Tag Archives: Cecil

Final Fantasy Tournament Strategy and Guide

Introduction

The Final Fantasy Tournament uses the loved/dreaded preset teams. With a preset team, it helps even the playing field as no one can gain an advantage via specific cards or combos. However, it does dramatically cut down on creativity and also results in more “luck” when trying to min-max your score as skyfalls/bad boards will play a massive role in determining how well you place. With this post, I will try my best to help give my readers a slight competitive edge based on my own experience running the dungeon.

In these ranking dungeons, we are scored based on 3 criteria:

  1. Average combos made: 5,000 points per combo
  2. Time Remaining: 500 points per second remaining
  3. Maximum damage: up to 10,000 points if you hit 40 million.

Clear videos

115,708 score

Mantastic commentary

—talking about the dungeon itself—-

Your team

Everyone will be using the same team (max skill and max awoken) and it is important to understand how your leader skill functions along with any combo synergy you may have.

Noctis at a glance

This is based off the current form and does not take into consideration the future Yama P buff.

Noctis
3305
Physical / Attacker
TPA TPA Skill Lock Resist
Time Extend Time Extend Time Extend
Skill Boost Skill Boost Devil killer
6 star base
—-
4 Question Orb Arrow Dark
+1 combo for 1 turn
7 turn CD
—-
1.5x HP/ATK/RCV but cannot erase 3 connected orbs. 3x ATK with 3 combos. 6x with 6+ combos
2.25x HP / 81x ATK / 2.25x RCV

Noctis’s Scaling Leader Skill
# combos 3 4 5 6
Multiplier 20.25x 36x 56.25x 81x

This may seem like an amazing leader skill, but you  have to remember you cannot match 3 connected orbs. Thus, every match must be at least 4 and it is wise to match primary colours in a TPA fashion (4 connected) and dead orbs in any number you can.

Based on the floor you encounter, you can make fewer combos in order to save time. Remember, you can always use Noctic’s active skill to increase you combo count by 1.

Cards and relevant damage awakenings

Continue reading Final Fantasy Tournament Strategy and Guide

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[Updated] Final Fantasty REM Review and Analysis

Introduction

The Final Fantasy Collab is one of the most popular and powerful collaborations available in Puzzle and Dragons. The various cards feature unique actives along with powerful leadership potential. Furthermore, GungHo has significantly buffed many of these cards to keep them relevant in today’s meta along with introducing new characters.

This post will cover all the changes that have been implemented for November, 2016 along with my thoughts and commentary for each of the monsters.

On a different note, all players above rank 50 will gain a free roll in the Final Fantasy Collab and you may get lucky.

Rolls overview
Final Fantasy REM Overview
6 Star Rolls Lightning Cloud Yuna Sephiroth Cecil 3299 3305
5 Star Rolls Squall Rinoa Zidane Tidus Bartz Terra Shantotto
Vaan 3294 3296
4 Star Rolls Vivi Ace Aemo Wol Rain 3303 3301
MP Shop 3306
Gift Fat Chocobo 2763

Note about Skill Inheritance

Any card that comes out of a Collab REM or REM that can achieve at least a 5-star form is able to be used as an assistant for Skill Inheritance. This means all the Final Fantasy cards can be used as assistants and you should think twice before vendoring any of them. For more information about Skill Inheritance, feel free to check out my guide HERE.

 Video commentary

—video goes here—-

6 Star Rolls

The following monsters are both the rarest and most powerful cards available from the Final Fantasy REM. However, each day of the Final Fantasy Collab will feature one 6-star having a higher than normal roll rate on a rotating basis:

28/11 (Mon): Tifa
29/11 (Tue): Noctis
30/11 (Wed): Cloud
1/12 (Thurs): Cecil
2/12 (Fri): Yuna
3/12 (Sat): Sephiroth
4/12 (Sun): Lightning
5/12 (Mon): Tifa
6/12 (Tue): Noctis
7/12 (Wed): Cloud
8/12 (Thurs): Cecil
9/12 (Fri): Yuna
10/12 (Sat): Sephiroth
11/12 (Sun): Lightning

Continue reading [Updated] Final Fantasty REM Review and Analysis