First boss: Nedra
This BAM type does not show up much in the game, you might be familiar with it from Channelworks though. The basic attacks are more or less the same.
Simple 1-hit attack.
Simple 2-hit attack.
Charge Attack, hits 5 times.
Attack tank with hands, pause a bit, then fart behind which causes pushback.
Shares starting animation with Big Bite.
Double hit in the front, shares animation with Fart – difference being in mouth starting to glow.
Blockable, but second hit hurts through block, preferably iframe it.
3 Blockable attacks in front of the boss, followed by an iframable flower explosion on everyone.
Who wants to feed me?
The boss goes underground after the text message and does an AoE attack near the one with secondary aggro. This AoE stuns, and if anyone gets stunned, the boss eats him, killing him. Get away from the initial position of secondary aggro or iframe. Hard Mode only.
Boss does an AoE and then goes underground, releasing thorn balls in a specific circular pattern. Getting hit by the AoE will put a cleansable & slowing debuff on you. Thorns cause bleed on hit. Walk around or iframe through them. Hard Mode only.
The boss quickly does two series of 2 bites then follows with an attack that spawns Thorn Walls on target(s) far away. Spawns one in Normal Mode and two in Hard Mode. A small purple ring will appear under your feet if you are about to be targeted. These walls last around 1 to 2 seconds. End of animation is identical to Plant Boom. Standing in it does no damage, but moving or iframing into the walls will stun you.
The claws of the boss start glowing and he will throw an iframeableAoE attack at the secondary aggro target. Will knock up if you get hit. Ress bait in Hard Mode.
Rock ‘n Roll
Rocks fall from the sky and roll from the front of the boss to behind the boss, then the boss rolls backwards. Can be iframed or facetanked. The dirt animation will alert you to whether large or small rocks will fall. Large rocks have a larger amount & area of dirt falling. Hard to see in the videos.
A text message saying “A Strange Odor Fills the Air” will show up and the outer area of the map will start glowing Purple or Green. The entire party will also get a debuff which gives you a Purple or Green aura as well.
Green debuff on character
Green area glow
The room and yourself will have these auras until the “Aren’t You Pretty?” text message appears. This indicates that the boss will go underground and flowers start falling to the ground. During this mechanic, you must make your aura match the color of the room. These flowers explode as they hit the ground and can be iframed but you don’t always want to iframe them.
Getting hit by an explosion will switch the debuff you have; Green will become Purple and vice-versa. To dodge an explosion, you must iframe. After this mechanic is over your debuff needs to match to the color of the room. Either 1 or 2 flowers will fall.
Special yellow flower
In Hard Mode below 40%, a Yellow Flower will fall instead of the normal mechanic. This can be seen on the right. This flower needs to be hit (usually done by the healer) and it then will explode after about 1 second. If it isn’t hit it will deal massive damage to everyone including a nasty bleed debuff. This yellow flower acts as one flower in the normal mechanic, meaning if you get hit by it’s explosion, your debuff color will change. To iframe this flower, wait until it turns white and looks like it is going to burst.
100 – 40% HP: 1-2 flowers
40 – 0% HP: 2-3 flowers
100-70% HP: 1-2 flowers
70-40% HP: 2-3 flowers
40-0% HP: 1 yellow flower
Second boss: Ptakum
You may remember this boss from Velik’s Hold. This boss has many of the same basic mechanics.
In this room there are 3 statues. They’re purpose will be explained in Key Mechanics, however do take note that every statue slowly releases an expanding AoE that puts a debuff on the first target it hits. This includes the boss.
A simple Right, Left hit.
A simple Left, Right hit.
Boss turns to hit the back.
Boss turns to hit the back.
Boss turns towards secondary aggro and swipes at them.
Double Right, A Massive
Hits the tank twice with blockable attacks. Followed by a massive. Getting hit by the massive will stun you. In Hard Mode if anyone gets stunned while the boss is under 75%, he will do a fast version of the front back wave attack.
The boss will charge up a laser at a secondary target and then fire it. Notified by message “I will break you!”. This laser can be used to break one of the statues. You will only be targeted if you have one of the statue debuffs.
Back Roll Wave
The boss will do a couple of normal attacks, followed by 2 left handed hits and then roll backwards, finally throws an unblockable wave at the tank.
The boss will do a wave attack in front of him followed by a wave attack behind him (blockable). This is the attack that happens when stunned by Double Right, a Massive. Hard Mode only.
Bad Breath Donuts
The boss will do 3 outer donuts AoE followed by frontal Breath. This attack can be blocked, but can bleed trough block a bit in lesser gears.
Secondary Target Lasers
The boss shoots a barrage of lasers at a secondary target.
The statues are the most important part of this boss fight. There are 3 statues in this room – their names are Bloody (Red), Radiant (White), and Cursed (Purple). Each one of them produces a wave that puts their debuff on the first target it hits. The goal is to get all 3 of the debuffs on the boss. To do this, don’t get hit by the statue’s wave. You cannot iframe through this wave, you must run from it. The waves can go outwards from the statue or come inwards towards the statue. In Hard Mode, two statues can activate at once. After every statue has done their AoE once, the boss will do a binding mechanic and will deal percentage based damage to the party depending on how many debuffs are NOT on him.
Depending on how many debuffs are on boss / players, he will do different attacks during this mechanic:
- All 3 on boss: the boss will be stunned for a short duration.
- 0-1 on players: 30% HP damage to everyone and applying 1 bleed stack + powerup buff on boss
- 2 on players: 50% HP damage to everyone and applying 2 bleed stacks + powerup buff on boss
- 3 on players: 100% HP damage to everyone. This ignores shield so it’s just a wipe.
These conditions were written by debuffs on players instead of debuffs on the boss for one reason. Statues can be destroyed with the Break Wave attack. If you break a statue, it will remove its debuff from the boss or player. This also degrades the mechanic to a lower tier and a wipe can be avoided, however you cannot upgrade to a boss stun as it requires all 3 debuffs on the boss. After a statue is broken, it will not reactivate until after the binding mechanic. If the break wave mechanic focuses on you, stand in front of a statue you have the debuff to. You can let it hit you (however you may die) or iframe at the right time. If there is a debuff on you during the binding mechanic, you will be stunned for a short amount of time.
After getting hit by the room wide AoE from the binding mechanic, a bleed will by applied. These bleed stacks last 10 minutes and do 2% max hp damage per second for every stack you have. It gets removed when the player dies. When you fail the mechanic several times in a row, you might want to take turns dying to make it easier on the healer.
In Normal Mode one statue will activate at a time.
In Hard Mode he will do 2 statues at same time below 50%.
While the statues activating, the boss will also do an in/out mechanic.
It may be difficult to determine the difference between in or out while inexperienced, as the determining factor is very small. After the In or Out attack he will do either a large AoE around him or a small AoE on all players, depending on whether it was in or out. These need to be iframed. The timing is slightly different.
You can see the boss visibly winding up for a spin in the Outer AoE clip, while he does not wind up for the Inner AoE. Getting hit by the second attack of the inner AoE will pushback. Getting hit by the second attack of the Outer AoE will throw you in the air and toss you. Without priest arise, this takes quite a bit to get up from.
Final boss: Kylos
This boss is much like Argog as it has 3 phases in Hard Mode and 2 in Normal Mode. The Awakening phase in Normal Mode will start at 70% while the Hard Mode phases are Awakening 1 at 80% and Awakening 2 at 30%. The boss will do room wide silencing and pushback attack whenever a phase starts. Awakening 2 is visibly slower than awakening 1, shown below.
First awakening (phase 2 start)
Second awakening (phase 3 start)
In Hard Mode after the boss awakens, a timer indicating you have 9 minutes to kill the boss will begin. If you fail to do this, monuments will begin constantly falling. This isn’t technically a wipe but it is nearly impossible to live through.
This boss is mostly combinations of normal attacks and sometimes an Empowered Attack. After doing 4 Empowered Attacks (each applies 1 stack) he will do a massive AoE we will go over in Key Mechanics. During Awakening 2 in Hard Mode he only requires 2 Empowered Attacks (each applies 3 stacks) to trigger this mechanic. Empowered Attacks can also be spotted by signature purple-swirling letters around boss and glowing eyes.
It’s recommended to count the stacks the boss has, but there are also visual cues: if boss has at least 1 stack he will have purple buff in his buff bar, and his whole body will glow according to number of stacks he has. Notably: if he is glowing red-ish (care not to confuse with enrage) his next Empowered Attack will trigger mechanic. These empowered attacks still occur in normal mode, however there is no room wide AoE from stacks.
0 stacks (but awakened)
Important detail on this boss is Chain Lightning (Hard Mode only, except during monuments) – getting hit by some attacks causes stun and small AoE to appear on stunned person. If this AoE hits someone, they will too get stunned and have AoE on them. Take care to not stun your whole party. This mechanic only works while boss is Awakened (1 or 2).
Simple 1-hit attack with left arm.
Simple 2-hit attack with right arm.
Simple 4-hit attack. Breath pushbacks.
Simple attack on damage dealers. Blockable or iframeable. Causes Chain lightning. This is an Empowered attack.
Second attack on damage dealer, this one a bit more dangerous, care when dealing with this. Causes Chain lightning. This is an Empowered attack.
Secondary Aggro/Ress bait
There are two different secondary aggro attacks, care about them. Both are unblockable but iframable. Causes pushback if hit.
Basic hit + Wing slam + Back wing slam
Second hit is unblockable & uniframeable, and third hit is unblockable.
Causes Chain lightning on 2nd & 3rd hit. It is an Empowered attack.
Left paw first
Right paw first
The boss can also fly up at the end and do unblockable & uniframeable expanding donut attack. This one shots in Hard Mode. Causes bleed in Normal Mode.
Left paw first
Right paw first
Tanks should be careful for this mechanic as the movements can be difficult to get used to. The first two hits are blockable, but the 3rd and 4th hit are unblockable & uniframeable one shots that cause Chain lightning. The breath is blockable but hard hitting. It is recommended to iframe. This is an Empowered Attack.
3 Frontal Wingslams
The boss will slam tank with 3 blockable wing attacks, then might follow up with AoE on damage dealers and an unblockable frontal AoE. These hits cause Chain lightning. This is an Empowered attack only if the long version is performed.
Chain Lightning Monuments
This mechanic will begin at 50% in Normal Mode. In Hard Mode, it will begin at 75% and have a different variation below 40%.
Debris will fall from the sky onto each party member. Getting hit stuns so you must move or iframe once the location locks. During this mechanic, a monument will spawn a far distance from the boss. In Hard Mode, two will spawn under 40%, where one is directly next to the boss. To do this correctly, you must use Chain lightning to break the monument. To do this, party members must line up (3 members for the far monument, one for the closer) so that the lightning the boss creates travels through the party members to the monument. Chain lightning applied an uncleansable bleed which healers must heal through.
If this mechanic is done incorrectly, party HP will be set to 1 for several seconds (3 seconds in Normal Mode, 20 seconds in Hard Mode). You cannot be healed with this debuff active. Death will remove the debuff. It is notable that parties usually do not break the far away monument unless the healer prefers it, or it is a learning run. In Hard Mode, failing both monuments is a wipe. To prevent this, the close one is broken (usually by the healer). Since it is close, only one person is needed to connect the lightning.
This is the mechanic done properly:
4 Stack Lightning
Once the boss has done 4 Empowered attacks during Awakening 1 or 2 Empowered attacks during Awakening 2, he will do lightning attack that needs to be iframed. Getting hit will put uncleansable bleed and silence on you and applies pushback. Note that the empowered attack counter resets at the beginning of awakening 2. Hard Mode only.
The distinct animation and message (Lightning!) is extremely quick so a fast reaction is needed. Beginners might prepare by staying still until the animation begins, and then iframing.
Fly and Spin Left or Right
Occasionally the boss will fly up into the air with a secondary aggro target. After the boss lands facing the target, he will spin on one side, casting an unblockable expanding AoE wave. Depending on the direction of his turn, he will follow with an uniframeable & unblockable half-circle AoE. It happens on the side he span to. The expanding wave goes faster during enrage.
Hard Mode: He will also spawn 0 (Normal), 1 (Awakening 1), or 3 (Awakening 2) orbs on the side of the half-circle. These need to be destroyed. If they are not destoryed, they explode, applying an uncleansable bleed and pushback. One orb is survivable, but 2 or 3 is not.