Crusaders Quest Challenge Stages Guide

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Contents

Challenge Mode Guide

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

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

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

Huge thanks to /u/leewhat and /u/LargeBagel for helping testing the mechanics, helping find the stat values, and theorycrafting! You guys are the best <3

Why Challenge?

Why do we farm Challenge Mode? 

Challenge Mode is generally the source of Inheritance Books and Sigils. Inheritance is a leveling system after the hero reaches Max Level and Max Bread training, where each Inheritance gives stats. Sigils are additional upgrades to your weapons and can provide a lot of stats. You can see this for some more details.

In the end, this is extremely important, as inheritance and sigils is the progression of the rest of the game. After you start farming Challenge, the sigils you obtain here will be then used in Colosseum, Arena, later Challenges, Guardian of Ruins, Fortress of Souls, etc.. Everything leeches off being able to clear Challenge, thus the importance of prioritizing a team that can clear and farm Challenge as soon as you unlock it.

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

HPHAArmResCCCD
Hit Points (Health)Hero Attack PowerArmorResistanceCritical ChanceCritical Damage
Apen/RpenAccEvaDRCRBT
Arm/Res PenetrationAccuracyEvasionDamage ReductionCritical ResistanceBerserk Timer

Prerequisites

Challenge Mode has several bosses in each overall Challenge. Upon completion of any boss fight, you have the option to fight the next boss or Escape. If you die in the middle of any stage, all rewards will be lost. Escaping or Completing the stage are the only way to retain rewards.

Most bosses have a Berserk Mode. Berserk Mode is where the boss gains a lot of stats, generally making them extremely difficult to kill and survive, and sometimes even instantly killing you. It is highly recommended to avoid Berserk Mode on any boss. Some bosses have a Berserk Timer in which after the designated time, they enter Berserk Mode. A few bosses have a special condition to Berserk Mode, and those will be detailed in the boss itself.

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 can drop Gold, Iron, Inheritance Pages, or Unknown Sigils. All bosses have a “Named Sigil.” This Sigil can only be found on that boss itself and has fixed stats. These sigils are usually the reason why a player chooses to farm a specific Challenge. You can choose to farm that boss to have a chance of receiving the sigil that they drop. Certain bosses can drop several Named Sigils.

Challenge Episode 1: Shadows of Trista

Challenge Episode 1 is unlocked after completing Episode 9, The Shadow and the Girl.

Challenge Episode 1 consists Challenge 1-4. Each Challenge has 1 Initial Wave where the player fights a prerequisite wave. After which, there are 4 consecutive bosses in which the player must kill through in that order. 

There are Hidden Stages on Challenge 2 and Challenge 3. If all bosses in Challenge 1-4 have all been defeated at least once, an alternate door will appear after defeating the 3rd boss along with the option to the normal 4th boss or Escaping. 

Challenge 1 – Goblin Battlegrounds

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

Initial Waves

The initial wave of Challenge 1 isn’t too difficult. The most dangerous enemy in the wave is probably the catapult in the back. The Catapult throws a projectile that bounces and can kill your backline if they don’t have enough HP and you don’t get your defenses up in time. Just beware that this enemy exists and try to put up your tanking/defensive buffs as soon as possible if your DPS has less than 10,000 HP. Otherwise, you’re probably fine if you can initiate tanking and shields quickly, or your DPS unit simply has enough HP to survive.

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.

C1 1 风行者.png

Boss 1 – Windstrider

Boss Stats:

HPHAArmResCCCD
3,309,000180056070025%135%
Apen/RpenAccEvaDRCRBT
70030%45%7%10%120 sec

Whirlwind Arrow – Windstrider will draw his bow after a 0.5 second delay, Windstrider shoots a Whirlwind Arrow that deals massive magic damage and hits all heroes. Whirlwind Arrow pierces and has slight knockback.

Driving Feathers – Windstrider shoots a multi-hit attack that targets the backline of your team. This deals moderate magic damage.

Windstrider alternates between the two attacks every time his SP bar fills to 100%. Whirlwind Arrow -> Driving Feathers -> repeat. Whirlwind Arrow deals a lot of magical damage, Driving Feathers is relatively weak. Focus on surviving against Whirlwind Arrow.

C1 2 6号投石战车.png

Boss 2 – Catapult No. 6

Boss Stats:

HPHAArmResCCCD
3,309,000240070056017.5%150%
Apen/RpenAccEvaDRCRBT
100021%31.5%7%7%120 sec

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..

C1 3 蜷曲的黄牛.png

Boss 3 – Crouching Ox

Boss Stats:

HPHAArmResCCCD
3,969,000 22501000100017.5%135%
Apen/RpenAccEvaDRCRBT
70021%31.5%10%7%180 sec

Champion’s Axe Stab – After a 1 second delay, Crouching Ox stabs forward, dealing 10,000 neutral damage to all heroes in range. This is attack can be parried with Bombs, which will stun Crouching Ox and go on to the next attack.

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

Alike Windstrider, Crouching Ox alternates between his two attacks every time his SP bar fills to 100%. Champion Axe Stab -> Champion Axe Swing -> etc.. Whenever he initiates one of these attacks, the screen centers Crouching Ox and darkens the rest of the stage. The difference is that these attacks can be canceled with careful bomb use.

Champion Axe Stab does not deal too much damage. Most teams can tank the damage with ease. Champion Axe Swing, however, is much more damaging, being able to kill low inherit teams or units. Since timing bombs to cancel both attacks can be a little difficult sometimes, it’s easier to only cancel Champion Axe Swing. 

Tip: Watch Crouching Ox’s SP bar. When it is around 95% full, tap a bomb. Since bombs have a throw delay, this will cancel the attack right on time.

C1 4 破釜沉舟的哥布林头目.png

Boss 4 – Desperate Goblin Chief

Boss Stats:

HPHAArmResCCCD
3,309,000 3214.21000100025%150%
Apen/RpenAccEvaDRCRBT
100030%45%10%10%N/A*

* Boss Berserk Special Condition

Chupatuka – Goblin Chief summons 3 Goblin Shields. If Chupatuka is used when already active, Goblin Chief goes Berserk.

This boss is arguably the easiest boss of Challenge 1. His autoattacks does deal continuous damage and can be threatening to low HP DPS units, be careful on that. Otherwise, you can spam bombs. Each bomb removes one shield and they recharge fast enough to give you a nice opening to deal damage before Chupatuka is reapplied.

Tip for Speedclearers: Chupatuka is a 3 Tier shield. When you break 1 shield, the next tier applies itself. However, the Tier 1 and 3 shields are of equal strength while the Tier 2 shield is slightly weaker. So, if you have sufficient damage, use a bomb to break the first shield, then use pure damage to break the second shield. The second shield is represented as the Red Goblin in front of Goblin Chief. Break the third shield with your second bomb and then you can start dealing damage immediately. (I know some teams can kill before Chupatuka is even applied, but those are extremely difficult to make.)

Challenge 2 – City of Turmoil

Challenge 2 Bosses does not have Berserk Timers (with exception Hidden). However, the Emergency Timer (at the top) will fill up as you progress through Challenge 2. If that bar fills up (8 minutes 22 seconds in the stage), the Hidden Boss in Challenge 2 will spawn. This boss will join the Boss you are currently fighting. It is highly recommended that you do not summon this through the 8 minute timer, and end the stage before 8 minutes passes up.

Initial Waves

The initial wave of Challenge 2 are significantly harder than Challenge 1. There are many more enemies in Challenge 2 wave, and a lot more burst potential. You want to really be careful about using squishy backline units, as they can easily get killed immediately. Even tanks can get destroyed by this wave at low investments. If you find your tank having trouble surviving, you may consider using HP sigils or Inheritance to get the HP up high enough. 

This burst potential only exists in wave 1. In wave 2 you really shouldn’t be that worried if your defenses are active from wave 1. The backline of Wave 2 after a short period of time will start to heal and are invulnerable while healing. This healing can be canceled with Goddess.

C2 1 富雅贝斯.png

Boss 1 – Bouillabaisse

Boss Stats:

HPHAArmResCCCD
5,402,250525072891030%170%
Apen/RpenAccEvaDRCRBT
91035%50%10.5%15%N/A

Harp of Light – Whenever Bouillabaisse reaches 100% SP, Bouillabaisse will deal moderate magic damage to the backline of your team. He also summons a Frontline and Backline mob to help him fight.

Harp of Light damage can be dangerous. Be especially careful with DPS units since it’s nearly impossible to survive this damage off HP alone. It is highly recommended to use tanks, shields, or damage reduction buffs to help you survive Harp of Light. However, this has a pretty long delay in between each and if you can survive one, you can survive all others after.

The mobs Bouillabaisse summons is relatively weak. They pose little threat.

C2 2 多姆佩里尼奥.png

Boss 2 – Dom Perignon

Boss Stats:

HPHAArmResCCCD
6,174,00052501300130021%170%
Apen/RpenAccEvaDRCRBT
91024.5%35%15%10.5%N/A

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

Self Recovery – Dom Perignon heals himself for 441,000 HP each tick for 5 seconds. This can be canceled upon Goddess use.

Dom Perignon isn’t too bad to fight. He deals no effective damage, he simply just heals and tends to waste your time. 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:

HPHAArmResCCCD
5,402,250750091072821%200%
Apen/RpenAccEvaDRCRBT
130024.5%35%10.5%10.5%N/A

Battle Cry! – When Matahari’s SP bar reaches 100%, she buffs herself, doubling her stats and then deals massive neutral her next attack and receives enhanced attacks. This buff can be dispelled, and all 

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

Boss 4 – Freed Hybrid Shadowdemon

Boss Stats:

HPHAArmResCCCD
6,174,00060001300130030%200%
Apen/RpenAccEvaDRCRBT
130035%50%14%15%N/A

Shadow Claws – Shadowdemon goes in the air and then dives the ground, dealing high physical damage.

Boiling Blood – Shadowdemon gets massive increased stats. This cannot be canceled and can stack.

Land of Shadows – Shadowdemon stops attacking and heals 176400 HP per tick for 5 seconds. This can be canceled by Goddess.

Shadowdemon cycles through these three abilities whenever his SP reaches 100% SP.

Shadowdemon’s ability to stack Boiling Blood is what makes him dangerous. If left unattended, his Claw attack can grow to be devastating. Kill Shadowdemon as soon as possible since his Claw attack will deal increasing damage over time. Remember to parry Land of Shadows with Goddess.

Hidden Boss – Ancient Regime

Boss stats:

HPHAArmResCCCD
15,120,000144002400240048%240%
Apen/RpenAccEvaDRCRBT
300054%72%14%30%180 sec

Ancient Regime is the Hidden Boss in Challenge 2. After defeating all 18 bosses, a portal to this will open up after defeating Matahari. Like Hidden 3, it’s a blue door next to the red and green ones.

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

Shadow Slash – Ancient Regime’s slashes every 3 seconds. These deal massive magical damage.

Land of Shadows – Ancient Regime heals for ~200k HP per tick for 5 seconds. This can be canceled with Goddess.

Thorns of Darkness – If Land of Shadows is canceled by Goddess, Ancient Regime activates Thorns of Darkness. Thorns of Darkness reflect 30% of damage taken back to the damage caster. Thorns of Darkness lasts 3 seconds.

Skull Block – Whenever a 3-chain (Passive 3-chains count) is used, a Skull Block is generated into your queue. Depending on the chain used, Skull Block has different effects.

Regime is the hardest boss in Shadows of Trista. All of his mechanics pose massive challenges for the player.

Shadow Slash, which effectively is his autoattack, deals massive amounts of damage. This damage is sufficient to kill even highly invested DPS units very easily. It takes a lot of investment to be able to tank Regime’s base damage. Often, a strategy is to root Regime with Prestina (or a hero with a root) and burst him down while he is rooted. The other option is to use a tank and take the damage, however your tank must have sufficient resistance, DR, and HP to tank.

Land of Shadows is a normal Goddess parry, however the difference is that it triggers Thorns of Darkness upon being canceled, which gives Regime reflect damage. You will have to either pause your damage and wait it out or dispel it, however you can’t use Anut to do so as she is used to cancel Land of Shadows. This mechanic often makes most teams incapable of surviving past the first SP fill, and most teams are designed to burst Regime before that occurs.

Skull Blocks throw in an entirely different twist to the stage. Whenever you tap a 3-chain, a Skull Block is generated into your block queue. Skull Blocks can be chained like normal blocks and caps at 3-chains. Each Skull Block chain, when tapped, inflicts a different effect.

  • Skull Block 1-chain: All hero’s HA, HP, Armor, Resistance, CC, and CD are set to 1. This counts as a debuff, cannot be removed, and lasts 1 second.
  • Skull Block 2-chain: All heroes receive neutral damage equal to 3000% of their own HA.
  • Skull Block 3-chain: Ancient Regime receives neutral damage equal to 5000% of the Leader’s HA.

In conclusion, the only safe Skull Block chain that can be tapped is the 3-chain Skull Block, which will deal damage to Regime. Skull Block 1-chain and 2-chains can have fatal consequences.

Challenge 3 – A Plague in the Depths

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

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

Initial Waves

Challenge 3 initial waves are arguably the most dangerous in Challenge Episode 1. The immediately burst damage from the bigrats and the rats in the back can kill tanks even in their buffed modes, and squishy DPS units don’t really stand much of a chance against them.

As soon as you enter the stage, the camera will zoom to the Suicide Rat. If the Suicide Rat is damaged by a flare, he explodes, killing the entire wave at no cost of damage to you. As seen here, by dropping a flare on him kills the entire wave. This is true in both waves.

Flares are required to kill the Bigrats and the Spores on the Mutarats. Bigrats will become invulnerable at 1 HP and will die if a flare is dropped on top of it, and Spores will cease to explode if a flare is dropped on top of it. The Bigrats are usually not an issue since the flare on the Suicide Rats are within the Bigrats vicinity to kill them afterwards. 

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

Boss 1 – Georgia, Gujarat, and Grease

Boss Stats:

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

Georgia

HPHAArmResCCCD
3,094,00063001650165024.5%205%
Apen/RpenAccEvaDRCRBT
1155/11528%38.5%14%14%N/A

Gujarat

HPHAArmResCCCD
3,094,000490011558080%600%
Apen/RpenAccEvaDRCRBT
115540%55%14%20%N/A

Grease

HPHAArmResCCCD
3,094,0008400115580824.5%250%
Apen/RpenAccEvaDRCRBT
165028%38.5%14%14%N/A

The first Boss wave of Challenge 3 consists of 3 separate bosses, Georgia (Tank), Gujarat (Sniper), and Grease (Grenade Thrower). They’re initially not very challenging, however they gain additional stats and abilities when one of them dies. Their base attack are as follows:

Georgia – Deals melee low physical damage.

Gujarat – Deals long-ranged high physical damage.

Grease – Deals long-ranged high physical damage.

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 Ability. Special Abilities if last alive:

  • 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.

When one boss dies, the other two performs Boiling Blood and will receive additional stats. When another boss dies, the last will perform Boiling Blood again, getting both a stat bonus and also a special ability. The special abilities is what makes this particular set of bosses difficult.

It is not recommended to leave Georgia last alive. Georgia gains an immense boost in tankiness, gains reflect damage, and regenerates HP rapidly if last alive. It is more or less impossible to kill Georgia in this stage and your DPS will most likely die from the reflect damage. Make sure that Georgia is never the last one alive.

Gujarat last alive can be dangerous, but it’s survivable. He does deal massive damage and can pretty much OHKO any hero, however due to his single bursts of damage, you can tank him with hit immunity. Joan is a hero that is frequently used in Challenge. Tanking off pure Armor is enough too, however you do need a significant amount of armor to survive Gujarat. Attempt to leave him alive last if you can survive his high burst damage.

Grease last alive is usually the safest. His grenades deals increasing damage over time to all enemies it hits, but usually it takes awhile for the bombs to deal significantly damaging amount of damage. The damage can also be mitigated somewhat by shields. It’s highly recommended to use a tank to redirect the burning damage to only that unit rather than your entire team. Still, be careful with Grease. The damage does take awhile to stack up, but if it does, it becomes lethal.

Boss 2 – Georg & (White Reaper) Geralt

Boss stats:

Georg

HPHAArmResCCCD
4,939,20078751155115535%205%
Apen/RpenAccEvaDRCRBT
115540%55%14%20%N/A*

* Boss Berserk Special Condition

Geralt

HPHAArmResCCCD
6,174,00011,249.71155115524.5%250%
Apen/RpenAccEvaDRCRBT
165028%38.5%14%14%N/A

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

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

Reinforcements – Whenever Georg’s SP bar fills up, Georg summons 2 rats to help fight.

Telepathy – Georg gains a 3% stat increase whenever receiving a critical hit. Georg can get 30 Stacks maximum. If Georg gets 30 Stacks, Georg’s Hugs will do increased neutral damage, knock all heroes back, and then dispel buffs. Each Stack lasts 10 seconds.

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

Reaper’s Blade – White Reaper Geralt deals damage equal to 80% of targeted hero’s HP once every 4 seconds.

Georg’s damage isn’t very impressive until he gets 30 stacks of Telepathy, where his Hugs deals massive damage and can easily shred teams apart. However, usually it’s very easy to kill Georg before his Telepathy stacks up too quickly. It can be wise to let his Telepathy run out before resuming attacking.

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 deals damage equal to 80% of your HP. This damage cannot crit but regardless deals massive damage. Geralt attacks twice before he commits suicide, so be sure to heal up enough to take another hit. Shields work wonderfully against Geralt.

Boss 3 – Blind Swordsman Ratoichi

Boss stats:

HPHAArmResCCCD
6,174,00078751650165024.5%205%
Apen/RpenAccEvaDRCRBT
115528%38.5%14%14%120 sec

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 careful and drop the flare only when he rolls back (it can be useful to have 2 Flares when his SP charges to 100% to make sure you parry the correct roll), but otherwise it’s a relatively simple boss fight.

C3 4 tyrant Lud Rat .png

Boss 4 – Tyrant Rudrat

Boss stats:

HPHAArmResCCCD
6,174,00078751650165035%250%
Apen/RpenAccEvaDRCRBT
165040%55%14%20%N/A

Rudrat has 2 phases.

Phase 1:

Calling Forces, Over! – Rudrat summons 2 rats.

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

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

Spore Explosion – Rudrat summons a Muturat. If Muturat is flared, Muturat drops an explosion that stuns himself and knocks back all heroes. The explosion creates a Poisonous Spore (use Flare on it).

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

Phase 2:

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

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

To be honest, Rudrat is a joke. Compared to the previous bosses, he has a lot of patterns that does minimal damage, isn’t very threatening, and offers the least of annoyances. The spore might deal a bit of damage, but even if it explodes, it’s pretty easy to survive if your DPS has enough HP. You don’t even have to land the flare after he extinguishes it in Phase 2. He even lacks a Berserk Mode. If you can get this far, you can probably complete the stage.

Hidden Boss – Blind and Foolish Mother

Boss stats:

HPHAArmResCCCD
12,096,000144002400240048%240%
Apen/RpenAccEvaDRCRBT
300054%72%14%30%N/A

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

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

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

This stage is essentially a DPS race. If you can kill the Mother-spawn-machine-of-death before you get overrun by invincible mutarats (or get lagged to death), you win. If you can’t, you die.

The boss here actually doesn’t do anything else, she just keeps on summoning more spores that hatches into more mutarats that tries to keep you away. They have moderate 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. Since 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. AOE DPS units area also recommended over single target DPS units since single target DPS usually gets distracted by the enormous wave that will soon spawn.

Challenge 4 – The Hidden Palace

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

Initial Wave

The initial wave of Challenge 4 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. They deal the main damage in Challenge 4’s first wave, and it takes quite some time for them to charge up this attack, giving you plenty of time to prepare for it. 

Do be careful, however, this is not an excuse to disregard the Elite Kitchen Poltergeists in the back. The ranged attacks are hit pretty hard, and they can deal up to ~19,000 damage if all of their attacks deal critical damage, and these hits will happen before you are able to get your tanking up. Make sure your DPS has enough HP to survive, otherwise you are at some risk. 

Second wave should not be difficult if you can kill the first wave. The backline of the second wave is Dom Perignon who does heal if their SP bar goes full. Use Goddess to cancel the heal. The front Shadowdemons’ autoattacks do hit for quite a bit of damage, though, your defensive buffs should be up after wave 1.

C4 1 Play Dom Perigno .png

Boss 1 – Revived Dom Perignon

Boss stats:

HPHAArmResCCCD
6,615,000171421400140028%300%
Apen/RpenAccEvaDRCRBT
210031.5%42%14%17.5%120 sec*

* Boss Berserk Special Condition

Purple Ball of Death – Releases a purple ball that slowly travels across the screen. This ball deals massive physical damage to anything it hits and can hit several times.

Telepathy – Whenever Revived Dom Perignon gets attacked with a Critical Hit, Dom Perignon gains a Stack (+3% HA, Armor, Resistance). Revived Dom Perignon can only get 30 stacks max.

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

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

Take My Middle Finger – If Dom Perignon enters Berserk Mode, all heroes are killed instantly.

This boss is can be very difficult. While to deal with him is still relatively the same way (Goddess prevent heal, or use debuff immunity), his purple ball deals extremely high damage and he stacks on Telepathy very quickly.

Revived Dom Perignon’s berserk mode is a OHKO. No matter what team you have, you die instantly if he reaches berserk mode. This also means if he reaches 30 stacks of Telepathy, you die instantly.

His normal attack is extremely painful. Dom Perignon requires a shield for the DPS or a tank, otherwise it is unlikely you will survive this damage unless you have a lot of HP and/or defense.

For the most part, pay attention to his SP bar and use a DPS that has the proper set up. Parry his heal/use debuff immunity properly. You should avoid having multihit-high CC characters. If you intend to use one, they should kill quickly enough to end the stage before 30 crits. And remember, the Purple Ball of Death hurts. Shields or tanking is often required. It is possible to kill before the purple ball is even near you, however that takes precise teams and builds.

Boss 2 – Enhanced Bouillabaisse

Boss stats:

HPHAArmResCCCD
6,615,000120001400140040%240%
Apen/RpenAccEvaDRCRBT
210045%60%14%25%120 sec

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

Army of Light – Army of Light is activated at the beginning of the stage. Enhanced Bouillabaisse summons 7 units (4 Elite Heaven’s Guardians (frontline), 3 Elite Calvary Sentry (backline) to help attack (and unlike Challenge 2, these units do a CRAP ton of physical damage). Army of Light is summoned every time Cross of Light is used.

Enhanced Bouillabaisse is accompanied by an initial army. Every time his SP bar fills, he will summon another army and also deal massive magical damage. Cross of Light deals insane damage; most shields are unable to take the damage. You almost certainly need a tank or defensive buffs.

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 hits for quite a bit of physical damage.

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 every 5 seconds.

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 if using a tank, as the army is capable of dealing a mixture of both. Shields with enemy attack debuffs also can work relatively well. It might take some trial and error to complete this stage.

C4 3 left messenger .png

Boss 3 – The Abandoned Lion

Boss stats:

HPHAArmResCCCD
9,999,999144002400240048%240%
Apen/RpenAccEvaDRCRBT
300054%72%14%30%N/A

The Abandoned Lion is basically a 3000 ton sledgehammer. He is the single reason why Challenge 4 is difficult.

Curse of the Lion – Abandoned Lion receives a knockback of 4 units whenever a Special Skill is used.

Backbreaker – At about 60% SP, Abandoned Lion slashes you with his sword twice, and when his SP bar fills up to 100%, he will charge forward until he reaches melee range and finish with a final jump slash. These slashes do massive physical damage.

Death Messenger – Abandoned Lion will deal 9999999 neutral damage to your team. If Goddess is used while Death Messenger is being used, your team will receive 100% Damage Reduction for 5 seconds.

In general, Lion just outputs massive burst damage. It can be very hard to tank him. You generally want either a very heavily armored tank, shield + a lot of damage reduction buffs, roots and kill him from far away, or Sera. These are the most popular ways to deal with Abandoned Lion. 

Also, remember to use Goddess against Death Messenger.

Boss 4 – Innocent Avenir

Boss stats:

HPHAArmResCCCD
15,120,000144002400240048%240%
Apen/RpenAccEvaDRCRBT
300054%72%14%30%180 sec

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

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 after using 1 and prioritize them for healing. If you are using teams that kill quickly, use these blocks to amplify the damage you deal to Avenir, however don’t try to fill up the bar purely for explosion damage.

Mana Shield – The amount of damage Avenir takes is directly proportional to the amount of Mana charged. Avenir will take no damage if there is no Mana charged, and more damage if the bar is near filling.

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

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

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

Avenir’s attack pattern is fairly predictable. Everytime SP Bar fills, Magic Storm -> Magic Storm -> Arcing Lightning -> Mana Discharge, and then repeat. The number of Magic Storms in between Arcing Lightning and Mana Discharge changes though, and the exact pattern is unknown.

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

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

Team Recommendations

In general, the 2 teams listed are very affordable ones. There’s an endless list of teams that can clear these Challenges, but most of them aren’t achievable for new players or remains stuck at a certain Challenge level, forcing the use of multiple teams. I would steer heavily towards the following teams as new players.

Of course, there are replacements for all of these heroes. If they can fill in the role of one of the heroes, you can consider replacing. Just remember the Challenge mechanics, as all teams revolve around them.

Woompa(L) Seiren Susanoo Aubrey Kurenai

HeroSkillUsage
Use block every ~5 secondsAvoid spamming block. If you don’t need to tap it, don’t.Requires at least 1 Attack Speed slot on his weapon. 2 AS would be even better.
2/3-chainsMake sure 3-chain totem is up at all time
1/2/3-chains

Recommended Setup for the team

Susanoo:

  • Recommended Inheritance: 16
  • SP Skill: Spirit of Vengeance, Overflowing Determination
  • Weapon: FF, Attack Speed / Attack Speed; AF, Critical Damage / Attack Speed
  • Sigil: Wings of Radiance / Wings of Radiance. Lower tiers like Mana Nucleus is also sufficient. Epic Attack Power or Set Sigil Pieces (Hugi’s Gust, Hugi’s Memory) are also sufficient.
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

Woompa

  • Recommended Inheritance: 11
  • SP Skill: Energy of the Goddess, Fierce Totem
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Seiren:

  • Recommended Inheritance: 16
  • SP Skill: Protection of the Goddess, Energy of the Goddess
  • Weapon: AA, Attack Power / Attack Power. DD, Damage Reduction / Damage Reduction.
  • Sigil:  Maximum HP / Maximum HP
  • Ring: Negligible / Negligible / Negligible / Resurrection (Optional)

Susanoo can perform well against most of the threats Challenge 4 has to offer. The only issue he has is he needs to walk forward right into the bosses, and that puts him at risk of dying, particularly against Lion. Seiren with Protection of the Goddess is the general key against massive bursts of damage, providing a massive shield with her damage reduction buff to help tank. This does require her to have good sigils.

Woompa can run either Energy of the Goddess or Fierce Totem. Energy of the Goddess provides more blocks for Woompa himself which lets you maintain his buff easier, while Fierce Totem keeps Susanoo’s and Seiren’s skill up more often.

If you are struggling against a certain boss, you may consider switching from Aubrey to Sera instead.

Kurenai is considerably the best champion for this. Remi could work, however it could take some more precise timing.

Bihwa(L) Seiren Maria Aubrey Remi

Use block after ally 3-chain
1/2/3-chains
3-chain spam

Maria: 

  • Recommended Inheritance: 11
  • SP Skill: Protection of the Goddess, Energy of Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Negligible / Negligible / Negligible / Negligible / Resurrection (Optional)

Seiren:

  • Recommended Inheritance: 16
  • SP Skill: Protection of the Goddess, Smile of the Goddess
  • Weapon: AA, Attack Power / Attack Power. DD, Damage Reduction / Damage Reduction.
  • Sigil:  Maximum HP / Maximum HP
  • Ring: Negligible / Negligible / Negligible / Resurrection (Optional)

Bihwa:

  • Recommended Inheritance: 16
  • SP Skill: Shadow Mage, Mana Recycle
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Khasekhemwy’s Might / Tainted Mercy. Epic sigils like Resistance Penetration / Resistance Penetration is also sufficient. Bihwa just wants to be over 2400 Rpen counting Maria’s buff.
  • Ring: CD (Main) / Rpen / Rpen / Rpen

Bihwa’s passive can activate both off ally 3-chains and her own 3-chains, which makes her quite flexible as she deals massive DPS as well. Her lack of Rpen is often a problem, and Maria helps solve that issue. 

Bihwa does have some issues with targeting enemies that move around a lot, which is why it can help to use defensive priests. If you do struggle on a motionary boss, you can consider using Prestina to lock them in place and then summon Bihwa’s tree to guarantee the hit on them.

There’s not much otherwise. Protection of the Goddess doesn’t layer on itself, so if you want 2 protection skills on Maria/Seiren, go Protection of the Goddess + Smile of the Goddess. 3-chain Bihwa -> Maria 1-chain -> repeat.

Challenge Episode 2: A Myth Collapsed

Prerequisites

Challenge Episode 2 is unlocked after completing Episode 9, The Temple of Illusions.

Challenge Episode 2 consists Challenge 5-7. Each Challenge has 1 Initial Wave where the player fights a prerequisite wave. After the first boss, there is a Secondary wave (exception Challenge 7, which does not have a secondary wave and the secondary wave is part of Boss 2). The following 2 bosses appear once the previous is defeated.

There are Hidden Stages on all Challenges. If all bosses in Challenge 5-7 have all been defeated at least once, an alternate door will appear after defeating the 3rd boss along with the option to Escape if you kill Boss 3 within 90 seconds. If the first 3 bosses were not completed in 90 seconds or not all of the bosses on previous Challenges were killed, then there will only be an Escape option.

All bosses in Challenge 5-7 have a 60 second Berserk Timer.

Challenge 5 – Laborer Barracks

Check out leewhat’s video on this.

Boss 1 – Tomb King

Boss stats:

HPHAArmResCCCD
9,072,00085002000200040%50%
Apen/RpenAccEvaDRCRBT
200040%35%30%0%60 sec

The Tomb King is a giant meat shield. He doesn’t deal too much damage, however to kill him within Berserk Time Limit can be an issue.

When Tomb King reaches 75%, 50%, and 25% of his maximum HP, he will gain 2 seconds of damage immunity and a shield with strength equal to 50% of his HP. Essentially, you basically have to do 9,072,000 + 3 * .5 * 9,072,000 = 22,680,000 damage to him, with 3 spots of 2 second immunities. Kill through that in 60 seconds and you’re good.

Intermediate Wave

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

The wave is similar to wave 1, consisting of Cobras, Mummys, and Scarabs. Kill them and move on.

Sinister Scarab icon.png
Violent Cobra icon.png

Boss 2 – Poisoned Cobra and Poisoned Scarab

Boss stats:

Poisoned Cobra

HPHAArmResCCCD
7,560,000102002000200040%50%
Apen/RpenAccEvaDRCRBT
200040%35%30%0%60 sec

Poisoned Scarab

HPHAArmResCCCD
9,072,00085002000200040%50%
Apen/RpenAccEvaDRCRBT
200040%35%30%0%60 sec

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

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

Poisoned Cobra walks in the backline position functions similarly to Chiron. Upon reaching inside autoattack range, Poisoned Cobra will stun and knock you back. Due this, it’s not always a good idea to use a Frontline hero in Challenge 5 Cobra could stall you out forever. However, the damage it deals is not very impressive given and you can utilize Debuff Immunity or a Tank to pair with a frontliner.

Boss 3 – Sekhmet

Boss stats:

HPHAArmResCCCD
7,560,000102002000200040%50%
Apen/RpenAccEvaDRCRBT
200040%35%30%0%60 sec

Flame Arrow – Sekhmet will mark the front-most hero with Flame’s Mark. 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. 

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.

Sehmet H icon.png

Hidden Boss – Lioness Sekhmet

If you have killed every single boss in Challenge 5, Challenge 6, and Challenge 7, then whenever you kill Boss 3 in less than 1:30 total stage time, you will be given the option to fight the Hidden Boss in that Challenge. 

Boss stats:

HPHAArmResCCCD
13,063,680158402880288050%50%
Apen/RpenAccEvaDRCRBT
300050%40%40%0%60 sec

Charge – When Sekhmet receives 20 hits, 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.

Lion’s Bash – When 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.

Sekhmet’s neutral damage can be problematic. Tanks or shields are recommended if you can’t survive. If you can’t reach Hidden fast enough, then you will just need more inherit.

Challenge 6 – Decaying Pantheon

Check out leewhat’s video on this.

UFO’s are present in this Challenge. Heroes captured by UFO’s will be raised in the air with a beam of light around them. To save your hero, simply tap them. If the Hero is captured by the UFO for longer than 5 seconds, then the Hero is killed instantly.

Boss 1 – Ammut

Boss stats:

HPHAArmResCCCD
11,340,0001250050050045%50%
Apen/RpenAccEvaDRCRBT
250045%40%35%0%60 sec

Thorny Shield – 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.

The reflect damage is the most dangerous mechanic. Try to dispel the reflect damage if possible, or use Resurrection priests with a high damage unit. When Ammut reaches 50% HP, he has a lot of armor and resistance. Make sure you have enough Resistance penetration.

Secondary Wave

The secondary wave is just more damage. Be careful of UFO’s, don’t forget about them.

Boss 2 – Mutated Horus Tribesman and Mutated Child of Geb

Boss stats:

Mutated Horus Tribesman

HPHAArmResCCCD
9,450,000150002500250045%50%
Apen/RpenAccEvaDRCRBT
250045%40%35%0%60 sec

Mutated Child of Geb

HPHAArmResCCCD
11,340,000125002500250045%50%
Apen/RpenAccEvaDRCRBT
250045%40%35%0%60 sec

There are no special mechanics here. Both bosses autoattack.

Horus Tribesmen deals magical damage, Child of Geb deals physical damage. The damage they deal can stack up relatively quickly, however it’s not too difficult to survive them.

Boss 3 – Anubisis

Boss stats:

HPHAArmResCCCD
11,340,000125002500250045%50%
Apen/RpenAccEvaDRCRBT
250045%40%35%0%60 sec

Whiplash – Whiplash occurs whenever Anubisis autoattacks twice. Whiplash deals Physical Damage equal to 40% of his HA and pulls in all nearby allies.

Counterattack – 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%.

Shields or tanks are recommended, since this boss hits extremely hard with no easy way to tank him. Kill him quickly, especially in the second phase. The damage he deals is particularly nasty.

Hidden Boss – Resurrected Anubisis

If you have killed every single boss in Challenge 5, Challenge 6, and Challenge 7, then whenever you kill Boss 3 in less than 1:30 total stage time, you will be given the option to fight the Hidden Boss in that Challenge.

Boss Stats

HPHAArmResCCCD
16,329,600198003600360060%60%
Apen/RpenAccEvaDRCRBT
360060%50%50%0%60 sec

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

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

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

When Anubisis SP bar fills, he will use Bite Off, which which deals neutral damage equal to 100% of his HA and reduce your armor by 50% for 10 seconds (I don’t get why, you don’t take any physical damage in this fight, lol).

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. Avoid extending fight out too long as Anubisis thrives with his motionspeed buff.

Challenge 7 – Forbidden Genesis

Mana Genesis – 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. You cannot take longer than 2 minutes to clear.

Most of Challenge 7 designed to stall out this timer. Enemies have a Death Timer, where it takes them several seconds to die after reaching 1 HP.

Boss 1 – Test Subject Omega

Boss stats:

HPHAArmResCCCD
13,608,000165003000300050%50%
Apen/RpenAccEvaDRCRBT
300050%45%40%0%60 sec

Piroutte – Test Subject Omega pulls all enemies into range and deals moderate physical damage to everyone in range.

Heart of the Ascended – Test Subject Omega teleports all the way back and deals high magical damage to all enemies.

Test Subject Omega will cycle between these two attacks per SP bar filled.

Self Recovery – When Test Subject Omega reaches 50% HP, Omega becomes immune to damage. If no Goddess Skill is used within 5 seconds. Omega will recover all of his missing 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. 

Be careful after Omega reaches 50% HP as he gains debuff immunity. This makes it tricky for heroes based off of debuffs to kill him. If your hero is reliant on a debuff, apply the debuff before cancelling Self Recovery and then kill him before your debuff ends. Debuff immunity does not cleanse, giving you that window of opportunity.

Boss 2 – Violent Test Subject Beta and Violent Test Subject Gamma

Boss stats:

Violent Test Subject Beta

HPHAArmResCCCD
11,340,000198003000300050%50%
Apen/RpenAccEvaDRCRBT
300050%45%40%0%60 sec

Violent Test Subject Gamma

HPHAArmResCCCD
13,608,000165003000300050%50%
Apen/RpenAccEvaDRCRBT
300050%45%40%0%60 sec

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

Whenever Gamma’s SP bar fills, Gamma becomes immune to damage for 1 second and dashes forward. All heroes hit by Gamma are stunned and receives physical damage. When he reaches 1 HP, it takes 2 seconds for him to kill himself.

Aubrey or some form of debuff immunity is recommended to help against the Gamma stun. Otherwise, if you are struggling to survive, it’s just a matter of more HP, DR, or armor.

Jelabim icon.png

Boss 3 – Jeraphim

Boss stats:

HPHAArmResCCCD
11,340,000198003000300050%50%
Apen/RpenAccEvaDRCRBT
300050%45%40%0%60 sec

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

Light Whip – Jeraphim deals moderate magic damage to all enemies in range. Light Whip ignores tanking effects.

Wave of Light – Jeraphim deals neutral damage equal to 100% of her HA to all enemies. Wave of Light ignores tanking effects.

Army of Light – 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 is immune to damage

In terms of damage, Jeraphim really doesn’t do that much. Her main purpose is to burn time to the Mana Genesis and usually stop you from entering Hidden. Careful about her Light Whip, squishy backliners could take some serious damage from them.

Hidden Boss – Masked Jeraphim

If you have killed every single boss in Challenge 5, Challenge 6, and Challenge 7, then whenever you kill Boss 3 in less than 1:30 total stage time, you will be given the option to fight the Hidden Boss in that Challenge. These Hidden bosses also packs quite a punch and are well known to use massive neutral damage to aid them.

Boss Stats

HPHAArmResCCCD
17,962,560217803600360060%60%
Apen/RpenAccEvaDRCRBT
360060%50%50%0%60 sec

Feathers of Light – Jeraphim deals magical damage equal to 100% of her HA. This occurs once every 3 seconds.

Magic Ray – Jeraphim deals neutral damage equal to 135% of her HA to all heroes. Magic Ray freezes the ground and creates icicles. These icicles shatter after 1 second, dealing neutral damage equal to 150% of her HA to all heroes.

Photosynthesis – Goddess is blocked for 3 seconds and all hero’s armor/resistance is reduced by 50%. Photosynthesis triggers Purification.

Purification – Jeraphim deals neutral damage equal to 500% of her HA to all enemies. Purification dispels all buffs.

Jeraphim cycles through Magic Ray and Photosynthesis per SP bar fill.

It’s severely difficult to survive Jeraphim’s Purification. It is highly recommended that you kill her before that attack. Magic Ray also deals very high neutral damage. This can be difficult as you have a DPS requirement but you also must tank a certain amount of damage.

Team Recommendations

Now, there certainly are a lot more teams and heroes (Reaper, Anzu, Lorelei, Ana, whatnot) that can clear these set of stages. It would take too long to list them all out. I’ve listed the cheapest and most attainable teams that most players might have access to. However, the list of potential clears go far beyond this.

For hero builds, refer to this.

Susanoo Woompa Seiren Aubrey Kurenai

HeroSkillUsage
Use block every ~5 secondsAvoid spamming block. If you don’t need to tap it, don’t.Requires at least 1 Attack Speed slot on his weapon. 2 AS would be even better.
2/3-chainsMake sure 3-chain totem is up at all time
1/2/3-chains

Recommended Setup for the team

Susanoo:

  • Recommended Inheritance: 21
  • SP Skill: Spirit of Vengeance, Overflowing Determination
  • Weapon: FF, Attack Speed / Attack Speed; AF, Critical Damage / Attack Speed
  • Sigil: Wings of Radiance / Wings of Radiance. Lower tiers like Mana Nucleus is also sufficient. Epic Attack Power or Set Sigil Pieces (Hugi’s Gust, Hugi’s Memory) are also sufficient.
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

Woompa

  • Recommended Inheritance: 11
  • SP Skill: Energy of the Goddess, Fierce Totem
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Heart of the Ascended / Heart of the Ascended. Normal HP sigils like Epic Maximum HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Seiren

  • Recommended Inheritance: 16
  • SP Skill: Energy of the Goddess, Protection of the Goddess
  • Weapon: AA, Attack Power / Attack Power. DD, Resistance / Resistance. DD, Damage Reduction / Damage Reduction.
  • Sigil:  Wings of Radiance / Wings of Radiance. Lower tiers like Mana Nucleus is also sufficient. Epic HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Susanoo actually can output some pretty good DPS by himself However, he does rely on the champion Kurenai and also needs some solid ally buffers.

Note that Susanoo’s damage is heavily dependent on how he is built. He relies immensely on Attack Speed, and you absolutely must have Attack Speed on your weapon. 2 Attack Speed weapon upgrades is best. Critical Damage/Hero Attack Power + Attack Speed also can work, however using Susanoo with this build takes a lot more practice.

Other buffers work in the place of Woompa Seiren as well; Woompa Seiren happen to be very attainable options, albeit building Seiren can be a bit expensive. Beatrice can replace Woompa, and Chai and Orfeo can replace Seiren. I would not stray too far away from these heroes however.

Woompa(L) Bihwa Maria/Fenrir Remi

HeroSkillUsage
Use block after ally blockDo not 3-chain
Use block after ally 3-chain
2/3-chainsMake sure 3-chain totem is up at all time
3-chain spam

Recommended Setup for the team:

Fenrir:

  • Recommended Inheritance: 16
  • SP Skill: Spirit of Protection / Light of Grace
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Narmer’s Refusal / Old Decree (Lower tiers like Armor / Armor can work); Maximum HP / Maximum HP.
  • Ring: Negligible / Negligible / Negligible / Negligible / Resurrection (Optional)

Maria: 

  • Recommended Inheritance: 11
  • SP Skill: Protection of the Goddess, Energy of Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Negligible / Negligible / Negligible / Negligible / Resurrection (Optional)

Woompa:

  • Recommended Inheritance: 11
  • SP Skill: Energy of the Goddess, Protection of the Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Bihwa:

  • Recommended Inheritance: 16
  • SP Skill: Shadow Mage, Mana Recycle
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Fang of the Incarnate / Heavenly Light. Khasekhemwy’s Might / Tainted Mercy
  • Ring: CD (Main) / Rpen / Rpen / Rpen

Bihwa actually is capable of soloing Challenge 7 Hidden given precise block management.

Her issue falls in her lack of Rpen, which can be problematic against the bosses with a Berserk Timer. This is why it’s a good idea to use a Resistance Penetration buffer (like Maria) or a Resistance Shredder (like Fenrir) along with Bihwa. There are other Rpen buffers and Res shredders, but Bihwa and Fenrir outclasses them in a Challenge setting.

If you make sure to pay attention to the boss’s mechanic, this team should clear fine. Fenrir even goes as far to prevent certain buffs from ever happening.

Woompa/Beatrice(L) Genevie Buffer Aubrey Remi

HeroSkillUsage
3-chain onlyIf possible, get ally to 50% HP and then use 3-chain for extra buff and block
2/3-chainsMake sure 3-chain totem is up at all time
Block Dagger applies Mark of ManaMark enemy with Mark of Mana, then use ally 3-chain

Recommended Setup for the team:

Beatrice:

  • Recommended Inheritance: 16
  • SP Skill: Energy of the Goddess, Resurrection
  • Weapon: AA, Hero Attack / Hero Attack
  • Sigil: Wings of Radiance / Wings of Radiance. Lower tiers like Mana Nucleus is also sufficient. Epic HA / Epic HP also is sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Woompa:

  • Recommended Inheritance: 11
  • SP Skill: Energy of the Goddess, Protection of the Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Genevie:

  • Recommended Inheritance: 16
  • SP Skill: Rapid Firing Souls
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Fang of the Incarnate / Heavenly Light; Khasekhemwy’s Fury / Tainted Mercy
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

Genevie can handle the stage by herself if she has to. While Genevie’s waveclear isn’t the best, she does take a bit longer to clear out the waves and often needs a Remi, but she can decimate the bosses very quickly. Buffers also help her Arrowstorm clear out the mobs faster.

When to Remi is often a question in double buffer compositions with Genevie. The following are contentions for when Remi should be used.

  • Initial Wave
  • Boss 1
  • Secondary Wave (Challenge 5, 6)
  • Boss 2
  • Boss 3
  • Hidden Boss

Since we only have 4 Remi charges, you want to pick carefully when you use Remi. Save it whenever you can. Initial Wave, Secondary Wave, and Boss 3 tend to be decent times for saving Remi’s. Each team is different, test it out.

As for the last buffer, there are a few choices. Do note that you will want some form of defense to help survive against Jeraphim. Protection of the Goddess on most priests is sufficient. Good secondary buffers include:

YunaSchulaMomotaroNurspySeiren
NightingaleOrfeoChaiAthena AsamiyaSword Maiden

Do note that you do need some survivability as well. I personally recommend Nurspy/Seiren/Chai + Protection of the Goddess on them. The others can work given a proper setup as well.

Woompa/Beatrice/Orfeo Genevie Waveclearer Aubrey Remi

HeroSkillUsage
3-chain onlyIf possible, get ally to 50% HP and then use 3-chain for extra buff and block
2/3-chainsMake sure 3-chain totem is up at all time
Every 2 blocks applies buffUse separated chains (1-chain spam)
Block Dagger applies Mark of ManaMark enemy with Mark of Mana, then use ally 3-chain

Recommended Setup for the team:

Beatrice:

  • Recommended Inheritance: 16
  • SP Skill: Energy of the Goddess, Resurrection
  • Weapon: AA, Hero Attack / Hero Attack
  • Sigil: Wings of Radiance / Wings of Radiance. Lower tiers like Mana Nucleus is also sufficient. Epic HA / Epic HP also is sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Woompa:

  • Recommended Inheritance: 11
  • SP Skill: Energy of the Goddess, Protection of the Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Orfeo:

  • Recommended Inheritance: 16 
  • SP Skill: Time for Blood Donation, Protection of the Goddess
  • Weapon: AA, Hero Attack / Hero Attack; DD, Damage Reduction / Damage Reduction
  • Sigil: Wings of Radiance / Wings of Radiance. Lower tiers like Mana Nucleus is also sufficient. Epic HA / Epic HP also is sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Genevie:

  • Recommended Inheritance: 16
  • SP Skill: Rapid Firing Souls
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Fang of the Incarnate / Heavenly Light; Khasekhemwy’s Fury / Tainted Mercy
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

While you could do the above and go two buffer, you can also incorporate a waveclearer onto your team and let them clear out the waves for Genevie. They can also help out with damage against bosses with help from Genevie’s defense shred. 

Woompa, Beatrice, and Orfeo are all viable buffers to pair with Genevie. Your team would look something like the following:

  • Beatrice(L) Genevie Waveclearer
  • Woompa(L) Genevie Waveclearer
  • Waveclearer(L) Genevie Orfeo

Some good waveclearers include:

IsabelEchidnaMalkahHong-ranAltair
RavenVesperReaperOsirisBihwa

Usage of each hero is a bit different; for example, Reaper prefers to be a leader and you want to 3-chain him, however Raven is a chaser and you want to use a 3-chain leader. Based on the hero you pick, pick the right support. Woompa/Beatrice supports chaser/non-leader, Orfeo supports leaders.

There’s also a lot more waveclearers; Challenge 7 Hidden offers some flexibility in the type of waveclearer you can use. If you have a hero that can clear waves decently well, you can try them out.

Challenge Episode 3: A Mirage in the Snow

Prerequisites

Challenge Episode 3 is unlocked after completing Episode 10, The Myth of the Ice and Snow.

Challenge Episode 2 consists Challenge 8-10. Each Challenge has 1 Initial Wave where the player fights a prerequisite wave. After the first boss, there is a Secondary wave. The following 2 bosses appear once the previous is defeated.

There are Hidden Stages on all Challenges. If all bosses in Challenge 8-10 have all been defeated at least once, an alternate door will appear after defeating the 3rd boss along with the option to Escape if you kill Boss 3 within 90 seconds. If the first 3 bosses were not completed in 90 seconds or not all of the bosses on previous Challenges were killed, then there will only be an Escape option.

All bosses in Challenge 8-10 have a 30 second Berserk Timer.

Challenge 8 – Whispering Peaks

Challenge 8’s main mechanic is Blizzard. Every 15 seconds, a Blizzard will cover the entire screen and dispel all buffs currently active on heroes. During Blizzard, all heroes have a 50% miss chance. Blizzard can be canceled upon using Goddess, however the dispel every 15 second is pretty painful to deal with. Be wary of it.

Boss 1 – General Winter

Boss Stats: 

HPHAArmResCCCD
10,886,400102002400240048%60%
Apen/RpenAccEvaDRCRBT
240048%42%36%50%30 sec

General Winter doesn’t have much besides autoattacking. 

War Hammer – If all heroes are out of General Winter’s range, General Winter will throw his hammer that hits in an area around where it lands. Otherwise, General Winter hits in front of him twice.

Bash – General Winter jumps into the air and slams the ground, knocking back all enemies and dealing moderate physical damage.

Spirit Summon – When General Winter reaches 50% HP, General Winter becomes immune to damage for 5 seconds.

Just a hunk of HP with a 5 second immunity at 50% HP.

Boss 2 – The Waiting One

Boss Stats: 

HPHAArmResCCCD
10,886,400102002400240048%60%
Apen/RpenAccEvaDRCRBT
240048%42%36%50%30 sec

Headbutt – Every time his SP bar fills up, he knocks you back.

This boss is pathetic. Kill him in 30 seconds and move on.

Boss 3 – Skrymir

Boss Stats: 

HPHAArmResCCCD
9,072,000122402400240048%60%
Apen/RpenAccEvaDRCRBT
240048%42%36%50%30 sec

Bellow – Skrymir howls and summons Icicles from the sky. This attack deals damage around the frontline area.

Winter Wind – Skrymir blows back all heroes with an icy breath. This applies a Motion Speed Debuff.

Skrymir alternates between these two attacks every time his SP bar fills.

Not much to say, he has no real survivability gimmick and his damage isn’t that high. Winder Wind can deal some damage, but not very high kill potential. Killing him within 30 seconds is the main thing you should be focused on.

Hidden Boss – Enraged Skrymir

Boss Stats: 

HPHAArmResCCCD
15,676,416190083456345660%60%
Apen/RpenAccEvaDRCRBT
360060%48%48%50%30 sec

Enraged Skrymir has the same attacks as Skrymir, just more damage and more HP.

Bellow – Skrymir and summons Icicles from the sky. This attack deals damage around the frontline area.

Retreat – Skrymir teleports backwards to the end of the stage.

Winter Wind – Skrymir blows back all heroes with an icy breath. This applies a Motion Speed Debuff and deals a significant amount of knockback.

First 100% SP, Enraged Skrymir will use Bellow. The second 100% SP, Skrymir first retreats and then uses Winter Wind. Winter Wind has an all stage range.

Just a harder Skyrmir, really. Definitely the easiest of the Challenges.

Challenge 9 – Einherjar Camp

Boss 1 – Ran, Captain of the Night Ravens

Boss Stats: 

HPHAArmResCCCD
13,608,000150003000300054%60%
Apen/RpenAccEvaDRCRBT
300054%48%42%50%30 sec

Repelling Shot – Ran jumps backwards and deals shoots a piercing arrow that hits all enemies.

Crossbow Shot – Ran shoots 20 piercing arrows in quick succession. These hit all enemies and trigger after Repelling Shot.

Call of the Night Ravens – When Ran reaches 50% HP, Ran summons a group of enemies.

Phantom Sniper – After Ran reaches 50% HP, whenever her SP bar fills up, she dashes backwards and fires 2 sniper shots that have infinite range, dealing moderate physical damage.

Ran isn’t that difficult. No survivabiity gimmicks and Call of the Night Ravens summons relatively weak mobs. 30 second berserk timer is the main worry.

Boss 2 – Night Raven Assassin

Boss Stats: 

HPHAArmResCCCD
10,886,400102001584158454%60%
Apen/RpenAccEvaDRCRBT
300054%48%42%50%30 sec

This boss has no SP skills. Her autoattack deals damage equal to 35% of her attack power and hits once every 2 seconds.

I don’t know why this boss exists. Kill her in 30 seconds and move on.

Boss 3 – Valkyrie Statue

Boss Stats:

HPHAArmResCCCD
13,608,000150003000300054%60%
Apen/RpenAccEvaDRCRBT
300054%48%42%50%30 sec

Shockwave – Valkyrie releases a shockwave in front of him. This knocks back all heroes inside slightly and deals low damage.

Gjold – Valkyrie releases a crescent wave that knocks back all heroes and deals moderate damage. This occurs every time his SP bar fills to 100%.

Another kill in 30 seconds boss…

Hidden Boss – Reginleif

Boss Stats:

HPHAArmResCCCD
19,595,520237604320432072%72%
Apen/RpenAccEvaDRCRBT
432072%60%60%50%30 sec

Who dares to Wake me? – Upon entering Hidden, Valkyrie Statue cracks open and release Reginleif. This counts as 2 separate waves.

Lockdown – All heroes are Rooted for 2 seconds upon the start of the bossfight.

Gierolul – Reginleif stabs forward and deals moderate damage. This attack ignores tanking effects.

Gondul – Reginleif summons several lightning bolts that hits the entire screen. This attack deals massive damage.

Olrun – When Reginleif reaches 70% HP, Reginleif applies Olrun which makes him immune to magical damage. This can be canceled by using Goddess within 2 seconds of Olrun. Failure to parry will result Olrun being active for the rest of the fight.

Reginleif actually deals a considerable amount of damage with Gondul. Olrun is death if your team is magical and if you fail the parry. Make sure to parry Olrun if running a magical damage based team composition. The time frame to parry Olrun is very short, so be mindful of about when it’s about to activate. Physical DPS units are not affected, however not many physical DPS units can make it this far.

I’d suggest using goddess immediately at the start of the stage. Once you reach 70% of the HP, it should have recharged and watch for a lot of 0’s occur on Reginleif. Tap Goddess again to parry and then continue. Be careful of Gondul, Reignleif’s damage output is actually pretty high.

Challenge 10 – A Polar Greeting

Sporadically through the stage, icicles fall on the backline area of your heroes. These can deal a ton of damage, ranging up to 25,000 damage in a single hit. Be wary of this and make sure your DPS units have sustainable HP.

Boss 1 – Thjalfi

Boss Stats: 

HPHAArmResCCCD
16,329,600198003600360060%60%
Apen/RpenAccEvaDRCRBT
360060%54%48%50%30 sec

Icicle Kick – Thjalfi kicks the frontline unit, dealing moderate damage. Every second kick, Thjalfi stuns and dispels the targeted hero.

Exaltation – When Thjalfi reaches 70% HP, Thjalfi becomes immune to damage 1 second and receives enhanced stats. Thjalfi’s SP bar is filled immediately.

Giant Hunter – When Thjalfi’s SP reaches 100%, he attacks all enemies in the frontline area. All heroes who have a shield on receive additional damage.

Thjalfi is the main reason why it’s severely difficult to use a frontline DPS unit on. The constant stuns and dispels makes it difficult to maintain damage. As well, his single target damage is extremely high. It takes quite a bit of setup to survive Thjalfi.

Boss 2 – Alisha

Boss Stats: 

HPHAArmResCCCD
16,329,600198003600360060%60%
Apen/RpenAccEvaDRCRBT
360060%54%48%50%30 sec

Wandering Souls – When her SP bar reaches 100%, Alisha inflicts all heroes with a Damage Amplification Debuff. All heroes will take 50% more damage.

Arrows of Storm – Alisha shoots an arrow that causes a tornado to occur in the area where it lands. This deals moderate physical damage, knocks back all heroes, and is used immediately after Wandering Souls.

Alisha is accompanied by a wave of enemies that you must kill before you can target Alisha effectively. Wandering Souls is a debuff and you can prevent it by Debuff Immunity or Cleanse the debuff, however it is very dangerous to leave the debuff active. Arrows of the Storm deals moderate damage by itself, however when paired with the Damage Amplification debuff, it can be deadly.

Boss 3 – Freyja

Boss Stats: 

HPHAArmResCCCD
13,608,000237603600360060%60%
Apen/RpenAccEvaDRCRBT
360060%54%48%50%30 sec

Verdant Embrace – Every 4 seconds, Verdant Embrace roots and deals moderate physical damage to all heroes. The root lasts for 2 seconds.

Verdant Rune – When Feryja’s SP reaches 100%, Feryja knocks up and deals massive physical damage to the closest enemy hero. Any hero around the targeted hero is affected by Verdant Rune. 

The Verdant Earth – When Freyja reaches 50% HP, Feryja locks herself into the Earth and summons a group of mobs. As long as the mobs are alive, Feryja is invulnerable to damage and heals herself based on the number of enemies are alive. Once all mobs are dead, Feryja’s healing and immunity is cancelled.

Feryja actually hits REALLY hard. Verdant Embrace occurs frequently and easily kill backline units, and Verdant Rune can deal over 100k damage to all heroes. It’s definitely suggested to either kill before Verdant Rune (extremely difficult) or bring Damage Reduction buffs, like Protection of the Goddess or Light of Grace or such. Ultimately, Feryja’s burst damage can be extremely threatening and you need to either plan to survive it or kill before it happens.

Hidden Boss – Gullveig

Boss Stats:

HPHAArmResCCCD
21,555,072261364320432072%72%
Apen/RpenAccEvaDRCRBT
432072%60%60%50%30 sec

Witch’s Embrace – Every 5 seconds, Gullveig roots all heroes for 1 second.

True Goddess – When Gullveig’s SP bar reaches 100%, she knocks back all heroes and deals moderate physical damage.

Witch’s Curse – When Gullveig’s HP reaches 70%, Gullveig becomes immune to damage for 5 seconds. Gullveig no longer uses True Goddess. Witch’s Embrace also prevents healing whenever it is activated.

Cursed Bullet – Every 5 seconds, Gullveig will use Cursed Bullet. Cursed Bullet prevents healing on all heroes it hits and deals moderate physical damage.

Witch’s Whisper – Whenever Gullveig’s SP bar reaches 100%, Gullveig will use Witch’s Whisper. Witch’s Whisper deal massive physical Damage over Time in front of Gullveig. 

The spam of healing prevention is what makes Gullveig very difficult. You can be debuff immune to the heal prevention, however you cannot cleanse the debuff if it is active. Generally, it’s a good idea to reduce the amount of damage you take and deal as much damage possible to end the boss quickly. Drawing Gullveig into an extended fight will usually result in a loss. Careful on Witch’s Curse, 5 seconds of immunity can tank an entire Remi block generation wave. 

Team Recommendations

There are other teams that can clear these set of stages, however the following is the highest consistency teams. This set of Challenges, particularly Challenge 10 Hidden, is very difficult to farm consistently.

For hero builds, refer to this.

Bihwa(L) Maria/Fenrir Orfeo Aubrey Remi

HeroSkillUsage
Use block after ally blockDo not 3-chain
Use block after ally 3-chain
Every 2 blocks applies buffUse separated chains (1-chain spam)
3-chain spam

Recommended Setup for the team:

Fenrir:

  • Recommended Inheritance: 26
  • SP Skill: Spirit of Protection / Light of Grace
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Ectoplasm / Bjorn’s Shield; Logi’s Core / Sekhmet’s Essence (Lower tiers like Armor / Armor can work); Maximum HP / Maximum HP.
  • Ring: Negligible / Negligible / Negligible / Negligible / Resurrection (Optional)

Maria: 

  • Recommended Inheritance: 16
  • SP Skill: Protection of the Goddess, Energy of Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Maximum HP / Maximum HP
  • Ring: Negligible / Negligible / Negligible / Negligible / Resurrection (Optional)

Orfeo:

  • Recommended Inheritance: 16 
  • SP Skill: Time for Blood Donation, Protection of the Goddess
  • Weapon: AA, Hero Attack / Hero Attack; DD, Damage Reduction / Damage Reduction
  • Sigil: Orb of Vanadis / Orb of Vanadis (HA/HP Sigil). Lower tiers like Wings of Radiance or Mana Nucleus are also sufficient. Epic Maximum HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Bihwa:

  • Recommended Inheritance: 26
  • SP Skill: Shadow Mage, Mana Recycle
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Fang of the Incarnate / Heavenly Light
  • Ring: CD (Main) / Rpen / Rpen / Rpen

Bihwa certainly has the DPS for Challenge 10 Hidden. Her issue is that she lacks the Rpen to clear some of the bosses, so a Rpen buffer (Maria) or a Resistance shredder (Fenrir) is suggested. While other penetration buffers and shredders can work, Maria Fenrir perform better than most other supports.

Orfeo isn’t necessary, other HA buffers can replace him. Just be careful

Woompa/Beatrice/Orfeo Genevie Waveclearer Aubrey Remi

HeroSkillUsage
3-chain onlyIf possible, get ally to 50% HP and then use 3-chain for extra buff and block
2/3-chainsMake sure 3-chain totem is up at all time
Every 2 blocks applies buffUse separated chains (1-chain spam)
Block Dagger applies Mark of ManaMark enemy with Mark of Mana, then use ally 3-chain

Recommended Setup for the team:

Beatrice:

  • Recommended Inheritance: 25
  • SP Skill: Energy of the Goddess, Resurrection
  • Weapon: AA, Hero Attack / Hero Attack
  • Sigil: Orb of Vanadis / Orb of Vanadis (HA/HP Sigil). Lower tiers like Wings of Radiance or Mana Nucleus are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Woompa:

  • Recommended Inheritance: 16
  • SP Skill: Energy of the Goddess, Protection of the Goddess
  • Weapon: DD, Damage Reduction / Damage Reduction
  • Sigil: Frayed Letter / Frayed Letter, lower tiers like Heart of Ascended or Epic Maximum HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Orfeo:

  • Recommended Inheritance: 16 
  • SP Skill: Time for Blood Donation, Protection of the Goddess
  • Weapon: AA, Hero Attack / Hero Attack; DD, Damage Reduction / Damage Reduction
  • Sigil: Orb of Vanadis / Orb of Vanadis (HA/HP Sigil). Lower tiers like Wings of Radiance or Mana Nucleus are also sufficient. Epic Maximum HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Genevie:

  • Recommended Inheritance: 26
  • SP Skill: Rapid Firing Souls
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Fang of the Incarnate / Heavenly Light; Khasekhemwy’s Fury / Tainted Mercy
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

Genevie does provide sufficient damage to take down bosses quickly. However, the waves on the stage is a bit too thick for Genevie’s poor waveclear to handle. It’s recommended you use a waveclearer with Genevie.

Woompa, Beatrice, and Orfeo are all viable buffers to pair with Genevie. Your team would look something like the following:

  • Beatrice(L) Genevie Waveclearer
  • Woompa(L) Genevie Waveclearer
  • Waveclearer(L) Genevie Orfeo

Note that Wizard Waveclearer’s can get 1-shot by Freyja and Gullveig’s Roots without defensive buffs. Protection of the Goddess or Beatrice’s HP buff/Resurrection shield can help against that. 

Some good waveclearers include:

EchidnaMalkahHong-ranAltairVesper
OsirisBihwaSword MaidenDizzyLizardman Priest

There are others, these heroes tend to be the best ones. They work differently from one another, so be careful on the team you make.

Odin(L) Orfeo Genevie/No. 9 Aubrey Frantz 

Example Video

HeroSkillUsage
3-chain spam
Every 2 blocks applies buffUse separated chains (1-chain spam)
Block Dagger applies Mark of ManaMark enemy with Mark of Mana, then use ally 3-chain
3 block, then 1-chain

Recommended Setup for the team:

Odin:

  • Recommended Inheritance: 16
  • SP Skill: Light of Grace
  • Weapon: AF, Critical Damage / Critical Chance
  • Sigil: Orb of Vanadis / Orb of Vanadis (HA/HP Sigil). Lower tiers like Wings of Radiance or Mana Nucleus also are sufficient.
  • Ring: Lifesteal (Main) / Accuracy / Accuracy / Accuracy

Orfeo:

  • Recommended Inheritance: 16 
  • SP Skill: Time for Blood Donation, Protection of the Goddess
  • Weapon: AA, Hero Attack / Hero Attack; DD, Damage Reduction / Damage Reduction
  • Sigil: Orb of Vanadis / Orb of Vanadis (HA/HP Sigil). Lower tiers like Wings of Radiance or Mana Nucleus are also sufficient. Epic Maximum HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Genevie:

  • Recommended Inheritance: 26
  • SP Skill: Rapid Firing Souls
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Fang of the Incarnate / Heavenly Light; Khasekhemwy’s Fury / Tainted Mercy
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

No. 9:

  • Recommended Inheritance: 26
  • SP Skill: Deadly Souls
  • Weapon: AA, Critical Damage / Critical Damage
  • Sigil: Orb of Vanadis / Orb of Vanadis. Lower tiers like Wings of Radiance or Mana Nucleus are also sufficient. Epic Attack Power or Set Sigil Pieces (Hugi’s Gust, Hugi’s Memory) are also sufficient.
  • Ring: CD or CC (Main) / Accuracy / Accuracy / Accuracy

Odin’s constant 3-chains makes this team very safe. Use Frantz at the start of every boss. Aubrey only affects currently active buffs, so try to use Aubrey after you tap a significant buff (Orfeo’s Buff, Rapid Firing Souls, etc.)

Note that Odin generates blocks if his Spears hit the enemy. On Freyja and Gullveig, wait to use block only when he’s not rooted so he moves forward to land his block skill. However, this does require at least 2 HP sigils on Odin so that he can tank Verdant Rune and Witch’s Whisper without putting Orfeo or your DPS in danger. It helps to have a Light of Grace saved for surviving the root damage. Protection of the Goddess also can be useful if you have it on Orfeo.

Genevie and No. 9 capitalizes on the block generation Odin provides and also the wave is cleared by Odin, leaving them to deal high single target damage with high penetration against the bosses.

Use Frantz upon entering any boss. If possible, use Aubrey to extend Orfeo’s buff.

Altair(L) Orfeo Aubrey Remi

Example Video

HeroSkillUsage
Every 2 blocks applies buffUse separated chains (1-chain spam)
Altair Lunar Mark resets upon every 3-chain useIf there are several Altair 3-chains, delay tapping the subsequent 3-chain for both Genevie passive and Altair Lunar Mark

Orfeo:

  • Recommended Inheritance: 16 
  • SP Skill: Time for Blood Donation, Protection of the Goddess
  • Weapon: AA, Hero Attack / Hero Attack; DD, Damage Reduction / Damage Reduction
  • Sigil: Orb of Vanadis / Orb of Vanadis (HA/HP Sigil). Lower tiers like Wings of Radiance or Mana Nucleus are also sufficient. Epic Maximum HP sigils are also sufficient.
  • Ring: Attack (Main) / Negligible / Negligible / Resurrection (Optional)

Altair: 

  • Recommended Inheritance: 26
  • SP Skill: Rapid Firing Souls
  • Weapon: AA, Critical Damage / Critical Damage; AF, Critical Damage / Critical Chance
  • Sigil: Fang of the Incarnate / Heavenly Light; Hugi’s Memory / Mark of the Three Kings; Khasekhemwy’s Fury / Tainted Mercy
  • Ring: CD or CC (Main) / Negligible / Negligible / Resurrection (Optional, Accuracy if not Resurrection)

Altair is capable of destruction, however his passive mark scales off ally stats and his self damage isn’t always the highest. Altair pairs well with either Summoners or just a high DPS unit that has a lot of HA, and then treat Altair as a secondary DPS. 

Summoners tend to have entities with high amounts of offensive stats as they often scale their entity’s stat off their own. The entity, if marked by Altair, can deal massive damage.

Altair as a secondary DPS pairs better with heroes who have self HA buffs. The DPS preferably should be a high DPS unit as well.

GenevieBihwaNo. 9YichuiKaede
Sword MaidenLizardman Priest





Use the link at the top of Team Recommendations for the builds of each of these units. For the Physical Summoners, you may consider using Resistance Penetration rather than Armor Penetration.