Brave Frontier Frontier Gate Guide



Brave Frontier Frontier Gate Guide by ATC007

General Information:

  • Costs one hunter orb per run. The same orb used for Frontier Hunter.
  • Consists of 30 set stages. They’re always the same. Every 5 stages you have the option to continue, pause and resume later, or quit.
  • Quitting should only be done when farming FG points and if you know you can’t win the next stages. If you get wiped at a stage you will not receive any rewards. The only way to claim rewards is to quit or clear the FG.
  • One squad. You can’t change your squad until you either quit at a 5 stage checkpoint, or die.
  • Every 5 stages you can choose between a few various buffs, or take none and bring the set item set. They vary from the start of each stage and replenish every 5 stages if you carry them over. Buffs and items will not be carried over to the next 5 rounds.
  • If you die you have to start from the beginning. Using orbs to retry from the last checkpoint has not been implemented yet.
  • Bring a mitigator, healer, poison inflictor, and an optional HoT. These roles are required except for the HoT which is extremely helpful as one of the bosses has a very strong DoT.

(Nothing special for the first 20 levels. Autobattle if you so desire.)

Stage #1-5

Available Assistances:

  • Boosts ATT by 20%
  • Boosts Def by 20%
  • Start with Full BB Gauge
  • Item sets

Stage 1: King Burny, King Squirty, King Mossy, King Sparky.

Stage 2: Leon, Verica, Zaza, and Grafl.

Stage 3: Luna and Mifune.

Stage 4: Fire Idol, Water Idol, Earth Idol, Thunder Idol, Light Idol, and Dark Idol.

Stage 5: Vargas, Selena, Eze, and Lance.


Stage #6-10

Available Assistances:

  • Invalidate All Status Ailments
  • Start with Full BB Gauge
  • Boost BB Gauge when attacked
  • Boost damage dealt during spark by 50%
  • Heal all units HP to full
  • Revive all dead units

Stage 6: 2x Metal Ghost and 2x Jewel Ghost.

Stage 7: Lava, Mega, Emilia, and Douglas.

Stage 8: Falma, Luna, and Shida.

Stage 9: Light Totem and Dark Totem.

Stage 10: Rameldria.


Stage #11-15

Available Assistances:

  • Boost Atk by 25% and boost damage during critical hit.
  • Boost HP and Rec by 25% and heal every turn.
  • Start with full BB gauge.
  • Boost Def by 30%, chance to reduce damage, and reduce damage when guarding.
  • Fills BB gauge every turn and increase BB fill rate.
  • Item Set

Stage 11: Zegar, Zephu, Leore, and Weiss.

Stage 12: Zergel and Vanberk.

Stage 13: Zerafalgar and Farvnil (Ragshelm).

Stage 14: Zerafalgar and Oguro.

Stage 15: Alpha, Kanon, Feeva, and Kira.


Stage #16-20

Available Assistances:

  • Boost HP, Atk, Def, and Rec by 30%.
  • Invalidate all status ailments and chance to inflict random status ailments when attacking.
  • Fills BB gauge every turn and increase BB fill rate.
  • Start with full BB gauge.
  • Boost BB gauge when attacked and recover HP when attacked. Item Set

Stage 16:Tora and Fahdal.

Stage 17: Arus and Sergio.

Stage 18: Jewel God.

  • Removes buffs and does negligible damage.

Stage 19: Fire Mecha God, Water Mecha God, Earth Mecha God, and Thunder Mecha God.

  • Weaker than their Vortex counterparts.

Stage 20: Tazer, Faris, Zeln, and Priscilla


Stage #21-25

Available Assistances:

  • Boost HP, Atk, Def, and Rec by 30%.
  • Boost Atk by 30%, boost damage during critical hit, and boost BB damage.
  • Boost Def by 30%, chance to reduce damage, and reduce damage when guarding.
  • Fills BB gauge every turn, increase BB fill rate, and reduce BB gauge consumption when using BB.
  • Boost BB gauge when attacked and recover HP when attacked., and low chance to reduce damage to 1.
  • Invalidate all status ailments, chance to inflict random status ailments when attacking, and boost damage dealt during weakness element.
  • Boost damage dealt during spark by 75%, and BB fills when sparking.
  • Boost normal hit count and grant Angel Idol when HP falls below 20%.
  • Invalidate all critical damages and weakness element damages from enemies.
  • Revive all units
  • Item Sets

Stage 21: Lin

  • Does not attack at all except if you fail to meet the following condition
  • Must reduce her HP to under 50% in 3 turns or less.
  • If you fail then she inflicts an AoE that won’t kill you but leave you very low and remove all BB gauge.
  • If you succeed then she heals your team.
  • On the 4th turn she commits sudoku and disappears
  • Overall, fairly straightforward. Not much to worry about here.

Stage 22: Mifune

  • Mifune’s attacks don’t hurt in the slightest. Mitigation every turn ( heck dont even really need it although it’s recommended in case of crits ) and you’ll be fine.

Stage 23: Edea and Loch

  • Edea gives Loch and herself mitigation and all status ailments. This will not be active on the first turn so use it to deal as much damage as you can.
  • Loch can be paralyzed
  • Loch can activate his UBB to deal a massive AoE the turn after.
  • They have fairly low HP. Nothing too serious, you can survive Loch UBB with just mitigation. You can guard your water units if you want to be safe.

Stage 24: Kikuri and Sefia

  • Kikuri removes LS and Sefia removes buffs every turn.
  • Kikuri is vulnerable to paralysis and Sefia is vulnerable to curse.
  • They can inflict poison and curse.
  • I recommend UBBing here. You can either use a damage UBB or a 100% status ailment UBB. The faster you kill the better. However, if you don’t have the damage for that, go for Kikuri first. If your status ailment buffer has paralyze and curse, and can hit them with those.

Stage 25: Defense System

  • Mostly ST attacks.
  • Can do multiple strong AoE’s in one turn that you will easily survive with the right defensive set up. Occurs every 3 turns.
  • Inflicts damage to itself and does not attack. Occurs every 5 turns.
  • Straightforward battle.

Stage #26-30

Available Assistances:

  • Boost HP, Atk, Def, and Rec by 30%.
  • Boost BB gauge when attacked and recover HP when attacked., and low chance to reduce damage to 1.
  • Fills BB gauge every turn, increase BB fill rate, and reduce BB gauge consumption when using BB.
  • Boost HP and Rec by 30%, heal every turn, and drains when attacking.
  • Boost Def by 30%, chance to reduce damage, and reduce damage when guarding.
  • Boost damage dealt during spark by 75%, and BB fills when sparking.
  • Invalidate all status ailments, chance to inflict random status ailments when attacking, and boost damage dealt during weakness element.
  • Boost normal hit count and grant Angel Idol when HP falls below 20%.
  • Invalidate all critical damages and weakness element damages from enemies.
  • Item Set

Stage 26: Grand Jelly

  • Must kill in under 10 turns or else he buff wipes and destroys your entire party.
  • Activates Mitigation under <50%
  • Buff wipes on almost every attack
  • Inflicting sickness will cancel the mitigation
  • Poison is key here. A trick here is to try to lower it to just above 50% and try to bring it down fast. While you can probably KO from 51%, I’ve never succeeded ( though I have come close ). Posion is much safer, but it is suggested to try both.

Stage 27: Skramya the Ice Demon

  • Massive AoE at 50%
  • Can endure AoE with just mitigation, but if it crits you may see dead units. Mitigate and guard is a wise choice.

Stage 28: Valmodora

  • Fairly straightforward battle. Just watch out for when it stays idle for one turn and does something called “power charge.” Guard all unit on this turn as it buff wipes and you’ll be fine.

Stage 29: Fallen God Lagzal

  • Can use BB steal on normal attacks
  • Has multi element AoEs.
  • The thing to watch here is for when he says ( roughly translated ) “I heard Song.” and heals. Guard all your units as he does a buff wipe and pray he doesn’t focus target one of your units afterwards.
  • At 20% he will be idle for one turn. Guard or you will die. He does a buff remove attack on everyone. If you guard, you’ll be fine.

Stage 30: Granvalm

  • Inflicts ATT Down
  • Inflicts Heavy DoT
  • Best way to counter DoT is with HoT, and massive heal UBBs. It’s a race to the finish, so kill ASAP! Any offensive buffs are welcome.

If you beat the Frontier Gate then congratulations! The rewards you can nab are:

3 Burst Frogs – Clear Stages 1-5

All Imp Arton – Clear Stages 6-10

Imp Key – Clear Stages 11-15

Sphere Frog – Clear Stages 16-20

Piany Flower – Invalidate all status ailments and boost BB fills by 1 BC when sparking. (Status Immune Sphere) – Clear Stages 21-25

Phantom Gizmo – Boost all parameter by 30%, fills 5 BC every turn and 2-3 BC fills when attacked. (Status Boost Sphere) – Clear Stages 26-30

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Brave Frontier Beginner’s Guide
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Brave Frontier Elgif Dungeon Guide
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Brave Frontier Frontier Gate Guide
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4 Responses to “Brave Frontier Frontier Gate Guide”

  1. Failed to mention that fallen God lazgul will do a single attack on one unit every few turns that will one shot said unit because I was unaware of this I lost please be more spacific with detail .

  2. Thanks for the guide!
    Finally beat it with this squad set up:
    Leader Grahdens

    Diana
    Shera
    Andaria
    Ivris

    Friend Haile (her bb attack boost is so fricking good to have, also used her ubb for to Granvalm quick)

  3. This guide was ok.

  4. This guide made me wipe!
    Stage 29 – Fallen God Lazgul
    At 20% he DOES IDLE. what you have to watch for is a phrase at 20% (I missed what he said).
    I was close to 20% but didn’t think I got there because I thought 20% was at the tip of the wing on the HP bar. I decided to attack thinking the boss was supposed to be idle but it did not. Resulting in a wipe from not guarding.
    I repeat: watch for the phrase at 20%.

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