Advanced Grids/Varuna/Horde

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Horde vs. Extreme+

Clearing Horde gives rewards equivalent to clearing 30 individual Extreme raids; therefore it is less AP and time efficient for meat farming than Extreme+. However, the advantage is that you do not need to interact with the game as often compared to individually hosting Extreme+.

Useful Horde Characters (Non-Exhaustive)

Below is a list of some useful characters that players can use to build their own 30 wave Horde setup. Note that characters who start with turn limited buffs or rely on skill nukes after enemy special attacks will be less useful and/or reliable over the course of 30 fights.

Criteria Examples
  • Any characters that deal skill damage after normal attacks:
  • Any characters that innately provide a source of Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    :
  • Any characters that can innately Triple Attack:
  • Any characters that can Triple Attack conditionally:
  • Any characters that innately multistrike:
  • Any characters that provide offensive support as a sub ally:

Testing Horde Setups

Horde setups can be tested in Trial Battles. This dummy boss has the same stats as the U&F battle.

Testing Horde (Water Favored)
Defeat the Trial Lignoid in one turn with as few buttons as possible!

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Horde Team Examples

These setups are built to do 20 million damage every turn while pressing little to no button presses.

Replacements:
Any Gun character
Celebratory SaluteGun- or Bow-specialty Water allies gain effects in order based on number present as main allies:
1: Supplement normal attack damage by 30,000.
2: 10% Bonus Superior Elemental DMG effect.
3: Normal attack hit number increases by 1.
4: 10% boost to damage cap.
Arvess ResonanceGuaranteed triple attacks.
20% hit to charge bar gain.
10% Bonus Water DMG effect to Water allies' triple attacks.
Hudor Arche20% boost to Water's, Tsunami's, Hoarfrost's, and Oceansoul's weapon skills.
(Takes effect even when Gabriel is a sub ally.)
The Moon ReversedWhen Sub Ally:
+2% boost to Water allies' ATKMultiplier: Unique per turn passed (Max: 20% at 10 turns).
+4% boost to Water allies' DEF per turn passed (Max: 40% at 10 turns).
At level 95:
+3% boost to Water allies' ATKMultiplier: Unique per turn passed (Max: 30% at 10 turns).
+5% boost to Water allies' DEF per turn passed (Max: 50% at 10 turns).
+1000 Supplemental DMG effect to Water allies per turn passed (Max: 10,000 at 10 turns).
Transcendence Lvl 5
Transcendence Lvl 5
Not Selected
Not Selected
Not Selected
Geisa AriWhen main weapon (MC only):
No charge bar gain upon normal attacks, amplify normal attack damage by 30%, and normal attacks deal 4-hit damage to random foes.
EinarWhen main weapon:
80% Bonus Water DMG effect to Water allies' single attacks.
Mikill LasWhen main weapon:
Supplement Water allies' damage by 100,000, 10% boost to damage cap, and 100% hit to multiattack rate.
Destruction's Godblade III35% boost to Water allies' ATKMultiplier: EX.
20% Bonus Destruction DMG effect.
Rebirth's Godshield III30% boost to Water allies' max HP.
10% Bonus Destruction C.A. DMG effect.
Strife's Godstrike II10% boost to Water allies' normal attack damage cap, supplement normal attack damage (Damage cap: 20,000), amplify superior elemental damage by 30%, and 30% reduced damage taken from Fire.
(Activates when either Water Omega or Water Optimus weapon skills have a boost of 280% or above.)
Optimus Exalto Aquae30% boost to Water's, Tsunami's, and Hoarfrost's weapon skills Water's CelereSmall boost to water allies' ATK and critical hit rate Hoarfrost's StratagemBig amplifying boost to water allies' critical hit DMG
Optimus Exalto Aquae30% boost to Water's, Tsunami's, and Hoarfrost's weapon skills Water's CelereSmall boost to water allies' ATK and critical hit rate Hoarfrost's StratagemBig amplifying boost to water allies' critical hit DMG
Tsunami's CelereMedium boost to Water allies' ATK and critical hit rate Slaysnake's Myth IIWhen main weapon (MC only): Gain 10% ATK Up (Stackable / Max: 100%)ATK is boosted (Stackable / Can't be removed)
Strength: 10% (Max: 100%)
and 1% DMG Cap Up (Stackable / Max: 10%)Maximum amount of DMG that can be dealt per hit is boosted (Can't be removed)
Strength: 1% (Max: 10%)
upon dealing multiattacks.
Tsunami's TriumMedium boost to Water allies' multiattack rate
Tsunami's FandangoMedium boost to water allies' ATK / Medium boost to triple attack rate Strike: WaterBoost to water allies' normal attack DMG cap Snowfall's ManeuverSupplement water allies' normal attack DMG
Tsunami's FandangoMedium boost to water allies' ATK / Medium boost to triple attack rate Strike: WaterBoost to water allies' normal attack DMG cap Snowfall's ManeuverSupplement water allies' normal attack DMG
Transcendence Lvl 5
Hoarfrost's ApotheosisBig boost to Water allies' ATK and max HP / Big amplifying boost to DMG β Revelation Albus II50% boost to skill DMG cap and 10% boost to skill hit rate Divine Water's Ruination40% boost to Water allies' ATKMultiplier: EX, 7% boost to DMG cap, 25% boost to double attack rate, and 25% boost to triple attack rate.
AmplifyStacking: Special normal attack DMG by 10%.
(Activates when any of Water Omega, Water Taboo, or Water Optimus weapon skills have a boost of 280% or above.)
Hoarfrost's FandangoBig boost to water allies' ATK / Big boost to triple attack rate Water's SpearheadSmall boost to water allies' triple attack rate and critical hit rate Hoarfrost's DeathstrikeBig Bonus Water DMG effect to water allies
Hoarfrost's FandangoBig boost to water allies' ATK / Big boost to triple attack rate Water's SpearheadSmall boost to water allies' triple attack rate and critical hit rate Hoarfrost's DeathstrikeBig Bonus Water DMG effect to water allies
Lvl 250
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