Vous êtes sur la page 1sur 55

Challenge Mode Guide

Hey guys! kamakiller here, and today we’ll be looking at the Challenge Mode
and how to beat it!

Challenge Mode lives up to its name, and now are some of the most difficult
stages in the game. These stages are very tough and will require some very
well trained heroes to complete, and many of these bosses have interesting
mechanics, some are lethal, some aren’t. This guide is designed to explain
these mechanics and try to help people complete these stages.

Please do note that these stages are hard and many people will not be able
to complete them regardless of this guide’s existence simply because they’re
missing a hero or champion. The Challenges are not designed for earlygame,
and if you are not prepared, you can’t do anything except start building
towards these teams/heroes. If you are lacking a variety of heroes or a
Franz/Remi, this guide probably is not made for you. This guide is moreso
for people who have a decent amount of heroes in their roster and can raise
several heroes or a SBW relatively quickly.

A note on how this guide is structured, the first few sections will be on the
boss mechanics. A team list and a comprehensive analysis of each team will
be provided after discussing the Challenge mechanics that will go into how
much investment is needed and which Challenge the team is viable in.

Other than that, let’s begin talking about the Challenge Stages!

Huge thanks to ​/u/leewhat​ and ​/u/LargeBagel​ for helping testing the


mechanics, helping find the stat values, and theorycrafting! You guys are the
best <3

Why Challenge?
Why do we farm Challenge Mode?

Challenge Mode is generally the source of ​Inheritance Books​ and ​Sigils​.


Inheritance Books are essentially another type of gaining stats for your
heroes. The more you inherit a hero, the more powerful it becomes.
Inheritance has fixed stat gains. Which stats inheritance increase can be
found ​here.​ Sigils are an object you can add to your weapons for additional
stats. It’s essentially a ring for your weapons. Sigils have a variety of stats
that it can have on itself. Each boss has a chance to drop a sigil specific to
itself, so if you are farming for a specific stat sigil, you should farm that
boss. A comprehensive list of where each sigil is can be found ​here.​ This was
a generally rushed explanation of inheritance and sigils, for more information
you can refer to the ​General Guide to Crusading​ section on this, or just ask
on Discord or Reddit Q&A if you are still confused.

In the end, this is extremely important, as inheritance and sigils is the


progression of the rest of the game. After you start farming Challenge
Episode 1, the sigils you obtain here will be then used in Colosseum, Arena,
Challenge Episode 2, Guardian of Ruins, Fortress of Souls, etc.. Everything
leeches off being able to clear Challenge, thus the importance of prioritizing
a team that can clear and farm Challenge as soon as you unlock it.

Here’s a glossary of acronyms that will come in handy, designed more for
the people who are a bit unfamiliar with the terminology. These will apply
throughout the guide. ​A more complete Glossary is here.

HP HA Arm Res CC CD

Hit Points Hero Attack Armor Resistance Critical Critical


(Health) Power Chance Damage

Apen/Rpen Acc Eva DR CR BT

Arm/Res Accuracy Evasion Damage Critical Berserk


Penetration Reduction Resistance Timer

Challenge Episode 1:
Shadows of Trista
Prerequisites
Challenge Episode 1 is unlocked after completing Episode 8, Kalard
Chronicles.

Challenge Mode Episode 1 works like so: upon entering the Challenge Stage,
there will be 2 initial waves of relatively weak mobs. After these 2 waves,
you will meet the first boss. If you defeat the boss, you will reach a stopping
point where you can choose to progress to the next area or choose to
escape. If you choose to go to the next area, you will meet another boss and
you can progress until you’ve met a total of all 4 bosses on the stage. If you
have defeated all bosses in Challenge 1-4, upon defeating Boss 4 in
Challenge 2 and 3, you are given an option to fight the Hidden Boss. You can
escape at any time if you do not think you can defeat the next boss.

If you die in the middle of any stage, all rewards will be lost. Escaping or
Completing the stage is the only way to retain rewards.

Challenge Mode has a 23% Damage Cap. Meaning, with any given hit, that
damage cannot exceed more than 23% of the boss’s maximum HP.

Most bosses have a Berserk Timer. The Berserk Timer starts as soon as
entering the stage and if it ends, the boss will get a ton of defense, attack
power, movement speed, and attack speed. Most boss’s Berserk Timers are
usually ~2-3 minutes, with some not having any and some have weirder
requirements. If you’re ever asking how to deal with bosses in their Berserk
Mode, the answer is Your Damage Sucks (except for some oddballs, which
will be pointed out). You pretty much must kill before the Berserk Timer
starts.

Challenge Episode 1 places a heavy focus on mechanics. Knowing the


mechanics will give you a much higher chance of surviving and clearing. If
you have a team that can output enough DPS while dealing with the
mechanics the bosses have, you likely can clear.

Challenge 1 - Goblin Battlegrounds


Challenge 1 gives you 2 bombs, and upon using them both, they will be
refreshed in 5 seconds. These bombs deal a good amount of neutral damage
and also can interrupt some enemy’s attacks. Use them whenever you can
until you come to a enemy/boss that specifically is countered by them.

Initial Waves

The initial wave of Challenge 1 isn’t too difficult. The most dangerous enemy
in the wave is probably the catapult in the back. The Catapult throws a
projectile that bounces and can kill your backline if they don’t have enough
HP and you don’t get your defenses up in time. Just beware that this enemy
exists and try to put up your tanking as soon as possible if your DPS has less
than 10k HP. Otherwise, you’re probably fine if you can initiate tanking and
shields quickly.

The Mini-ogres will tank for both waves and have bonus defenses, you can
remove his defense buff and tanking with bombs. If you want to clear the
wave faster, try to have both bombs active and ready to go when wave 2
spawns in, and that’ll increase your clear speed slightly.

Boss 1 - Windstrider

Boss Stats:

HP HA Arm Res CC CD

3,309,000 1800 560 700 25% 135%

Apen/Rpen Acc Eva DR CR BT

700 30% 45% 7% 10% 120 sec

Windstrider is the only mob on his stage. Windstrider has 2 magic attacks.

Whirlwind Arrow - Windstrider will draw his bow after a 0.5 second delay,
Windstrider shoots a Whirlwind Arrow that deals massive magic damage.
Whirlwind Arrow pierces and has slight knockback.
Driving Feathers - Windstrider shoots a multi-hit attack that targets the
backline of your team. This deals moderate magic damage.

Windstrider’s attack pattern is fixed. Windstrider attacks whenever his SP


bar fills up. When you first enter the stage, Windstrider will use Whirlwind
Arrow. After Whirlwind Arrow, the next time his SP bar fills up, he will use
Driving Feathers. Then he will use Whirlwind Arrow and the cycle repeats,
essentially being Whirlwind Arrow -> Driving Feathers -> Whirlwind Arrow
-> Driving Feathers -> etc., until he goes Berserk, in which case the pattern
is still the same, just much faster. Windstrider’s normal autoattacks have a
slight knockback on them, and deals low magic damage.

In general, Windstrider’s main damage source comes from Whirlwind Arrow,


which often kills unprepared teams. The easiest way to deal with this boss is
to use Alexander with his SBW, as his magic immunity from his SBW
trivializes this boss. Using the Goddess Sera is another option, however that
does require precise timing.

Boss 2 - Catapult No. 6

Boss Stats:

HP HA Arm Res CC CD

3,309,000 2400 700 560 17.5% 150%

Apen/Rpen Acc Eva DR CR BT

1000 21% 31.5% 7% 7% 120 sec

Catapult No. 6 has only 1 attack.

Fire Bomb - Every 1.5 seconds, Catapult No. 6 throws a glob of fire. The Fire
lands on your frontline area and sets the ground on fire. Units inside the fire
take massive DOT physical damage.
Catapult No. 6 is accompanied by a wave of mobs. To get to the Catapult
No. 6, you have to kill the wave in front of it. This is often a problem,
however, since while one Fire Bomb isn’t too dangerous, the Fire Bomb
stacks up on top of each other and can stack up to 3 times, and if you are
standing in one place, this damage can easily overwhelm you.

It’s highly recommended you get a tank that can at least get to at least
1300 armor here, the more the better. It’s also useful to have an ally help
protect the team, like a priest with Protection of the Goddess, a paladin with
Light of the Grace, etc..

Boss 3 - Crouching Ox

Boss Stats:

HP HA Arm Res CC CD

3,969,000 2250 1000 1000 17.5% 135%

Apen/Rpen Acc Eva DR CR BT

700 21% 31.5% 10% 7% 180 sec

Crouching Ox has 2 separate attacks.

Champion’s Axe Stab - After a 1 second delay, Crouching Ox stabs forward,


dealing 10,000 neutral damage to all heroes in range. This is attack can be
parried with Bombs, which will stun Crouching Ox and go on to the next
attack.

Champion’s Axe Swing - After a 1.5 second delay, Crouching Ox slices from
upwards, dealing 30,000 neutral damage to all heroes in range. This is
attack can be parried with Bombs, which will stun Crouching Ox and go on to
the next attack.

Crouching Ox is actually arguably easier than Windstrider or Catapult No. 6,


mainly because you can stunlock Crouching Ox. Whenever he starts to
initiate an attack, tapping a bomb will stun him. Do note however that his SP
bar does not drain if stunned, and like Windstrider, he will simply alternate
attacks. If you stun him, he will perform the next one. Ox’s pattern is Stab
-> Swing -> Stab -> Swing -> If stunned, go to next action.

It’s useful to tap your bombs a little before his SP fills up since it does take
some time to throw the bomb.

Champion Axe Stab is very easily tankable. Champion Axe Swing, however,
deals much more damage, 30,000 neutral damage and can crit. A general
strategy tends to be just to tank the Champion Axe Stab and stun Crouching
Ox whenever he uses Champion Axe Swing, since it is a bit difficult to stun
him out of both Champion Axe Stab and Swing consecutively.

Boss 4 - Desperate Goblin Chief

Boss Stats:

HP HA Arm Res CC CD

3,309,000 3214.2 1000 1000 25% 150%

Apen/Rpen Acc Eva DR CR BT

1000 30% 45% 10% 10% N/A*


* Boss Berserk Special Condition

The Chief has really only 1 ability. Very arguably the easiest boss in
Challenge 1.

Chupatuka - Goblin Chief summons 3 Goblin Shields (each one 90K HP). If
Chupatuka is used when already active, Goblin Chief goes Berserk.

Nothing special about this boss. Each Goblin Shield can be destroyed by 1
bomb, so if you don’t have enough damage, 3 bombs is all you need to
disable Chupatuka. Then it’s just kill him. His autoattacks are consistent and
can do a respectable amount of damage, however, make sure you have
consistent healing or a good tank.
Boss immediately activates Berserk Mode if he uses Chupatuka with the
shield already active. If he’s berserking, learn to tap bombs.

Challenge 2 - City of Turmoil


Challenge 2 Bosses does not have Berserk Timers (with exception Hidden,
but we’ll get to that later). However, the Emergency Timer (at the top) will
fill up as you progress through Challenge 2. If that bar fills up (8 minutes 22
seconds in the stage), the Hidden Boss in Challenge 2 will spawn. Unless you
want to fight him early...I heavily do not recommend you spend longer than
8 minutes in Challenge 2. If you want to fight him, see Hidden Stages at the
bottom of this guide.

Initial Waves

The initial wave of Challenge 2 are significantly harder than Challenge 1.


There are many more enemies in Challenge 2 wave, and a lot more burst
potential. You want to really be careful about using squishy backline units,
as they can easily get killed immediately. Even tanks can get destroyed by
this wave at low investments. If you find your tank having trouble surviving,
you may consider using HP sigils or Inheritance to get the HP up high
enough.

This burst potential only exists in wave 1. In wave 2 you really shouldn’t be
that worried if your defenses are active from wave 1. The backline of Wave 2
will start to heal once their HP fills up to max, you can cancel the heal by
using your Goddess.

Boss 1 - Bouillabaisse

Boss Stats:

HP HA Arm Res CC CD

5,402,250 5250 728 910 30% 170%

Apen/Rpen Acc Eva DR CR BT

910 35% 50% 10.5% 15% N/A


Bouillabaisse, compared to the wave that preceded him, is not terribly
difficult.

Soldiers of Light - Bouillabaisse summons 1-2 soldiers to fight for him. These
mobs are weak and pose little threat.

Harp of Light - Bouillabaisse deals moderate magic damage to the backline


of your team.

Bouillabaisse has essentially 2 abilities, one being summoning other mobs,


the other being a backline sniping attack. Harp of Light does respectable
damage, and his summoned allies can take out a good part of your health if
you aren’t careful.

However, he’s not that dangerous. Most decent tanks can tank him relatively
easily, and Alexander with his SBW once again completely neuters his
attack. His soldiers deal very little damage. If you can survive the Harp, you
can kill him.

Boss 2 - Dom Perignon

Boss Stats:

HP HA Arm Res CC CD

6,174,000 5250 1300 1300 21% 170%

Apen/Rpen Acc Eva DR CR BT

910 24.5% 35% 15% 10.5% N/A

Curse of the Shadows - Dom Perignon puts a debuff on your heroes. If this
debuff is not removed within 5 seconds, Dom Perignon will trigger Self
Recovery. If this debuff is cleansed or is ineffective due debuff immunity,
Self Recovery will not activate.

Self Recovery - Dom Perignon heals himself for 441,000 HP each tick for 5
seconds. This can be canceled upon Goddess use.
Dom Perignon isn’t too bad to fight. If you have some form of Debuff
Immunity, you don’t have to worry about Goddess. If you lack Debuff
Immunity, time your Goddess. Timing your Goddess still allows Dom
Perignon to heal at least 1 tick, however, while Debuff Immunity prevents all
heal.

Boss 3 - Matahari

Boss Stats:

HP HA Arm Res CC CD

5,402,250 7500 910 728 21% 200%

Apen/Rpen Acc Eva DR CR BT

1300 24.5% 35% 10.5% 10.5% N/A

Battle Cry! - Matahari buffs herself, doubling her stats and then deals
massive neutral her next attack. This buff can be canceled, and if canceled,
Matahari cancels the neutral damage attack.

When fighting Matahari, just simply dispel her buff. As soon as her SP bar
fills up, dispel her. Anut is the easiest way, generally it’s suggested you
bring Anut to Challenge 2 or a unit that dispels. If neither of those applies,
your team should be capable of killing Matahari before her SP fills.

Boss 4 - Freed Hybrid Shadowdemon

Boss Stats:

HP HA Arm Res CC CD

6,174,000 6000 1300 1300 30% 200%

Apen/Rpen Acc Eva DR CR BT

1300 35% 50% 14% 15% N/A


Swing Attack - Shadowdemon goes in the air and then dives the ground,
dealing high physical damage.

Boiling Blood - Shadowdemon gets massive increased stats. This cannot be


canceled and can stack.

Land of Shadows - Shadowdemon stops attacking and heals 176400 HP per


tick for 5 seconds. This can be canceled by Goddess.

Shadowdemon’s ability to stack Boiling Blood is what makes him dangerous.


If left unattended, his Swing attack can grow to be devastating. Kill
Shadowdemon as soon as possible. Remember to parry Land of Shadows
with Goddess.

Challenge 3 - A Plague in the Depths


Challenge 3’s stage mechanic is Flares. The stage is dark by default and
upon flare use, the stage lights up while the flare is active. You can have up
to 3 flares. Flares drop where you tap on the screen and falls directly onto
the ground. They are active for 10 seconds and takes 5 seconds to recharge.
Enemies around the flare takes constant neutral damage and the flare can
affect particular enemies specially.

In the dark, you will miss 50% of your hits regardless of Accuracy.

Initial Waves

Challenge 3 initial waves are arguably the most dangerous in Challenge


Episode 1. The immediately burst damage from the bigrats and the rats in
the back can kill tanks even in their buffed modes, and squishy DPS units
don’t really stand much of a chance against them.

However, both Challenge 3 waves are very easy if you know where to flare.

As soon as you enter the stage, the camera will zoom to a rat with a green
thing on his back. This is the suicide rat and by dropping a flare on him, he
blows up the entire wave at no cost of damage to you. ​As seen here​, by
dropping a flare on him kills the entire wave. This is true in both waves.
Flares are required to kill the Bigrats and the Spores on the Mutarats.
Bigrats will become invulnerable at 1 HP and will die if a flare is dropped on
top of it, and Spores will cease to explode if a flare is dropped on top of it.
The Bigrats are usually not an issue since the flare on the Suicide Rats are
within the Bigrats vicinity to kill them afterwards.

However, the spores are dangerous due them dealing moderate damage if
allowed to explode. The explosion damage is enough to kill any unprepared
unit, and dispels all buffs before explosion, requiring to survive off purely
HP. They can be removed with a flare, however sometimes two spores will
land in separate locations. Try to make sure your team can all tank at least 1
spore explosion to be safe.

Boss 1 - Georgia, Gujarat, and Grease

Boss Stats:

Note: These boss stats change based on the number of them that are alive.
Read the below section to see the boss stats changes.

Georgia

HP HA Arm Res CC CD

3,094,000 6300 1650 1650 24.5% 205%

Apen/Rpen Acc Eva DR CR BT

1155/115 28% 38.5% 14% 14% N/A

Gujarat

HP HA Arm Res CC CD

3,094,000 4900 1155 808 0% 600%

Apen/Rpen Acc Eva DR CR BT

1155 40% 55% 14% 20% N/A


Grease

HP HA Arm Res CC CD

3,094,000 8400 1155 808 24.5% 250%

Apen/Rpen Acc Eva DR CR BT

1650 28% 38.5% 14% 14% N/A

The first Boss wave of Challenge 3 consists of 3 separate bosses, Georgia


(Tank), Gujarat (Sniper), and Grease (Grenade Thrower). Strangely, when
together, they’re not as strong, but everytime you kill one of them, the
others get stronger, and that’s where we have problems. At a base level,
they aren’t that problematic:

Georgia - Deals melee low physical damage.

Gujarat - Deals long-ranged high physical damage.

Grease - Deals long-ranged high physical damage.

However, when we start to kill them...

● Boiling Rage - Whenever one boss dies, the other boss(es) gains
+20% HP, +50% HA, +50% Armor, and +50% Resistance. If a boss is
the last alive, the boss gains a special property.
● Georgia - gains a HP increase, Reflect Damage, and HP regeneration if
last alive.
● Gujarat - gains massive HA buffs, +100% CC, +100% Acc, +100%
Motion Speed, and deals massive burst damage with his extremely
high CD stat.
● Grease - gains a moderate HA buff, every time Grease attacks, hit
heroes are set on fire. Fire deals 0.5% of the hero’s HP per second and
can stack. This stacks 4 times every second and is unremoveable.

Leaving Grease last alive is generally safest. It’s nearly impossible to kill
Georgia if she is last alive and Gujarat can OHKO your team if you are not
using an extremely high armored tank or damage immunity. For this stage,
kill the bosses in order, avoid killing Grease until the last, as while his HP%
damage is dangerous, it takes a long time to take any effect. Kill him quickly
after killing his allies, however. Grease’s flame isn’t dangerous if he’s only
alive for like 10 seconds after Gujarat dies, anymore than that you may see
your tank’s HP dropping like 20% of their HP per second though….

Gujarat can be left last alive if your team is utilizing physical damage
immunity, in which case you can completely neuter Gujarat’s damage and
avoid Grease’s burn damage through the rest of the stage. It’s not always
consistent to kill Gujarat last, however, so be prepared for both Gujarat and
Grease last man standing.

Never leave Georgia last alive. The regeneration speed Georgia gains makes
it more or less impossible to kill her and her defense is also increased
massively. Paired with reflect damage, Georgia will end your run if last alive.

Boss 2 - Georg & (White Reaper) Geralt

Boss stats:

Georg

HP HA Arm Res CC CD

4,939,200 7875 1155 1155 35% 205%

Apen/Rpen Acc Eva DR CR BT

1155 40% 55% 14% 20% N/A*


* Boss Berserk Special Condition

Geralt

HP HA Arm Res CC CD

6,174,000 11,249.7 1155 1155 24.5% 250%

Apen/Rpen Acc Eva DR CR BT

1650 28% 38.5% 14% 14% N/A


Georg & Geralt is technically 2 bosses, Georg is the giant puffball rat and
Geralt is the swordsrat riding ontop of Georg. After killing Georg, Geralt will
leap off Georg and become “White Reaper” Geralt.

Hugs - Whenever a hero walks into Georg’s autoattack range, he tries to hug
them, knocking them back.

Reinforcements - Whenever Georg’s SP bar fills up, Georg summons 2 rats


to help fight.

Telepathy - Georg gains a 3% stat increase whenever receiving a critical hit.


Georg can get 30 Stacks maximum. If Georg gets 30 Stacks, Georg’s Hugs
will do increased neutral damage, knock all heroes back, and then dispel
buffs. Each Stack lasts 10 seconds.

A Righteous Death - When Georg dies, Geralt jumps off Georg and becomes
White Reaper Geralt. White Reaper Geralt’s HP cannot drop below 1. After
10 seconds, Geralt will suicide.

Time of the Night - Every one of Geralt’s autoattacks deal neutral damage
equal to 30% of the hero’s maximum HP. If Flare is not active when Geralt’s
SP bar is full, Geralt will slash, dealing neutral damage equal to 80% of all
hero’s HP and also massive knockback.

Basically, a giant white puffball rat will try to hug you. Everytime you walk
into his autoattack range, he gives you a hug by knocking you back.
Everytime Georg’s SP bar fills up, Georg summons 2 rats (1 frontliner, 1
backliner). Whenever Georg receives a Critical Hit, Georg gets 1 Stack (+3%
more armor, resistance, and HA). Each Stack lasts 20 seconds. When Georg
gets 30 Stacks, Georg’s Hugs will become neutral, give more knockback, and
dispel buffs.

When Georg dies, Geralt will leap off Georg’s back and then start attacking.
Geralt’s HP cannot drop below 1. Whenever Geralt’s SP bar fills up, Geralt
checks if a Flare is active or not. If a Flare is up, Geralt will deal slightly
more damage and knockback more. If a Flare is not up, Geralt slashes your
entire team, dealing massive damage. 20 seconds after Georg’s death,
Geralt suicides. Note: Geralt hits HARD.
In a way, this boss can be difficult if you crit Georg A LOT. Luckily, Georg
does have some Critical Resistance, giving you some leeway for your CC.
The rats Georg summons generally isn’t that damaging, generally you want
to kill Georg as quick as possible before the berserk comes up. You can
either avoid CC and simply stack HA, or use a bursty single hit hero.

Geralt is very dangerous as well if you don’t have a good priest. You will only
need to survive 2 hits, however the HP percent damage can crit and it can
be very dangerous for priests that don’t heal well, like Orfeo or Beatrice.
Consider using shields, damage reduction buffs, or high healing.

Boss 3 - Blind Swordsman Ratoichi

Boss stats:

HP HA Arm Res CC CD

6,174,000 7875 1650 1650 24.5% 205%

Apen/Rpen Acc Eva DR CR BT

1155 28% 38.5% 14% 14% 120 sec

This boss is arguably easier than Boss(es) 1 or 2.

Blind Fury - When Ratoichi’s SP bar fills up, Ratoichi will prepare to deal
massive neutral damage to the entire team. This can be parried with a Flare
usage. Ratoichi will only be stunned once he rolls back.

Aside from his autoattacks, Ratoichi’s only attack is Blind Fury, and that can
be completely nullified by the Flare. Ratoichi can be a little tricky since it’s
not as soon as his SP bar fills, it’s when he somersaults backwards, and then
you have a 1 second period to stun him. Watch his animation. He sometimes
rolls back immediately, sometimes he delays a little and then rolls back. Be
a little careful, but otherwise, he’s quite simple.
Boss 4 - Tyrant Rudrat

Boss stats:

HP HA Arm Res CC CD

6,174,000 7875 1650 1650 35% 250%

Apen/Rpen Acc Eva DR CR BT

1650 40% 55% 14% 20% N/A

Rudrat has 2 phases.

Phase 1:

Calling Forces, Over! - Rudrat summons 2 rats.

Hot, Hot!! - Rudrat gains increased Attack Power, Armor, Resistance, and
Damage Reduction.

Back off! - Rudrat shoots a bullet that does moderate physical damage.

Spore Explosion - Rudrat summons a Muturat. If Muturat is flared, Muturat


drops an explosion that stuns himself and knocks back all heroes. The
explosion creates a Poisonous Spore (use Flare on it).

When Rudrat reaches under 50% HP, he will switch to Phase 2.

Phase 2:

Let Darkness Fall! - Rudrat destroys all flares currently active.

Recieve my Bullet! - Rudrat stuns and dispel a random hero.

To be honest, Rudrat is a joke. Compared to the previous bosses, he has a


lot of patterns that does no damage, isn’t very threatening, and offer the
least of annoyances. The spore might deal a bit of damage, but even if it
explodes, it’s pretty easy to survive if your DPS has enough HP. You don’t
even have to land the flare after he extinguishes it in Phase 2. This guy
doesn’t even have a Berserk Mode. If you can get this far, you can probably
complete the stage.

Challenge 4 - The Hidden Palace


If anything, Challenge 4 is more of a test of high HP, armor, resistance, and
DR. However, mechanics are still equally important.

Initial Wave

The initial wave of Challenge 4 funnily isn’t as bursty as the initial wave of
Challenge 3. This is because the Elite Library Poltergeists delay their attack
quite a bit, until their SP bar fills up. These guys deal the main damage in
Challenge 4’s first wave, and it takes quite some time for them to charge up
this attack, giving you plenty of time to prepare for it.

Do be careful, however, this is not an excuse to disregard the Elite Kitchen


Poltergeists in the back. These guys’ ranged attacks are hit pretty hard, and
they can deal up to ~19,000 damage if all of their attacks deal critical
damage, and these hits will happen before you are able to get your tanking
up. Make sure your DPS has enough HP to survive, otherwise you are at
quite some risk.

Second wave should not be difficult if you can kill the first wave. As always,
be ready to cancel the Perignon’s heal with Goddess, and the front
Shadowdemons’ autoattacks do hit for quite a bit of damage. Though, your
defensive buffs should be up after wave 1 and wave 2 shouldn’t be an issue.

Boss 1 - Revived Dom Perignon

Boss stats:

HP HA Arm Res CC CD

6,615,000 17142 1400 1400 28% 300%


Apen/Rpen Acc Eva DR CR BT

2100 31.5% 42% 14% 17.5% 120 sec*


* Boss Berserk Special Condition

Revived Dom Perignon is similar to the Challenge 2 version, also the biggest
middle finger to most people in this Challenge.

Purple Ball of Death - Releases a purple ball that slowly travels across the
screen. This ball deals massive physical damage to anything it touches and
can hit several times if moving slowly enough. This easily 1-shots DPS units
even at high inheritance.

Telepathy - Whenever Revived Dom Perignon gets attacked with a Critical


Hit, Dom Perignon gains a Stack (+3% HA, Armor, Resistance). Revived
Dom Perignon can only get 30 stacks max.

Curse of the Shadows - Dom Perignon puts a debuff on your heroes. If this
debuff is not removed within 5 seconds, Dom Perignon will trigger Self
Recovery. If this debuff is cleansed or is ineffective due debuff immunity,
Self Recovery will not activate.

Self Recovery - Dom Perignon heals himself for 330750 HP each tick for 5
seconds. This can be canceled upon Goddess use.

Take My Middle Finger - Dom Perignon 1-shots you when he enters Berserk
Mode.

This boss is one of the most annoying bosses in all Challenges. While to deal
with him is still relatively the same way (Goddess prevent heal, or use
debuff immunity), the hard part is that his purple ball of death deals
MASSIVE damage and his Berserk happens either in 2 minutes or after
Telepathy stacks up.

For one, Revived Dom Perignon’s berserk mode is a OHKO. No matter what
team you have, you die instantly if he reaches berserk mode. This limits the
time you have to kill him to quite an extreme level, and you can’t crit him
that much either. Crit him 30 times, you die.
His normal attack also is extremely painful. Dom Perignon requires a shield
for the DPS or a tank, otherwise you will not survive this damage.

For the most part, pay attention to his SP bar and use a DPS that has the
proper set up. You should avoid having multihit-high CC characters. If you
intend to use one, they should burst hard enough to end the stage before 30
crits. And remember, the Purple Ball of Death hurts.

Boss 2 - Enhanced Bouillabaisse

Boss stats:

HP HA Arm Res CC CD

6,615,000 12000 1400 1400 40% 240%

Apen/Rpen Acc Eva DR CR BT

2100 45% 60% 14% 25% 120 sec

Enhanced Bouillabaisse is similar to Challenge 2, but he actually does stuff


unlike the Challenge 2 version.

Cross of Light - Whenever his SP fills up, Enhanced Bouillabaisse strikes the
backline area with several light beams. These beams do high magic damage.

Army of Light - Enhanced Bouillabaisse summons 7 units (4 Elite Heaven’s


Guardians (frontline), 3 Elite Calvary Sentry (backline) to help attack (and
unlike Challenge 2, these units do a CRAP ton of physical damage).

So instead of summoning like 2 or 3 super weak guys, Enhanced


Bouillabaisse summons an army and these guys can burst through even the
best tanks extremely quickly. If you don’t kill them quickly, they WILL kill
you with minimal effort. Enhanced Bouillabaisse also does quite a bit of
magic damage via Cross of Light.

The Elite Heaven’s Guardians walk in the frontline and does a ton of physical
damage via autoattacks. These guys simply autoattack a ton, and they lack
any significant SP skills. These autoattacks are extremely painful, though.
Try not to let them get to your backline since they deal like 18000 non-crit
Damage in 1 autoattack.

The Elite Calvary Sentry deal slightly less damage than Enhanced
Bouillabaisse in terms of base damage, however whenever Elite Calvary
Sentry’s SP bar skill fills up to max, Elite Calvary Sentry flies off the screen
and dive bombs your team, dealing extremely high magical damage. This
damage is more or less lethal at any base health. This attack occurs about
~3 seconds after the summon of the army.

The best way to deal with this boss is either kill him quickly or kill his army
quickly. Either of them left alive for too long is a death wish. Make sure to
have enough armor AND resistance, as the army does a ton of both physical
and magical damage.

Boss 3 - The Abandoned Lion

Boss stats:

HP HA Arm Res CC CD

9,999,999 14400 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

3000 54% 72% 14% 30% N/A

The Abandoned Lion is basically a 3000 ton sledgehammer.

Curse of the Lion - Abandoned Lion receives a knockback of 4 units


whenever a Special Skill is used.

Backbreaker - At about 60% SP, Abandoned Lion will hit you with his sword
twice, and when his SP bar fills up to 100%, he will finish with a final jump
slash. These slashes do a TON of physical damage.

Death Messenger - Abandoned Lion will deal 9999999 (can crit) neutral
damage to your team. If Goddess is used while Death Messenger is being
used, your team will receive 100% DR for 3 seconds.
Dishonor to My Family - When Abandoned Lion reaches 1 HP, Abandoned
Lion deals neutral damage equal to his own HP

This boss’s normal attack is Backbreaker, and this attack does MASSIVE
physical damage, like absolutely massive. Any tank with insufficient armor or
HP will immediately die.

Death Messenger happens about after every 5 Backbreakers hits. Watch the
side for notification of “Use Goddess.” If you don’t use Goddess....good luck
surviving the neutral damage.

I think the developers originally made him to be dealt with by using the
Curse of the Lion, however Abandoned Lion runs forward to perform the last
slash of Backbreaker, which usually renders a tank necessary, in which case
you are running into. You can knock him back enough if you spam special
skills, but if you are using a tank (which most teams do for the first two
bosses), you run right into Lion’s attack range and end up pushing him
against the wall. This makes using SP skills a unreliable way to deal with
Lion.

Abandoned Lion’s attacks, however, are single hit and somewhat


predictable. This makes Sera somewhat of a viable counter, however using
Sera also means you cannot mess up even once. Mess up once can mean
the end of your team. If you want to be cheap, Sera is ok, but if you want to
actually not give yourself a heart attack, being tanky enough or killing him
before he reaches you are really the only way to not worry about it. It does
take quite a bit of investment to be tanky enough though, Dom Perignon’s
purple ball of death is a joke compared to backbreaker.

Also, why does “Dishonor to My Family” happen? Ask the devs.

Boss 4 - Innocent Avenir

Boss stats:

HP HA Arm Res CC CD
15,120,000 14400 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

3000 54% 72% 14% 30% 180 sec

For a final boss, Avenir is not that threatening. Compared to the rest of
Challenge 4, all the other bosses pose a much stronger threat than Avenir.
The hardest part about Avenir’s killing her before she goes Berserk and
1-shots you.

First things first, Blue Mana Blocks will start to generate in Avenir. These
Mana Blocks fill up your Mana Bar at the top and also recover ~25% of your
HP per time you use it. The Explosion for filling up the Mana Bar is not all
that important, so I’d recommend saving these blocks and prioritize them for
healing. If you are using teams that kill quickly, use these blocks to amplify
the damage you deal to Avenir, however don’t try to fill up the bar purely for
explosion damage.

Mana Shield - The amount of damage Avenir takes is directly proportional to


the amount of Mana charged. Avenir will take no damage if there is no Mana
charged, and more damage if the bar is near filling.

Magic Storm - When Avenir’s SP bar fills, Avenir will cast Magic Storm,
dealing massive Magic Damage.

Arcing Lightning - Avenir turns the screen dark and starts glowing.. Arcing
Lightning dispels all buffs, deals constant moderate magic damage for 5
seconds, and then puts a buff prevention debuff on all heroes. Arcing
Lightning drains the Mana Bar.

Mana Discharge - After Arcing Lightning, Avenir uses Mana Discharge. Mana
Discharge deals constant moderate magic damage for 3 seconds.

Avenir’s attack pattern is fairly predictable. Everytime SP Bar fills, Magic


Storm -> Magic Storm -> Arcing Lightning -> Mana Discharge, and then
repeat. The number of Magic Storms in between Arcing Lightning and Mana
Discharge changes though, and the exact pattern is unknown.
Avenir deals a good amount of magic damage. Most tanks will have a bit of
trouble surviving, so using 2 or 3 Mana blocks during the attacks will help.
During Arcing Lightning, the damage would be constant, so use the Mana
blocks to continue healing. Generally, 2 or 3 is enough for Magic Storm and
Mana Discharge, and 5 or 6 against Arcing Lightning. Use 1 Mana block
immediately so you can immediately start damaging Avenir, but avoid ever
letting the Mana bar completely fill. The damage Mana bar does when full is
literally nothing, so keep it near full to amplify the damage you deal to
Avenir.

Otherwise, if you’ve gotten this far, Avenir shouldn’t be that much of a


hassle.

Hidden Stages
Upon killing all bosses in Challenge 1 - 4, Challenge 2 Hidden and Challenge
3 Hidden will unlock. They are available to enter after Boss 3, in which you
can pick either to fight Boss 4, to Escape, or to fight the Hidden Boss.

Challenge 3 Hidden Boss - Blind and Foolish Mother

Boss stats:

HP HA Arm Res CC CD

12,096,000 14400 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

3000 54% 72% 14% 30% N/A

Blind and Foolish Mother is the Hidden Boss in Challenge 3. After defeating
all 18 bosses (Challenge 3 Boss 1 counts as 3 bosses), a portal to this will
open up after defeating Ratoichi. It will be third blue portal, next to the
usual red and green portals.

Grow Tumor - Blind and Foolish Mother throws out a Poisonous Spore once
every 2 seconds. After 5 seconds, instead of exploding, the Poisonous Spore
spawns a Mutarat. These Poisonous Spores and Mutarats are invincible and
cannot take damage nor be removed.

Lag - Your device will eventually protest to you forcing it to process too
many enemies, attacks, and animations so it will just let the enemy kill you
so you can stop torturing it.

This stage is essentially a DPS race. If you can kill the


Mother-spawn-machine-of-death before you get overrun by invincible
mutarats (or get Lagged to death), you win. If you can’t, you die.

The boss here actually doesn’t do anything else, she just keeps on
summoning more spores that hatches into more mutarats that tries to keep
you away. They have massive knockback and ranged attacks, meaning it is
very easy to just get knocked back so far that you don’t even have a chance
of hitting the boss. And because the boss is the only mob on this stage that
can take damage, its objective is essentially knocking you away as far as it
can and then overrun you with monsters.

For this stage, having some sort of area displacement is extremely helpful.
Being able to hold the enemies in place as well as having a lot of knockback
is essential. Prestina with Franz is recommended as Prestina can hold the
mutarats in place and Franz can knock them back so you can damage the
Mother. And then, get a good DPS unit, but I’m assuming you’d have a
capable DPS after you’ve defeated Challenge 4….

Generally, most Challenge 4 team compositions does work, if your team isn’t
speedrun oriented, using Franz and Prestina can be suggested. Franz for
knocking back and Prestina to immobilize them. Since this is a DPS race, you
can measure how fast you can burst this boss by doing Avenir, as they have
essentially the same stats. If you can beat Avenir in less than 1:00, you are
likely good to go.

Challenge 2 Hidden Boss - Ancient Regime

Boss stats:

HP HA Arm Res CC CD
15,120,000 14400 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

3000 54% 72% 14% 30% 180 sec

Ancient Regime is the Hidden Boss in Challenge 2. After defeating all 18


bosses, a portal to this will open up after defeating Matahari. Like Hidden 3,
it’s a blue portal next to the red and green ones.

Additionally, Ancient Regime can be summoned earlier by filling out the


counter at the top of the stage up to 100 (8 minutes 22 seconds). When the
counter reaches 100, Ancient Regime will be immediately spawned along
with whichever boss you are currently on.

But if you take 8 minutes...something’s wrong with your team. There’s no


reward for killing him in the 8 minute Regime either, so that’s just wasted
energy. He does have some really weird mechanic if you summon him after
8 minutes, we won’t go into that.

This stage arguably is the hardest stage in the game, up in par with Camila.
One mistake will cost your entire team, and the only reason the stage
wouldn’t be considered the absolute hardest would be if the boss couldn’t be
bursted down. The boss can be destroyed quickly enough so you can
decrease the risk of dying, and longer the fight goes, the more unlikely you
will be able to keep everything in check.

A Normal Autoattack - Deals 10000000000 magic damage per autoattack.


Number may not be accurate, close enough.

Land of Shadows - Ancient Regime heals for ~200k HP per tick for 5
seconds. This can be canceled with Goddess. Number may not be accurate,
close enough.

Thorns of Darkness - If Land of Shadows is canceled by Goddess, Ancient


Regime activates Thorns of Darkness. Thorns of Darkness reflect 30% of
damage taken back to the damage caster. Thorns of Darkness lasts 3
seconds and cannot be dispelled.
Skull Block - Whenever a 3-chain (Passive 3-chains count), a Skull Block is
generated into your queue. Depending on the chain used, Skull Block has
different effects.

First things first, either you burst Regime down before he reaches your team
or you have a very good tank. Neither are too easy since you are basically
attempting to deal 15 million damage within a span of 5 seconds or trying to
tank 3 million magic damage non-crit. You also needs to deal damage and
survive long enough to kill him. This stage is NOT easy (one of the hardest
stages in the game).

To clear at a relatively low level, you will need to make use of heroes that
have Magic Damage immunity (or Hit Immunity), as Ancient Regime doesn’t
hit that many times and deals single magic hits. However, Ancient Regime
does have a multihit attack that can very well kill you without any trouble if
don’t have good block management. This is usually not recommended since
these teams usually are extremely hard to manage and use consistently.

Land of Shadows is generally pretty easy to deal with, it’s similar to the Dom
Perignon without the debuff or Freed Hybrid Shadowdemon. The hard part is
first noticing his SP bar filled up, and second, that reflect occurs after and
making your DPS doesn’t commit suicide afterwards. This is pretty much the
reason why people suggest you attempt to burst it before his SP fills.

The main mechanic in this stage is the Skull Block. Every time you use a
3-chain, Ancient Regime adds 1 skull block into your block queue. The chains
effects are as follows:

● Fake Block 1-chain: Puts a debuff on your team, setting their HA,
Armor, Resistance, CC, and CD to 0. HP will be set to 1 for all heroes.
This debuff lasts 3 seconds.
● Fake Block 2-chain: Deals magic damage equal to 3000% of the hero’s
HA to each hero.
● Fake Block 3-chain: Deals neutral damage equal to 5000% of your
Leader’s HA to Ancient Regime.

tl;dr

● Fake Block 1-chain: You’re screwed.


● Fake Block 2-chain: You’re screwed.
● Fake Block 3-chain: You don’t get screwed...yet.

When fighting this boss, your end goal is to only use 3-chain Fake Blocks.
Though the damage these blocks do is actually sad; you’re better off without
even using them than using them. Except you have to use them, otherwise
you die, so yeah. They’re essentially just a way to screw up your normal
block chaining.

We should also note that if you use a Fake 3-chain, the damage is credited
to the Leader. However, since Ancient Regime does have a reflect property
after dispelling the heal, watch when you use your fake 3-chain; you might
kill your leader from that damage. Keep this in mind when you are fighting
him.

Another thing about Ancient Regime is that Ancient Regime’s berserk mode
is an instant kill. Essentially, you have 3 minutes to kill him, and if you take
longer, you are dead.

The hardest part about this boss is the extreme amount of multitasking you
need to do to keep track of all mechanics. You need to 3-chain Skull blocks,
keep track of his SP bar to parry his heal, not deal damage after parrying his
heal, while not minimizing the amount of wasted blocks your team uses. The
combined necessary amount of multitasking makes this stage extremely
difficult. This is why the best way to clear this stage is to kill him as quickly
as possible and avoid dealing with most of the mechanics. The longer the
stage goes, the higher chance of you pressing a skull block,dying to reflect,
leaking tanking, etc..

The suggestion for this boss is burst it as fast as possible. Unless you have
practiced several times, the amount of multitasking needed will quickly
overwhelm most people. Avoid extending the fight and go for the quick kill.

Team Recommendations for Challenge,


Episode 1 (WIP)
For this section, we look at some good teams for Challenge Mode. This is a
compilation of teams separated by the highest reasonable Challenge they
are designed to do, keeping in mind that new players have 1 6* Premium
Hero Select and utilizing promoteables as much as possible. Speedrun teams
will be provided later, however they are not recommended to be built
initially since they are expensive and uses sigils that new players usually
cannot get.

Challenge 1/Challenge 2

These 2 Challenges are not too difficult if you knew the mechanics, and
aren’t worth farming in the long run. These 2 Challenges are aimed to help
you progress, as they have a plentiful supply of iron, unamed sigils, and
Inherit Pages that will help you going into Challenge 3 and 4. Use these
Challenges to gather a lot of resources.

Yeo(L) Alexander Niven Chronos Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - HP Sigil +1
Arm/Eva +6*

- - HP Sigil* +1

Rpen/Rpen -/Acc/Acc/Acc HP Sigil +1


Rpen/Acc -/Rpen/Acc/Acc HP Sigil* +6*

For beginners, I would recommend building towards this team. While


Yeowoodong and Niven are not necessarily core heroes, Niven can be used
in Challenge 4 as part of the promoteable team and Yeowoodong has a
unique form of block generation that, while is niche, can be useful in several
situations where you need a lead block generating priest to sustain infinite
tanking. This team also clears both Challenge 1 and 2 relatively quickly,
making the process of collecting resources less time-consuming.
This is a fully promoteable team for Challenge 1 and 2, being relatively
cheap to build and not requiring any premium hero. To use in Challenge 2,
you will need to make Alex and/or Niven tankier, this can be done whether
by inheritance or HP sigils. It’s highly suggested to give Niven both 1
Inheritance and a Rare HP Sigil for Challenge 2 so the chance of you failing
to kill Dom Perignon, Matahri, and Hybrid Shadowdemon is lessened greatly.
If you are using Rpen Rpen SBW, use Accuracy/Accuracy/Accuracy or
Rpen/Accuracy/Accuracy ring. If you are using Rpen Accuracy (Do not use
CC) SBW, use Rpen Rpen Rpen or Rpen Rpen Accuracy ring.

Use of this team is as follows: Yeowoodong 3-chains has chance to generate


Alex and Niven blocks, and Niven blocks used after an ally 3-chain activates
the damage off her HP. All enemies in Challenge Mode, including initial
waves, should have more than double of Niven’s HP so Niven’s damage will
not be affected by enemy not having enough HP. With Yeowoodong’s block
generation and Chronos, Alex is ensured 100% tanking uptime and Niven
will get sufficient blocks. Both will also receive sufficient Special Skills from
the amount of blocks they will receive.

Challenge 1 provides almost no challenge, assuming this team is built well.


The initial wave honestly could be the most dangerous if you don’t get an
Alex block and sustain it, use inheritance or HP sigils to help your team
survive. If there is no Alex block, wait for the mobs to hit Yeo and Niven a
few times before tapping her 3-chain to heal. This will maximize your healing
efficiency.

Windstrider is trivialized by Alex’s SBW.

Catapult can be dangerous if your Alex does not have sufficient armor.
Generally, Inheritance 1 with at least 300 armor on his SBW is enough, use
more armor on ring and/or inlay with more HP sigils to make him tank even
easier. Thorns of Vengeance can be useful here, transcend level 2 into level
3 if you do not have Cain.

Crouching Ox is not very hard. Alex can easily tank the Champion Ax Stab,
and use a bomb to parry the Champion Ax Swing.

Goblin Chief is easy, simply tap bombs. If you want to slightly increase your
clear speed, feel free to somewhere along the previous bosses, save 2 Fire
Rain’s (make sure they’re Transcended). Then, after destroying all 3 layers
of his shield via bombs, use Chronos and 1 Fire Rain. When Chronos ends,
use Fire Rain again to duplicate it. This will drain his SP and he won’t be able
to put up another shield, which is a slight increase in clear speed.

Challenge 2, while this team has no dispel nor debuff immunity capabilities,
this team uses Fire Rain’s SP Drain ability to ignore the dispel requirement,
and you don’t necessarily need debuff immunity as you can use Goddess
skill to parry the healing. For the initial wave, make sure you have enough
HP to survive the base damage, otherwise it shouldn’t be too hard. Don’t
forget about mini Dom Perignon in the back that you need to parry with
Goddess.

Bouillabaisse deals burst magic damage and almost no physical damage.


This lets Alex tank him very easily. This is also a good time to save 2 Fire
Rain’s. You will need these, avoid using them. If you use them before
Matahri, try to save up another one.

Dom Perignon should not be too big of a deal, just make sure you are
keeping track of when to use Chronos, since Chronos does have a longer
cooldown than most Goddesses and you will need it to parry his healing. If
you can’t kill Dom Perignon fast, you are most likely lacking Resistance
Penetration or Accuracy, and it’d be recommended that you get more.

For Matahari, wait until you are in range and then activate Chronos and use
1 Fire Rain immediately. Before Chronos ends, use your saved Fire Rain.
Then, continue to use Chronos to duplicate Fire Rain’s whenever possible. He
should die before he gets to use his SP skill as long as you SP drain him
constantly.

Shadowdemon should be not much an issue, remember to use your Goddess


to parry his heal whenever applicable, and the fight shouldn’t go too long to
let him stack enough attack power to kill Alex.

Sadly this team is not very viable in Challenge 3, it has some use in
Challenge 4 given extremely high investment, however not recommended.

Archon(L) Drake Alexander Sera/Anut Franz/Remi


Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - HP Sigil +1
Arm/Eva

CC/CC - HP Sigil +1
CC/CD
CC/HP

HA/HA -/Acc/Acc/Acc HA Sigil +1


CD/CC -/Rpen/Acc/Acc HP Sigil

This is a fully promoteable team for Challenge 1 and 2, requiring no


premium hero and using core heroes that most player will have invested in
for other contents. To use in Challenge 2, a higher inheritance Archon (at i5
from pages is enough) and HP sigils on Alex, Drake, and HA sigil on Archon
will make runs much safer.

People ask why I don’t recommend this team while it uses core heroes that
everyone uses, and that is because it is a lot more stressful to use with
block-timing Alex, needing more investment on Archon to pull you higher
into Colosseum (tl;dr Colosseum picks enemies based on your highest
inheritance hero, avoid too high inheritance early), takes a relatively long
time, and has much more room where you might lose by RNG. While this
certainly is a promoteable option, I prefer Alex Yeo Niven.

This team will need a bit of block management as Alex is not a tank that
specializes in infinite tanking (Each block only provides 5 seconds of tanking,
if bad block RNG then this can be a serious issue). The rule of thumb is, if
you don’t need to use an Alex block, save it if you can. This will lessen the
chance of you being screwed over by no tank block.

This team works as follows: Drake block provides a CC buff to Archon, in


which case your next Archon 3-chain will summon lightning pillars that are
more likely to crit. Drake also provides a shield to Archon and Alex, giving
them pseudotankiness. Alex is protected and also protects both Drake and
Archon in this process, and Archon’s Armor Penetration buff can allow Drake
to dish out some decent DPS. Sera is recommended as there will be times
where you will not be able to protect Archon in the face of a massive attack
due to no Alex block, where Sera can save Archon. If you are confident in
your block management skill, then you can go for Chronos or Bella, however
I’d suggest Sera for most players. You will need to switch to Anut in
Challenge 2.

The initial wave is not an issue with this team. Drake’s shield will provide
sufficient protection for your team and buy enough time to get an Alex
block. In Challenge 2, invest in a HP sigil for Drake (and inherit 1 at least) to
be able to sustain against the more damaging enemies.

Windstrider is where block management is crucial. Archon is in constant


danger with both the Whirlwind Arrow and Driving Feathers targetting her.
Save an Alex block whenever his SP bar is full and use it before he releases
his attack. You can use Sera against Whirlwind Arrow, however avoid using
Sera for Driving Feathers since it’s a much more drawn out attack.

Catapult is where you want to have Drake’s shield up as much as possible.


Thorns of Vengeance on either Drake or Alex is very helpful here. If you ever
see your Archon unprotected taking damage, use Sera immediately and try
to either put a shield on her or use an Alex block. This stage can be stressful
to manage.

Crouching Ox is little threat. You can use Sera to nullify all of his attacks in
addition to stunning him with bombs.

Goblin Chief actually can be an issue since he constantly knocks Alex back
and if Alex is not tanking, he will be able to hit Achon. Attempt to manage
Alex block such that Archon won’t be in danger, however this can be difficult
as Sera doesn’t really work effectively against him. Remember to spam
bombs to remove his shield.

Bouillabaisse will target either Archon or Drake, and neither are too good at
surviving massive magical damage, particularly Archon. Definitely save an
Alex block before his SP bar fills. Remember, you do not have Sera since you
will need Anut for Matahri.
Dom Perignon’s attacks can be tanked entirely by Drake’s shield. Mainly
focus on not missing his goddess healing parry.

Use Anut after Matahri’s SP fills to the maximum.

Shadowdemon’s major attacks are always after an SP bar fill. Always keep
an Alex block ready for when his attack starts and try to keep Drake’s shield
always up.

This team does not work against Challenge 3 or Challenge 4 without extreme
investment.

Challenge 3

Challenge 3 is a decent farming place for epic sigils as it has some armor,
Rpen, HP, etc. sigils that might come in useful when you are building teams
for Challenge 4. It does have a slightly higher chance for inheritance books,
but still more for the sigils all the same. However, I highly suggest most
players to simply skip this Challenge. Challenge 3 Boss 1 is very difficult to
pass, and arguably is more gimmicky than Challenge 4.

Archon(L) Niven Drake Prestina Remi

Hero Skill Weapon Ring Sigils Inheritance

CC/CC CC/-/-/- HP Sigil +6


HP Sigil* +11*

Rpen/Rpen -/Acc/Acc/Acc HP Sigil +6


-/Rpen/Acc/Acc HP Sigil +11*

HA/HA -/Acc/Acc/Acc HA Sigil +6


CD/CD -/Rpen/Acc/Acc HA Sigil* +11*
Kaguya(L) Drake Joan Sylunis Franz

Hero Skill Weapon Ring Sigils Inheritance

DR/DR - HP Sigil +6
Arm Sigil*

CC/CC - HP Sigil +6

CD/CD -/Acc/Acc/Acc HP Sigil* +5


CD/CC

A very cheap Challenge 3 team, and can clear Challenge 3 Hidden without
trouble. It does utilize Kaguya as a premium hero, however it is a fast and
efficient team.

Kaguya will need CD CD or CD CC, CD CD is better due to Drake’s CC buff.


You will still need to manage blocks here. The same applies her as is with
Arhon Drake Alex, and that is if you don’t need a Joan block, don’t use it.

To use this team is as follows: Manage Joan blocks. While you usually want
to 3-chain Kaguya, it’s not the end of the world if you 1-chain or 2-chain
since she still gets cherry blossom petals. However, by 3-chaining, she
cannot autoattack and loses out on cherry petals. 2-chains are terrible for
Kaguya, and using Kaguya 1-chains freezes Kaguya into a block queue that
she cannot get out of. Using 3-chains is recommended because it instantly
summons the tree and Kaguya can immediately return to autoattacking,
maximizing the amount of petals you can get while still getting the trees out,
as the tree is the main source of damage in Apply Poison activations.

Initial wave, use flares to destroy them. Use some Joan and Drake and
Kaguya blocks, but ensure you have some Joan blocks leftover. If you can,
keep one at the very right and blockade it with a Drake or Joan skill. I
generally blockade 2 Joan blocks to the right. You can use a tAP too, but
Kaguya likes to spam those.
When entering Georgia, Gujarat, and Grease, use a Kaguya block
immediately to delay her from walking forward. When you are in her Tree
range, tap Kaguya blocks. This will avoid spawning her tree too far back and
start to hit Grease. Drop all of the flares on top of Georgia. Then use Franz
and Sylunis. Your priority is to kill Georgia. Gujarat and Grease both last
standing can be tanked by Joan’s physical immunity. Once Georgia is dead,
Gujarat usually dies second, however Grease can die second and it won’t
matter. 1 Joan blocks is equivalent tanking two of their attacks, and then kill
them with AP.

In Georg and Geralt, Use Franz immediately, wait for Georg to get into
range, and then use Sylunis. Drop all of the flares on him. If you Kaguya has
max berried CD, i5, and 1 65%+ CD slot on her weapon, this will be easy.
Once Geralt spawns, you only need to tank 2 hits of him. 1 Joan block and 1
Drake shield and done, just make sure it’s always light with a flare.

Ratoichi is trivial. As long as Drake shield is up/Joan tanking is up, you’re


fine. Drop a flare on him when his SP bar fills, Franz, Sylunis, etc..

Rudrat is also easy. Flare him whenever he summons the spores, if you
don’t like fighting in the dark in phase 2, then save a flare and wait for him
to cut the light out and then drop one again. This fight is also trivial.

B&FM is not necessarily an easy fight, however it is repetitive. I’d suggest


you to walk for a bit, use a Drake block, then a Kaguya block. Drake will
then be delayed in the back, getting him out of the frontline. The invicible
mutarats will only hit Joan as Kaguya is in the backline and Drake is in an
animation queue in the back. Now it’s just block management. Pay attention
to your blocks, as long as your tanking and shield is constantly up, you are
good. Use Light of Grace and Overflowing Determination as you need, and
feel free to use the blockaded Joan blocks if you are over 5 seconds without
a Joan block. Given about 40 seconds, Kaguya’s trees will kill her.
Resurrection ring on Joan can make this section a little more consistent.

This team can clear Challenge 1, 2, and 3 Hidden. It can clear Challenge 4
given extreme levels of block management and cannot clear Challenge 2
Hidden.
Yeowoodong(L) Joan Genevie Franz

Hero Skill Weapon Ring Sigils Inheritance

DR/DR - HP Sigil +6
Arm Sigil*

HA/HA* - HP Sigil* +1
DR/DR*

CD/CD -/Acc/Acc/Acc Rpen Sigil +5


CD/HA -/Rpen/Acc/Acc Rpen Sigil
CD/CC

Challenge 4 (WIP)

Challenge 4 has significantly better book rate and has some good sigils, and
teams that can clear Challenge 4 relatively quickly also usually can clear
Challenge 3 Hidden. Challenge 2 Hidden is much harder, doable if you have
a proper setup however.

Archon(L) Niven Drake Sera Remi

Himiko(L) Drake Genevie Chronos Franz

Woompa(L) Momotaro Genevie Aubrey Remi

Woompa(L) Hector Vesper Aubrey Remi


Archon Dara Wolfgang Aubrey Franz

Archon(L) Drake Wolfgang Sylunis Remi

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm Resurrection* Arm Sigil +6


Arm/Res Res Sigil
HP Sigil*

CC/CC Resurrection* HP Sigil +1


Apen/CC CC/Acc/Acc/Acc HP Sigil*
Res/CC CC/-/-/-

CD/CD -/Acc/Acc/Acc HA Sigil +10


-/Rpen/Acc/Acc HA Sigil* +20*

This team is a speedclear team, the sole purpose of this team is to clear
Challenge 4 very quickly. The team is designed to shred through Challenge 4
in less than 1 minute 30 seconds. Although being a speedrun team, it is a
safe consistent team.

The key thing to notice is that wizards receive a massive amount of HA


through Inheritance, however not much CD nor CC at all. Archon cannot
build CD CD even at a high inheritance to balance out the HA due to the
boss’s high CR. Archon would essentially be fighting with 8% CC. This is why
Drake is put here; Drake can buff up to 60% CC, which is plenty enough for
Archon to make CD CD viable, with a ton of HA sigils and HA from
inheritance. Sylunis here also further increases CC and also increases
Accuracy, which is important given the stat charts on Abandoned Lion and
Avenir.

Orfeo also can work as a CC buffer.

Remi usage should be one at the first Initial Wave, one on Bouillabaisse, one
on Abandoned Lion, and one on Avenir.
A high Archon inheritance level is needed for the HA that Archon needs to be
able to clear quickly enough. While you can make do with i6 Archon, it is
heavily recommended you go at least i10 to guarantee that you kill
Abandoned Lion in 1 Remi.

Remi on the initial wave and use Drake block before you tap any Archon
3-chains. Use Archon 3-chains when Archon is in range, and try to use at
least 3-4 Archon 3-chains for the SP. You should enter Dom Perignon with
hopefully an Archon 3-chain and 2 Shadow Mage’s. Use a Drake block after
using both Shadow Mage skills, activate Sylunis and then 3-chain Archon.
This should kill Dom Perignon.

Repeat this process for Bouillabaisse, but use a Remi on Bouillabaisse. Save
at least 1 Archon 3-chain, and then once you kill Bouillabaisse, clear out
your block bar so that there’s nothing in it except Archon 3-chains. You will
want to enter Abandoned Lion with 3 Archon 3-chains, 2 SM’s active with
Drake’s buff on them.

As soon as you are in Abandoned Lion’s range, tap all 3 Archon 3-chains and
then initiate Remi. As always, avoid tapping SM skills, make sure to not
forget Drake and Sylunis. Abandoned Lion should die quickly, you cannot
allow him to live longer than Remi’s duration.

Avenir’s easy. Remember to tap a Mana block, and if you want to use the
same strategy used for Abandoned Lion to quicken the speedrun, feel free
to, however Avenir’s a giant joke really.

Blind and Foolish Mother and Ancient Regime should both get bursted down
before you need to worry about their mechanics. Make sure to not tap any
1-chain or 2-chain skull chains, and if you have Remi active it should be
relatively easy.

This team does also speedrun all the other Challenges. Record cleartime for
this team is 41 seconds.

Ana(L) Drake Alex Remi Aubrey

Hero Skill Weapon Ring Sigils Inheritance


CD/CD -/Apen/Apen/Apen Apen Sigil +10
Apen/CD -/Apen/Apen/Acc Apen Sigil
HA Sigil*

Challenge Episode 2: A
Myth Collapsed
Prerequisites
Challenge Episode 2 is unlocked after completing Episode 9, The Temple of
Illusions.

Challenge Mode Episode 2 works likes so: you enter a stage, and there will
be 1 initial wave. After this wave, you will meet the first boss. If you defeat
the boss, you will reach a stopping point where you can choose to progress
to the next area or choose to escape. If you choose to go to the next area,
you first must clear a Secondary Wave, then you will meet another boss.
Upon defeating the second boss, which will come in two separate bosses,
you will can fight the last boss. If you have cleared the four bosses (in 3
stages) in under 1:30, you are given the option to fight the Hidden Boss,
which will lead to a 4th area and you will fight the Hidden, which is an
enhanced version of Boss 3.

If you die in the middle of any stage, all rewards will be lost. Escaping or
Completing the stage is the only way to retain rewards.

Challenge Mode has a 23% Damage Cap. Meaning, with any given hit, that
damage cannot exceed more than 23% of the boss’s maximum HP.
All bosses have a 60 berserk timer, where the boss will get a ton of defense,
attack power, movement speed, and attack speed. There is very little
possibility you will survive in any of the berserk modes, which means you
better have enough DPS to kill in 60 seconds, but also not die.

Challenge Episode 2 puts an emphasis more on your DPS and Survivability


moreso than mechanics. All of these Challenges, particularly Challenge 7,
tests your ability to deal enough damage to pass before berserk timers, even
more damage if you wish to contest the Hidden boss, but still have enough
survivability to survive. It can be very difficult to have both enough
tankiness and DPS, and this split priority makes Episode 2 Challenge
exclusively Endgame content.

Challenge 5 - Laborer Barracks


Check out leewhat’s ​video​ on this.

Initial Wave
Upon entering the stage, the ground has a poison effect that will constantly
deal damage to everyone on your team, even through tanking. The wave is
consistently of Scarabs, Cobras, and Mummys. Scarab and Cobras will
continuously poison you and Mummys deal relatively low physical damage.
Have a way to heal consistently through the poison damage.

Boss 1 - Tomb King

Boss stats:

HP HA Arm Res CC CD

9,072,000 8500 2000 2000 40% 50%

Apen/Rpen Acc Eva DR CR BT

2000 40% 35% 30% 0% 60 sec

The Tomb King is a giant meat shield. He doesn’t deal too much damage,
however to kill him within Berserk Time Limit can be an issue.
When Tomb King reaches 75%, 50%, and 25% of his maximum HP, he will
gain 2 seconds of damage immunity and a shield with strength equal to 50%
of his HP. Essentially, you basically have to do 9,072,000 + 3 * .5 *
9,072,000 = 22,680,000 damage to him, with 3 spots of 2 second
immunities. Kill through that in 60 seconds and you’re good.

Secondary Wave
Coming out of Boss 1, there will be an Egyption Wall QTE. You will take a bit
of poison damage, nothing unbearable. Tap and complete QTE and continue.

The wave is similar to wave 1, consisting of Cobras, Mummys, and Scarabs.


Kill them and move on.

Boss 2 - Poisoned Cobra and Poisoned Scarab

Boss stats:

Poisoned Cobra

HP HA Arm Res CC CD

7,560,000 10200 2000 2000 40% 50%

Apen/Rpen Acc Eva DR CR BT

2000 40% 35% 30% 0% 60 sec

Poisoned Scarab

HP HA Arm Res CC CD

9,072,000 8500 2000 2000 40% 50%

Apen/Rpen Acc Eva DR CR BT

2000 40% 35% 30% 0% 60 sec


In terms of damage, the Cobra and Scarab are certainly standable. Make
sure to have enough defense to survive the poison tick damage and heal it
back.

Poisonous Scarab walks in the frontline position and it will knock you back
whenever it’s SP bar fills up.

Poisoned Cobra walks in the backline position functions similarly to Chiron.


Upon reaching inside autoattack range, Poisoned Cobra will stun and knock
you back. However, the damage it deals is not very impressive given a
well-invested tank.

Basically, if you can’t survive, improve your tank.

Boss 3 - Sekhmet

Boss stats:

HP HA Arm Res CC CD

7,560,000 10200 2000 2000 40% 50%

Apen/Rpen Acc Eva DR CR BT

2000 40% 35% 30% 0% 60 sec

Sekhmet’s normal attack is Flame Arrow. Sekhmet will mark the front-most
hero with Flame’s Mark, and after 3 seconds, Flame Arrow will shoot and
trigger the Flame’s Mark, causing the hero to be knocked back. The ground
the hero has been knocked back will be burned and will deal constant
damage to all heroes standing in it. This can be tanked. This is similar to
poison damage and isn’t too dangerous given a good tank.

Upon reaching 50% HP, Sekhmet will become immune to all damage for 3
seconds. After, Sekhmet will put a shield with strength equal to 70% of her
HP for 10 second. Sekhmet will also use Wall of Fire, which causes any
enemy standing near her to take neutral damage equal to 20% of her HA
per second for 10 seconds. This goes through tanking effects.
Upon reaching 30% HP, Sekhmet will become immune to all damage for 3
seconds. Sekhmet will summon Firebomb Meteor, which deals massive
on-hit neutral damage. The ground will be burned with a much stronger fire,
dealing neutral damage equal to 100% of her HA per second. This can be
tanked.

Challenge 6 - Decaying Pantheon


Check out leewhat’s ​video​ on this.

UFO’s are present in this Challenge. Heroes captured by UFO’s will be raised
in the air with a beam of light around them. To save your hero, simply tap
them. I would suggest tapping a few times just to guarantee one tap is
recognized.

Initial Wave
The initial wave has Transformed Anubis Warriors, Transformed Horus
Warriors, and the Child of Geb. This initial wave deals a lot of physical
damage immediately. Avoid drawing the early wave and kill it quickly as
possible.

Boss 1 - Ammut

Boss stats:

HP HA Arm Res CC CD

11,340,000 12500 500 500 45% 50%

Apen/Rpen Acc Eva DR CR BT

2500 45% 40% 35% 0% 60 sec

Whenever Ammut’s SP bar fills up, he will put Thorny Shield on. Thorny
Shield lasts for 10 seconds and has 5% Reflect Damage and also a shield
equal to 10% of Ammut’s maximum HP for 10 seconds. Whenever Ammut
autoattacks you 4 times, Ammut will swallow your most frontline hero. That
hero will be completely disabled from the stage for 5 seconds. Ammut will
spit the hero back out after 5 seconds. His SP bar stops filling up during
Swallow.

When Ammut reaches 50% HP, Ammut gets 2 seconds of damage immunity
and then buffs his armor and resistance by 550%. He also recovers 1% of
his HP per second.

Secondary Wave
Literally just damage. In addition to mobs in Wave 1, Child of Benu are
added in, who just deal additional damage. Kill them. Careful of UFO’s, don’t
forget about them.

Boss 2 - Mutated Horus Tribesman and


Mutated Child of Geb

Boss stats:

Mutated Horus Tribesman

HP HA Arm Res CC CD

9,450,000 15000 2500 2500 45% 50%

Apen/Rpen Acc Eva DR CR BT

2500 45% 40% 35% 0% 60 sec

Mutated Child of Geb

HP HA Arm Res CC CD

11,340,000 12500 2500 2500 45% 50%

Apen/Rpen Acc Eva DR CR BT

2500 45% 40% 35% 0% 60 sec

Literally just damage survival. They do nothing but autoattack. Lol.


Horus Tribesmen deals magical damage, Child of Geb deals physical
damage. Otherwise they do nothing else.

Boss 3 - Anubisis

Boss stats:

HP HA Arm Res CC CD

11,340,000 12500 2500 2500 45% 50%

Apen/Rpen Acc Eva DR CR BT

2500 45% 40% 35% 0% 60 sec

When Anubisis autoattacks twice, Anubisis will uses Whiplash. Whiplash


deals Physical Damage equal to 40% of his HA and pulls in all nearby allies.

Upon taking 20 hits, Anubisis becomes immune to damage for 1.5 seconds,
and Anubisis will Counterattack, dealing neutral damage equal to 200% of
his HA and stunning hit enemies. This has a 5 second cooldown.

Upon reaching 50% HP, Anubisis becomes immune to damage for 3 seconds.
Anubisis increases his HA by 50% and CC by 50%.

Damage reduction tank is VERY useful here.

Challenge 7 - Forbidden Genesis


We await leewhat’s video summary of this.

The key thing about Challenge 7 is that Challenge 7 has an overall stage
timer overhead. If you take longer than 2 minutes to complete the overall
stage, the Mana Genesis explodes and 1-shots you.

Every single mob is designed to extend your clear time to try to knock you
over 2 minutes. These mobs are ESPECIALLY annoying to those trying to
reach Hidden, which you still need to reach within 1:30 to even access.
Also, something interesting, there is no Secondary Wave in Challenge 7,
unlike Challenge 5 or 6. This is a good idea since the enough of stalls in
Challenge 7 makes reaching Hidden already extremely difficult.

Regardless, Challenge 7 isn’t difficult to survive; in fact, it probably is the


easiest Challenge in Episode 2 if it was not for the Mana Genesis timer. This
time limit has essentially limited the DPS pool to: Echidna, Genevie, Reaper,
Ana, Dizzy. If you do not have one of the five listed heroes (along with
heavy team investments for all of them at i20+ with sigil sets, possibly high
investment supports or even sub-DPS units), you stand more or less no
chance in this Challenge, not because you can’t survive, but because you
won’t kill before 2 minutes has passed.

Initial Wave
Test Subject Alpha, Test Subject Beta, and Test Subject Delta. Whenever a
Test Subject reaches 1 HP, they become invulnerable and it takes 3 more
seconds for them to kill themselves. Pretty much attempts to extend the
stage timer.

Boss 1 - Test Subject Omega

Boss stats:

HP HA Arm Res CC CD

13,608,000 16500 3000 3000 50% 50%

Apen/Rpen Acc Eva DR CR BT

3000 50% 45% 40% 0% 60 sec

Every autoattack will knockback all enemies in range.

When Test Subject Omega’s SP bar fills up once, Test Subject Omega will
pull in all enemies and deals physical damage to everyone in range.

When Test Subject Omega’s SP bar fills up twice, Test Subject Omega will
jump back and use a Laser Beam and deals magical damage to all enemies.
Test Subject Omega will cycle between these two attacks per SP bar filled.

When Test Subject Omega reaches 50% HP, all enemies in his autoattack
range will be knockedback and Omega will kneel. If no Goddess Skill is used
within 5 seconds. Omega will recover all of his HP. Omega is immune until a
Goddess Skill is used or after Omega recovers all of his HP. After which,
Omega will use Blessing of Cora.

Blessing of Cora - Omega becomes immune to debuffs, gains 100% HA, and
30% armor/resistance.

Essentially, when he reaches 50% HP, parry the heal with Goddess.

However, the issue is most heroes use debuffs to give themselves enough
Rpen to deal with bosses. This makes this boss a very possible time waster,
as while he doesn’t deal too much damage, this debuff immunity also makes
him very problematic for debuff-based heroes if not killed quickly. This is
probably the most likely place Genevie and Reaper teams will get stalled on.

Boss 2 - Violent Test Subject Beta and Violent


Test Subject Gamma

Boss stats:

Violent Test Subject Beta

HP HA Arm Res CC CD

11,340,000 19800 3000 3000 50% 50%

Apen/Rpen Acc Eva DR CR BT

3000 50% 45% 40% 0% 60 sec

Violent Test Subject Gamma

HP HA Arm Res CC CD
13,608,000 16500 3000 3000 50% 50%

Apen/Rpen Acc Eva DR CR BT

3000 50% 45% 40% 0% 60 sec

Beta shoots a laser beam dealing magic damage and has takes 3 seconds to
kill himself after bringing him to 1 HP.

Whenever Gamma’s SP bar fills, Gamma becomes immune to damage for 1


second and dashes forward. The first hero Gamma reaches is stunned and
receives physical damage. When he reaches 1 HP, it takes 2 seconds for him
to kill himself.

Basically get a tank. If you aren’t using a tank, have a lot of HP and stun
immunity.

Isn’t it funny that every single boss 2 in Episode 2 Challenge essentially is


just “survive”?

Boss 3 - Jeraphim

Boss stats:

HP HA Arm Res CC CD

11,340,000 19800 3000 3000 50% 50%

Apen/Rpen Acc Eva DR CR BT

3000 50% 45% 40% 0% 60 sec

Jeraphim ignores pretty much ignores all tanking effects. Tanks are
essentially useless in terms of absorbing damage for DPS units.

Jeraphim’s autoattack is Light Whip, which deals magical damage equal to %


of her HA to all enemies in range.
Whenever Jeraphim’s SP bar fills, Jeraphim uses Wave of Light, which deals
neutral damage equal to 100% of her HA to all enemies.

When Jeraphim reaches 50%, Jeraphim will summon the Army of Light and
become invulnerable to all damage. As long as the Army of Light is alive,
Jeraphim cannot be damaged. This is a pretty good time waster because not
only can you not damage Jeraphim, her army all have 1 HP gimmicks and
takes several seconds to die even after they reach 1 HP.

In terms of damage, Jeraphim really doesn’t do that much. Her main


purpose is to burn time to the Mana Genesis and usually stop you from
entering Hidden.

Hidden Stages
Personally, I don’t like how Boss 3 and the Hidden boss has the same name,
so I’ve added an additional adjective in front of the Boss 3’s name so I can
actually identify the difference between them and the Hidden.

If you have killed every single boss in Challenge 5, Challenge 6, and


Challenge 7, then whenever you kill Boss 3 in less than 1:30 total stage
time, you will be given the option to fight the Hidden Boss in that Challenge.
These Hidden bosses also packs quite a punch and are well known to use
massive neutral damage to aid them.

Challenge 5 Hidden - Lioness Sekhmet

Boss stats:

HP HA Arm Res CC CD

13,063,680 15840 2880 2880 50% 50%

Apen/Rpen Acc Eva DR CR BT

3000 50% 40% 40% 0% 60 sec

Upon hitting Sekhmet 20 times, Sekhmet will use Charge. Charge gives
Sekhmet increased movement speed and 5 seconds of damage immunity.
Enemies in Sekhmet’s way will receive physical damage equal to 50% of her
HA. After Charge ends, Sekhmet will use Roar. Roar stuns for 0.1 second
and deals neutral damage equal to 50% of her HA once every 0.5 seconds 5
seconds.

Whenever Sekhmet’s SP bar fills up, Sekhmet will use Lion’s Bash, dealing
physical damage equal to 200% of her HA and stuns enemies that are hit.

You need a very good tank to survive safely, or by simply having pure HP to
survive. Surviving off pure HP requires high inherit HP, however.

Challenge 6 Hidden - Resurrected Anubisis

Boss Stats

HP HA Arm Res CC CD

16,329,600 19800 3600 3600 60% 60%

Apen/Rpen Acc Eva DR CR BT

3600 60% 50% 50% 0% 60 sec

Anubisis deals neutral damage equal to 100% of his HA per autoattack.

When Anubisis autoattacks 3 times, Anubisis’s next attack will deal neutral
damage equal to 30% of his HA per hit over 3.3 seconds. He will generally
hit 7-8 times, 10-11 during his Motionspeed buff.

When Anubisis reaches 50% HP, he will become immune to damage for 0.5
seconds and buff his motionspeed by 50%.

When Anubisis SP bar fills, he will use Bite Off, which which deals neutral
damage equal to 100% of his HA and reduce your armor by 50% for 10
seconds (I don’t get why, you don’t take any physical damage in this fight,
lol).
Possible bug, if you knock Resurrected Anubisis back or root him, he stops
moving and cannot go under 50% HP. I’m guessing they’re trying to force
you to walk into his autoattack range, but he seems to bug out if he receives
any form of knockback. Either avoid knockbacking/rooting him or use a
frontliner.

The general way to deal with Anubisis has been to use a tank that has a lot
of Damage Reduction. 2 Damage Reduction slots and a 50% DR buff can
survive provided your tank has a lot of healing.

Challenge 7 Hidden - Masked Jeraphim

Boss Stats

HP HA Arm Res CC CD

17,962,560 21780 3600 3600 60% 60%

Apen/Rpen Acc Eva DR CR BT

3600 60% 50% 50% 0% 60 sec

Jeraphim’s basic attack is Feathers of Light, which deals magical damage


equal to 100% of her HA.

When Jeraphim’s SP fills for the first time, Jeraphim will use Magic Ray,
dealing neutral damage equal to 135% of her HA, followed immediately by
Floor of Ice, dealing neutral damage equal to 150% of her HA to all enemies.

When Jeraphim’s SP fills for a second time, Jeraphim will use


Photosynthesis, which blocks your Goddess and reduces your
armor/resistance by 50%. Jeraphim then will use Purification, which dispels
and does neutral damage equal to 500% of her HA to all enemies. There is
basically no way to survive this attack as it currently is, given the
requirement of reaching Hidden in 1:30 in the first place.

If you do happen to survive, then she repeats these two SP skills.


You have 15 seconds before her SP bar fills a second time. There is
essentially no way to survive her second SP fill while reaching her in 1:30.
You MUST kill her in this 15 seconds, without dying to Feathers of Light or
Magic Ray/Floor of Ice along the way.

Team Recommendations for Challenge,


Episode 2 (WIP)
There’s no low investment team for these Challenges. This is endgame
content. If you don’t think you can clear, stick to Episode 1; Episode 2 drops
currently don’t merit too much anyways.

Most Challenge 7 teams also work in Challenge 5 and 6 and they are the
general teams that you will aim to build towards. So, we’re pretty much not
going to talk about Challenge 5-6 viable teams since they’re nearly identical
to Challenge 7. The below are the teams that are recommended for you to
build towards. There are a lot of viable teams now, so these will also be
generalized.

Beatrice Genevie Waveclearer Aubrey Remi

Beatrice Genevie Setup


Hero Skill Weapon Ring Sigils Inheritance

HA/HA Resurrection* +20


+25*

CD/CD Resurrection* +20


CC/Acc/Acc/Acc +25*

Example Waveclearers
CD/AS Resurrection* +15
CC/AS/AS/AS +20*
CC/AS/AS/Acc +25*

Beatrice Genevie Momotaro Aubrey Remi

Momotaro Genevie Seiren Aubrey Remi

Ana Dara Wolfgang Bella Franz

Reaper Orfeo Wolfgang Bella Remi

Reaper Genevie Nightingale/Dara/Ferris Aubrey Remi

Rem Beatrice Orfeo Aubrey Remi

Woopa Orfeo/Beatrice Echidna Aubrey Remi

The End
So, you’ve reached the end. Whether if you cleared Challenge Mode using
this guide or now know about the mechanics of Challenge Mode, I wish you
all luck in your endeavors and hope this guide has helped in one way or
another!

Vous aimerez peut-être aussi