FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion
FFXIV Patch Updates Variant & Criterion

FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion

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FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion

Learn the likely timing, how each mode works, and what rewards would make 7.45’s 4-player endgame worth running.

FFXIVPatch UpdatesVariant & Criterion
FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion - Adventurers choose between three sealed boss doors
Adventurers choose between three sealed boss doors

Overview

Patch 7.45 is shaping up to be a major checkpoint for Final Fantasy XIV’s 4-player endgame, bringing back Variant and Criterion-style content in a new structure. This is firmly FFXIV context (Eorzea systems, Dawntrail level ranges, and Crystalline Conflict season timing), not Final Fantasy XI.

Below is a practical breakdown of the likely release window, how each difficulty is expected to function, and the reward questions that matter most if you want this content to stay active beyond week one. Along the way, we’ll also call out where gil pressure typically shows up (repairs, materia, crafted gear, food/pots), since a steady economy and gil flow is part of staying raid-ready.

Patch 7.45 timing: why early March is the leading guess

The best public clue comes from PvP scheduling. When a Crystalline Conflict season end date is announced, it’s commonly paired with roughly a two-week notice window. With the season ending in early March, that lines up with a Patch 7.45 target around March 3 (give or take regional maintenance timing).

This matters because Variant and Criterion content tends to be most active in the first days: groups form fast, strategies spread quickly, and early clears can set the tone for how “puggable” the content feels. If you plan to run with a consistent light party, it’s worth reserving time near that window.

How Variant Dungeons work in 7.45 (and what’s changing)

The Variant dungeon layer remains the more exploratory, flexible mode. The core identity is a multi-path dungeon where repeated clears unlock lore entries and route options, leading you to different boss variations and usually a hidden or “secret” encounter along the way.

Variant basics: party size, role freedom, and Variant Actions

  • 1 to 4 players, with difficulty and approach shaped by your group.
  • Any composition works: all DPS, all tanks, mixed roles, or a standard light party.
  • Variant Actions help cover missing roles, especially in solo/duo play (self-healing, mitigation, utility).

Because you’re not locked into tank/healer/DPS requirements, Variant is often the most approachable way to learn the bosses’ “full kit” of mechanics before stepping into harder modes.

Variant as leveling content (90–100): why it’s a big deal

A notable improvement is that Variant can now be used as a leveling method. You’ll level sync to 100, but you can enter on jobs from level 90 to 100 and earn experience.

Practically, this helps in two ways:

  • It adds variety to the 90–100 leveling loop, especially if you’re tired of repeating the same dungeon set.
  • It helps bridge awkward gaps in leveling options, making it easier to move smoothly into Dawntrail’s leveling dungeons.

One limitation is that Variant isn’t typically queued through the same “random matchmaking pipeline” as standard roulettes, so its leveling efficiency may depend on how easily you can find players. Still, having another XP source can reduce burnout and indirectly supports sustainable FFXIV gil income by keeping you active in content that also drops tradable items.

Variant Dungeon Advance: the new middle difficulty to watch

Patch 7.45 introduces a new mode: Variant Dungeon Advance. Conceptually, it sits between the exploratory Variant experience and the high-difficulty Criterion layer, but it’s also structurally different from what Endwalker-era players might expect.

FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion - Solo adventurer deciphers lore to reveal a hidden route
Solo adventurer deciphers lore to reveal a hidden route
FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion - Healer shields the party as the boss unleashes sigils
Healer shields the party as the boss unleashes sigils

What Variant Dungeon Advance is (and isn’t)

  • No trash pulls.
  • No branching paths or puzzle-routing across 12 routes.
  • You can fight stronger versions of the three bosses from the Variant dungeon in any order.
  • 2 to 4 players, with scaling difficulty based on party size.
  • Level 100 only (no leveling XP here).
  • Individual loot tables per boss, plus bonus loot if you clear all three bosses in one instance.
  • No lockout, meaning repeat farming should be straightforward.

Difficulty expectations: “dungeon-plus” rather than Extreme?

Because it scales from 2 to 4 players and allows any party structure, the safest expectation is that Variant Dungeon Advance will land in a “dungeon-plus” space: more demanding than a normal dungeon, but not necessarily tuned like a full Extreme trial.

Scaling content is notoriously hard to tune so that it feels equally tight at 2 players and 4 players. The likely outcome is a mode that:

  • Lets casual groups push a bit harder without committing to full high-end play.
  • Gives duos a meaningful farm target when they can’t reliably fill a full light party.
  • Acts as a stepping stone toward Criterion’s stricter structure.

The reward question: what should be in those loot tables?

The biggest unknown is what “individual loot tables” actually contain. For long-term health, this mode needs rewards that feel worth repeating even after you’ve seen the fights. Cosmetic drops help, but players tend to stick around when there’s also a progression reason to return.

Reasonable reward directions for Variant Dungeon Advance include:

  • Cosmetics (hairstyles, emotes, fashion accessories, framer kits) with token backstops.
  • Mid-tier gear positioned around alliance-raid-adjacent power, or slightly under it, so it helps alts and late starters without invalidating Savage.
  • Upgrade materials that support gearing loops without forcing players into 8-player content.

Even when rewards are cosmetic, they often translate into market activity. Tradable drops can be a meaningful source of FFXIV gil from market board sales, while non-tradable rewards still influence spending on glamour sets, dyes, and melding.

Criterion in 7.45: a redesigned high-difficulty boss run

Criterion returns by name, but it’s not a carbon copy of the Endwalker model.

Key structure changes: no trash, fixed order, “three trials back-to-back” feel

  • No trash pulls in the new Criterion structure.
  • Exactly four players required.
  • Recommended composition is 1 tank, 1 healer, 2 DPS, though premades can experiment.
  • The bosses are even stronger versions than what you’ll see in Variant/Advance, fought in a set order.

This format should appeal to players who like condensed, mechanic-dense encounters. It also makes scheduling easier: fewer variables than a full dungeon run, and less time spent on non-boss pacing.

Endwalker lessons: the fights were great, the incentives weren’t

Historically, many players praised Criterion’s encounter design: creative mechanics, tight execution windows, and a satisfying “mini-raid” feel in a light party format. The bigger issue was motivation. If the primary carrot is a mount (plus a token buyout), participation tends to drop sharply once the most dedicated farmers finish.

That creates a knock-on problem: fewer groups running the content makes it harder for new players to find parties, which further reduces participation.

What rewards would make 7.45 Variant/Criterion thrive?

Rewards don’t need to replace Savage gearing, but they should provide an alternate progression lane that feels meaningful. The goal is to keep the content populated and give different player types a reason to engage.

Variant Dungeon: keep the token model, add reasons to revisit

Variant’s token structure has historically been one of the better parts of the system: play the content, earn currency, and eventually buy what RNG didn’t give you. That’s healthy design.

What would help Variant stay relevant longer:

  • A light “daily bonus” incentive (even modest) to keep queues and party finder listings active.
  • Rewards that remain useful over time, like evergreen cosmetics or materials tied to current crafting demand.

When Variant drops tradable items, it can also become a low-stress way to rebuild funds after big expenses. That’s especially relevant if you’re looking for how to get extra FFXIV gil without endless grinding while still doing real gameplay.

Variant Dungeon Advance: cosmetics plus practical progression hooks

Because this mode is new, the cleanest approach is to give it a clear identity:

  • Cosmetic-forward rewards that are fun to chase and, when tradable, support the economy.
  • Entry-level progression rewards that help players prepare for harder content (materia, upgrade items, or gear that smooths the path).

This is where gil tie-ins show up naturally. Players who engage with mid-tier progression commonly spend on repairs, melds, and consumables. Keeping a buffer of FFXIV gil matters, whether you farm it yourself or rely on a mix of methods that fit your schedule.

Criterion: add an alternate gearing lane without invalidating Savage

The most compelling long-term incentive for Criterion is some form of gear progression that helps players who:

  • Are late to a patch cycle and need catch-up options.
  • Want to gear alternate jobs for upcoming high-end content.
  • Prefer 4-player high-end over 8-player Savage, but still want meaningful character power gains.

Good reward targets include:

  • Right-side accessories as alternatives or sidegrades in the gearing ecosystem.
  • Upgrade materials for capped tomestone gear, easing bottlenecks without replacing raid drops.

This doesn’t have to create a new best-in-slot situation. Even if the stats mirror existing options, the value is in providing another route to get there. It also reduces frustration when weekly lockouts or loot luck slow your progress.

What replaces Criterion Savage? Make “perfect runs” an achievement lane

With Criterion Savage being removed, the cleanest replacement is to turn “no-death” or “no-raise” clears (and potentially time-based clears) into achievements with prestige cosmetics and titles.

This approach has advantages:

  • It preserves bragging rights without splitting the playerbase into another separate mode.
  • It encourages mastery play for groups who want it.
  • It avoids the common complaint of “same mechanics, just more HP/damage.”

How to prepare for 7.45 Variant and Criterion week

Even without full reward details, you can set yourself up for a smooth launch week.

Prep checklist for Variant and Advance

  • Pick 1–2 jobs you’re comfortable piloting in unfamiliar mechanics.
  • Review role fundamentals (mitigation planning, burst windows, movement tools) since Variant-style bosses often test awareness.
  • Stock basic supplies early: food, pots if you plan to push, and repair funds.

If you’re planning to farm tradable drops, be ready to list efficiently. Timing matters: early listings can be lucrative, but only if you can afford the upfront costs and avoid panic undercutting. Many players use FFXIV gil strategies for casual players like slow-and-steady listing rather than constant relisting.

Prep checklist for Criterion groups

  • Lock in a consistent light party if possible; Criterion tends to reward repetition and tight coordination.
  • Decide your standard composition (1 tank/1 healer/2 DPS is the expected baseline) before launch day.
  • Plan for consumable usage if the tuning is tight; that’s where FFXIV gil for raid consumables becomes a real factor.

Players with limited play windows often look for ways to stay prepared without spending entire evenings farming. If that describes you, it’s worth thinking about where to buy FFXIV gil if you have limited playtime versus building a routine that mixes content drops, market board sales, and daily activities.

Frequently Asked Questions

Will Variant Dungeons in 7.45 be good for leveling from 90 to 100?

They should be a viable option because they award experience for level 90–100 jobs while syncing you to 100. Efficiency will depend on how quickly you can form groups since it isn’t a standard roulette queue.

Can Variant Dungeon Advance be done with two players?

Yes. It scales for 2–4 players and doesn’t require a full light party, which should make it attractive for duos who want tougher boss fights without recruiting.

Is Criterion still “no mistakes allowed” like Criterion Savage?

Criterion Savage as a separate mode is going away. Criterion remains high difficulty, but the harsh “no resurrection” rules are not the default expectation unless they’re reintroduced via achievements or special conditions.

FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion - Hands claim accessories and an upgrade catalyst from a coffer
Hands claim accessories and an upgrade catalyst from a coffer
FFXIV Patch 7.45: What to Expect From Variant Dungeons, Variant Dungeon Advance, and Criterion - Light party maps the boss order for a flawless clear
Light party maps the boss order for a flawless clear

What rewards would make Criterion worth running long-term?

Most players stick with content longer when it offers meaningful progression—especially tomestone upgrade materials or accessories—alongside cosmetics. That also helps players manage FFXIV gil for endgame progression by reducing gearing bottlenecks.

How much gil should you budget for a 7.45 push week?

Plan for repairs, meld adjustments, and consumables if you’re progging Criterion. Keeping a buffer of Final Fantasy XIV gil reduces friction when you need to pivot jobs or re-meld quickly.

Alicia Mendez

About Alicia Mendez

A lifelong MMO player, Alicia writes about World of Warcraft, Final Fantasy XIV, Throne and Liberty, and New World from the perspective of someone who loves both the grind and the community. From endgame progression to casual exploration, she covers what keeps players invested in living online worlds.

View all posts by Alicia Mendez