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 new or upcoming player that want a basic understanding how to make a working build for online play. Contents of this page are currently based on the [http://community.dissidia.wiki/topic/29-ddffguide-beginners-guide-to-customisation/ '''Beginner's Guide to Customisation'''] found on Dissidia Community forums and are subject to further modification later.
This page is for anyone that wants a better understanding on customizing a character for online battles.  


= About Accessories =
'''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.
Accessories are a category of equipment that can be worn by all characters in the game. Each accessory comes with an effect that either scales with booster-type accessories or has a fixed value. A maximum of 10 accessory slots can be utilised. Accessories often define key characteristics of a build, and as such are always important in online battles.
<br><br>
There are three (3) types of accessories.


== Basic Accessories ==
= Introduction =
Dissidia 012 features a customization system that lets players power up characters with certain strengths in mind.


Effected by the multiplied number (x) your booster accessories currently have.
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.]]'''


For example: You have Hyper Ring (5% increased damage) and 3 boosters that give you 2.5x multiplier, basic math is 5 x 2.5 = 12.5 > rounded down to 12, so you get a 12% increased damage.
; 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 Accessories ==
; Abilities
Your multiplier, the higher X you have the higher your basic while having no boosters equipped.
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.'''


There are a few different mulitplier numbers
*1.2x - Average
*1.2x - Average
*1.3x - Good
*1.3x - Good
*1.4x - Really good
*1.4x - Very good
*1.5x - The best
*1.5x - The best (overall)
*2.5x - This is only one accessory and the 2.5x only lasts 15 seconds and drop to 0.5x after that which halves your booster multiplier.
*2.5x - Easy Come, Easy Go {{accboo}}. The 2.5x only lasts for 15 seconds and drops to 0.5x after that.
*5.0x - Also just one accessory that works only when you take damage longer then 4 seconds.
*5.0x - Damage time > 5 sec {{accboo}}. Very situational.


Also note that the boosters are different in how and when they are activated.
Certain booster accessories are not used in online battles due to them being banned with the in-game ruleset "Official", which is community standard.


Example: You have two 1.2x, one 1.4x and lastly a 1.5x equipped: 1.2 x 1.2 x 1.4 x 1.5 = 3.024 rounded down to 3x which means your max booster is 3x.
;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.


== Special Accessories ==
Breakable accessories are not used in online battles due to them being banned with the in-game ruleset "Official", which is community standard.
Pre-set effects that do not work with booster accessories. However, this does not render them useless and in many cases at least one of them will be equipped to define the style of a build.


If you see accessories with the note "Breakables" do not use them online.
== About Meter Depletion ==


= Creating a build =
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.


When planning a PvP build it is often necessary to include meter depletion on both assist and EX. These can be included either via Judgment of Lufenia or Seal of Lufenia equipment sets (fixed percentage value) and / or Battle Hammer and Dismay Shock basic accessories. Meter depletion has a few key benefits, such as shifting momentum in generating crucial resources (Assist and EX) and bypassing EX Revenge situations where a player could have otherwise suffered a huge setback through bravery break or lose a match outright.
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}}.


Despite that, a player may opt out of meter depletion in exchange for other attributes if they so desire.
Meter depletion is not mandatory with every build, but it can be very beneficial most of the time.


After that, an ideal PvP build usually goes for one of the following:
= What Are Build Styles =
* Damage (bravery)
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.
* Damage (Side by Side)
* EX
* EX Core
* Bravery boost on dodge / block
* Hybrid (a mix of everything)
   
Good reliable accessory boosters include Summon Unused (and the opponent variant), Pre-EX Mode, Pre-EX Revenge, Aerial and Large Gap in HP. These are known to work regardless of build style, and will be commonly recommended.


= Build styles =
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.


== Adamant Chains ==
A competitive build usually goes for one of the following:
Recommended characters: {{012gar}}, {{012emp}}, {{012clo}}, {{012squ}}, {{012ulti}}, {{012tid}}, {{012yuna}}, {{012pri}}, {{012vaan}}, {{012gab}}


Increased air dodge distance through the "Adamant Chains" set bonus. Primarily used to make air dodges safer to perform and difficult to punish by the opponent. Characters with average fall speed and weaker post-dodge defensive options can benefit a lot from it, such as Cloud, Squall and Yuna. Vaan can also use it for dodge cancel combos.
* '''[[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)


However, characters with fast fall speed such as {{012tid}} and {{012pri}} ''also'' benefit from the added distance; It makes their air dodges even more difficult to punish. An extra layer of security, if you will.
= Build styles =


Adamant Chains improves defensive play, but it also comes at the expense of other traits. High base bravery is limited to one equipment slot (usually Piggy's Katana weapon) and it, along with damage and meter drain may require heavier investment via accessories to reach similiar heights.
== Adamant Chains ==
;Concept
== Back to the Wall ==
: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.
 
Low health, but heightened stats / accessory boosters. Revolves around the special accessory "Back to the Wall" that causes the player to start the fight with 90 % of health already depleted. A "glass cannon", loosely speaking.
== Balanced / Hybrid ==
Recommended characters: Any


A balanced build, with access to both EX and Assist. This is all about picking a good balance between damage, meter and other attributes. Maybe some added ex force absorption with more wall rush damage? Or perhaps you really want that early assist meter boost with Together as One but still desire to benefit from EX cores?
;Recommended characters
: {{012emp}}, {{012clo}}, {{012squ}}, {{012ulti}}, {{012tid}}, {{012yuna}}, {{012pri}}, {{012vaan}}, {{012gab}}


This kind of build is usually a "jack of all trades, master of none". Characters who do not rely on Side by Side such as {{012exd}}, {{012kuja}} and {{012lig}} have an easier time fighting effectively with this build style than those who do. Even so, having access to both major resources can pay off in longer matches.
Example build (Squall version)


Naturally, specialised builds can see more success within their niche. But balanced builds are serviceable all the same.
Below is an example build for {{012clo}}.
   
{{Build
{{Build
|hp=10299
|hp=9972
|cp=450
|cp=450
|brv=1035
|brv=877 (1052 with First to Victory)
|atk=177
|atk=178
|def=185
|def=185
|luk=60
|luk=--
|booster=x3.5
|booster=x3.5
|setbonus=Judgment of Lufenia
|setbonus=Adamant Chains
|ast={{012kuja}}
|ast=Kuja
|wpn=Heaven's Cloud
|wpn=Earthbreaker {{equip}}
|hand=Lufenian Shield
|hand=Adamant Shield
|head=Lufenian Helm
|head=Adamant Helm
|armor=Lufenian Armor
|armor=Adamant Vest
|acc1={{accbas}} Hyper Ring
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Zephyr Cloak
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Summon Unused
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc5={{accboo}} Pre-EX Mode
Line 97: Line 117:
|acc7={{accboo}} Aerial
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Great Gospel
|acc9={{accsp}} First to Victory
|acc10={{accsp}} First to Victory
|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      =
At the end of the day you can mix and match concepts in your build. If high base bravery and wall rush damage is your thing but you still want to benefit ex, that is fine. It's not wrong to think that with good boosters you can enjoy the benefits of bravery boost on dodge as well as meter drain.
{{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


For boosters you will want something consistent, something that activates when it's most optimal for you and can be relied on through the course of a single match. And of course, any special accessories that you feel are necessary to your gameplan or playstyle. Just try to avoid equipping Center of the World or most of the set damage / defense rings.
== 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.


== Bravery Boost on Block / Dodge ==
;Recommended against
Recommended match-ups: {{012emp}}, {{012seph}}, {{012ulti}}
: {{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.


This build style is strong against frequent projectile users, namely The Emperor, Ultimecia or Sephiroth. With proper investment, a single dodge can accumulate 100-200 bravery when used against a projectile. That can discourage the aforementioned characters from playing as actively and encourage adjusting playstyle altogether. If no adjustment is made, the user of this build can seek to benefit greatly from a single HP attack in due time.
Example build (Tidus version)
 
Example build for {{012tid}}


{{Build
{{Build
Line 140: 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      =
== Bravery Boost on Stage Destruction / Mindbreak ==
{{Build-AttackDataHP
Recommended stage: World of Darkness
|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
|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.


Gain bravery when destroying stage elements such as World of Darkness pillars. Revolves around the "Mindbreak" basic accessory.
;Summon Unused {{accboo}}
:A consistent 1.3 multiplier as long as summon is available.
Known to be practical in World of Darkness with {{012cod}}, but all other aspects of the build may be compromised.


== Center of the World ==
;Opponent Summon Unused {{accboo}}
:A consistent 1.3 multiplier as long as opponent's summon is available and equipped.


Abbreviated as "CotW". EX only, no assist. Greatly enhanced EX gain for earlier EX mode access and depending on the build, longer EX mode duration.
;Hero's Essence {{accsp}}
:This adds 30 capacity points, which can be used to equip more extra abilities for critical hits.


Generally speaking a niche build style. [[Assist_(Dissidia_012)|'''Assist''']] is a far more important resource for all characters, so forgoing it in favor of an earlier EX gauge often skews the risk / reward in the opponent's favor. Characters who can land HP attacks without assist, such as {{012clo}} and {{012jec}} can function with this build with adequate player skill. However, it does not function as a crutch in their unfavorable match-ups.
----


== Damage (bravery) ==
'''''Recommended extra abilities:'''''
Recommended characters: {{012gar}}, {{012kain}}, {{012clo}}, {{012seph}}, {{012ulti}}, {{012kuja}}, {{012vaan}} {{012pri}}
;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.


Increased damage output through high ATK stat, bravery attacks, wall rush damage and higher critical hit rate,
;Sneak Attack
:+25 % critical hit rate for hitting behind the opponent. Commonly activates in assist combos and {{keyword|punish|punish=1}} situations.


Not everyone can reach the same lengths of bravery damage, usually due to low damage multipliers on one's moves and lower base attack stat. These characters usually circumvent this shortcoming with wall rushes or the help of high base bravery in conjunction with assists.
;First Strike
   
:+100 % critical hit rate for the first attack that connects. Good for establishing momentum.
For equipment, always seek out a weapon with 69 ATK stat unless your character's exclusive weapons provides 70 ATK (Garland's Gigant Axe for example). If your armor set is for Seal of Lufenia's 5 % EX depletion, Lufenian Dirk (hand, Parrying gear) is a great choice as it provides +1 attack as well as good 72 defense.
   
Earthbreaker, Cleaver and Rhongomiant (for King of Tragedy EX Revenge builds) are good weapons possessing 69 attack stat that anyone can wield with the help of a [[CP_Glitch_(Dissidia_012)|'''CP glitch''']].
   
For accessories it comes as no surprise that Hyper Ring, Muscle Belt / Earring are viable choices here. Bundle Hyper Ring + Muscle Belt or Earring (depending on the character) with boosters such as BRV > Base Value, Pre-EX Mode, Pre-EX Revenge, Summon Unused and Aerial / Grounded for even higher damage output.  


Extra abilities that raise critical hit rate are great picks. '''First Strike''' and '''Counterattack''' have the most consistent uptime, followed by '''Sneak Attack''', '''Back to the Wall''' and '''Riposte'''. A damage build commonly uses 1-2 of those abilities, but they're good to have ''regardless of build'', as your opponent can only disable one of them.
;EX Critical Boost
:+50 % critical hit rate during EX mode. This is commonly used with Gabranth.


'''Assist Critical Boost''' is also good for assists that have good damage multipliers, such as Kuja, Sephiroth and Ultimecia.
;Riposte
:+25 % critical hit rate to a staggered opponent. More expensive to equip than counterattack, but can reward good blocks.


Even characters with subpar bravery damage can do respectable damage with the double damage from critical hits, so they're worth the investment.
;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) ==
Recommended characters: {{012wol}}, {{012fir}}, {{012ok}}, {{012bez}}, {{012exd}}, {{012clo}}, {{012zid}}, {{012jec}}, {{012lig}}
;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.


Increased default bravery for higher damage output without relying on bravery damage. For equipment, Piggy's Stick, Royal Crown and any LV100 piece that adds bravery are a good starting point. Investing in wall rush (Sniper Eye basic acc) and bravery recovery (Bravery Orb, Great Gospel accs) is also recommended. Commonly used with the special accessory Side by Side.
;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.


== Defense ==
;Assist {{accboo}}
High DEF stat and reduced wall rush / physical / magic / chase brv damage.
:A 1.4 multiplier for assist combos, but mostly affects Bravery Orb {{accbas}} or any damage ring {{accbas}}.


Over the course of a match this will require the opponent to hit more times than what would be normally required. Equipment such as Hero's Shield, Grand Helm, Maximillian or accessories such as Block Ring, Decoy or Amulet may be used.
;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:'''''


Enhanced meter depletion through accessories Battle Hammer (assist meter) and / or Dismay Shock (EX meter). Great for offsetting the opponent's meter lead or shifting momentum. May be used in conjunction with Judgment / Seal of Lufenia equipment set bonus for even greater boosts.
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.


Meter depletion is one of Squall's prominent strengths and can utilise it to devastating effect with Yuna assist.
;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 prioritise EX absorption either through added intake range or increased value per ex absorbed into oneself, but even so they never sacrifice assist (they're that important).
;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.


Weapon department provides Heaven's Cloud for +3M EX intake range, but with a measly 67 attack. Addded intake range is good as you can accumulate more ex in one place more quickly and if your character does not deal big bravery damage like Lightning, the 67 attack is not that big of a deal. Yuna has an exclusive weapon that is essentially an upgraded version of this weapon.
;Recommended characters
:{{012wol}}, {{012gar}}, {{012kain}}, {{012gil}}, {{012clo}}, {{012seph}}, {{012kuja}}, {{012tid}}, {{012yuna}}, {{012shan}}, {{012pri}}, {{012vaan}}, {{012lig}}


Another weapon is once again Cleaver. 69 attack with +10 % ex force absorption. Garland, Kuja, Ultimecia and Gilgamesh have exclusive weapons with +10 % ex force absorption, but Garland's is undisputed best among them. 70 attack and +10 % ex force absorption is something other characters can only dream of.
Example build (Lightning)


Special accessories is where most of the magic happens. White Drop and White Gem add a fixed boost to ex force absorption by 5 % and 10 % respectively and you can equip up to three White Drops for a total of 25 % boost to your ex absorption rate. These accessories come with a downside of reduced assist gauge duration, meaning your assist bar will begin to decay sooner. With well placed whiffs it won't get you killed. Not often, anyway.
{{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).


The other two accessories influence when you can acquire EX. Tenacious Attacker and Glutton allow you to absorb ex even when attacking or taking damage. Tenacious Attacker is a standard in EX builds as it allows you to whiff for meter and reap the rewards as you deal damage. Both work great in conjunction with Heaven's Cloud's added intake range as you will in most cases get a part of the ex either you or your opponent generated. Glutton is particularly a noteworthy choice against characters who can generate a lot of EX in a combo such as Shantotto. The opponent will have to invest a lot in EX meter depletion to properly combat this accessory which is powerful for a single special accessory.
----


'''Seal of Lufenia''' is a good anti-EX equipment set that any character can use. However, a basic accessory "EX Breaker" is particularly potent with Ultimecia. The accessory has a chance of depleting the opponent's entire EX gauge in one bravery hit and since it's a basic accessory, it can scale with your booster accessories. Other characters don't get mileage out of it as easily due to how one attack = one chance at triggering the EX Iai effect of the accessory, you don't get a new chance with every bravery hit you land except with Ultimecia. Don't ask why.
'''''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) ==
;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.
 
;Recommended characters
:{{012clo}}, {{012jec}}, {{012fc}}
 
Example build (Jecht version)
 
{{Build
|hp=11953 (Master Guardsman)
|cp=450
|brv=956
|atk=181
|def=184
|luk=--
|booster=x2.7
|setbonus=Soul of Yamato
|ast=Cannot use.
|wpn=Cleaver
|hand=Seydlitz
|head=Lufenian Headband
|armor=Maximillian
|acc1={{accbas}} Pearl Necklace
|acc2={{accbas}} Dragonfly Orb
|acc3={{accbas}} Silver Hourglass
|acc4={{accbas}} Pendant
|acc5={{accbas}} Battle Hammer
|acc6={{accboo}} Empty Assist Gauge
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accboo}} Pre-Assist
|acc9={{accsp}} Close to You
|acc10={{accsp}} Center of the World
|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 ==
A derivative of an EX-centric build, this is often a match-up specific build. The priority here is the amount of EX you get from a single EX core. This often means you play a grounded game or you are prepared for EX core races. Against characters who tend to hug the ceiling (Ultimecia and Exdeath) this can be an easy way to acquire a great amount of EX every time an EX core shows up. It is also viable in matchups where a character can outrun another character in a lot of situations e.g. Onion Knight vs. Cloud of Darkness, or characters who play grounded against primarly airborne opponents.
;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.


For equipment, '''Loki's Lute''' weapon provides +20 % boost to EX core absorption, although it does only have 67 attack. Squall and Vaan can equip their exclusive weapons for a 30 % boost with 68 attack.
;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
:{{012gar}}, {{012gab}}
 
Example build (Garland version)
 
{{Build
|hp=9644
|cp=450
|brv=957 (1148 initial)
|atk=180
|def=185
|luk=60
|booster=x2.7
|setbonus=King of Tragedy
|ast=Kuja
|wpn=Rhongomiant
|hand=Prytwen
|head=Dragon Sallet
|armor=Wygar
|acc1={{accbas}} Muscle Belt
|acc2={{accbas}} Booster
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Large Gap in BRV
|acc5={{accboo}} EX Revenge
|acc6={{accboo}} Summon Unused
|acc7={{accsp}} Spider Web
|acc8={{accsp}} Spider's Bane
|acc9={{accsp}} Avenger
|acc10={{accsp}} First to Victory
|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)
      
      
The '''Soul of Yamato''' equipment set (Genji parts) provide an EX Core appearence boost, but is usually preferable only on Gabranth as the set complements more of his EX mode gameplan than others.
{{Build
|hp=10299
|cp=450
|brv=1035
|atk=177
|def=185
|luk=60
|booster=x3.5
|setbonus=Judgment of Lufenia
|ast={{012kuja}}
|wpn=Heaven's Cloud
|hand=Lufenian Shield
|head=Lufenian Helm
|armor=Lufenian Armor
|acc1={{accbas}} Hyper Ring
|acc2={{accbas}} Zephyr Cloak
|acc3={{accbas}} Dismay Shock
|acc4={{accboo}} Summon Unused
|acc5={{accboo}} Pre-EX Mode
|acc6={{accboo}} Pre-EX Revenge
|acc7={{accboo}} Aerial
|acc8={{accsp}} Tenacious Attacker
|acc9={{accsp}} Great Gospel
|acc10={{accsp}} First to Victory
|summon=Rubicante
}}
      
      
For accessories, '''Dragonfly Orb''' is often the go-to basic accessory for EX core builds. The assist gauge duration nerf is hardly relevant, it decays from two bars a bit faster, but if you can maintain your assist meter consistently it's not really a big problem.
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.
   
 
Aside from the aforementioned good boosters, '''EX Core Present''' adds a good 1.5x bonus to each of your cores. Aerial can be a good choice as not all stages plant their ex cores to the ground (see World of Darkness).
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.


== First Strike ==
;Recommended characters
:{{012wol}}, {{012fir}}, {{012emp}}, {{012ok}}, {{012bez}}, {{012ter}}, {{012kef}}, {{012clo}}, {{012tifa}}, {{012squ}}, {{012ulti}}, {{012zid}}, {{012jec}}, {{012fc}}


Abnormally high initial damage. Based on the Extra Ability "First Strike" that guarantees critical hits for the first connected attack.
Example build ('''[[Zidane_Tribal_(Dissidia_012)/Builds#Side_by_Side_(High_Base_BRV)|Zidane version]]''')


== King of Tragedy ==
{{Build
Recommended characters: {{012gar}}, {{012gab}}
|hp=8454
|cp=450
|brv=1533
|atk=175
|def=182
|luk=60
|booster=x3.5
|setbonus=-
|ast={{012aer}}
|wpn=Piggy's Stick {{equip}}
|hand=Chainsaw
|head=Royal Crown {{equip}}
|armor=Auto Crossbow {{equip}}
|acc1={{accbas}} Bravery Orb
|acc2={{accbas}} Dismay Shock
|acc3={{accbas}} Battle Hammer
|acc4={{accboo}} Empty EX Gauge
|acc5={{accboo}} Summon Unused
|acc6={{accboo}} Pre-EX Mode
|acc7={{accboo}} Pre-EX Revenge
|acc8={{accsp}} Hero's Seal
|acc9={{accsp}} Together As One
|acc10={{accsp}} Side by Side
|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
}}
}}


Named after the full King of Tragedy set. Extended EX Revenge duration for longer EX Charge time with Gabranth or higher damage output during EX Revenge (Garland).
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.
== Level Gap ==


Lowered character level in exchange for incredibly strong accessory booster multipliers. A type of glass cannon with Iai Strike, seemingly immortal with Last Chance...?!
;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.


Level + Level Gap accessories are banned by the in-game "Official" ruleset which has been community standard for years, however.
----
== Machines ==


Increased bravery damage + HP wall rush damage at the cost of max health.
'''''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.


== Side by Side ==
----
These builds revolve around the special accessory [[Assist_(Dissidia_012)#Side_by_Side|'''Side by Side''']] that ''prevents you from acquiring any EX'', even from EX cores (you can still grab them). In return it gives you a notable chunk of assist bar (30 %) from landing just one HP attack. Side by Side is very potent with characters who can connect HPs on their own and followup with an assist afterwards or need meter to for general momentum, including (but not limited to) Warrior of Light, Firion, Cloud, Onion Knight, Zidane, Jecht, Golbez and Kefka.
   
'''The goal with a Side by Side build is to deal a lot of damage''', which makes this a derivative of the damage build concept. This can be achieved either through high bravery damage output or high base bravery. In both cases wall rush is a big help.
   
For equipment you can apply a lot from the damage build. 69 attack or 70 if your exclusive weapon has it. Wall rush HP damage is also a good option e.g. Earthbreaker or Cloud's exclusive weapon Fenrir.
   
For high base bravery, '''Piggy's Stick''' is a Katana-type weapon that provides +239 to your base bravery in addition to the head armor, but it comes with -80 % BRV recovery. You have to be able to secure base bravery for each hp for optimal damage, so boosting BRV recovery will become a part of your build. If you focus your meter depletion on accessories, you can opt to equip '''Royal Crown (head)''' with 100 % BRV recovery, '''Borghertz's Hands''' (hand) and '''Lufenian Armor''' (torso) both providing 39 base bravery each. Lufenian sets' meter depletion is still nothing to sneeze at, but considering the potential damage this type of a build can cause, the opponent may feel incentivised to use assist meter to avoid a combo regardless.
   
For accessories you now have an excellent 1.5x booster at your fingertips, '''Empty EX Gauge'''. This is a big booster that will be active for the entirety of the match, and bundled with Pre-EX Mode, Pre-EX Revenge, Aerial and Summon Unused (as well as BRV = 0 if you can secure wall rushes) you have a lot of damage on your hands.
   
Aforementioned damage rings, as well as '''Sniper Eye''' for wall rush HP damage are good picks. If you don't equip Royal Crown, Bravery Orb as well as Great Gospel are worthy candidates too. Bravery Orb scales with boosters, but Great Gospel can easily compensate if used in conjunction with Bravery Orb. If you feel you need a good headstart in the meter race, Together as One is a great pick. Bundle it with Badge of Trust and you pretty much start the match with two assist bars. Characters who may struggle to generate assist meter safely through whiffing such as Kefka and Cecil may find this very helpful.


Example build: [here]
'''''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}}.


== Wall Rush ==
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}}
Recommended characters: {{012gar}}, {{012clo}}, {{012jec}}


Increased wall rush damage. Commonly paired with other damage build styles, such as Side by Side. Booster and Sniper Eye basic accessories, as well as weapons with additional wall rush damage boosts, such as Earthbreaker are often used.
{{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 ddff-icon-equip-weapon.png ddff-icon-equip-head.png ddff-icon-equip-hand.png ddff-icon-equip-body.png

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 accessory_basic.png accessory_booster.png accessory_special.png

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 ddff-icon-summonstone.png

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 accessory_basic.png

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

Booster accessories accessory_booster.png

When a condition is met in battle, boosters enhance a basic accessory accessory_basic.png. The amount depends on the booster's multiplier. For example, HP = 100 % accessory_booster.png has a multiplier of x1.5. That means Power Ring accessory_basic.png 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 accessory_basic.png 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 accessory_booster.png have no effect without basic accessories accessory_basic.png.

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 accessory_booster.png. The 2.5x only lasts for 15 seconds and drops to 0.5x after that.
  • 5.0x - Damage time > 5 sec accessory_booster.png. 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 accessory_special.png

This type of accessory provides an effect, but it does not scale with booster accessories accessory_booster.png. 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 ddff-icon-equip-body.png special effect and Battle Hammer accessory_basic.png. EX gauge depletion is available with Seal of Lufenia ddff-icon-equip-body.png special effect and Dismay Shock accessory_basic.png.

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:

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.
Recommended characters
The Emperor, Cloud, Squall, Ultimecia, Tidus, Yuna, Prishe, Vaan, Gabranth

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
Special Effect: Adamant Chains
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Earthbreaker ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Adamant Shield
Head ddff-icon-equip-head.png Adamant Helm
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Back-Breaking Straw
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Upper Blues ddff-icon-button-circle.png Beat Fang
↑+ddff-icon-button-circle.png Solid Barrel ↑+ddff-icon-button-circle.png Heel Crush
↓+ddff-icon-button-circle.png Thunder Barret ↓+ddff-icon-button-circle.png Fire Barret
HP attacks
Ground Aerial
ddff-icon-button-square.png Blasting Zone ddff-icon-button-square.png Aerial Circle
↑+ddff-icon-button-square.png Revolver Drive
↓+ddff-icon-button-square.png Fated Circle ↓+ddff-icon-button-square.png Rough Divide

ddff-icon-equip%20ability.pngindicates 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 ddff-icon-equip-hand.png and Winged Boots accessory_special.png. 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 accessory_special.png 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
Special Effect: Adamant Chains
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png World Champion
Hand ddff-icon-equip-hand.png Adamant Shield
Head ddff-icon-equip-head.png Adamant Helm
Body ddff-icon-equip-body.png Adamant Vest
Accessory 1 accessory_basic.png Zephyr Cloak
Accessory 2 accessory_booster.png BRV > Base Value
Accessory 3 accessory_booster.png Large Gap in BRV
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_booster.png After 30 Seconds
Accessory 9 accessory_booster.png Opponent Empty EX Gauge
Accessory 10 accessory_booster.png Opponent Summon Unused
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Hop Step ddff-icon-button-circle.png Hop Step
↑+ddff-icon-button-circle.png Full Slide
↓+ddff-icon-button-circle.png Cut & Run
ddff-icon-button-square.png Branch: Quick Hit
HP attacks
Ground Aerial
ddff-icon-button-square.png Slice & Dice
↑+ddff-icon-button-square.png Energy Rain
↓+ddff-icon-button-square.png Jecht Shot

ddff-icon-equip%20ability.pngindicates 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 ddff-icon-equip-weapon.png ddff-icon-equip-hand.png ddff-icon-equip-head.png ddff-icon-equip-body.png
3 pieces provide BRV Boost on Dodge +8 %, which is good for this build.
Dueling Mask ddff-icon-equip-head.png
BRV Boost on Dodge +3 %. Works with Adamant Chains' special effect if Adamant Knife ddff-icon-equip-weapon.png is equipped for it.
World Champion ddff-icon-equip-weapon.png (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 accessory_basic.png
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 accessory_booster.png
A consistent 1.5 multiplier if a big health difference occurs.
Large Gap in BRV accessory_booster.png
A consistent 1.5 multiplier if the player can keep dodging attacks for a long time.
BRV > Base Value accessory_booster.png
A consistent 1.3 multiplier as long as the player is not constantly taking damage.
Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as summon is available.
Opponent Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
Pre-EX Mode accessory_booster.png
A consistent 1.4 multiplier. EX mode is not expected to be used early.
Pre-EX Revenge accessory_booster.png
A consistent 1.3 multiplier. EX Revenge is not expected to be used early.
Aerial accessory_booster.png
A consistent 1.5 multiplier when fighting airborne.
After 30 Seconds accessory_booster.png
A consistent 1.2 multiplier. Two of these can be equipped.
HP = 100 % accessory_booster.png
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
Special Effect: -
Equipment
Assist Jecht
Weapon ddff-icon-equip-weapon.png Fixed Dice
Hand ddff-icon-equip-hand.png Chainsaw
Head ddff-icon-equip-head.png Dueling Mask
Body ddff-icon-equip-body.png Demon's Vest
Accessory 1 accessory_basic.png Mindbreak
Accessory 2 accessory_booster.png HP = 100 %
Accessory 3 accessory_booster.png BRV > Base Value
Accessory 4 accessory_booster.png Empty EX Gauge
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Attacking HP
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_booster.png Pre-Assist
Accessory 10 accessory_booster.png Grounded
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Tentacle of Pain ddff-icon-button-circle.png Tentacle of Suffering
↓+ddff-icon-button-circle.png Tentacle of Spite ↓+ddff-icon-button-circle.png Tentacle of Scorn
HP attacks
Ground Aerial
ddff-icon-button-square.png [Anti-air] Particle Beam ddff-icon-button-square.png Aura Ball
↑+ddff-icon-button-square.png [Wide-Angle] Particle Beam ↑+ddff-icon-button-square.png [0-Form] Particle Beam
↓+ddff-icon-button-square.png [Wrath] Particle Beam ↓+ddff-icon-button-square.png [Wrath] Particle Beam

ddff-icon-equip%20ability.pngindicates 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 ddff-icon-equip-weapon.png
BRV boost on stage destruction +10 %. Pretty good despite the -1 DEF.
Demon's Vest ddff-icon-equip-body.png
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 accessory_basic.png
The core of this build style. +2 % BRV boost on stage destruction is not much, but it can be overcome with Fixed Dice ddff-icon-equip-weapon.png, Demon's Vest ddff-icon-equip-body.png and a high booster multiplier.
HP = 100 % accessory_booster.png
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 accessory_booster.png
A consistent 1.3 multiplier that is active most of the time.
Empty EX Gauge accessory_booster.png
A consistent 1.5 multiplier at the start of a match. Be wary of staggers, as those also produce EX Force.
Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as summon is available.
Opponent Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
Attacking HP accessory_booster.png
A consistent 1.2 multiplier, works with Cloud of Darkness.
Pre-EX Mode accessory_booster.png
A consistent 1.4 multiplier.
Pre-EX Revenge accessory_booster.png
A consistent 1.3 multiplier.
Pre-Assist accessory_booster.png
A consistent 1.4 multiplier, before assist is used.
Grounded accessory_booster.png
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
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Earthbreaker ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Lufenian Dirk ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Lufenian Headband ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Muscle Belt
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Large Gap in HP
Accessory 5 accessory_booster.png BRV > Base Value
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_booster.png Aerial
Accessory 10 accessory_special.png Tenacious Attacker
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Reaper ddff-icon-button-circle.png Oblivion
↑+ddff-icon-button-circle.png Sudden Cruelty
↓+ddff-icon-button-circle.png Shadow Flare ↓+ddff-icon-button-circle.png Shadow Flare
HP attacks
Ground Aerial
ddff-icon-button-square.png Scintilla ddff-icon-button-square.png Scintilla
↑+ddff-icon-button-square.png Heaven's Light
↓+ddff-icon-button-square.png Hell's Gate

ddff-icon-equip%20ability.pngindicates 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 ddff-icon-equip-weapon.png
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 ddff-icon-equip-hand.png
ATK +1, DEF +72. Seal of Lufenia. A staple for damage builds that activate Seal of Lufenia's EX depletion effect.
Blurry Moon ddff-icon-equip-hand.png
ATK +1, DEF +72. BRV boost on block +5 %. A non-Seal of Lufenia alternative for characters with command blocks.
Auto Crossbow ddff-icon-equip-body.png
A machine type equipment with +15 % physical damage that many characters can benefit from, despite the lower max HP.
Highway Star ddff-icon-equip-hand.png (Gabranth only)
This is a stronger Lufenian Dirk for just Gabranth that also adds +10 % EX Force absorption.
Gigant Axe ddff-icon-equip-weapon.png (Garland only)
ATK +70, BRV -80, EX Force absorption +10 %, slight anti-ex effect. A must-have for Garland.
Wild Rose ddff-icon-equip-weapon.png (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 ddff-icon-equip-weapon.png (Cecil Dark Knight only)
ATK +69, DEF -1, +1 ATK when Dark Knight, slight counterattack effect.
Highwind ddff-icon-equip-weapon.png (Kain only)
ATK +70, DEF -1, HP -328, assist gauge duration +30 %, back to the wall effect.
Fenrir ddff-icon-equip-weapon.png (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 ddff-icon-equip-weapon.png instead.
World Champion ddff-icon-equip-weapon.png (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 ddff-icon-equip-weapon.png
ATK +69, BRV -80, Wall Rush HP damage + 20 %. A good non-exclusive weapon all around.
Gungnir ddff-icon-equip-weapon.png
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 ddff-icon-equip-hand.png
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 accessory_basic.png
Wall Rush HP damage +10 %. A good accessory that scales well with boosters accessory_booster.png, including BRV = 0.
Booster accessory_basic.png
Wall Rush BRV damage +40 %. A good accessory with a 90 % boost when paired with Gungnir ddff-icon-equip-weapon.png (almost 2x wall rush BRV damage).

Relevant accessories:

Hyper Ring accessory_basic.png
Damage +5 %. Boosts both physical and magical damage, a good addition after Muscle Belt or Earring.
Muscle Belt accessory_basic.png
Physical damage +7 %.
Earring accessory_basic.png
Magical damage +7 %. For characters with primarily magic damage, such as Kefka, Ultimecia and Shantotto.
BRV > Base Value accessory_booster.png
A consistent 1.3 multiplier.
Pre-EX Mode accessory_booster.png
A consistent 1.4 multiplier.
Pre-EX Revenge accessory_booster.png
A consistent 1.3 multiplier.
Aerial accessory_booster.png
A consistent 1.5 multiplier in air fights.
Large Gap in HP accessory_booster.png
A consistent 1.5 multiplier with a good health lead or a considerable health deficit.
Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as summon is available.
Opponent Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
Hero's Essence accessory_special.png
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 accessory_special.png 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
Special Effect: None
Equipment
Assist Tidus
Weapon ddff-icon-equip-weapon.png Piggy's Stick ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Chainsaw ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Thornlet ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Maximillian ddff-icon-equip%20ability.png
Accessory 1 accessory_basic.png Sniper Eye
Accessory 2 accessory_basic.png Bravery Orb
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_basic.png Battle Hammer
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Great Gospel
Accessory 10 accessory_special.png Back-Breaking Straw
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

ddff-icon-equip%20ability.pngindicates 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 accessory_special.png offsets Thornlet's ddff-icon-equip-head.png BRV penalties, while Great Gospel accessory_special.png adds a fixed +50 % BRV recovery. Depending on the character, Tenacious Attacker is interchangeable with boosters accessory_booster.png or Side by Side accessory_special.png. 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 ddff-icon-equip-weapon.png
The core component in raising base bravery. Comes with -80 % base BRV recovery, which should be factored into the build.
Chainsaw ddff-icon-equip-hand.png
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 ddff-icon-equip-hand.png
+72 DEF and slightly less base BRV (+39), but doesn't reduce health nearly as much compared to Chainsaw.
Royal Crown ddff-icon-equip-head.png
+369 base BRV, -328 max HP, but has +100 % base BRV recovery. Pairs well with Piggy's Stick ddff-icon-equip-weapon.png, with no huge investment needed for BRV recovery.
Thornlet ddff-icon-equip-head.png
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 ddff-icon-equip-body.png
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 ddff-icon-equip-body.png
+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 accessory_basic.png
Raises base bravery recovery. Investing into this is recommended, especially if Thornlet ddff-icon-equip-head.png is equipped.
Sniper Eye accessory_basic.png
Increases wall rush damage. Good for Firion, Golbez, Cloud, Jecht and anyone else who can wall rush consistently.
Battle Hammer accessory_basic.png
Assist depletion +5 %. Since Judgment of Lufenia special effect ddff-icon-equip-body.png 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 accessory_basic.png
EX depletion +1 %. Since Seal of Lufenia special effect ddff-icon-equip-body.png isn't prioritized with high base bravery builds, this is the main source for EX depletion.
Pre-EX Mode accessory_booster.png
A consistent 1.4 multiplier.
Pre-EX Revenge accessory_booster.png
A consistent 1.3 multiplier.
Summon Unused accessory_booster.png
A consistent 1.3 multiplier.
BRV = 0 accessory_booster.png
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 accessory_booster.png
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 accessory_booster.png
A 1.4 multiplier for assist combos, but mostly affects Bravery Orb accessory_basic.png or any damage ring accessory_basic.png.
Great Gospel accessory_special.png
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 accessory_special.png
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 accessory_special.png
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 accessory_booster.png 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
Special Effect: Seal of Lufenia
Equipment
Assist Yuna
Weapon ddff-icon-equip-weapon.png Lionheart
Hand ddff-icon-equip-hand.png Lufenian Dirk ddff-icon-equip%20ability.png
Head ddff-icon-equip-head.png Lufenian Headband ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Dismay Shock
Accessory 2 accessory_basic.png Battle Hammer
Accessory 3 accessory_booster.png Large Gap in HP
Accessory 4 accessory_booster.png BRV = 0
Accessory 5 accessory_booster.png Assist
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_booster.png Aerial
Accessory 10 accessory_booster.png After 30 Seconds
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Upper Blues ddff-icon-button-circle.png Beat Fang
↑+ddff-icon-button-circle.png Solid Barrel ↑+ddff-icon-button-circle.png Heel Crush
↓+ddff-icon-button-circle.png Thunder Barret ↓+ddff-icon-button-circle.png Fire Barret
HP attacks
Ground Aerial
ddff-icon-button-square.png Blasting Zone ddff-icon-button-square.png Aerial Circle
↑+ddff-icon-button-square.png Revolver Drive
↓+ddff-icon-button-square.png Fated Circle ↓+ddff-icon-button-square.png Rough Divide

ddff-icon-equip%20ability.pngindicates 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 accessory_basic.png
EX depletion +1 %.
Battle Hammer accessory_basic.png
Assist depletion +5 %.
Large Gap in HP accessory_booster.png
A consistent 1.5 multiplier if the character has a good health lead, or at a considerable health deficit.
BRV = 0 accessory_booster.png
A consistent 1.4 multiplier whenever an HP attack wall rushes or otherwise hits again, such as Squall's Aerial Circle.
Assist accessory_booster.png
A consistent 1.4 multiplier for doing an HP attack during assist combo. Squall can use this with Yuna or Kuja assist.
Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as summon is available.
Opponent Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
Pre-EX Mode accessory_booster.png
A consistent 1.4 multiplier for most of the match.
Pre-EX Revenge accessory_booster.png
A consistent 1.3 multiplier for most of the match.
Aerial accessory_booster.png
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 accessory_booster.png
A consistent 1.2 multiplier. Two of these can be equipped.
HP < 50 % accessory_booster.png
A consistent 1.4 multiplier, if health is expected to go below 50 %. Stacks with Large Gap in HP accessory_booster.png.

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 accessory_basic.png, 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 ddff-icon-equip-hand.png
DEF +73. Judgment of Lufenia.
Lufenian Dirk ddff-icon-equip-hand.png
ATK +1, DEF +72. Seal of Lufenia, good for raising damage.
Lufenian Helm
BRV +290, DEF +1. Judgment of Lufenia.
Lufenian Helm ddff-icon-equip-head.png
BRV +290, DEF +1. Judgment of Lufenia.
Lufenian Headband ddff-icon-equip-head.png
HP +327, BRV +290. Seal of Lufenia. Better for raising max HP than Lufenian Hairpin.
Lufenian Hairpin ddff-icon-equip-head.png
HP -328, BRV +369. Seal of Lufenia. Better for raising base BRV than Lufenian Headband.
Lufenian Armor ddff-icon-equip-body.png
HP +3300, BRV +39. Judgment of Lufenia.
Lufenian Vest ddff-icon-equip-body.png
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
Special Effect: Seal of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Heaven's Cloud
Hand ddff-icon-equip-hand.png Lufenian Dirk
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Lufenian Vest
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Battle Hammer
Accessory 3 accessory_booster.png Summon Unused
Accessory 4 accessory_booster.png Pre-EX Mode
Accessory 5 accessory_booster.png Pre-EX Revenge
Accessory 6 accessory_special.png White Drop
Accessory 7 accessory_special.png White Drop
Accessory 8 accessory_special.png White Gem
Accessory 9 accessory_special.png Tenacious Attacker
Accessory 10 accessory_special.png Glutton
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Fire ddff-icon-button-circle.png Thunder
↑+ddff-icon-button-circle.png Watera
↓+ddff-icon-button-circle.png Thundaga ↓+ddff-icon-button-circle.png Blizzara
HP attacks
Ground Aerial
ddff-icon-button-square.png Lightning Strike ddff-icon-button-square.png Crushing Blow
↓+ddff-icon-button-square.png Thunderfall

ddff-icon-equip%20ability.pngindicates 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 accessory_special.png 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 accessory_basic.png 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 accessory_booster.png. 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 ddff-icon-equip-weapon.png
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 accessory_special.png and Glutton accessory_special.png.
Cleaver ddff-icon-equip-weapon.png
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 ddff-icon-equip-weapon.png (Garland only)
Top of the line +70 ATK and +10 % EX Force absorption. A must-have for Garland.
Mateus's Malice ddff-icon-equip-weapon.png (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 ddff-icon-equip-weapon.png (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 accessory_special.png
+10 % EX Force absorption. A good, relatively low cost investment.
White Drop accessory_special.png
+5 % EX Force absorption, but three of them can be equipped for a 15 % total increase.
Tenacious Attacker accessory_special.png
Absorbs EX Force during attacks. Useful to have, as it works even when filling assist gauge with whiffs.
Glutton accessory_special.png
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 accessory_special.png
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 ddff-icon-equip-weapon.png, 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
Special Effect: Seal of Lufenia
Equipment
Assist Jecht
Weapon ddff-icon-equip-weapon.png Zwill Crossblade
Hand ddff-icon-equip-hand.png Lufenian Bangle
Head ddff-icon-equip-head.png Lufenian Hairpin
Body ddff-icon-equip-body.png Lufenian Jacket
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Earring
Accessory 3 accessory_booster.png Large Gap in HP
Accessory 4 accessory_special.png Cyan Drop
Accessory 5 accessory_special.png Cyan Drop
Accessory 6 accessory_special.png Cyan Drop
Accessory 7 accessory_special.png Red Gem
Accessory 8 accessory_special.png Cyan Gem
Accessory 9 accessory_special.png First to Victory
Accessory 10 accessory_special.png Hero's Seal
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Fire ddff-icon-button-circle.png Blizzard Combo
ddff-icon-button-square.png Branch: Firaga
↑+ddff-icon-button-circle.png Meteor ↑+ddff-icon-button-circle.png Thundara
↓+ddff-icon-button-circle.png Holy Combo
ddff-icon-button-square.png Branch: Ultima
HP attacks
Ground Aerial
ddff-icon-button-square.png Flood ddff-icon-button-square.png Meltdown
↓+ddff-icon-button-square.png Tornado

ddff-icon-equip%20ability.pngindicates 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 ddff-icon-equip-weapon.png
Initial EX Force +20 %. Low ATK, but provides a good initial boost.
Cyan Drop accessory_special.png
Initial EX Force +10 %. Three of these can be equipped. Assist gauge duration penalty isn't too detrimental here.
Cyan Gem accessory_special.png
Initial EX Force +20 %.
First to Victory accessory_special.png
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 accessory_special.png (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
Special Effect: Soul of Yamato
Equipment
Assist Cannot use.
Weapon ddff-icon-equip-weapon.png Cleaver
Hand ddff-icon-equip-hand.png Seydlitz
Head ddff-icon-equip-head.png Lufenian Headband
Body ddff-icon-equip-body.png Maximillian
Accessory 1 accessory_basic.png Pearl Necklace
Accessory 2 accessory_basic.png Dragonfly Orb
Accessory 3 accessory_basic.png Silver Hourglass
Accessory 4 accessory_basic.png Pendant
Accessory 5 accessory_basic.png Battle Hammer
Accessory 6 accessory_booster.png Empty Assist Gauge
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_booster.png Pre-Assist
Accessory 9 accessory_special.png Close to You
Accessory 10 accessory_special.png Center of the World
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Jecht Block ddff-icon-button-circle.png Jecht Block
↑+ddff-icon-button-circle.png Jecht Rush ↑+ddff-icon-button-circle.png Jecht Stream
HP attacks
Ground Aerial
ddff-icon-button-square.png Ultimate Jecht Shot ddff-icon-button-square.png Jecht Beam
↑+ddff-icon-button-square.png Jecht Beam ↑+ddff-icon-button-square.png Jecht Blade
↓+ddff-icon-button-square.png Triumphant Grasp

ddff-icon-equip%20ability.pngindicates 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 accessory_special.png, assist mechanic, character specific counter strategies.

Relevant equipment:

Cleaver ddff-icon-equip-weapon.png
+69 ATK and +10 % more EX from EX Force.
Seydlitz ddff-icon-equip-hand.png
+20 % regen during EX mode.

Relevant accessories:

Center of the World accessory_special.png
The core of this build. +3m EX intake range and +25 % EX Force absorption.
Close to You accessory_special.png
Tenacious Attacker accessory_special.png and Glutton accessory_special.png all in one.
White Gem accessory_special.png
10 % more EX from EX Force.
Pearl Necklace accessory_basic.png
More EX from EX Force. Since the assist gauge is disabled, the assist gauge charge penalty is irrelevant.
Dragonfly Orb accessory_basic.png
More EX from EX Cores.
Silver Hourglass accessory_basic.png
Longer EX mode.
Pendant accessory_basic.png
EX Cores appear more often. The EX Force penalty won't be too big due to a handful of viable boosters.
Battle Hammer accessory_basic.png
Assist gauge depletion is still important before EX Mode is available
Dismay Shock accessory_basic.png
EX gauge depletion helps avoid EX Revenge checkmates.
Empty Assist Gauge accessory_booster.png
Since Center of the World disables the assist gauge, this is a consistent 1.5 multiplier.
Pre-Assist accessory_booster.png
Since Center of the World disables the assist gauge, this is a consistent 1.4 multiplier.
Pre-EX Revenge accessory_booster.png
1.3 booster, which is expected to have long uptime due to EX mode activations.
EX Mode accessory_booster.png
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 ddff-icon-equip-weapon.png, Dragonfly Orb accessory_basic.png and several booster accessories accessory_booster.png. 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
Special Effect: Soul of Yamato
Equipment
Assist Tidus
Weapon ddff-icon-equip-weapon.png Loki's Lute
Hand ddff-icon-equip-hand.png Genji Shield
Head ddff-icon-equip-head.png Genji Helm
Body ddff-icon-equip-body.png Genji Armor
Accessory 1 accessory_basic.png Dragonfly Orb
Accessory 2 accessory_booster.png Large Gap in HP
Accessory 3 accessory_booster.png HP < 50 %
Accessory 4 accessory_booster.png BRV > Base Value
Accessory 5 accessory_booster.png EX Core Present
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_booster.png Pre-EX Mode
Accessory 8 accessory_booster.png Pre-EX Revenge
Accessory 9 accessory_booster.png Aerial
Accessory 10 accessory_special.png Together As One
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Slashing Blow
ddff-icon-button-square.png Branch: Omnislash Version 5
↑+ddff-icon-button-circle.png Double Cut ↑+ddff-icon-button-circle.png Double Cut
↓+ddff-icon-button-circle.png Rising Fang
HP attacks
Ground Aerial
ddff-icon-button-square.png Cross-slash ddff-icon-button-square.png Braver
↓+ddff-icon-button-square.png Meteorain

ddff-icon-equip%20ability.pngindicates 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 accessory_basic.png 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 accessory_booster.png. 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 ddff-icon-equip-weapon.png
+67 ATK, +20 % EX Core absorption. Relatively low ATK, but can be used with any character since it's not an exclusive weapon.
Lionheart ddff-icon-equip-weapon.png (Squall only)
+68 ATK, +30 % EX Core absorption. A good option for Squall, it's stronger than Loki's Lute all around.
Zodiac Blade ddff-icon-equip-weapon.png (Vaan only)
+68 ATK, +30 % EX Core absorption. A good option for Vaan, it's stronger than Loki's Lute all around.
Genji Shield ddff-icon-equip-hand.png
Soul of Yamato special effect boosts EX mode regen and EX Core appearence rate.
Genji Helm ddff-icon-equip-head.png
Soul of Yamato special effect boosts EX mode regen and EX Core appearence rate.
Genji Armor ddff-icon-equip-body.png
Soul of Yamato special effect boosts EX mode regen and EX Core appearence rate.
Seydlitz ddff-icon-equip-hand.png
+20 % regen. If more frequent EX Cores are not deemed necessary, Seydlitz works as a substitute.
Maximillian ddff-icon-equip-body.png
+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 accessory_basic.png
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 accessory_booster.png
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 accessory_booster.png
A consistent 1.5 multiplier. If both characters are fighting midair, this booster will naturally boost the next EX Core.
Large Gap in HP accessory_booster.png
A consistent 1.5 multiplier for moments with 3000 health lead or health deficit.
HP < 50 % accessory_booster.png
A consistent 1.5 booster if health drops below 50 % between EX Cores.
Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as summon is available.
Opponent Summon Unused accessory_booster.png
A consistent 1.3 multiplier as long as opponent's summon is available and equipped.
BRV > Base Value accessory_booster.png
A consistent 1.3 multiplier, under the assumption that bravery damage is not taken often.
After 30 Seconds accessory_booster.png
A consistent 1.2 multiplier. Two of these can be equipped.
Pre-Jump accessory_booster.png
A consistent 1.4 multiplier, under the assumption that jumps are not needed for positioning or becoming airborne.
Pre-Guard accessory_booster.png
A consistent 1.5 multiplier, under the assumption that blocking is not necessary.
HP = 100 % accessory_booster.png
A consistent 1.5 multiplier, under the assumption that HP damage can be avoided with Assist Change or otherwise.
Together As One accessory_special.png
40 % initial assist gauge and a fixed -40 % penalty to EX Force, but not EX Cores. Good for supporting early interactions.

Glimmering Crystal accessory_special.png 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.
Recommended characters
Garland, Gabranth

Example build (Garland version)

Stats
HP 9644
CP 450
BRV 957 (1148 initial)
ATK 180
DEF 185
LUK 60
Max Booster x2.7
Special Effect: King of Tragedy
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Rhongomiant
Hand ddff-icon-equip-hand.png Prytwen
Head ddff-icon-equip-head.png Dragon Sallet
Body ddff-icon-equip-body.png Wygar
Accessory 1 accessory_basic.png Muscle Belt
Accessory 2 accessory_basic.png Booster
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Large Gap in BRV
Accessory 5 accessory_booster.png EX Revenge
Accessory 6 accessory_booster.png Summon Unused
Accessory 7 accessory_special.png Spider Web
Accessory 8 accessory_special.png Spider's Bane
Accessory 9 accessory_special.png Avenger
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Deathblow ddff-icon-button-circle.png Bardiche
↑+ddff-icon-button-circle.png Round Edge ↑+ddff-icon-button-circle.png Twist Drill
↓+ddff-icon-button-circle.png Lance Charge ↓+ddff-icon-button-circle.png Chain Cast
HP attacks
Ground Aerial
ddff-icon-button-square.png Earthquake ddff-icon-button-square.png Flare
↑+ddff-icon-button-square.png Tsunami ↑+ddff-icon-button-square.png Blaze
↓+ddff-icon-button-square.png Cyclone

ddff-icon-equip%20ability.pngindicates 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 accessory_special.png, 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 accessory_special.png
EX Revenge duration +15 %.
Spider Web accessory_special.png
EX Revenge duration +10 %.
White Gem accessory_special.png
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 accessory_special.png
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 accessory_special.png
Initial 20 % EX gauge helps reach max EX gauge faster. Good for Gabranth.
Muscle Belt accessory_basic.png
+7 % physical damage. Good for Garland in particular.
Battle Hammer accessory_basic.png
Assist depletion is useful overall, and makes it harder for opponents to escape EX Revenge with Assist Change.
Dismay Shock accessory_basic.png
EX depletion is useful overall, and makes it harder for opponents to escape EX Revenge with EX mechanics.
EX Revenge accessory_booster.png
1.4 multiplier during EX Revenge. Good for increasing damage.
Pre-EX Mode accessory_booster.png
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 accessory_booster.png
A consistent 1.3 multiplier. Even though this stops working after the first EX Revenge, it will help until that point.
Aerial accessory_booster.png
A consistent 1.5 multiplier when fighting consistently in the air.
Summon Unused accessory_booster.png
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
Special Effect: Judgment of Lufenia
Equipment
Assist Kuja
Weapon ddff-icon-equip-weapon.png Heaven's Cloud
Hand ddff-icon-equip-hand.png Lufenian Shield
Head ddff-icon-equip-head.png Lufenian Helm
Body ddff-icon-equip-body.png Lufenian Armor
Accessory 1 accessory_basic.png Hyper Ring
Accessory 2 accessory_basic.png Zephyr Cloak
Accessory 3 accessory_basic.png Dismay Shock
Accessory 4 accessory_booster.png Summon Unused
Accessory 5 accessory_booster.png Pre-EX Mode
Accessory 6 accessory_booster.png Pre-EX Revenge
Accessory 7 accessory_booster.png Aerial
Accessory 8 accessory_special.png Tenacious Attacker
Accessory 9 accessory_special.png Great Gospel
Accessory 10 accessory_special.png First to Victory
Summon ddff-icon-summonstone.png Rubicante
{{{dataBRV}}} {{{dataHP}}}
Bravery attacks
Ground Aerial
HP attacks
Ground Aerial

ddff-icon-equip%20ability.pngindicates 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 ddff-icon-equip-weapon.png, general damage increase with Hyper Ring accessory_basic.png and initial meter boost with First to Victory accessory_special.png. 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 accessory_special.png 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
Special Effect: -
Equipment
Assist Aerith
Weapon ddff-icon-equip-weapon.png Piggy's Stick ddff-icon-equip%20ability.png
Hand ddff-icon-equip-hand.png Chainsaw
Head ddff-icon-equip-head.png Royal Crown ddff-icon-equip%20ability.png
Body ddff-icon-equip-body.png Auto Crossbow ddff-icon-equip%20ability.png
Accessory 1 accessory_basic.png Bravery Orb
Accessory 2 accessory_basic.png Dismay Shock
Accessory 3 accessory_basic.png Battle Hammer
Accessory 4 accessory_booster.png Empty EX Gauge
Accessory 5 accessory_booster.png Summon Unused
Accessory 6 accessory_booster.png Pre-EX Mode
Accessory 7 accessory_booster.png Pre-EX Revenge
Accessory 8 accessory_special.png Hero's Seal
Accessory 9 accessory_special.png Together As One
Accessory 10 accessory_special.png Side by Side
Summon ddff-icon-summonstone.png Rubicante
Bravery attacks
Ground Aerial
ddff-icon-button-circle.png Booster 8 ddff-icon-button-circle.png Swift Attack
ddff-icon-button-square.png Branch: Meo Twister C
↑+ddff-icon-button-circle.png Scoop Art
↓+ddff-icon-button-circle.png Tempest
ddff-icon-button-square.png Branch: Meo Twister B
HP attacks
Ground Aerial
ddff-icon-button-square.png Tidal Flame ddff-icon-button-square.png Free Energy
↑+ddff-icon-button-square.png Grand Lethal
↓+ddff-icon-button-square.png Shift Break

ddff-icon-equip%20ability.pngindicates 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 accessory_special.png
The core of this build style.
Empty EX Gauge accessory_booster.png
Because EX gauge is locked, this is a consistent 1.5 multiplier.
Pre-EX Mode accessory_booster.png
Because EX gauge is locked, this is a consistent 1.4 multipler.
Pre-EX Revenge accessory_booster.png
Because EX gauge is locked, this is a consistent 1.3 multiplier.
Together As One accessory_special.png
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 accessory_special.png
Stacks with Together As One. The player starts with almost two full assist gauges when both accessories are equipped.
Growth Egg accessory_special.png
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 accessory_basic.png
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.

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