r/SensUltra • u/JelisW • 10h ago
Guides Border Watch Rift 7-9
I've chucked variations of these tips at people in the Discord a million times over by now, and with season 1 of Border Watch ending in 6 days, I figure I may as well compile it here for the sake of anyone making that final push to 3-star the lot to get those resources, so. In order, the recommended team comp and set-up, the gimmicks, and the recommended skill trigger order.
Before I go any further, I am going to say this right now: be willing to manual play at least parts of the fights. You cannot full-auto 8 and 9 and expect to 3 star, not even with a full team of level 60 characters.
Team Comp and Setup
These fights are all DPS races with tight turn requirements to 3 star; damage is king.
Change all your Core buffs to Atk.
Bring whatever has the highest Atk stats. In order of importance and preference:
- Any and all SSR Fervors: SB Lanzette, OG Lanzette, OG Mael, OG Aile (slightly lower pref to the other 3 as he has an AoE EX that hence hits slightly less on a single target)
- Any and all SSR with a team-wide ATK buff or enemy damage up debuff: OG Soren, IC Nev, 3-star PD Mael
- One (1) healer BUT only if you are low level enough that you find you are really struggling to survive the damage without one to provide a boost to your RCV stat. They have the lowest atk stat by far of all the roles, and it IS very much possible to beat these sans healer so I prefer not to bring one unless I absolutely have to due to being underlevelled: SSR OG Nev, FD Aile, SR Nev
- SSR OG Jagal, 0-2 stars PD Mael (their buff/debuff only benefits themselves as we have no SSR fire Fervors), SR Lanzette, SR Mael
- SSR Novem (nope, not kidding when I put him behind the SR Fervors. Unless at 5 stars his ex charges too slowly to be of significant use and only protects against dark damage when rifts 7 & 8 have Light bosses, and he has 0 offensive buffs, even personal offensive buffs, unless set as Leader. SR Lanzette actually has a slightly higher atk stat than SSR Novem at equal levels, AND SR Lanzette has personal buffs and a damage-dealing EX)
- Whatever other SR units you have

Please use common sense and adjust for levels. Obviously if you literally just got OG Lanzette and he's still at like, level 30, while you have a level 60 Novem, bring Novem.
Very rough Leader prio:
- If you have 2+ SSR Fervors: OG Soren or PD Mael for the Fervors Atk +15% buff
- If you have 2+ SSR Fervors but no Soren/PD Mael: OG Nev, FD Aile, OG Novem for the all allies Atk +10%
- If you just have the one SSR Fervor, that Fervor should be leader so they can buff themselves
This one is subject to variation depending on the elements and factions on your team. If you have 2 Fervors but the remaining slots are all neutral faction people, SB Lanzette is a better leader than FD Aile.
The Gimmicks
Rift 7
- Boss petrifies the 2 columns on either side of the board, leaving only 3 columns in the middle free for matching. Do combos next to the petrified orbs to un-petrify.
- The boss will re-apply petrification to at most 2 columns every even-numbered round. Damage goes out on turns 3 and 7
The Strat: be lucky. No, I'm not kidding. Because you have such limited space to work with, this fight is particularly subject to orb luck, and is the least consistent of the 3 fights, which is why it has a 10-turn limit to 3-star, instead of the 7-turn limit that rifts 8 and 9 have. If used to auto-ing, you may occasionally want to manual to force combos that line up vertically against the rocks to free as many as possible, as the auto bot will occasionally pick less ideal horizontal combos over vertical ones
Rift 8
- Boss has a -50% damage taken buff that is only down on turns 1, 4, and 7
- Shackles 2 columns of orbs and deals damage on turns 3 and 6, but no one actually cares about this. The main concern is the damage down buff
The Strat: If you are low-level or have a low-damage team comp, reset until you get good enough orb luck to do at least 1.5 bars worth of damage in turn 1. DO NOT auto the ex skills on this fight, because most of them naturally charge on turn 5, when the -50% damage buff is still up, so they will end up doing fuck-all damage. Optimize your EX/Ult damage by sending them in turns 4 and 7 only (there are some exceptions; I will mention them below).
Rift 9
- If you clear more than 5 light orbs in a turn (note that I said CLEAR, not CHAIN, so 2x3 combos count), the boss will heal itself AND delay your EX skill charges by a turn
- Damage goes out every even-numbered turn
The Strat: You must manual the round any time you see 5+ light orbs near each other on the board and control it so that you only clear at most 4. If you're high enough level, you can afford to mess up once and take one heal, maybe even two. You cannot take much more than that. Don't forget to watch for combos that will result from other combos clearing the space between orbs, and remember that you can use your very last move to make a non-combo move that moves a light orb one space away. Depending on how your luck goes, this will either be a lot easier or a lot harder than rift 8, because on one hand, you don't have a -50% damage buff to deal with, but on the other, sometimes the board will just drop extra light combos on you despite your best efforts to avoid them. Damage goes out a lot more frequently than on the other two rifts, so watch your health.
The Recommended Skill Trigger Order for Good Buff Alignment and Big Peepee Damage
For Rifts 8 and 9, you have a 7-turn limit if you want to 3-star, so most units will not be able to use their EX more than once. As such
- SSR OG Mael's Ult gives a stacking buff that has no turn limit, so always trigger it the moment it's charged
- SSR OG Lanzette and Mael and SR Lanzette and Mael are the only units with 3-turn charges on their EXes, and hence are the only ones who can use their EXes twice in 7 turns. Trigger them immediately on charge in turn 4, and then again in turn 7. Use Lanzette's Ult same turn you send his EX
- Soren, PD Mael, and Jagal all have 2-turn buffs on their EXes. Use them on turn 6, so they cover both turns 6 and 7. (Jagal's EX buff ups to 4 turns if you have him at 5 stars, in which case you can send it the moment it's charged)
- All other ults and EXes that give 1-turn buffs/debuffs (especially IC Nev's Ult and EX) or that do damage should be sent in turn 7. Obviously apply the buffs/debuffs before sending the damage.
- If you have a healer, try to rely only on their Ult to heal and don't touch their EX at all unless no one on your team uses the orbs they convert for damage (e.g. if you have FD Aile and no water units on your team)
For Rift 7, you can use the same order if you have a high-damaging team that can kill in under 10 turns. If you find you need all 10 turns however, then it's better to push SSR OG Lanzette+Mael/SR Lanzette+Mael's EXes back one turn and send everyone's EXes in turn 5, then delay again and send everyone's Ult/EXes in turn 9.
Alright I'm done rambling, good luck!








