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:
- Average combos made: 5,000 points per combo
- Time Remaining: 500 points per second remaining
- 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
Physical / Attacker
6 star base
—-
4
+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