go over the damage cap and can deal up to 99999 damage. Apart from the stat boost for mastering and the overflow effect, however, they're mostly only good when you have them for yourself. They don't generally make good RWs unless your party has its own needs already covered or you're pulling off some strategy (usually done with Thunder God).
  483. The effectiveness of Overstrikes always peaks with support or matching elemental weaknesses, because despite the massive multiplier on their damage it's still hard to hit the absolute damage cap. Their primary purpose is usually to deal decisive blows during MP raids, or to rush damage during weak phases when bosses go completely insane.
  485. [3.1.3] Chain Soul Breaks
  487. Chain Soul Breaks initiate, unsurprisingly, elemental Chains, which boost the multiplier attached to the corresponding element for every attack of that element occuring in the Chain window. All chains (with the exception of Tidus's CSB unbuffed) also grant two turns of speedup to all actions party-wide; on-entry effects vary, but are usually a barrage of elemental hits to kickstart the chain.
  489. Chain Soul Breaks generally reach max effectiveness in raids when up to eight characters can theoretically contribute to it, but this generally requires the raid to specifically plan their strategy around it. They're also used against enemies with high defenses or only slight weakness to elements (Torments or Magicite dungeon bosses), but in general the need to base your parties around a Chain demands an ability to build teams well.
  491. [3.1.4] Ultra Soul Breaks
  493. Ultra Soul Breaks are literally just excuses to allow better-than-SSB effects to proliferate without having to attach them to Bursts, Overstrikes, or Chains (or God forbid, have them be regular SSBs), as well as stick insane effects on rarer 6* relics.
  495. There are two classes of Ultra Soul Breaks: those with regular, powerful effects; and those that grant EX Modes. Similar to Burst Modes, EX Modes grant stat boosts, can't be dispelled, and usually add a specific effect, such as reducing cast time for a class of abilities such as Knight or Samurai abilities.
  497. Of the Soul Breaks attached to 6* relics, USBs are the most general-purpose and can range from heals to buffs to plain old damage with utilities.
  499. [3.2] ELEMENTAL ATTACHMENTS AND IMPERILS -------------------------------------------------------------------------------------
  501. Plenty of Soul Breaks, such as Paladin Cecil's Sacred Cross, Alphinaud's Aerial Blast, and Exdeath's Dark Earth Shaker, to name a few, are capable of granting elemental affinity to their users, which manifests as an elemental aura in battle; others, such as Balthier's Strahl Strafe, are capable of lowering a specific elemental resistance.
  503. The former, known as En-[element] or elemental attach, does the following:
  505. 1. Makes Attack command elemental
  506. 2. Elemental abilities boosted by 50%
  507. 3. Elemental Soul Breaks boosted by 80%
  508. 4. Grants a resistance to that element
  510. Elemental attachment SBs, especially those attached to BSBs like Hope's Divine Judgment, Cecil's Paladin Force, or Garland's Dark Rebirth therefore usually end up as high-end Soul Breaks because of their ability to shit out DPS -- when in doubt and looking for SBs to improve your DPS, look no further.
  512. The latter, better referred to as Imperil SBs, reduce a specified elemental resistance (but cannot reduce an existing full weakness). Imperil carves out its niche on bosses without weaknesses if you can overload on the resulting exploit -- or in Torments, Magicites, and Ultimate and above where bosses only have slight weakness, allowing Imperil to either exacerbate an existing one or open up a new avenue of attack. Another useful effect of Imperil: hitting weaknesses generates more SB gauge energy, which can make the difference in prolonged fights.
  514. [4] RELIC DRAWS -----------------------------------------------------------------------------------------------
  516. Here we fucking go.
  518. Relic Draws are your main way of getting equipment, from weapons to armor (accessories, however, can only be won in events).
  520. Every day, you get one free Common Relic Draw, which usually isn't worth anything since it can pull any item from 1* to 5* and the odds of getting anything good are pretty much zero.
  522. The real monster is the Rare Relic Draw. The game offers three different methods of doing these: 1x Draws, 3x Draws, and 11x Draws, for 5, 15, and 50 mythril respectively -- which you get for clearing dungeons in the core content and events. The thing about Mythril is that it's non-renewable, and free mythril hand-outs, like the daily Mythril login bonus, are comparetively slow once you've cleared all your Realm Dungeons. If you're a NEET with disposable income, though, Rare Relic Draws go for 100 Gems on your first 1x pull, 300 subsequently, 900 for a 3x, and 3000 for an 11x. If you're a /desperate/ NEET with not enough Mythril to hit the magic 50, DeNA also includes the option to combine what Mythril you do have with a variable number of relative Gems.
  524. Now, Rare Relic Draws can pull any equipment piece rated 3* to 6*, and they are where you will draw most of your mid- to end-game equipment. The problem is, RNG is a bitch and will pretty much never give you what you want: cue despair as highly anticipated Relic Draw banners give out Legend Materia relics and /ffg/ anons commit sudoku by the hundreds, killing the general for real this time -- not like DeNA's uncharacteristically shoddy handling of Global as of late isn't pissing people off already.
  526. [4.1] Rare Relic Draw methods ----------------------------
  528. There's two common philosophies that go into Rare Relic Draws:
  530. a.) Straight 11x draws. Consider that a 1x draw costs 5 Mythril, which is to say that a bulk draw nets you an extra chance AND a guaranteed 5* or 6* piece FOR FREE. It's costly, it prolongs your suffering, it tests your patience, and it requires a lot of planning on which events you don't intend to draw from. Nonetheless, it's the most common kind of draw.
  532. Thanks to the guaranteed 5* mechanic, there's literally no reason to not do this if all you want are 5*s -- just don't blame anyone if you still don't get what you're looking for. Pay for a slot machine (or don't) and get what you get.
  534. b.) On continuous 1x draws, and 3x draws
  536. Poorfag drawing method. Only do this if you're desperate and short on Mythril.
  538. Anon who first wondered about Relic Pull probability:;
  539. the reasoning: (check 'em)
  541. Replies:;
  543. To quote: "...if i was interested only in obtaining a [5*], would I be saving any money by [doing Relic Draws] one at a time and stopping as soon as I draw such a prize?" The idea, therefore, is that your goal is to obtain a 5* and then stop -- if the math works out, this should save Mythril more of the time. The wording, however, fails to address the problem that 5* equipment is not created equal: the answers assume that prizes of the highest tier are equally desirable. Furthermore, you may be interested in obtaining several 5* relics from a banner instead of aiming for one 5*.
  545. As a note: 3x draws are shit, never do them unless you really believe in meme magic (totally viable). They have no advantages whatsoever compared to a 1x or 11x. Also, as a side note, anyone who says "cult of 3" when doing a 3x pull is probably some cross-posting Redditor faggot, should you ever see the term used in-thread.
  547. [4.2] Special Relic Draws ----------------------------
  549. -- LUCKY RELIC DRAW --
  551. The Lucky Relic Draw was first introduced in Japan's 1-year anniversary event and given to Global even earlier, and works as follows: you get an 11x draw for half-price (25 Mythril or 1500 Gems), and all 5*s drawn are guaranteed to be the unique SB Relic of a named character. Any relics in the advertised pool are fair game, so if a Realm Dungeon Lucky Draw advertises VII relics that are SSB and up you can draw duds like Organics.
  553. However, you can only draw once per banner, which is a shame for DeNA's business model because I'm pretty sure there's a bunch of redditfag whales who would love to blow a whole lot of money on that shit.
  555. These are pretty rare, and only happen during special events (like anniversary events or the Black Friday draws) or dungeon updates, but it's well worth your while to stock up at least some Mythril to be ready for them. For the beginner, Lucky Draws are always a great way to improve your party, since at this point you're just shotgunning for whatever 5* or 6* relics you can get as opposed to sniping for particular characters (but, you know, bonus if you get something for you're waifu).
  559. Special banners for VII, X, and XIII. They're Global-exclusive, but they're not exactly very good for the price. Your first draw on each is a Lucky Draw -- the catch? There are no 6* relics, and the pool can include relics as old as Cloud's original Buster Sword. Avoid these unless you are a whale with the express desire to "complete" a character's collection of relics for your autism.
  561. [4.3] Which banners should I draw on? ----------------------------------------------------------------------
  563. In the end, the main object of RK is >fun. Feel free to ignore this and just draw for your favorite characters' relics if you like.
  565. However, if you need to be serious about it, go for viability first and then synergy.
  567. Beginners should be drawing from Lucky Draws all the time, and Keeper's Choice 2 strictly on advisement. For veterans, check your synergy in featured realms for Dungeon Update LDs before deciding that they're trap banners.
  569. Generally, realm-specific banners are inferior to Soul Break Celebration banners, which usually only come once every two months or so, and don't often contain all the best SB relics in one banner compared to Celebration banners, but it's still worth pulling on them.
  571. In terms of SB viability:
  573. Reiterating the advice concerning the "trinity", these types of SBs are top priority:
  575. - A Wall-type SB (Sentinel's Grimoire, Stoneskin II)
  576. - A Medica (Divine Portrait, Asylum, Guardian Mog, etc.)
  577. - A Hastega (Shout, Hyper Mighty G, etc.)
  578. - A stat booster (Vessel of Fate, Ley Lines...)
  580. If you can get these, you're set for a really good while and can feel a bit more free to draw for the relics of the characters you want.
  582. When looking to improve your DPS, look into BSBs or USBs with EX Mode effects, especially those with an EnElement, such as Cloud's second BSB or Alphinaud's. BSBs such as Vaan's Ark Blast are also good simply because of their low or even instant cast times for attacks, as well as the secondary effects they offer.
  584. Other interesting types of SBs are:
  586. - Runics (Grand Cross, Indomitable Blade)
  587. - Chains (build your team around them)
  588. - Elemental imperils ("reduce resistance to...")
  589. - Stat reductions (especially those with unique stat reduction combinations)
  591. General damage-dealing SSBs, while also useful, take a backseat to the aforementioned.
  593. As always, it's still a good idea to grab really good upcoming SBs, the thread will usually know about them. Or you could listen to that guy who ranks banners by how many waifus there are in them, fuck if I care.
  595. In terms of synergy: look at your equips and see which ones you think you're lacking in or consider which realms you're having difficulty in. That's pretty much it.
  597. [4.4] On "trap banners" ------------------------------------------------------------------------------------
  599. You'll occasionally see /ffg/ anons replying to a post about a banner -- usually a dungeon update-based Lucky Draw -- and calling it a "trap banner" - basically, banners with too much shit on them (e.g. outdated shit like first-gen SSBs or SBs that aren't Sentinel's Grimoire or Thyrus) to justify even wasting Mythril.  
  601. In a lot of cases it's just /ffg/ shitposting, but there are plenty of banners for which this holds true -- especially the Newcomer's Banners. Even banners that would normally would be good can be trap banners if they're scheduled right before banners that are hyped to hell and back, because they serve to siphon your Mythril budget and entice you to buy gems (kupo) when your stock of Mythril runs out prematurely.
  603. Generally, if there's a lot of buzz in-thread about SB fest banners or something hyped up like Alphinaud and Minfilia's event to the point where there's genuine derision for anyone doing relic draws for any reason before then, DeNA is probably working some trap banner magic. Of course, it never hurts to ask.
  605. [4.5] Some notes -------------------------------------------------------------------------------------------
  607. In closing, remember this: A RARE RELIC PULL IS A GAMBLE. Don't go over what you can afford, and never let bad luck cause you to make bad decisions -- remember the sunk cost fallacy! Give yourself a Mythril budget for banners you want to draw from and STICK TO IT. More importantly, don't be those whales on Reddit who apparently spend like thousands until they draw what they want. When they quit or the game's service ends, they'll lose all of it, but DeNA still has their shekels, and at the end of the day that's what counts to them.
  609. [5] ROAMING WARRIORS --------------------------------------------------------------------------------------
  611. Building on that, let's look into the Roaming Warrior (RW) system.
  613. Roaming Warriors are the game's call-a-friend system: at the start of every dungeon, you're given a list of Roaming Warriors, each with their set Soul Break, and if you want to check, their equipment, stats, and comment. Pick one, and you can use the Soul Break's effect in that dungeon - two charges total.
  615. The second main feature of Roaming Warriors is that you can follow them so that you can have their SB on call without having to shuffle your list for half an hour to find the effect again -- the best part being that unlike plenty of other mobages, RK doesn't require mutual follows / friend requests in order to get RWs.
  617. There are three ways, in total, to follow players: at the end of every dungeon or multiplayer fight that you have a non-followed RW, through the Friend Search function, or going through your Followers in the Friend List and following them back.
  619. Since the list of RWs generated is random and picked from the global playerbase, you're essentially guaranteed to miss a Roaming Warrior once the RW list refreshes. Follow an RW to pin it to your followed players list, so that you have a better chance of drawing the SB you need to clear a dungeon. Bear in mind that once you follow enough people, you'll basically have two lists of RWs: ones you've followed, and random RWs; which is to say that you may have to re-roll RWs to find a SB amongst several players you're following.
  621. That being said, looking for a good SB by surfing the RW list is a crapshoot. Most people will use the Friend Code system: each player is assigned a four-character case-sensitive code which you plug into the Find Friends option in Menu -> Friends -> Find Friends. Inputting a valid code brings up the stats of that player's RW and an option that lets you follow them.
  623. There's a gil reward for every time someone else uses your SB to the tune of 200 gil each, calculated during 24-hour periods. It's usually a non-issue and is mostly useful for giving you a baseline indicator of how good or popular your RW is.
  625. Now, the Followers system works like this: two lists govern the system: people you follow, and people who follow you -- both cap at 100. Your following list is a hard cap: if you follow 100 people, you won't be able to follow any more unless you unfollow at least one person. The followers list is a soft cap: once you reach 100 followers, you can still gain new followers, but older followers will then be bumped off the list in First In, First Out order. It doesn't matter how often you use their RW --  if you're out, you're out.
  627. To avoid this, players will often mutually follow one another, because the system does not bump off mutual followers. RWs can be filled if the player has mutually followed all 100 people on their list -- that is, no more players are allowed to follow this RW, though it still shows up on random lists. This isn't really a problem these days due to the number of active players and more organized redditsheeple being tricked into pulling for meta RWs like Cloud USB even though they don't get the best use out of it themselves -- but it used to be, back when almost no one knew Advance would be the poor man's option, it never showed up again on a banner, and you'd have to re-follow it several times a day (if the mutual follows list wasn't already full).
  629. You can also remove followers from your list, but if you have to, though, try to limit yourself to nuking either redditors who wear their site on their shoutout, or people who haven't played for like a month or so, or people who don't know how to set RWs so they still have a Judgment Grimoire Tyro. Don't be that guy.
  631. Balance-wise, RWs are fairly important, because people with horrible Relic Draw pulls can and should be making good use of it -- and since some RWs are basically paramount to clearing a good number of high-level content, it's important to know good RWs to pick and set for other people. Help someone help you, help someone else too.
  633. Good SBs, as in the list above, generally translate into good RWs, especially because ANY character can activate a Roaming Warrior's Soul Break -- therefore, for example, any character can use a Burst Soul Break's commands. While damage SBs have a lot more use as non-RW Soul Breaks, they're shunted to the side for trickier or more difficult bosses in favor of support SBs as RWs.
  635. Setting your own SB is fairly simple: it's in Menu -> Profile -> Change Roaming Warrior. Set up equipment here, and try to make it good, because MND stats affect buff duration, for example. Your Friend Code is also listed on your Profile Page.
  637. If you draw a really good SB, post your Friend Code to the thread -- /ffg/ always needs some help clearing high-level content. A pro-tip for those of you with Haste-granting RWs: please, equip stuff that increases your MND. It doesn't matter beyond a certain point, but two-digit numbers all the way up to the mid-100s isn't exactly all that helpful either.
  639. [6] STRATEGY AND GENERAL TIPS ---------------------------------------------------------------
  641. Higher-level content can't be brute-forced by that really good sword you got when you started the game, so you'll have to start planning your parties, sometimes very specifically and carefully.
  643. Not an exhaustive list.
  645. General tips:
  647. - [DAMAGE MITIGATION] ---
  649. First rule of RK: do NOT allow your characters to be KO'd -- unless you're almost to the end of the fight and you can finish it without dying too badly or forfeiting medals for mastery.
  651. For one, Raise, Arise, and Curaise are all out of the reach of the beginner, take up valuable skill slots (except Curaise, generally), and worse -- they have no buffs whatsoever and are easy bait to knock down again. When a character is KO'd, just S/L [11.1].
  653. The question then becomes: how do you prevent your characters from being KO'd? Damage mitigation. These are skills like Multi Break, Power Breakdown, Steal Power, and a plethora of Soul Breaks with debuffing effects, as well as Shellga, Protectga, and so on.
  655. Without any protection or stat debuffs against bosses, they can easily pop 4k+ damage against you with an AOE attack, likely causing a wipe. Worse, group-healing abilities in RK are limited to Soul Breaks, making it harder to recover from these attacks.
  657. Pay attention to the boss's main method of dealing damage when you have limited slots so you can decide whether to bring Shellga or Protectga and Magic or Power Break/down, and stack all these things with Sentinel's Grimoire or Stoneskin II if possible.
  659. Extra notes:
  660. - White magic, including offensive skills such as Diaga and Holy, scale off Mind, and require Mind Break/down to weaken.
  661. - (Holy attacks that scale off Magic exist but are rare, such as Alexander and Hope's BSB command Purification)
  663. - [BUFFS AND DEBUFFS] ---
  665. In RK, buffs and debuffs are the name of the game.
  667. And they work best when stacked. The general rule of stacking buffs and debuffs, however, is to pay attention to which stats they buff at a time:
  669. - Protectga and Shellga can be seen visually and stack with everything else.
  670. - All buffs without visual cues have a fixed effect time unaffected by MND. These are buffs like Punishing Palm, Sentinel's Grimoire, Sheepsong, Protector's Roar, Shout, etc.
  671. - In general, if an ability buffs or debuffs the same combination of stats as something else, it doesn't stack. For example, Flames of War (+30% ATK) will overwrite Shout (+50% ATK), but Vessel of Fate (+30% ATK/MAG), Apocalypse Shield (+30% ATK/DEF), and Protector's Roar (+30% ATK/MND/DEF) will all stack. Similarly, Full Break (-30% ATK/MAG/DEF/RES) stacks with Ark Blast (-40% MAG/DEF) and Magic Breakdown (-40% MAG), but not Meteor Javelin or Beryl Serpent (-40% ATK/MAG/DEF/RES).
  672. - (Extra note: Focus, Lulu's old +20% MAG / +50% RES Soul Break, is a unique effect and stacks even with +MAG/RES effects.)
  673. - Burst Mode stat boosts stack with everything else.
  675. - [HONING] ---
  677. The longer the battle, the more mitigation / DPS you want to be consistently maintaining. In Japan, 4* Magicite bosses, for example, go up 1 million HP; superboss multiplayer raids frequently reach this number, and have done so in the past.
  679. The common factor in being able to power through these kinds of fights is hones, (and, well, a fuckton of BSB commands and dualcasting and probably whaling, but I digress). Hone your abilities or you won't last. Ultimate bosses usually have HP in the ballpark of 200k and above, and it gets worse from there.
  683. -- Are there multiple targets?
  684. -- Do you have to kill all of them to win, or just a main body? (i.e. bring AoE magic / attacks or not)
  685. -- Does the boss primarily look like they'll use physical or magical attacks? (You can usually glean this from target conditions.)
  686. -- If they're a mixed attacker, do you have the slots to spare for mixed Breakdowns or dances?
  687. -- If not, which one is more important?
  688. -- Do they use single-target or AoE attacks more?
  689. -- If the former, would Magic Lure / Draw Fire / Runic effects neutralize the threat well?
  690. -- If their damage is elemental, is it serious enough to merit bringing an elemental resist accessory?
  691. -- Which phases of the fight are more difficult? Can you get by some portion of the early stage without boosting to save them for later?
  693. - >being a shitter ---
  695. Not sure if your party is going to cut it? Struggling with this one boss? Post your set-up in thread, along with relevant information such as your hones, the SBs you have, and what other characters you have at a good level. Someone's bound to help, after they call you a filthy whale who needs to git gud because holy shit how are you dying with that high a level and that many good SBs and that much synergy motherfucker explain yourself.
  697. [6.1] Retaliate-based Strategies --------------------------------------
  699. Retaliate is fun -- it's a 2* Samurai skill that causes all physical attacks directed at the user to miss for three turns; the user then responds with a counter basic attack. What's so important about Retaliate, however, is that if YOUR party members attack the Retaliate user, they'll still aim for the enemy (when there are multiple enemies, it targets the one with the lowest HP).
  701. This is intentional: the official strategy for Humbaba in Mobliz suggests this as a method. It also simplifies party-building: if your equipment selection is limited, you only need to stack all your attack power onto the Retaliate user, while the rest can be relegated to supporting roles or allow you to use the Retaliate user to clear mobs while backrow mages deal most of the damage to the boss. Since it's not very efficient or easy to build a party where all the members are equal physical damage dealers, Retaliate becomes kind of the default physical attacking strategy -- for a while, at least.
  703. Retaliate is often combined with a 2* Combat skill named Double Cut or a 3* Celerity skill Tempo Flurry, which attacks a target twice for 0.9x the power of a normal attack each. Attack the Retaliate user with Double Cut? Two hits at 1.0x power each.
  705. Tauntaliate relies on the 3* Knight Skill Draw Fire or a plethora of Soul Breaks with "taunting" effects -- what these abilities do is draw all single-target physical attacks to the user while simultaneously increasing DEF. Combine this with Retaliate and you will get bosses who can do nothing as all their attacks are funneled into a Retaliate user who avoids every blow.
  707. In the days before Shout was released Advance was one of the best Soul Breaks to set as a RW, since it was usually combined with Retaliate to mindlessly destroy bosses.
  709. Retaliate strategies are one of the easiest ways to deal damage as a starting player, and they can easily carry you into the mid-game. Up until the early era of Ultimates (D140), this was a legitimate strategy for end-game boss kills.
  711. [6.2] Magic-based Parties -----
  713. Fairly simple concept: a party focused on nuking bosses with magic.
  715. Some bosses are out of melee or physical range altogether, or greatly discourage physical strategies (Omniscient, some Ultimate bosses, then others with absurdly high DEF such as Seifer's gang or Proud Clod), making this another viable strategy.
  717. Magic teams have two major advantages over physical ones: one, a 6* Bard skill called Allegro con Moto, which reduces offensive magic cast time party-wide for a few turns; and two, a higher base multiplier on attacks, meaning that they will hit the damage cap faster.
  719. A word of caution: in Record Keeper, magic is not for Realm Dungeons -- it's for one-round boss fights, and thankfully that's what a lot of end-game bosses boil down to. The system of ability charges limits spell-casting, and if you waste your spell hones for the mobs, you won't have any left for the boss. If you must, pair your mages with a Retaliate user, or otherwise use Soul Break commands.
  721. You will eventually have to build a magic team. The Summoning and Black Magic Nightmare bosses must be taken on in this manner, while several asshole bosses like XIII's Havoc Skytank are out-of-range against melee. 5* Magicite bosses will split into two bosses, one of which inherently cuts all physical damage to 1/3 of its potency.
  723. Just as a note, though: If you are tackling Ultimate bosses for the first time, physically-biased parties are the easy way out. While magic-biased parties are equally as viable, they will tend to rely a lot more on elemental attach / imperils, elemental weaknesses, and buffs such as Forbidden Wisdom or Hyper Mighty G.
  725. [6.3] Lifesiphon, Wrath, and Entrust --------------------------------------
  727. Lifesiphon was introduced in Fang's event, where Lightning also got her 2nd Memory Crystal for the first time. It's a 4* Combat skill which attacks and greatly charges the Soul Break gauge.
  729. The conclusion is obvious: several honed Lifesiphons are enough to be able to simply charge down a boss with repeated casts of powerful SBs. Once you build up your team and collect offensive SBs, you will start relying on SBs for better DPS, which is why Lifesiphon becomes incredibly useful at the mid-game stage (around D220 / D260 Apocalypse-level bosses).
  731. It's a 4* skill, which means it needs Greater Power, Ice, and Wind Orbs from the Thursday, Wednesday, and Monday dailies.
  733. Wrath is a 4* support skill that charges the Soul Break gauge and is usually paired with a 5* skill called Entrust that transfers a user's Soul Break gauge to another. It charges Soul Break gauge faster to account for not dealing damage, and is the ability of choice for so-called Entrustbots that charge Soul Break gauge and feed it to a pure attacking character to fire off potent Soul Break combos in succession.
  735. Once you enter the 3* Magicite level of dungeons, you will find yourself relying less and less on Lifesiphon and more on 5* abilities (which inherently have a higher SB charge rate than 4* and below skills, especially when a weakness is exploited). Entrustbots will start to become commonly used here, and once you enter the current end-game, Entrust botting will start to become a niche that you may consider attempting to fill with an extra attacker instead.
  737. [6.4] Ultra Cross Slash and "gorilla" strats --------------------------------------
  739. Cloud's Ultra Soul Break has an EX Mode which boosts damage in general, on top of guaranteeing critical hits, and allowing ANY attack to break the damage cap. In short, it's one of the best, if not the best SB for pure damage-dealing in the game. While you'll need to provide your own boost stacks to achieve truly insane damage output, Cloud's USB in conjunction with some powerful multi-hits can achieve some of the most absurd damage shaves in the game.
  741. Focus on ramming the Attack cap and dealing as many multi-hits as possible during the short EX Mode (15 seconds) to get the most mileage out of a cast. What this means for you is:
  743. - Use a Wind-elemental chain (Cloud's best friend is Zack's Lucky Stars chain, which grants the 50% Attack boost AND a flat boost to all damage caused by critical hits).
  744. - Use a Wind-elemental imperil (Again, Zack usually fills this role. His BSB Meteor Shots has this, as does his USB Climhazzard Xeno).
  745. - Use effects that reduce or zero out action cast time. The two most popular are Aerith's Innocent Cure and Elarra's Magika Album, but plenty of others exist.
  746. - Use an Entrust bot to feed Soul Break gauge. A common progression involves Cloud USB -> Cloud USB2 -> Glint / Raging Quadstrike -> repeat (or use his Arcane or Overstrike as a finisher).
  748. [6.5] On reduced-delay and instant-cast effects --------------------------------------
  750. Several Soul Breaks grant reduced delay or an instantaneous cast to a character or the party's next actions. Notable among them are:
  752. - Thunder God (Orlandeau)
  753. - Gladiolus Link (Noctis)
  754. - Magika Album (Elarra)
  755. - Innocent Cure (Aerith)
  757. It should go without saying that the ability to instant-cast makes a huge difference. Soul Breaks, especially, take a long time to cast, and the delay can mean the difference between being wiped out by one more attack, or just barely going under 30 seconds when fighting a Magicite boss. In general, the more you can instant-cast, the faster your team will start up, deal damage, and sustain itself. In this respect, Noctis's SSB Gladiolus Link is especially ridiculous -- not only does it trigger instantly, but it grants instant-cast to the entire party. From personal experience, it's basically the only reason I achieved sub-30 clear times in the early days of 3* Magicite; it is the kind of ability that cuts your time by a good 10 or 15 seconds, and in Magicite, that's more than long enough to be the difference between a clear and a TPK.
  759. [6.6] On Chains, doublecasting, and chasing damage
  761. "Chasing" damage refers to follow-up attacks that trigger in response to the use of some ability type. For example, Tidus USB grants an effect that follows up with six physical Water attacks if Tidus attacks with any Water ability when it's active.
  763. Doublecasting is as simple as the name implies: it re-casts the ability used again instantly, often without using up another ability charge. Most double-casts have only a probability of triggering, but some are guaranteed to trigger at the cost of expending another charge of the ability.
  765. On their own, they offer a significant boost to damage as is, but with a Chain, the damage spikes from respectable to absurd. Chasing attacks generally have low damage multipliers and hit several times -- and with a high Chain multiplier, they hit hard and hit several times. One or two of these are enough to push damage checks or clear through "berserk" phases of bosses; the combination of all three together is enough to melt the HP bars of Magicites. There is an element of luck involved, usually with getting doublecasts to proc, but assuming this to be a given the damage should flow in torrents.
  767. [7] PROGRESSION AND EVENTS -----------------------------------------------------------------------------
  769. [7.1] Starting Out and Core Dungeons
  771. TL;DR version:
  773. - Pick a core group of characters to form your first party and level them up as high as you can -- especially, try to play on Tuesdays and Sundays for the EXP daily dungeons.
  774. - Accumulate Stamina. The early dungeons hand out shards like no one's business, and if you optimize refreshes you can rank up AND get mythril really quickly.
  775. - Beginners in their first week can go as far as bonus stages of the Elite Dungeons of an event if they borrow a good RW. As much as possible, progress as far in an event as you possibly can.
  776. - In general, it's easier to start with a physical rather than a magic-based team.
  777. - Get the Mako Might, Dr. Mog's Teachings, Ace Striker, and Battleforged RMs as soon as you can. Check section 8 for details.
  778. - USE YOUR ROAMING WARRIORS. They'll trivialize a lot of early content for you.
  779. - For the beginner, boosting effects like Shout and Vessel of Fate aren't too useful compared to just RWing an Overstrike that can just nuke the boss.
  781. Your first priority is getting a core group of 5 characters leveled up to 50, and then 65, and so on -- absolutely focus on them before you worry about anything else. These are whoever you have Soul Breaks for plus a healer if your healer doesn't have a Soul Break -- if you get any new Soul Breaks along the way feel free to occasionally swap some characters in and out, of course.
  783. Starting out is usually really confusing, especially if you come in during a "fest" event where there's tons of banners and events going on at the same time. Even then, you'll want to go through Core Dungeons first to amass not only Stamina Shards, which are handed out by the truckload at the beginning, but also Mythril for throwing at banners. The sooner you can do your first 11x draw, the better. A good benchmark for this is generally how many Classic dungeons you can take out in one go thanks to your Stamina Shard refreshes before you finally have to wait for it to recharge.
  785. The first few dungeons are easier, can usually be auto-'d through with the 5* you got from the Relic Draw, and are usually just a check to see if you can follow target conditions and get the hang of using SBs and charging them up.
  787. If events are ending really soon, though (a day or two before they end, let's say): prioritize Event Dungeons if only to get the featured characters. Again, if you're literally just starting out, use your 5* swords to clear the first stage or so. You'll get Growth Eggs as a clear reward for the first few sets -- dump them immediately into your characters so you can rush into higher-level stages.
  789. Reaching or going over 5 refills your Stamina and increases your cap by 1. To make the most of it, always check your current number of shards, and if clearing the dungeon will refill it, try to clear it at exactly the stamina needed so that you hit 0 stamina which immediately refills after you clear.
  791. When dungeons get longer and harder, they also start to give out less Shards and can't be cheesed through, which means it's time to start planning out your team. Black Mages are not always mandatory, but White Mages pretty much are for obvious reasons.
  793. Start thinking about your strategies by the time Elite difficulty starts to hit 100. A thing to note about difficulty is that it isn't a one-to-one relationship with level, which makes it misleading: for example, Ultimate ++ bosses in events are marked with 180 difficulty when they're actually tackled with teams averaging anywhere from 80 to 99. In fact, once you get to a certain point, Elite dungeons are basically indistinguishable from Classic dungeons since you'll be able to tackle them the moment they're unlocked. Avoid them for the time being, however.
  795. If you want, you can try to clear some of the D120 or D140 bosses in Events with powerful Arcane Overstrike RWs. They'll usually die in one hit or close enough.
  797. Some of the early Elite dungeons are notable for having 4* equipment as rewards, which might be useful starting out. These are the Soul Break relics of the Core characters. The SBs are shit, obviously.
  799. Sudden drops in Elite difficulty between dungeons are indicative of a split between dungeon updates, as an aside.
  801. [7.2] Event Dungeons
  803. You'll want to give Event Dungeons some priority while trying to rack up Stamina in Realms, because in Events you'll be gathering most of your characters, as well as plenty of needed orbs, Growth Eggs, Memory Crystals, and even skills. 2 of a 3* relic, one weapon and one armor each, are also given out in addition to accessories.
  805. I should note that if you haven't gotten to the end of the Classic-level dungeons at the very least and gotten the event's featured character, make the Event Dungeons your priority over Core Dungeons. Don't be afraid to go further and try for Memory Crystals, too! Good use of Roaming Warriors can carry weaker teams through harder difficulties well, and a lot of the time it's worth challenging high levels and using RWs to break through them if the reward is great enough. Mythril revives are also viable if you need to beat high-level bosses in order to get a 2nd or 3rd Memory Crystal, for example.
  807. The bonus battles should be of no concern to you until you get a properly geared party. You'll need to clear all the Classic-level and Elite-level dungeons to even unlock them, and they pose significant challenge. The tiering is as follows:
  809. + battles - A boss rush. You'll need to fight through a collection of bosses (most of the time, only two now where there used to be up to five) adhering to a certain theme. Make the most out of your ability selection and RW to meet target conditions and have abilities honed to survive the entire rush.
  811. ++ / +++ battles - One-round boss battles.
  813. In general, Memory Crystal IIs are handed out at the + and above level.
  815. Ultimate / + / ++ - End-game level challenges. Know what you're doing, have the hones and equipment for it, and have a proper battle plan. Don't be afraid to ask in thread; post your set-up and a few anons can always recommend changes if yours sucks. Include relevant information such as SBs you have available; likewise share your winning set-ups if you think they'll be helpful.
  817. Apocalypse / + battles are the highest level of difficulty in solo events, and tend to be a major pain in the ass due to their high stats, tendency to have only slight elemental weakness (if at all), and ability to pull off bullshit effects in their weak phases. Past the Ultimate level, however, there is no real motivation to force yourself to clear them since Memory Crystal III lodes and 5* accesories are handed out at the first tier. They're a challenge meant for veteran and end-game players.
  819. Memory Crystal III lodes are handed out at the Ultimate / + level.
  821. A note: with the advent of realm-based Cid Missions for Ultimate-level bosses, their damage output has become significantly more manageable to cope with the likely loss of Wall in Cid Mission builds, making non-CM clears all the easier. The challenge, of course, usually stems from whether you have enough characters in a realm leveled enough to form a full party, and whether you have enough realm synergy or Medicas to pull through, meaning that once you have one or two of SG / Shout, it starts to become a good idea to do relic draws for realm-specific Medicas or pure synergy to clear CMs.
  823. Just note that not all Ultimate bosses are created equal. Some are notoriously difficult (Vossler, Bahamut-SIN, Caius, Bartz) while some are, relatively speaking, jokes (Garland, Maduin, Cuchulaínn). Trying them out never hurts.
  825. [7.3] Special Events
  827. Events that are marked as giving out tons of orbs, EXP, upgrade materials, and the like. Often accompanied by special login bonuses and SB Celebration banners, as well as other generous gifts like Mythril straight from the Jewgle.
  829. You want to be running these dungeons as often as possible when they are active for as long as they are active. Most other things can wait unless some other event runs entirely within the special event's range. Do only as much of it as you need, in that case, then go back to the special event ASAP. EXP and Orbs are the main draw here, because they are given out much more freely than in the Daily Dungeons, and for more than one day at a time. From personal experience, Orb Dungeons are the reason I've been able to grind up characters enough to build Cid Mission-focused parties, with a ton of orbs just as a bonus.
  831. Don't miss out. More than anything, these events are also the best time to attract new players. Login bonuses during these times often have 5* weapons, skills, or accessories being handed out for free as well.
  833. [7.4] Multiplayer Raids
  835. Accessed from Raid Dungeons in the normal Event Dungeons menu, Multiplayer Raids are exactly what the name implies: form parties with up to four players, two characters each for a total of eight maximum in an instance. The main draw to MP raids, especially at Ultimate / Apocalypse + level, is 4* motes, which are difficult to get otherwise since new Mote Dungeons have been discontinued.
  837. You actually have the option to either tackle the bosses solo or look for a party -- but the problem with going solo is that you should expect to be tackling bosses meant for eight characters with five. While anything at Ultimate + level is usually doable solo, Apocalypse level bosses will give you a whale-tier run for your money.
  839. /ffg/ usually makes rooms with the password 7243 (rage), as is common for /v/ or /vg/, but you'll usually have to ask in the thread if anyone is interested in starting a raid instance. List whatever you can offer in terms of Soul Breaks / characters so we don't have four Ramzas / Tyros / Onion Knights running around.
  841. If you just want to have fun with anons raiding and spam FUNGAAAAAHHH, don't worry too much if your average party level is bad! Depending on the raid, it's even possible to do 6-man carries through Ultimate + / Apocalypse-level raids, and raiding with more than just the usual regular people is always more fun.
  843. A few tips:
  845. - Make sure to set up your party in the Multiplayer Raid menu beforehand, because party set-up in a room is total shit: there's a huge delay on swapping out characters, practically locking in the characters you had before you entered. While there's a similar delay on swapping out skills, materia, and equipment, it's all visual and your changes will register properly and immediately. In general, however, people will exit and rejoin raid rooms so that changes display properly.
  846. - Pay attention to the thread while you're in a room! /ffg/ organizes in-thread, so make sure you're double-checking to see if someone wants you to change up your stuff. The Hold on! sticker is usually used to mean one should check the thread.
  847. - Double-check that your Soul Breaks are all in your deck, since at first every character only has their Default. Multiplayer loadouts are handled completely separate from solo loadouts.
  848. - Randoms are super hit-or-miss. Usual signs of shitters include blowing their OSB load at the beginning with Mako Might before Shout or Vessel of Fate is cast, bringing physical-heavy characters when bosses counter physical attacks and vice versa, and so on. When they're good, though, they're really good (but also tend to be redditsheep). Worse, public groups these days tend to be a lot more anal about what they want in raids and kick whoever doesn't meet their incredibly autistic standards.
  849. - Don't forget to have >fun!
  851. [7.5] Torment Dungeons
  853. As though Ultimate++ bosses weren't hard enough.
  855. The Torment Dungeons' nominal purpose is to hand out 5* motes first introduced in the far easier Five Dooms event, as well as some extra 6* crystals for honing, but they are, in general, whale / veteran bait and bragging rights. The Torment bosses at the end of each dungeon usually equal or surpass the strength of Ultimate++ / Apocalypse bosses, with a metric ton of HP and higher defenses to show for it. Worse, these bosses are actually preceded by mob rounds with actual difficulty -- and more of them than even regular dungeons do (4 mob rounds in D200; 6 in D250).
  857. The D300 Full Throttle version is covered in the below section, and is a one-round boss fight. As with all Full Throttles, they hand out motes for Legend Spheres instead.
  859. Other than that, there are no gimmicks or tricks to it. Nowadays, Torments rotate on staggered two-week cycles, with one being cycled out every week.
  861. Some tips:
  862. - Remember Retaliate strategy? Ingus and Gilgamesh's Bursts have built-in Draw Fire + Retaliate effects attached to their commands, and they are invaluable for preserving your ability charges through mobs if you have them. Normal Tauntaliate should work as well, but gimps you of a character's moveslots. Otherwise, AoE magic works well here.
  863. - The mobs are important for building your Soul Break gauges. You WILL run out of steam if you don't pace yourself with them before you reach the boss.
  864. - The boss(es) at the end of the dungeon have HP totals going well into 400,000 ~ 600,000 and onwards. If you don't have Burst commands to spam, you are very likely to run out of hones, so be careful.
  865. - Abusing or creating elemental exploits is effective. If you can cause an Imperil or otherwise unload the element of a boss's weakness onto it, it's a huge plus.
  866. - Hit-and-run charging your SBs at the start is absolutely not a bad idea [11.2], but from personal experience it's awful and tedious. Your stamina is refunded in all cases except a win, including fleeing.
  867. - If you want to expedite charging your Soul Breaks, a thing I do is this: put Ace Striker on the healer and then wait for them to get a bar charged. Once the Soul Break is cast, hit Auto and let your healer maintain your team until the Burst expires. You may need to pile on a few Breakdowns on the mobs for insurance, but otherwise I find this works really well, especially if you have Y'shtola (or any other healer with an instant heal Burst command).
  868. - In general, being able to clear D200/300 Cid Missions and D250 relies on a lot of things going right, but most of it will have to do with how many good native Soul Breaks and synergy you have. Consider them the purest form of whalebait.
  870. [7.6] Full Throttle / Jump Start Battles
  872. While the local name is Jump Start, plenty prefer to call this battle mode the more palatable JP name Full Throttle. Its premise is simple: at the start, you're given a predetermined number of Soul Break gauges full for your entire party (generally all three bars full) -- but you won't be able to gain any more gauge energy throughout the battle, meaning abilities such as Lifesiphon, Wrath, and Entrust are useless (unless you're bringing them for damage or Wrath's attack boost, which NO ONE does). On top of this, Record Materia such as Dr. Mog's Teachings and Mako Might won't grant extra bars, and Ace Striker and Battleforged will be straight-up useless, allowing you to focus on RMs that prioritize pure power or speed of use.
  874. Full Throttle battles are the primary source of 5* motes used to progress through characters' Legend Sphere dives, and generally feature a battle against its associated event's Apocalypse+ boss, or in the case of a Torment Dungeon, a D300 one-round battle which skips the mobs, adds more power and bulk to the bosses, and only grants them their slight elemental weakness once they lose enough HP.
  876. Some tips:
  877. - With DMT / MM / AS / Battleforged banned, damage-boosting RMs of every flavor are the way to go. Level 99 equipment-boosting and elemental-boost RMs are great if you have them.
  878. - Your entire team is rigged to start at a certain ATB. In event Full Throttle you start at zero, and in Torment FT you start with a half gauge full; don't bother reloading. RMs that grant Haste (Worthy Hero, Godspeed) or Orlandeau's 99 RM Gathering Storm are usually your best choices for characters that need to cast buffs ASAP.
  879. - Common RWs for Full Throttle include Cloud USB due to the sheer bulk of Torment bosses, and Ramza USB for a unique stacking buff in addition to instant-cast for one action.
  880. - Event Full Throttle bosses are generally easy for anyone who can beat Apocalypse+ bosses and are usually just chewtoys for figuring out how many different ways you can nuke a boss.
  881. - While usual mitigation measures can be foregone in favor of burst damage during event Full Throttle, the usual stuff applies during Torments. Obviously, pace your use of abilities and Bursts, and if you have space add some DEF / RES breakdowns.
  883. [7.7] The Crystal Tower
  885. Introduced during the 30th Anniversary event, the Crystal Tower is a boss rush-style challenge whose primary gimmick is this: between each fight, you're allowed to set-up your team in any way you like, but you can't use any character that you've used to beat a previous boss during your current attempt.
  887. Initiating a Crystal Tower attempt is completely separate from entering a dungeon -- in fact, after you initiate an attempt, you're still free to do whatever else you like, be it raid or enter a realm or event or magicite dungeon -- the only restriction that attempts add when you initiate them will be on characters you've already used to beat a boss.
  889. The original rendition of the Crystal Tower was a lot different from the current monthly rotation: for one, you could use normal RWs; there were five bosses, followed by a sixth that you could only challenge after all five were defeated -- and only using characters that you had used on previous bosses.
  891. The current system is as follows:
  893. - Each Crystal Tower challenge has four bosses, which can be challenged in any order.
  894. - The bosses begin at Apocalypse + (D220); the one on the top flight is noticeably stronger than the other three, and is called the Armageddon boss.
  895. - You cannot borrow normal RWs -- instead, you're allowed to borrow Dr. Mog's Wall effect as a RW.
  896. - While synergy for each boss is based on its realm, it does so differently from normal realm synergy, in that it strictly grants unconditional synergy to Cores and characters of that realm, and no synergy to any others.
  898. Each Crystal Tower has Cid Missions associated with it that grant 5* Legend Sphere motes for "not retreating", which are simply the developers' way of enforcing the lock-out mechanic for characters. If you don't have a variety of high-end relics to fit several teams yet, there's not really much you can do about this, but that doesn't mean you can't still attempt to clear all of them with the same team. This can be achieved by using your best team for any boss, then quitting the attempt to lift the lock-out on those characters before trying another one. Clearing each boss separately obviously doesn't successfully finish an attempt, but at the very least you'll be able to take on all the bosses in some degree. A different set of Crystal Tower bosses appears monthly, and difficulty ranges from hair-pullingly ridiculous to relatively simple, so as with regular events, there's no harm in testing your limits.
  900. [7.8] Nightmare Dungeons -----------------------------------------
  902. Guide here:
  906. [7.9] Magicite Dungeons -----------------------------------------
  908. The Magicite Dungeons are a major step up from anything else in the game, and covering them is going to take up a significant portion of this guide. For ease of loading times, the entire section is here:
  912. [8] RECORD MATERIA -------------------------------------------------------------------------------------
  914. The base level cap for characters is 50, but once you start clearing content in dungeons both core and events, you'll start to pick up Memory Crystals that break this cap and put a character at 65. Furthermore, clearing bonus battles and other high-level content in event dungeons give out 2nd or even 3rd Memory Crystals that raise the cap further to 80 and 99. With breaking the cap comes a neat little bonus called a Record Materia: an equipped bit that gives an extra boost to its user. These can range from a boost to stats (with a penalty / condition such as weapon type equipped), abilities, or even a free buff granted at the start of every battle.
  916. Breaking the level cap grants a character's first Record Materia and a slot to equip RMs. Since almost all characters have about 3 or 4 RMs, you'd be correct to guess that a lot of them are mostly bloat. Obviously some RMs are good for filling out specific niches, but there are core RMs that you'll probably be using most of the time.
  918. In general, RMs associated with 2nd level caps (Lv. 80) are random drops during dungeons, and those associated with 3rd (Lv. 99) caps are automatically handed out once you reach 99 and have all the previous ones. Random drops used to take a long time; nowadays they basically drop on the first or second dungeon you bring a character along to. That and the obnoxious "only in a specific realm" requirement has been scrubbed.
  920. Anyway, here's a list of some of the more commonly used ones (basically, get them ASAP):
  922. Ramza #2: Battleforged / Tidus #3: Ace Striker
  923. User actions greatly charge the Soul Break gauge.
  924. [Condition: Break Ramza's 2nd level cap. Randomly obtained in dungeons with Ramza in your party.]
  925. [Condition: Break Tidus's 2nd level cap; must have Tidus's RM2 (High Scorer - random drop). Randomly obtained in dungeons with Tidus in your party.]
  927. Tyro #2: Dr. Mog's Teachings / Cloud #3: Mako Might
  928. Begin each dungeon (not each stage of each dungeon) with one full charge to the Soul Break gauge.
  929. [Condition: Randomly obtained with Tyro in your party; must have Tyro's RM2 (Attunement II -- random drop) and broken his 2nd level cap.]
  930. [Condition: Randomly obtained with Cloud in your party; must have Cloud's RM2 (SOLDIER Counter) and broken his 2nd level cap. SOLDIER Counter is a guaranteed drop from clearing Shinra Cargo Ship (VII) Elite with Cloud in your party, but he'll need to have his first level cap broken first.]
  932. Luneth #3: Fast Learner
  933. 40% chance to double EXP gained from battle.
  934. [Condition: Must have obtained Luneth's RM2 (Zeal -- random drop) and broken Luneth's 3rd level cap. Obtained by raising Luneth to Lv. 99.]
  936. Cloud #4: Truthseeker
  937. Increases physical damage by 30% when user has a sword equipped.
  938. [Condition: Must have obtained Cloud's RM3 (Mako Might) and broken Cloud's 3rd level cap. Obtained by raising Cloud to Lv. 99.]
  940. Realistically, if you can't see yourself using a certain Record Materia at all (the case for most RMs), even for specific niches, toss it in the Vault for less clutter: View / Sell Items -> Record Materia -> Stash in Vault.
  942. [9] DAILY DUNGEONS ------------------------------------------------------------------------
  944. In the Events section in Realms, you'll notice that apart from the event(s) which are active at any given time, a Daily Dungeon also exists. The name speaks for itself -- these dungeons appear once every week and give out rewards ranging from Orbs to upgrade materials like Scarletite to gil to EXP. Each dungeon has two difficulties: + or ++, giving out rewards from their tier level.
  946. (Previous iterations of the Daily Dungeons rewarded Mythril on first clears and and were split up into more difficulties, but that's all old history now.)
  948. The structure of these dungeons is simple: three-round fights for 40 / 50 stamina x 2. + grants Major Orbs for 5* abilities, and ++ grants Crystals for 6* abilities. Mobs will occasionally be replaced by Magic Pots carrying Orbs or Crystals. While Major Orbs do have a chance to drop from normal mobs in the + dungeons, the same cannot be said of Crystals in ++, and Major Orbs don't drop there either. There are viable reasons to run either.
  950. As your elemental teams begin to develop, you will often find yourself honing a great deal of abilities from the same schools, and as such the value of each Orb type is subjective. Some things, however, are more or less constant: you will likely have a stack of White and Non-Elemental Orbs.
  952. The rewards will not reset every week, which is to say that once you have cleared a dungeon and obtained the First-Time and Mastery rewards, they'll show up as completed the week after that. From time to time, the Daily Dungeons are renewed in order to let players farm orbs and crystals faster to keep up with powercreep.
  956. Newer players -- drop whatever the fuck you are doing and grind the hell out of the Sunday dungeon. It's called Sunday Funday for a reason. Hones aside, your team's levels will be one of the biggest barriers to your progress. They are, in fact, so important that the EXP
  957. dungeons are now available on a daily basis where they were only available on Sundays (and Tuesdays, at some times) before.
  959. "So if the EXP dungeon is available all week, why Sunday?" Answer: because none of the other orb dungeons are open during this time, leaving you free to spend Stamina on EXP without much reservations about the whole process.
  961. Gil is, for the most part, irrelevant, but if you're a completionist or for whatever reason all your Dark Matter reforges and orb exchanging has killed all your Gil, stop on by. (Eventually you should be able to start using Boundless bosses as ATM machines.) The Scarletite / Adamantite dungeons serve little to no purpose in an age where so much upgrade material is just handed out that if you can't sell upwards of thousands in Giant Scarletite and Adamantite as an emergency cash reserve you're probably doing something wrong.
  963. The Orb Meadows can drop any orb. If you are farming orbs, you're probably looking for something specific. Don't bother.
  967. Wind is a popular factor in Celerity, Thief, Dragoon, and Machinist skills.
  969. If you don't have a pile of White Orbs and Crystals collecting dust I don't really know what to tell you.
  973. Black Orbs are ubiquitous.
  975. Earth Orbs most often find use in Monk, Knight, Bard, and Dancer skills, among others.
  979. Major Dark Orbs are likely to be your personal hell. They are used for damn near everything, fro Ninja skills to Darkness, to Witch, Black Magic... you get the point. Ice is a bit more situational.
  983. Power Orbs are Black Orbs' physical counterpart.
  987. Holy orbs tend to see a lot of use, especially with White Magic skills and the excellent 5* Knight skills. Lightning Orbs are secondary to everything, from Machinist skills to Dragoons to Black Magic.
  991. After a while I stopped paying attention to my summons. I'm not even sure where Non-Elemental Orbs feature prominently but I haven't run out of them for a very long time, so I can't assume it's in much.
  993. [10] THE FAT CHOCOBO EXCHANGE --------------------------------------------------------------------------------
  995. Psuedo-successor to the Collector's Events that only ever show up during collabs now.
  997. You'll notice that Daily Dungeons will drop Gysahl Greens -- these Greens are used to trade in for a variety of things here, from Orbs to Dark Matter to Stamina Shards, as well as a monthly selection of motes and weekly mythril / Major Orbs.
  999. The main things you'll want to get are:
  1001. - The weekly Mythril and Stamina Potions.
  1002. - The monthly motes. Skip Dexterity motes -- you WILL have them in excess. As your needs taper off, limit your purchases to Bravery and Vitality, if at all.
  1003. - The 5* accessories.
  1004. - The 10 Stamina shards in the non-limited tab. 5 go for 10,000 Greens and 5 for 100,000. Until you hit about 218 stamina, you'll need to buy 1 of the 100k shards to reach the absolute stamina cap per update, and three to reach the 200 cap.
  1005. - Onion Knight Motes, if you need them.
  1007. [11] GLOSSARY -----------------------------------------------------------------------------------------------
  1009. A collection of common RK terms, both those used by the broader community and by just /ffg/.
  1013. [x] CID'S MISSIONS ------------------------------------------------------------------------------------------
  1015. For anyone joining us at this point in time, Cid's Missions are the successor to the old Quest system.
  1017. Mind, most of these quests aren't typical RPG fare in that the objectives aren't things that you need to go out of your way to do -- in fact, if you're a new player, they'll be things that you'll end up doing one way or another, like leveling a character to 50, honing an ability, or doing a Rare Relic Draw, in one case.
  1019. Unlike the old Quests, you won't have to accept the Mission to complete it: as long as you accomplish the task, it'll mark as cleared and you can collect the reward. As a result, leveling quests no longer auto-complete, which means that the next time the Raise a Character to 99 mission clears is the next time you get a Memory Crystal III to break that cap.
  1021. In general, don't be in a rush to complete Wayfarer and Normal Missions, much less actively go out of your way to complete them, especially the honing quests -- just do them as they come.
  1023. Special Missions are for event quests and end when the event does. These, on the other hand, are restrictive challenge conditions, ranging from soloing a dungeon with a character, bringing a certain skill to an event dungeon, or most commonly, defeating an Ultimate and higher boss with only characters from the event's realm. They're mostly bragging rights and a few extra Major Orbs, but that doesn't mean you shouldn't try to complete them if you can. Be warned, as they actually pose a decent amount of difficulty.
  1025. [12] TIPS AND TRICKS --------------------------------------------------------------------------------
  1027. [12.1] About restarting battles
  1029. It used to be that restarting a battle necessitated force-closing the app and then restarting from the prompt that appeared when you booted the app again. This has changed, and DeNA, having known about players' using this for years, have simply implemented the Restart button.
  1031. What is it used for? In lower-level content, starting ATB gauges are not set in stone, and beating a good number of bosses will rely on your first turn -- whether you can apply a debuff that isn't 100% guaranteed to land, whether you can hit it with Power / Magic Break(down) and cast Protectga / Shellga before it attacks, and so on. Or maybe you want to restart until your characters land a convenient stare starting Dualcast.
  1033. Orb / Crystal drops and EXP Record Materia procs are determined at the start of battle and cannot be changed by S/L.
  1035. Restarting is not just for bosses -- you want to stay as healthy as possible before you get there. It's perfectly possible to stay at 100% HP, for example, if there are two mobs each round that require two hits to kill, but if they have annoying skills or damage output a few S/Ls may be necessary.
  1037. [12.2] Hit-and-run SB charging
  1039. The Flee command is normally worse than useless: when you flee from a battle, you stay in the exact state you were when you fled, which means any characters already KO'd stay KO'd, any RW charges used are used, and any losses to your HP are retained. If you want to restart a battle by quitting out of it, it's better to quit out of it by means of force-restarting.
  1041. However, one other thing that is retained when you flee is the charge in your characters' SB gauges. What this means is that, theoretically, you can enter a battle, let your characters whack a target with the default attack to charge their SB gauge a little bit, and then flee before anyone is hit -- over and over -- until your SB gauges are ramped up to full. (And if any of your characters are hit before you can flee, just force close until they aren't.)
  1043. This would normally cost you a prohibitive amount of stamina -- but almost all the bosses on whom this trick can be applied to will cost 1 stamina (Ultimate / Apocalypse / Nightmare bosses).
  1045. From personal experience, without Ace Striker or Battleforged it usually takes about a full hour to charge a party's SB gauges all the way up to three. It should be up to you to decide whether you need that much, because this is grueling as fuck.
  1047. (DeNA is aware of this trick: Their most serious end-game challenges, such as the Torments, Magicites, and Transcendent bosses, either ban fleeing or forcibly exit the dungeon as well on fleeing.)
  1049. [12.3] Jump timer delay
  1051. There's a few Dragoon skills that have longer delays than usual -- namely, Dragoon Jump, Lightning Dive, and Sky High.
  1053. As it turns out, you can effectively zero out the wait time on jumps by messing with the battle speed. During any attack animation that takes any more than an instant (e.g. Saint's Cross, some Soul Break cast, or some enemy attack with a fancy animation), set the battle speed to 5, and immediately tune it back to your speed of choice whenever the animation finishes. What's happening here is this: even though ATB gauges are paused during attack animations, the timers on jumps aren't -- and more often than not, the landing will immediately happen after you pull this trick off.
  1055. Obviously, this is dependent on you having some move queued after the jump, or else you'll just have to deal with the usual delay.
  1057. This trick has been patched out in current JP (presumably to sell a recent slew of USBs with the No Air Time buff), so make use of it while you can.
  1059. [12.4] Good and bad ways to spend your Mythril
  1061. Ranked from best to worst:
  1062. - Relic Draws
  1063. - Inventory expansion
  1064. - Stamina refreshes
  1065. - In-dungeon revives when you lose a battle
  1066. - In-dungeon heals at camp
  1068. Phoenix bonuses and the like should not even figure at all.
  1070. Keep in mind that it's still generally a bad idea to use Mythril for anything below inventory expansion. Only do so if:
  1072. a.) You really, really need to beat the boss. Is it high-level enough that this becomes important? Is it within your reasonable range so long as you get something like a stat boost? More importantly, is it a battle on a timer, like an event? DON'T USE REVIVES FOR CORE DUNGEONS. Just quit, git gud, and try again. It'll be there next time.
  1074. b.) Is it a timed event that you want to farm? Festival events such as Break of Dawn come to mind here, since they provide tons of EXP for your characters and plenty of orbs to hone.
  1076. On the topic of inventory expansion, you definitely want to expand your equipment inventory a bit (personally, I had to expand to 210 slots), because 100 slots will not hold all your equipment once you start doing tons of 11x draws. You don't need to expand your abilities list too much, but it may be an issue in the future.
  1078. [12.5] Differences between Global and JP
  1080. JP is ahead in characters, relics, power creep, and has plenty of cross-over events, which sometimes contain skills (and motes from associated multiplayer raids!) that aren't always included in the global client. As of time of writing, we're still missing some skills from the SaGa event a very long time ago, and they'll probably never show up in Global.
  1082. JP's Realm Dungeon draw format is also different: instead of one half-price draw, they have a single draw free, with full-price draws available later. Gem-only "select" draws are more common.
  1084. Generally, if there's a feature in JP that Global doesn't have, it tends to show up in Global eventually, and if it merits explanation it'll show up in the guide -- which means that if it's not here then I haven't updated this and you can feel free to call me a faggot if you even read this far.
  1086. In terms of characters missed in previous events, this isn't much of a problem, like it is in Global at the moment: characters and Memory Crystals will be handed out like candy.
  1088. If you want to start over from Global to JP, catching up shouldn't be too much of an issue. It's a similar or possibly faster grind than Global would have. The requirements to access the JP client is fairly simple, as far as I know: you just need to download the app for the JP version of RK through a third-party installer like QooApp and register using DeNA's Mobage service. Try it out if it's your kind of thing.
  1090. The global client, while behind for obvious reasons, often gets plenty of JP's quality-of-life updates early, such as the Roaming Warrior system, character skillset buffs, and Lucky Relic Draws. Furthermore, content that seems to be cut at first glance can usually come back in a different form -- for example, Japan received 20 Mythril as a New Year's milestone in the Dawn over the Big Bridge event -- Global had no such milestone to reach, but the Mythril was handed out later on as a special login bonus anyway.
  1092. Also, unless you speak moonrune, the client is obviously a lot easier to access and deal with.
  1094. ---------------------------------------------------------------------------------------------------------
  1095. ---------------------------------------------------------------------------------------------------------
  1097. Okay, that got a bit long-winded. Most of this stuff is based on my personal knowledge from playing the game (I started near the end of Terra's original event) so feel free to correct me whenever there's some info that could be improved or is just plain wrong.
  1099. I'll update this in the future when the need arises; until then, as the FFRK announcements always say, we hope you continue to enjoy Final Fantasy Record Keeper!
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