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Dissidia Final Fantasy NT eGuide
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Contents

  • Changelog
    • Updates
  • A Closer Look
    • Art Gallery and Developer Interviews
    • Ace
    • Bartz
    • Cecil Paladin
    • Cecil Dark Knight
    • Cloud
    • Cloud of Darkness
    • Emperor
    • Exdeath
    • Firion
    • Garland
    • Golbez
    • Jecht
    • Kain
    • Kefka
    • Kuja
    • Lightning
    • Materia
    • Noctis
    • Onion Knight
    • Ramza
    • Sephiroth
    • Shantotto
    • Spiritus
    • Squall
    • Terra
    • Tidus
    • Ultimecia
    • Vaan
    • Warrior of Light
    • Y’shtola
    • Zidane
  • Mechanics
    • Overview
    • Controls
    • Basic Actions
    • Combat Actions and Battle System
    • Game Modes and Rule Sets
    • The Head-Up Display (HUD)
  • Common EX Skills
    • Overview
    • Buff EX Skills
    • Debuff EX Skills
  • Stages
    • Overview
    • Cornelia
    • Pandaemonium
    • The Floating Continent
    • Lunar Subterrane
    • Interdimensional Rift
    • Narshe Outskirts
    • Midgar
    • The Promised Meadow
    • Alexandria
    • Besaid Island
    • Stellar Fulcrum
    • Royal City of Rabanastre
    • Eden
    • Porta Decumana
  • Summons
    • Overview
    • Ifrit
    • Shiva
    • Ramuh
    • Odin
    • Leviathan
    • Alexander
    • Bahamut
  • Characters
    • Ace
    • Bartz Klauser
    • Cecil Harvey
    • Cloud of Darkness
    • Cloud Strife
    • Emperor
    • Exdeath
    • Firion
    • Garland
    • Golbez
    • Jecht
    • Kain Highwind
    • Kefka Palazzo
    • Kuja
    • Lightning
    • Noctis Lucis Caelum
    • Onion Knight
    • Ramza Beoulve
    • Sephiroth
    • Shantotto
    • Squall Leonhart
    • Terra Branford
    • Tidus
    • Ultimecia
    • Vaan
    • Warrior of Light
    • Y’shtola
    • Zidane Tribal
  • One-Player Modes
    • Overview
    • Sparring & Gauntlet Modes
    • Story Mode
      • Overview
      • Prologue
      • First Path: Bartz, Cloud
      • Second Path: Firion, Tidus, Shantotto, Jecht
      • Third Path: Onion Knight, Y’shtola, Vaan
      • Fourth Path: Warrior of Light, Cecil, Noctis, Garland
      • Fifth Path: Zidane, Squall, Terra, Lightning, Kuja
      • Paths Converge
  • Trophies
    • Overview
    • Story Trophies
    • Looking For Treasure
    • Gauntlet Trophies
    • Online Ranked Trophies
    • Capstone Trophy

Dissidia Final Fantasy NT Guide › Mechanics

Game Modes and Rule Sets

There are two types of multiplayer game modes, each with unique objectives and win conditions.

Standard Battle

Each team starts with a limited, non-regenerating resource of three party health segments (displayed at the top-left corner of the screen). This party health bar indicates the number of lives remaining on a team and is shared by all three players.

One party health bar segment is removed from a team when a member of that team is incapacitated. Once a team’s party health is completely depleted, the match ends and the opposing team is deemed victorious. Essentially, the first team to score three points wins the match. Since party health is shared among members of a team, victory can be achieved by repeatedly defeating the same enemy player.

Summoning cores spawn periodically and become a focal point, as the core encourages conflict between the two teams. The team that fills their summon gauge first usually enjoys an advantage over the other team.

Core Battle

Each team has a base core (not to be confused with a summoning core), each with a health bar (displayed at the top-left corner of the screen). The main objective of this game mode is to destroy the other team’s base core while defending your own. Your base core is blue, while the enemy’s is red.

The transparent domes that surround the base cores represent the core’s immunity zone. If a defending player is within the immunity dome, the base core is immune to attacks. Additionally, defenders who are recovering from a “hard knockdown” from an HP Attack or are still in the post-respawn invincibility state do not trigger the base core’s immunity.

Summoning cores spawn regularly, and one of the sub-objectives is to fill your team’s summon gauge in order to call down your summon to gain an advantage in combat.

To target the enemy’s base core, hold . To target a summoning core, hold .

Unlike in a standard battle, there is no party health bar. You can kill enemy players over and over, but if you’re not dealing damage to their base core, you’ll never win. The objective of this mode is to strategically knock out and score HP Attacks to render the enemy core vulnerable to your team’s attacks.

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