Frontier Spire/Final Sector

==Encounters==
Wave	Enemies 	Notes
1 	Phantom Spectre	
*Having Omni+ Level 3 Paradigm is highly recommended due to some buffs having reduced turn durations
*Upon reaching turn 11, Phantom Treachery will have access to all skills, even if the HP threshold requirement for a skill was not met (excluding Chromashift)
*
*The following skills are used once every turn:
**Insane Oppression - Inflicts 50% Passive heal & 100% HC effectiveness reduction for 2 turns
**Massive Bomb - 20 hit Strong AoE attack that pierces 5% mitigation
**Forward Charge - 20 hit AoE attack that pierces 30% mitigation
**Massive Shot - 20 hit ST attack that pierces 5% mitigation
**Forward Rush - 20 hit ST attack that pierces 30% mitigation
*If there are no or units in the squad, Forgotten Flames, Charging Rapid Heal, Curse of Chains and Doom of Orebus will not be used upon every 10th turn
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Phantom Treachery 
*Has 288,000,000 HP
*Passively has 80% elemental mitigation for the first 11 turns
*Can guard to reduce incoming damage further
*Tantrum - Adds 30% Atk, 20% Crit, 100% Def, Rec boost to all allies for 99 turns
**Used when Phantom Fear is defeated. 
*Chromashift - Sets element to Fire
**Used when HP < 75% 25%
*Chromashift - Sets element to Earth
**Used when HP < 50%
*Fire Vulnerability - Adds 100% damage reduction to Water, Earth, Thunder, Light, Dark attacks for 1 turn
**Used when element is Earth
*Water Vulnerability - Adds 100% damage reduction to Fire, Earth, Thunder, Light, Dark attacks for 1 turn
**Used when element is Fire
*Forgotten Flames - 100% chance to inflict Amnesia for 3 turns
**Units affected by Amnesia have 100% chance to unable to activate BB, 100% chance to unable to activate SBB, and 100% chance to unable to activate UBB for 3 turns
**Used every 10 turns. Tends to be used on mono- squads.
**Using DBB with Mist synergy is highly recommended since Treachery will also attack while casting this skill
*Charging Rapid Heal - Idle
**Used every 10 turns. This skill can be used instead of Forgotten Flames
**Rapid Heal will be used the next turn
*Rapid Heal - Heals 50,000,000 (~17.3%) HP
*Doom of Orebus - Inflicts Doom effect on a single unit, 35% chance to inflict Doom effect on all enemies for 4 turns & 70% chance to inflict Ennui for 3 turns
**Units affected by Doom effect cannot be revived for 2 turns
**Upon use of BB/SBB/UBB skill, 100% chance of unable to use the respective skill for 1 turn
**Used every 10 turns. Tends to be used on mono- squads.
**Using DBB with Pyre synergy is highly recommended since Treachery will also attack while casting this skill
*Curse of Chains - 70% chance to disable Leader Skill, Extra Skill, Sphere effects for 2 turns
**Used every 10 turns. This skill can be used instead of Doom of Orebus
**Using DBB with Nova synergy is highly recommended since Treachery will also attack while casting this skill
*Power Creep - Adds stackable 25% Atk, 5% Def debuff & 5% crit rate buff to self for 500 turns
*Disarm - 30% chance to invalidate Sphere effects for 2 turns
*Demoralize - 20% chance to invalidate Leader Skill effects for 2 turns
*Vital Drain - 40% chance to purge Atk/Def/Rec, Crit rate, elemental Atk/Def/Rec and Crit rate & Atk/Def/Rec and Crit rate when guarding
*Mana Drain - 100% BB drain on a single unit
*Grave's Chill - Inflicts 40% chance to negate KO Resistance on all enemies for 3 turns
*Disable - 40% chance to disable Extra Skill effects for 2 turns
*Vaporise Defenses - 40% chance to purge all elemental mitigation and mitigation effects
**Tends to be used when < 60% HP
*Rigor Mortis - 40% chance to purge Evasion effects
**Tends to be used when < 60% HP
*Lightning Reflexes - Adds 60% chance to evade attacks to self for 3 turns
**Tends to be used when < 60% HP
*Elemental Drain - 40% chance to purge EWD mitigation
*Mana Purge - 100% BB drain
**Tends to be used when < 30% HP
*Drain Light - 40% chance to purge all forms of healing effects 
Phantom Disdain 
*Has 350,000,000 HP
*Passively has 80% elemental mitigation for the first 11 turns
*Passively heal 27500000 ~ 100000000 HP (8% HP) every turn while Phantom Treachery is still alive
*Passively purges status ailment effects on self & adds 1 turn status ailment negation every turn
*Can be inflicted with all status ailments and stat debuffs, except for Poison
*Massive Bomb - 20 hit Strong AoE attack that pierces 5% mitigation
*Massive Shot - 20 hit ST attack that pierces 5% mitigation
*Forward Charge - 20 hit AoE attack that pierces 30% mitigation
*Forward Rush - 20 hit ST attack that pierces 30% mitigation
Phantom Fear 
*Has 350,000,000 HP
*Passively has 80% elemental mitigation for the first 11 turns
*Passively heal 27500000 ~ 100000000 HP (8% HP) every turn while Phantom Treachery is still alive
*Passively purges status ailment effects on self & adds 1 turn status ailment negation every turn
**Inflicting status ailments is highly recommended to prevent Soul Mirror from occurring
*Can be inflicted with all status ailments and stat debuffs, except for Poison
*Soul Mirror - Adds 40% chance to reflect 25% of damage taken for 3 turns
*Mass Flurry - Adds 200% Spark damage buff to allies for 3 turns
*Limit Break - Adds 200% crit damage buff to allies for 3 turns
*Unstoppable - Adds 40% Defense ignore to allies for 3 turns
==Floor Completion Rewards==
Floors Cleared 	Reward
1 	3x Gem
 1x Summon Ticket
 1x Heavenquake Mark EX*
Repeatable Rewards	Repeatable Rewards
1,000 Merit Points	1,000 Merit Points
*Note: Reward(s) marked in * vary monthly. Please refer to in-game announcements for changes.