LIGHTNING RETURNS: FINAL FANTASY XIII

LIGHTNING RETURNS: FINAL FANTASY XIII

52 ratings
Taking it "easy" on Hard!
By it's a gabe
Struggling with the Hard difficulty? Don't really know how to build your schemata so that you can have an easier time with enemies such as Earth Eater? This guide will give you a useful combo that won't let you die, not even once!

Provided you have the minimum skill, that is...
   
Award
Favorite
Favorited
Unfavorite
Guide introduction
If you played through Lightning Returns and struggled with finding a good balance between each enemy's difficulty and your builds, you're probably having a hard time with the Hard mode. Truth is, Lightning Returns is not a particularly difficult game, even on its hardest difficulty -- the only problem being how skilled the player is.

This guide will give you ONE "easy peasy" overall build (formed by three main schemata builds) that should work for every general encounter and some bosses. Yup, even Earth Eater and Chocobo Eater won't last long with this specific build! However, I'd like to stress out that you are not obligated to use this setup. You can either follow this guide step by step at your own discretion or take it as a collection of hints and advices to help improve your own style and ability.

This guide is entirely based on my experience of over 10 in game days on Hard (after a 14 days smooth Normal playthrough, including Double Deity farming) as of the moment I publish this. If you happen to know something that works as good as or better than my proposition, feel free to comment or even start your own guide if you wish to. We're here to help other players, not to fight over who's the best :)
Introduction to the builds
Before we dive into the builds, I have to make clear that I didn't follow any other guides or researched how stats and damage work in LR. I built these schemata from experience, testing out to see what worked for my goals and what I was comfortable with. To make it simple, I wanted an overall build that would make general enemy encounters smooth enough so that I wouldn't have to keep changing builds for each specific enemy. Once again, you can take everything presented here as advices to improve your own skills.

Note: I tried reaching 5k on both damage dealer garbs' respective main stats. According to logic, the higher the stat you're using, the more efficient it will be, so maxing STR and MAG should make you deal more damage. I also wasn't looking for the most cost efficient path when upgrading my gear, so my upgrades are probably more than I needed. Remember, you can take all this as advice!

As I was writing this section, I noticed that my final notes for the last setup wouldn't get written in the text box. Obviously, guide sections have a character limit. For that reason, each build will have its own section.
Slot 1: Soldier of Peace (COM)
Soldier of Peace is known for Artemis's Arrows, one of the most powerful physical skills in LR. In some cases, SoP will be the driving force of the combo.



One thing that will speed up your pace is using Duelist's Earrings, which increase the ATB speed for standby schemata whenever you deal physical damage. The bracelet slot can be dedicated to anything you'd like, but mostly recommended is Enlister's Gloves, which increase the damage for close range attacks. I've been using Beggar's Beads to farm items that I then sell for Gil. Gil farming steups are usually pointed out as being quite weak, but the addition of the beads on my build of SoP didn't make it that useless. Last but not least, Evade can be a very useful ability in many situations and Poison can help you eat out the enemy's HP faster, although it's only really useful for bigger enemies that are vulnerable to it and even when you come across those, general debuffs should do the job.



The weapon of choice for SoP is Heaven's Cloud, the ultimate greatsword. Lower grade weapons should also work as long as you're reaching the stat cap of 5k. Heaven's Cloud and similar swords, however, offer Hard Hitter, which has a chance of knocking back even the infamous Eaters. My Heaven's Cloud have been upgraded so that its ATB speed and passive ability were maxed out and its raw STR stat would make Lightning hit 5k STR. Heaven's Cloud STR can be upgraded up to 4k.



Echidna Gauntlet doesn't provide much protection, but the bonus in STR can help you reach that 5k cap. Since SoP's ATB gauge starts the battle at 0, you might want to change to a shield with better ATB speed if you manage to reach 5k STR with just Heaven's Cloud. I didn't change because I like the aesthetic of the gauntlet and the speed isn't hurting my playstyle.
Slot 2: Quiet Guardian (SEN/SAB)
Ever since I found out how useful Quiet Guardian is, it has been one of my favorite garbs. Not only does it look slick with the Thief's Silk Hat, but it can fill two original FFXIII roles quite easily!



One thing you need to understand about Quiet Guardian is that it can nullify almost any incoming damage depending on how high you set your passive defenses. QG has its own built in physical and magic resistances, so by equipping a combo of physical or magic defensive accessories, almost nothing will touch you. In this case, I'm built for physical defense with Ghostly Crown and Guard Glove, increasing the resistance by 75% and 10% respectively. The magic resistance combo gives the same percentage and is achieved by using the Preta Hood and the Runic Ring. You will notice that my STR and MAG stats are awfully low, but that's alright as QG, in this setup, is not meant to deal damage. Instead, it works as a hybrid of SEN and SAB, providing a strong defense and enough ATB to cast Imperil, Deprotect and Deshell, which are the core abilities for dealing heavier damage.



For a SEN/SAB build, Morgan le Fay (or its lower grade counterparts) is the go-to weapon. Morgan, for being the ultimate of its collection, has the best upgraded stats, so this is what you might want to aim for. Making the debuffs stick and last longer is the most important thing here, so I focused on upgrading that aspect of the sword. Because I had extra materials, I also upgraded the debuff damage to its max, just for fun. Making the abilities themselves focus on duration is probably the best idea, as that's the most worthwhile passive you can have on a debuff.



Deicide is the ultimate tactical shield. It has a pretty good base defense stat. You shouldn't be afraid to use it if there's an incoming attack that QG won't nullify. With good timing, Deicide will guard almost anything coming its way, leaving you unscratched. It also offers some HP and ATB speed, which never hurt.
Slot 3: Spira's Summoner (RAV/SAB)
Last but not least, Yuna's summoner garb from FFX is known for being ridiculously powerful, its Elementa base damage exceeding that of a fully upgraded loose Elementa. It might suck that console players had to pay money for it, but thankfully we got it as part of the package! Spira's Summoner can either be used to stagger enemies, deal massive damage or, in my case, help out with a combo I will explain later on.



The summoner garb is serving as a hybrid of RAV and SAB, but much less strict than Quiet Guardian. The main objective of this setup is to provide magic damage and potentially building up the stagger matter. When fighting smaller/weaker enemies, one or two casts should be enough to end the fight in a matter of seconds. The debuffs (Debrave, Defaith and Dispel), are meant mostly to when enemies cast the buffs on themselves or when they're so strong, they take a chunk of your HP with a single blow. Better safe than sorry! Since these three debuffs are more for your defense than offense, you won't be using them much, hence why they are set to this build instead of Quiet Guardian. Just like Soldier of Peace, using Devil's Rosary's Sworn to the Staff ability (in the case of SoP, the ability is called Sworn to the Sword) will boost your pace by increasing the ATB speed of standby schemata. Considering SoP starts the fight with 0 ATB and SS's Elementa hits many times with a single cast, one thing I always do once I start a battle is cast my debuffs, link them all through perfect timing, quickly switch to SS and link the first and second Elementa casts to the last debuff cast, then switch back to Quiet Guardian before the spells start hitting the enemies. By switching to Quiet Guardian after casting Elementa, you activate Sworn to the Staff and quickly refill Soldier of Peace's and Spira's Summoner's ATB gauges at the same time. Depending on how fast your SoP is, however, more casts of Elementa following this strategy might be necessary.



What weapon you will use depends on what you're trying to achieve. For example, if you're looking to stagger the enemies quicker, you might want to give Chaos's Revenge a try. Since I'm aiming for raw damage and stability, Philosopher's Rod (previously Double Deity) serves me right with its high MAG stat (only had to upgrade it to 3k to cap Light's MAG at 5k) and Strong Finale passive ability. Soul of Thamasa, which increases the number of combo finales for magic attacks, can also help you take advantage of Strong Finale.



And finally, Cleopatra's Praise. Praise is a good shield to raise your MAG stat, as are its lower grade counterparts. It also offers some ATB speed, but its main appeal is the bonus to MAG. If you're not struggling with getting the MAG stat to 5k, you can certainly go for a shield with higher ATB speed. I stick to it mostly for the same reason why I stick to Echidna Gauntlet.
Alternate slots
These can either replace Soldier of Peace and/or Spira's Summoner or be part of an entirely different combo. I have used Martial Monk instead of Soldier of Peace before and while I couldn't pull it off, I certainly see how it can work. L'automne is a garb I never got around using properly as I have been spoiled by Spira's Summoner since the very beginning. And Miqo'te Dress can be a fun Gil farmer.

_____________________________________

Martial Monk (COM)

Martial Monk, along Soldier of Peace, can be one of the most powerful garbs thanks to Whirlwind Kick, which turns Punt into fast kicks that when perfectly timed, can deal a great amount of damage. Mastering this ability can be challenging even with the help of Forsaken Tie, however, and its power doesn't compare to Artemis's Arrows if poorly executed. On the other hand, the last kick has a higher chance to knock down even the Eaters if compared to the Hard Hitter ability.



In the example I simply switched up SoP's gear to MM. Poison also made its way into the abilities, but due to how quick Whirlwind Kick is and how awful I am at perfect timing it, I chose Counterblow for more damage stability. Playing with MM instead of SoP is different as the combo I'm about to present works well with SoP because Artemis's Arrows normally only has one powerful move, whereas Whirlwind Kick has several quick moves made in succession.

_____________________________________

L'automne (RAV)

Very popular, L'automne is a common choice for those seeking decent staggering power and challenge. Its focus on -ra spells makes it perfect to stagger enemies, but if there isn't sinergy between this and the COM-esque schema, it can run out of ATB quite quickly.



In the example I just swapped the gear from Spira's Summoner and added missing -ra spells. Considering its staggering capabilities, it might be better to use Chaos's Revenge instead of Philosopher's Rod. It's important to build sinergy between L'automne and your COM-esque schema of choice. Since this is not a combination I use often, I'm leaving it here mostly as an idea.

_____________________________________

Miqo'te Dress (Beggar's Beads)

When I first came in contact with the concept of farming Gil efficiently in LR, I thought Miqo'te Dress would be a good choice for the job as Magic Slash can be a useful ability. From my experience with Ereshkigal, Magic Slash + Bonecracker is a very powerful combo. Indeed, it didn't disappoint! I still think SoP can be faster, but if you're missing the funds to make it useful whilst using Beggar's Beads, This setup for Miqo'te Dress can save your skin!



For the most part, the gear used in both Soldier of Peace and Martial Monk is reused in Miqo'te Dress to build up STR. Beggar's Beads is essential to make sure you sacrifice the Gil from battle rewards in favor of more items, which you can later sell for a higher profit. Of course, this isn't recommended if you're hunting big enemies and/or Last Ones. You might actually lose money by using Beggar's Beads against those!



As we know, Bonecracker counts with the passive ability Deprotect Chaser. The idea here is to cast Deprotect (but also Deshell since Magic Slash deals both physical and magic damage) on your target and literally slash it. Perfect timing will make this schema useful, as its raw damage can be rather weak if you're not using the strategy for Ereshkigal. Relying solely on it is not a good idea, as it's still quite weak compared to SoP and MM, so having something like Spira's Summoner on your queue is highly recommended. However, you DON'T HAVE TO swap to Miqo'te Dress to activate Beggar's Beads. Having the beads equipped on any schema is all it takes for it to activate even if you never swap to that schema, but making it useful is better than having it sitting around.
The QG + SS + SoP combo basics
The combo I came up with through testing and adapting consists solely of a single setup for Quiet Guardian, Spira's Summoner and Soldier of Peace. With this combo you can take down small to big enemies quite easily. The process varies from enemy to enemy, but the overall idea is the same. Let's have a look at an illustrated explanation of the basics:



Fight starts with Quiet Guardian
  • Cast: Imperil + Deprotect + Deshell (no specific order)



Switch to Spira's Summoner
  • Cast: Elementa x2



Switch back to Quiet Guardian
  • Wait for Soldier of Peace and Spira's Summoner to charge
  • Yes, even though you can cast another Elementa, give it some time



After the animation is complete, switch back to Spira's Summoner
  • Cast: Elementa x2



Attack with a fully charged Soldier of Peace
  • Alternate between SoP and SS as needed
  • Switch to QG to nullify/guard incoming attacks
  • Recast debuffs as needed



Profit

To summarize, we'e making the enemy weaker and charging Soldier of Peace as fast as possible while still keeping Spira's Summoner's bar useable so that both offensive garbs can be spammed depending on the situation. In the case of smaller enemies, casting Impreil + Deshell and then casting Elementa solves the problem in a few seconds. Groups of enemies may take a while longer with this method, but since Soldier of Peace will charge in the process of trying to eliminate the whole group at once, Artemis's Arrows can be used in succession to finish each one individually with one swing at best.

Some enemies might require a more elaborate strategy, so remember to check their staggering conditions and adapt the combo to that if you're having difficulties.
The QG + SS + SoP combo specifics
Unfortunately, the combo is not as simple as smashing buttons in a specific order. This is the Hard difficulty we're talking about and even though I said LR is not particularly difficult even on hard, that doesn't mean you can get sloppy.

The biggest problem with this combo is probably the need for perfect timing. You perform perfect timing by pressing the next ability button (whether it's the same attack or another one) AFTER Lightning starts the attack animation but exactly BEFORE the attack lands or the magic leaves her hand. Complicated? Yup, quite. But, mastering perfect timing is worth it as the ability will be executed more efficiently, so for example, a physical attack will deal more damage.

If you're struggling with perfect timing, I strongly suggest you practice by equipping the Forsaken Tie (drops from the Arcangeli Ω, so it's something you can only use from the last day onwards) to the schema that's giving you trouble. This accessory will activate Grace Period, which gives a larger window in between attacks, allowing you to perfect time them more easily. I don't recommend using the Forsaken Tie too often, as you'll be sacrificing a potentially useful accessory in order to perform perfect timing. It's best to use it as practice, not as reisgnation. Don't worry about missing it. Performing this action is difficult and requires a lot of skill, but at the very least this isn't Dark Souls, so you won't be severely punished for missing the mark. Even as you become more skilled, you will still miss it sometimes, but is not the end of the world and you can recover quite quickly.

With that out of the way, it's time to make the combo a little more complicated:



Perfect time: Imperil + Deprotect + Deshell (no specific order)



Switch to SS and keep on perfect timing with Elementa x2



Wait for SoP and SS to charge properly
  • Repeat only Elementa x2 + switch to QG as needed to fill SoP and keep SS with a useable gauge


For bigger enemies
  • Cast: Elementa x1
  • Instantly switch to SoP and link Artemis's Arrows to Elementa by perfect timing
  • Watch as you eat a chunk of the enemy's HP
  • Repeat and alternate as needed



Profit

Basically, we're perfect timing (or trying to) every action. Between the beginning of the fight and the second Elementa cast, everything must be perfectly timed. Every other action taken is perfectly timed, even recasting debuffs so that you can link those to another Elementa x2 combo, making it stronger. One Elementa linked by perfect time to Artemis's Arrows can be hard to achieve at first, but the amount of damage dealt makes it all worth it. Even Last Ones fall easily for this little trick!

Perfect timing can be useful for smaller/weaker enemies, but it's not strictly necessary. Learn which small enemies would require only one or two Elementa casts right off the bat and which would require some debuffing first, or which would fall easier with Artemis's Arrows. How you adapt the combo and make it succeed in different situations depends entirely on you as you have to experiment and learn for yourself how this will work for each enemy.
Conclusion
Lightning Returns may not be a difficult game most of the time, but getting too comfortable never ends well. It's important to keep on improving your equipment, abilities and skills and experimenting with what builds and combos work best for you and what you're aiming at. Remember that LR is one of the few RPGs with a great selection of gear that actually gives you reasons to experiment, so have fun with it and try new things, add something you saw someone doing to your style and perhaps discuss your approach with the community to have a better understanding of not only what others are doing, but also what you are doing.

This combo works for me and it's something I've been perfecting ever since I started NG+ on Hard. It may or it may not work for you, but the important thing is that you understand what I do and either do exactly the same (and perhaps even start making modifications according to your own observations and preferences) or take something out of it to enhance your own style, which I think is the best way to go. Just don't forget to have fun!

I hope this guide helped you in some way. If you have anything to add, or would like to ask questions or make suggestions, feel free to leave a comment :)
4 Comments
markallenw720 17 Feb @ 2:17pm 
Came looking for alternative playstyles and you have detailed my exact setup already. I love this game so much, just finished my normal playthrough have beaten caius and Noel by day 3 lol. It's just a blast especially all the arsenal choices.
NBCCB 11 Jan, 2024 @ 8:06pm 
nope, i tried SoP+QG+SS, it doesnt work on Earth Eater, cant even stagger.
Marcos Bay 25 Oct, 2020 @ 1:23pm 
Hahah i tried to use the invencible setups but i died a lot faster than usual. I could not coordenate the shifts between them
Author Unknown 10 Aug, 2020 @ 7:49am 
This will help me out a lot I've played the last two games years ago and finally decided to finish the series. Thanks for this guide. I know it's meant for hard but I will use it as a since of what to aim for and test out.