During a Frontline secure campaign, players increase their company's tactical rating by occupying and maintaining control of key locations, as well as defeating other players in battle.

Overview

Time Limit
Level Requirement

20 minutes

Job level 30

Abandoning Matches

Players who abandon a Frontline campaign (not including players who join a match in progress or are vote kicked) will receive a penalty. Players so penalized will be unable to use the Duty Finder for 30 minutes.
Players inactive for over a period of two minutes will automatically be removed from play.

Entry Requirements

The Borderland Ruins (Secure)

Role Requirements
Number of Participants
Grand Company

None

* Players can freely change jobs or classes at their Grand Company's landing.

One to four players.

Unrestricted Parties Not Allowed

Enlistment in a Grand Company

* Players will be randomly assigned to one of the three Grand Company teams.

Players can queue to enter Frontline campaigns alone, or in a party of up to four players. Please note there are no role restrictions when queuing as a party.

Chat

The Say, Party, Alliance, Yell, Shout, Free Company, Linkshell, Cross-world Linkshell, PvP Team, and Novice Network chat channels can be used during Frontline.
* Say, Yell, and Shout can only be used with players on the same team.

Retaliation

Incapacitated players will be returned to their Grand Company's landing, where they will be allowed to rejoin combat. This will not incur a weakness penalty.

Furthermore, players will be invulnerable while within their Grand Company's landing, and will not incur any status ailments applied by enemy players. This invulnerability lasts for 10 seconds after leaving the landing.

Mounts

Players are free to use mounts during Frontline campaigns. However, players taking damage while mounted will be afflicted with the Hoofing It status effect for five seconds.
* Flying mounts cannot be used to fly during Frontline campaigns. Furthermore, party members may not ride pillion on multi-seat mounts.

Return

Using Return will teleport players back to their landing point. Moreover, this action has no recast time during Frontline campaigns. Please note, however, casting will be interrupted by attacks.

Items

Items cannot be used during a Frontline campaign.

Victory Conditions and Tactical Rating

Rules of Engagement

The first team to reach the required tactical rating will be declared the winner, and the remaining teams will be ranked according to their respective ratings.

Increasing Tactical Rating

Occupying Key Locations

Key locations such as outposts and Allagan ruins can be identified by flags, indicating the Grand Company that currently controls them. At the start of each match, all locations will be unoccupied. By remaining in close proximity to the flags at these locations, players can occupy them to improve their team's tactical rating. However, these areas may turn neutral should enemies come within proximity of a flag controlled by your team, or vice versa.
Additionally, players standing within key locations will be buffed with the status Sheer Will, greatly increasing damage dealt.

A team's tactical rating will increase by a fixed amount upon claiming key locations, and will continue to increase over time for every location that remains occupied by their Grand Company.

Occupying these locations will prove key to victory, as this greatly affects your tactical rating.

Engaging Opposing Teams

By defeating players from opposing teams, players can increase their tactical rating while at the same time decreasing that of the opposing team.

Defeating Monsters

Weaponry will appear on the field periodically, and by challenging them appropriately, you can earn tactical points for your team and increase your Battle High status.

Interceptor Drone

Interceptor drones are small enemies that engage surrounding players with automatic cannons before self-detonating after an allotted time has passed.
Defeating them will distribute tactical points proportional to damage contribution and raise the rating of the party that contributed the most.

  • When interceptor drones are deployed, a golden interceptor drone α may appear.
  • Defeating these rare enemies will result in greater rewards than regular interceptor drones.

Interceptor Command Systems

Interceptor command systems are medium-sized enemies that cannot be targeted and attack continuously after deployment.
By swiftly absorbing attacks according to its indicators, players can reduce damage taken, earn tactical points, and increase rating.

Interceptor Nodes

Interceptor nodes are large enemies that indiscriminately target surrounding players with a variety of attacks.

  • Ground Interference
    A large area-of-effect attack.
  • Heavy Interference
    A stack marker attack.
  • Targeted Interference
    A honing attack.

Every time this enemy's HP is reduced to zero, it will gain one point. When it has accrued five points, it will begin to flash, indicating that it may be defeated.
Teams will accrue tactical points according to damage contribution each time the interceptor node's HP is reduced to zero.

Weaponry deployment is displayed in a special UI element.

Checking Tactical Rating

Each team's tactical rating is displayed in a special UI element.

Personnel Displacement Panels

Personnel displacement panels are installed between each team's starting area.

These teleporters will activate thirty seconds before weaponry is deployed, allowing players to warp to where they will appear.
When weaponry is no longer active, the personnel displacement panels will also become inactive.

Advanced Rules

Limit Break

Combat rank bonuses will also affect the rate at which the limit gauge fills.

Rank Rate
1st Fills 0.75 times faster
2nd None
3rd Fills 1.25 times faster

Battle High

Battle High is a status that increases damage dealt and HP restored by healing actions according to a player's knockouts and assists. The maximum rating is 100, and for every increment of 20, the status increases in strength. Being incapacitated will reduce the rating by half.

Status Rating Effect
Battle High I 20 to 39 Damage dealt and healing potency increased by 10%.
Battle High II 40 to 59 Damage dealt and healing potency increased by 20%.
Battle High III 60 to 79 Damage dealt and healing potency increased by 30%.
Battle High IV 80 to 99 Damage dealt and healing potency increased by 40%.
Battle High V 100 Damage dealt and healing potency increased by 50%.

Each player's Battle High gauge indicates their current rating.

A player's Battle High status is indicated with an icon on their nameplate, which changes according to the rank of their Battle High.

Player Icons

All players engaged in combat will appear on the map and minimap when nearby.

Job Modifiers

Damage dealt, damage taken, and limit gauge charge time in Frontline campaigns are adjusted based on your current job.

Job Damage Dealt Damage Taken Limit Gauge Charge Time
Paladin - -45% -
Warrior -10% -50% -
Dark Knight -15% -40% +45s
Gunbreaker - -55% +15s
Monk - -50% -
Dragoon -15% -50% +15s
Ninja - -45% +15s
Samurai -5% -50% +15s
Reaper - -50% +15s
Viper - -60% -
Bard - -30% -15s
Machinist - -30% -
Dancer - -35% +30s
Black Mage -5% -30% -
Summoner -10% -30% +15s
Red Mage - -45% -
Pictomancer -10% -30% -
White Mage -10% -25% +15s
Scholar -10% -30% -
Astrologian -15% -25% +15s
Sage - -35% -