67 ratings
By mrowmrif2
For players looking for info on all things Multiplayer in FF Mobius... To preface my thread: I have been a Mobius FF player since November 2016 and am player level 153, multiplayer rank 110 and currently and have fourty-one (41!) 8* jobs (or HOF paneled 12*):

Defenders: Paladin, Knight, Warrior, Scholar, Heretic Knight, Monk, Unbroken Hero, Moogle Suit
Attackers: Rogue, Mystic Knight, Mystic Sage, Pugilist, Soldier 1st Class, Thief, Ace Striker, Judge Magister, Occultist, Highwind, Dark Knight, Black Mage, Knight of Etro
Breakers: Mystic Ninja, Ranger, Assassin, Viking, Grappler, Hermit, Thief of Tantalus, Last Hunter, Dragoon
Healers: Devout, White Mage, Bard, Tonberry Suit, Dancer

I have all supreme cards except FuSoYa: Unbreakable Bonds, Neo Exdeath, Minwu, Duncan, Aerith, Ragnarok and Yiazmat... didn't reroll for any of these, just got lucky/spent a little $$$... too much really. My second account (player level 128 and MP rank 98) also has Minwu, Duncan, Aerith and Ragnarok... so both accounts are loaded and have a combined close to 6000 played hours. (...that is kinda horrifying actually.)

I have completed all 5* battles to date, including the Sephiroth event boss and the 4* bosses Tyro and Ultima Weapon. Breaker is my favorite role because I can guarantee success of any run with my setup... I farmed Ultima Weapon (uw) with my main account and only AI with no death runs... I have beaten 4* and 5* battles in under 1 minute with a flawless/deathless runs using all healers in my group, duo'd them with my mule rag bard + neo bard... Solo'd 5* bosses with only my ninja... but I have also beaten them in 25 minutes with raises galore... I have seen the good, the bad and the oh-so-ugly. I have been great and I have sucked so hard (I have even one-shotted the boss too many times to count in 4* MP carelessly without killing guards... super embarrassing). So I've seen it all.

I hope my experience pulled together into this MP guide is helpful to everyone who reads it! Please feel free to comment and correct me on anything you feel is inaccurate - I am open to suggestion and willing to update my guide accordingly!

This guide is to enable players looking to get into FF Mobius Multiplayer to be valuable group members by understanding their roles and how fights progress. **Updated 3-12-2018.**

Rule #1: Do not attempt 3* Sicarius fights (and do not even think about 4* or 5*!) as anything less than 8* jobs maxed out card levels with 260+ level decks. Just don't. That means no starter jobs, no cards that arent close to maxed out (with story mission 5-2 finished, 5* cards are max 74, 4* are 66 and 3* are 50... even with 4x 3* cards maxed you should be 200...) and no one hoping that the group will carry you through... everyone in a 5* fight has to contribute or you waste time. DON'T waste people's time - don't waste your own stamina! It won't matter how good your team is, how elite the other 3 players are... you may have to raise a bunch of times each and it will take forever... if you can even win, because it is likely you won't be able to consistently break and damage the boss enough after the guards are gone, and therefore its break bar will keep resetting after he oneshots all of you every 2 turns. Be patient, do your 1* through 3* fights and farm better cards, seeds and xp – and knowledge! One exception to this rule would be defender... I've seen a defender with a deck level < 175 take on 4* battles and do very well - because they performed their role! drives + debuffs + attacks to generate orbs. (credit: Talako)... anyone else showing up to the party better know how to dance and have a deck level that represents at least 4* cards.

Rule #2: Do not come to multiplayer without damage card ability level 8+ and without all available extra skills unlocked... you will basically be a detriment to the team and frustrate everyone. Just put the time in soloing until you unlock your extra skills and your cards are at least level 45. If you don't know what an extra skill is... sigh. (the little boxes under your ability level that tell you what your card can do in addition to its activated primary ability...). Farming some fractals to add Auto-Abilities is also a great way to boost a card's power... however, you can only really apply Auto-Abilities to cards that are 4* with some exceptions, because these depend on available slots that open up as you augment cards to the next tier. So work on augmenting your cards!

NOTE: Every new "Presence" (meaning change of primary Sicarius Boss, which is on a schedule), you have access to be able to complete quests. Initially, you get to complete all of the 1* battles as well as one each of the 2*, 3* and 4* battles... Once you complete your 1*, 2* and 3* quests, you can still form parties to fight bosses at that level but the quests are forever complete. Each new presence, though, you can complete one of the 4* and 5* fights for that new Boss; rinse repeat every new presence. Running a quest that needs completion gives your group members (people who are "helping you"), 20 magicite! Alright! Magicite for all! Run your quests, share the magicite.
Job Roles
Now... onto MP roles!

HEALER ROLE: required cards are BARRIER and HASTE. after that, CURE/REGEN are useful for people starting out in MP to keep your group alive, but later on aren't necessary, as you heal sufficiently with higher level buff cards alone. Alternate buff cards you can include to round out your deck would be Boost, Faith, Brave, Wall or Snipe effects... Knights of the Round "Ultimate Boon" (KOTR) grants brave, boost and faith and is a staple of healer decks right now. Multi-Buff cards are great but typically cost 3 orbs, so you need good life/prismatic orb generation to be able to sustain 1 buff per player round for consistent healing. Your primary job is TO HEAL AND BUFF. You are not supposed to be dealing damage or breaking... you shouldn't have to. Haste > Barrier > everything else for buffs. Haste is sooooo important for the group. CURRENT IDEAL HEALER DECK (without aerith): Undying (snipe, haste, drain) + KOTR (brave, boost, faith) + Hell's Gate (barrier, wall, regen) + Gaia (heartshift)... this allows you to shift all orbs to life orbs round 1 and apply all buffs immediately to your group. This is meta, and if you cannot perform in meta, it really would be a good idea to stick to another role. For non-meia and non white mage HOF jobs that do not have enough life/prismatic starters to power your Gaia round 1, you have to use black mage's Truescale Staff or thief's Tyrfing weapons with Prismatic Starter +3 panel... if you have none of the right jobs/cards with prismatic/life starters and you dont have prismatic starter weapons to use in their stead... do not come healer.

BREAKER ROLE: required cards are HIGH BREAK POWER + BREAK DEFENSE DOWN + ENSPELL OF THE RIGHT ELEMENT. Trying to be a damage dealer is gimping your group... stop trying to kill things as the breaker - let the attackers do that. Your job is to BREAK. In 1* and 2* fights, sure... have an ability that will do over 9999 just to have in your back pocket in case you get a gimp group that can't kill things in under 3 minutes. But in 4* and 5* fights it may not even be feasible to have on your bar unless it has auto-abilities that add increased break power % or resistances to the boss element...

Enspells are ability cards that give you the basic "attacks deal XXXXXX elemental damage" effect - and that is what you want in order to either target weakness or use your strongest element bonus to increase the break damage you deal with your attacks. As of July 2017, there are summoned cards that replace the Pupu cards and can be augmented 5*. The element applied to your attacks against an enemy weakness damages break bars way more than standard physical attacks do. Monks get enspells added by their monk cards of various elements (I prefer the AOE versions of sicarius cards for the cleaving as well). Cleaving is huge for a breaker, and there are many options to get that nowadays.

ATTACKER ROLE: required cards are 1. HIGH DAMAGE + 2. HIGH BREAK DAMAGE/CRITICAL RESIST DOWN... a maxed out 5* Trance/Berserk, maxed out -Force or -Shift card and/or just something with an elemental bonus of the same element as your primary damage ability. Your primary job is to kill things... your secondary job is to help break the yellow bar... if you can ONLY kill things, you are a waste of space on a team. If you try to do too much and be a breaker or self-buff a lot, you are a waste of space on a team. However... If you show up to a 3* or 4* fight as an Attacker role and do not have a single ability with the extra skill unlocked giving it access to over 9999 damage... you are terrible. An Attacker that can't do its job - deal damage - is the worst member on the team. Attackers can't break well, they can't heal anyone or use drives on anyone... the best they can do is debuff a little and get the yellow gauge to help the Breakers... beyond that you need to be able to KILL. Have a 4* or 5* card with 9999+ unlocked or please... please... do not bother doing 3* or higher Sicarius fights unless you are completing your quest and giving the other group members who are carrying your butt through the battle some magicite.

ALSO!!! so important... STOP TRYING TO OMG I HAVE TO KILL THE GUARD ASAP all the time... pay the F*CK attention to the dynamic in the group. If your breaker can break the guard in one round by himself, just be patient... let the guard get broken, help take the break gauge down on the boss a bit... wait for the boss to break or be close to breaking and THEN kill the guard. give your breaker a chance to lock the boss up with a break or someone in your group to apply a 2 or better action stun/slow combo to the boss so that the guard's death doesnt reset the break bar and cause you to start all over again with the yellow break gauge. That is just stupid, and as someone who plays a breaker... I have to say that is the MOST frustrating part of playing multiplayer in this game - stupid people who are obsessed with getting the kill. The purpose is to WIN as a GROUP in the shortest amount of time possible........ just do your job, but do it smart. And don't waste people's time.

DEFENDER ROLE: Required cards are 1. Some form of stun and slow... 2. a Taunt (or two!) 3. Another debuff: debarrier > sleep > weakness > debrave/curse > unguard... See the Job/Roles Notes section The taunt cards released in May 2017 have at 4* ability level 5 something called a hexagonal Enhanced Ailments extra skill... this means that when you use the taunt on an enemy it will remove even the most powerful buffs! Ultima's Break Defense Up buff is an example. If you do not own a taunt card, do not be discouraged; there are plenty of debuff cards to use that will add value! A break power card is a very nice to have; I typically use Aranea FFXV... This allows me to help break yellow bar and provide an on-demand 3 tick stun single target... very nice. Your primary job as a defender? Believe it or not... DRIVES. USE DRIVES! Some jobs are healed by drives of various elements, and all are buffed with elemental resistances by drives... and all of your drives will intrinsically be spread to each of the other group members. This is a fantastic way to grant elemental resistances, buff and HEAL (use your life orb drive!) your group... sort of like a classic paladin heal/tank from many MMOs. See my discussion on debuffs to understand more about affects on damage:

TRY TO GO LAST IN THE ORDER. Especially when the breaker can't attack because they need to drive or use a BDD to get yellow gauge (sad, because that means the attacker is garbage)... you can go 3rd in the order if the breaker is consistently attacking each round and you can take advantage of the opportunity to drive, debuff and replenish orbs. You should be attacking every round at least once, usually two to three times... you will be the primary source of orbs for your group apart from the breaker who attacks to break the red gauge. The group doesn't need your break bar damage, and they shouldn't NEED the yellow bar damage from you (the attacker should be able to assist with that... you are secondary - only if you have the orbs for it and the group is stable)..

Another really important note about being a Defender in MP: equip a weapon with prismatic orb generation (reunion on Masamune, Ogrenix or a heavily modded Blood Anchor if you have them is best in slot, but Dragvandil is free from MP shop and has good panels for defenders)! Having prismatic orbs allows you to have flexibility to use any type of ability or drive for resistances or healing - really critical for a defender to generate life or prismatic orbs consistently.
Job/Role Notes
Some basics... Look at your cards. You see the symbols that are a staff or cane, sword, dual-wield swords/daggers, 3 diagonal lines and the person with the raised arms? Those are card types, and only certain jobs can utilize them to their fullest effect. It took me a month of playing before it clicked for me... The Staff symbol cards are used by mages (white mage, red mage, black mage, scholar, etc.); the Sword cards are used by fighter types (dark knight, knight, warrior, mythic knight, samurai, etc.); the Dual-wield cards are used by ranger types (Ranger, Hunter, Thief, Viking, etc.); the 3 diagonal lines are monk cards; finally, the raised arm cards are used by anyone and represent buffs, heals and enemy debuff cards of various elements ("support" cards). Many damaging cards of any type and element have additional effects that debuff the enemy or buff you upon activation and are useful utility in MP... Cards also have different Attack and Break Power numbers... high Attack cards typically have low Break Power and a high orb cost; high Break Power cards typically have low Attack and low to moderate orb cost... area of effect abilities typically have a higher orb cost than single target attacks. Please be mindful of all of these things when choosing cards for your MP deck! A good deck takes into consideration cost + additional effects + elements aligned against your target + role purpose. This is true for single player and MP, but it is especially important in MP. Being able to use abilities quickly and when needed is super important, and you want to be able to accomplish with each ability activation the most effect possible.

There are always exceptions to the above... For instance, some Legend jobs and most monk jobs tend to have access to two types of cards - an example is the SOLDIER 1st Class job everyone seems to want (Cloud fanboys!). It has access to both Warrior and Ranger cards, which is neat for creating a truly useful deck and utilizing some of the cool event cards you can get of either type and still be effective. Just be careful you don't spread yourself too thin when building... Since SOLDIER is an Attacker job, you should still be focused on that role in MP... don't screw around with break, support and debuff cards just because you can use them... Build your deck right and help the group! Sicarius cards offer a moderate Break Power while having a very high Attack Power as well as a low cost. Not to mention their base Extra Skills and Auto-Abilities are especially beneficial against Sicarius bosses and their guards... As an Attacker, you should almost always have one Sicarius card (maxed out 5* ability level 10, fully unlocked...) in your deck. Healers... no... Defenders... maybe use one after your buffs/debuffs/taunts are loaded and you want a card to help break yellow gauges and don't have one of the various AOE BDD or CRD cards (each of which are better options and should be your goal). Keep your eyes open for new events that have unique cards available and save your summon tickets for them! Sometimes there are some real gems (FFXV Gladiolus was an AOE earth taunt + curse debuff card... that dealt damage... was a support card with quick cast... insane for defenders with access to earth), and you don't want to miss out on the limited time availability.

Healers can cast support on other people in the group, Defenders can use drives on others. Breakers and Attackers can only affect themselves and enemies with buffs, but their attacks or abilities can charge the group's ultimate gauges.

You can also tell what you are able to do on a given job, what their elemental affinity/damage bonus is and what their starting orbs and automatic latent buffs are if you go to the Decks menu and click the tiny blue "Auto" box under the job picture on the left... this will display all the active bonuses applied to your character based on cards, custom skills, job abilities, etc. Note: in MP you have additional passive bonuses (look at your job card, scroll to the right to your active abilities... note at the very bottom the 2 bonuses). Example:

Ranger (pulled job not neophyte garbage starter job): clutch boost, clutch drain, clutch regen, enhance wind +150% (!), resist wind +45%, elemental starter +16 (max orbs right from the start), extended break 4, avert stun +50%, avert action loss +50%, job change shift: wind, job change recast: 4 turns, area ultimate charge: normal attacks, break power up +50% (!)

So you'd choose a ranger if you are fighting Hashmal as your preferred breaker... they have boosted break power, have a bonus to wind damage (which affects wind pupu/wind force additional damage... which affects breaking even more against the weakness of an enemy such as Hashmal, an earth elemental!)... it also means that you don't want any elemental starter+ auto abilities on your cards because they are a waste... AND ranger has access to earth, so they are able to drive earth if the defender in the group cannot... so they die less easily.

Paladin/Knight/Warrior you will see "area element drives"... white mage, devout, red mage, dancer you will see "area heals and boons"... so defenders get area drives, healers get area buffs/heals. Use them wisely!

EDIT: having started this guide more than a year ago, I just wanted to add one more thing (probably reiterating from some other area of the guide... needs to be said though): It is fun to get the killshots. We all love getting the killshot on an enemy and making the big boom that is so impressive... but if you want that killshot, PLAY AN ATTACKER. Stick to your roles... please. The goal is to win a battle, right? And when farming, the goal is to win FAST, right? If everyone sticks to doing their roles and does them well, that is what happens. If you are a healer, buff people and heal them... if you are a defender, use drives and debuff the targets... if you are a breaker, break (i.e. normal attacks, buffed with pupu and boost)... if you are an attacker, kill with high damage, high magic. Don't try to do other people's jobs.

EDIT2: Taunts are extremely important in the current meta, as is the healer being able to lifeshift/heartshift round 1... as are breakers being able to break yellow and red + cleave break guards on their own, even in the first round... if you cannot do those things, it is really best to not play one of those roles in 4* or 5* MP... seriously, do not waste people's time by causing a run to drag out for 10 minutes when it should take 2 or 3 minutes tops... or having someone die and cost everyone the materials they were farming. Come prepared or just don't reach higher than your capabilities... if you are hosting and that is the case, especially when you need first clears of 4* and 5* bosses of each presence, at least put a disclaimer in your room host text that says "please carry me" - gives people the opportunity to do so or to stay away.
Mrow's Deckbuilding Strategy
This section is just to highlight how I like to build my role decks in MP... Lots of strategies of course, but these are my favorites that I find most effective.

Attacker (2 builds):
...Build 1, single element focus - target boss weakness
-Force card (of same element as your primary damage card)
-Primary damage card (event card / ST multistrike / sicarius AOE)
-Break card (of same element of your primary damage card; currently I prefer an AOE CRD)
-Susanoo or Trance (berserk is a 50% elemental bonus, +15% damage taken... be careful!... trance is +30% to all stats)

*The strategy here is to use force and then drive out your bad orbs... then use break power card to get rid of the yellow gauge for your breaker. that leaves the same element orbs available for your main damage ability. If it is available during Break, use Susanoo/Trance to empower your first attack or (if no orbs) your ultimate. The basic strategy is to be able to 1-round kill boss when it is broken and have plenty of orbs available to do it.

...Build 2, flexible/multi-element well-rounded
-Shift card (of same element as boss weakness damage card)
-Primary damage card (event card / ST multistrike / sicarius AOE)
-Break card (of different element of your primary damage card)

*Strategy here is to use both orb types to reduce boss break gauge, then Shift to your damage element when broken and spam away. Alternately, if you shift in one round and don't kill boss but have orbs for Susanoo, you can ignite an ultimate or another ability. Shift grants a x2 ignition (+100% damage) to your next ability... so shift + ability is huge damage if you are already berserked... if not, shift will remove all orbs, including life and prismatic.
Breaker (2 build options), try to have 4 to 5 Job Change Recast on your cards total and at least 2300 break power; 600% or higher magic power
...Build 1, includes event cards
-Garuda FFXIV (life starter +1, cleaving attacks x15, quicken and haste)
-Garuda or Legendary Dragonlord (second one is strictly for the life starter +1)
-Elemental shift (of your break card element to ensure round 1 orbs to do your job... break)
-AOE Break Defense Down (BDD) break card... you are aiming for 900+ card break power (1000-1500 best for rangers, 3333 for monks)

*Strategy here is to use shift round 1 to provide you with instant access to your break card, which should be an AOE BDD. Best in slot cards include NeoExdeath (duh, it's a supreme), dark pursuit, wind pursuit, etc. The pursuit cards are, in particular, really nice because they not only break yellow but they also add cleaves to your next attacks - which means you are hitting guards as well. Lightning skin breakers do well here with boost starter giving you boost round 1 and haste starting giving you an extra action... combined with 4 JCR you start with 7 actions. Since you can only ever cue up 8 total actions per round (that includes quick cast abilities that cost 0 actions... you can only CUE 8 actions per player round in MP), this is perfect... Shift = 1, break card x2, attack x5... the first 3 tap attacks will be cleaves, so with 2300 break power and around 100-150 piercing break you should easily break both guards and boss. If you are using a weapon with quick break, even better - you can ensure a break on that last tap if you are close as long as the break bar is under 20%.

...Build 2, standard breaker deck, nothing special
-Enspell of boss weakness element
-Trance of your job type
-AOE BDD, preferably targeting boss weakness
-Artemis (boost, 5 round duration + attack ignition at 5*)

*Pretty standard defensive + break power focused. If your attacker is running AOE CRD and getting the yellow gauge for you, the boss should have CRD + BDD and be broken in 1-2 rounds pretty easily with the right rng luck on life orbs for trance/boost and a decent healer. Prioritize trance over boost when healer is running the meta deck of gaia/lifeshift + Tyro + KOTR + Undying... you can expect boost already, so trance would give you that extra break and magic power you need; using artemis would be superfluous.

Healer (current meta first round all buffs)... white mage, santa lucia, aerith meia, glam vamp... or any healer with a prismatic starter +3 weapon:
-Hell's Gate/Tyro
-Knights of the Round (KOTR)

Pretty much expected nowadays, with all cards exect Tyro available in the ability shop and fodder available to be farmed in Yggdrasil map... Covers all essential buffs: barrier, wall, regen, veil, haste, snipe, boost, brave, faith... can't ask for more from a pug healer.
Defender... so many build options, and really they change based on the boss immunity and element... so here are a couple examples of my preferred defender jobs/decks vs the bosses:

Odin boss = knight job defender
-Legendary Powie Yowie (slowga)
-Wind taunt
-Stunga (for guards, odin is immune)
-Fire Taunt

I use wind taunt vs guard A, slowga, tap, tap, fire taunt guard B, drive wind. guard B in a 4* will not receive slowga due to immunity still up before fire taunt, but boss and guard A are; wind drive following this final taunt will receive a bonus of 3 orb ignition, basically allowing you to ensure maximum resistance (potency 3+) right off the bat round 1. Hopefully your breaker can break them all anyway; but if not, people will take little to no damage with the resistances and the wind pact from wind taunt drawing in all AOE wind damage from the boss to you.

Ultima boss = monk > paladin
-Bismarck FFXIV (slowga + stunga + debarrierga)
-Light taunt
-Legendary Ghost (dispelga)
-****flex spot... lots of flexibility if you have bismarck since it gives several debuffs in one card. i'd use some form of AOE break ability like a Bahamut "Flame Fury" AOE BDD or Ixion "Punishing Ice" AOE CRD.
Mrow's Deckbuilding 2.0 (3-12-2018 update)
So the past few months we have had releases of some cards that change the game a bit, so I wanted to offer some deckbuilding strategies that take these into consideration for the truly high end builds... Some notes first:

Trance cards: these cards represent the pieces of Aerith that everyone loves... if you are a warrior job, you use the warrior trance card for a massive bonus to everything you do... increases normal and ultimate attack and break power and increases ability magic power. If you are a legend job or monk with a Lore ability (for instance S1C with ranger lore), you still use your JOB TYPE trance card (S1C would use warrior trance)... this will still benefit your lore abilities! *Thank you @Viktor*

Below are the builds I USE... I don't expect people to be able to mirror these.

Attacker: Thief with lightning skin and Tyrfing, all earth custom panels.
-Titan FFXIV primal boon

Breaker: Ninja with lightning skin, butterfly edge, half panels are break, half are magic.
-Aerith (2x JCR)
-Aerith (2x Break power+)

Healer: Tonberry with all xp+ custom panels and prism staff for more xp/seeds :P
-Hell's Gate

Defender: Knight with Masamune, almost 40k HP in MP with trance up
-Aranea Highwind (stun)
-Legendary Powie Yowie (slowga)
-Fire Taunt
-Earth Taunt
My Decks
Just to illustrate the principles above for attackers and breakers, here are my best builds leveraging all the neat cards I have accumulated/augmented and been lucky enough to summon. (just assume 5* because I don't bother running anything not maxed out).

Last Hunter (with Lightning Skin... 2400 break power + 6 JCR gives me max starting actions):
-Ranger Trance
-Belias/Bahamut/Famfrit sicarius monk card

Knight of Etro: Light mode
-(Noctis) Warp Strike
-Susanoo/Warrior Trance
-Bahamut Zero (Light Fury)

Knight of Etro: Wind mode
-Susanoo/Warrior Trance
-Odin (Punishing Wind)

Mythic Sage: Fire mode
-Ifrit Sicarius
-Fatal Stonega/Aeroga

Grappler: ...pretty much vs any boss, even Ultima.
-Famfrit/Bahamut sicarius monk card

Thief (with Lightning Skin... using Orichalcum weapon for ultimate generation in 2 rounds, able to wipe second boss wave of 4* solo no breaker help):
-Titan FFXIV
-Warrior Trance

Pugilist 1 (for group play): again vs any boss, even Ultima... I just kill her with my ultimate not Duncan :) ... apply NE debuffs, drop Witch's Kiss for unguard, shift and spam Duncan to oneshot.
-Witch's Kiss

Pugilist 2 (more balanced, gets the yellow gauge for breaker):
-Alexander FFXIV
-Monk Trance

Highwind: Dark mode
-Unbreakable Bonds
-Darkforce/Odin FFXIV
-Warrior Trance

Thief of Tantalus (Lightning Skin)
-Ranger Trance
-Famfrit/Adrammalech sicarius monk card/The Knight
-Wind Cutter/Ice Spur/Fire Spur

Bard: main heals (using Tyrfing with 3 prismatic starter unlocked)

Bard (Lightning Skin + Orichalcum): offheals
-Legendary Dragonlord
-Legendary Dragonlord

Heretic (basically don't bother swapping much and even use this on Ultima bc she doesn't get to act, so I don't care if I don't have light drive for defense):
-Slowga (moogle event card)
-Gladiolus/Elemental Taunt
-Ardyn/Unguard/Earth Fury/Highwind (unguard if I have a supreme or FFRK damage card in group, Ardyn for break power if I'm not fighting Anima... Titan for AOE BDD if I am fighting Anima... Highwind for a wind orb dump if I am in fire mode and need a stun to complement Ashe)

-NeoExdeath / Taunt
-Ashe (or hecatoncheir/bahamut sicarius card to help with yellow gauge)
Auto-abilities and Extra Skills
Some critical bonuses you get from cards that you slot in your builds include Auto-Abilities and Extra Skills...

Auto-Abilities (scroll to the far right on your ability card to see a list) can be added to locked slots using Fractals (obtained farming Pleides Lagoon on the different days of the week depending on the element). "The Best" auto-abilities to unlock on cards are... (the % scale from 1-5% so I listed only 5% as best, and I listed the abilities in order of what I think is most useful for each role)...

For anyone (generic best in slot):
*Job Change Recast (this is interesting... it adds extra actions during the first round of combat, and you max out at 8 total starting actions so +6 from this at max...)
*Auto-Charge Ultimate

For healers:
*Prismatic Draw
*Job Change Recast
*HP +5%... dead healers don't heal.
*Barrier Starter
*Regen Starter
*Veil Starter
*[Element] Resistance +5%

For breakers:
*Break power +5%
*Job Change Recast (I suggest putting 2 of them on Artemis so you always have the extra actions no matter which breaker job you are using...)
*Prismatic Draw
*HP + 5%... breakers be squishy.
*Magic +5% (helps with ability break damage on yellow bar)
*Boost Starter

For attackers:
*Magic +5% (for ability damage)
*Attack +5% (for ultimate damage or for Duncan/Yiazmat builds)
*Elemental damage bonus +5%
*Faith Starter
*Berserk Starter
*Snipe Starter
*Brave Starter

For defenders:
*Prismatic Draw
*HP +5%
*Break Power +5%
*Resist [element] +5%
*Magic +5%

Extra Skills, on the other hand, come along with upgrading your card ability levels... and then need to be unlocked over time and usage.

Unlocking Extra Skills on cards - being efficient and effective:
So (mostly for the new people starting out, but also for vets looking for a neat trick i just figured out after 3 months of gameplay.../facepalm), you look at a card and see the Ability Level and then Extra Skills listed under that in icons that might be darkened... meaning not unlocked yet. The way to unlock these is to use them in combat until you see this burst of light around that ability icon that persists through the end of the battle and even stays there if you job change! That indicates that at the end of the fight when you are getting your XP reward a little window will pop up and show the next auto-ability on the list being permanently unlocked! in order to get them to unlock, hold your cursor/finger (for mobile users) over the extra skills on the card to see what the required ability level is... if you have reached that ability level, you can possibly unlock it! So load out your primary and sub job decks with cards that need to be unlocked with at least 1 support skill to heal yourself and go go go!

So how do you actually unlock them efficiently... it costs stamina to do it in mission areas on the map and you end up with a bunch of crap cards you have to sell or augment and dont really need... and you dont really want to go unlocking important extra skills in multiplayer because you will be garbage until they are unlocked (for instance, quick cast on support cards... or 9999+ damage on damage cards... you have to have them unlocked before you go into 3* or higher MP because you just be taking up space on the team and have to be carried by others... which isnt fair.)

Here are my tricks for doing this efficiently:

1) Use BOTH decks, main and sub, to your advantage! if you swap decks (or your AUTO swaps decks on you), you can unlock sub job slotted card auto-abilities as well! The glowing aura around the ability stays if you swap back and forth between jobs during the fight... ALL of the abilities that get triggered (yes you can unlock more than one in a battle).

2) Slot the ability you want unlocked closer to the top of your deck... the way the game is coded, the AI when using AUTO will always prioritize the top ability of an element type as well as that which needs extra skill unlocks... so ensure the card you want used the most is above others of the same element in your deck.

3) Read this thread in the forums... lots of theories as to how it works, but this guy did a ton of research... and it is quite possible what my numbers show below align with his researched data as a perceived method, and indeed i'm looking into my numbers as I type this... but for a good reference look at his research here or on reddit:
I did a ton of my own testing to debunk/prove his theories and I have to say, pretty darn accurate method... basically

So let me quick translate his guide into my own table:
#times to use it PER NODE OR MP BATTLE ability level skill# (attack / support) #battles 2 1 1 / 1 10 to 15 4 2 2 / 1 20 to 30 6 3 3 / 2 30 to 45 8 4 3 / 2 50 to 80 10 5 3 / 2 50 to 80 10 6 3 / 2 50 to 80

if your card needs ability level 2 skill unlocked (the first skill), you need to use 1 once per battle for between 10 to 15 battles.

4) Use Improved Skill Unlock bonuses! For every +1 bonus you gain 50% stackable bonus to reducing the number of battles you have to use a card in to unlock it. If I am using +4 skill unlock bonuses it gives me a +200% bonus effectively... so if in the chart above you need to use a card in 10 battles, 100% (base) + 200% (bonus) = 300% total unlock bonus... so 10 battles / 3 = 3.333 battles. For every +2 skill unlock bonus you divide the total battles by and additional +1... I know that is confusing, but focus! with the MP improved skill unlock weapons granting a base of +3, you can add +1 on a fractal for a total of +4... which means take the number of battles in the list above and divide by base 1 + 200% of 1 (2)... total of 3... so battles / 3 = final number of battles. So in my example of 10 to 15 battles for an ability level 2 unlock you instead need to use the card in 3 to 5 battles (really 3.333 to 5, so 4-5 battles)... and you only need to slot the skill unlock bonus weapons and cards with fractals in your MAIN deck, then fight only using your sub deck... use the card the minimum number of times per battle... finish the node... rinse repeat. Card unlocks. If you have questions about how that works, ask me or ask @Blue Aurora, author of that post (also posted it on reddit). Thank you Blue! fantastic work.

5) Finally, if you burn all your stamina in the world mission areas, feel free to spam 1* Sicarius boss battles... since they are so easy, other players won't care if you are gimping it up... use that to your advantage to unlock your extra skills. Once you have them unlocked, then go after the 2* or even 3* fights to farm seeds and drops.

Group Setup
There are 2 basic strategies I like to use when building groups... you have the standard balanced group and then the attack-focused advanced group. I will list examples for 5* battles.

Standard group (Ultima + Belias... light and then fire)
-Defender (paladin > fire mode heretic > knight > warrior > scholar)
-Healer (bard/devout > dancer/tactician > white mage > red mage)
-Attacker (Occultist > S1C > others... water + dark damage are great here to exploit weaknesses)
-Breaker (grappler... light/dark/water elements are perfect > hermit/assassin/mythic ninja > others)

*Without supremes, defender actually goes first and uses taunt card to remove Ultima's BDU buff... Attacker gets yellow gauge for breaker... Healer applies haste and/or barrier... Breaker applies BDD debuff and attacks yellow gauge. Ideally breaker is able to then break ultima in 2 rounds, but 3 is sufficient if the defender is running sufficient debuffs (slow, stun, taunt, etc.)... attacker should be able to kill ultima in 1 round with 2-4 attacks, ideally dark element. On belias, since buffs should already be up from the previous ultima wave, healer goes first > attacker gets yellow gauge > defender debuffs > breaker attacks. In a perfect world, this second wave is broken in 1-2 rounds, the attacker again clearing all broken mobs during that first break.

Advanced group:
-Attacker (yolo build, dark or water and lots of self damage buffs)
-Attacker (balanced build, dark and water elements)

*In this group you have the standard attacker from that first group setup coupled with a heavy hitter instead of a defender... in this group we assume that the healer is able to sufficiently keep people alive through the 1-2 rounds needed for the breaker to break, and that the attackers are able to do their job effectively. in this case, the yolo attacker may just oneshot the boss and that's all he does... the balanced attacker would assist the breaker. This is more risky of the two setups, but you will see more supreme users and high end builds preferring this for speed of runs over smoothness and safety.

Either way, the battles should not last more than 3 minutes. You tend to see 1-2 minute battles using the aggressive strategy and 3-4 minutes on average with the standard strategy... very little difference unless you are sitting on your PC for hours and hours grinding sicarius fights... then speed becomes attractive. If you are just casual farming, go with the standard group setup and relax :)
Sicarius Battles
Now... Sicarius Battles! (I won't bother talking 1* and 2* fights because they are basically the same as 3* but easier... 1* only has the Boss; 2* has Guard A + Boss... so essentially take this below as a baseline for how fights progress and follow the same strategy.) Note: in 1* battles you start with 4 actions; in 2* you start with 3; in 3* you start with 2... This is incredibly important for application of debuffs, buffing, use of abilities and drives and attacking – be as efficient as you need to be for the strategy to work. Obviously, in the lower tier battles things are a little easier. 4* Sicarius battles are essentially a modified single boss at 3* first wave, then another full 3* boss with guards in the second wave. These bosses WILL oneshot your group (defender included) with something called "Ultimate End" if you break them 3 times or more... they will do this every 1-2 rounds and wipe your group... this is precisely why you come prepared or... don't show up at all.

To give you an idea of how a 3* Sicarius fight usually goes, here is a round by round sort of rotation:

Player Round 1: Healer buffs, empties bad orbs with a drive/attacks to recover some orbs; Attacker uses ability to damage yellow gauge of GUARD B (the healer guard) and likely drives and attacks once each to clear up orb inventory; Defender uses debuffs/taunt, resistance drive and attacks; Breaker uses boost and/or a pupu as orbs are available (and because if the extra skills are unlocked, free actions to activate!) and then attacks the red bar to damage break gauge. Note: defenders applying debuffs... with a stun of 2+ actions, the boss will do nothing the following enemy round. So any debuffs applied will have a wasted round in which the boss wouldn't even be doing anything anyway... save your other debuffs for the next player round! Slow is the only exception... stun + slow actually stack, so the next round 1 slow + 1 stun action will be removed.

Enemy Round 1: Guard B (healer) will likely not be broken yet (usually takes 2-3 player rounds to get there), so it will either add a buff to the enemies or use Esuna to remove any debuffs added (this includes break damage debuff, so pay attention to that if you used one of those the first round... i recommend waiting until Player Round 2 to use that debuff to ensure you get the maximum break potential and to ensure the enemies do not receive an immunity to that debuff... which would slow you down); Boss will attack twice (hopefully attack the Defender twice if there was a taunt applied in player round 1) and then -aga attack the group, damaging everyone significantly... at least 2000-3000 damage even with an elemental resistance drive up (newbs under 3000 health are dead instantly); Guard A will also -aga the group for another 2000~3000 damage to everyone unbuffed... this could end up killing people with 5000 health to start... that includes most 7* players and some 8* jobs even... again, no newbs should be in 3* Sicarius fights for this reason. A dead player is a useless player.

Player Round 2: Healer will heal/buff + attack to recovery orbs; Attacker will use only 1 drive to clear orbs, gets yellow gauge and then attacks 1-2x (haste should be up at this point from the healer since it is priority 1... otherwise you have a bad healer or bad luck for lack of life orbs); Breaker breaks Guard B (unless they don't have boost or a pupu up... then you may end up into round 3 breaking); Defender uses debuffs, a heal and/or elemental drive and attacks last as many times as possible to generate orbs for everyone.

Rinse repeat this until Guard B is broken > Attacker kills it while Breaker switches targets to BOSS/Guard A... Rinse repeat until Guard A is ALMOST BROKEN... then focus the boss. DON'T KILL GUARD A YET!! You can afford to not kill Guard A and break the boss... Just keep Guard A debuffed with stun/slow so it does not attack... killing Guard A will send the Boss into its rage mode, upping its defense and attack, resetting its yellow break gauge... Altogether making things an exhausting effort and extending the fight by another 3-5 minutes or more.

I truly recommend just waiting to kill Guard A completely until the boss is either freshly broken the first time or even down to 50% health... If you can get the boss to 50% and then kill Guard A, you basically ensure a cookie cutter process of heal up, buff, break, damage... rinse repeat on the boss with a piddly little Guard dropping some damage here and there. Just keep rotating debuffs and keep your buffs up, generate orbs and be patient and it will be a win. 2 guards up = painful... 1 guard up = not so bad... only boss? It actually hurts more having just the raged boss than with 1 guard, trust me. Every 2 rounds the raged boss will virtually oneshot people with its area damage ability... and when it does the X version of its ability, it can end up as a total party wipe, even when fully buffed with barrier and drive resistance... My 7000+ health 8* Ranger with +350 health boosted Rising Sun X weapon (with like 8 weapon boost modifications to it...) gets one-shotted by Ifrit's Hellfire X even with Barrier and fire element drive up... Ridiculous.

So while you SHOULD be able to just kill a guard > kill a guard > kill the boss... sometimes it just makes more sense to kill Guard B, damage Guard A while breaking the boss... Break Boss... Kill Guard A... Kill Boss. 2* Sicarius fights are similar, but you can scale down the damage... Bosses that are using their raged X ability will be doing around 3000-4000 damage unbuffed (killing most 6* and lower people)... but with buffs you can survive through them with a heal each turn. For 2* fights just kill the guard first and break the boss; ideally you'd want to practice the break boss > break + kill guard > kill boss strategy with a good group if you can. It all hinges on your Breaker being good and your Attacker(s) not being dipsh*ts.

Couple guidelines:
-1* and 2* Sicarius fights can be solo'd by any 8* job with a 200+ level deck and appropriate cards. Should take 2-3 rounds, maybe 4 if you have low break power. As far as groups go, a good group should finish 2* battles in under 3 minutes... a really powerful attacker + mediocre breaker can finish in 60 seconds duo... and a good, balanced group with a second attacker or breaker in place of a defender can take down 2* in under 90 seconds.

-3* and 4* Sicarius fights should take 8-10 minutes (2-3 rounds to kill Guard B, 1-2 more rounds to break Boss and Guard A... give or take 2-3 rounds if your team works together and breaks boss before killing Guard A so they don't have to reset him and rebreak); a very good group can kill in as little as 3 minutes... I've only been in a few groups that did that, though I've been in several that have done 5-7 minutes. These are balanced groups of Defender (me) + Healer (usually dancer but devout and white mage are good, too) + Breaker (assassins are best at the moment) + Attacker (as long as they can target weakness yay). A bad group (meaning a low damage/wrong element Attacker or a mediocre Breaker that takes a long time or doesn't have a pupu) can take 10+ minutes... that is a LONG time and feels like forever... but that can only even happen if you have a good Defender + Healer, otherwise you are dead as soon as the boss starts whipping out X versions of their main attack.

-Goals... I think everyone should work toward building a complete 4-man group of jobs (you + 3 AI) that can complete any 4* battles in under 10 minutes. That means slotting cards in the right order, appropriate debuffs and buffs, the right damage weakness cards... complexity and planning, effort and patience farming them over time. This means you can literally farm pugs as any role, and you intrinsically know what you are doing. Go! Do it!
5* Sicarius Strategies
Disclaimer: I assume that if you are looking at 5* strategies you aren't a newb. No offense, but if you do not have deck level 300+ and LEGIT decks, you should not be doing anything above 4*. 5* is for non amateurs... bring the pain or it is a graveyard. Also using common wordings not writing everything out because I'm going to assume you know what things mean.

Adrammalech + Guard B (light) + Guard A (water):

Defender (Heretic, Monk, Moogle Suit or Scholar... Scholar can drive wind and water, which is really nice)
-slow/slowga (Bismarck FFXIV or Powie Yowie card are preferred but Yasha is fine vs boss alone)
-WIND taunt preferable
-Curse/Cursega (or Gladiolus card if you have it)

Healer (Hall of Fame white mage or a bard/dancer with prismatic starter tyrfing or tactician/devout with prismatic starter truescale staff):
-Hell's Gate/Tyro/Lunafreya
(i prefer garuda + hell's gate + KOTR setup, but you could use my setup of Lunafreya + Cindy + KOTR if you have the FFXV cards available)... healer needs to have 1 wall, 1 barrier, 1 haste, 1 damage buff... and a method for getting them activated round 1... or don't heal in 5*.

Breaker (Ranger or Assassin Hall of Fame are the best fits, but Noel and ToT work well)
-Hecatoncheir sicarius monk card / Titan FFXIV (enstone + cleaves)

-Force/FFXIV odin/titan/bahamut card... need to have a way to control orbs FAST.
-Break card (CRD preferred, BDD works... combo works... must get 30-50% yellow round 1 or people could die)
-Damage focus card... need to be able to 1 or 2 shot the boss on demand... multistrikes preferred, but as long as you have good orb management, doesn't matter what you use here... should be same element as your break card because you'll be using force to manage orbs.

Round 1... both guards start off with total invulnerability... this means you cannot break them, you cannot touch them. Boss is immune to stun and debarrier. Healer drops all buffs instantly... this is risky because if you kill in 2 rounds you are fine but if it takes longer, you may not have wall available for final attack or any way to heal group after the first buffs are dropped until the cooldowns are up in 2-3 rounds... this means the defender needs to be dependably able to generate life/prismatic orbs to ensure people are full healed every round. Attacker gets 30-50% of boss's yellow gauge... if you fail to help break yellow the breaker may not be able to break boss round 1, making the fight much harder and longer... Breaker... break. If you can't first round break a 4* battle, don't even bring your breaker to 5*.

If boss is broken round 1, good things! Guard B will Esuna or faith/brave buff... Guard A will cast Blizzaga or Debrave... without wall or barrier + water drive, someone could die if they don't have over 10,000 HP. Blizzaga hits very hard. On the plus side, the guards' invulnerable status that only lasted 1 round at the start is gone! leading us to...

Round 2... if boss was broken round 1, then the easy task of breaking both guards is up. Breaker needs to be able to do this alone... get yellow + 1 tap each guard OR if you are using cleaves, 1-2 tap both guards at once... you have to break both guards right now or this run will potentially fail or at the very least go on for another 2-3 rounds... at which point you find yourself breaking boss and guards all over again. Healer... you are just managing orbs at this point because your buffs are all on cooldown... go last with taps if you can to give whole group orbs. Defender... HEAL DRIVE + WIND DRIVE... if you fail in this, someone will die to the final attack... Attacker. Kill all 3 enemies. If you don't, the breaker will have to break boss again next round and then both guards in 2 rounds after that and then boss AGAIN the round after that... clusterf*ck. IF the attacker kills all 3, the group needs to be fully healed with 10,000 HP each with barrier + wind drive 2 or better potency... if those conditions are met, no one dies to the final attack and you go home victorious in 2 rounds... well done.

IF THINGS GO BAD... here are scenarios:

Round 1 break doesn't happen... boss places immunity on both guards, potentially 2 rounds each. Breaker NEEDS to break boss Round 2 in order to buy time for buff cooldowns as well as the invulnerability to tick down on guards... healer has no buffs to heal with, so defender needs to cover healing for the group. Attackers/Breakers with heal drives are a boon here, in that you can self heal by driving. Rinse repeat break boss > break guards > break boss > break guards... until at least guards are dead or all 3 are broken at same time for total kill. Beware the final attack, make sure everyone is healed and defensive buffs up.

Round 2 total kill doesn't happen when all 3 are broken... at the very least kill Guard A. you need to take down the attacker guard to prevent it from killing the group with Blizzaga when it is back up... boss will invulnerable both guards when it is unbroken, so if you don't get either guard killed in Round 2, assume you are just managing orbs and helping breaker break boss for the next 2-3 rounds... Breaker, make sure if boss isnt invulnerable that you break it in one round every time... store actions, manage orbs... be ready to rock. If he is every unbroken, break him.

Lining up breaks on boss and guards is hard after round 2... it takes a tight group with good decks and skill to make it happen. If you are pugging and not on discord or steam chat... I would not enter a hosted room for a 5* without first deck checking every person in the room for their player level, deck level and builds - if even 1 person is poorly set up, someone is going to die.

Couple mechanics to watch for...
1) Dispelga DOES remove the immunity to debuffs the guards have, but it does not remove the invincible. so time legendary ghost for round 2 when boss is broken. Heretic is perfect tank for that strat. breaker breaks turn 1, heretic just orb manages... turn 2 heretic goes first with dispelga to remove the debuff immunity + gladiolus/slowga + legendary treeface for weakenga... breaker breaks guards and attacker kills all 3 a little easier with the debuffs added :)

2) If guards die round 2 but boss does not, on round 3 it is really important NO ONE TOUCH BOSS if he is below 80% HP already... just drive and heal, dont even debuff him. doing any actions to boss will trigger an instant invincible and wipe all buffs. then you have to wait another round. just let him use his ult and get buffs back up start of round 4, break and kill him. if he is above 80% HP, however, you CAN break him.

3) If you deal damage to boss before he is broken and he reaches 80% hp mark, he WILL trigger an invincible on himself. You have to break him before you damage him or risk wasting time/causing a wipe. You can actually take advantage of this as a supreme user (rag or UB) - @TheOppressed from my discord Dreamer Society uses a strat on his double aerith + UB 12* dark knight that is a no break strat @.@! Use UB round 1 to take him to 80% and trigger the invincible on purpose... he will NOT invincible the guards turn 2, allowing you to kill both guards with UB spam... then turn 3 he is already at 80% so you can just kill him no break style. Really interesting strat... not for the weak :)

I wish you luck! 5* is fun, and finally challenging MP is here! Sorta :P We still have monsters among us...

Much love to Platina Valkyrie and his OPness. Follow him on YouTube and look for him at the top of every battle tower event ranking - he is the real deal. Also a big thank you to The Dreamer Society, Robbie Dagger's discord - you guys are what make this guide and my skill possible. :swardpwr:
Dreamers with the all defender 5* run lulz
So... you can now be super effective in Mobius FF Multiplayer!! ...maybe. You still need to know what you are doing and pay attention... oh and have a good internet connection :P Don't be an idiot and play on 3g on your mobile phone... Use wifi or play on Steam with a wired connection - by having issues connecting, it lags you and makes you run on AUTO sometimes or just not attack at all most of the time. This is a huge problem when 3 other people are depending on you. Don't waste their time and yours by being lazy. Do SOMETHING every round, even if it is just use a drive and attack last. Every attack gives the group orbs, so it is valuable.

Come prepared, play smart - and GOOD LUCK! Welcome to FF Mobius!!

Please rate my guide, comment if you have questions/suggestions or add me as a contact and set up some multiplayer runs with me! I am happy to come any role needed to help teach or just win/farm.

Thanks for reading!
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Adelin May 20 @ 9:54pm 
Hello, it's interesting about knight of the round, i know there is a wiki where we may find data.
in game information doesn't speack about stats it is sometime confuse.

By the way, i have 5* undying and gaia, i'm glad chapter 8 gave me the last dark pneuma required/

Thanks :)
mrowmrif2  [author] May 20 @ 7:27am 
Kotr still scales stats multiplicatively, so it will always be better than trance on healer; its just the only bonus left. Dont force all trance into a healer deck. Aerith is the exception because it has more utility than just trance. What other buffs would an attacker bring? No reason they cant run their own trance...

Elemental shift + break ability + damage focused ability + trance is pretty cookie cutter with the card options we have now. Healer can run the standard deck, meaning everyone brings what is expected of them to do their jobs and winning is easy. When people start mixing it up trying to be fancy, that is when things go badly.
Xiphure May 19 @ 6:00pm 
Okay another question what about on overboosted classes from what I heard diminishing returns until you activate trance would KotR still be better or all trance?
goredrinker May 19 @ 4:11pm 
Trance is 30% all stats; kotr is +100% attack and break stats and 50% magic. Echo gives all trance effects; kotr is clearly the bigger bonus - and meta is that healers provide kotr or they are bad healers. People can bring their own 2 orb trance or can use echo if they can figure out a way to gaurantee the orbs.
Xiphure May 19 @ 2:48pm 
Okay, but what is the difference between Echo Stage left, and KoTR they both boost stats but what is the difference between the 2?
goredrinker May 19 @ 8:31am 
No please... do not replace kotr. Echo is not a good mp healer card. Let people bring their own trance; you must probide fsith and boost.
Adelin May 18 @ 9:17pm 
thanks a lot.
Xiphure May 18 @ 9:05pm 
Replace KotR with Echo stage left, why would you replace Life shift you need life shift. Other than than augment it to 5* max abillity level. Gia and the Undying at 4* both have +1 life orb starter.
Adelin May 18 @ 4:25pm 
Hello, i just draw a new card 4* that look cool: echo, stage left, ads trance all ( boost any job states) and quicken for current turn. Should i swap one of those cards for it : Gaia, the undying,hellsgate, knight of the round ?

I edit this message, while i really like echo stage left, ( Aerith of the poor man) it does lack orbs shift from aerith and haste. Dancer start with 3 life orbs, and i draw +2 prismatic orbs each battles start.
It's a risk to not bring gaia, as i would not encounter life orbs in two rounds or three if i'm unlucky, even by driving.

This Echo stage, doesn't fit curent healer, if not with cindy + another card i forget the name.
I'm sad, i liked to have 20k hp
Adelin May 16 @ 12:34pm 
Hello goredrinker.

Thanks a lot.
Undying i guess, require 4* grow star, so it's about day 15 of mobius box, i will receive the star/

I survive on boss where dancer has enough element resistance 5* battles.
If i find a healer jobwith light resistance before end ofthis event, it would be nice.
Some say Earth first round to be driven, then wind, then earth again, depend of color of the circle over ultima weapon.
I have lot of 5* life healer cards, that are outclassed by the new mp healer build i use ( thanks to guides) This way i lost too many growstars for cards i won't use again.

At last there is mp shop, where i can find augment cards, and get fun in mp battles :)

next will be about building deck for my dragoon balamb mercenary, althea + op meia job,paladin, ranger, unbroken hero, warior...

I just tryed devout beginner set ( not devout role that is better) couldn't drive enough life orbs.
Almost died on 3*ultima with 9000hp
Dancer at last as dedicated auto.

Have a good day :)