Akademeia

Overview

 * Origin: Final Fantasy TYPE-0
 * Type: Exchange Event
 * Reference: Announcement
 * Original Event Period: 1/13/17 00:00 - 1/26/17 23:59 PST
 * Original Claim Period: 1/13/17 00:00 - 2/1/17 23:59 PST
 * Rerun Event Period: 11/30/18 00:00 - 12/13/18 23:59 PST
 * Rerun Claim Period: 11/30/18 00:00 - 12/20/18 23:59 PST

King Mog or Mog Minister will exchange various rewards for special currency within the event period. You can obtain this currency by defeating enemies inside the event vortex dungeon. Using the following bonus units will increase the amount of currency received in the vortex dungeon. The bonus is cumulative so you can use as many as you can, including one from a friend companion.

Story
The four lights of hope -- Orience, the land of crystals, and of the saviors "Agito." Aqu. XII, 840 RG. Akademeia, owners of the Vermilion Bird crystal, has been transformed into a gruesome battle zone following a declaration of war by the Milites Empire, owner of the White Tiger crystal.

The situation grows more desperate after magic, the main source of power for the Vermilion Peristylium, is sealed away. Determined to turn the tide, a group of young people known as "Class Zero" steps forth. Handpicked by fate itself and dubbed "Agito," they are destined to save the world.

What awaits Rain and Lasswell as they follow the events of Class Zero's grisly battle in the Dimensional Vortex remains to be seen... For when the seal of creation is broken, a voice like thunder shall sound, and thou shalt know... We have arrived.

King Mog
You can find King Mog or Mog Minister in the Farplane to exchange event currencies with time-limited items.

Exclusive=

Exclusive Items
Regular=

Regular Items
Materials=

Awakening Materials
Recommendation=

Beginner's Recommendation
This purchase list recommendation is meant for people who have just started the game or have only played for less than 3 months of playtime or with rank lower than 50.

Battle Info
BGN=

Akademeia - BGN
INT=

Akademeia - INT
ADV=

Akademeia - ADV
PRO=

Akademeia - PRO
ELT=

General Tips

 * You can find Doublicorn in ADV, PRO and ELT difficulties and they drop on ADV,  on PRO and  on ELT when killed.
 * Most enemies are machines and weak to lightning so bring lightning element weapons and abilities to increase your damage and if you can, equip Machine Killer materia.
 * If you are using mage team, chain Thundaga.
 * A simple way to deal a high amount of damage in a single turn is to use the classic Final Fantasy reflect multiplier. Use Carbuncle's Ruby Light to cast reflect on the entire team. After that, target a team member and cast Thundaga. This will cause Thundaga to be reflected - with a full team - 6 times instantly to the enemy units.

Abilities

 * Punch: Damage (9999) to one unit - Used when lower than 99% HP
 * It hasn't noticed us: Does nothing
 * It's coming at us: Damage (9999) to one unit - Used once when HP lower than 99%
 * It ran away: Escape battle - Used if higher than 99% HP in three turns
 * Combo Punch: Damage (3x 9999) to one unit - Used when lower than 99% HP

Strategy

 * If you are not strong enough to defeat him you can just wait three turns not attacking him and he will flee, but you will not receive extra phantoma.
 * All its attacks are single target, so you can use a unit with Draw Attacks, Golem, and Mirage Vest to evade all damage. Just cast Provoke on the 1st turn and defend or buff/debuff (see below) with all other units. On the next turn use Mirage and start attacking. Ideally you want to KO Doublicorn before Provoke ends (2 turns), or else it may target a different unit.
 * You can use the first two turns to safely set up buffs and debuffs: Green Magic debuffs such as Deprotect, Deshell, and Imperil are safe to use during this time because they do not cause damage.
 * While it has 90% sleep resistance, mage teams can safely KO Doublicorn if you manage to inflict it with Sleep before it runs away (you must use Sleep the song spell Lullaby will not work). Buffs such as Focus and debuffs such as Deshell and Imperil help tremendously, as do elemental chains. Just remember not to wake it up with physical damage!
 * Defending reduces the damage of each HIT by 50%, meaning a Provoke tank like Cecil can survive ONE hit if he guards and has 4999+ HP. This will result in only the tank being KO'd on the first turn. This strategy is effective if your team can KO Doublicorn in 3 or fewer turns (including loss of damage from KO'd units). Just Provoke and buff/debuff on the first turn, then defend on the next turn and start attacking with all other units.
 * Reviving KO'd units is a somewhat less effective means way to help key damage dealers avoid KO and is free if you have a unit with a revive spell or ability (the former can be Dualcast!).
 * If you have a Noctis you can easily beat it in exchange for patience and being left with only Noctis alive. Begin by Warp Decoying and follow up with any Flask abilities. Then re-apply the Decoy and repeat this process (Decoy, Flask) until it's dead or you need to recover your MP. If that's the case, just Point-Warp instead of using a Flask, rinse and repeat. If you don't have a Noctis, you can use any carry unit, as long as you equip it with Mirage Vest and use Mirage every odd turn. The downside of this is that you may have to waste Turbo Ethers healing your MP instead of attacking every-so-often, but it should do the job.

Abilities

 * Charge: Physical damage and chance to paralyze to all units - Used randomly and once when lower than 50% and 30% HP
 * You're not getting away, you hear?!: Strong physical damage with jump delay (1 turn) to one unit - Used once in the first turn
 * Machine Cannon: Physical damage to all units - Used randomly and once when lower than 30% HP
 * Where do you think you're going?!: Strong magic damage and chance to blind to all units - Used if you inflict any status ailment
 * Missile: Magic damage and chance to blind to one unit
 * Charge: Restore HP (15000) - Used once when lower than 50% HP
 * Magic interception systems activated: Strong lightning physical damage to all units - Used if you use magic
 * Serious damage confirmed: Massive lightning physical damage and chance to blind and paralyze to all units - Used when lower than 30% HP

Strategy

 * Vajra is not immune to stop and paralysis. Pile on Seven's Limit Burst (24-30% depending on stars), Ace's Support Hand, Chizuru's Dismissal, and/or Noctis' Blizzard Flask and it would not be overly difficult to get a greater than 50 percent chance of shutting down Vajra. (3 single-wielding units with barrage and mid-400s ATK should be able to kill it before paralysis or a 3-turn stop effect wears off.) Dark Fina's Distress ability has roughly a 33% chance to paralyze the boss. Alternatively, Exdeath's Grand Cross can inflict both Blind and Paralysis, severely crippling the Boss.
 * Vajra can resist DEF and SPR breaks. If you can't kill it in one turn you should at least break his ATK to decrease damage from Serious damage confirmed. Seven is a good unit to do the deed as she has Focus to buff mages and her Elemental Slash can decrease Vajra's resistances, thus increasing the offensive ability of the party.
 * He has high chances to AoE Paralyze and Blind with Serious damage confirmed, abilities like Return and Priestess Miracle will make clearing the status ailments a lot easier. If you are carrying low level Type-0 units for the bonus just make sure that you carry unit is immune to them or that your healer is so you can cleanse it.
 * He is weak to lightning so you can use weapons like Coral Sword, Thunder Spear, Mighty Hammer and Shock Whip to help increase your damage and elemental chaining
 * Don't use magic if you can't tank the damage from Magic interception systems activated
 * If you can kill him in two turns, just try to bring him to 31-50% in the first turn and kill him in the second, not triggering Serious damage confirmed
 * If you are attempting to two-turn Vajra, and your Golem has Provoke, pair him with a weaker Type-0 unit as it will divert the You're not getting away, you hear?! attack away from your damage dealers between turns
 * Using mage team consist of 5 chars with focus + 4 dual cast Thundaga can kill Vajra (ELT) in one turn.

Akademeia - ELT

 * FFBE KING: Luneth, Noctis, Exdeath, Chizuru, COD
 * Doublehorn Fight: Ace, Jack, Jack, ExDeath, ExDeath, Friend: Noctis
 * Ace, Jack, Cecil, ExDeath, ExDeath, Friend: Luneth
 * Monkeyman runs PRO and ELITE
 * Cecil, Cloud of Darkness, Lightning, Noctis, Tilith - Friend: Luneth
 * Strategy Guide: Gilgamesh, Jack, Exdeath, Agrias, Snow
 * Noctis, Refia, Cecil, COD, Exdeath, Friend: Luneth
 * F2P, no TMR Farming Team: Jack, Jack, Trey, Exdeath, Exdeath, Friend: Seven
 * Doublicorn Strategy Guide
 * Odin181: F2P, No TMR, No 5* base All Missions Guide: WoL, Cecil, COD, Exdeath, Refia, No friend
 * Farming with 2 carries, Elza and Dark Fina
 * Only 1 Carry (Gilgamesh) with only Genji Glove as TMR
 * Strategy Guide ELT & Doublicorn - Exdeath, Cecil, Dark Fina, Snow, Refia, random FF Type 0 friend for bonus
 * Farming with Noctis Carry with DW, Seven*6, Seven*4, Trey*5, Jack*4: Friend Seven
 * 1 Noctis, rest bonus - Test on which is better to do pro below -This is ELT
 * Elegantique's 4 Missions Guide - Units: Cecil, Cloud of Darkness, Lightning, Noctis, Tilith, Friend: Luneth