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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!
Why Challenge?
Why do we farm Challenge Mode?
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
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.
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
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.
Boss Stats:
HP HA Arm Res CC CD
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
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.
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 Stats:
HP HA Arm Res CC CD
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.
Initial Waves
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
Soldiers of Light - Bouillabaisse summons 1-2 soldiers to fight for him. These
mobs are weak and pose little threat.
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 Stats:
HP HA Arm Res CC CD
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
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 Stats:
HP HA Arm Res CC CD
In the dark, you will miss 50% of your hits regardless of Accuracy.
Initial Waves
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 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
Gujarat
HP HA Arm Res CC CD
HP HA Arm Res CC CD
● 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 stats:
Georg
HP HA Arm Res CC CD
Geralt
HP HA Arm Res CC CD
Hugs - Whenever a hero walks into Georg’s autoattack range, he tries to hug
them, knocking them back.
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 stats:
HP HA Arm Res CC CD
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
Phase 1:
Hot, Hot!! - Rudrat gains increased Attack Power, Armor, Resistance, and
Damage Reduction.
Back off! - Rudrat shoots a bullet that does moderate physical damage.
Phase 2:
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.
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 stats:
HP HA Arm Res CC CD
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.
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 stats:
HP HA Arm Res CC CD
Cross of Light - Whenever his SP fills up, Enhanced Bouillabaisse strikes the
backline area with several light beams. These beams do high magic damage.
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 stats:
HP HA Arm Res CC CD
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.
Boss stats:
HP HA Arm Res CC CD
15,120,000 14400 2400 2400 48% 240%
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.
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.
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.
Boss stats:
HP HA Arm Res CC CD
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.
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.
Boss stats:
HP HA Arm Res CC CD
15,120,000 14400 2400 2400 48% 240%
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.
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.
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
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.
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.
Arm/Arm - HP Sigil +1
Arm/Eva +6*
- - HP Sigil* +1
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.
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.
Sadly this team is not very viable in Challenge 3, it has some use in
Challenge 4 given extremely high investment, however not recommended.
Arm/Arm - HP Sigil +1
Arm/Eva
CC/CC - HP Sigil +1
CC/CD
CC/HP
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.
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.
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.
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.
DR/DR - HP Sigil +6
Arm Sigil*
CC/CC - HP Sigil +6
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.
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.
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.
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
DR/DR - HP Sigil +6
Arm Sigil*
HA/HA* - HP Sigil* +1
DR/DR*
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.
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.
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.
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.
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 stats:
HP HA Arm Res CC CD
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.
Boss stats:
Poisoned Cobra
HP HA Arm Res CC CD
Poisoned Scarab
HP HA Arm Res CC CD
Poisonous Scarab walks in the frontline position and it will knock you back
whenever it’s SP bar fills up.
Boss 3 - Sekhmet
Boss stats:
HP HA Arm Res CC CD
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.
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
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 stats:
HP HA Arm Res CC CD
HP HA Arm Res CC CD
Boss 3 - Anubisis
Boss stats:
HP HA Arm Res CC CD
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%.
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.
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 stats:
HP HA Arm Res CC CD
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 stats:
HP HA Arm Res CC CD
HP HA Arm Res CC CD
13,608,000 16500 3000 3000 50% 50%
Beta shoots a laser beam dealing magic damage and has takes 3 seconds to
kill himself after bringing him to 1 HP.
Basically get a tank. If you aren’t using a tank, have a lot of HP and stun
immunity.
Boss 3 - Jeraphim
Boss stats:
HP HA Arm Res CC CD
Jeraphim ignores pretty much ignores all tanking effects. Tanks are
essentially useless in terms of absorbing damage for DPS units.
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.
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.
Boss stats:
HP HA Arm Res CC CD
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.
Boss Stats
HP HA Arm Res CC CD
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.
Boss Stats
HP HA Arm Res CC CD
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.
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.
Example Waveclearers
CD/AS Resurrection* +15
CC/AS/AS/AS +20*
CC/AS/AS/Acc +25*
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!