Trine
After wrapping up Forsaken, Kefka will use Trine to cover the arena with a bunch of triangles, which arrives in sets of three. The tips of each triangle corner will explode in an AoE circle, with the triangles exploding in the order that they landed on the arena.
Effectively, this mechanic is a slightly more complicated 3-to-1 dodge mechanic, which Kefka will complicate further by adding some tankbuster mechanics on top of this.

While the triangles are falling all over the arena, Kefka will cast a Wings of Destruction to cleave one half of the arena. Which side Kefka will be cleaving can be identified through the glow appearing on Kefka's wing when he's casting that attack.
This mechanic is trivial for any non-tanks, because the third set is always dropped in the middle. This means that for the 3-to-1 dodge, everyone can start in the middle, directly under Kefka, and run out once the first set of trines have detonated.
Wings of Destruction
While this mechanic is trivial for non-tanks, its a bit harder for the tanks because they have to deal with two tankbusters back to back.
The first Wings of Destruction you see in this mechanic is a halfroom cleave, but the second Wings of Destruction that Kefka casts is a tankbuster that targets the closest and the furthest players from Kefka. Whereas the non-tanks can just run out and be done with this mechanic, one of the tanks must stay close enough to bait the tankbuster without being hit by the trines.
The tankbusters AoE are too large to fit both tanks and non-tanks together, so your party needs to agree on some priority system in order to determine who goes where. Elemental resolves it by sending non-tanks north clockwise and tanks counterclockwise from northwest. Mana, on the other hand, wants tanks as north as possible and non-tanks as south as possible.
| Mana | Elemental |
|---|---|
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The Mana priority system might look complicated, but don't overthink it as it is very easy if you just go with your feelings. All you have to do is prioritize moving north as much as you can as a tank, and as south as you can as non-tanks.
Upon identifying the waymark that you have to run to, the non-tanks should be standing on where the waymarks are. As for the tanks, the MT is always the close bait while the ST is the far baiter. Sprint here is recommended if you still have it available.
| Non-tanks | ||
|---|---|---|
Ultimate Embrace
Tanks have two tankbusters back to back to deal with, and this is the 2nd one. Right after your tanks have dealt with Wings of Destruction, Kefka will immediately follow this up with Ultimate Embrace, which is the two-man tankbuster that you've seen at the start of this phase.
Both Wings of Destruction and Ultimate Embrace are strong enough that they will most likely kill the tanks if they do not commit every strong mitigations they have. So in order to survive both tankbusters, the tanks must time their mitigations so that their mitigations covers both attacks. As a reminder, Ultimate Embrace is a physical attack and you will be helping your tanks a lot if you manage to feint this attack for them!
To make it easier for yourself if you're one of the tanks, you can use the following timings:
- You can press any 20s mitigations once the halfroom cleave Wings of Destruction has passed.
- This is a good time to press your sprint as well.
- You can press your 15s mitigation once the first set of trines explode.
- Once you're running out from the center, you can proceed to time and press your remaining mitigations.
You are recommended to use your short mitigation for the Ultimate Embrace instead, which can deal up to 1.25 million damage on a high roll compared to Wings of Destruction, which only deals 700k damage at most. Healers, make sure to heal up the tanks in between and throw whatever extra mitigations you can muster because the tanks will die if you do not help them.
Getting to Phase 3
In order to get to phase 3, your party must reduce Kefka's HP to 0.1% and have done the mechanics in phase 1 correctly. Upon defeat, Kefka will cast Aero III Assault in order to do an unavoidable knockback from the center, so make sure to stay close to the center in order to not get yeeted off the arena, dying an embarassing death as a result.
If you happen to have died during trines, then do not press your revive if someone has cast a resurrection on you. As long as someone has casted a raise on you, you will be auto-resurrected with full mana once the cutscene starts playing and you do not have to worry about being knocked off the arena by the knockback.

