Brave Frontier Endless FG Guide

Brave Frontier Endless FG Guide by WaifuAllNight

I have created this guide for Endless FG compiled from many different sources online along with my personal testing. I hope this guide will help you get to Stage 100 and beyond of Endless FG! Let’s get started.

Preliminary Information

0.1% of your Esteem Points earned from Endless FG is converted to Prestige Points for your guild. If you earned 20,000,000 Esteem Points, your guild will receive 20,000 Prestige Points. Picture.

  • Endless FG is a never-ending FG that gets more difficult as you progress. Sphere/Elgif rewards end at Stage 100 but you can still get Frogs and Artons up to Stage 200.
  • Every wave will have a randomized encounter from a predetermined pool of enemies. Most of them are quite harmless, but a few in particular are very dangerous. I will cover those in the Enemy Encounters section of this guide.
  • FH Orbs cannot be used to continue. You can either continue, pause, or retire after every 5 stages.
  • Round 5 will always be an EX dungeon boss or Heros + Friend with the exception of Stage 100.

Suggestions and Tips

  • Dual HP LS are highly recommended. In my clear, every unit in my team has 25k+ HP along with the extra mitigation from Ark OE’s LS. This is to help my units survive the later stages of Endless FG.
  • Having Critical and Elemental Weakness null on all units, either from spheres, LS, or Ark SP, is highly recommended to reduce the chance of RNG deaths.
  • The spheres and elgifs that your units equip should be focused more on survival than damage. Examples would include Beiorg Armor, Phoenix Crown, etc.
  • If you can slot it in, DEF Ignore immunity is also a great buff to have. Several stages such as Rize and co and Kagura + Lune have DEF Ignore and can wipe your team at later stages.
  • 2 Turn Mitigation might be bugged for some platforms such as Windows, so use caution.

Stages 1-100

Teams and Teambuilding

My Japan Clear of Lucius Stage 100

  • Kulyuk leader
  • Izuna
  • Krantz
  • Selena
  • Felice
  • Ark friend

This team has many of the essential buffs that are good for beating Endless FG, such as:

  • Mitigation (2 turn is ideal) (Magress, Juno, Krantz)
  • Burst Heal (Krantz, Kulyuk, Ark)
  • HoT (Lara, Selena, Juno)
  • HP on hit (Selena, Krantz)
  • BC HC drop rate (Krantz, Selena)
  • BB on spark (Felice, Sirius)
  • BB on hit (Felice, Kulyuk)
  • BB regen (Selena, Felice)
  • BB fill rate (Atro, Kulyuk)
  • DEF buff (Sirius, Kulyuk, Atro)
  • DEF convert (Kulyuk, Krantz, Silas)
  • Cure status ailments (Krantz, Ark, Selena)
  • ATK down debuff (Izuna, Shelly)
  • Barriers (Ark, Kulyuk)
  • OD fill rate (Ark, Atro)
  • ATK buff (Ark, Sirius, Atro)
  • Spark buff (Izuna, Verne, Zero)
  • Dark/Light elements added (Krantz, Sirius)
  • Critical negation (Ark SP, Lara)
  • Elemental weakness negation (Ark SP, Kulyuk LS)

Some other great buffs to bring include but are not limited to:

  • Negate status ailments (Juno)
  • Inflict Status Ailments (Azami, Shelly)
  • Instant OD fill (Rengaku, Allanon)
  • Tristat buff (Atro, Sirius)
  • Ignore DEF null (Juno, Lara)
  • BB mod buff (Sirius, Silas)
  • Crit rate/crit dmg buff (Silas)
  • Elemental mitigation (Allanon)
  • HP buff (Allanon)

Enemy Encounters

Stages 1-20

  • Nothing much to note here. Enemy encounters are fixed for the first 20 stages.
  • The bosses will be Skramya, Valmadora, Gigorom and Duglere, and Amdahl Emperor every 5th round.

Stages 21-50

  • The bosses on every 5th round will still be Skramya, Valmadora, Gigorom and Duglere, and Amdahl Emperor.

Enemy encounters are still going to be pretty harmless, save for some special Round 4 encounters:

  • Rize, Kira, Charis, and Mahalu are quite a dangerous bunch because Kira grants his allies DEF Ignore and Charis grants his allies increased hit count. They are very painful to deal with, especially at Stages 50+ and should be killed ASAP or with UBB mitigation. Rize can be cursed and Mahalu can be paralyzed and poisoned.
  • Lune and Kagura are also quite dangerous as Lune has DEF Ignore and Kagura ignores elemental mitigation. They also have UBBs at 20% HP, so either don’t bring them both under 20% HP at the same time or nuke them both above 20% HP.
  • Dion, Quartz, and Michele can potentially hit quite hard on the later levels (100+). Do not activate their 20% HP UBBs at the same time.
  • Zelnite and 3 Jewel Ghosts are an annoying encounter since Zelnite drains BB often and the Jewel Ghosts have high ST damage. Zelnite uses his UBB at 20% HP.
  • Mobs such as Kiravehl, Tora, Griff // Drevas and Lineth // Nadore and Chrome are not much of a threat.

The Round 5 bosses aren’t too bad until later on, but here are what to look out for:

  • Skramya is relatively harmless until after Round 75.
  • Valmodora has a idle + nuke next turn that can easily be endured with mitigation. Has some strong ST attacks.
  • Gigorom and Duglere are a free kill. Pray you get them.
  • Amdahl Emperor has frequent BB drain and AoE attacks with a high chance of paralysis.

Stages 51-75

  • You should start picking the item set from here on out to use UBB and revive any dead units.
  • From here on out, you will see Starters + Friend as the Round 5 boss along with 2 new EX dungeon bosses.
  • Round 4 encounters such as Rize and co will hit harder now.

Some Round 5 enemy encounters you need to watch out for are:

  • Garnes has an idle + nuke next turn called Ultimate Cannon. Guard and mitigate and you’ll be fine. Debuffs his own DEF the next turn so you can nuke him then. Light Units cannot receive EWD mitigation from BBs/SBBs that turn, so Light units must have EWD Null through Sphere/ES if you don’t UBB (or over 30,000 HP). Especially past Stage 100, you should use UBB mitigation like Ark, Sirius, Krantz for Garnes’s ultimate attack or EWD through spheres/ES on all Light Units. There is no reliable way for Light units to survive it without 30,000 HP otherwise (or lucky damage reduction proc).
  • Ordas Derva has a strong ST w/buff wipe every 3 turns. Guard low HP units. He charges his ultimate attack at 40% HP and will activate it the next turn that is a multiple of 5 (for example, bringing him under 40% HP on Turn 4 will cause him to nuke you next turn). Kill him fast when he’s at low health. Vulnerable to paralysis.

All starters will use their UBB at 20% HP.

  • OE Vargas and Lava is one of the toughest Starters + Friend combos to face. Lava gives Ignore DEF but luckily she can be cursed. Vargas can be injured. Try and kill them ASAP or use UBB mitigation.
  • OE Selena and Lucina are a tough combo to face. Selena’s hit count UBB can kill if Lucina is still alive. Lucina can be paralyzed. Kill them ASAP or use UBB mitigation.
  • OE Lance and Drevas is one of the easier combos. Pretty harmless save for Drevas’ status ailments.
  • OE Eze and Emilia deal a good amount of damage. Try and kill Emilia ASAP and before Eze uses his UBB as Eze sparking with her can potentially kill your units. Both Emilia and Eze can be injured. Kill ASAP or use UBB mitigation.
  • OE Atro and Zelban are another one of the easier combos. Both are prone to paralysis.
  • OE Magress and Eric are also quite easy to deal with. Eric’s element add may bypass element weakness immunity. Other than that, an easy encounter.

Stages 76-99

  • Be prepared for some very high damage output from the enemies from here on out.
  • Round 4 encounters such as Rize and co will hit significantly harder now.

The Round 5 encounters (EX dungeon bosses and Starters + Friend) have the same skills as before save for Skramya.

  • Skramya becomes a big threat after Round 75. Fire units will need either elemental weakness negation or will have to guard. She has a strong AoE and buff wipe every 4 turns. This can happen on the same turn as her massive (70%-120% HP damage) ST attack which she can use every turn. She also has a ST attack with a high chance of paralysis. She does strong AoEs at 80%, 50%, and 25% HP with a high chance of paralysis. Recommended to guard and have 2 turn mitigation up every 4 turns when she does the AoE + buff wipe.

From here on out, the order of the encounters changes.

  • Round 2 encounters will now spawn on Round 1.
  • Round 3 encounters will now spawn on Round 2.
  • Round 4 encounters will now spawn on Round 3. (Includes Rize and Friends)
  • Round 4 will spawn an EX dungeon boss.
  • Round 5 will spawn a Starter + Friend.

Two rounds break this pattern: Round 98 and 99.

  • Round 98 will be Rize, Kira, Charis and Mahalu.
  • Round 99 will be Starters + Friend.

Stage 100 (Multifarious Lucius)

  • You will be fighting Multifarious Lucius, who has the same skill set as his Trial 008 counterpart.
  • Endless will be casted on 100%, 75%, 50%, and 25% HP.

Maxwell (100% – 75% HP)

  • Endless on the first turn.
  • Eternity: 10 combo Light AoE.

Every 3 turns:

  • Destiny: Massive Light ST.
  • Meteor: 8,000 fixed ST. (If Destiny does not proc)

Every 6 turns:

  • Rune: Strong Light ST, adds Ignore DEF to attack, and buff wipes target. Occurs on the same turn as Destiny and Meteor.

Cardes (75% – 50% HP)

  • Endless on 75% HP.
  • Abyssal Fall: 13 combo Light AoE.

Every 3 turns:

  • Deadly End: Massive Light ST on highest HP unit. (50% chance)
  • Destiny: Massive Light ST on highest DEF unit. (If Deadly End does not proc)

Zevalhua (50% – 25% HP)

  • Endless on 50% HP.
  • Infinite World: 15 Light AoE with a chance to inflict Curse, Paralysis, and Weakness.
  • At 40% HP, Lucius will idle for one turn. The next turn, he will cast Glorious.
  • You must use an UBB to cancel Glorious. If you do, Lucius will buff wipe himself.
  • Glorious: 10 combo Dark AoE (500-800% of HP as damage) and invalidates LS for 999 turns.

Every 3 turns:

  • Deadly End: Massive Light ST on highest HP unit. (20% chance)
  • Destiny: Massive Light ST on highest DEF unit. (25% chance)
  • Extension: Massive Light ST on lowest HP unit. (If Deadly End and Destiny do not proc)

Afla Dilith (25% – 0% HP)

  • Endless on 25% HP.
  • Lucius uses Assimilation, an unsurvivable AoE nuke, if you use all 6 BB/SBB in a turn.

Every 3 turns:

  • Deadly End: Massive Light ST on highest HP unit. (15% chance)
  • Destiny: Massive Light ST on highest DEF unit. (20% chance)
  • Extension: Massive Light ST on lowest HP unit. (25% chance)
  • Void Casualty: Massive Light ST on a random target and buff wipes. (If Deadly End, Destiny and Extension do not proc)

Rewards

  • Sphere/Elgif rewards go up to Stage 100. Rewards end at Stage 200.

Clear Stage 10: Burst Frog x 5

Clear Stage 20: Imp Alton x 3

Clear Stage 30: Burst Emperor x 3

Clear Stage 40: Sphere Frog x 3

Clear Stage 50: Heavenly Ring (Ailment Null Sphere) 20% HP/DEF, null ailments, ailment counterattack

Clear Stage 60: Emgif x 1

Clear Stage 70: Elgif: Eternal Spiral 20% mitigation for 1 turn and 2000-3000 HP/turn for 2 turns when HP falls below 50%

Clear Stage 80: Imp Alton x 5

Clear Stage 90: Burst Emperor x 5

Clear Stage 100: Growth Device (Shield Sphere) 30% Stats, nullify criticals, 3-4 BC when attacked

Clear Stage 110: Sphere Frog x 5

Clear Stage 120: Imp Alton x 5

Clear Stage 130: Burst Emperor x 5

Clear Stage 140: Sphere Frog x 5

Clear Stage 150: Imp Alton x 8

Clear Stage 160: Burst Emperor x 8

Clear Stage 170: Sphere Frog x 8

Clear Stage 180: Imp Alton x 10

Clear Stage 190: Burst Emperor x 10

Clear Stage 200: Sphere Frog x 10

  • Endless FG’s point conversion rate is 0.15%.
  • Clearing 100 stages and getting say, 20,000,000 points will yield you 30,000 esteem points.

Going Beyond Stage 100

  • Two buffs are especially useful to help you go past stage 100: Instant OD fillers and Status Ailments.
  • Status ailment inflictors like Azami and Shelly are great for locking down enemies with status ailments. For example, Rize can be cursed and Mahalu can be poisoned and paralyzed.
  • Instant OD fillers like Allanon and Rengaku are great for building up OD gauges for using UBB to either help you survive bosses with UBB mitigation or nuke them down with damage UBBs.

Stages 101-200+

Teams and Teambuilding

Example Clear Squad

  • Ark leader
  • Ensa-Taya
  • Krantz
  • Selena
  • Felice
  • Azurai friend

This team has many of the essential buffs that are good for getting to Stage 200 of Endless FG, such as:

  • Mitigation (2 turn is ideal) (Magress, Juno, Krantz)
  • Burst Heal (Krantz, Ark, Kulyuk)
  • HoT (Lara, Selena, Juno)
  • HP on hit (Selena, Krantz)
  • BC HC drop rate (Krantz, Selena)
  • BB on spark (Felice, Sirius)
  • BB on hit (Felice, Kulyuk)
  • BB regen (Selena, Felice)
  • Cure status ailments (Krantz, Ark, Selena)
  • Barriers (Ark, Kulyuk)
  • OD fill rate (Ark, Atro)
  • Tristat buff (Atro, Sirius, Azurai)
  • DEF buff (Sirius, Kulyuk, Atro)
  • ATK buff (Ark, Sirius, Atro)
  • BB mod buff (Sirius, Silas, Azurai)
  • Crit rate/crit dmg buff (Silas, Azurai)
  • Spark buff (Izuna, Verne, Ensa-Taya)
  • Dark/Light elements added (Krantz, Sirius)
  • Critical negation (Ark, Lara)
  • Elemental weakness negation (Ark, Kulyuk)
  • Inflict Status Ailments (Azami, Shelly, Ensa-Taya)
  • Max HP buff (Allanon, Juno, Azurai)

Some other great buffs to bring include but are not limited to:

  • Negate status ailments (Juno)
  • Instant OD fill (Rengaku, Allanon)
  • Ignore DEF null (Juno, Lara)
  • Elemental mitigation (Allanon)
  • DEF convert (Kulyuk, Krantz, Silas)
  • ATK down debuff (Izuna, Shelly)
  • Fire/Water/Earth/Thunder elements (Verne, Silas)

Going Beyond Stage 100

  • Two buffs are especially useful to help you go past stage 100: Instant OD fillers and Status Ailments/ATK down.
  • Status ailment/ATK down inflictors like Azami, Shelly, Izuna and P. Miku are great for locking down enemies with status ailments. For example, Rize can be cursed and Mahalu can be poisoned and paralyzed. Ensa-Taya especially is very useful for inflicting status ailments as she has a 50 hit random target BB that will proc the status ailment chance 50 times. However, she needs Vorpal Chainblades, Epidemic God’s Tragedy, or another status ailment inflicting sphere/elgif for this to inflict curse/paralysis.
  • Instant OD fillers like Allanon and Rengaku are great for building up OD gauges for using UBB to either help you survive bosses with UBB mitigation or nuke them down with damage UBBs. That way, you can safely pass boss thresholds/nukes without losing units. Units with OD fill rate boosts like Atro and Ark can also work, but are not nearly as effective.

Enemy Encounters

Stages 100-175

  • You will notice that the bosses will start to hit considerably harder after beating Lucius. I will list them all here and note any changes that happen to them as you progress further past Stage 100.

Round 1 Bosses

  • Nothing special. Use this stage to refill your BBs and also fill your OD gauge if need be.

Round 2 Bosses

  • Tazer, Kafka, and Libera are dangerous because the elements added from Libera and Kafka’s BB bypass elemental weakness immunity. All 3 of them together will deal very heavy damage to Water/Thunder/Light/Dark units, especially past Stage 200.
  • Rahgan, Raaga, Oguro, and Vishra may be dangerous later on as the DoT from these enemies can hit for high amounts of damage. Try and kill them quickly or use status ailments/ATK down to reduce their damage output.

Round 3 Bosses

  • Rize, Kira, Charis, and Mahalu are quite a dangerous bunch because Kira grants his allies DEF Ignore, Mahalu boosts ATK and spark damage, Rize does nuke damage, and Charis grants his allies increased hit count. They are very painful to deal with, but by utilizing status ailments/ATK down or having a DEF Ignore null, they can be much more manageable. Rize can be cursed and Mahalu can be paralyzed and poisoned.
  • Lune and Kagura are also quite dangerous as Lune has DEF Ignore and Kagura ignores elemental mitigation. They also have UBBs at 20% HP, so either don’t bring them both under 20% HP at the same time or nuke them both above 20% HP.
  • Dion, Quartz, and Michele can potentially hit quite hard on the later levels. They also have very heavy DoT as you progress further past Stage 100. Dion activates his UBB when Quartz or Michele are at low HP (below 20%).
  • Zelnite and 3 Jewel Ghosts are an annoying encounter since Zelnite drains BB often and the Jewel Ghosts have high ST damage. Zelnite uses his UBB at 20% HP. Overall not too deadly.
  • Nadore and Chrome are not too big of a problem, but Nadore uses her UBB at 20% HP. Try and kill Chrome before Nadore hits 20% HP to prevent RNG deaths.
  • Kiravehl, Tora, and Griff hit quite hard in the later stages. Nothing too deadly, though.

Round 4 Bosses

  • Gigorom and Duglere are a free kill. Pray you get them. Duglere is prone to paralysis.
  • Amdahl Emperor has frequent BB drain and AoE attacks with a high chance of paralysis.
  • Garnes is a very tanky boss with elemental mitigation. He also has an idle + nuke next turn called Ultimate Cannon. Does his nuke at 70% HP, 40% HP, and 10% HP. He debuffs his own DEF the next turn so you can nuke him then. Light Units cannot receive EWD mitigation from BBs/SBBs the turn of the nuke, so Light units must have EWD Null through Sphere/ES if you don’t UBB or must have 30k+ HP. You should ideally use UBB mitigation like Ark, Sirius, or Krantz for Garnes’s ultimate attack or EWD through spheres/ES on all Light Units as well as guard+mitigate. It is notable that Ark’s LS mitigation after taking 5k damage will not be trigger by Garnes’ nuke as his nuke is one single, massive hit. Vulnerable but resistant to paralysis.
  • Ordas Derva has a strong ST w/buff wipe every 3 turns. You must guard all units every 3 turns to prevent unit death. He charges his ultimate attack at 40% HP and will activate it on the next turn that is a multiple of 5 (for example, bringing him under 40% HP on Turn 4 will cause him to nuke you the next turn on Turn 5). Kill him fast when he’s at low health. His UBB can be endured with mitigation + guard or UBB mitigation. Vulnerable but resistant to paralysis.
  • Valmodora has a idle + nuke around 40% HP that can be endured with guard+mitigation. Often does strong AoE and ST attacks. Seems to do an AoE buff wipe every 3/4 turns. Removes all buffs on self after buff wiping you.Recommended to guard turns 3, 8, and 12 to counter AoE buff wipe.Likes to use many strong AoEs and powerful ST attacks to pick off units. Kill this enemy fast.
  • Skramya becomes a big threat the further you go in Endless FG. Fire units will need either elemental weakness negation or will have to guard. She has a strong AoE and buff wipe every 4 turns. This can happen on the same turn as her massive ST attack that does 100%+ of a unit’s HP as damage. She can use this ST nuke every turn, and it will be an instant kill on turn 4 without guarding. She also has a ST attack with a high chance of paralysis. She does moderately strong AoEs at 80%, 50%, and 25% HP with a high chance of paralysis. Recommended to guard all every 4 turns when she does the AoE + buff wipe.

Round 5 Bosses

All starters will use their respective UBB at 20% HP. They do not idle for a turn but rather use their UBBs the turn that they are dropped below 20% HP.

  • OE Vargas and Lava is one of the toughest Starters + Friend combos to face. Lava gives Ignore DEF but luckily she can be cursed. Vargas can be injured. Try and kill them ASAP or use UBB mitigation.
  • OE Selena and Lucina are a tough combo to face. Selena’s hit count UBB can kill if Lucina is still alive. Lucina can be paralyzed. Lucina’s element add bypasses element weakness immunity for Fire and Thunder units. Selena has a very strong HoT and revive buff past Stage 200.
  • OE Lance and Drevas are one of the easier combos. Pretty harmless save for Drevas’ status ailments. They don’t hit very hard. Watch out for Lance UBB later on, guard+mitigate to be safe.
  • OE Eze and Emilia deal a good amount of damage. Try and kill Emilia ASAP and before Eze uses his UBB as Eze sparking with her can potentially kill your units. Both Emilia and Eze can be injured. Eze UBB deals massive damage and you are recommended to guard/mitigate or use UBB mitigation to prevent dead units when Eze uses his UBB.
  • OE Atro and Zelban are another one of the easier combos. Both are prone to paralysis. They don’t hit very hard. Watch out for Atro UBB later on, guard+mitigate to be safe.
  • OE Magress and Eric are also quite easy to deal with. Eric’s element add may bypass element weakness immunity. Other than that, an easy encounter. Watch out for Magress UBB later on, guard+mitigate to be safe.

Stages 175-200

  • Mostly the same as before, but many of the enemies will hit noticeably harder.
  • Round 2 encounters Rahgan, Raaga, Oguro, and Vishra and Round 3 encounters Dion, Quartz, and Michele will deal extremely heavy DoT which will become stronger the longer the battle progresses. Selena and Juno’s 5000 HP HoT will not be sufficient to heal your units back to full, and you may be left in the red even after the DoT and HoT are applied.Using UBB mitigation like Ark, especially against the Dion, Quartz, and Michele stage, is recommended. Bringing the item set is recommended for stages 175-200.
  • Watch out for when enemies stay idle for a turn, this will either be your cue to guard all or use UBB mitigation to survive.

Stages 200+

  • Many of the AoE nukes from bosses such as Skramya, Valmodora, Garnes,and Orvas Derva will be a guaranteed kill without UBB mitigation or stacking ailments + ATK down + lots of luck.
  • Past Stage 200, even the Round 1 and 2 encounters can become tougher. Be especially wary of enemies that add element to their attacks, such as the Tazer, Kafka, and Libera stage. Once the elements are added, these enemies will always deal extra damage to weaker elements, even if you have elemental weakness immunity (this could also be seen with Silas’ fire and thunder element buffs during Noel Trial). Be aware of units that are weak to the enemy’s elements.
  • Lastly, past Stage 200, it’s a fight to survive. Do your best, and pray for RNG to help make your life easier by procing ATK down and status ailments whenever possible. An alternative strategy is utilizing OD and UBB spam to help tank/nuke enemy encounters, however this strategy may not be sustainable if you encounter multiple difficult encounters back to back.

Rewards

  • Sphere Frogs, Burst Emperors, and Almighty Imp Arton rewards end at Stage 200.

Clear Stage 110: Sphere Frog x 5

Clear Stage 120: Imp Alton x 5

Clear Stage 130: Burst Emperor x 5

Clear Stage 140: Sphere Frog x 5

Clear Stage 150: Imp Alton x 8

Clear Stage 160: Burst Emperor x 8

Clear Stage 170: Sphere Frog x 8

Clear Stage 180: Imp Alton x 10

Clear Stage 190: Burst Emperor x 10

Clear Stage 200: Sphere Frog x 10

  • Endless FG’s point conversion rate is 0.15%.
  • Clearing 100 stages and getting say, 20,000,000 points will yield you 30,000 esteem points. Clearing 200 stages will get you about 50,000,000 points and yield you 75,000 esteem points.
  • 0.1% of your points earned from Endless FG is converted to Prestige Points for your guild. If you get 20,000,000 points, your guild will receive 20,000 Prestige Points.

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