Grand Chase Boss Guide
Grand Chase Boss Guide by Wildcolt
1) Introduction
2) Boss Guides – Bermesiah
- 2a) Treant2b) Wendy 2c) Orc Warrior 2d) Harpy Queen 2e) Orc Lord 2f) Red Gorgos 2g) Troll 2h) Giant Drillmon 2i) Elizabeth 2j) Lich 2k) Paradom 2l) Gaikoz
3) Boss Guides – Silver Land
- 3a) Guardian Ent3b) Black Fairy Queen 3c) Krakos 3d) King Guang 3e) Audrey 3f) King Fang 3g) Victor
4) Boss Guides – Alcubra
- 4a) Sethek4b) Ant Queen 4c) Kungji Elder
5) Boss Guides – Ellia
- 5a) Partusay5b) Elena/Kamiki 5c) Basilisk 5d) Gardosen 5e) Kaze’Aze/Jin Kaze’Aze 5f) Cyclops 5g) Giant Stone Golem 5h) Dark Anmon
6) Boss Guides – Xenia
- 6a) Lenasien6b) Octus 6c) Samsara 6d) Mynos 6e) Starkiln 6f) Yamini
7) Boss Guides – Archimedia
- 7a) First Dungeon7b) Sentry Keeper No.1 & Sentry Keeper No. 2
8) Miniboss Guides
- 8a) Fire Golem8b) Lenasien 8c) Octus 8d) Vanessa 8e) Ashtaroth 8f) Mystic Golem 8g) Aron 8h) Tartarus
9) Coming Soon
10) Credits
2nd post) Version Updates
1) Introduction
Hey all, this guide is to explain what all the bosses do, and how to generally avoid every attack. This also includes the mini bosses. This is NOT a character specific guide. Turning this into a character specific guide would literally increase the size by 7x. If you think I missed something, or feel you think something else is better, say so, and i’ll attempt to validate your information.
The difficulty rating system is as follows…
1) Mind Numbingly easy
2) Can rarely be hit by
3) Can occasionally be hit by
4) Can be hit almost constantly
5) Extremely rough fight, try not to solo
2) Boss Guides – Bermesiah
2a) Treant
Difficulty: 1
Bars of Health: 1
First boss of the game. This fight is very simple. He has three attacks. His melee, which hits twice, just get away when he begins to swing to dodge. An apple throw, either jump above it, or move into melee range. His final attack, he will raise his arms up in the air and strike the ground. When he hits the ground, make sure you are in the air. If you are caught, quickly tap left and right to escape.
2b) Wendy
Difficulty: 2
Bars of Health: 1
Wendy is a bit tougher of a fight. Main attacks consist of a “jump” attack, a roll, and a frost breath. To dodge the jump attack, just simply be in the air when she connects with the ground. To dodge the roll, either get to another platform, behind her, or time your jump perfectly so that you are at the apex when she rolls under you, or you will be hit. To dodge the frost breath, just simply get away from her front. If you are caught, tap left and right to break out of the freeze effect.
2c) Orc Warrior
Difficulty: 1
Bars of Health: 1
This fight begins with a few adds. These adds are proximity based agro, meaning they will only agro once you come within a certain distance of them, and they will give up chase if you get far enough away. Getting rid of the adds can help you focus on the boss but is far from necessary. Now the orc warrior himself has a few attacks. His first being a charge. While he is charging, he can not be stopped, and every part of his body will cause both damage and a knockback, you can actually be hit multiple times by this attack if you’re not careful. His second attack is a jump attack. When he raises his hammer, he is about to do it. Get away from his front, as well as directly above him, and make sure you’re in the air to avoid it. If you are below him when he does this and are knocked up into him, you will be hit again. His final attack is simply a forward spinning attack, easy to dodge just go below him if you have the option, if not go away from him.
2d) Harpy Queen
Difficulty: 1
Bars of Health: 1
This is a quite annoying fight for anything that isn’t lire due to it being a flying enemy fight. Her main attack is the normal harpy lunge attack. This can be abused to lure her into specials. Her other attack is a Danger attack. She will fly up a little bit and immediately shoot out 3 sets of damaging feathers. If you look at her as through she was the center of a clock the attacks will follow 5,7 4,8 3,9 o’clocks respectively, starting from the lowest point. Find a place in between these to avoid. After suffering enough damage she will fall down, as she receives damage as she falls, she will hit a closer platform. If enough damage is dealt as she is falling, she can be juggled. Just note that she will be falling faster than a normal enemy being juggled. After falling and reaching the ground/platform she will lay still for a few moments, allowing crucial damage time for meleers, eventually she will become immune and fly up to the top of the stage.
2e) Orc Lord
Difficulty: 1
Bars of Health: 1
This fight begins with 2 orc warrior adds. Take these out first as they can actually keep you in “jump lock”, where both the lord and both of them will constantly keep doing jump attacks, this is a rare occurence, but it can happen. The orc lord is almost a complete duplicate of the orc warrior, except he is slightly larger and has 1 new attack. That attack being a ground wave. Just simply get above or below the attack, behind him also works well. He shows that he is doing this attack by bringing the hammer behind him, yet above his head.
2f) Red Gorgos
Difficulty: 2
Bars of Health: 1
This fight begins with adds. All the adds can be ignored, as they are proximity agro based. If you plan to ignore the adds, I heavily suggest keeping the fight in the upper left. Now his main attacks include, a charge, a danger attack, and a jump attack. He will charge across the air when he does his charge, he lets you know he is doing this by getting low. This means that the charge will go across multiple platforms. His danger attack is a large flamethrower like effect. Get out of his front, this attack will go across the entire stage, and the attack travels in a cone, so it gets wider the farther it goes(though there is a limit, about 1 platform height). His final attack is a jump attack, he will jump into the air and land near his primary agro target, just simply make sure you’re in the air when he lands. He can also invoke his jump attack if you nudge him off a platform with attacks, giving you a split second window to dodge it. One extra thing he can do, if you chose to kill the adds, he can summon more gorgon type allies.
2g) Troll
Difficulty: 2
Bars of Health: 1
This fight begins with orc warrior and orc axe thrower adds. Kill these off so you can focus on the boss. This boss is a proximity agro type, so adds can be safely killed if you can pull them away without him. He can be quite annoying with his attacks as nearly all of them cause a “jump” attack effect. He also has a “jump” attack. At the end of his normal combo he will also do the jump attack. He also has a charge like attack where he will charge forth a small distance and swing, this swing deals a lot of damage and causes a big knockback.
2h) Giant Drillmon
Difficulty: 2
Bars of Health: 1
This is a very annoying fight. This fight also has adds. Kill off all adds(4) then focus on the boss. He main attacks include a charge, fire orb, and random missile aoe. He loves to spam his charge, to avoid it, get above, below, or behind him. It also has a massive travel distance, nearly the entire stage. This attack can only hit once, but causes a massive knockback effect. The fire orb, spawns an orb directly above him and then he will toss at his primary agro targer, this move can hit several times very quickly, it also ignores terrain. His final attack is his random missile aoe. The way this attack works is he will begin using his drill on the ground, and chunks of earth will randomly come out of this spot. Its best to get away while he does this.
2i) Elizabeth
Difficulty: 2
Bars of Health: 1
Annoying fight(a lot of bermesiah bosses are just annoying arn’t they?). This boss loves to spam its jump attack, and immunity dash. The jump attack will go to a random spot near its primary agro target, generally on same platform. The jump attack CAN hit you in the air, if she touches you with her body. Being knocked up into her will cause an extra hit as well. The immunity dash is a move she used to immediately get away from combat by rolling away, then doing a quick dash back to it, this quick dash back causes both damage and knockback, she is almost completely immune to damage during this time.
2j) Lich
Difficulty: 1
Bars of Health: 1
Easiest boss fight since treant. The fight begins with some Undead Orc Warrior adds. Kill these off immediately. Once they are down you can focus on the boss. He has very few attacks. His first is a lightning bolt attack. This can be avoided by going above, below, behind, or even into melee range in his front. His other attack is a grab attack, just simply jump into the air when you see him pull his staff in. The only other thing he does is summon more adds, just kill them off right away.
2k) Paradom
Difficulty: 2
Bars of Health: 1
This boss is very limited in his attacks. He will only stand on either far left or far right of the room. His usual attack is 4 diagonal beams, follow by the 4 cardinal direction beams. He then has an overhead beam. When he does this, he will float up to the top corner, and the use a downward beam and move to the other side. Just simply stay ahead of the beam(note: arme can dash through this beam). The last normal “attack” he does, is he will put up a reflect shield temporarily in front of him, this will reflect any and all projectiles. You can move through this shield if you wish. The final attack he does is his danger attack. This he will move to the same platform height as his primary agro target and fire a powerful beam, this is usually a oneshot if caught in it. Just get to another platform or behind him.
2l) Gaikoz
Difficulty: 2
Bars of Health: 2
Gaikoz is a fairly simple fight. The main strategies to defeating him are to simply juggle him or otto him in the corner.
To juggle him you need multiple people, one person that can dependably do knock ups, and at least 1 other to hold him in the air. This is usually best done with an arme(mage) and lire(xbow).
If you plan to solo or don’t think your team has the coordination for juggling then your other option is the ‘otto in the corner’ method. That is what its called but it isn’t so much. Basically what you want to do is get his attention. Then move him to the lower left side of the map. Once there get him on the bottom floor facing to the right. Once done, jump to the platform above and begin hitting him in the head. While doing this method, Gaikoz is prone to teleporting a lot. He can only teleport when hit so be ready to move after each hit. Never move down, move away. After each teleport, he will immediately follow it with his earth slash attack sending 3 chunks of earth out. After this, you can return to your strategy. Optimally what you want to do is stand in the left side upper platform, so that when he teleports, he teleports behind you and before his teleport attack finishes he lands on the ground and stops moving.
Things to keep in mind…
His danger attack hits a large portion of the area in front of him.
He can summon 2 Anmon Soldier Adds, but will only summon when all are dead.
When he stop moving and temporarily stops flinching, he is about to lunge forward. Get above/below him quickly.
If he teleports and does not immediately appear…check below the stage by using ranged attacks. Eventually he should teleport back up to you.
3) Boss Guides – Silver Land
3a) Guardian Ent
Difficulty: 1
Bars of Health: 1
This is basically Treant v2.0. He is really simple, though he is the only boss in the game that has 2 different attacks that cause the “jump” prompt. His “jump” attacks consist of a whole map knock up, and one that does a lock up. The lock up needs to be tapped left and right to get out of. He does a combo which he will turn red for that hits 2 times directly in front of him, but only if you are close enough. He does a rock throw as long you’re not in melee range. The rock throw will be thrown at where his current target was at the start of the pickup, so very easy to dodge. His last attack is his Danger attack. This attack is only used if his target is on the base floor. It is a firebreath. So just stay up to avoid being hit by it.
The fight is also going to have adds during it. Take these out if you wish to. They don’t make a major impact on the fight other than maybe absorbing attacks that were meant for the boss.
3b) Black Fairy Queen
Difficulty: 2
Bars of Health: 1
She fights by teleporting around. Her main move consists of summoning a blue meteor to land in front of where she starts her animation, this will most likely one shot you if you’re caught by it, so avoid it at all costs. She has 2 other attacks that she can use, and when she starts using them, she tends to use them a few times in a row. These attacks consist of an ice lance which can only hit at melee range. Her other attack is a frost breath that will freeze you if you come into contact with it, it has a pretty nice range of about half the screen so try to get behind or to another platform when she does it.
The fight is also going to have adds, I suggest taking these out, though she can summon more, but as long as you keep the pressure on, she shouldn’t. The adds are fighter skeletons, so they move quickly and can cause serious damage if you’re not paying attention. MP moves are virtually worthless to use unless the hits they do are very few, preferably 1 hit. She has 2 forms of teleport, the first being just random, the second being a reaction to being hit.
3c) Krakos
Difficulty: 2/1(ranged)
Bars of Health: 1
This guy is fairly simple and straightforward. His main attacks consist of a small jump(no warning) attack that only affects the bottom row and a 2-swipe claw attack. He also has a situational attack which he will use if you spend too much time above him, this is a set of poisonous bubbles that will last for quite some time. Just stay out of it. He has 2 danger attacks. The first, he will raise his claws in the air and then slam them into the ground. After doing this, 4-5 rocks will fall randomly, followed by a large amount, the large amount can be mp’d through, so make sure you always have 1 mp bar available, otherwise get below him as he will stand up during this, but be sure to get out as soon as the rocks stop falling or you will take massive damage. If you can not, then try to set yourself up so that you are on the ground when you get hit, and that you only get hit by one. If you get hit in the air you can be hit up to 4 times. His second danger attack, his legs will begin moving and he will rush to the other side of the room and claw at it. If the claw hits you, you will go straight up, if any other part hits you, then you will go towards the direction he came from. To avoid this, stay away from the far side, and stay at least on the 4th platform from the bottom.
Extra note: The top 2 platforms can not be descended from. Meaning, you can not press down and go through them.
3d) King Guang
Difficulty: 4
Bars of Health: 1
This boss is absolutely annoying. This boss has 7 attacks, 1 being a jump attack. The basic attack is a bite, very simple, he will only use it if you are on a platform in front of him, causes a decent chunk of damage. The next attack he loves to use is his water breath, this has 3 variations, an upper, a lower, and a behind. The upper he will only use if you are on a higher platform, dodged by going to the floor. The lower he will only use if you are on a lower platform or the floor, you can only dodge this with a well timed mp skill(unless you’re using las 3rd job). The behind is only used if you are behind him, it can only hit one area, which is the entire area behind him excluding his back, be on his back when he uses this or be ready with an mp skill. It should be noted that his breath ignores defense, there is no way to lower the damage from it. His next attack is an arcing multi fireball attack, he will fire a shot into the air and it will burst into several shots that will fall to the ground and circle back towards the opposite direction he shot them at, to dodge them, being on a platform no higher than the 2nd, or lower, and just move between them, beware, he can use his jump attack during this creating a nasty combo. The fireball arc does about as much as hit bite, but the damage ignores defense and causes a knockdown, he won’t do this if you’re on his back. Next his jump attack, it is very quick, you have to be ready for it and can not be mid combo if you’re going to dodge it. His final “attack” is a sling, where he will turn around and launch players away, this causes some pretty major damage and throws the player across the room, causing knockdown. One thing to keep in mind, his front reduces all damage to roughly 15%, the back of his main body to roughly 30%. If you want to cause serious damage, hit the back of his head(this is near impossible for most melee characters). The final thing to worry about is the crystal on his back. It generates a small aura and damages anyone on his back for 1 damage in very quick secession. This is not that big of a deal as long as you don’t get knocked down, it can put you in fatal.
To beat this boss you need to get on his back at all costs. Although the crystal will drain you of health, it is the safest spot as only 2 attacks can hit you, namely his sling, and his jump. Never, i repeat, never attack before he does. Otherwise there is a good chance you will succumb to a sling or a jump. This is a long fight. Avoid damage before dealing damage. You can only get past him and get to his back if you are at head level or glitch through him(move at high speed at roughly his mid).
3e) Audrey
Difficulty: 1 Ranged/4 Melee
Bars of Health: 1
This boss’ attacks consist of 2 melee attacks, a “jump” attack, and a skill attack. The first melee attack is two hits that hit for roughly average damage, causing knockup damage, she will use this attack at any range she can hit you with it at. The other melee attack she only uses at close range, it is multiple hits adding up to average damage but cause serious knock back. Her “jump” attack, she will pause for a moment and then lower her body, then jump high into the sky and come straight back down. Her last attack consists of a poison mist breath that will leave behind a poison mist on the ground. This will slow you down and cause quick deterioration similar to freezing.
This fight consists of the boss and 3 plant adds. The highest platforms on either side will keep you safe from all attacks except for “jump” attacks and the adds. If you kill off all of the adds, she will resummon all of them. This is key for a melee. As a melee you will find yourself virtually unable to attack her. You will need to build mp off the adds, then use that mp to skill the boss. After inflicting enough damage(roughly 25%) the boss will collapse allowing for roughly 1 full combo before standing back up. As a melee this fight will take a very long time, while as a ranged the fight will be pretty much worry-free and quick.
3f) King Fang
Difficulty: 2
Bars of Health: 1
This boss is stationary when he is not attacking. He can only stand in two places, either the left side or the right side. While stationary, he has 3 types of attacks, a lower knockback, a bite, and a flamebreath. The bite will hit every area except for the top opposite side of him. The lower knockback will hit the middle floor and lowest platform. The flamebreath will hit a cone from his mouth to the floor and leave a set of fire behind. After performing up to 3 attacks he will leave the map temporarily and then perform one of 6 entrance attacks. All of these entrances can be dodged from only one place in the entire area. An area on the bottom floor, in the middle. There is a rune on the lowest platform in the middle, line your head up with the farthest left part of the rune, and you will dodge all the attacks. This area is only large enough for one character, so groups, unfortunately, someone will most likely always be hit by the attack and it is the second most damaging attack, his most damaging one is being caught in his flame breath.
3g) Victor
Difficulty: 3
Bars of health: 1/2
This boss has 2 phases. In the first phase your goal is to kill him as fast as possible. His main attack consists of a combo where after the first attack, he teleports to the other side and continues to combo with the final hit being a small aoe. You can only avoid this by going below him or staying away from him. You only need to get him down to about 20% health.
Once you bring him to 20% health, a small in-game cutscene will take place where he will gain an extra bar of health and be healed to full and start wielding a hammer. Now the real fight begins. You want to stay at his back. Do not ever commit to a combo. Keep it to short 2-3 hit combos and jump attacks. His main attack is a serious of punches that release orbs of shadow towards his target in front of him. He will constantly follow his target, and he has a large number of attacks. Avoid this by moving up and down or getting behind him. His other major attack is when he jumps away and releases a tornado. The only way to avoid this without using a skill is to get to the very far side of the map from him. Once you remove his health another cutscene will play.
NOTE: He can attack during the 2nd phase cutscene. To avoid being hit, either stay away during the finishing blow or use a skill to finish him.
4) Boss Guides – Alcubra
4a) Sethek
Difficulty: 3
Bars of Health: 2
This boss can be tricky due to the extra enemies on the map. I heavily suggest killing off all other enemies on the map before focusing on the boss. The boss can resummon them, immediately kill the summons.
As you’ve learned while fighting through the enemies of the map, the spell casters can quickly setup traps where you’re standing and cause them to explode. The boss has a similar attack, except instead of a fire explosion, it’s a lightning strike that will hit everywhere above you too. When you hear the lightning, move either down, or away, do not go up.
The main ability of this boss is his shield. When it is up, do not attack it. It only protects his front though, so feel free to attack his back, just beware because he can still turn around. Any damaging attack that would have hit his front, heals him for twice the damage it would have caused.
4b) Aranya
Difficulty: 2
Bars of Health: 2
This boss has a multitude of adds on the map. It is up to you whether or not to kill them. I heavily suggest killing any around the mid/lower area and fight her there.
The main attack of this boss is a simple 3 hit combo. It does fairly decent damage. It only his around her head area though. So being below or behind her, saves you from it.
Her big attack is when she slams the ground and causes the ceiling to fall. You can see this being animated on your screen wherever you are on the map, however, it will only hit around her. You can avoid it altogether by getting far from her when she does it. Otherwise you’ll have to pay attention to the rocks or skill through it.
Her major ability involves the eggs you can find on the map. I heavily suggest destroying these early on. When they are destroyed she gains a rage effect where her damage will be doubled. However, if you leave them up, she can heal for as much as 1.5 bars of health, and will gain the rage buff anyways. She will also be invincible when she performs this heal.
4c) Kungji Elder
Difficulty: 2
Bars of Health: 3
This boss has a multitude of adds. He can also resummon the adds if you kill them. I heavily suggest you kill them and keep them dead. Especially the caster ones.
The boss doesn’t have much in attacks, however, his attacks hurt a LOT, so you have to avoid them at all costs. His attacks consist of a melee combo, a jump attack, and a ranged juggling combo. The melee combo can be avoided by just getting away from his front. The jump attack just jump when he lands. The ranged juggling combo is an attack that consists of 3 orbs that he fires from his staff. If you get caught by the lower orb, there is a chance to be juggled by the next 2 orbs for major life-threatening damage. Don’t commit to an attack while fighting him. You need to avoid his attacks as best you can. Keep it to 2-3 hit combos after an attack, or jump attacking.
5) Boss Guides – Ellia
5a) Partusay
Difficulty: 1
Bars of Health: 4
Partusay is a very simple fight. It is broken into 3 parts: head, right arm, and right foot.
The best way to go about this fight is to take the foot out first. This removes having to dodge jump attacks. Since there is no warning when it is about to happen and keeping an eye on the foot while attacking other parts isn’t easy, it is highly recommended to attack it first.
The next step splits depending on if you’re ranged or melee. If you’re ranged take out the jewel. If you’re melee take out the arm. After doing this take the other out. The reason the ranged go for the jewel, is because it is the 2nd most dangerous thing here, but is easier to constantly and quickly take out with ranged than with melee, as the melee must continuously use jump attacks to hit it.
Things to keep in mind…
The tornadoes created by the arm always appear in the same places. Memorize these places so you don’t fall for them.
5b) Elena/Kamiki
Difficulty: 1/3
Bars of Health: 1/2
This is a 2 part fight. The first part is fighting Elena and the second fighting her as Kamiki.
Elena is very simple. Her basic attacks include: teleport fire, lightning bolt, and meteor. These attacks are all short and easy to dodge. She will only teleport when knocked down or left alone. She will only do teleport fire, when she teleports behind someone. Her lightning bolt is a very short version of Arme’s. The meteor is a long cast time attack. It will land right in front of where she stands at initial casting. If hit it will cause major damage, if caught in the explosion it is almost certain death. She can summons more dark anmon soldiers if too many die. Suggest killing all off as resummoning will allow you to deal more damage to her. Suggest juggling her.
Kamiki is a little more difficult. All her attacks are announced by the color she makes in the background…
No color: Add summon. Only used if add count is less than 2.
Gold: Gains super armor.
Red: Shoots a large fireball both left and right. Make sure you can always get above or below kamiki.
Dark Blue: Freezing aura. Get away from Kamiki. Very high damage and will cause the freeze effect on you.
Light Blue: Lightning bolts will drop from the sky. These are evenly spaced away from kamiki. These show a small line where they will land before they do. These can not pass through the platform she is standing on when she casts it.
Black: Creates an aura around her that will cause damage and send the player flying away. Also releases curse balls. The circle will cause curse as well.
When fighting Kamiki take her to the topmost platform. This will heavily limit her movements. Not to mention that her lightning attack will be limited to the top platform. If juggling is an option, use it.
Things to keep in mind…
If she teleports and disappears aim at the bottom left of the stage. Or high in the top-middle of the stage.
Adds with special abilities should be taken care of ASAP.
5c) Basilisk
Difficulty: 1(ranged) 5(melee)
Bars of Health: 2
Basilisk is very easy for ranged, while at the same time being a nightmare for melee. Basilisk is another immobile boss like Partusay, but there are no platforms close to him and only his head is attackable. Ranged I suggest standing directly undernearth if people and attacking from there, otherwise stand on the only platform and attack from there. Melee the only way to attack is to get on the platform and then jump attack, putting yourself in immediate danger of all attacks basilisk does. After losing 25% health, his head will drop to the ground allowing players to deal as much damage as possible. This time is short, I don’t suggest using 3 bars that take a long time. The first 25% of the fight will take the longest.
Things to keep in mind…
He can only do 5 attacks: horizontal fireball, diagonal fireball, 15 degree fireball, bite, and jump.
Horizontal fireball can be avoided by standing on the platform.
Bite is only used at minimal range.
He makes a sound before doing his jump attack.
15 Degree fireball only used when on platform.
5d) Gardosen
Difficulty: 3
Bars of Health: 2
Gardosen is difficult if you don’t know what you are doing. The way to fight him is keep him on the lowest middle platform while attacking from the second highest. To get him to return there, just stand there long enough and he will teleport there. The other key to this fight is knowing the location where the 5 meteors both spawn and fall to. You never want to be caught standing in these places. That’s basically it. The only hard thing is initial positioning and then moving around to keep him there.
Things to keep in mind…
Stay at his back. He still has attacks that can hit his front.
Against his head in the front is enough to dodge Roadstar Chaser.
You will have to jump if you are in front of him while he is doing stone curse.
5e) Kaze’Aze/Jin Kaze’Aze
Difficulty: 1/3
Bars of Health: 2/3
This is a 2 part fight. The first part is fighting a Kaze’Aze version of Las, with the second being a fight against a transformed Kaze’Aze, Jin Kaze’Aze.
Las part is time consuming. Very simple. Stay on the bottom middle ground. He will constantly skate back and forth around you. The only thing to really watch out for is his final strike, which he will jump in the air before doing. Just get out of the way by running away or past him.
Jin Kaze’Aze is a little more difficult due to all the attacks. People seem to get very confused because of the number of attacks and changing safe zones.
Tentacles: Kaze’aze will use the tentacles on her back to attack a short ways in front of her. This attack will hit twice.
Curse Ball: Kaze’aze will jump into the air and release 4 Large curse balls in diagonal directions from her. After traveling a short distance, these curse balls, break down into 4 smaller curse balls that travel diagonally from each of their respective large curse balls. These hit for the same amount no matter which part you get hit by and leave a curse effect on the player. This attack always travels the same path. The open areas are far away from kaze’aze and at tentacle range directly in front of her.
Mega Fireball: Kaze’aze will begin charging up power in front of her and then release and powerful fireball in front that will travel horizontally in front of her. To avoid this either get above or behind her.
Lightning: Lightning bolts come down from sky evenly spaced from each other and boss.
Weak ground smash: Kaze’aze will do 4 flinching attacks directly in front followed by an attack that causes a “jump” effect.
Strong ground smash: Kaze’aze will 3 quick attacks that cause the “jump” effect. Distinguishable only that she swings farther.
Things to keep in mind…
Las can not be juggled, he will recovery jump out of it.
Jin Kaze’aze slightly moves during the fight, moving the safe zones.
5f) Cyclops
Difficulty: 2
Bars of Health: 3
Cyclops is a pretty simple fight. Keep him in the center of the room. With a pit available to your backside if the need arises. Cyclops’ attacks give plenty of warning for dodging. If he raises his hand up to his eye, close in to avoid the boulder he is about to throw. The platforms at the edge of the stage can be stood on to dodge the boulder as long as it has already landed on the ground. Damaging fog moves between the upper platform and the pits. Keep in mind where the fog is when moving.
Things to keep in mind…
Danger attack does cause a ‘jump’ effect.
Danger attack annihilates the upper platform, get off of it during this.
The upper damaging fog, does have holes in it to stand in to avoid damage.
Spouts can get you killed if you don’t pay enough attention to them.
5g) Giant Stone Golem
Difficulty: 2
Bars of Health: 4
This boss is extremely simple. The only difficult thing here is learning the danger attack as it seems to randomly drops largs objects down, though it does drop them in the same place everytime, so pay attention. The lowest platforms on either side can be stood on and used to avoid his ground ripple attack. This is the best place to stand during the fight as well, as he will not whirl if his main target is here or on the ground. He will re-summon his adds if they die, but kill them off if they have special effects. He is very slow moving. Move away from the platform if he walks all the way up to you as he will melee you once he is close enough.
Things to keep in mind…
His breath attack causes confusion. This reverses your left and right keys.
Save mp to avoid the danger attack if needed.
Danger attack does cause a ‘jump’ effect.
5h) Dark Anmon
Difficulty: 3
Dark Anmon is another fight that is only difficult until you understand it. The hardest part about this fight is his near unpredictability in attacks. The best place to fight him is on the middle-right of the stage. This gives you the most platforms to work with. Always try to stay below him. When you can’t get below him anymore(as in he is on the bottom), move to the highest platform and wait for him. Try to keep his adds dead or away from him by luring them away. Unlike him they will stop chasing after so much distance is between you and them. He will summon additional adds if too many are dead. Try to keep comboes to a minimum on him if you are on the same platform or above him. His close range aoe attack is quite deadly and is quick, making it hard to dodge. The only other attack in his arsenal that is difficult is his tornado creation, as it pulls you in as he is using it. Keep in mind where he places these throughout the fight, the worse thing that can happen is dashing into one and being sent right back at him as he begins his aoe.
Things to keep in mind…
If you are far away and diagonal from him, he will throw a dark sphere at you.
If you are a fair distance away and at same height as him, he will dash to you.
Keep away from the lower left side as much as possible. This is the worst possible place to fight him at.
6) Boss Guides – Xenia
6a) Lenasien
Difficulty: 3
This boss is all about lengthy movements and ranged attacks. Sound is your friend here. Learn what hes doing from the different sounds he makes, they make it much more obvious as to what he is doing, making it dramatically easier to dodge. The main danger zones are in front of him and all 4 diagonals from him. The most damage attacks in his arsenal are his claw rage(2 part ranged attack, hits multiple times) and gas bomb(big initial hit then acts like a heavy damage gas cloud around where it hit). The claw rage does 1 attack straight forward, then one diagonally forward up. The gas bomb can be either thrown forward, or he can jump up and throw it down diagonally forward. Your best safezones here are directly above, below, behind, and very close diagonally down from him, as the diagonal gas bomb will miss as he jumps before doing it. He will also summon adds if too many die off, kill his adds off ASAP, so that you can focus on him.
Things to keep in mind…
Gas bomb’s gas cloud is only left behind if it hits someone. It does not slow like Arme’s.
He tends to dash if you can get him to the bottom left with him on the platform above ground floor, while you’re on ground floor hitting him.
6b) Octus
Difficulty: 5
This guy is difficult whether you know what he does or not. Everywhere but behind him is a danger zone, and being away from him doesn’t help. His roar hits everything in front of him as well as everything directly above and below him, save mp to get through this in case you can’t get behind him in time. His other major attack is his dash which hits a large area. He will also summon more adds if too many die. Although it sounds simple, this fight is far from it. Since he is hyperactive, he will almost always be facing you. I do not suggest soloing, though it can be done.
Things to keep in mind…
Stay at this back.
Avoid using combos so you can move on a moments notice.
He has a jump attack, and he likes to use it.
6c) Samsara
Difficulty: 3
This fight is pretty simple. First off, get to the top floor. From here, just beat on him. His main attack is an aoe missile blast and a jump attack. The jump works as though he will jump to where his primary agro target is. So you need to both jump and move away or you will take damage when he comes down. The missile blast can easily be dodged using a 1 bar, or moving to the other side and finding a gap in the attack. He has 2 other “normal” attacks, these being a punch and a kick. He will only do the punch if you are close to his head, and he will do the kick if you are below his waist. His danger attacks are faily simple to dodge after you’ve seen them once. He has 3 of them. Each start with a jump attack where he will either land on far left or far right. The first kind he can do is a giant fireball, this attack generates a large fire orb over head that he slams into the middle on the ground floor, which in turn explodes turning the middle into a high damage zone. To dodge this one, simply go to the far side, or jump into the fire orb and stay out of the middle to take less damage if the first option isn’t possible. The second kind he can do is a forward blast. He will only use this attack if you are below his shoulders, simply get to the top or below his waist and up against him to dodge it. The final kind is a multi angle beam, this attack can easily be dodged by standing on the edge at the middle of the top platform.
NOTE: He has arrow defense on his front.
6d) Mynos
Difficulty: 3
This fight is surprisingly simple once you understand what he does. When Buster appears, get out of in front of him, whether its above/below/or behind him. When jump appear, not only do you need to jump, you also need to move if he is targeting you. He will land where you are when he jumps and will also cause damage on the way down. When Danger appears, you need to get back to Vanessa to save yourself from the meteors. Mynos will not attack while the Danger attack is happening, though he can start his Jump or Buster attacks.
Things to keep in mind…
Only Mynos can be hurt.
Stay at his head level or higher, this allows for easier escape from Buster.
6e) Starkiln
Difficulty: 3
This guy is another fairly simple fight. He has a very few number of attacks. He has 2 different combos, sword swinging, and punching. The sword swing will always lead with him having a short pause before attacking, the punch will just start. He will only use the punch if you are at head level. He will do a dash attack that stretches about screen length if you are too far away. Once he hits half health, the screen will ever so slowly zoom out and it unlocks his “Danger” attack. This attack summons a dragon to release a stream of fire. To avoid this attack either get to the highest platform and time your jump so that you’re at the height of the dragon’s head just before it gets to you, or get behind Starkiln before the attack starts. I suggest standing on platforms below him when you can, as he can not do anything but use his danger attack against you then.
Things to keep in mind…
His damage is actually quite low compared to other bosses, do not fear getting hit too much.
His combo has a tendency of not following through if you are on the highest platform and he is on base floor.
6f) Yamini
Difficulty: 2 ranged /3 melee
This boss is another one that you will find is actually easier to kill than it is to get to. She has 4 attacks with pretty extreme limitations. Her first is a long ranged attack where the platforms floating around her will spin around her on their sides and then 8 large orbs will shoot out. These orbs move very slowly but cause pretty high damage. The second attack she has is a close-middle range attack. The platforms around her will raise up in the air and will shoot beams down to the ground. These move very quickly and cause mediocre damage, but cause knockdown and can hit multiple times. The third attack she has is a medium-long range attack. This attack will summon forth multiple tornadoes across the stage. These will cause mediocre damage and knock you high into the air. Her final attack is her “Danger” attack, codenamed “Death Sentence”. This attack will launch a very powerful set of blasts in front of her that will not knockdown unless you are in the air. This attack is only usable at close-medium range.
The fight starts with 3 icefang adds. Remove 2 of these at the beginning and let the last roam free. From her attacks your safest place is going to be far from her as these attacks are easy to dodge and slow. Though beware her tornadoes can knock you into her orbs for quite a bit of damage. The tornadoes can also be spawned off the screen, not to mention they can lock you in the air as they knock you straight up, rather than away. Her attacks give plenty of warning to dodge. Her body will also cause a pushback effect that will make you immune to her basic attacks should you need to escape from her laser attack. The danger attack is dodged either through using a mp attack(even a quick one like the dark assassin’s invisible stick will work if timed properly) or getting to the opposite side of the attack. This can be tricky though due to the fact that she’ll face the screen while she does it, so you need to know which way she was facing before she started the attack.
7) Boss Guides – Archimedia
7a) First Dungeon Boss
Difficulty: ??
Bars of Health: 13
7b) Sentry Keeper No.1 & Sentry Keeper No.2
Difficulty: ??
Bars of Health: 13/13
8) Mini Boss Guides
8a) Fire Golem
Difficulty: 1
This fight starts off with a large number of proximity agro type enemies. Simply remove all of the ones around the golem before engaging. While under attack he will randomly do a “jump” attack. Most of his attack require his target to be on the same platform as him, so avoid doing so if you can, though his attacks on the platform are very simple to dodge. The first on platform attack is just a knockback swing. Just move away from his front to dodge it. The second is a flame breath, just get out of melee range to dodge it.
8b) Lenasien
Difficulty: 3
This fight is nearly identical to the boss fight version. The only difference is the stage layout and the fact that no adds are there at the beginning, nor does he summon any. He is also slightly less active on his attacks. Refer to the boss strategy for more in depth look.
8c) Octus
Difficulty: 4
This fight is nearly identical to the boss fight version. The only difference is the stage layout and the fact that no adds are there at the beginning, nor does he summon any. He is also dramatically less active on his attacks. Refer to the boss strategy for more in depth look into his attacks. I highly suggest fighting him on the right side of the stage.
8d) Vanessa
Difficulty: 5
This fight is a real pain. It is a 2 phase fight. The first being her normal form, the second being wolf form. This fight focuses more on dodging than damaging when you are soloing.
First form, you want to always stay near her, whether you’re ranged or otherwise. When she is not attacking she has an arrow defense active on her. Anytime she goes into an attack, this defense will drop exposing her to damage from projectiles. She can be juggled. One of her main attacks is soul impact, she will do this more often when her opponent is within 3/4 of the screen. To escape, just go below or get far away. An attack she uses now and then is her seed throw. This seed creates an unattackable plant, that interrupts and causes a very small amount of damage and knockback. Immediately after doing this she will do a melee combo. If she is charging at you, charge back at her until she turns red, then immediately jump over her head. If you jump prior to this you will meet her jump attack. If you do it too late you will eat the entire combo. She only uses her jump attack if you diagonally above her enough. She will only do her spinning jump attack if you are below her.
Wolf form, you want to try to keep out her front or near her if you are ranged. She uses 2 main attacks, spinning phantom and claw rush. Claw rush is just a platform charge that can hit several times. Spinning phantom, is just like Ryan’s and when she uses it she will use it between 1 and 4 times. She will only do the 4 times if you are close. You can stop the spinning phantom with a knockdown attack(as long as shes above 50% hp, below that it will no longer work) or a pet attack. She can go below the stage with the spinning phantom, but will teleport back up to ground floor if she stops down there. Her single spinning phantom also travels a longer distance, she can also use this if she is close. If you are caught by the spinning phantom, you will move in the direction she was originally facing when she started it, though if she using the spam one, it is the direction of the original spinning phantom. This means that if she misses the first one and goes past you, but catches you on the next one from behind, you will most likely be subject to the all of the next ones and be hit up to 3 times by each one.
8e) Ashtaroth
Difficulty: 5(2 for ranged)
This fight is relatively simple for ranged. Their strategy is just get to the other side and keep using knockdown attacks(if solo, if not then don’t knockdown). If melee then you need to always be ready to move. If he sticks his sword into the ground in front of him, try to get away immediately. The attack is going to cover the area in front of him, and a little behind him, so try to go behind if you can. If escape seems impossible then try to either counter out of it, or use a 1 bar attack. If you are diagonally down from him he will charge down at you. So your best bet is to be above him. He can also do a magic ball attack. This attack will cause severe damage but can only travel horizontally.
8f) Mystic Golem
Difficulty: 3
The boss himself isn’t much of a threat. He will block most movement though, leaving you to succumb to the other monsters in the area. When you get into his area do your best to mp skill him down as fast as possible, otherwise you’re in for a rough ride. With him being able to block roughly half the screen and severely limiting your movement the other creatures will have a field day with you until he is down. This is the only thing that makes him difficult. His abilities consist of a small running charge, a frost breath, and a jump attack. If you are far from him, he has a tendency to just the jump attack more it seems.
8g) Aron
Difficulty: 1 ranged /3 melee
The main threat of this fight comes from the need to constantly move(stage effect) and all the adds. Remove all the other enemies in the area while smacking him with your skills as often as possible. By the time you kill off the adds, you will find him virtually dead or close to it. His attacks consist of mostly aoe swings with his large poleaxe, which give plenty of warning as he will turn red. The damage area is actually smaller than the graphical effect on the swings too. He has 2 other attacks, the first being his “jump” attack. The “jump” attack consists of 4 hits, he will jump high and land on the ground, these can be easily timed to avoid as long as there are no adds to hit you as you jump around. His last attack is a simple charge. It can be heard only as a skill use sound. That is the only warning. His damage is nothing special for the area so being hit may be a non issue for you.
8h) Tartarus
Difficulty: 1
This guy’s main threat is all the other enemies in the area at the same time. He himself is not too powerful, but they can keep you hit-locked if they begin timing correctly. First thing is first, decide what you’re going to do with the magma paradom. Either destroy it first, or seperate him from it. After doing either one, remove all of the orcs so you can focus on him.
His attacks consist of 2 physical combos, a ranged attack, a twirl attack, and a danger attack. The first physical combo is a medium range 3 hit combo. The second physical combo is a one hit med-long range hit. His ranged attack shoots a eye-laser out that will cause damage, and will leave fire behind it causing quick DoT type damage. His twirl attack is his most powerful attack, he will spin causing a small amount of damage per hit, but hits a lot of times, sometimes it will also pull you in to continue damaging, while others will push you out. Then he has his danger attack. It does not cause a jump effect like it looks like it will. Shortly after he stomps twice a series of “blast bomb”-like objects will fall out of the sky. These cause small quick hits followed by one big hit. It has a range around him, to avoid it, just get far away from him when he does it. Though the damage is not that threatening.
9) Coming Soon
Xenia bosses. Need to run them again in order to have accurate information. It has been far too long since I’ve last fought these bosses. (Version 1.0)
Bermesiah Bosses(Version 1.5)
Mini Bosses(Version 2.0)
Updates for Season 3(Version 2.5)
Videos of each fight. (Version 3.0)
10) Credits
Zander – Identifying a 5th attack from Basilisk.
ChaosX1 – Identifying a safe zone during Krakos’ larger danger attack.
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