Welcome to this guide, that will hopefully help you tackle the currently most difficult raid in the game : Lucilius Impossible (Hard).

I’ll begin with a quick disclaimer : this guide is not intended for people already used with the raid and who aim for fast clears. I will instead focus on giving advice about how to better understand the raid and clear it safely.

I will also not talk in this guide about “cheese strats” which consist in using Carbuncles and one of Luci labor in order to cheese through the raid.

Note to editors : Feel free to edit this guide if you see any factual mistake or if you want to improve the English, or even to update it with the latest information.

Who is this raid for?

The first question to ask is, should you even consider running Faa-HL? Well, first ask yourself the following questions :

Are you over rank 170?

Is getting an ULB Opus the most immediate power boost your grid can get at the moment?

Are you done with grinding the eternals you want/need, and do you have gold bars to spare?

Can you get 30k HP on your whole frontline without completely gimping your grid damage?

If your answer is yes to all of the above, in that case, you can start to consider running Faa-HL. That means, you can focus on preparation for the raid : grinding the adequate grid weapons, getting important summons, acquiring the recommended characters…

However, if your answer is “no” to two or more of the above, it means you have other things you should be working on before thinking about trying this raid.

Preparations for the raid

A quick overview of the fight and hard requirements

Paradise Lost Trigger at the start of the raid

Here are the things that you must absolutely know about Faa-HL in order to prepare :

The boss has two targets : the Black Wing which is Dark element, and Lucilius which is null element. They are often called "Wing" and "Main body" respectively. Killing the wing takes generally around 1/3rd of the fight.

The base defense of this raid is 20. Which means that you will deal little damage to him. If you want to test your damage against a similar amount of DEF, the damage you'd get by fighting a null element trial puppet without any debuff is the same you'd get against a fully debuffed Faa-san.

He will nuke your entire team with 30k white damage AoE as soon as you enter the fight. As a result, it is mandatory for your frontline to have over 30k HP.

Everyone has to use Spartan

With every special he casts, he gets a stack of Evangelist's Blade

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect Attack specs are boosted based on Evangelist's Blade lvl(Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect) Dispel Removes 1 buff from a foe.

He will deploy buffs called Labors (such as Eighth Labor Nullifies 'all elemental DMG cut' (Can only be removed by activating a chain burst of 5 or more chains)



A lot of things in this raid require specialized characters : clearing labors, debuffing, tanking, dispelling, healing… So you need to have a consequent pool of characters, and nearly every element has must have characters that you must absolutely bring. Add to that the fact that the raid punishes you for bringing two characters of the same race at the 25% mark.

The raid has a Grand Finale Countdown The special attack The End will activate when the count hits 0 (Can't be removed / Counts down each time Lucilius knocks out an ally)



Notice that having good damage is not a must-have in this raid. Yes, it will help a lot if you can contribute with good DPS. Yes, you do need damage in order to clear before reaching the 30 minutes time limit of the raid. But not every player in this raid needs to do 1m+ honor for the run to succeed. DPS in faa-HL comes with speed and turns taken, and that comes with getting used to the raid. So there’s nothing you can do but take it slowly at first, and learn. Eventually, your damage will increase as you get used to the various triggers.

Now, about the labors that require every element to deal 10m damage : those are not that important. If left untouched, the labor buff will “only” increase the damage dealt by faa in said element. Yes, it will be better if they are cleared, but it’s not a hard requirement to beat the raid.

Class and Summon setup

Sub skills

The class setup is pretty straightforward :

Some elements do not have a choice, and will require to bring dispel, simply because they don’t have enough sources of dispels otherwise. Clear is the team player option, and is recommended for people who will not require the additional protection that substitute provides (note that you will need three clarities among the raid participants). Substitute is a selfish but very potent protection option, since if you use it while phalanxed, it pretty much gives you a turn free of damage (there are a few exceptions but it’s still extremely useful).

Concerning EMP, you should invest in the usual. C.A damage can be a good option, as MC will not be able to cap ougi outside of Phalanx cast turns. The Party HP EMP at ranks 150 and 185 will greatly help you in order to reach more easily the 30k HP threshold.

Universal Main Hand options

Summons

There are a few things to consider when choosing your summons :

The strength of the call : be it damage, sustain or utility, you need to bring summons with useful calls, not necessarily summons that increase your DPS.

: be it damage, sustain or utility, you need to bring summons with useful calls, not necessarily summons that increase your DPS. The stats of the summon : summon HP makes up for an important part of your HP pool, so having FLB or ULB summons can make the difference between reaching 30k HP or not.

: summon HP makes up for an important part of your HP pool, so having FLB or ULB summons can make the difference between reaching 30k HP or not. How useful it will be to your allies when they cross it : for example bringing a buncle will generally benefit you, but will not benefit any of the other player crossing your summon.

it : for example bringing a buncle will generally benefit you, but will not benefit any of the other player crossing your summon. The summon cooldown or lockout : those make a big difference about your own crossing summons rate. Crossing a lucifer call when your HP is low can really save you, but you need to actually have a summon off cooldown to use…

: those make a big difference about your own crossing summons rate. Crossing a lucifer call when your HP is low can really save you, but you need to actually have a summon off cooldown to use… The number of use of the summon : on the contrary, one time use summons need to have very powerful calls if you plan to bring them, as you will have less opportunities for crossing summons after you’ve used it.

The summons below are listed (roughly) in order of importance

Summon Reason to bring Element to use with

Call effect that increases your burst and makes it much easier to reach the 10m damage check for the labor, on a low CD. Also a very nice stats stick. A must have. All

Great stats stick as well, and a powerful heal that is also extremely useful when crossed. A must have as well. All

The most important clutch summon, resetting all your cooldowns if you ever need it. Generally it’s used when something went wrong in the Phalanx rotation. Can also be used to tank certain triggers.

It’s a free summon, so no reason for you to not have it (farm some hosts and get into trains next RotB). Extremely useful for dark players to reset conjunction.

Great in general for high value skills with high cooldowns (so good for every element).

At FLB, Zephyrus is a 7t CD dispel that can be crossed by other players, so it’s a very valuable summon to have for yourself and others. All, except if you already have a lot of dispels available through your characters.

Although it’s only a one time use summon, Typhoon can be very clutch. Its full delay can allow and another player who crosses it to reduce the number of specials incoming, and it can also save allies from situations where they might get stuck (more about that later).

At FLB, it will also give you full charge bar, which can help you burst or help a player get ready to full burst / overchain. Dark players will make very good use of it as they get decreased CD on it.

Still a great summon for any element.

It brings both slow and dispel, so again a very valuable summon, especially since it can be used very early on.

However, it has a very high cooldown so it cannot be counted as a reliable dispel source. All

Good value summon which grants a 10% stackable ATK and DEF buff. It will also give it to an ally who crosses it, which is quite nice as well. Be careful though, those buffs can be dispelled. All

Probably the best primal call out of the 6, it grants an armored effect to the team, as well as Lethal Attack Dodged which can save against high damage single target triggers. All

A 30% cut that stacks with Phalanx, and grant a full damage cut for one turn. Also has a high crossing value.

However, she might not be as necessary if your characters already have the means to protect themselves. Elements lacking full cut or substitute all options.

A good F2P summon option, which benefits greatly elements with high ougi burst. Wind mainly, but other elements can make use of it as well.



Dispel summons, good to have if you have nothing else. Elements that lack reliable sources of dispels.



Arcarum HP summons can be good if you’re struggling to reach the 30k HP, or simply if you need more HP to feel comfortable in the raid. Most of their calls are however not very useful in Faa HL. Elements with no good accessible HP weapons

A good healing option if you have her. The clarity is useful early on, but no so much afterward. Fire especially can make use of her Wind cut on call with Athena's Shield of the Gods: Aigis 40% Wind Cut

Duration: 1 turn Wind Wind DMG is cut 40%: 1 turnWind Damage Cut Wind Switch Elemental DMG from foes turns into wind DMG

Duration: 3 turns Refresh HP is restored on every turn

Strength: 10% of max HP (Healing cap: 400) Duration: 3 turns All allies gain, and Eleventh Labor Removes 2 buffs from all allies every turn (Can only be removed by triggering the special attack Paradise Lost)



Tiamat FLB is actually a great free summon option if you’re looking for something with decent stats and a good call. The mirror image is great since Faa tends to not have many AoE attacks, and it soaks a lot of damage. Elements lacking full cut or substitute all options.

A good stats sticks with decent defensive buffs. Good to bring if you happen to have her uncapped. All

Budget Bahamut. Useful if you have troubles reaching your CA cap for the 10m damage labor. All

Budget Lucifer, it has at least some decent buffs and has some value for other people to cross. All

A double edged sword, it can be situationally a lifesaver if an accident happens to you or one of your teammate. And even resurrecting a key character (for example Yurius) can prevent the raid from failing. However, a bad cross can really hinder your allies if it resurrects a sacrifice character for example (which can be a problem for Gopherwood Ark at 25%). All



Defensive carbuncles are a selfish option that can however make it really easy for teams with “element switch” to fight, as they will be able to have permanent 100% damage cut with enough summons. Fire ( Athena

Water ( Europa

Earth ( Last Sahrivar

Wind ( Katzelia

List of Labors

As they say, know your enemy before fighting them. You should learn what each of those labor mean, and how they are cleared. It’s not something you can afford to discover on the spot while fighting Luci. Plus, knowing them will allow you to better understand how to prepare properly and which character to bring to the fight. Here is an explanation about the priority list :

★ : This labor doesn’t need to be cleared right away, and can be left alone. It’s totally possible to beat Faa-HL without ever clearing this labor (but it doesn’t mean it shouldn’t be cleared).

★★ : This labor doesn’t need to be cleared as soon as it appears, but it’s better to get rid of it as it will inconvenience you quite a bit, and reduce your chances of beating the raid.

★★★ : This labor must be cleared as soon as possible, otherwise your allies risk losing characters to it. Leaving it alone will greatly compromise your chances of beating the raid.

★★★★ : This labor must be cleared as soon as it appears. It is impossible to progress further in the raid if someone isn’t able to clear it.

(Element) : means that this element can be used to clear the labor with the right conditions / characters

Team and Element review

Note : Those are the most likely to change as time goes by, since new characters will appear and I’m not sure I will be able to update this guide often. So just use it as a general guideline, and not something to follow religiously.

General guideline :

You generally want to consider the following :

Your party should be built by considering first the characters you absolutely need to bring to clear an important labor (Overchain, Plain damage).

Remember that you can not have two characters sharing the same race in the team, since the second will die on the 25% trigger. There can however be exceptions : elements that prefer to wait at the 25% mark in order to burst (Wind, Fire) or dupe race characters that will kill themselves (Nier in dark). If you’re confident, you can also take the hit and lose a character at the 25% mark, but that can backfire if your death counter reaches 1 before that.

It’s generally a good idea to have characters with Dispel and Delay as utility.

It’s also a good idea to have one character than can help with defensive duties (typically bypassing a lethal trigger).

You also want a character that can heal or bring team shields or team def buffs. The more the better.

Fire

Role and general playstyle

Fire's role is to clear First LaborFire ATK is boosted (Can only be removed by dealing 10,000,000 or more fire DMG in 1 turn)

, Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn)

and if no one else does it Seventh LaborDeals elemental DMG superior to each target's element (Can only be removed by dealing 2,000,000 or more plain DMG in 1 turn)

.

It's a well rounded element, but their healers are not the most accessible characters, and they will generally prefer to avoid taking unphalanxed turns (unless using an Agni grid with Garrison).

A lot of Fire's damage comes from nukes, particularly Athena's Tetradrachm5-hit, 100% Fire damage to random foes (Damage cap: ~120,000 per hit).

Inflict 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)

Strength: 10% (Max: 40%)Base Accuracy: 90%Duration: 180 seconds and Burned (5000)HP is lowered on every turn

Strength: 5000Base Accuracy: 90%Duration: 180 seconds on all foes.

(Hit number increases based on Goddess's WrathTetradrachm's hit number increases based on Goddess's Wrath lvl (Max: 5 / Can't be removed)

lvl / Max: 10) making her deal ~2m damage per turn.

They will generally slot The Sun (SSR) as a summon and save Tien's Ten-Wolf's TriumphAll allies gain Salted Wound (1 time)ATK is boosted when foe is in break mode

Strength: 280%Duration: 1 turn , 20% ATK UpATK is boosted

Strength: 20%Duration: 1 turn , 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks

Strength: 30%Duration: 2 turns, and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs

Duration: 2 turns.

(Can't recast.) at 25%, in order to help burst down the last 10% of the raid.

Characters

✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…

Grid

Fire Notable Main Hands

Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.



Hollowsky Spear One of the best fire option if you have at least 2 other spear prof characters (Anila / Athena / Zeta fit the bill). It grants additional HP, and the ougi will greatly reduce your team sustain issues.

Sword of Pallas A decent replacement for the Seven Star sword since the ougi will grant a 20% white damage cut stackable with Phalanx. Also has a HP skill

Scimitar of Brahman If you're lacking DA/TA, this can be a good option thanks to its ougi.

Grid weapons : Magna

Grid weapons : Primal

Fire Specific Summon picks

Full setup examples

Please keep in mind that those setups are only indicative and are only one example among many.

You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.

Magna users will generally use Colossus x Elemental, while primal players will prefer using Double Agni (especially if they have a source of garrison).

Societte is used as a sacrifice here.





Societte is used a sacrifice here. That team will wait at 25% and won't go through Gopherwood ArkKnocks out allies that share race with other allies in the party (Affects duplicate races after the first one. Main Character is ignored.).

They instead use Ten-Wolf's TriumphAll allies gain Salted Wound (1 time)ATK is boosted when foe is in break mode

Strength: 280%Duration: 1 turn , 20% ATK UpATK is boosted

Strength: 20%Duration: 1 turn , 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks

Strength: 30%Duration: 2 turns, and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs

Duration: 2 turns.

(Can't recast.) and The Sun (SSR) in order to remove 5-6% after 10%.

Water

Role and general playstyle

Primary source of GravitySpecial attack max charge turn is extended

throughout the fight thanks to Carnage4-hit Water damage to random foes (Damage cap: ~155,000 per hit).

Inflict GravitySpecial attack max charge turn is extended

Base Accuracy: 100% on all foes.

At level 75:

Damage increased.

At level 95:

Number of hits increased to 6. Also removes 1 buff on all foes.. They will take care of Second LaborWater ATK is boosted (Can only be removed by dealing 10,000,000 or more water DMG in 1 turn)

and can be a substitute for Ninth LaborHP is restored on every turn (Can only be removed by dealing DMG 30 or more times in 1 turn)

if Fire somehow cannot do it.

Water general gameplay can be summarized such as this :

As such, water is the element with the highest sustain and the safest in this raid. It will however struggle to have good damage, especially magna grids that will require to gimp their grids in order to reach the HP threshold. It is also the element that is the most averse to taking unphalanxed turn as they will not want to lose Europa’s Fire switch skill.

Characters

✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…

Grid

Water Notable Main Hands

Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.



Murgleis Very similar to the Seven Star Sword, just with better stats. Varuna grids will however definitely prefer using it over the revenant weapon.

Fateless The second water weapon that dispels on ougi and increases the team's auto attack damage with 15% Bonus Water DMG Deals bonus water DMG for one-foe one-ally attacks

Strength: 15%

Galilei's Insight A pretty good MH at FLB, since it gives unchallenged to MC and a 4k shield to the team.

Draco Horn If you ever happen to have 4 copies of S. Grea weapon. The first water weapon that dispels on ougi, which is important since the standard water team doesn’t have a lot of dispels.

Vergilius If you really have no other option and you don’t have a seven star sword to use. At least it has an ATK and HP skill.

Grid weapons : Magna

Weapon Role Number of copies Notes

Staff of Renunciation HP skill

Magna mod

C.A cap up 1 Your best source of HP in grid

Ancient Auberon HP skill

Crit

DA

Magna mod Between 1 and 4 The only viable magna HP weapon that still has a damage skill. Quantity depends on if you use Double Leviathan or Levi x Europa.

Tyros Zither Sentence skill

Magna mod Between 2 and 3 Your best damage option in order to clear reliably the 10m damage labor.

Clarion EX mod Skill cap up Between 1 and 2 Prefer bringing Clarion over Xeno, as the skill cap up is very handy to increase Quatre, Lily and Europa's nuke damage.

Bahamut Dagger Coda Normal mod HP skill 1 Mandatory HP weapon for magna users. As usual, adapt the choice of your weapon with the front line brought to the raid.

Winter's Frostnettle Magna mod

Crit

Enmity mod 1 Unfortunately, the crit part of this weapon will not be of use until you start hitting the main body, and once you're comfortable with water's combo, you will always be at full HP. Still a decent weapon to bring.

Rose Crystal Harp EX mod

HP skill 1 If you’re struggling to reach 30K and are ready to trade damage for HP.

Leviathan Bow Omega Raw HP 1 at most If you’re REALLY desperate for HP.

Grid weapons : Primal

Water specific summon picks

Full setup examples

Please keep in mind that those setups are only indicative and are only one example among many.

You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.

Magna users will generally use Leviathan x Elemental for optimal damage, but the lack of HP can force them to use Levi x Levi.

Primal players will prefer using Double Varuna since the core team provides a good amount of Water ATK up in general.

The damage of this setup will be very low against the Wing. Keeping a good uptime on Lily's Frozen BloomMassive Water damage to a foe. (50% boost to C.A. damage and 30% boost to C.A. damage cap against foes with GlaciateHP is lowered each turn / Multiattack rate is lowered

.)

All allies gain 25% Water ATK UpWater ATK is boosted

Strength: 25%Duration: 3.5 turnsApplied during the attack phase.

On the next turn, it'll have 3 turns remaining.. is crucial to keep damage at an acceptable level.





Yodarha is used a sacrifice here. Since Feower is not brought, MC has to take care of bringing Gravity.

I would only recommend this if someone else in the raid also has a Gravity in case yours fails (which is not unlikely since MC debuff success rate isn't so high).

Earth

Role and general playstyle

Their main role is to clear the Third LaborEarth ATK is boosted (Can only be removed by dealing 10,000,000 or more earth DMG in 1 turn)

and most importantly the Eighth LaborNullifies 'all elemental DMG cut' (Can only be removed by activating a chain burst of 5 or more chains)

, thanks to Eahta. They are also a good candidate for the Eleventh LaborRemoves 2 buffs from all allies every turn (Can only be removed by triggering the special attack Paradise Lost)

, using any version of Alexiel.

If bringing Alexiel (Summer), they are also a good secondary source of GravitySpecial attack max charge turn is extended

thanks to her Nibelung SandInflict 20% Water ATK DownWater ATK is lowered

Strength: 20%Base Accuracy: 100%Duration: 180 seconds and GravitySpecial attack max charge turn is extended

Base Accuracy: 100%Duration: 180 seconds on all foes.

When 1 Mirror-BladeATK and DEF are boosted / Restores HP when 3 or more Mirror-Blades are deployed (Max: 5 / Can't be removed)

is consumed: Also inflict Accuracy LoweredAttacks and special attacks have a chance to miss

Base Accuracy: 100%Duration: 2 turnsLocal status effect..

They can also take care of plain damage with Threo, but that’s often at the cost of a lot of team survivability.

While earth damage is pretty high and has a lot of defensive tools, it suffers from a heavy lack of sustain. Their early turns are also pretty rough as they have to hold off ougi in order to have full charge bar before the labors come out.

Characters

✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…

Grid

Earth Notable Main Hands

Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.



Last Sahrivar The best main hand you can bring in this fight as Earth. The water switch effect on ougi has a tremendous value, and really reduces the amount of damage taken. You can also ignore a lot of triggers by combining it with buncles.

Autumn's Transformation A decent replacement for Last Sahrivar if you missed Xeno, the ougi effect will grant a 80% / 30% armored effect to your team.

Grid weapons : Magna

Note about Caim grids : If you can afford it, it's worth noting that Caim provides a 50% DEF buff with The Hanged Man ReversedWhen Sub Ally: When all equipped weapons are different, 20% boost to Earth allies' ATKPerpetuity modifier, 50% boost to DEF, and 10% boost to damage cap..

This will multiply your Effective HPThe number of raw HP equivalent that equates your HP + DEF combined by 1,5. This means using a Caim grid with 30k HP will be the same as using a non Caim grid with 45k HPAssuming no other DEF buffs.

Grid weapons : Primal

The comment from the Magna section about Caim grids applies for Primal grids as well.

Since Caim Titan grids are more common, I will suggest weapon quantities that fit for this setup instead.

Earth specific summon picks

Full setup examples

Please keep in mind that those setups are only indicative and are only one example among many.

You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.

Magna users will generally use double Yggdrasil or Yggdrasil x Uriel, while Titan players will prefer double Titan.

The high total HP of this party allows to use Blue Potions with great efficiency.

Uriel support allows you to get the OC burst ready for labors if the raid is fast and you don't have the time to take much turns.





A high base HP combined with Garrison and Enmity mod, which allows to place safely at a low % HP for maximum enmity strength.

Do not take Gopherwood Ark at 25% and wait until 10% to burst with an overchain thanks to Magisa (Holiday)'s Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).

All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%

Strength: 20%.

(From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)

.

Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)

Wind

Role and general playstyle

Wind is the main debuffer of the raid, thanks to Yurius' ability Discover TruthInflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)

Strength: 10% (Max: 40%)Base Accuracy: >100%Duration: 180 seconds,

10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)

Strength: 10% (Max: 40%)Base Accuracy: >100%Duration: 180 seconds, and a random debuff on all foes.

(Consumes 10% of charge bar.).

The wind player is expected to take care of Fourth LaborWind ATK is boosted (Can only be removed by dealing 10,000,000 or more wind DMG in 1 turn)

and Tenth LaborLands a random debuff on all allies every turn (Can only be removed by ending a turn with 10 or more debuffs on the foe)

since local debuffs such as Multi-Decree500% Wind damage to all foes (Damage cap: ~630,000).

Inflict MizaruHP is lowered on every turn / ATK is lowered (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)

Strength: 2016 damage per turn / 5% (Max: 15%)Duration: IndefiniteLocal status effect, IwazaruDEF is lowered (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)

Strength: 5%Duration: IndefiniteLocal status effect, KikazaruAndira's C.A. DMG and DMG cap are boosted (Effect increases upon each Multi-Decree cast [Max: 3 times] / Can't be removed)

Strength: 15% C.A. DMG Up (Max: 45%) / 10% C.A. DMG Cap Up (Max: 30%)Duration: IndefiniteLocal status effect. (Debuff effect specs increase upon each cast [Max: 3]) count toward the debuff count.

They have very little sustain issue if using Andira thanks to Unborn, UndyingFully restore all allies' HP.

Restore all parties' HP (Healing cap: 1000).

Inflict 30% DEF DownDEF is lowered

Strength: 30%Duration: 3 turns and 30% Debuff Res. DownDebuff resistance is lowered

Strength: 30%Duration: 3 turns on all allies.

At level 55:

Debuffs reduced to 25% DEF DownDEF is lowered

Strength: 25%Duration: 2 turns and 25% Debuff Res. DownDebuff resistance is lowered

Strength: 25%Duration: 2 turns for 2 turns..

Seofon with his Cuore di LeoneAll allies gain Instant ChargeInstantly sets Charge Bar to 100%

Unaffected by Charge Bar Gain status effects.

No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%..

Lower SwordshineATK and multiattack rate is boosted

Multiplier: Perpetuity lvl by 3.

(Requires SwordshineATK and multiattack rate is boosted

Multiplier: Perpetuity lvl 3 or higher.) acts as a great charge bar reserve for Yurius, and by using his Seven-Star's BrillianceAll allies gain Instant ChargeInstantly sets Charge Bar to 100%

Unaffected by Charge Bar Gain status effects.

No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%., 150% C.A. DMG UpCharge attack DMG is boosted

Strength: 150%Duration: 1 turn , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted

Strength: 90%Duration: 1 turn . (Can't recast), Wind can burst a good chunk of HP in the last 10% of the fight.

With their multiple DEF buffs, heals and dispels, Wind is a great self sustaining element that is pretty easy to handle : it makes for a good beginner's element.

Warning! Yurius most important At the current time of writing character to bring to Lucilius HL, since a raid without him has very little chances to succeed. Unlike other characters who can all be replaced to some degree, Yurius cannot be replaced as easily, so make sure to have him if you're planning on going as Wind.

Characters

✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…

Grid

Wind Notable Main Hands

Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.

Grid weapons : Magna

Grid weapons : Primal

Wind specific summon picks

Full setup examples

Please keep in mind that those setups are only indicative and are only one example among many.

You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.

Magna users will generally use double Tiamat, while primal players will prefer using Double Zephyrus.

In order to not lose a character against Gopherwood ArkKnocks out allies that share race with other allies in the party (Affects duplicate races after the first one. Main Character is ignored.), it is necessary to wait at the 25% mark.

If Yurius lacks charge bar to debuff, it's possible to supply him through Seofon's Cuore di LeoneAll allies gain Instant ChargeInstantly sets Charge Bar to 100%

Unaffected by Charge Bar Gain status effects.

No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%..

Lower SwordshineATK and multiattack rate is boosted

Multiplier: Perpetuity lvl by 3.

(Requires SwordshineATK and multiattack rate is boosted

Multiplier: Perpetuity lvl 3 or higher.).





Unlike Magna teams, you don't want to use Andira's Unborn, UndyingFully restore all allies' HP.

Restore all parties' HP (Healing cap: 1000).

Inflict 30% DEF DownDEF is lowered

Strength: 30%Duration: 3 turns and 30% Debuff Res. DownDebuff resistance is lowered

Strength: 30%Duration: 3 turns on all allies.

At level 55:

Debuffs reduced to 25% DEF DownDEF is lowered

Strength: 25%Duration: 2 turns and 25% Debuff Res. DownDebuff resistance is lowered

Strength: 25%Duration: 2 turns for 2 turns. upon raid start, since being at low-ish HP is the ideal combination of Garrison and Enmity.

Light

Role and general playstyle

While Light can perform a variety of jobs, Light doesn't have their own labors to clear outside of Fifth LaborLight ATK is boosted (Can only be removed by dealing 10,000,000 or more light DMG in 1 turn)

.

They however can be good backups:

The main issue Light faces is that they only have one Primal character spot, which can be filled by either Zooey, Vira (Grand), Noa (Grand) or Halluel and Malluel (Summer).

Thanks to Fif, Light sustain is pretty high, and thanks to Luminiera Sword Omega, Light Magna has a good HP pool.

They also have good defensive abilities, and their damage is pretty high due to the Wing being Dark element.

Characters

✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…

Grid

Light Notable Main Hands

Other main hands not listed below can still be used, but will generally not bring anything noteworthy to the team.



True Purity Sunblade A great main hand choice in general, the local blind can help reduce some damage when it lands, and the uplift on ougi is very useful.

Huanglong Spear Another good farmable main hand, thanks to its 20% C.A dmg and C.A cap when used as a main hand, which helps clearing Fifth Labor Light ATK is boosted (Can only be removed by dealing 10,000,000 or more light DMG in 1 turn)



Sacred Standard A powerful main hand for Zeus players, granting a team crit buff as well as 15% charge bar to the team on ougi. The progression also helps increasing damage in a double Zeus setup.

Sword of Renunciation Dark Opus are decent main hand to use if playing with characters that benefit from Aurora Crest Light magic is amplified (Max: 5 / Can't be removed)



Eden If you have nothing better and lack sustain Eden will at least provide a 1500 HP team shield on ougi.

Grid weapons : Magna

Grid weapons : Primal

Light specific summon picks

Full setup examples

Please keep in mind that those setups are only indicative and are only one example among many.

You will have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.

Magna users will generally use Luminiera x Lucifer, while primal players will prefer using Double Zeus.

Abuse the use of Qilin in order to reset important cooldowns and get high damage from Io's Flowery Seven7-hit, 150% superior elemental damage to random foes (Damage cap: ~80,000 per hit).

(Boost to damage cap based on Mystic VortexSkill effects and charge attack specs are boosted

Can't be removed lvl.)

At level 55:

Effect enhanced.

At level 90:

Number of hits increases based on Mystic VortexSkill effects and charge attack specs are boosted

Can't be removed lvl. and clear 30 hits labor if needed.

Note that Melissabelle can also tank Elemental Paradise Lost with her third skill DecorateGain Substitute (All-Ally)Receives all attacks in place of allies

(Includes all-ally attacks)

Duration: 1 turn , 100% / 80% ArmoredChance of lowering DMG taken

Strength: 100% chance of taking 80% less damage.Duration: 1 turn , and 50% Skill DMG UpSkill DMG is boosted

Strength: 50%Duration: 1 turn . when combined with a Phalanx.

Equip your Sword of Renunciation with a skill cap up key to capitalize on Io and Melissabelle's nukes.





Halmal will take care of the plain damage labor here, and they will die once Gopherwood ArkKnocks out allies that share race with other allies in the party (Affects duplicate races after the first one. Main Character is ignored.) is triggered at 25%.

Geisenborger will then come out and will be able to tank the 10% Paradise Lost thanks to his DreadnoughtGain Substitute (All-Ally)Receives all attacks in place of allies

(Includes all-ally attacks)

Duration: 1 turn and Counters on DMG (3 times)Counters upon taking DMG

Strength: 400%-500%Duration: 1 turn Counter attacks grant 5% charge bar per hit.. and I'll Bet My SoulGain Impregnable FortressDebuffs will be nullified / Jammed effect / Can withstand lethal DMG (Leaves 1 HP) (Can't be removed) (Effect duration extends upon being targeted by a light ally's healing skill or buff skill)

Strength: 40%-120%Duration: 5 turns.

(Will be knocked out when effect ends.)

(Effect duration extends upon being targeted by a Light ally's healing skill or buff skill.)

Dark

Role and general playstyle

Dark has a very balanced roster of characters to choose from, who can fulfill various roles pretty effectively.

As such, they are able to take care of :

If playing primal, the presence of Majestas as a weapon turns any Enmity focused grid into a powerhouse that can attack hard and safely at all times.

Characters

✅ = Important source of … ; ✔️ = Source of … ; ❌ = Doesn’t bring…

Grid

Dark Notable Main Hands



Advocatus Diaboli A good offensive maind hand with a powerful MH skill, and a useful uplift boost to the team.

Blutgang It will provide some good sustain thanks to its 1000 HP drain to the team.

Fallen Sword Slightly less efficient Blutgang sustain wise, but will provide more damage to the MC.

Disparia Not the most incredible MH, but the Death's Grace Converting turn-based DMG to HP recovery (Poison, burn, wither etc.)



Hollowsky Blade If you happen to have a team that is covered by the Hollowsky Blade, the debuffs on ougi can be quite handy.

Lyst Sin A lesser version of Blutgang.

Gram The jammed effect and delay on ougi are pretty nice. Can be considered in an Enmity Hades build.

Grid weapons : Magna

Grid weapons : Primal

Dark specific summon picks



Death (SSR) An easy way to sacrifice characters that you want to keep until the first enemy special (generally to bring out Nier with the right timing). Can be useful if DEF and HP are too high to sacrifice a character to a trigger.

Bahamut A great summon to use in general since Dark has a lot of usable Sentence and Excelsior weapons to boost their ougi burst.

Typhon Dark players will be able to use Typhon much earlier than other players (generally before labors are triggered), which can be a lifesaver for players stuck as you can send them your Typhon for them to cross.

Qilin Qilin also gets reduced cooldown thanks to it being dark. It's such a powerful summon with Dark that you can consider bringing two if you have them.

Key skills to reset with Qilin : Zooey’s Conjunction

All allies gain Unchallenged Next DMG received will be ineffective

Duration : 1 turn Drain Damage dealt is partially absorbed to HP (Can't be removed)

Strength : 100% of damage dealt (Healing cap: 15% of max HP) Duration : 4 turns Set all allies' HP to 1.All allies gainand

All of Clarisse's skills

Ferry's Die Umkehrung Freigeist Double attack rate is boosted / Triple attack rate is boosted / More likely to be attacked / Charge attack DMG is boosted / Charge attack DMG cap is boosted / Charge bar gain is boosted / Recovers once from a knockout while in effect (Can't be removed)

Strength : 100% DA Up,

20% TA Up,

+10 Hostility Up,

50% C.A DMG Up,

10% C.A DMG Cap Up,

20% Charge Bar Gain Up Duration : 5 turns

( When cast from 10th turn onward: Target also gains Tri-Slash Attacks 3 times each turn

Duration : 1 turn Grantto another Dark ally.Target also gainsfor 1 turn.)



Full setup examples

Please keep in mind that those setups are only indicative and are only one example among many.

You might have to tweak the grid weapon in order to reach the 30k HP threshold, and adapt your characters and summon grid depending on what you own.

Magna users will prefer using Celeste x Bahamut to have decent damage. However the second turn of ConjunctionSet all allies' HP to 1.

All allies gain UnchallengedNext DMG received will be ineffective

Duration: 1 turn and DrainDamage dealt is partially absorbed to HP (Can't be removed)

Strength: 100% of damage dealt (Healing cap: 15% of max HP)Duration: 4 turns. can be particularly risky, which can be reason enough to use Celeste x Celeste instead to be safe. Primal users will use Hades x Hades to abuse Majestas Garrison.

A team that uses Vikala high dodge rate in order to soak damage. Boost her with Rei for maximum damage and Dodge. Most of the team damage comes from ougi.

You can use both Vikala's Ring the Dormouse5-hit, 100% Dark damage to a foe (Damage cap: ~110,000 per hit~550,000 total).

Sic DorrieTrap springs when the foe uses a special attack (Plain DMG to all foes / Caught effect) (Can't be removed)

Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistanceDuration: IndefiniteLocal status effect on a foe.

(When the foe uses a special attack: The trap is sprung. 999,999 Plain damage to all foes and inflict CaughtCan't attack

Base Accuracy: 120%Duration: 2.5 turnsLocal status effectApplied during the attack phase.

On the next turn, it'll have 2 turns remaining..) and Ferry's Blau GespenstRemove 1 buff from a foe.

Inflict 25% ATK DownATK is lowered

Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single, 25% DEF DownDEF is lowered

Strength: 25%Base Accuracy: 90%Duration: 180 secondsStacking: Single, and Ghost CageCage shatters when the foe uses a special attack (Plain DMG to all foes upon shattering) (Can't be removed)

Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistanceDuration: IndefiniteLocal status effect.

(When the foe uses a special attack: Ghost Cage is removed and deals 999,999 Plain damage to all foes.) in order to clear Seventh LaborDeals elemental DMG superior to each target's element (Can only be removed by dealing 2,000,000 or more plain DMG in 1 turn)

.

The damage loss from using double Celeste is offset through Vikala's Dazzling DreamsRazzle, dazzle, dream! Welcome to Utopia!

(Deploy the UtopiaFoes' ATK is boosted / All allies' hype is boosted before attacking

Duration: 5 turnsField effect

Local status effect field effect.) and Ferry's Aetheryte RequiescatMassive Dark damage to a foe.

All allies gain 30% Dark ATK UpDark ATK is boosted

Strength: 30%Duration: 3.5 turnsApplied during the attack phase.

On the next turn, it'll have 3 turns remaining. and 30% DA UpDouble attack rate is boosted

Strength: 30%Duration: 3.5 turnsApplied during the attack phase.

On the next turn, it'll have 3 turns remaining...

Don't hesitate to swap Rei for Zooey whenever you feel the need.





Swap Rei early with BK so that she can benefit from permanent multi attacks. This makes for an extremely hard to kill team that can take a lot of unphalanxed turns, safe for lethal triggers. It's possible to swap Zooey and Six if you don't feel the need for conjunction. Use Death before 25% in order to kill BK and not have her die to Gopherwood Ark.

Raid Walkthrough

Practical information

Credit here goes to Midokuni as I mostly copied data from his Lucilius (Hard) notes.

Evangelist's Blade stacks effects

Lucilius gains various buffs depending on many stacks of Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect he has. A stack will also have all the effects of the previous stacks.

Stack Effect Threat level Attack specs are boosted based on Evangelist's Blade lvl

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl(Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect) 30% Boost to Lucilius' ATK

Does not increase at higher stacks. ☠ Can be safely ignored Attack specs are boosted based on Evangelist's Blade lvl

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl(Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect) Axion Apocalypse Removes 1 Debuff. ☠ Can be safely ignored Attack specs are boosted based on Evangelist's Blade lvl

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl(Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect) Normal attacks dispel 2 random buffs from the whole party. ☠☠ Harmful, will reduce your damage or survivability Attack specs are boosted based on Evangelist's Blade lvl

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl(Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect) Damage dealt is turned to the target's weak element. Axion Apocalypse deals an additional 10,000 AoE Plain DMG. ☠☠☠ Dangerous, will actively reduce your health, high risk of losing characters Attack specs are boosted based on Evangelist's Blade lvl

(Can't be removed /

Lvl rises upon Lucilius's special attack activation /

Lvl lowers upon taking a buff-removing effect)

Local status effect Evangelist's BladeAttack specs are boosted based on Evangelist's Blade lvl(Can't be removed /Lvl rises upon Lucilius's special attack activation /Lvl lowers upon taking a buff-removing effect) Ignores DMG Cuts. Axion Apocalypse inflicts Max HP Lowered (Stackable) Max HP is lowered (Stackable)

At 100%, leaves 1 max HP Unchallenged Next DMG received will be ineffective

Lethal, taking a turn will kill some characters, and taking an enemy special withoutwill wipe your team ☠☠☠☠

As such, it is ideal to remain under 3 stacks at all times.





Enemy specials and triggers

Notes





❌ = ineffective : It won't be effective enough or will have no effect, and will put your team at risk.

✔️ = effective : it will reliably reduce the incoming damage, however you can still lose a character if unlucky with targeting.

⭐ = recommended : it will greatly reduce or completely negate the incoming damage.

🔐 = not necessary : save those cooldowns for more important attacks.











