Multiplayer Build Guide (Dissidia 012): Difference between revisions
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[[Category:Dissidia 012 Final Fantasy]] | [[Category:Dissidia 012 Final Fantasy]] | ||
This page is for anyone | This page is for anyone that wants a better understanding on customizing a character for online battles. | ||
'''PLEASE NOTE:''' All content on this page is written in the context of using Dissidia 012's in-game ruleset "Official" in competitive play. This ruleset prevents certain equipment and accessories from being used, such as artifacts, breakable accessories and couple summons. It is considered community standard in competitive play, so this page won't focus on breakable accessories and the like. | |||
== | = Introduction = | ||
Dissidia 012 features a customization system that lets players power up characters with certain strengths in mind. | |||
Each build is comprised of five elements. | |||
; Equipment {{equwpn}} {{equhead}} {{equhand}} {{equbody}} | |||
These are weapons and armor that a character wears. They raise stats, such as max HP, ATK, DEF and Bravery, so they are very important. Some equipment pieces have effects on them like +10% EX Force Absorption. Other pieces require equipping multiple pieces in the same "series" to activate a '''[[Special_Effects_(Dissidia_012)|special effect.]]''' | |||
; Accessories {{accbas}} {{accboo}} {{accsp}} | |||
These are secondary items with various effects. Accessories are very flexible, because they can raise stats, affect game mechanics or greatly enhance a certain aspect in a build. Up to 10 accessories can be equipped. Accessories work hand in hand with equipment to form a certain build style. | |||
== Booster | ; Abilities | ||
Abilities are actions that a player can do (attacks, dodges etc.), or something that affects their actions (dodge distance, critical hit rate). They are also very important, but the abilities may be picked based on what equipment and accessories are chosen. | |||
; Assist | |||
Assist characters enable the titular '''[[Assist_(Dissidia_012)|assist mechanic]]''', as well as assist combos for the player character. With the exception of one build style, assists are always used. | |||
; Summons {{summon}} | |||
Summoned creatures that temporarily stop time and cause an effect on a player's bravery. Some of them can be very powerful, but competitive play often works with a "counter summons only" rule. As a result, summons are not that important. | |||
== About Stats == | |||
;HP | |||
Maximum health. An average build may have around 10299 HP, but this can be raised to over 12000 or even lowered below 9000 if going for a damage build. | |||
;BRV | |||
Base bravery. Higher bravery means more bravery when it recovers after HP attack or from bravery break. This also affects damage output. Typical base bravery at LV100 is around 957 - 1075, but high base bravery builds can go past 1600. | |||
;ATK | |||
Attack. Higher attack means more bravery damage. With LV100 equipment, +67 ATK is considered relatively low, while +69 ATK is considered high. +70 ATK is only for certain exclusive weapons. | |||
;DEF | |||
Defense. Higher defense means less bravery damage taken. LV100 equipment usually hovers around +72 DEF or +73 DEF, but they may also affect other stats. | |||
== About Accessories == | |||
;Basic accessories {{accbas}} | |||
These provide an effect, such as higher damage or assist gauge depletion. Their effects can be powered up with booster accessories. {{accboo}} Typically 1-4 basic accessories are equipped, with remaining accessory slots going to boosters and / or special accessories {{accsp}}. | |||
;Booster accessories {{accboo}} | |||
When a condition is met in battle, boosters enhance a basic accessory {{accbas}}. The amount depends on the booster's multiplier. For example, HP = 100 % {{accboo}} has a multiplier of x1.5. That means Power Ring {{accbas}} gets a 50 % increase for its effect (4.5 % damage instead of the usual 3 %) as long as the character's health is full. Equipping more boosters raises the total multiplier. So if the total multiplier is x2.0, then Power Ring {{accbas}} would get a 100 % increase (6 % damage instead of the usual 3 %). | |||
What makes a booster accessory good is its condition and the multiplier it provides. The more consistently a condition is met, the more often it will power up basic accessories. Booster accessories {{accboo}} have no effect without basic accessories {{accbas}}. | |||
'''A x1.3 multiplier or higher is considered good.''' | |||
*1.2x - Average | *1.2x - Average | ||
*1.3x - Good | *1.3x - Good | ||
*1.4x - | *1.4x - Very good | ||
*1.5x - The best | *1.5x - The best (overall) | ||
*2.5x - | *2.5x - Easy Come, Easy Go {{accboo}}. The 2.5x only lasts for 15 seconds and drops to 0.5x after that. | ||
*5.0x - | *5.0x - Damage time > 5 sec {{accboo}}. Very situational. | ||
Certain booster accessories are not used in online battles due to them being banned with the in-game ruleset "Official", which is community standard. | |||
;Special accessories {{accsp}} | |||
This type of accessory provides an effect, but it does not scale with booster accessories {{accboo}}. They may provide stronger effects instead, and some even effect assist and EX gauges. 1-3 special accessories are commonly used. Depending on the accessory, they also define a build style. | |||
Breakable accessories are not used in online battles due to them being banned with the in-game ruleset "Official", which is community standard. | |||
== About Meter Depletion == | |||
Meter depletion activates whenever an HP attack connects. As the name suggests, the opponent's meter is depleted by a certain amount. This is very strong in online battles, as filling assist and EX gauges takes time and presents risks when approaching. Depletion can disrupt a full assist gauge stalemate, but it can also shift momentum (or enforce it) and bypass EX Revenge checkmates. | |||
Assist gauge depletion is available with Judgment of Lufenia {{equbody}} special effect and Battle Hammer {{accbas}}. EX gauge depletion is available with Seal of Lufenia {{equbody}} special effect and Dismay Shock {{accbas}}. | |||
Meter depletion is not mandatory with every build, but it can be very beneficial most of the time. | |||
= What Are Build Styles = | |||
* [[ | Build styles focus on certain aspects to make a character stronger, such as damage or EX gain. Some characters do better with EX gain than others, but technically every character can be built in the same way. | ||
* [[ | Each build serves a purpose of making a character stronger in a specific way. They can greatly influence how a character operates against another character, so choosing the right build can make a big difference. | ||
* [[ | |||
A competitive build usually goes for one of the following: | |||
* [[ | |||
* [[ | * '''[[Multiplayer_Build_Guide_(Dissidia_012)#Damage|Damage]]''' | ||
* '''[[Multiplayer_Build_Guide_(Dissidia_012)#Damage_(high_base_bravery)|Damage (high base bravery)]]''' | |||
* '''[[Multiplayer_Build_Guide_(Dissidia_012)#Side_by_Side|Side by Side]]''' | |||
* '''[[Multiplayer_Build_Guide_(Dissidia_012)#EX|EX]]''' | |||
* '''[[Multiplayer_Build_Guide_(Dissidia_012)#EX_Core|EX Core]]''' | |||
* '''[[Multiplayer_Build_Guide_(Dissidia_012)#Bravery_Boost_on_Dodge|Bravery boost on dodge]]''' | |||
* '''[[Multiplayer_Build_Guide_(Dissidia_012)#Hybrid|Hybrid]]''' (balanced build, a mix of everything) | |||
= Build styles = | = Build styles = | ||
== Adamant Chains == | == Adamant Chains == | ||
;Concept | |||
:Adamant Chains builds rely on its special effect for longer air dodge distance. This makes air dodges harder to {{keyword|punish|punish=1}}, and thus, safer to use. This is good for characters with floaty air dodges such as Squall and Yuna, but fast fallers like Tidus and Prishe also benefit from this. Further investment can be made in damage, bravery boost on dodge or depletion. But because Adamant Chains takes up three equipment slots, players have to choose what to invest in. This can vary depending on {{keyword|matchup|matchup=1}} or player preference. | |||
;Recommended characters | |||
: {{012emp}}, {{012clo}}, {{012squ}}, {{012ulti}}, {{012tid}}, {{012yuna}}, {{012pri}}, {{012vaan}}, {{012gab}} | |||
Example build | Example build (Squall version) | ||
{{Build | {{Build | ||
| Line 67: | Line 105: | ||
|setbonus=Adamant Chains | |setbonus=Adamant Chains | ||
|ast=Kuja | |ast=Kuja | ||
|wpn=Earthbreaker | |wpn=Earthbreaker {{equip}} | ||
|hand=Adamant Shield | |hand=Adamant Shield | ||
|head=Adamant Helm | |head=Adamant Helm | ||
| Line 76: | Line 114: | ||
|acc4={{accboo}} Summon Unused | |acc4={{accboo}} Summon Unused | ||
|acc5={{accboo}} Pre-EX Mode | |acc5={{accboo}} Pre-EX Mode | ||
|acc6={{accboo}}Pre-EX Revenge | |acc6={{accboo}} Pre-EX Revenge | ||
|acc7={{accboo}} Aerial | |acc7={{accboo}} Aerial | ||
|acc8={{accsp}} Tenacious Attacker | |acc8={{accsp}} Tenacious Attacker | ||
| Line 82: | Line 120: | ||
|acc10={{accsp}} Back-Breaking Straw | |acc10={{accsp}} Back-Breaking Straw | ||
|summon=Rubicante | |summon=Rubicante | ||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Upper Blues | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Solid Barrel | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g=Thunder Barret | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Beat Fang | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Heel Crush | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Fire Barret | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Blasting Zone | |||
|hp2-g=Revolver Drive | |||
|hp3-g=Fated Circle | |||
|hp1-a=Aerial Circle | |||
|hp2-a= | |||
|hp3-a=Rough Divide | |||
}} | |||
}} | }} | ||
== Banish Trap Defense == | |||
;Concept | |||
:Negate '''[[Bravery_(Dissidia_012)#Banish_Trap|banish traps']]''' bravery depletion by equipping Aegis Shield {{equhand}} and Winged Boots {{accsp}}. The idea is to play defensively near banish traps and use them to warp before opponents can finish their attack. This is not a build that requires heavy investment with equip slots. Rather, it can be combined with other build styles for stages that have banish traps. | |||
Warp Defense affects bravery reduction when being warped from banish trap, while Banish Trap Defense affects bravery reduction when touching a banish trap. Winged Boots {{accsp}} negates Banish Trap Defense, but only cuts Warp Defense by 50 %. | |||
;Recommended for | |||
:{{012gab}}, Dream's End, Sky Fortress Bahamut, Orphan's Cradle | |||
{{ | |||
== Bravery Boost on Dodge == | |||
;Concept | |||
:Build bravery by dodging attacks. This is effective against few characters who can use {{keyword|zoning|zoning=1}} as part of their strategy, but it won't be too common elsewhere. The Emperor and Ultimecia are required to use projectiles, so they cannot necessarily avoid dealing with this. It's worth noting though, that critical hits deal more damage if the character taking damage has lots of bravery. Damage builds can help, but one of the reasons Bravery Boost on Dodge (BBoD) builds are used, is because the character using it has a harder time approaching. If used against Sephiroth, he may reconsider his use of Shadow Flare, but players will ultimately make that call. | |||
;Recommended against | |||
: {{012emp}}, {{012seph}}, {{012ulti}} | |||
Gain bravery with each successful block / dodge. Commonly paired with Adamant Chains when using bravery boost on dodge. | Gain bravery with each successful block / dodge. Commonly paired with Adamant Chains when using bravery boost on dodge. | ||
Example build (Tidus version) | |||
Example build | |||
{{Build | {{Build | ||
| Line 170: | Line 197: | ||
|acc10={{accboo}} Opponent Summon Unused | |acc10={{accboo}} Opponent Summon Unused | ||
|summon=Rubicante | |summon=Rubicante | ||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Hop Step | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g= | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Hop Step | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Full Slide | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Cut & Run | |||
|branch-3abrv= | |||
|branch-3ahp=Quick Hit | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g= | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Slice & Dice | |||
|hp2-a=Energy Rain | |||
|hp3-a=Jecht Shot | |||
}} | |||
}} | |||
;What counters it | |||
:Damage builds, character-specific strategies, careful usage of projectiles | |||
---- | |||
'''''Relevant equipment:''''' | |||
;Adamant Chains equipment {{equwpn}} {{equhand}} {{equhead}} {{equbody}} | |||
:3 pieces provide BRV Boost on Dodge +8 %, which is good for this build. | |||
;Dueling Mask {{equhead}} | |||
:BRV Boost on Dodge +3 %. Works with Adamant Chains' special effect if Adamant Knife {{equwpn}} is equipped for it. | |||
;World Champion {{equwpn}} (Tidus only) | |||
:Tidus' LV100 exclusive weapon is great all around, and it also boosts BBoD by +8 %. A must-have for Tidus. | |||
---- | |||
'''''Relevant accessories:''''' | |||
;Zephyr Cloak {{accbas}} | |||
:The core of this build. BBoD +2 % is not much, but with boosts from equipment and booster accessories, a single dodge can easily build over 160 BRV with each dodge. | |||
;Large Gap in HP {{accboo}} | |||
:A consistent 1.5 multiplier if a big health difference occurs. | |||
;Large Gap in BRV {{accboo}} | |||
:A consistent 1.5 multiplier if the player can keep dodging attacks for a long time. | |||
;BRV > Base Value {{accboo}} | |||
:A consistent 1.3 multiplier as long as the player is not constantly taking damage. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as summon is available. | |||
;Opponent Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as opponent's summon is available and equipped. | |||
;Pre-EX Mode {{accboo}} | |||
:A consistent 1.4 multiplier. EX mode is not expected to be used early. | |||
;Pre-EX Revenge {{accboo}} | |||
:A consistent 1.3 multiplier. EX Revenge is not expected to be used early. | |||
;Aerial {{accboo}} | |||
:A consistent 1.5 multiplier when fighting airborne. | |||
;After 30 Seconds {{accboo}} | |||
:A consistent 1.2 multiplier. Two of these can be equipped. | |||
;HP = 100 % {{accboo}} | |||
:A consistent 1.5 multiplier, under the assumption that the player won't take HP damage for a while when building bravery. | |||
== Bravery Boost on Stage Destruction == | |||
;Concept | |||
:Quickly accumulate bravery by destroying stage elements. This is something of a gimmick build, but it can work in a couple stages, especially by destroying the pillars in '''[[World_of_Darkness_(Dissidia_012)|World of Darkness]]'''. Every time a stage element is destroyed, the bravery boost activates, including the pillars' remains. Omni Ground Dash and attacks with a wide {{keyword|hitbox|hitbox=1}}, such as Cloud of Darkness' [Wide-Angle] Particle Beam are best suited for this task. Many stages don't have enough destructible elements for this build to be practical, though. High base bravery builds with wall rush can provide a more consistent alternative for bravery. | |||
;Recommended characters | |||
:{{012cod}} | |||
;Recommended stages | |||
:World of Darkness, Pandaemonium - Top Floor | |||
Example build (Cloud of Darkness version) | |||
{{Build | |||
|hp=9049 | |||
|cp=450 | |||
|brv=1115 | |||
|atk=178 | |||
|def=182 | |||
|luk=60 | |||
|booster=x17.3 | |||
|setbonus=- | |||
|ast={{012jec}} | |||
|wpn=Fixed Dice | |||
|hand=Chainsaw | |||
|head=Dueling Mask | |||
|armor=Demon's Vest | |||
|acc1={{accbas}} Mindbreak | |||
|acc2={{accboo}} HP = 100 % | |||
|acc3={{accboo}} BRV > Base Value | |||
|acc4={{accboo}} Empty EX Gauge | |||
|acc5={{accboo}} Summon Unused | |||
|acc6={{accboo}} Attacking HP | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accboo}} Pre-Assist | |||
|acc10={{accboo}} Grounded | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Tentacle of Pain | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g= | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g=Tentacle of Spite | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Tentacle of Suffering | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a= | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Tentacle of Scorn | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | }} | ||
| dataHP = | |||
== | {{Build-AttackDataHP | ||
Recommended | |hp1-g=[Anti-air] Particle Beam | ||
|hp2-g=[Wide-Angle] Particle Beam | |||
|hp3-g=[Wrath] Particle Beam | |||
|hp1-a=Aura Ball | |||
|hp2-a=[0-Form] Particle Beam | |||
|hp3-a=[Wrath] Particle Beam | |||
}} | |||
}} | |||
;What counters it | |||
:Damage builds, Side by Side builds, good offensive play. Defending against moves used for stage destruction is also important. After all, hitting the opponent means no time to destroy stage elements. | |||
---- | |||
'''''Relevant equipment:''''' | |||
;Fixed Dice {{equwpn}} | |||
:BRV boost on stage destruction +10 %. Pretty good despite the -1 DEF. | |||
;Demon's Vest {{equbody}} | |||
:BRV boost on stage destruction +5 %. Also has -1 DEF, but ideally this should not be a big problem when played well. | |||
---- | |||
'''''Relevant accessories:''''' | |||
Since the goal is to quickly rack up bravery, any boosters that are active from the beginning can be good. Even if the uptime is short, destroying enough stage elements can easily reach up to 4000+ BRV in under 1 minute. | |||
;Mindbreak {{accbas}} | |||
:The core of this build style. +2 % BRV boost on stage destruction is not much, but it can be overcome with Fixed Dice {{equwpn}}, Demon's Vest {{equbody}} and a high booster multiplier. | |||
;HP = 100 % {{accboo}} | |||
:A consistent 1.5 multiplier at the start of a match. Ideally this never deactivates, but even reaching 4000 BRV before it does is not half bad. | |||
;BRV > Base Value {{accboo}} | |||
:A consistent 1.3 multiplier that is active most of the time. | |||
;Empty EX Gauge {{accboo}} | |||
:A consistent 1.5 multiplier at the start of a match. Be wary of staggers, as those also produce EX Force. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as summon is available. | |||
;Opponent Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as opponent's summon is available and equipped. | |||
;Attacking HP {{accboo}} | |||
:A consistent 1.2 multiplier, works with Cloud of Darkness. | |||
;Pre-EX Mode {{accboo}} | |||
:A consistent 1.4 multiplier. | |||
;Pre-EX Revenge {{accboo}} | |||
:A consistent 1.3 multiplier. | |||
;Pre-Assist {{accboo}} | |||
:A consistent 1.4 multiplier, before assist is used. | |||
;Grounded {{accboo}} | |||
:A consistent 1.5 multiplier. Cloud of Darkness and anyone else who benefits from Omni Ground Dash can use this. | |||
== Damage == | |||
;Concept | |||
:Damage builds focus on bravery damage. The goal is simple, deal as much damage with bravery attacks as possible. There are three ways to increase damage - High ATK stat, critical hits with extra abilities and wall rush. Character's base ATK stat and each move's {{keyword|base damage|basedamage=1}} also matter, but they cannot be changed. Generally speaking it is a good idea to invest in high ATK, then critical hit rate or wall rush. Critical hits are 2x damage, that's good for most characters. Wall rush adds on top of the existing +25 % damage bonus. HP wall rush is often prioritized over BRV wall rush, but both can serve as a good source for extra damage. | |||
;Recommended characters | |||
: {{012gar}}, {{012kain}}, {{012clo}}, {{012seph}}, {{012ulti}}, {{012lag}}, {{012kuja}}, {{012tid}}, {{012jec}}, {{012vaan}}, {{012pri}} | |||
Example build (Sephiroth version) | |||
{{Build | |||
|hp=10299 | |||
|cp=450 | |||
|brv=877 | |||
|atk=181 | |||
|def=183 | |||
|luk=60 | |||
|booster= | |||
|setbonus=Seal of Lufenia | |||
|ast={{012kuja}} | |||
|wpn=Earthbreaker {{equip}} | |||
|hand=Lufenian Dirk {{equip}} | |||
|head=Lufenian Headband {{equip}} | |||
|armor=Lufenian Vest | |||
|acc1={{accbas}} Hyper Ring | |||
|acc2={{accbas}} Muscle Belt | |||
|acc3={{accbas}} Battle Hammer | |||
|acc4={{accboo}} Large Gap in HP | |||
|acc5={{accboo}} BRV > Base Value | |||
|acc6={{accboo}} Summon Unused | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accboo}} Aerial | |||
|acc10={{accsp}} Tenacious Attacker | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Reaper | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g= | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g=Shadow Flare | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Oblivion | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Sudden Cruelty | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Shadow Flare | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Scintilla | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Scintilla | |||
|hp2-a=Heaven's Light | |||
|hp3-a=Hell's Gate | |||
}} | |||
}} | |||
;What counters it | |||
:High DEF, damage builds, Side by Side builds, defense builds (wall rush defense), consistent defensive play. | |||
---- | |||
'''''Relevant equipment (ATK):''''' | |||
;Cleaver {{equwpn}} | |||
:Cleaver is a good non-exclusive weapon with +69 ATK and +10 % EX Force absorption. Despite its -1 DEF, it is good when used to gather EX via chase with Aerith assist. | |||
;Lufenian Dirk {{equhand}} | |||
:ATK +1, DEF +72. Seal of Lufenia. A staple for damage builds that activate Seal of Lufenia's EX depletion effect. | |||
;Blurry Moon {{equhand}} | |||
:ATK +1, DEF +72. BRV boost on block +5 %. A non-Seal of Lufenia alternative for characters with {{keyword|command blocks|commandblock=1}}. | |||
;Auto Crossbow {{equbody}} | |||
:A machine type equipment with +15 % physical damage that many characters can benefit from, despite the lower max HP. | |||
;Highway Star {{equhand}} (Gabranth only) | |||
:This is a stronger Lufenian Dirk for just Gabranth that also adds +10 % EX Force absorption. | |||
;Gigant Axe {{equwpn}} (Garland only) | |||
:ATK +70, BRV -80, EX Force absorption +10 %, slight anti-ex effect. A must-have for Garland. | |||
;Wild Rose {{equwpn}} (Firion only) | |||
:ATK +70, DEF -1, HP -328, extra HP to BRV, slight counterattack effect. Firion usually works with wall rush and high base bravery, but this is a good alternative if going for raw BRV damage. | |||
;Cimmerian Edge {{equwpn}} (Cecil Dark Knight only) | |||
:ATK +69, DEF -1, +1 ATK when Dark Knight, slight counterattack effect. | |||
;Highwind {{equwpn}} (Kain only) | |||
:ATK +70, DEF -1, HP -328, assist gauge duration +30 %, back to the wall effect. | |||
;Fenrir {{equwpn}} (Cloud only) | |||
:ATK +69, DEF -1, Wall Rush HP damage +20 %, slight Sneak Attack effect. Great for HP wall rush damage. Cloud's high base bravery builds prioritize Piggy's Stick {{equwpn}} instead. | |||
;World Champion {{equwpn}} (Tidus only) | |||
:ATK +70, DEF -1, BRV -40. BRV Boost on Dodge +8 %, Cat Nip effect. A must-have for Tidus, despite -1 DEF. | |||
---- | |||
'''''Recommended (Wall Rush):''''' | |||
;Earthbreaker {{equwpn}} | |||
:ATK +69, BRV -80, Wall Rush HP damage + 20 %. A good non-exclusive weapon all around. | |||
;Gungnir {{equwpn}} | |||
:ATK +69, DEF -1, HP -328, wall rush BRV damage +50 %. A good non-exclusive weapon for BRV wall rush, despite its -1 DEF. | |||
;Chainsaw {{equhand}} | |||
:Wall Rush HP damage +20 %, BRV +79, DEF +73, HP -595. A machine type equipment that can be paired with a weapon that has wall rush HP damage. | |||
;Sniper Eye {{accbas}} | |||
:Wall Rush HP damage +10 %. A good accessory that scales well with boosters {{accboo}}, including BRV = 0. | |||
;Booster {{accbas}} | |||
:Wall Rush BRV damage +40 %. A good accessory with a 90 % boost when paired with Gungnir {{equwpn}} (almost 2x wall rush BRV damage). | |||
---- | |||
'''''Relevant accessories:''''' | |||
;Hyper Ring {{accbas}} | |||
:Damage +5 %. Boosts both physical and magical damage, a good addition after Muscle Belt or Earring. | |||
;Muscle Belt {{accbas}} | |||
:Physical damage +7 %. | |||
;Earring {{accbas}} | |||
:Magical damage +7 %. For characters with primarily magic damage, such as {{012kef}}, {{012ulti}} and {{012shan}}. | |||
;BRV > Base Value {{accboo}} | |||
:A consistent 1.3 multiplier. | |||
;Pre-EX Mode {{accboo}} | |||
:A consistent 1.4 multiplier. | |||
;Pre-EX Revenge {{accboo}} | |||
:A consistent 1.3 multiplier. | |||
;Aerial {{accboo}} | |||
:A consistent 1.5 multiplier in air fights. | |||
;Large Gap in HP {{accboo}} | |||
:A consistent 1.5 multiplier with a good health lead or a considerable health deficit. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as summon is available. | |||
;Opponent Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as opponent's summon is available and equipped. | |||
;Hero's Essence {{accsp}} | |||
:This adds 30 capacity points, which can be used to equip more extra abilities for critical hits. | |||
---- | |||
'''''Recommended extra abilities:''''' | |||
;Counterattack | |||
:+25 % critical hit rate for hitting an opponent during their attack. This is very common and effective, but as a result it is commonly nullified with "Disable Counterattack" extra ability. | |||
;Sneak Attack | |||
:+25 % critical hit rate for hitting behind the opponent. Commonly activates in assist combos and {{keyword|punish|punish=1}} situations. | |||
;First Strike | |||
:+100 % critical hit rate for the first attack that connects. Good for establishing momentum. | |||
;EX Critical Boost | |||
:+50 % critical hit rate during EX mode. This is commonly used with Gabranth. | |||
;Riposte | |||
:+25 % critical hit rate to a staggered opponent. More expensive to equip than counterattack, but can reward good blocks. | |||
;Assist Critical Boost | |||
:+25 % critical hit rate for assists. Good for high damage assists such as Kuja and Sephiroth. | |||
== Damage (high base bravery) == | == Damage (high base bravery) == | ||
;Concept | |||
:This build style increases damage by raising base bravery. The goal is to deal a lot of damage with each HP attack. Since bravery is already high, raising ATK or critical hit rate is not necessary. Instead, bravery recovery and wall rush are effective for high base bravery. This can provide consistent damage output regardless of the opponent's DEF. Side by Side {{accsp}} builds commonly have high base bravery, but it's not a requirement for all characters. For example, Exdeath does not need Side by Side since his '''[[Assist_Gauge_Charge|assist gain]]''' is already the fastest in the game. | |||
;Recommended characters | |||
: {{012wol}}, {{012fir}}, {{012ok}}, {{012bez}}, {{012exd}}, {{012clo}}, {{012zid}}, {{012jec}}, {{012lig}} | |||
Example build (Jecht, non-Side by Side version) | |||
{{Build | |||
|hp=9683 | |||
|cp=450 | |||
|brv=1623 | |||
|atk=179 | |||
|def=183 | |||
|luk=60 | |||
|booster=x2.3 | |||
|setbonus=None | |||
|ast=Tidus | |||
|wpn=Piggy's Stick {{equip}} | |||
|hand=Chainsaw {{equip}} | |||
|head=Thornlet {{equip}} | |||
|armor=Maximillian {{equip}} | |||
|acc1={{accbas}} Sniper Eye | |||
|acc2={{accbas}} Bravery Orb | |||
|acc3={{accbas}} Dismay Shock | |||
|acc4={{accbas}} Battle Hammer | |||
|acc5={{accboo}} Summon Unused | |||
|acc6={{accboo}} Pre-EX Mode | |||
|acc7={{accboo}} Pre-EX Revenge | |||
|acc8={{accsp}} Tenacious Attacker | |||
|acc9={{accsp}} Great Gospel | |||
|acc10={{accsp}} Back-Breaking Straw | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Jecht Block | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Jecht Rush | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Jecht Block | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Jecht Stream | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a= | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Ultimate Jecht Shot | |||
|hp2-g=Jecht Beam | |||
|hp3-g= | |||
|hp1-a=Jecht Beam | |||
|hp2-a=Jecht Blade | |||
|hp3-a=Triumphant Grasp | |||
}} | |||
}} | |||
See also: '''[[Zidane_Tribal_(Dissidia_012)/Builds#Side_by_Side_(High_Base_BRV)|Side by Side version (Zidane)]]''' | |||
This build raises base bravery via equipment and the Best Dresser extra ability (+100 BRV when wearing hairpins or headbands). Accessories are then used for meter depletion, BRV recovery and HP wall rush damage. Back-Breaking Straw {{accsp}} offsets Thornlet's {{equhead}} BRV penalties, while Great Gospel {{accsp}} adds a fixed +50 % BRV recovery. Depending on the character, Tenacious Attacker is interchangeable with boosters {{accboo}} or Side by Side {{accsp}}. There aren't too many boosters with constant uptime for all four basic accessories, but more can be added according to the character and player preference. | |||
---- | |||
'''''Relevant equipment:''''' | |||
;Piggy's Stick {{equwpn}} | |||
:The core component in raising base bravery. Comes with -80 % base BRV recovery, which should be factored into the build. | |||
;Chainsaw {{equhand}} | |||
:This machine equipment removes -595 HP, but adds +73 DEF, +79 BRV +20 % wall rush HP damage. Good for Firion, Golbez, Cloud and Jecht who can wall rush often. | |||
;Borghertz's Hands {{equhand}} | |||
:+72 DEF and slightly less base BRV (+39), but doesn't reduce health nearly as much compared to Chainsaw. | |||
;Royal Crown {{equhead}} | |||
:+369 base BRV, -328 max HP, but has +100 % base BRV recovery. Pairs well with Piggy's Stick {{equwpn}}, with no huge investment needed for BRV recovery. | |||
;Thornlet {{equhead}} | |||
:Thornlet adds more base BRV than Royal Crown (+499), but drains -3 % BRV when dodging an attack and -5 % BRV when blocking an attack. This is more damage, but it also puts more strain on accessories to offset the BRV penalties and lower BRV recovery. | |||
;Auto Crossbow {{equbody}} | |||
:Base BRV +79, max HP +2378 and physical damage +15 %. Most Side by Side users rely on physical damage, so this can be a good damage increase at the cost of max health. | |||
;Maximillian {{equbody}} | |||
:+3300 HP, BRV +39 and physical defense +10 %. High base bravery builds don't typically go for a special effect, so this is good for general use. | |||
---- | |||
'''''Relevant accessories:''''' | |||
;Bravery Orb {{accbas}} | |||
:Raises base bravery recovery. Investing into this is recommended, especially if Thornlet {{equhead}} is equipped. | |||
;Sniper Eye {{accbas}} | |||
:Increases wall rush damage. Good for Firion, Golbez, Cloud, Jecht and anyone else who can wall rush consistently. | |||
;Battle Hammer {{accbas}} | |||
:Assist depletion +5 %. Since Judgment of Lufenia special effect {{equbody}} isn't prioritized with high base bravery builds, this is the main source for assist depletion. The damage output is the main incentive for using Assist Change instead of assist depletion, so it's not mandatory to boost this a lot. | |||
;Dismay Shock {{accbas}} | |||
:EX depletion +1 %. Since Seal of Lufenia special effect {{equbody}} isn't prioritized with high base bravery builds, this is the main source for EX depletion. | |||
;Pre-EX Mode {{accboo}} | |||
:A consistent 1.4 multiplier. | |||
;Pre-EX Revenge {{accboo}} | |||
:A consistent 1.3 multiplier. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier. | |||
;BRV = 0 {{accboo}} | |||
:A consistent 1.4 multiplier for meter depletion and HP wall rush. Bravery Orb won't benefit much from this, since bravery doesn't stay at 0 for long. | |||
;Aerial {{accboo}} | |||
:A consistent 1.5 multiplier for airborne characters. If the character gets on the ground during an assist combo, this will deactivate, and activating it again during the same combo won't be feasible. | |||
;Assist {{accboo}} | |||
:A 1.4 multiplier for assist combos, but mostly affects Bravery Orb {{accbas}} or any damage ring {{accbas}}. | |||
;Great Gospel {{accsp}} | |||
:A fixed +50 % BRV recovery boost, for instances when booster multiplier is relatively low, and there isn't much room for additional boosters. | |||
;Hero's Seal {{accsp}} | |||
:Pairs well with high base bravery specifically. Raises initial bravery at the start of a fight by 50 % of base bravery. 1533 base BRV means starting a fight with over 2000 BRV. | |||
;Side by Side {{accsp}} | |||
:Side by Side works very well with high base bravery, creating explosive damage output with each assist combo. If this is used, Empty EX Gauge {{accboo}} provides a 1.5 multiplier that's always active. | |||
---- | |||
'''''Relevant extra abilities:''''' | |||
;Best Dresser | |||
:+100 BRV when wearing hairpins or headbands. Expensive, but a good damage increase. | |||
== Depletion == | == Depletion == | ||
Recommended characters: Any, {{012squ}} | ;Concept | ||
:Depletion builds focus on depleting opponent's Assist / EX gauge. The goal is not to finish matches quickly then, but to make it harder for the opponent to use meter at all. Meter depletion activates when an HP attack connects and also when it wall rushes. Multiple HP hits during a single attack (e.g. Jecht Beam) also work. Squall with Yuna assist is a notable synergy in this regard, due to Aerial Circle's multiple hits during Yuna's Heavenly Strike. Any character who can wall rush with HP attacks also benefit from this. Exclusively building for just depletion is not a high priority in competitive play, but it can be effective regardless. | |||
;Recommended characters | |||
:Any, {{012squ}} | |||
{{Build | |||
|hp=10299 | |||
|cp=450 | |||
|brv=957 | |||
|atk=178 | |||
|def=183 | |||
|luk=60 | |||
|booster= | |||
|setbonus=Seal of Lufenia | |||
|ast={{012yuna}} | |||
|wpn=Lionheart | |||
|hand=Lufenian Dirk {{equip}} | |||
|head=Lufenian Headband {{equip}} | |||
|armor=Lufenian Vest | |||
|acc1={{accbas}} Dismay Shock | |||
|acc2={{accbas}} Battle Hammer | |||
|acc3={{accboo}} Large Gap in HP | |||
|acc4={{accboo}} BRV = 0 | |||
|acc5={{accboo}} Assist | |||
|acc6={{accboo}} Summon Unused | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accboo}} Aerial | |||
|acc10={{accboo}} After 30 Seconds | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Upper Blues | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Solid Barrel | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g=Thunder Barret | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Beat Fang | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Heel Crush | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Fire Barret | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Blasting Zone | |||
|hp2-g=Revolver Drive | |||
|hp3-g=Fated Circle | |||
|hp1-a=Aerial Circle | |||
|hp2-a= | |||
|hp3-a=Rough Divide | |||
}} | |||
}} | |||
;What counters it | |||
:Damage builds, Side by Side builds, EX builds and Assist Change. Generally speaking depletion builds only work if a character can land HP attacks, so anything that prevents it will help, including consistent defensive play. | |||
---- | |||
'''''Relevant accessories:''''' | |||
;Dismay Shock {{accbas}} | |||
:EX depletion +1 %. | |||
;Battle Hammer {{accbas}} | |||
:Assist depletion +5 %. | |||
;Large Gap in HP {{accboo}} | |||
:A consistent 1.5 multiplier if the character has a good health lead, or at a considerable health deficit. | |||
;BRV = 0 {{accboo}} | |||
:A consistent 1.4 multiplier whenever an HP attack wall rushes or otherwise hits again, such as Squall's Aerial Circle. | |||
;Assist {{accboo}} | |||
:A consistent 1.4 multiplier for doing an HP attack during assist combo. Squall can use this with Yuna or Kuja assist. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as summon is available. | |||
;Opponent Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as opponent's summon is available and equipped. | |||
;Pre-EX Mode {{accboo}} | |||
:A consistent 1.4 multiplier for most of the match. | |||
;Pre-EX Revenge {{accboo}} | |||
:A consistent 1.3 multiplier for most of the match. | |||
;Aerial {{accboo}} | |||
:A consistent 1.5 multiplier when fighting in the air. Squall can use this with Yuna or Kuja assist, since he does Aerial Circle during assist combos. | |||
;After 30 Seconds {{accboo}} | |||
:A consistent 1.2 multiplier. Two of these can be equipped. | |||
;HP < 50 % {{accboo}} | |||
:A consistent 1.4 multiplier, if health is expected to go below 50 %. Stacks with Large Gap in HP {{accboo}}. | |||
---- | |||
'''''Relevant equipment:''''' | |||
The example build above uses Seal of Lufenia equipment for +5 % EX depletion. Its depletion is much stronger compared to just using Dismay Shock {{accbas}}, and also it stacks well with it. Judgment of Lufenia equipment should be used if assist depletion is considered more important. Judgment of Lufenia also has more non-weapon equipment with higher DEF, which is good for reducing BRV damage. | |||
;Lufenian Shield {{equhand}} | |||
:DEF +73. Judgment of Lufenia. | |||
;Lufenian Dirk {{equhand}} | |||
:ATK +1, DEF +72. Seal of Lufenia, good for raising damage. | |||
;Lufenian Helm | |||
:BRV +290, DEF +1. Judgment of Lufenia. | |||
;Lufenian Helm {{equhead}} | |||
:BRV +290, DEF +1. Judgment of Lufenia. | |||
;Lufenian Headband {{equhead}} | |||
:HP +327, BRV +290. Seal of Lufenia. Better for raising max HP than Lufenian Hairpin. | |||
;Lufenian Hairpin {{equhead}} | |||
:HP -328, BRV +369. Seal of Lufenia. Better for raising base BRV than Lufenian Headband. | |||
;Lufenian Armor {{equbody}} | |||
:HP +3300, BRV +39. Judgment of Lufenia. | |||
;Lufenian Vest {{equbody}} | |||
:HP +2973. Seal of Lufenia. | |||
== EX == | == EX == | ||
EX builds | ;Concept | ||
:EX builds prioritize filling the EX gauge faster. This usually means earlier access to EX mechanics when played well. This can be achieved via increased EX Force absorption and longer EX intake range. Despite being focused on EX, assist is still used. | |||
;Recommended characters | |||
:{{012wol}}, {{012gar}}, {{012kain}}, {{012gil}}, {{012clo}}, {{012seph}}, {{012kuja}}, {{012tid}}, {{012yuna}}, {{012shan}}, {{012pri}}, {{012vaan}}, {{012lig}} | |||
Example build (Lightning) | |||
{{Build | |||
|hp=10299 | |||
|cp=450 | |||
|brv=996 | |||
|atk=177 | |||
|def=182 | |||
|luk=60 | |||
|booster=x2.3 | |||
|setbonus=Seal of Lufenia | |||
|ast={{012kuja}} | |||
|wpn=Heaven's Cloud | |||
|hand=Lufenian Dirk | |||
|head=Lufenian Headband | |||
|armor=Lufenian Vest | |||
|acc1={{accbas}} Hyper Ring | |||
|acc2={{accbas}} Battle Hammer | |||
|acc3={{accboo}} Summon Unused | |||
|acc4={{accboo}} Pre-EX Mode | |||
|acc5={{accboo}} Pre-EX Revenge | |||
|acc6={{accsp}} White Drop | |||
|acc7={{accsp}} White Drop | |||
|acc8={{accsp}} White Gem | |||
|acc9={{accsp}} Tenacious Attacker | |||
|acc10={{accsp}} Glutton | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Fire | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g= | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g=Thundaga | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Thunder | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Watera | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Blizzara | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Lightning Strike | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Crushing Blow | |||
|hp2-a= | |||
|hp3-a=Thunderfall | |||
}} | |||
}} | |||
;What counters it | |||
:EX depletion is effective at reducing EX, especially with '''[[Special_Effects_(Dissidia_012)#Seal_of_Lufenia|Seal of Lufenia]]'''. Glutton {{accsp}} is good against characters who generate lots of EX close to the player, such as {{012shan}}. It won't be as effective if opponent uses chase to absorb EX, which is common with Aerith assist. | |||
:EX Breaker {{accbas}} depletes the entire EX gauge once the "EX Iai Strike" effect activates on hit. The -10 % defense decrease isn't great, and it scales with boosters {{accboo}}. However, both {{012exd}} and {{012ulti}} can take advantage of this accessory by leaning into their {{keyword|neutral|neutral=1}}, high / low base DEF and activation chances with their pokes and projectiles (Ultimecia's Knight Blade). | |||
---- | |||
'''''Relevant equipment:''''' | |||
;Heaven's Cloud {{equwpn}} | |||
:Relatively low ATK at +67, but the increased intake range makes it much easier to grab surrounding EX Force. Using '''[[Chase_(Dissidia_012)|chase]]''' is not a requirement with this weapon. Synergizes well with Tenacious Attacker {{accsp}} and Glutton {{accsp}}. | |||
;Cleaver {{equwpn}} | |||
:High ATK at +69 and +10 % EX Force absorption makes Cleaver a good option for additional EX. Best used with {{012aer}} assist chase setups. | |||
;Gigant Axe {{equwpn}} (Garland only) | |||
:Top of the line +70 ATK and +10 % EX Force absorption. A must-have for Garland. | |||
;Mateus's Malice {{equwpn}} (The Emperor only) | |||
:The Emperor's LV100 exclusive weapon provides the same +3M EX intake range as Heaven's Cloud, but with better stats. | |||
;Spira's Hope {{equwpn}} (Yuna only) | |||
:Yuna's LV100 exclusive weapon provides the same +3M EX intake range as Heaven's Cloud, but without -1 DEF. | |||
---- | |||
'''''Relevant accessories:''''' | |||
;White Gem {{accsp}} | |||
:+10 % EX Force absorption. A good, relatively low cost investment. | |||
;White Drop {{accsp}} | |||
:+5 % EX Force absorption, but three of them can be equipped for a 15 % total increase. | |||
;Tenacious Attacker {{accsp}} | |||
:Absorbs EX Force during attacks. Useful to have, as it works even when filling assist gauge with {{keyword|whiffs|whiff=1}}. | |||
;Glutton {{accsp}} | |||
:Absorbs EX Force when taking damage. Useful to have for support. Cuts into the opponent's EX gain if they generate EX close to the player with attacks. And if opponent hits a long range attack, the player gets more EX out of it. | |||
;First to Victory {{accsp}} | |||
:While not mandatory, the initial 20 % helps reach a full EX gauge faster. | |||
' | == EX (Initial) == | ||
;Concept | |||
:Initial EX builds start a match with most of EX gauge filled. The goal is to reach EX mode quickly and capitalize on it. Mileage will vary depending on character, and committing to this also requires Zwill Crossblade {{equwpn}}, which has pretty low +66 ATK (but DEF +1). Terra is known to work with this build due to her strong EX mode. | |||
;Recommended characters | |||
: {{012ter}} | |||
{{Build | |||
|hp=9971 | |||
|cp=450 | |||
|brv=1075 (1827 with Hero's Seal) | |||
|atk=177 | |||
|def=182 | |||
|luk=60 | |||
|booster=x1.5 | |||
|setbonus=Seal of Lufenia | |||
|ast={{012jec}} | |||
|wpn=Zwill Crossblade | |||
|hand=Lufenian Bangle | |||
|head=Lufenian Hairpin | |||
|armor=Lufenian Jacket | |||
|acc1={{accbas}} Hyper Ring | |||
|acc2={{accbas}} Earring | |||
|acc3={{accboo}} Large Gap in HP | |||
|acc4={{accsp}} Cyan Drop | |||
|acc5={{accsp}} Cyan Drop | |||
|acc6={{accsp}} Cyan Drop | |||
|acc7={{accsp}} Red Gem | |||
|acc8={{accsp}} Cyan Gem | |||
|acc9={{accsp}} First to Victory | |||
|acc10={{accsp}} Hero's Seal | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Fire | |||
|branch-1gbrv= | |||
|branch-1ghp=Firaga | |||
|brv2-g=Meteor | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Blizzard Combo | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Thundara | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Holy Combo | |||
|branch-3abrv= | |||
|branch-3ahp=Ultima | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Flood | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Meltdown | |||
|hp2-a= | |||
|hp3-a=Tornado | |||
}} | |||
}} | |||
'''''Recommended:''''' | |||
EX gauge can be filled up to 90 % by using the following gear: | |||
;Zwill Crossblade {{equwpn}} | |||
:Initial EX Force +20 %. Low ATK, but provides a good initial boost. | |||
;Cyan Drop {{accsp}} | |||
:Initial EX Force +10 %. Three of these can be equipped. Assist gauge duration penalty isn't too detrimental here. | |||
;Cyan Gem {{accsp}} | |||
:Initial EX Force +20 %. | |||
:First to Victory {{accsp}} | |||
:Initial EX Force +20 %, as well as +20 % initial assist gauge and bravery. A good all-around boost. | |||
After equipping these, damage or meter depletion is recommended. | |||
== EX (Center of the World) == | == EX (Center of the World) == | ||
;Concept | |||
:Center of the World {{accsp}} (CotW) builds prioritize filling EX gauge even faster at the cost of assist mechanics. This is a big price to pay, and not many characters can use it effectively. The few characters who can use this build can get more mileage out of their EX mode, whether it's the health regen, unique effects or simply having access to the mode more often. | |||
Example build | ;Recommended characters | ||
:{{012clo}}, {{012jec}}, {{012fc}} | |||
Example build (Jecht version) | |||
{{Build | {{Build | ||
|hp= | |hp=11953 (Master Guardsman) | ||
|cp=450 | |cp=450 | ||
|brv=956 | |brv=956 | ||
| Line 244: | Line 1,036: | ||
|ast=Cannot use. | |ast=Cannot use. | ||
|wpn=Cleaver | |wpn=Cleaver | ||
|hand= | |hand=Seydlitz | ||
|head= | |head=Lufenian Headband | ||
|armor= | |armor=Maximillian | ||
|acc1={{accbas}} Pearl Necklace | |acc1={{accbas}} Pearl Necklace | ||
|acc2={{accbas}} Dragonfly Orb | |acc2={{accbas}} Dragonfly Orb | ||
| Line 258: | Line 1,050: | ||
|acc10={{accsp}} Center of the World | |acc10={{accsp}} Center of the World | ||
|summon=Rubicante | |summon=Rubicante | ||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Jecht Block | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Jecht Rush | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Jecht Block | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Jecht Stream | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a= | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Ultimate Jecht Shot | |||
|hp2-g=Jecht Beam | |||
|hp3-g= | |||
|hp1-a=Jecht Beam | |||
|hp2-a=Jecht Blade | |||
|hp3-a=Triumphant Grasp | |||
}} | }} | ||
}} | |||
;What counters it | |||
:EX depletion (especially Seal of Lufenia), Glutton {{accsp}}, assist mechanic, character specific counter strategies. | |||
---- | |||
'''''Relevant equipment:''''' | |||
;Cleaver {{equwpn}} | |||
:+69 ATK and +10 % more EX from EX Force. | |||
;Seydlitz {{equhand}} | |||
:+20 % regen during EX mode. | |||
---- | |||
'''''Relevant accessories:''''' | |||
;Center of the World {{accsp}} | |||
:The core of this build. +3m EX intake range and +25 % EX Force absorption. | |||
;Close to You {{accsp}} | |||
:Tenacious Attacker {{accsp}} and Glutton {{accsp}} all in one. | |||
;White Gem {{accsp}} | |||
:10 % more EX from EX Force. | |||
;Pearl Necklace {{accbas}} | |||
:More EX from EX Force. Since the assist gauge is disabled, the assist gauge charge penalty is irrelevant. | |||
;Dragonfly Orb {{accbas}} | |||
:More EX from EX Cores. | |||
;Silver Hourglass {{accbas}} | |||
:Longer EX mode. | |||
;Pendant {{accbas}} | |||
:EX Cores appear more often. The EX Force penalty won't be too big due to a handful of viable boosters. | |||
;Battle Hammer {{accbas}} | |||
:Assist gauge depletion is still important before EX Mode is available | |||
;Dismay Shock {{accbas}} | |||
:EX gauge depletion helps avoid EX Revenge {{keyword|checkmates|checkmate=1}}. | |||
;Empty Assist Gauge {{accboo}} | |||
:Since Center of the World disables the assist gauge, this is a consistent 1.5 multiplier. | |||
;Pre-Assist {{accboo}} | |||
:Since Center of the World disables the assist gauge, this is a consistent 1.4 multiplier. | |||
;Pre-EX Revenge {{accboo}} | |||
:1.3 booster, which is expected to have long uptime due to EX mode activations. | |||
;EX Mode {{accboo}} | |||
:1.3 booster, which is active during EX mode. | |||
== EX Core == | == EX Core == | ||
;Concept | |||
:EX Cores will provide much more EX. The goal is to fill the EX gauge a lot with each EX Core to access EX mechanics sooner. Normally EX Cores are not the main way to fill EX gauge, so this is more of an exception; A character should be able to get few EX Cores in a match to benefit from this build, whether its with fast mobility or good positioning. As such, the stage and the {{keyword|matchup|matchup=1}} matter a lot. Building for EX Cores often requires a specific weapon {{equwpn}}, Dragonfly Orb {{accbas}} and several booster accessories {{accboo}}. EX Force that's floating around may provide less EX as well, but the cores gather any remaining EX on the field, which scale very well with this build. | |||
;Recommended characters | |||
:{{012ok}}, {{012clo}}, {{012squ}}, {{012vaan}}, {{012pri}} or against {{012exd}}, {{012emp}} and {{012ulti}}. | |||
Example build (Cloud version) | |||
{{Build | |||
|hp=10299 | |||
|cp=450 | |||
|brv=956 | |||
|atk=177 | |||
|def=187 | |||
|luk=63 | |||
|booster=x14.5 | |||
|setbonus=Soul of Yamato | |||
|ast={{012tid}} | |||
|wpn=Loki's Lute | |||
|hand=Genji Shield | |||
|head=Genji Helm | |||
|armor=Genji Armor | |||
|acc1={{accbas}} Dragonfly Orb | |||
|acc2={{accboo}} Large Gap in HP | |||
|acc3={{accboo}} HP < 50 % | |||
|acc4={{accboo}} BRV > Base Value | |||
|acc5={{accboo}} EX Core Present | |||
|acc6={{accboo}} Summon Unused | |||
|acc7={{accboo}} Pre-EX Mode | |||
|acc8={{accboo}} Pre-EX Revenge | |||
|acc9={{accboo}} Aerial | |||
|acc10={{accsp}} Together As One | |||
|summon=Rubicante | |||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g= | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Double Cut | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Slashing Blow | |||
|branch-1abrv= | |||
|branch-1ahp=Omnislash Version 5 | |||
|brv2-a=Double Cut | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Rising Fang | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Cross-slash | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Braver | |||
|hp2-a= | |||
|hp3-a=Meteorain | |||
}} | |||
}} | |||
;What counters it | |||
:Small stages have EX Cores spawn closer on average, providing more chances to get them no matter the position. High dash speed helps regardless of stage. EX depletion is still effective, especially with '''[[Special_Effects_(Dissidia_012)#Seal_of_Lufenia|Seal of Lufenia]]'''. And of course, damage builds can greatly reduce the amount of times a player can go for an EX Core. | |||
:EX Breaker {{accbas}} depletes the entire EX gauge once the "EX Iai Strike" effect activates on hit. The -10 % defense decrease isn't great, and it scales with boosters {{accboo}}. However, both {{012exd}} and {{012ulti}} can take advantage of this accessory by leaning into their {{keyword|neutral|neutral=1}}, high / low base DEF and activation chances with their pokes and projectiles (Ultimecia's Knight Blade). | |||
---- | |||
'''''Relevant equipment:''''' | |||
;Loki's Lute {{equwpn}} | |||
:+67 ATK, +20 % EX Core absorption. Relatively low ATK, but can be used with any character since it's not an exclusive weapon. | |||
;Lionheart {{equwpn}} (Squall only) | |||
:+68 ATK, +30 % EX Core absorption. A good option for Squall, it's stronger than Loki's Lute all around. | |||
;Zodiac Blade {{equwpn}} (Vaan only) | |||
:+68 ATK, +30 % EX Core absorption. A good option for Vaan, it's stronger than Loki's Lute all around. | |||
;Genji Shield {{equhand}} | |||
:'''[[Special_Effects_(Dissidia_012)#Soul_of_Yamato|Soul of Yamato]]''' special effect boosts EX mode regen and EX Core appearence rate. | |||
;Genji Helm {{equhead}} | |||
:'''[[Special_Effects_(Dissidia_012)#Soul_of_Yamato|Soul of Yamato]]''' special effect boosts EX mode regen and EX Core appearence rate. | |||
;Genji Armor {{equbody}} | |||
:'''[[Special_Effects_(Dissidia_012)#Soul_of_Yamato|Soul of Yamato]]''' special effect boosts EX mode regen and EX Core appearence rate. | |||
;Seydlitz {{equhand}} | |||
:+20 % regen. If more frequent EX Cores are not deemed necessary, Seydlitz works as a substitute. | |||
;Maximillian {{equbody}} | |||
:+10 % physical defense. If more frequent EX Cores are not deemed necessary, Maximillian works as a substitute while boosting physical defense. | |||
---- | |||
'''''Relevant accessories:''''' | |||
Any consistent booster accessory with high multiplier can be deemed relevant here. | |||
;Dragonfly Orb {{accbas}} | |||
:The core of this build style. +10 % EX Core absorption and -30 % Assist gauge duration means reaching max assist gauge often decays it slightly. As a result, LV2 Assist Change won't be as readily available, but that won't always be a detriment; It's not often used for staggers in matchups where this build is commonly used. Characters using EX Core builds do not depend on ending matches quickly, anyway. | |||
;EX Core Present {{accboo}} | |||
:A consistent 1.5 multiplier that always works with EX Cores. Even though the 1.5 multiplier is big, it will need other boosters to make fresh EX Cores fill a lot of EX gauge. | |||
;Aerial {{accboo}} | |||
:A consistent 1.5 multiplier. If both characters are fighting midair, this booster will naturally boost the next EX Core. | |||
;Large Gap in HP {{accboo}} | |||
:A consistent 1.5 multiplier for moments with 3000 health lead or health deficit. | |||
;HP < 50 % {{accboo}} | |||
:A consistent 1.5 booster if health drops below 50 % between EX Cores. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as summon is available. | |||
;Opponent Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as opponent's summon is available and equipped. | |||
;BRV > Base Value {{accboo}} | |||
:A consistent 1.3 multiplier, under the assumption that bravery damage is not taken often. | |||
;After 30 Seconds {{accboo}} | |||
:A consistent 1.2 multiplier. Two of these can be equipped. | |||
;Pre-Jump {{accboo}} | |||
:A consistent 1.4 multiplier, under the assumption that jumps are not needed for positioning or becoming airborne. | |||
;Pre-Guard {{accboo}} | |||
:A consistent 1.5 multiplier, under the assumption that blocking is not necessary. | |||
;HP = 100 % {{accboo}} | |||
:A consistent 1.5 multiplier, under the assumption that HP damage can be avoided with Assist Change or otherwise. | |||
;Together As One {{accsp}} | |||
:40 % initial assist gauge and a fixed -40 % penalty to EX Force, but ''not'' EX Cores. Good for supporting early interactions. | |||
Glimmering Crystal {{accsp}} boosts EX Core absorption by 15 %, but also reduces assist gauge charge by 15 %. This is avoided in competitive play, because it already takes several {{keyword|whiffs|whiff=1}} to fill assist gauge. | |||
== EX Revenge == | |||
;Concept | |||
:This build style focuses on damage during EX Revenge. The goal is to build EX gauge and then impose EX Revenge on the opponent. 4 pieces of King of Tragedy equipment is used for its special effect, which extends EX Revenge by 40 % and increases EX Revenge damage by 50 %. This is quite good, but only Garland and Gabranth are known to use this build well, because they benefit the most from longer EX Revenge. Garland can deal even more damage with Bardiche, while Gabranth gets to charge a full EX gauge with his EX Charge. | |||
;Recommended characters | |||
Recommended characters: {{012gar}}, {{012gab}} | :{{012gar}}, {{012gab}} | ||
Example build | Example build (Garland version) | ||
{{Build | {{Build | ||
| Line 305: | Line 1,282: | ||
|acc10={{accsp}} First to Victory | |acc10={{accsp}} First to Victory | ||
|summon=Rubicante | |summon=Rubicante | ||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Deathblow | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g=Round Edge | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g=Lance Charge | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Bardiche | |||
|branch-1abrv= | |||
|branch-1ahp= | |||
|brv2-a=Twist Drill | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Chain Cast | |||
|branch-3abrv= | |||
|branch-3ahp= | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Earthquake | |||
|hp2-g=Tsunami | |||
|hp3-g= | |||
|hp1-a=Flare | |||
|hp2-a=Blaze | |||
|hp3-a=Cyclone | |||
}} | }} | ||
}} | |||
;What counters it | |||
:EX builds, Glutton {{accsp}}, EX depletion ('''[[Special_Effects_(Dissidia_012)#Seal_of_Lufenia|Seal of Lufenia]]''' helps), damage builds, Assist Change. | |||
---- | |||
'''''Relevant accessories:''''' | |||
Getting EX and extending EX Revenge are important here. But since all equipment is used for the King of Tragedy effect, any investment in damage, meter depletion etc. comes from accessories and extra abilities (critical hits). Many booster accessories that are good in other builds are also good here. | |||
;Spider's Bane {{accsp}} | |||
:EX Revenge duration +15 %. | |||
;Spider Web {{accsp}} | |||
:EX Revenge duration +10 %. | |||
;White Gem {{accsp}} | |||
:EX Force absorption +10 %, Assist gauge duration -10 %. Reaching max EX gauge faster benefits this build. Does not affect Gabranth's EX Charge! | |||
;White Drop {{accsp}} | |||
:EX Force absorption +5 %, Assist gauge duration -5 %. Reaching max EX gauge faster benefits this build. Three of these can be equipped. Does not affect Gabranth's EX Charge! | |||
;First to Victory {{accsp}} | |||
:Initial 20 % EX gauge helps reach max EX gauge faster. Good for Gabranth. | |||
;Muscle Belt {{accbas}} | |||
:+7 % physical damage. Good for Garland in particular. | |||
;Battle Hammer {{accbas}} | |||
:Assist depletion is useful overall, and makes it harder for opponents to escape EX Revenge with Assist Change. | |||
;Dismay Shock {{accbas}} | |||
:EX depletion is useful overall, and makes it harder for opponents to escape EX Revenge with EX mechanics. | |||
;EX Revenge {{accboo}} | |||
:1.4 multiplier during EX Revenge. Good for increasing damage. | |||
;Pre-EX Mode {{accboo}} | |||
:A consistent 1.4 multiplier. Ideally this won't activate, but it will be active for most of the match either way. | |||
;Pre-EX Revenge {{accboo}} | |||
:A consistent 1.3 multiplier. Even though this stops working after the first EX Revenge, it will help until that point. | |||
;Aerial {{accboo}} | |||
:A consistent 1.5 multiplier when fighting consistently in the air. | |||
;Summon Unused {{accboo}} | |||
:A consistent 1.3 multiplier as long as summon is available. | |||
---- | |||
'''''Relevant extra abilities:''''' | |||
;Sneak Attack | |||
:Extra ability, raises critical hit rate. Good for EX Revenge combos where a character can position behind the opponent consistently. | |||
== | == Hybrid == | ||
;Concept | |||
:A balanced build, or a build that focuses on 2-3 things that aren't strictly damage related. Hybrid builds don't give up EX or assist, but EX may be prioritized a bit more. They can also have wider coverage, but at the cost of being weaker in their respective areas. | |||
;Recommended characters | |||
: Any | |||
Example build (Cloud version) | |||
{{Build | {{Build | ||
|hp= | |hp=10299 | ||
|cp= | |cp=450 | ||
|brv= | |brv=1035 | ||
|atk= | |atk=177 | ||
|def= | |def=185 | ||
|luk= | |luk=60 | ||
|booster= | |booster=x3.5 | ||
|setbonus= | |setbonus=Judgment of Lufenia | ||
|ast={{ | |ast={{012kuja}} | ||
|wpn= | |wpn=Heaven's Cloud | ||
|hand= | |hand=Lufenian Shield | ||
|head= | |head=Lufenian Helm | ||
|armor= | |armor=Lufenian Armor | ||
|acc1={{accbas}} | |acc1={{accbas}} Hyper Ring | ||
|acc2={{accbas}} | |acc2={{accbas}} Zephyr Cloak | ||
|acc3={{ | |acc3={{accbas}} Dismay Shock | ||
|acc4={{ | |acc4={{accboo}} Summon Unused | ||
|acc5={{ | |acc5={{accboo}} Pre-EX Mode | ||
|acc6={{ | |acc6={{accboo}} Pre-EX Revenge | ||
|acc7={{ | |acc7={{accboo}} Aerial | ||
|acc8={{accsp}} | |acc8={{accsp}} Tenacious Attacker | ||
|acc9={{accsp}} | |acc9={{accsp}} Great Gospel | ||
|acc10={{accsp}} | |acc10={{accsp}} First to Victory | ||
|summon=Rubicante | |summon=Rubicante | ||
}} | }} | ||
This build has longer EX intake range with Heaven's Cloud {{equwpn}}, general damage increase with Hyper Ring {{accbas}} and initial meter boost with First to Victory {{accsp}}. Meter depletion is still included, with Judgment of Lufenia providing a good 15 % depletion with each HP hit + wall rush. | |||
Ultimately hybrid builds can take a few ideas and push them to their limits, such as EX and Bravery Boost on Dodge. If a build is mixing multiple ideas, it's probably a hybrid build. | |||
== Side by Side == | |||
;Concept | |||
:An explosive damage build style. Side by Side {{accsp}} locks the EX gauge, but generates a chunk of assist gauge when an HP attack hits. This is great for {{keyword|HP linkers|hplinker=1}} with weak EX gain, but also characters with good HP attacks in {{keyword|neutral|neutral=1}}. The goal is to do a lot of damage quickly with assist combos. High base bravery, wall rush and damage accessories are all valid ways to build for damage. Small stages are recommended, but not mandatory for success. | |||
;Recommended characters | |||
Recommended characters: {{ | :{{012wol}}, {{012fir}}, {{012emp}}, {{012ok}}, {{012bez}}, {{012ter}}, {{012kef}}, {{012clo}}, {{012tifa}}, {{012squ}}, {{012ulti}}, {{012zid}}, {{012jec}}, {{012fc}} | ||
Example build | Example build ('''[[Zidane_Tribal_(Dissidia_012)/Builds#Side_by_Side_(High_Base_BRV)|Zidane version]]''') | ||
{{Build | {{Build | ||
|hp= | |hp=8454 | ||
|cp=450 | |cp=450 | ||
|brv= | |brv=1533 | ||
|atk= | |atk=175 | ||
|def= | |def=182 | ||
|luk= | |luk=60 | ||
|booster= | |booster=x3.5 | ||
|setbonus= | |setbonus=- | ||
|ast={{ | |ast={{012aer}} | ||
|wpn= | |wpn=Piggy's Stick {{equip}} | ||
|hand=Chainsaw | |hand=Chainsaw | ||
|head= | |head=Royal Crown {{equip}} | ||
|armor= | |armor=Auto Crossbow {{equip}} | ||
|acc1={{accbas}} | |acc1={{accbas}} Bravery Orb | ||
|acc2={{accbas}} | |acc2={{accbas}} Dismay Shock | ||
|acc3={{accbas}} | |acc3={{accbas}} Battle Hammer | ||
|acc4={{ | |acc4={{accboo}} Empty EX Gauge | ||
|acc5={{accboo}} | |acc5={{accboo}} Summon Unused | ||
|acc6={{accboo}} | |acc6={{accboo}} Pre-EX Mode | ||
|acc7={{accboo}} Pre-EX | |acc7={{accboo}} Pre-EX Revenge | ||
|acc8={{accsp}} | |acc8={{accsp}} Hero's Seal | ||
|acc9={{accsp}} | |acc9={{accsp}} Together As One | ||
|acc10={{accsp}} Side by Side | |acc10={{accsp}} Side by Side | ||
|summon=Rubicante | |summon=Rubicante | ||
|dataBRV= | |||
{{Build-AttackData | |||
|brv1-g=Booster 8 | |||
|branch-1gbrv= | |||
|branch-1ghp= | |||
|brv2-g= | |||
|branch-2gbrv= | |||
|branch-2ghp= | |||
|brv3-g= | |||
|branch-3gbrv= | |||
|branch-3ghp= | |||
|brv1-a=Swift Attack | |||
|branch-1abrv= | |||
|branch-1ahp=Meo Twister C | |||
|brv2-a=Scoop Art | |||
|branch-2abrv= | |||
|branch-2ahp= | |||
|brv3-a=Tempest | |||
|branch-3abrv= | |||
|branch-3ahp=Meo Twister B | |||
}} | |||
| dataHP = | |||
{{Build-AttackDataHP | |||
|hp1-g=Tidal Flame | |||
|hp2-g= | |||
|hp3-g= | |||
|hp1-a=Free Energy | |||
|hp2-a=Grand Lethal | |||
|hp3-a=Shift Break | |||
}} | |||
}} | }} | ||
This build combines high base bravery, initial bravery (Hero's Seal) and initial assist gauge (Together As One) for devastating assist combo damage. Side by Side builds always have access to a consistent x2.7 booster multiplier, which streamlines build making to an extent. | |||
;What counters it | |||
:Side by Side builds, EX builds, assist depletion ('''[[Special_Effects_(Dissidia_012)#Judgment_of_Lufenia|Judgment of Lufenia]]''' helps, larger stages and any character-specific counter strategies. Side by Side builds have high burst damage, but they also have diminishing returns in longer matches. This is because the opponent can get more chances to fill the EX gauge if they don't take full assist combos. If the player manages to fill both assist gauges before hitting the opponent, the assist gain won't do much. Side by Side users must also go for EX cores despite not getting EX, because preventing an opponent from filling EX gauge avoids EX-related {{keyword|checkmates|checkmate=1}} later. | |||
---- | |||
'''''Relevant accessories:''''' | |||
;Side by Side {{accsp}} | |||
:The core of this build style. | |||
;Empty EX Gauge {{accboo}} | |||
:Because EX gauge is locked, this is a consistent 1.5 multiplier. | |||
;Pre-EX Mode {{accboo}} | |||
:Because EX gauge is locked, this is a consistent 1.4 multipler. | |||
;Pre-EX Revenge {{accboo}} | |||
:Because EX gauge is locked, this is a consistent 1.3 multiplier. | |||
;Together As One {{accsp}} | |||
:Pairs very well with Side by Side. Since EX is not available, the initial assist gauge can provide a comfortable head start with the gauge. Assist gauge duration keeps two assist gauges full for longer without having to do anything, good for {{keyword|footsies|footsies=1}}. | |||
;Badge of Trust {{accsp}} | |||
:Stacks with Together As One. The player starts with almost two full assist gauges when both accessories are equipped. | |||
;Growth Egg {{accsp}} | |||
:Experience Value +20 %. If used with EXP to Assist, increases assist gain from HP attacks even further. Two Growth Eggs can be equipped. | |||
;Dismay Shock {{accbas}} | |||
:EX gauge depletion. Important against characters who don't use Side by Side. | |||
---- | |||
'''''Relevant abilities:''''' | |||
;EXP to Assist | |||
:Extra ability. Fills assist gauge based on HP damage dealt (experience points gained from HP damage). | |||
;Assist Critical Boost | |||
:Extra ability. A good damage increase for most assists, except {{012aer}}. | |||
From here, a Side by Side build can branch out into a damage build. High attack and high base bravery are both good, though high base bravery is more commonly paired with {{keyword|HP linkers.|hplinker=1}} | |||
{{navbox012}} | |||
Latest revision as of 03:40, 26 August 2025
This page is for anyone that wants a better understanding on customizing a character for online battles.
PLEASE NOTE: All content on this page is written in the context of using Dissidia 012's in-game ruleset "Official" in competitive play. This ruleset prevents certain equipment and accessories from being used, such as artifacts, breakable accessories and couple summons. It is considered community standard in competitive play, so this page won't focus on breakable accessories and the like.
Introduction
Dissidia 012 features a customization system that lets players power up characters with certain strengths in mind.
Each build is comprised of five elements.
- Equipment

These are weapons and armor that a character wears. They raise stats, such as max HP, ATK, DEF and Bravery, so they are very important. Some equipment pieces have effects on them like +10% EX Force Absorption. Other pieces require equipping multiple pieces in the same "series" to activate a special effect.
- Accessories

These are secondary items with various effects. Accessories are very flexible, because they can raise stats, affect game mechanics or greatly enhance a certain aspect in a build. Up to 10 accessories can be equipped. Accessories work hand in hand with equipment to form a certain build style.
- Abilities
Abilities are actions that a player can do (attacks, dodges etc.), or something that affects their actions (dodge distance, critical hit rate). They are also very important, but the abilities may be picked based on what equipment and accessories are chosen.
- Assist
Assist characters enable the titular assist mechanic, as well as assist combos for the player character. With the exception of one build style, assists are always used.
- Summons

Summoned creatures that temporarily stop time and cause an effect on a player's bravery. Some of them can be very powerful, but competitive play often works with a "counter summons only" rule. As a result, summons are not that important.
About Stats
- HP
Maximum health. An average build may have around 10299 HP, but this can be raised to over 12000 or even lowered below 9000 if going for a damage build.
- BRV
Base bravery. Higher bravery means more bravery when it recovers after HP attack or from bravery break. This also affects damage output. Typical base bravery at LV100 is around 957 - 1075, but high base bravery builds can go past 1600.
- ATK
Attack. Higher attack means more bravery damage. With LV100 equipment, +67 ATK is considered relatively low, while +69 ATK is considered high. +70 ATK is only for certain exclusive weapons.
- DEF
Defense. Higher defense means less bravery damage taken. LV100 equipment usually hovers around +72 DEF or +73 DEF, but they may also affect other stats.
About Accessories
- Basic accessories

These provide an effect, such as higher damage or assist gauge depletion. Their effects can be powered up with booster accessories.
Typically 1-4 basic accessories are equipped, with remaining accessory slots going to boosters and / or special accessories
.
- Booster accessories

When a condition is met in battle, boosters enhance a basic accessory
. The amount depends on the booster's multiplier. For example, HP = 100 %
has a multiplier of x1.5. That means Power Ring
gets a 50 % increase for its effect (4.5 % damage instead of the usual 3 %) as long as the character's health is full. Equipping more boosters raises the total multiplier. So if the total multiplier is x2.0, then Power Ring
would get a 100 % increase (6 % damage instead of the usual 3 %).
What makes a booster accessory good is its condition and the multiplier it provides. The more consistently a condition is met, the more often it will power up basic accessories. Booster accessories
have no effect without basic accessories
.
A x1.3 multiplier or higher is considered good.
- 1.2x - Average
- 1.3x - Good
- 1.4x - Very good
- 1.5x - The best (overall)
- 2.5x - Easy Come, Easy Go
. The 2.5x only lasts for 15 seconds and drops to 0.5x after that. - 5.0x - Damage time > 5 sec
. Very situational.
Certain booster accessories are not used in online battles due to them being banned with the in-game ruleset "Official", which is community standard.
- Special accessories

This type of accessory provides an effect, but it does not scale with booster accessories
. They may provide stronger effects instead, and some even effect assist and EX gauges. 1-3 special accessories are commonly used. Depending on the accessory, they also define a build style.
Breakable accessories are not used in online battles due to them being banned with the in-game ruleset "Official", which is community standard.
About Meter Depletion
Meter depletion activates whenever an HP attack connects. As the name suggests, the opponent's meter is depleted by a certain amount. This is very strong in online battles, as filling assist and EX gauges takes time and presents risks when approaching. Depletion can disrupt a full assist gauge stalemate, but it can also shift momentum (or enforce it) and bypass EX Revenge checkmates.
Assist gauge depletion is available with Judgment of Lufenia
special effect and Battle Hammer
. EX gauge depletion is available with Seal of Lufenia
special effect and Dismay Shock
.
Meter depletion is not mandatory with every build, but it can be very beneficial most of the time.
What Are Build Styles
Build styles focus on certain aspects to make a character stronger, such as damage or EX gain. Some characters do better with EX gain than others, but technically every character can be built in the same way.
Each build serves a purpose of making a character stronger in a specific way. They can greatly influence how a character operates against another character, so choosing the right build can make a big difference.
A competitive build usually goes for one of the following:
- Damage
- Damage (high base bravery)
- Side by Side
- EX
- EX Core
- Bravery boost on dodge
- Hybrid (balanced build, a mix of everything)
Build styles
Adamant Chains
- Concept
- Adamant Chains builds rely on its special effect for longer air dodge distance. This makes air dodges harder to punish, and thus, safer to use. This is good for characters with floaty air dodges such as Squall and Yuna, but fast fallers like Tidus and Prishe also benefit from this. Further investment can be made in damage, bravery boost on dodge or depletion. But because Adamant Chains takes up three equipment slots, players have to choose what to invest in. This can vary depending on matchup or player preference.
Example build (Squall version)
| Stats | |
|---|---|
| HP | 9972 |
| CP | 450 |
| BRV | 877 (1052 with First to Victory) |
| ATK | 178 |
| DEF | 185 |
| LUK | -- |
| Max Booster | x3.5 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Earthbreaker |
| Hand |
Adamant Shield |
| Head |
Adamant Helm |
| Body |
Adamant Vest |
| Accessory 1 | Muscle Belt
|
| Accessory 2 | Dismay Shock
|
| Accessory 3 | Battle Hammer
|
| Accessory 4 | Summon Unused
|
| Accessory 5 | Pre-EX Mode
|
| Accessory 6 | Pre-EX Revenge
|
| Accessory 7 | Aerial
|
| Accessory 8 | Tenacious Attacker
|
| Accessory 9 | First to Victory
|
| Accessory 10 | Back-Breaking Straw
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ |
|
| ↓+ |
↓+ |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Banish Trap Defense
- Concept
- Negate banish traps' bravery depletion by equipping Aegis Shield
and Winged Boots
. The idea is to play defensively near banish traps and use them to warp before opponents can finish their attack. This is not a build that requires heavy investment with equip slots. Rather, it can be combined with other build styles for stages that have banish traps.
Warp Defense affects bravery reduction when being warped from banish trap, while Banish Trap Defense affects bravery reduction when touching a banish trap. Winged Boots
negates Banish Trap Defense, but only cuts Warp Defense by 50 %.
- Recommended for
- Gabranth, Dream's End, Sky Fortress Bahamut, Orphan's Cradle
Bravery Boost on Dodge
- Concept
- Build bravery by dodging attacks. This is effective against few characters who can use zoning as part of their strategy, but it won't be too common elsewhere. The Emperor and Ultimecia are required to use projectiles, so they cannot necessarily avoid dealing with this. It's worth noting though, that critical hits deal more damage if the character taking damage has lots of bravery. Damage builds can help, but one of the reasons Bravery Boost on Dodge (BBoD) builds are used, is because the character using it has a harder time approaching. If used against Sephiroth, he may reconsider his use of Shadow Flare, but players will ultimately make that call.
- Recommended against
- The Emperor, Sephiroth, Ultimecia
Gain bravery with each successful block / dodge. Commonly paired with Adamant Chains when using bravery boost on dodge.
Example build (Tidus version)
| Stats | |
|---|---|
| HP | 9972 |
| CP | 450 |
| BRV | 917 |
| ATK | 180 |
| DEF | 184 |
| LUK | 60 |
| Max Booster | x13.9 |
| Equipment | |
|---|---|
| Assist | Aerith |
| Weapon |
World Champion |
| Hand |
Adamant Shield |
| Head |
Adamant Helm |
| Body |
Adamant Vest |
| Accessory 1 | Zephyr Cloak
|
| Accessory 2 | BRV > Base Value
|
| Accessory 3 | Large Gap in BRV
|
| Accessory 4 | Summon Unused
|
| Accessory 5 | Pre-EX Mode
|
| Accessory 6 | Pre-EX Revenge
|
| Accessory 7 | Aerial
|
| Accessory 8 | After 30 Seconds
|
| Accessory 9 | Opponent Empty EX Gauge
|
| Accessory 10 | Opponent Summon Unused
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ | |
| ↓+ | |
| HP attacks | |
| Ground | Aerial |
| ↑+ | |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- Damage builds, character-specific strategies, careful usage of projectiles
Relevant equipment:
- Adamant Chains equipment

- 3 pieces provide BRV Boost on Dodge +8 %, which is good for this build.
- Dueling Mask

- BRV Boost on Dodge +3 %. Works with Adamant Chains' special effect if Adamant Knife
is equipped for it.
- World Champion
(Tidus only) - Tidus' LV100 exclusive weapon is great all around, and it also boosts BBoD by +8 %. A must-have for Tidus.
Relevant accessories:
- Zephyr Cloak

- The core of this build. BBoD +2 % is not much, but with boosts from equipment and booster accessories, a single dodge can easily build over 160 BRV with each dodge.
- Large Gap in HP

- A consistent 1.5 multiplier if a big health difference occurs.
- Large Gap in BRV

- A consistent 1.5 multiplier if the player can keep dodging attacks for a long time.
- BRV > Base Value

- A consistent 1.3 multiplier as long as the player is not constantly taking damage.
- Summon Unused

- A consistent 1.3 multiplier as long as summon is available.
- Opponent Summon Unused

- A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
- Pre-EX Mode

- A consistent 1.4 multiplier. EX mode is not expected to be used early.
- Pre-EX Revenge

- A consistent 1.3 multiplier. EX Revenge is not expected to be used early.
- Aerial

- A consistent 1.5 multiplier when fighting airborne.
- After 30 Seconds

- A consistent 1.2 multiplier. Two of these can be equipped.
- HP = 100 %

- A consistent 1.5 multiplier, under the assumption that the player won't take HP damage for a while when building bravery.
Bravery Boost on Stage Destruction
- Concept
- Quickly accumulate bravery by destroying stage elements. This is something of a gimmick build, but it can work in a couple stages, especially by destroying the pillars in World of Darkness. Every time a stage element is destroyed, the bravery boost activates, including the pillars' remains. Omni Ground Dash and attacks with a wide hitbox, such as Cloud of Darkness' [Wide-Angle] Particle Beam are best suited for this task. Many stages don't have enough destructible elements for this build to be practical, though. High base bravery builds with wall rush can provide a more consistent alternative for bravery.
- Recommended characters
- Cloud of Darkness
- Recommended stages
- World of Darkness, Pandaemonium - Top Floor
Example build (Cloud of Darkness version)
| Stats | |
|---|---|
| HP | 9049 |
| CP | 450 |
| BRV | 1115 |
| ATK | 178 |
| DEF | 182 |
| LUK | 60 |
| Max Booster | x17.3 |
| Equipment | |
|---|---|
| Assist | Jecht |
| Weapon |
Fixed Dice |
| Hand |
Chainsaw |
| Head |
Dueling Mask |
| Body |
Demon's Vest |
| Accessory 1 | Mindbreak
|
| Accessory 2 | HP = 100 %
|
| Accessory 3 | BRV > Base Value
|
| Accessory 4 | Empty EX Gauge
|
| Accessory 5 | Summon Unused
|
| Accessory 6 | Attacking HP
|
| Accessory 7 | Pre-EX Mode
|
| Accessory 8 | Pre-EX Revenge
|
| Accessory 9 | Pre-Assist
|
| Accessory 10 | Grounded
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ |
↓+ |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- Damage builds, Side by Side builds, good offensive play. Defending against moves used for stage destruction is also important. After all, hitting the opponent means no time to destroy stage elements.
Relevant equipment:
- Fixed Dice

- BRV boost on stage destruction +10 %. Pretty good despite the -1 DEF.
- Demon's Vest

- BRV boost on stage destruction +5 %. Also has -1 DEF, but ideally this should not be a big problem when played well.
Relevant accessories:
Since the goal is to quickly rack up bravery, any boosters that are active from the beginning can be good. Even if the uptime is short, destroying enough stage elements can easily reach up to 4000+ BRV in under 1 minute.
- Mindbreak

- The core of this build style. +2 % BRV boost on stage destruction is not much, but it can be overcome with Fixed Dice
, Demon's Vest
and a high booster multiplier. - HP = 100 %

- A consistent 1.5 multiplier at the start of a match. Ideally this never deactivates, but even reaching 4000 BRV before it does is not half bad.
- BRV > Base Value

- A consistent 1.3 multiplier that is active most of the time.
- Empty EX Gauge

- A consistent 1.5 multiplier at the start of a match. Be wary of staggers, as those also produce EX Force.
- Summon Unused

- A consistent 1.3 multiplier as long as summon is available.
- Opponent Summon Unused

- A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
- Attacking HP

- A consistent 1.2 multiplier, works with Cloud of Darkness.
- Pre-EX Mode

- A consistent 1.4 multiplier.
- Pre-EX Revenge

- A consistent 1.3 multiplier.
- Pre-Assist

- A consistent 1.4 multiplier, before assist is used.
- Grounded

- A consistent 1.5 multiplier. Cloud of Darkness and anyone else who benefits from Omni Ground Dash can use this.
Damage
- Concept
- Damage builds focus on bravery damage. The goal is simple, deal as much damage with bravery attacks as possible. There are three ways to increase damage - High ATK stat, critical hits with extra abilities and wall rush. Character's base ATK stat and each move's base damage also matter, but they cannot be changed. Generally speaking it is a good idea to invest in high ATK, then critical hit rate or wall rush. Critical hits are 2x damage, that's good for most characters. Wall rush adds on top of the existing +25 % damage bonus. HP wall rush is often prioritized over BRV wall rush, but both can serve as a good source for extra damage.
- Recommended characters
- Garland, Kain, Cloud, Sephiroth, Ultimecia, Laguna, Kuja, Tidus, Jecht, Vaan, Prishe
Example build (Sephiroth version)
| Stats | |
|---|---|
| HP | 10299 |
| CP | 450 |
| BRV | 877 |
| ATK | 181 |
| DEF | 183 |
| LUK | 60 |
| Max Booster | |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Earthbreaker |
| Hand |
Lufenian Dirk |
| Head |
Lufenian Headband |
| Body |
Lufenian Vest |
| Accessory 1 | Hyper Ring
|
| Accessory 2 | Muscle Belt
|
| Accessory 3 | Battle Hammer
|
| Accessory 4 | Large Gap in HP
|
| Accessory 5 | BRV > Base Value
|
| Accessory 6 | Summon Unused
|
| Accessory 7 | Pre-EX Mode
|
| Accessory 8 | Pre-EX Revenge
|
| Accessory 9 | Aerial
|
| Accessory 10 | Tenacious Attacker
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ | |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ | |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- High DEF, damage builds, Side by Side builds, defense builds (wall rush defense), consistent defensive play.
Relevant equipment (ATK):
- Cleaver

- Cleaver is a good non-exclusive weapon with +69 ATK and +10 % EX Force absorption. Despite its -1 DEF, it is good when used to gather EX via chase with Aerith assist.
- Lufenian Dirk

- ATK +1, DEF +72. Seal of Lufenia. A staple for damage builds that activate Seal of Lufenia's EX depletion effect.
- Blurry Moon

- ATK +1, DEF +72. BRV boost on block +5 %. A non-Seal of Lufenia alternative for characters with command blocks.
- Auto Crossbow

- A machine type equipment with +15 % physical damage that many characters can benefit from, despite the lower max HP.
- Highway Star
(Gabranth only) - This is a stronger Lufenian Dirk for just Gabranth that also adds +10 % EX Force absorption.
- Gigant Axe
(Garland only) - ATK +70, BRV -80, EX Force absorption +10 %, slight anti-ex effect. A must-have for Garland.
- Wild Rose
(Firion only) - ATK +70, DEF -1, HP -328, extra HP to BRV, slight counterattack effect. Firion usually works with wall rush and high base bravery, but this is a good alternative if going for raw BRV damage.
- Cimmerian Edge
(Cecil Dark Knight only) - ATK +69, DEF -1, +1 ATK when Dark Knight, slight counterattack effect.
- Highwind
(Kain only) - ATK +70, DEF -1, HP -328, assist gauge duration +30 %, back to the wall effect.
- Fenrir
(Cloud only) - ATK +69, DEF -1, Wall Rush HP damage +20 %, slight Sneak Attack effect. Great for HP wall rush damage. Cloud's high base bravery builds prioritize Piggy's Stick
instead.
- World Champion
(Tidus only) - ATK +70, DEF -1, BRV -40. BRV Boost on Dodge +8 %, Cat Nip effect. A must-have for Tidus, despite -1 DEF.
Recommended (Wall Rush):
- Earthbreaker

- ATK +69, BRV -80, Wall Rush HP damage + 20 %. A good non-exclusive weapon all around.
- Gungnir

- ATK +69, DEF -1, HP -328, wall rush BRV damage +50 %. A good non-exclusive weapon for BRV wall rush, despite its -1 DEF.
- Chainsaw

- Wall Rush HP damage +20 %, BRV +79, DEF +73, HP -595. A machine type equipment that can be paired with a weapon that has wall rush HP damage.
- Sniper Eye

- Wall Rush HP damage +10 %. A good accessory that scales well with boosters
, including BRV = 0.
- Booster

- Wall Rush BRV damage +40 %. A good accessory with a 90 % boost when paired with Gungnir
(almost 2x wall rush BRV damage).
Relevant accessories:
- Hyper Ring

- Damage +5 %. Boosts both physical and magical damage, a good addition after Muscle Belt or Earring.
- Muscle Belt

- Physical damage +7 %.
- Earring

- Magical damage +7 %. For characters with primarily magic damage, such as Kefka, Ultimecia and Shantotto.
- BRV > Base Value

- A consistent 1.3 multiplier.
- Pre-EX Mode

- A consistent 1.4 multiplier.
- Pre-EX Revenge

- A consistent 1.3 multiplier.
- Aerial

- A consistent 1.5 multiplier in air fights.
- Large Gap in HP

- A consistent 1.5 multiplier with a good health lead or a considerable health deficit.
- Summon Unused

- A consistent 1.3 multiplier as long as summon is available.
- Opponent Summon Unused

- A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
- Hero's Essence

- This adds 30 capacity points, which can be used to equip more extra abilities for critical hits.
Recommended extra abilities:
- Counterattack
- +25 % critical hit rate for hitting an opponent during their attack. This is very common and effective, but as a result it is commonly nullified with "Disable Counterattack" extra ability.
- Sneak Attack
- +25 % critical hit rate for hitting behind the opponent. Commonly activates in assist combos and punish situations.
- First Strike
- +100 % critical hit rate for the first attack that connects. Good for establishing momentum.
- EX Critical Boost
- +50 % critical hit rate during EX mode. This is commonly used with Gabranth.
- Riposte
- +25 % critical hit rate to a staggered opponent. More expensive to equip than counterattack, but can reward good blocks.
- Assist Critical Boost
- +25 % critical hit rate for assists. Good for high damage assists such as Kuja and Sephiroth.
Damage (high base bravery)
- Concept
- This build style increases damage by raising base bravery. The goal is to deal a lot of damage with each HP attack. Since bravery is already high, raising ATK or critical hit rate is not necessary. Instead, bravery recovery and wall rush are effective for high base bravery. This can provide consistent damage output regardless of the opponent's DEF. Side by Side
builds commonly have high base bravery, but it's not a requirement for all characters. For example, Exdeath does not need Side by Side since his assist gain is already the fastest in the game.
- Recommended characters
- Warrior of Light, Firion, Onion Knight, Golbez, Exdeath, Cloud, Zidane, Jecht, Lightning
Example build (Jecht, non-Side by Side version)
| Stats | |
|---|---|
| HP | 9683 |
| CP | 450 |
| BRV | 1623 |
| ATK | 179 |
| DEF | 183 |
| LUK | 60 |
| Max Booster | x2.3 |
| Equipment | |
|---|---|
| Assist | Tidus |
| Weapon |
Piggy's Stick |
| Hand |
Chainsaw |
| Head |
Thornlet |
| Body |
Maximillian |
| Accessory 1 | Sniper Eye
|
| Accessory 2 | Bravery Orb
|
| Accessory 3 | Dismay Shock
|
| Accessory 4 | Battle Hammer
|
| Accessory 5 | Summon Unused
|
| Accessory 6 | Pre-EX Mode
|
| Accessory 7 | Pre-EX Revenge
|
| Accessory 8 | Tenacious Attacker
|
| Accessory 9 | Great Gospel
|
| Accessory 10 | Back-Breaking Straw
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
See also: Side by Side version (Zidane)
This build raises base bravery via equipment and the Best Dresser extra ability (+100 BRV when wearing hairpins or headbands). Accessories are then used for meter depletion, BRV recovery and HP wall rush damage. Back-Breaking Straw
offsets Thornlet's
BRV penalties, while Great Gospel
adds a fixed +50 % BRV recovery. Depending on the character, Tenacious Attacker is interchangeable with boosters
or Side by Side
. There aren't too many boosters with constant uptime for all four basic accessories, but more can be added according to the character and player preference.
Relevant equipment:
- Piggy's Stick

- The core component in raising base bravery. Comes with -80 % base BRV recovery, which should be factored into the build.
- Chainsaw

- This machine equipment removes -595 HP, but adds +73 DEF, +79 BRV +20 % wall rush HP damage. Good for Firion, Golbez, Cloud and Jecht who can wall rush often.
- Borghertz's Hands

- +72 DEF and slightly less base BRV (+39), but doesn't reduce health nearly as much compared to Chainsaw.
- Royal Crown

- +369 base BRV, -328 max HP, but has +100 % base BRV recovery. Pairs well with Piggy's Stick
, with no huge investment needed for BRV recovery.
- Thornlet

- Thornlet adds more base BRV than Royal Crown (+499), but drains -3 % BRV when dodging an attack and -5 % BRV when blocking an attack. This is more damage, but it also puts more strain on accessories to offset the BRV penalties and lower BRV recovery.
- Auto Crossbow

- Base BRV +79, max HP +2378 and physical damage +15 %. Most Side by Side users rely on physical damage, so this can be a good damage increase at the cost of max health.
- Maximillian

- +3300 HP, BRV +39 and physical defense +10 %. High base bravery builds don't typically go for a special effect, so this is good for general use.
Relevant accessories:
- Bravery Orb

- Raises base bravery recovery. Investing into this is recommended, especially if Thornlet
is equipped.
- Sniper Eye

- Increases wall rush damage. Good for Firion, Golbez, Cloud, Jecht and anyone else who can wall rush consistently.
- Battle Hammer

- Assist depletion +5 %. Since Judgment of Lufenia special effect
isn't prioritized with high base bravery builds, this is the main source for assist depletion. The damage output is the main incentive for using Assist Change instead of assist depletion, so it's not mandatory to boost this a lot.
- Dismay Shock

- EX depletion +1 %. Since Seal of Lufenia special effect
isn't prioritized with high base bravery builds, this is the main source for EX depletion.
- Pre-EX Mode

- A consistent 1.4 multiplier.
- Pre-EX Revenge

- A consistent 1.3 multiplier.
- Summon Unused

- A consistent 1.3 multiplier.
- BRV = 0

- A consistent 1.4 multiplier for meter depletion and HP wall rush. Bravery Orb won't benefit much from this, since bravery doesn't stay at 0 for long.
- Aerial

- A consistent 1.5 multiplier for airborne characters. If the character gets on the ground during an assist combo, this will deactivate, and activating it again during the same combo won't be feasible.
- Assist

- A 1.4 multiplier for assist combos, but mostly affects Bravery Orb
or any damage ring
.
- Great Gospel

- A fixed +50 % BRV recovery boost, for instances when booster multiplier is relatively low, and there isn't much room for additional boosters.
- Hero's Seal

- Pairs well with high base bravery specifically. Raises initial bravery at the start of a fight by 50 % of base bravery. 1533 base BRV means starting a fight with over 2000 BRV.
- Side by Side

- Side by Side works very well with high base bravery, creating explosive damage output with each assist combo. If this is used, Empty EX Gauge
provides a 1.5 multiplier that's always active.
Relevant extra abilities:
- Best Dresser
- +100 BRV when wearing hairpins or headbands. Expensive, but a good damage increase.
Depletion
- Concept
- Depletion builds focus on depleting opponent's Assist / EX gauge. The goal is not to finish matches quickly then, but to make it harder for the opponent to use meter at all. Meter depletion activates when an HP attack connects and also when it wall rushes. Multiple HP hits during a single attack (e.g. Jecht Beam) also work. Squall with Yuna assist is a notable synergy in this regard, due to Aerial Circle's multiple hits during Yuna's Heavenly Strike. Any character who can wall rush with HP attacks also benefit from this. Exclusively building for just depletion is not a high priority in competitive play, but it can be effective regardless.
- Recommended characters
- Any, Squall
| Stats | |
|---|---|
| HP | 10299 |
| CP | 450 |
| BRV | 957 |
| ATK | 178 |
| DEF | 183 |
| LUK | 60 |
| Max Booster | |
| Equipment | |
|---|---|
| Assist | Yuna |
| Weapon |
Lionheart |
| Hand |
Lufenian Dirk |
| Head |
Lufenian Headband |
| Body |
Lufenian Vest |
| Accessory 1 | Dismay Shock
|
| Accessory 2 | Battle Hammer
|
| Accessory 3 | Large Gap in HP
|
| Accessory 4 | BRV = 0
|
| Accessory 5 | Assist
|
| Accessory 6 | Summon Unused
|
| Accessory 7 | Pre-EX Mode
|
| Accessory 8 | Pre-EX Revenge
|
| Accessory 9 | Aerial
|
| Accessory 10 | After 30 Seconds
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ |
|
| ↓+ |
↓+ |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- Damage builds, Side by Side builds, EX builds and Assist Change. Generally speaking depletion builds only work if a character can land HP attacks, so anything that prevents it will help, including consistent defensive play.
Relevant accessories:
- Dismay Shock

- EX depletion +1 %.
- Battle Hammer

- Assist depletion +5 %.
- Large Gap in HP

- A consistent 1.5 multiplier if the character has a good health lead, or at a considerable health deficit.
- BRV = 0

- A consistent 1.4 multiplier whenever an HP attack wall rushes or otherwise hits again, such as Squall's Aerial Circle.
- Assist

- A consistent 1.4 multiplier for doing an HP attack during assist combo. Squall can use this with Yuna or Kuja assist.
- Summon Unused

- A consistent 1.3 multiplier as long as summon is available.
- Opponent Summon Unused

- A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
- Pre-EX Mode

- A consistent 1.4 multiplier for most of the match.
- Pre-EX Revenge

- A consistent 1.3 multiplier for most of the match.
- Aerial

- A consistent 1.5 multiplier when fighting in the air. Squall can use this with Yuna or Kuja assist, since he does Aerial Circle during assist combos.
- After 30 Seconds

- A consistent 1.2 multiplier. Two of these can be equipped.
- HP < 50 %

- A consistent 1.4 multiplier, if health is expected to go below 50 %. Stacks with Large Gap in HP
.
Relevant equipment:
The example build above uses Seal of Lufenia equipment for +5 % EX depletion. Its depletion is much stronger compared to just using Dismay Shock
, and also it stacks well with it. Judgment of Lufenia equipment should be used if assist depletion is considered more important. Judgment of Lufenia also has more non-weapon equipment with higher DEF, which is good for reducing BRV damage.
- Lufenian Shield

- DEF +73. Judgment of Lufenia.
- Lufenian Dirk

- ATK +1, DEF +72. Seal of Lufenia, good for raising damage.
- Lufenian Helm
- BRV +290, DEF +1. Judgment of Lufenia.
- Lufenian Helm

- BRV +290, DEF +1. Judgment of Lufenia.
- Lufenian Headband

- HP +327, BRV +290. Seal of Lufenia. Better for raising max HP than Lufenian Hairpin.
- Lufenian Hairpin

- HP -328, BRV +369. Seal of Lufenia. Better for raising base BRV than Lufenian Headband.
- Lufenian Armor

- HP +3300, BRV +39. Judgment of Lufenia.
- Lufenian Vest

- HP +2973. Seal of Lufenia.
EX
- Concept
- EX builds prioritize filling the EX gauge faster. This usually means earlier access to EX mechanics when played well. This can be achieved via increased EX Force absorption and longer EX intake range. Despite being focused on EX, assist is still used.
- Recommended characters
- Warrior of Light, Garland, Kain, Gilgamesh, Cloud, Sephiroth, Kuja, Tidus, Yuna, Shantotto, Prishe, Vaan, Lightning
Example build (Lightning)
| Stats | |
|---|---|
| HP | 10299 |
| CP | 450 |
| BRV | 996 |
| ATK | 177 |
| DEF | 182 |
| LUK | 60 |
| Max Booster | x2.3 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Heaven's Cloud |
| Hand |
Lufenian Dirk |
| Head |
Lufenian Headband |
| Body |
Lufenian Vest |
| Accessory 1 | Hyper Ring
|
| Accessory 2 | Battle Hammer
|
| Accessory 3 | Summon Unused
|
| Accessory 4 | Pre-EX Mode
|
| Accessory 5 | Pre-EX Revenge
|
| Accessory 6 | White Drop
|
| Accessory 7 | White Drop
|
| Accessory 8 | White Gem
|
| Accessory 9 | Tenacious Attacker
|
| Accessory 10 | Glutton
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ | |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- EX depletion is effective at reducing EX, especially with Seal of Lufenia. Glutton
is good against characters who generate lots of EX close to the player, such as Shantotto. It won't be as effective if opponent uses chase to absorb EX, which is common with Aerith assist.
- EX Breaker
depletes the entire EX gauge once the "EX Iai Strike" effect activates on hit. The -10 % defense decrease isn't great, and it scales with boosters
. However, both Exdeath and Ultimecia can take advantage of this accessory by leaning into their neutral, high / low base DEF and activation chances with their pokes and projectiles (Ultimecia's Knight Blade).
Relevant equipment:
- Heaven's Cloud

- Relatively low ATK at +67, but the increased intake range makes it much easier to grab surrounding EX Force. Using chase is not a requirement with this weapon. Synergizes well with Tenacious Attacker
and Glutton
. - Cleaver

- High ATK at +69 and +10 % EX Force absorption makes Cleaver a good option for additional EX. Best used with Aerith assist chase setups.
- Gigant Axe
(Garland only) - Top of the line +70 ATK and +10 % EX Force absorption. A must-have for Garland.
- Mateus's Malice
(The Emperor only) - The Emperor's LV100 exclusive weapon provides the same +3M EX intake range as Heaven's Cloud, but with better stats.
- Spira's Hope
(Yuna only) - Yuna's LV100 exclusive weapon provides the same +3M EX intake range as Heaven's Cloud, but without -1 DEF.
Relevant accessories:
- White Gem

- +10 % EX Force absorption. A good, relatively low cost investment.
- White Drop

- +5 % EX Force absorption, but three of them can be equipped for a 15 % total increase.
- Tenacious Attacker

- Absorbs EX Force during attacks. Useful to have, as it works even when filling assist gauge with whiffs.
- Glutton

- Absorbs EX Force when taking damage. Useful to have for support. Cuts into the opponent's EX gain if they generate EX close to the player with attacks. And if opponent hits a long range attack, the player gets more EX out of it.
- First to Victory

- While not mandatory, the initial 20 % helps reach a full EX gauge faster.
EX (Initial)
- Concept
- Initial EX builds start a match with most of EX gauge filled. The goal is to reach EX mode quickly and capitalize on it. Mileage will vary depending on character, and committing to this also requires Zwill Crossblade
, which has pretty low +66 ATK (but DEF +1). Terra is known to work with this build due to her strong EX mode.
- Recommended characters
- Terra
| Stats | |
|---|---|
| HP | 9971 |
| CP | 450 |
| BRV | 1075 (1827 with Hero's Seal) |
| ATK | 177 |
| DEF | 182 |
| LUK | 60 |
| Max Booster | x1.5 |
| Equipment | |
|---|---|
| Assist | Jecht |
| Weapon |
Zwill Crossblade |
| Hand |
Lufenian Bangle |
| Head |
Lufenian Hairpin |
| Body |
Lufenian Jacket |
| Accessory 1 | Hyper Ring
|
| Accessory 2 | Earring
|
| Accessory 3 | Large Gap in HP
|
| Accessory 4 | Cyan Drop
|
| Accessory 5 | Cyan Drop
|
| Accessory 6 | Cyan Drop
|
| Accessory 7 | Red Gem
|
| Accessory 8 | Cyan Gem
|
| Accessory 9 | First to Victory
|
| Accessory 10 | Hero's Seal
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ | |
| HP attacks | |
| Ground | Aerial |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
Recommended:
EX gauge can be filled up to 90 % by using the following gear:
- Zwill Crossblade

- Initial EX Force +20 %. Low ATK, but provides a good initial boost.
- Cyan Drop

- Initial EX Force +10 %. Three of these can be equipped. Assist gauge duration penalty isn't too detrimental here.
- Cyan Gem

- Initial EX Force +20 %.
- First to Victory

- Initial EX Force +20 %, as well as +20 % initial assist gauge and bravery. A good all-around boost.
After equipping these, damage or meter depletion is recommended.
EX (Center of the World)
- Concept
- Center of the World
(CotW) builds prioritize filling EX gauge even faster at the cost of assist mechanics. This is a big price to pay, and not many characters can use it effectively. The few characters who can use this build can get more mileage out of their EX mode, whether it's the health regen, unique effects or simply having access to the mode more often.
- Recommended characters
- Cloud, Jecht, Feral Chaos
Example build (Jecht version)
| Stats | |
|---|---|
| HP | 11953 (Master Guardsman) |
| CP | 450 |
| BRV | 956 |
| ATK | 181 |
| DEF | 184 |
| LUK | -- |
| Max Booster | x2.7 |
| Equipment | |
|---|---|
| Assist | Cannot use. |
| Weapon |
Cleaver |
| Hand |
Seydlitz |
| Head |
Lufenian Headband |
| Body |
Maximillian |
| Accessory 1 | Pearl Necklace
|
| Accessory 2 | Dragonfly Orb
|
| Accessory 3 | Silver Hourglass
|
| Accessory 4 | Pendant
|
| Accessory 5 | Battle Hammer
|
| Accessory 6 | Empty Assist Gauge
|
| Accessory 7 | Pre-EX Revenge
|
| Accessory 8 | Pre-Assist
|
| Accessory 9 | Close to You
|
| Accessory 10 | Center of the World
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- EX depletion (especially Seal of Lufenia), Glutton
, assist mechanic, character specific counter strategies.
Relevant equipment:
- Cleaver

- +69 ATK and +10 % more EX from EX Force.
- Seydlitz

- +20 % regen during EX mode.
Relevant accessories:
- Center of the World

- The core of this build. +3m EX intake range and +25 % EX Force absorption.
- Close to You

- Tenacious Attacker
and Glutton
all in one. - White Gem

- 10 % more EX from EX Force.
- Pearl Necklace

- More EX from EX Force. Since the assist gauge is disabled, the assist gauge charge penalty is irrelevant.
- Dragonfly Orb

- More EX from EX Cores.
- Silver Hourglass

- Longer EX mode.
- Pendant

- EX Cores appear more often. The EX Force penalty won't be too big due to a handful of viable boosters.
- Battle Hammer

- Assist gauge depletion is still important before EX Mode is available
- Dismay Shock

- EX gauge depletion helps avoid EX Revenge checkmates.
- Empty Assist Gauge

- Since Center of the World disables the assist gauge, this is a consistent 1.5 multiplier.
- Pre-Assist

- Since Center of the World disables the assist gauge, this is a consistent 1.4 multiplier.
- Pre-EX Revenge

- 1.3 booster, which is expected to have long uptime due to EX mode activations.
- EX Mode

- 1.3 booster, which is active during EX mode.
EX Core
- Concept
- EX Cores will provide much more EX. The goal is to fill the EX gauge a lot with each EX Core to access EX mechanics sooner. Normally EX Cores are not the main way to fill EX gauge, so this is more of an exception; A character should be able to get few EX Cores in a match to benefit from this build, whether its with fast mobility or good positioning. As such, the stage and the matchup matter a lot. Building for EX Cores often requires a specific weapon
, Dragonfly Orb
and several booster accessories
. EX Force that's floating around may provide less EX as well, but the cores gather any remaining EX on the field, which scale very well with this build.
- Recommended characters
- Onion Knight, Cloud, Squall, Vaan, Prishe or against Exdeath, The Emperor and Ultimecia.
Example build (Cloud version)
| Stats | |
|---|---|
| HP | 10299 |
| CP | 450 |
| BRV | 956 |
| ATK | 177 |
| DEF | 187 |
| LUK | 63 |
| Max Booster | x14.5 |
| Equipment | |
|---|---|
| Assist | Tidus |
| Weapon |
Loki's Lute |
| Hand |
Genji Shield |
| Head |
Genji Helm |
| Body |
Genji Armor |
| Accessory 1 | Dragonfly Orb
|
| Accessory 2 | Large Gap in HP
|
| Accessory 3 | HP < 50 %
|
| Accessory 4 | BRV > Base Value
|
| Accessory 5 | EX Core Present
|
| Accessory 6 | Summon Unused
|
| Accessory 7 | Pre-EX Mode
|
| Accessory 8 | Pre-EX Revenge
|
| Accessory 9 | Aerial
|
| Accessory 10 | Together As One
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ | |
| HP attacks | |
| Ground | Aerial |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- Small stages have EX Cores spawn closer on average, providing more chances to get them no matter the position. High dash speed helps regardless of stage. EX depletion is still effective, especially with Seal of Lufenia. And of course, damage builds can greatly reduce the amount of times a player can go for an EX Core.
- EX Breaker
depletes the entire EX gauge once the "EX Iai Strike" effect activates on hit. The -10 % defense decrease isn't great, and it scales with boosters
. However, both Exdeath and Ultimecia can take advantage of this accessory by leaning into their neutral, high / low base DEF and activation chances with their pokes and projectiles (Ultimecia's Knight Blade).
Relevant equipment:
- Loki's Lute

- +67 ATK, +20 % EX Core absorption. Relatively low ATK, but can be used with any character since it's not an exclusive weapon.
- Lionheart
(Squall only) - +68 ATK, +30 % EX Core absorption. A good option for Squall, it's stronger than Loki's Lute all around.
- Zodiac Blade
(Vaan only) - +68 ATK, +30 % EX Core absorption. A good option for Vaan, it's stronger than Loki's Lute all around.
- Genji Shield

- Soul of Yamato special effect boosts EX mode regen and EX Core appearence rate.
- Genji Helm

- Soul of Yamato special effect boosts EX mode regen and EX Core appearence rate.
- Genji Armor

- Soul of Yamato special effect boosts EX mode regen and EX Core appearence rate.
- Seydlitz

- +20 % regen. If more frequent EX Cores are not deemed necessary, Seydlitz works as a substitute.
- Maximillian

- +10 % physical defense. If more frequent EX Cores are not deemed necessary, Maximillian works as a substitute while boosting physical defense.
Relevant accessories:
Any consistent booster accessory with high multiplier can be deemed relevant here.
- Dragonfly Orb

- The core of this build style. +10 % EX Core absorption and -30 % Assist gauge duration means reaching max assist gauge often decays it slightly. As a result, LV2 Assist Change won't be as readily available, but that won't always be a detriment; It's not often used for staggers in matchups where this build is commonly used. Characters using EX Core builds do not depend on ending matches quickly, anyway.
- EX Core Present

- A consistent 1.5 multiplier that always works with EX Cores. Even though the 1.5 multiplier is big, it will need other boosters to make fresh EX Cores fill a lot of EX gauge.
- Aerial

- A consistent 1.5 multiplier. If both characters are fighting midair, this booster will naturally boost the next EX Core.
- Large Gap in HP

- A consistent 1.5 multiplier for moments with 3000 health lead or health deficit.
- HP < 50 %

- A consistent 1.5 booster if health drops below 50 % between EX Cores.
- Summon Unused

- A consistent 1.3 multiplier as long as summon is available.
- Opponent Summon Unused

- A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
- BRV > Base Value

- A consistent 1.3 multiplier, under the assumption that bravery damage is not taken often.
- After 30 Seconds

- A consistent 1.2 multiplier. Two of these can be equipped.
- Pre-Jump

- A consistent 1.4 multiplier, under the assumption that jumps are not needed for positioning or becoming airborne.
- Pre-Guard

- A consistent 1.5 multiplier, under the assumption that blocking is not necessary.
- HP = 100 %

- A consistent 1.5 multiplier, under the assumption that HP damage can be avoided with Assist Change or otherwise.
- Together As One

- 40 % initial assist gauge and a fixed -40 % penalty to EX Force, but not EX Cores. Good for supporting early interactions.
Glimmering Crystal
boosts EX Core absorption by 15 %, but also reduces assist gauge charge by 15 %. This is avoided in competitive play, because it already takes several whiffs to fill assist gauge.
EX Revenge
- Concept
- This build style focuses on damage during EX Revenge. The goal is to build EX gauge and then impose EX Revenge on the opponent. 4 pieces of King of Tragedy equipment is used for its special effect, which extends EX Revenge by 40 % and increases EX Revenge damage by 50 %. This is quite good, but only Garland and Gabranth are known to use this build well, because they benefit the most from longer EX Revenge. Garland can deal even more damage with Bardiche, while Gabranth gets to charge a full EX gauge with his EX Charge.
Example build (Garland version)
| Stats | |
|---|---|
| HP | 9644 |
| CP | 450 |
| BRV | 957 (1148 initial) |
| ATK | 180 |
| DEF | 185 |
| LUK | 60 |
| Max Booster | x2.7 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Rhongomiant |
| Hand |
Prytwen |
| Head |
Dragon Sallet |
| Body |
Wygar |
| Accessory 1 | Muscle Belt
|
| Accessory 2 | Booster
|
| Accessory 3 | Dismay Shock
|
| Accessory 4 | Large Gap in BRV
|
| Accessory 5 | EX Revenge
|
| Accessory 6 | Summon Unused
|
| Accessory 7 | Spider Web
|
| Accessory 8 | Spider's Bane
|
| Accessory 9 | Avenger
|
| Accessory 10 | First to Victory
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ |
↓+ |
| HP attacks | |
| Ground | Aerial |
| ↑+ |
↑+ |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
- What counters it
- EX builds, Glutton
, EX depletion (Seal of Lufenia helps), damage builds, Assist Change.
Relevant accessories:
Getting EX and extending EX Revenge are important here. But since all equipment is used for the King of Tragedy effect, any investment in damage, meter depletion etc. comes from accessories and extra abilities (critical hits). Many booster accessories that are good in other builds are also good here.
- Spider's Bane

- EX Revenge duration +15 %.
- Spider Web

- EX Revenge duration +10 %.
- White Gem

- EX Force absorption +10 %, Assist gauge duration -10 %. Reaching max EX gauge faster benefits this build. Does not affect Gabranth's EX Charge!
- White Drop

- EX Force absorption +5 %, Assist gauge duration -5 %. Reaching max EX gauge faster benefits this build. Three of these can be equipped. Does not affect Gabranth's EX Charge!
- First to Victory

- Initial 20 % EX gauge helps reach max EX gauge faster. Good for Gabranth.
- Muscle Belt

- +7 % physical damage. Good for Garland in particular.
- Battle Hammer

- Assist depletion is useful overall, and makes it harder for opponents to escape EX Revenge with Assist Change.
- Dismay Shock

- EX depletion is useful overall, and makes it harder for opponents to escape EX Revenge with EX mechanics.
- EX Revenge

- 1.4 multiplier during EX Revenge. Good for increasing damage.
- Pre-EX Mode

- A consistent 1.4 multiplier. Ideally this won't activate, but it will be active for most of the match either way.
- Pre-EX Revenge

- A consistent 1.3 multiplier. Even though this stops working after the first EX Revenge, it will help until that point.
- Aerial

- A consistent 1.5 multiplier when fighting consistently in the air.
- Summon Unused

- A consistent 1.3 multiplier as long as summon is available.
Relevant extra abilities:
- Sneak Attack
- Extra ability, raises critical hit rate. Good for EX Revenge combos where a character can position behind the opponent consistently.
Hybrid
- Concept
- A balanced build, or a build that focuses on 2-3 things that aren't strictly damage related. Hybrid builds don't give up EX or assist, but EX may be prioritized a bit more. They can also have wider coverage, but at the cost of being weaker in their respective areas.
- Recommended characters
- Any
Example build (Cloud version)
| Stats | |
|---|---|
| HP | 10299 |
| CP | 450 |
| BRV | 1035 |
| ATK | 177 |
| DEF | 185 |
| LUK | 60 |
| Max Booster | x3.5 |
| Equipment | |
|---|---|
| Assist | Kuja |
| Weapon |
Heaven's Cloud |
| Hand |
Lufenian Shield |
| Head |
Lufenian Helm |
| Body |
Lufenian Armor |
| Accessory 1 | Hyper Ring
|
| Accessory 2 | Zephyr Cloak
|
| Accessory 3 | Dismay Shock
|
| Accessory 4 | Summon Unused
|
| Accessory 5 | Pre-EX Mode
|
| Accessory 6 | Pre-EX Revenge
|
| Accessory 7 | Aerial
|
| Accessory 8 | Tenacious Attacker
|
| Accessory 9 | Great Gospel
|
| Accessory 10 | First to Victory
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| HP attacks | |
| Ground | Aerial |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
This build has longer EX intake range with Heaven's Cloud
, general damage increase with Hyper Ring
and initial meter boost with First to Victory
. Meter depletion is still included, with Judgment of Lufenia providing a good 15 % depletion with each HP hit + wall rush.
Ultimately hybrid builds can take a few ideas and push them to their limits, such as EX and Bravery Boost on Dodge. If a build is mixing multiple ideas, it's probably a hybrid build.
Side by Side
- Concept
- An explosive damage build style. Side by Side
locks the EX gauge, but generates a chunk of assist gauge when an HP attack hits. This is great for HP linkers with weak EX gain, but also characters with good HP attacks in neutral. The goal is to do a lot of damage quickly with assist combos. High base bravery, wall rush and damage accessories are all valid ways to build for damage. Small stages are recommended, but not mandatory for success.
- Recommended characters
- Warrior of Light, Firion, The Emperor, Onion Knight, Golbez, Terra, Kefka, Cloud, Tifa, Squall, Ultimecia, Zidane, Jecht, Feral Chaos
Example build (Zidane version)
| Stats | |
|---|---|
| HP | 8454 |
| CP | 450 |
| BRV | 1533 |
| ATK | 175 |
| DEF | 182 |
| LUK | 60 |
| Max Booster | x3.5 |
| Equipment | |
|---|---|
| Assist | Aerith |
| Weapon |
Piggy's Stick |
| Hand |
Chainsaw |
| Head |
Royal Crown |
| Body |
Auto Crossbow |
| Accessory 1 | Bravery Orb
|
| Accessory 2 | Dismay Shock
|
| Accessory 3 | Battle Hammer
|
| Accessory 4 | Empty EX Gauge
|
| Accessory 5 | Summon Unused
|
| Accessory 6 | Pre-EX Mode
|
| Accessory 7 | Pre-EX Revenge
|
| Accessory 8 | Hero's Seal
|
| Accessory 9 | Together As One
|
| Accessory 10 | Side by Side
|
| Summon |
Rubicante |
| Bravery attacks | |
|---|---|
| Ground | Aerial |
| ↑+ | |
| ↓+ | |
| HP attacks | |
| Ground | Aerial |
| ↑+ | |
| ↓+ | |
indicates a "Gear" extra ability or the use of CP / Equipment glitch. The total CP cost will assume the glitch is done.
This build combines high base bravery, initial bravery (Hero's Seal) and initial assist gauge (Together As One) for devastating assist combo damage. Side by Side builds always have access to a consistent x2.7 booster multiplier, which streamlines build making to an extent.
- What counters it
- Side by Side builds, EX builds, assist depletion (Judgment of Lufenia helps, larger stages and any character-specific counter strategies. Side by Side builds have high burst damage, but they also have diminishing returns in longer matches. This is because the opponent can get more chances to fill the EX gauge if they don't take full assist combos. If the player manages to fill both assist gauges before hitting the opponent, the assist gain won't do much. Side by Side users must also go for EX cores despite not getting EX, because preventing an opponent from filling EX gauge avoids EX-related checkmates later.
Relevant accessories:
- Side by Side

- The core of this build style.
- Empty EX Gauge

- Because EX gauge is locked, this is a consistent 1.5 multiplier.
- Pre-EX Mode

- Because EX gauge is locked, this is a consistent 1.4 multipler.
- Pre-EX Revenge

- Because EX gauge is locked, this is a consistent 1.3 multiplier.
- Together As One

- Pairs very well with Side by Side. Since EX is not available, the initial assist gauge can provide a comfortable head start with the gauge. Assist gauge duration keeps two assist gauges full for longer without having to do anything, good for footsies.
- Badge of Trust

- Stacks with Together As One. The player starts with almost two full assist gauges when both accessories are equipped.
- Growth Egg

- Experience Value +20 %. If used with EXP to Assist, increases assist gain from HP attacks even further. Two Growth Eggs can be equipped.
- Dismay Shock

- EX gauge depletion. Important against characters who don't use Side by Side.
Relevant abilities:
- EXP to Assist
- Extra ability. Fills assist gauge based on HP damage dealt (experience points gained from HP damage).
- Assist Critical Boost
- Extra ability. A good damage increase for most assists, except Aerith.
From here, a Side by Side build can branch out into a damage build. High attack and high base bravery are both good, though high base bravery is more commonly paired with HP linkers.