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Challenge Stage 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 the hardest stages in the
entire game after Season 2 has been released. These stages are admittedly
very tough and will require some very well trained heroes to complete, and
many of these bosses have interesting mechanics, some are lethal, some
aren’t. This guide is designed to explain these mechanics and try to help
people complete these stages.

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

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

Co-author’s note: /u/kamakiller is no longer active as of 2/25/2018, and


current editing rights have been given to Arcavious. The guide will still be
recognized as kamakiller’s creation.

Prerequisites
Some basic information pertaining to all bosses and Challenge Mode.

Challenge Mode is unlocked after completing Episode 8 (Kalard Chronicles).


Challenge Mode works likes so: you enter a stage, and there will be 2 initial
waves. After these 2 waves, you will meet the first boss. If you defeat the
boss, you will reach a stopping point where you can choose to progress to
the next area or choose to escape. If you choose to go to the next area, you
will meet another boss and you can progress until you’ve met a total of all 4
bosses on the stage. You can escape at any time if you do not think you can
defeat the next boss.

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

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

Challenge Mode has a 20% Damage Cap. Meaning, with any given hit, that
damage cannot exceed more than 20% of the boss’s maximum HP.

Why do we farm Challenge Mode? Challenge Mode is generally the source of


Inheritance Books and Sigils. Inheritance Books are essentially another
type of gaining stats for your heroes. The more you inherit a hero, the more
powerful it becomes. Inheritance has fixed stat gains. Which stats
inheritance increase can be found here. Sigils are a thing you can add to
your weapons for additional stats. It’s essentially a ring for your weapons.
Sigils have a variety of stats that it can have on itself. Each boss has a
chance to drop a sigil specific to itself, so if you are farming for a specific
stat sigil, you should farm that boss. That information can be found here.
(credits to /u/leewhat). This was a generally rushed explanation of
inheritance and sigils, for more information you can refer to the Crusaders
Quest FAQ or the Q&A thread on Reddit.
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.

HP HA Arm Res CC CD

Hit Points Hero Attack Armor Resistance Critical Critical


(Health) Power Chance Damage

Apen/Rpen Acc Eva DR CR BT

Arm/Res Accuracy Evasion Damage Critical Berserk


Penetration Reduction Resistance Timer

And lastly, some of you may notice some repetition in the Team
Recommendations list. For one, before you enter the stage, you may notice
the text at the side that says “Recommended Hero Level: #.” Some of these
levels, especially for Challenges 3 and 4, are extremely high and costly (no
one’s going to get 45 books just for a team of 3 heroes). The aim of team
recommendations is to attempt to give suggestions that cost not that much,
generally aiming for 0 or 1 books. This does limit the number of viable team
compositions and can be a pain to get the heroes, however I think having
more specific team compositions is better than needing to spend 60 books
on a team that has 1 purpose.

Challenge 1 - Goblin Battlegrounds

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
exist and try to put up your tanking as soon as possible if your DPS has less
than 10k HP. Otherwise, you’re probably fine if you can initiate tanking and
shields quickly.

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

Boss 1 - Windstrider

Boss Stats:

HP HA Arm Res CC CD

5,515,000 3000 560 700 25% 135%

Apen/Rpen Acc Eva DR CR BT

700 30% 45% 7% 10% 120 sec

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

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

Driving Feathers - Windstrider shoots a multi-hit attack that targets the


backline of your team.

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


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

In general, Windstrider is just extremely bursty in his shots, but also can be
easily tanked. Alex is the easiest solution, assuming you get the Alex blocks,
Alex’s SBW immunity basically completely negates Windstrider’s attacks.
Necron users can also tap a 1-chain right before Windstrider’s SP fills up and
his ghosts can fully tank the attacks. Recommended ways of dealing with
Windstrider:

● Immunity spam, like Alex, Captain, or Mew.


● Drake or Seiren (with HP Sigils preferably to strengthen the shield for
more safety)
● Necron Ghost with 1-chain tanking active prior to attack
● Paladin with SP/Special Skill generation + SoP with a bit of ally help,
like PoG or Mew Balloon or a Beatrice buff. Paladins ilke Hector or
Wolfgang or Sahad can easily sustain SoP. Paladins with a priest like
Yeo or Yuria can also sustain SoP without SP generation, however the
initial wave can be threatening to your other units.
● Beatrice + SoG Mew.
● Sera. It’s slightly harder to time Sera when dealing with Windstrider,
since he does have some delay after his SP bar fills. Winstrider fires
the Whirlwind Arrow approximately 2 seconds after his SP bar fills and
Driving Feathers about 1 second after his SP bar fills. Be ready to tap
Sera.
● Inheritance P2W (i20 ez)

I heavily recommend using one of the above strategies. Many other ways
does not work, for example Joan has an EXTREMELY hard time tanking
Challenge 1, as does a Sworden. I’m sure it’s possible to do it with these
heroes or other strategies, but the above listed won’t give you a heart attack
everytime Windstrider’s SP bar fills up.

Boss 2 - Catapult No. 6

Boss Stats:

HP HA Arm Res CC CD

5,515,000 4000 700 560 17.5% 150%

Apen/Rpen Acc Eva DR CR BT

1000 21% 31.5% 7% 7% 120 sec


Catapult No. 6 has only 1 attack.

Fire Bomb - Every 1.5 seconds, Catapult No. 6 throws a glob of fire. The Fire
lands on your frontline area and sets the ground on fire. Units inside the fire
take massive DOT physical damage. This is essentially Catapult No. 6’s
autoattack.

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 Catapult No. 6 hits extremely hard and is dangerous if not
dealt with quickly. And believe me, you do NOT want to be around when
Catapult No. 6 is Berserk (a better question, why did you bring a team that
can survive long enough to get the Catapult to Berserk mode?)

Catapult No. 6 does have a crippling weakness, however. Catapult can do a


TON of multihits. This allows the skill Thorns of Vengeance to be a relatively
easy cheese.

Thorns of Vengeance - Upon activation, immediately reflects


65% of all damage received by entire party as neutral damage
for 7 seconds. When 3 hits are reflected, the enemy instantly
receives neutral damage equal to 3% of their maximum HP.

(Note that the original description claims the 3% of their max HP is physical
damage; this is incorrect, it is neutral damage)

This is Level 5 Thorns, however if you don’t have Cain, you can Transcend
Level 2 Thorns for Level 3, which is weaker but does it’s job.

The Catapult does about ~10 hits per second, meaning that it kills itself very
quickly off a Thorns of Vengeance Paladin. If your whole team is in the Fire,
it might only take 3 Fire Bombs before the Catapult kill itself.

It is very possible to survive without Thorns, however Thorns just makes the
Catapult wave generally much easier. If you can’t use Thorns, you will need
a lot of armor and/or DR + healing.

● Paladin + Thorns is easiest way.


● Drake/Seiren’s shields work great here if invested.
● Paladin SoP users like Hector/Wolfgang/Sahad with enough healing
can tank Fire Bomb with an armor slot.
● Beatrice with an armor slot can protect most teams.
● LoG or PoG or SoG with sufficient healing can protect
most teams.

Boss 3 - Crouching Ox

Boss Stats:

HP HA Arm Res CC CD

6,615,000 3750 1000 1000 17.5% 135%

Apen/Rpen Acc Eva DR CR BT

700 21% 31.5% 10% 7% 180 sec

Crouching Ox has 2 separate attacks.

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


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

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

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


mainly because you can stunlock Crouching Ox. Whenever he starts to
initiate an attack, tapping a bomb will stun him. Do note however that his SP
bar does not drain if stunned, and like Windstrider, he will simply alternate
attacks. If you stun him, he will perform the next one. Ox’s pattern is Stab -
> Swing -> Stab -> Swing -> If stunned, go to next action.
Champion Axe Stab is very easily tankable. Champion Axe Swing is a
different story however, unless your tank has a ton of HP with DR or
something, your tank is not likely going to survive. I’d save a bomb
whenever Crouching Ox is going to do a Champion Axe Swing, and then
simply tank the Axe stab and spam bombs until Champion Axe Swing comes.

If you need to block both, use Chronos to make your bomb timing much
easier. Chronos extends time it takes Ox’s SP to generate and gives you
more time to parry with bombs. Since if you simply stun him on one attack,
he will recover and use the next attack before your bombs get up, therefore
if you need to block both attacks, either use Sera or
Chronos.

Boss 4 - Desperate Goblin Chief

Boss Stats:

HP HA Arm Res CC CD

5,515,000 5357 1000 1000 25% 150%

Apen/Rpen Acc Eva DR CR BT

1000 30% 45% 10% 10% 180 sec*


* Boss Berserk Special Condition

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

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

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

If you are looking for faster ways to kill him, note that his shield is a Seiren
style shield; it has 3 layers. The most efficient way to kill him would be use
1 bomb for the first layer, use pure damage for the second layer, and then
bomb the third. This only works if your team can deal massive damage,
however. Not recommended for heroes that can’t deal like 500k damage in 5
seconds.

Team Recommendations

For the record, “-” means “Doesn’t matter,” and “*” means “Nice, but not
necessary.”

Yeo(L) Niven Alex Chronos Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - HP Sigil* +1*


Arm/Eva Resurrection* HP Sigil*

- - - -

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


Rpen/Acc -/Rpen/Acc/Acc HP Sigil*
-/Rpen/Rpen/Acc

For those who just need a team to beat Challenge 1, this is the most
achievable, needing only 3 Promoteable heroes (Does not need Cain for
Thorns since Transcending Level 2 to 3 is sufficient). Basically use Yeo 3-
chains and spam other 1-chains and Chronos. For maximum damage output,
assuming that you are in range, Yeo 3-chain -> Niven 1-chain -> Fire Rain is
the optimal combination, but it doesn’t matter that much.
HP Sigils and inheritance are not necessary, but they definitely make your
runs safer, faster, and more consistent. If you find yourself having trouble
surviving, HP Sigils and/or inheritance can help you slightly.

A way to make your run faster with this team is to save up 2 Fire Rain’s for
Boss 4. After breaking his shield with bombs, drop your Fire Rain’s (and try
to Chronos replicate Fire Rain’s). This will drain his SP enough that he will
likely not summon another shield, assuming your damage doesn’t suck.

Franz Level 7 would be nice for this team, however technically not necessary
either (though you may need Inheritance/HP Sigils if you don’t have Franz
Level 7). If you don’t have Franz Level 7, a way to get a similar effect is to
make sure that EoG is the last skill you used on Yeo, so Chronos replicates
the EoG and gives you more blocks.

Alternate team compositions that can be faster are Mundeok(L) Nurspy


Niven, Mundeok Seiren Niven, Yeo(L) Hector Niven, etc.

Example clear can be seen here.

Archon/Loki(L) Dara Wolfgang Bella Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - Arm Sigil* +1*


Arm/Eva Resurrection* HP Sigil*

* - - -
Just need
SBW

HA/HA -/Acc/Acc/Acc HA Sigil* -


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

Perhaps the most famous Challenge team being able to clear all 4
Challenges at a very quick pace, however is costly in the heroes it costs and
the sigil requirements for later Challenges. This team is particularly strong
due it’s strong synergy.

Essentially: Archon/Loki 3-chain -> Dara block generates (one per SM so 3


Dara blocks) -> Dara passive activate -> Wolfgang and Archon/Loki gets
free 3-chains -> Wolfgang gets a ton of SP due SBW and gets SoP up quickly
-> Archon/Loki gets SP for SM and pretty much infinite healing for Wolfgang.

Wolfgang will need 1 armor slot at minimum to tank. This requirement will
grow in higher challenges, however.

While this team does require 4 (5 if Loki) premium heroes to make, it takes
relatively low inheritance (none at all for Challenge 1) to clear Challenges
and definitely has the fastest clear speed of all teams so far known. Does not
even require even a Champion.

An alternate for this team (if you do not own Lilith (SM) or Dara) is
Archon/Loki Mew Wolfgang/Hector with MR Archon and EoG Mew. This team
composition also works for Challenge 2.

Necron(L) Dara Orfeo Chronos Franz

Hero Skill Weapon Ring Sigils Inheritance

* - - -
Just need Resurrection* HP Sigil*
SBW

* - - -
Just need Resurrection* HP Sigil*
SBW
Rpen/Rpen -/Rpen/Rpen/Rpen HP Sigil +1*
Rpen/Arm -/Rpen/Rpen/- HP Sigil*

Another favorite for Challenge Mode, being able to clear all Challenge modes
at a respectable clear time and is pretty reliable. Once again, it’s quite costly
in later Challenges, requiring 4 premium heroes and also quite some amount
of inlays, but arguably one of the better options.

Essentially, this composition is rounded out on Necron 3-chaining with Orfeo


buffing all of the ghost’s accuracy, and SM Necron’s 3-chains generates Dara
blocks, which leads to more 3-chains and as a result, more Necron ghost
damage and SP sustain.

1 HP inlay with an Inheritance is plenty damage for Challenge 1, and then


make sure Orfeo and Dara doesn’t die immediately. You want to start out
with a Necron 1-chain to summon his ghost, and then tap a Dara or Orfeo 1-
chain to initiate the tanking. Then start 3-chaining Necron.

Some alternate forms of this team include Woompa(L) Orfeo Necron,


Woompa(L) Drake Necron, Necron(L) Orfeo Mew, etc.

Woompa(L) Seiren V Aubrey Franz/Kurenai

Hero Skill Weapon Ring Sigils Inheritance

CD/CD -/Acc/Acc/Acc - -
CD/CC -/Apen/Acc/Acc
CD/Arm
* HP Sigil +1*
Just need
SBW

* HP Sigil* -
Just need
SBW

For the hardcore V users, this team is a relatively achievable team to make
with 2 promoteable heroes. While it does require some sigils for Seiren and
enough protection on Woompa to survive the initial burst, as soon as the
Seiren SBW shield auto activates and the V 3-chain gets going, this team is
a generally safe team.

Usage is 3-chaining V the hard way, and then essentially just spam. If you
feel that is too slow, you can also use Kurenai/Ghalad for a quick 3-chain.

Skills are preference based. Some people prefer to kill the Catapult via
Thorns of Vengeance, while others prefer the Revolution Hammer that adds
additional damage. Additionally, with Revolution Hammer, you can use the
champion Ibelin instead and that does a ton of damage. Both SoG and EoG
work on Seiren, her skill doesn’t really matter in the end either.

Alternate team compositions for V can be Woompa(L) Drake V, Alex(L)


Drake V, Yuria(L) Nurspy V, Marpei(L) Momotaro V, V(L) Seiren Bari, etc..

Example clear here.

Yuria(L) Alex x* Chronos Franz

(For the record, as long as the DPS can actually do sufficient damage, any
DPS works in the “x” spot)

Arm/Arm - HP Sigil* +1*


Arm/Eva Resurrection* HP Sigil*
* - - -
Just need
SBW

Some of us may have seen the Alex solo video (thanks to Blargel), and while
this is a bit long, the way to make it faster would be Yuria Alex with Thorns
on Alex, and put any viable DPS unit in the back. Heroes like Leona, Niven,
Cano, V, etc. can be in this team and have almost next to no problems.
Yuria needs almost no investment, the only requirement is the Alex can tank
well enough.

A promotable option can be Yeo Alex, however this one does require a well
invested Yeo to make sure she doesn’t die to the initial wave damage.
Otherwise, the same DPS units can apply to Yeo Alex as does Yuria Alex.

While this team and it’s variations can be slower, it is arguably pretty
consistent and more versatile.

Challenge 2 - City of Turmoil


Note: Challenge 2 Bosses does not have Berserk Timers. However, there is a
Timer at the top that will fill up as you progress through Challenge 2. If that
bar fills up (or 8 minutes 22 seconds in the stage), the Hidden Boss in
Challenge 2 will spawn. Unless you want to fight him early...I heavily do not
recommend you spend longer than 8 minutes in Challenge 2. If you want to
fight him, see Hidden Stages at the bottom of this guide.

Initial Waves

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


There are much 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. Be ready to cancel the
Perignon’s healing in the back with goddess.

Boss 1 - Bouillabaisse

Boss Stats:

HP HA Arm Res CC CD

7,717,500 7500 728 910 30% 170%

Apen/Rpen Acc Eva DR CR BT

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

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


difficult.

I’m afraid of being alone (seems legit…) - Bouillabaisse summons 1-3 guys
to fight for him because he’s too weak and can’t attack you by himself.

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


of your team.

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


the other being a backline sniping attack. Harp of Light does respectable
damage, and his summoned allies can chunk a good part of your health if
you aren’t careful. However, he’s not that dangerous. Most decent tanks can
tank him relatively easily, and just don’t take too long to kill him.
Most teams should be able to kill this boss with relative ease.

Boss 2 - Dom Peringnon

Boss Stats:

HP HA Arm Res CC CD
8,820,000 7500 1300 1300 21% 170%

Apen/Rpen Acc Eva DR CR BT

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

Dom Peringnon is arguably one of the more annoying bosses to deal with.

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

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

Dom Peringnon isn’t too bad to fight. If you have some form of Debuff
Immunity, you don’t have to worry about Goddess. If you lack Debuff
Immunity, time your Goddess. Timing your Goddess still allows Dom
Peringnon to heal at least 1 tick, however, while Debuff Immunity prevents
all heal.

Boss 3 - Matahari

Boss Stats:

HP HA Arm Res CC CD

7,717,500 10714 910 728 21% 200%

Apen/Rpen Acc Eva DR CR BT

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

Battle Cry! - Matahari buffs herself, doubling her stats and then deals
massive neutral her next attack. This buff can be canceled, and if canceled,
Matahari cancels the neutral damage attack.
Matahari just simply dispel her buff. As soon as her SP bar fills up, dispel
her. Then admire how pretty Matahari is.

Boss 4 - Freed Hybrid Shadowdemon

Boss Stats:

HP HA Arm Res CC CD

8,820,000 8571.2 1300 1300 30% 200%

Apen/Rpen Acc Eva DR CR BT

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

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

Boiling Blood - Shadowdemon gets massive increased stats. This can be


canceled.

Land of Shadows - Shadowdemon becomes immune to damage and heals


176400 HP per tick for 5 seconds. This can be canceled by Goddess.

Shadowdemon’s Swing Attack is the most dangerous. Otherwise, whenever


his SP bar fills, dispel him. Shadowdemon hits decently hard, most strategies
previously discussed in Challenge 1 generally works for the most part.

Team Recommendations

Yeo(L) Niven Alex Chronos Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - HP Sigil +1*


Arm/Eva Resurrection* HP Sigil*
- - HP Sigil* -

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


Rpen/Acc -/Rpen/Acc/Acc HP Sigil*
-/Rpen/Rpen/Acc

The promotable team for Challenge 1 does work for Challenge 2. It does
require some more precise timings and mechanics than Challenge 1,
however, but works. You will need to however use a lot more investment for
this team to work in Challenge 2, a rare HP sigil and preferably inheritance
with a lot more defense on Alex. Alex also doesn’t have to necessarily use
LoG, skills like ToV or SoC also should work relatively fine, assuming you can
survive the initial burst.

Usage of this team also will be a lot more important.

First off, saving 2 Fire Rain’s would be heavily recommended. If you can
save some Fire Rain’s in the second wave or Bouillabaisse, do it. Save these
for Matahari, since this team actually doesn’t have any form of dispels.
When you enter Matahari stage, walk into range, then activate Chronos, and
then use 1 Fire Rain. Save the other Fire Rain until Chronos is about to end,
and then tap the other one to make Chronos duplicate that. With 3 Fire
Rain’s within the first 4 seconds, that should be enough to drain Matahari’s
SP long enough that you can kill her. Attempt to duplicate Fire Rain’s with
any Chronos uses.

Be very careful on Dom Perignon. This team does not have a way to grant
itself debuff immunity, so make sure that Chronos is off cooldown when Dom
Perignon casts debuff to heroes, which will shortly lead to the heal.

Otherwise, if you have 1k+ Rpen Niven, you should be good.

A faster version of this team would be Yeo Hector Niven or Mundeok Nurspy
Niven.

Example clear here.


Archon(L) Dara Wolfgang Anut Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - Arm Sigil +1


Arm/Eva Resurrection* Res Sigil*
HP Sigil*

* - - -
Just need
SBW

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


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

Not much different from Challenge 1 description, besides by now you


hopefully have some bonus HP and inheritance on your Wolfgang. Having
some Archon tankiness via inheritance or sigils also would help with the
initial wave.

The key difference here is the swap from Bella to Anut, as you will need it
for Matahari.

Another tip when using PoG or Resurrection in Dom Perignon. If you are
using PoG in Dom Perignon, make sure to use PoG before his debuff and
then do not use any Shadow Mages. Activating Shadow Mage after PoG will
let Dom Perignon apply the curse to the Shadow Mage that is not protected
with the debuff immunity and therefore Dom Perignon will initiate his heal.
Make sure to only use SM after his heal fails due lack of debuff. If you mess
up, it’s ok, make sure you can use Goddess before he heals too much
however.

If you are using Resurrection, you can use SM as long as you have a
Resurrection skill ready to be used. If he debuff you and then you summon a
SM, use a Resurrection to cleanse that SM and he will not heal. Otherwise, if
you are using Resurrection for the debuff immunity, the same applies. As
with above, the game isn’t over if you mess up, you always have the
Goddess ready.

Otherwise, use Goddess and Anut when it’s necessary, and you’re good.

Archon Mew Wolfgang once again can work in place of Dara, and Archon
Dara Alex can also work given good timing in Alex blocks.

Necron(L) Dara Orfeo Anut Franz

Hero Skill Weapon Ring Sigils Inheritance

* - HP Sigil -
Just need Resurrection*
SBW

* - HP Sigil -
Just need Resurrection*
SBW

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


Rpen/Arm -/Rpen/Rpen/- HP Sigil*

As with most teams that go from Challenge 1 to 2, more investment in


survivability is always helpful, with more optimized setups such as proper
weapons and sigils.

The same applies from above in the Archon(L) Dara Wolfgang Anut Franz
section in terms of mechanics.

Challenge 3 - A Plague in the Depths


If you hate the flare mechanic, you’re going to hate this Challenge to death.

Veil of Darkness - If no Flare is active for 5 seconds, Bosses will gain an


Attack Power Buff.
Try to keep Flare up at all times to avoid buffing bosses.

Initial Waves

Challenge 3 initial waves are actually almost impossible to survive face on.
The immediately burst damage from the bigrats and the rats in the back can
kill tanks even in their buffed modes, and squishy DPS units don’t really
stand much of a chance against them.

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

As soon as you enter the stage, the camera will zoom to a rat with a green
thing on his back. This is the suicide rat and by dropping a flare on him, he
blows up the entire wave at no cost of damage to you. As seen here, by
dropping a flare on him kills the entire wave. This is true in both waves.

The best way to utilize flares in the Challenge 3 wave is very arguably using
2 flares in Wave 1 to blow up the suicide rat, and then use a flare in Wave 2
to blow up that suicide rat. If you do this, your flares should have recharged
and you can use the 3 flares to clean up the rest of exploding spores and
respawning bigrats.

Boss 1 - Georgia, Gujarat, and Grease

Boss Stats:

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

Georgia

HP HA Arm Res CC CD

4,420,000 9000 1650 1650 24.5% 205%

Apen/Rpen Acc Eva DR CR BT

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


Gujarat

HP HA Arm Res CC CD

4,420,000 7000 1155 808 0% 600%

Apen/Rpen Acc Eva DR CR BT

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

Grease

HP HA Arm Res CC CD

4,420,000 12000 1155 808 24.5% 250%

Apen/Rpen Acc Eva DR CR BT

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

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


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

Georgia - Deals melee low physical damage.

Gujarat - Deals short-ranged moderate physical damage.

Grease - Deals long-ranged high physical damage.

However, when we start to kill them...

● Boiling Rage - Whenever one boss dies, the other boss(es) gains
+20% HP, +50% HA, +50% Armor, and +50% Resistance. If a boss is
the last alive, the boss gains a special property.
● Georgia - gains a HP increase, Reflect Damage, and HP regeneration if
last alive.
● Gujarat - gains massive HA buffs, 100% CC, 100% Acc, and deals
massive burst damage if last alive.
● Grease - gains ramping damage. Every autoattack gives Grease
additional +0.5% of HP damage.

Leaving Grease last alive is generally safest. Georgia last alive = this rat will
never die, and Gujarat can OHKO your team if you are not prepared. For this
stage, kill the bosses in order, avoid killing Grease until the last, as while his
HP% damage is dangerous, it takes a long time to take any effect. Kill him
quickly after killing his allies.

It is possible to kill Georgia and Grease first before Gujarat, however be


prepared for the massive incoming physical damage. If you can survive a
No. 9 that has 4 stacking Wolfgangs buffing it, then you can leave Gujarat
alive last.

Boss 2 - Georg & (White Reaper) Geralt

Boss stats:

Georg

HP HA Arm Res CC CD

7,056,000 11250 1155 1155 35% 205%

Apen/Rpen Acc Eva DR CR BT

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


* Boss Berserk Special Condition

Geralt

HP HA Arm Res CC CD

8,820,000 16071 1155 1155 24.5% 250%

Apen/Rpen Acc Eva DR CR BT


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

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

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

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


to help fight.

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


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

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

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

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

When Georg dies, Geralt will leap off Georg’s back and then start attacking.
Geralt’s HP cannot drop below 1. Whenever Geralt’s SP bar fills up, Geralt
checks if a Flare is active or not. If a Flare is up, Geralt will deal slightly
more damage and knockback more. If a Flare is not up, Geralt slashes your
entire team, reducing all hero’s HP to 20%. 20 seconds after Georg’s death,
Geralt suicides.

In a way, this boss can be difficult if you crit Georg A LOT. Luckily, Georg
does have some Critical Resistance, giving you some leeway for your CC.
The rats Georg summons generally isn’t that damaging, generally you want
to kill Georg as quick as possible before the berserk comes up. You can
either avoid CC and simply stack HA, or use a bursty single hit hero.

Geralt is not that dangerous as long as you are keeping the flare up. You
don’t even have to kill Geralt, keep the flare active for 20 seconds and then
Geralt automatically dies.

If you are dying to the normal Hugs and autoattacks, not sure
how to help you there besides get your Tank’s HP up.

Boss 3 - Blind Swordsman Ratoichi

Boss stats:

HP HA Arm Res CC CD

8,820,000 11250 1650 1650 24.5% 205%

Apen/Rpen Acc Eva DR CR BT

1155 28% 38.5% 14% 14% 180 sec

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

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

Aside from his autoattacks, Ratoichi’s only attack is Blind Fury, and that can
be completely nullified by the Flare. Otherwise, kill him.
Boss 4 - Tyrant Rudrat

Boss stats:

HP HA Arm Res CC CD

8,820,000 11250 1650 1650 35% 250%

Apen/Rpen Acc Eva DR CR BT

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

Rudrat has 2 phases.

Phase 1:

Calling Forces, Over! - Rudrat summons 2 rats.

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

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

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


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

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

Phase 2:

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

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

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


has a lot of patterns that does no damage, isn’t very threatening, and offer
the least of annoyances. You only have to worry about Flare the spore (don’t
even have to do that, too many teams can survive it) and prepare a flare
after he extinguishes your flare. Even if you mess up, you probably can
mess up like 20 times and still be fine. This guy doesn’t even have a Berserk
Mode. If you can get this far, you can probably do it.

Team Recommendations

Unfortunately, at Challenge 3 and beyond, full promoteable teams are no


longer possible without extreme levels of sigils and inheritance. I’d suggest
farming Challenge 2 and Colosseum until you are ready.

Some may notice that Necron is not listed as one of the Challenge 3
candidates. This is mainly because Necron cannot control who he kills first
and has no way to compensate for it in case Grease dies before Gujarat.

Archon(L) Dara Wolfgang Bella/Aubrey/Prestina Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm Resurrection* Arm Sigil +1


Arm/Eva HP Sigil*

* - - -
Just need
SBW

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


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

We bring this team back again, however there is a much harder requirement
on both stat levels and mechanics.

DF starts to become less and less viable on Wolfgang. It’s still usable,
however it is risky. Armor sigil is greatly recommended, if you happen to
have double slot then HP sigil is fine. Armor Armor on the SBW also may be
safer with HP sigil, since enemies have up to 1650 Apen now.
Archon will need an HA sigil. Inheritance on Archon is not necessary if you
play the wave correctly (see Initial Waves on this challenge), if you are
going to book Archon, I’d get her to Inherit 5 for the HA increase.
Resurrection on Dara also starts to be less effective due to the lack of
duration it has.

Another problem that many people have in Challenge 3 is when SoP drops
down, even for a split second. This can be lethal to Archon, as Grease,
Gujarat, Georg, and Rudrat all have potential to 1-shot Archon in this case.
Some tips for keeping SoP up is to try to chain Wolfgang blocks; if you can
use Wolfgang 2-chains or 3-chains, then you reduce the 1-chain spam your
Wolfgang is in and this reduces spin time and allows more SoP to be
activated. Even if it means you have to sacrifice an Archon 3-chain, using 2
Archon 1-chains is better than using 3 Wolfgang 1-chains.

Goddess choice is dependant on what fits you best. The ideas behind each
Goddess are as follows:

● Bella - As described earlier, keeping SoP up, even with good block
management, can be difficult and the risk of Archon being 1-shot the
longer the stage goes on. Bella increases your clearspeed in boss
waves 1 and 2, which reduces risk by simply clearing faster and
allowing less room for error.
● Aubrey - Aubrey extends existing buffs heroes have active. This means
she can increase SoP duration, which helps in keeping SoP up. Note
that Aubrey only extends existing buffs, however, so activate SoP ->
Aubrey.
● Prestina - if you are more worried about killing the first wave out of
order, which is a valid concern, using Prestina to hold the bosses in
place is a very safe way to ensure killing the bosses in order.
Sometimes if you burst too quickly, Gujarat stays alive longer than
Grease does, which may result in him 1-shotting your entire team.
Prestina prevents Gujarat from walking backwords so you can kill him
safely without concern.

Archon(L) Mew Wolfgang Bella Franz

Hero Skill Weapon Ring Sigils Inheritance


Arm/Arm Resurrection* Arm Sigil +1
Arm/Eva HP Sigil*

* - - -
Just need
SBW

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


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

While this team doesn’t require the need of Dara or Lilith, this team does
require a somewhat highly inherited Archon with at least 1 HA Sigil, and
definitely is slower.

Thankfully, not much investment is needed into Wolfgang or Mew. Wolfgang


will need at least 2 Armor slots and Mew simply needs her SBW.

The key here is to NOT to leave Grease as the last alive. While you can do
that, it actually is moreso threatening to your team than leaving Gujarat
alive last. Since Gujarat only hits once every shot, you can easily tank that
with a Mew Balloon with 0 issues. Leaving Grease alive can be threatening to
your Tank as the damage starts to scale up very quickly and non-tSM Archon
does not have the best damage, especially without more support from Dara.

Besides that however, most of the other bosses are not too threatening,
especially with help from Mew’s immunity. Boss 2 can be problematic if the
fight lasts too long, but Mew and Wolfgang should both be able to survive a
few hits from the enraged Georg before his Telepathy stacks decrease again.

Mew(L) Leona Hector Chronos Hanee

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm Resurrection* Arm Sigil +1


Arm/Eva HP Sigil*
* - HP Sigil -
Just need
SBW

CD/AS -/Acc/Acc/Acc HP Sigil +1*


AS/Acc -/AS/Acc/Acc

For those who have Leona, Leona is a pretty good way to kill Challenge 3
and 4. Her clear speed is about equal due to that she scales off enemy
maximum HP, and is a bit slow due the damage cap, thus not as great for
Challenge 1 and 2 due to sheer clear speed.

Some may question Mew lead, and that’s mainly for the immunity that Mew
provides. Leona does not have a way to control who she kills first, so Gujarat
often is the last one alive. However, this actually is not an issue, due to
Mew’s SBW immunity being able to completely negate this damage, since
Gujarat deals damage in single hits. This does allow variations like Captain
or Marpei (be careful with Marpei, she only has 1 hit of immunity) to the
Leona team. Without leading Mew, the amount of Mew blocks for healing
does not generate since Mew nonlead really requires a block generating ally
to become consistent.

Leona 3-chains should take priority, and then Mew 3-chains for the goddess
bar. Hector blocks can be spammed, and if using Chronos, attempt to
duplicate EoG and Leona’s 3-chain.

Hanee is here for her attack speed buff, this does require level 6 Hanee
however. This team is relatively non-champion based, though Block
generation for more goddess is an option, so Remi or Franz both can work
under situations, though it’s not very important.

Fenrir(L) Marpei Bari Aubrey Kurenai

Hero Skill Weapon Ring Sigils Inheritance


CD/CD -/Apen/Apen/Apen Arm Sigil +1
CD/Arm HP Sigil*

* - HP Sigil +1*
Just needs Resurrection*
SBW

* - HP Sigil +1*
Just need Resurrection*
SBW

Fenrir is a very situational hero, and for Challenge 3, Fenrir works especially
well, mainly because there isn’t any form of major magic damage and the
boss designs allow Marpei with her hit immunity to be a relatively consistent
team composition. Granted this is still a relatively expensive team, but
another consistent option.

The choice of Kurenai as a champion isn’t entirely necessary is mainly for


the Apen, if you choose to build some Apen on Fenrir outside of the ring, you
can use other champions like Franz or Ibelin.

The idea is to use a Marpei block -> Fenrir block, and this would activate
Mani mode. From here on, simply spam. Using the flare technique in the
initial waves is enough time to fully start the Fenrir spam. With 3-chains
from Marpei, you can quickly build enough SP up with Bari get Sanctuary up
and then get more Marpei EoG’s for the hit immunity.

Fenrir, like Leona, does not have a way to select which target to kill in boss
wave 1. However, Marpei’s hit immunity in this case is the savior, being able
to nullify Gujarat’s single hits. Fenrir shouldn’t have much issue dealing with
the rest of the bosses with help from Bari for the accuracy and Marpei
receiving hit immunity procs due Bari’s SP generation.

Challenge 4 - The Hidden Palace


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

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

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


Poltergeists in the back. These guys’ ranged attacks are not that damaging,
but can kill backline units without enough HP with ease. You have time to
prepare for the Library Poltergeists, however make sure you can survive the
Kitchen Poltergeists’ initial damage.

Second wave should not be difficult if you can kill the first wave. As always,
be ready to cancel the Perignon’s heal with Goddess, otherwise it should be
easy if you survived wave 1.

Boss 1 - Revived Dom Perignon

Boss stats:

HP HA Arm Res CC CD

6,615,000 21428 1400 1400 28% 300%

Apen/Rpen Acc Eva DR CR BT

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


* Boss Berserk Special Condition

Revived Dom Perignon is similar to the Challenge 2 version, just with 1 more
gimmick and otherwise more attack and HP.

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 uneffective 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.

This boss is one of the most annoying bosses in Challenge 4. While to deal
with him is still relatively the same way (Goddess prevent heal, or use
debuff immunity), the hard part about this guy is that it’s hard to kill him
under his berserk timer without that much investment.

For one, Revived Dom Perignon’s berserk mode is a OHKO. It also should be
noted that his berserk mode is a OHKO; no matter what team you have, you
die instantly if he reaches berserk mode. This limits the time you have to kill
him to quite an extreme level, and you can’t crit him that much either. Crit
him 30 times, you die.

His normal attack also can be painful, but this is the least of your concerns.
For the most part, pay attention to his SP bar and use a DPS that has the
proper set up. You probably want enough penetration for his defenses and
avoid having too many multihit-high CC characters. If you intend to use one,
you better be ending the stage before the stage lasts too long.

Boss 2 - Enhanced Bouillabaisse

Boss stats:

HP HA Arm Res CC CD

6,615,000 15000 1400 1400 40% 240%

Apen/Rpen Acc Eva DR CR BT

2100 45% 60% 14% 25% 120 sec

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


unlike the Challenge 2 version.
Cross of Light - Enhanced Bouillabaisse strikes the backline area with several
light beams. These beams do high magic damage.

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


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

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


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

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

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

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

Boss 3 - The Abandoned Lion

Boss stats:

HP HA Arm Res CC CD
9,999,999 18000 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

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

The Abandoned Lion is basically a 3000 ton sledgehammer.

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

Death Messenger - Abandoned Lion will deal 9999999 (can crit) neutral
damage to your team. If Goddess is used while Death Messenger is being
used, your team will receive 100% DR for 3 seconds.

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

Death Messenger happens about after every 3-5 Backbreakers. Watch the
side for notification of “Use Goddess.” If you don’t use Goddess....good luck
surviving the neutral damage.

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


predictable. This makes Sera somewhat of a viable counter, however using
Sera also means you cannot mess up even once. Mess up once can mean
the end of your team. If you want to be cheap, Sera is ok, but if you want to
actually not give yourself a heart attack, being tanky enough is really the
only way to not worry about it. It does take quite a bit of investment to be
tanky enough though….

Boss 4 - Innocent Avenir

Boss stats:

HP HA Arm Res CC CD
15,120,000 18000 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

3000 54% 72% 14% 30% 180 sec

For a final boss, Avenir is not that threatening. Compared to the rest of
Challenge 4, Abandoned Lion and Enhanced Bouillabaisse are both arguably
stronger than Avenir. The hardest part about Avenir’s killing her before she
goes Berserk and 1-shots you.

First things first, Blue Mana Blocks will start to generate in Avenir. These
Mana Blocks fill up your Mana Bar at the top and also recover ~25% of your
HP per time you use it. The Explosion for filling up the Mana Bar is not all
that important, so I’d recommend saving these blocks and prioritize them for
healing.

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


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

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

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

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

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


Storm -> Magic Storm -> Arcing Lightning -> Mana Discharge, and then
repeat. The number of Magic Storms in between Arcing Lightning and Mana
Discharge changes though, and the exact pattern is unknown.

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

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


hassle.

Team Recommendation

So if you didn’t realize, the difficulty spike between Challenge 3 and 4 is


massive. There are very limited team compositions that can clear with
relatively low investment, and the teams that are Inheritance Level 20, no
one wants to build them. Don’t be sad if you can’t clear Challenge 4, this
Challenge is more than difficult. You may notice the recurring theme of
Archon and Necron, since those are really the two DPS units that doesn’t
need level 20 inheritance to clear. If you intend to speedrun, then you will
need higher inheritance levels to be safe.

Archon(L) Dara Wolfgang Aubrey/Sera Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm Resurrection* Arm Sigil +1


Res Sigil
HP Sigil*

* - HP Sigil -
Just need HP Sigil*
SBW

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


CD/CC -/Rpen/Acc/Acc HP Sigil +6*
HA Sigil*
Challenge 4 is difficult to do, even with this team. Let’s discuss the individual
hero set ups for this.

Challenge 4 will force you to double inlay Wolfgang. Not using double inlay
on Wolfgang will give you a lot of trauma in trying to beat this stage. Armor
Evasion Wolfgang IS doable, this will require the Armor Resistance sigil
setup and eliminates Aubrey as an option as Goddess; if you use Armor
Evasion, you will HAVE to use Sera. Inheritance on Wolfgang is heavily
recommended. To end, the optimal setup for Wolfgang is either Armor
Armor upgrades with Armor Resistance sigil (double epic preferable, rare is
pushing it), or Armor Resistance upgrades with 2 Armor sigils. Some people
claim HP sigils are better than resistance sigils, however with HP sigils,
surviving Bouillabaisse and Dom Perignon is concerning. If you can burst
them down fast enough and then wish to use the HP to help against
Abandoned Lion, that is acceptable.

Dara isn’t much special, HP sigils on her SBW will increase Wolfgang’s
maximum HP however. This will be very helpful and is recommended.

Archon technically does not need any inheritance and can just use HA sigils,
the primary concern for Archon is moreso whether if Archon can survive the
initial burst wave. For this, either 1 Rare HP sigil is suggested along with the
HA sigil, or Inherit level 6 is enough HP. Otherwise, Archon is at heavy risk.

Revived Dom Perignon could be a problem if you lack a Resistance Sigil. In


general, SoP + PoG is enough to survive, however if you are using Sera and
feel the need to mitigate damage, Sera at 50% on his slow SP fill. That is
essentially his only attack. If you wish to not deal with his healing, activate
PoG and then avoid tapping SM skill blocks. If you are using Aubrey, don’t
use any SM’s after using Aubrey. Otherwise, tap Goddess after his heal.

When dealing with Enhanced Bouillabaisse, suggested is to use Franz as


much as possible to group the enemy. Archon cannot target the Elite Calvary
Sentry (backline) well, and those will often deal massive damage to
Wolfgang. Resistance sigil helps to survive, however the longer the fight
goes, the less reliable it becomes. For this, we suggest to try to group them
together as much as possible. If you can push them all in the corner, that’d
be optimal since then Archon can kill all the summoned mobs
simultaneously, so spamming Franz is heavily recommended as then you can
clump them together. If you are using Sera, Sera as soon as the
Bouillabaisse summons his army, after Sera end, wait 1 second, and then
Sera again for the Elite Calvary Sentry.

Abandoned Lion is the tricky one to deal with. If you are using Aubrey given
that you have 3 armor slots, you will have to activate the buffs in order of
SoP -> PoG -> Aubrey. Not activating the buffs in this order can be lethal. If
using Sera, Sera at when Lion’s SP is 60%, and then another one at 100%.
The timing is tight, it might take a few tries to get it. Try to kill this guy as
quickly as possible.

Avenir shouldn’t be a problem if you use the mana blocks as stated earlier.

The team Archon Mew Wolfgang technically can be used in Challenge 4 with
an Inheritance Level 20 Archon, but well, level 20 hero.

Necron(L) Dara Orfeo Chronos Remi

Hero Skill Weapon Ring Sigils Inheritance

* - HP Sigil +1*
Just need Resurrection*
SBW

* - HP Sigil +1*
Just need Resurrection*
SBW

Rpen/Rpen -/Rpen/Rpen/Rpen HP Sigil +1*


HP Sigil +6*

Necron is back yet again, and this time you will need some serious
investment to make him consistent.

A double inlay with 2 HP slots is essential to Necron. Missing this will not be
something you want to deal with. Necron’s base damage, unlike Archon’s,
cannot be buffed effectively in any way, meaning that Necron needs to stack
purely on stats. It should be noted that Necron’s description is incorrect, his
ghosts take 50% of his HP as HA, but also a % of his HP as HP, which
effectively renders building HA useless for Necron. Also should be mentioned
that AA is essentially a must for Necron, AD does not work well at all due to
the lack of the Rpen slot that is extremely important. Inheritance is not
necessary as long as you have the sigils to back it up.

Orfeo and Dara both only need 1 rare HP and it should be enough,
inheritance is optional.

Dom Perignon should not be terribly difficult if you have sufficient Rpen and
HP. One thing to be wary of, avoid using SM right before entering
Bouillabaisse. Using SM resets the Necron and kills the ghost, and you
definitely want to enter Bouillabaisse with 3 ghosts. Use SM blocks after
killing the army and Bouillabaisse is the only one left alive, which then you
can use SM safely and get more ghosts up in preparation of the next wave.

Abandoned Lion you should try to end as quickly as possible. Use as many
Remi’s as you need to quickly vanquish him. Sera is not as reliable for
Necron team since his ghosts are not as tanky as as Wolfgang to tank the
second hit in the first set of hits. Use Chronos to duplicate the Ghost chains,
and they should be respawned by Chronos after Abandoned Lion kills them.

Avenir should not be as threatening.

Beatrice(L) Wolfgang Vesper Aubrey Franz

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm - Arm Sigil +1


Arm/Res Resurrection* Res Sigil
HP Sigil

Arm/Arm - HA Sigil +1*


Arm/Res Resurrection* Arm Sigil
Res/Res Res Sigil
HA Sigil
CD/CC -/Acc/Acc/Acc HA Sigil +1*
HA/HA -/Rpen/Acc/Acc HA Sigil*

The interesting Vesper team can be formed for Challenge 4. As almost


nothing can kill Beatrice and Wolfgang if they are set up correctly, the best
chaser that can deal consistent and high damage for this composition very
arguably is Vesper. However, this is also a very sigil-costly team to make in
Challenge 4.

The table for weapon and sigils can be confusing, because there is actually a
lot of freedom in choosing what sigil/weapon setup.

First, Vesper. There is no way to buff Vesper’s CC effectively in this


composition and no replacements to heroes can be made to compensate, so
optimally CD CC or HA HA Vesper SBW’s are both fine. At least 1 HA Sigil
would be best, if given the option of another sigil, then more HA Sigil the
better. Vesper’s strength is that her Rpen can be supplied through her
Resistance, and she more than 500 resistance already. The rest of her Rpen
can be buffed through Beatrice’s massive defense buffs.

Wolfgang and Beatrice have a lot of freedom in their weapon and sigil setup.
Because Beatrice buffs stats equal to her own, you can spread Wolfgang and
Beatrice’s defense requirements among them. You still will need Resistance
on Beatrice since only Beatrice can increase Vesper’s resistance, so generally
you want to opt for more Armor on Wolfgang and then use Beatrice for
Resistance. The optimal setup for this duo would be Armor Armor SBW with
Armor HP Sigils on Wolfgang, and Beatrice uses Resistance Resistance SBW
with HA/HP Sigils. Beatrice Sigils are not entirely necessary and can be
switched out for Armor and Resistance sigils if necessary; you will need a
total of 3 Armor slots and 2 Resistance slots on Beatrice, any more sigils can
be exercised into HA/HP for Beatrice or HP for Wolfgang. This would give
Vesper enough Resistance to convert into Rpen as well as make Wolfgang
tanky enough to survive the entirety of Challenge 4.

Usage will go Beatrice 3-chains and using Vesper/Wolfgang 1-chains. For the
best spread of block usage, you will want to use Shadow Mage blocks before
a Beatrice 3-chain, and spread out Vesper blocks; avoid using too many
Vesper blocks consecutively. Since Vesper cannot use her Passive while in
her block animation, you really only want to use Vesper’s block when her
Absorptive Status is down. Wolfgang’s SoP should not be too big of an issue
to keep up with Aubrey. Remember, Aubrey only increases buffs that are
currently active, so use Beatrice’s 3-chaiin and SoP’s before using Aubrey.

Mew(L) Hector Leona Sera Hanee

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm Resurrection* Arm Sigil +1


Arm/Eva HP Sigil*

* - HP Sigil -
Just need
SBW

CD/AS -/Acc/Acc/Acc HP Sigil +1


AS/Acc -/AS/Acc/Acc HP Sigil*

Leona team works yet again, being able to cut down the enemy’s HP at a
percentage of their max HP, and often hits the cap of 20% of enemy max
HP.

The biggest threat to this team honestly is the initial wave. Leona might
need inheritance with a HP sigil to survive. To help survive, don’t tap any
blocks until the first wave of attacks from the Elite Kitchen Poltergeists. After
they launch their attack, use the Mew blocks to heal everyone. Given that
you survive the first wave of damage, the immunity from Mew is enough to
keep your team alive until Hector initiates SoP.

Dom Perignon is no threat to this team. His attacks are blocked off by Mew’s
immunity and assuming your Leona doesn’t miss a lot, it’s a smooth sailing.

Bouillabaisse unfortunately is a problem. The thing here is the Elite Calvary


Sentries, they have potential just to 1-short your Hector. This is a bigger
issue than other teams since Leona cannot reliably target them, and the
amount of enemies on this stage can be extremely annoying to Leona if the
fight goes too long. If you are using Sera, I’d wait the ~3 seconds and then
activate her to block off the five bombs. If you have good reflexes, you can
also just watch them in the back and note their SP bars or animation. If one
of them flies off, be prepared to see him again above your team.

Abandoned Lion is the biggest joke with this team. Mew’s immunity literally
laughs at him.

Avenir shouldn’t be a problem if you have enough accuracy.

Archon(L) Drake Wolfgang Sylunis Remi

Hero Skill Weapon Ring Sigils Inheritance

Arm/Arm Resurrection* Arm Sigil +1


Res Sigil
HP Sigil*

CC/CC Resurrection* HP Sigil +1*


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

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


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

This team is a speedclear team, the sole purpose of this team is to clear
Challenge 4 very quickly. Essentially, if you take longer than a minute 30
seconds with this team, you are rolling the dice.

The key thing to notice is that Archon cannot build CD CD even at a high
inheritance to balance out the HA due to the boss’s high CR. Archon would
essentially be fighting with 8% CC. This is why Drake is put here; Drake can
buff up to 60% CC, which is plenty enough for Archon to make CD CD
viable, with a ton of HA sigils and HA from inheritance. Sylunis here also
further increases CC and also increases Accuracy, which is important given
the stat charts on Abandoned Lion and Avenir.
Orfeo also can work as a CC buffer.

Remi usage should be one at the first Initial Wave, one on Dom Perignon,
one on Abandoned Lion, and one on Avenir.

A high Archon inheritance level is needed for the HA that Archon needs to be
able to clear quickly enough. Whole you can make do with i6 Archon, it is
heavily recommended you go at least i10 to guarantee that you kill
Abandoned Lion in 1 Remi.

For each of the bosses, avoid using SM during the fight. Use SM prior and
after the boss’s death, but when you start to use Archon 3-chains, avoid
using SM’s. SM kills the current Shadow Mage spawns and eliminates all
damage that SM was currently using. This can be an overall loss in damage.
This is essentially the only thing you have to worry about a lot, otherwise
spam the Archon 3-chains. Try to extend Drake’s blocks so the CC buff is
always active, however that isn’t too difficult.

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

Woompa(L) Orfeo Necron Chronos Remi

Hero Skill Weapon Ring Sigils Inheritance

* - HP Sigil +1*
Just need Resurrection*
SBW

* - HP Sigil +1*
Just need Resurrection*
SBW

Rpen/Rpen -/Rpen/Rpen/Rpen HP Sigil +1*


HP Sigil +6*
This is the Necron version of the speedrun team, and while it is less
expensive in terms of sigils and inheritance levels, it is also slightly slower.

The idea behind this team is simple, just classic HA buff. Orfeo with the CC
and Accuracy buff also helps Necron’s ghosts hit more consistently, and
Woompa’s CC buff continues to buff Necron’s ghosts and both priests
provide the HA buff. This does however require 2 Epic HP Sigils for Necron,
since Necron does not have a way to scale exponentially high like Archon
does with inheritance books, and his power spikes come from HP sigils.

Generally, this team can deal with Enhanced Bouillabaisse without a Remi.
What is suggested is to use a Remi on Revived Dom Perignon and then make
sure you have 3 Shadow Mage’s active. Avoid using Shadow Mage blocks
and use Necron blocks and Woompa 3-chains and kill Bouillabaisse without
the need of Remi. Then, 2 Remi’s on Abandoned Lion often is necessary, and
1 Remi is enough on Avenir.

The concept with SM is the same as Archon, avoid using SM during the
stage, use it after or before the boss fight. This team does have more
stability than Archon Drake Wolfgang, however, meaning you can go over 2
minutes and still survive.

This team does also speedrun all the other Challenges. Record cleartime for
this team is 1:38 minutes.

Hidden Stages
Did you think you were done after you beat Challenge 4?

Challenge 3 Hidden Boss - Blind and Foolish Mother

Boss stats:

HP HA Arm Res CC CD

15,120,000 18000 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT


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

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

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

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

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

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

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

Generally, most Challenge 4 team compositions does work (Archon Dara


Wolfgang, Necron Dara Orfeo, Mew Hector Leona, etc.), however use
Prestina and Franz instead. Franz for knocking back and Prestina to
immobilize them. Since this is a DPS race, you can measure how fast you
can burst this boss by doing Avenir, as they have essentially the same stats.
If you can beat Avenir in less than 2:30, you are likely good to go.

Challenge 2 Hidden Boss - Ancient Regime

Boss stats:

HP HA Arm Res CC CD

15,120,000 18000 2400 2400 48% 240%

Apen/Rpen Acc Eva DR CR BT

3000 54% 72% 14% 30% 180 sec

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


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

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


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

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


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

There is really no reason to do this stage; the rewards for completing this
stage is beyond the realms of possibility for being terrible, and it has
unreasonable difficulty and extremely stupid abilities. One mistake will cost
your entire team, and the reward for doing this stage is actually retarded,
except for a sense of pride and accomplishment of getting an Epic Acc/Eva
sigil that you will probably sell as soon as you see it.

A Normal Autoattack - Deals 10000000000 magic damage per autoattack.


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

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


Regime activates Thorns of Darkness. Thorns of Darkness reflect 30% of
damage taken back to the damage caster. Thorns of Darkness lasts 3
seconds and cannot be dispelled.

Skull Block - Whenever a 3-chain or SP skill is used, a Skull Block is


generated into your queue. Depending on the chain used, Skull Block has
different effects.

First things first, if you need a VERY good tank. Like, very very very very
good tank. Tanks at even Level 16 inheritance with resistance/HP sigils can
still have trouble tanking this boss. If you can’t tank this boss’s normal
attacks, I wouldn’t even try fighting it.

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

Land of Shadows is generally pretty easy to deal with, it’s similar to the Dom
Perignon without the debuff or Freed Hybrid Shadowdemon. The hard part is
to notice his SP while keeping track of your blocks, however.

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

● Fake Block 1-chain: Puts an unremoveable unpreventeable debuff on


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

tl;dr

● Fake Block 1-chain: You’re screwed.


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

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

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

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

The hardest part about this boss is the extreme amount of multitasking you
need to do to keep track of all mechanics. You need to 3-chain dead blocks,
keep track of his SP bar to parry his heal, not deal damage after parrying his
heal, while not minimizing the amount of wasted blocks your team uses. The
combined necessary amount of multitasking makes this stage extremely
difficult.

There are generally 4 ways to beat this boss:

● Immunity spam. Using heroes like Alex, Mew, or Captain, this boss can
be dealt with relatively easily. If you are using Leona, teams like Yuria
Alex Leona or Mew Hector Leona can defeat this boss assuming you
don’t screw up on the fake blocks and parry his heal whenever
necessary. However, given that Leona is the only DPS that can output
massive damage without ally buffs, there is no replacement for Leona,
meaning you will need to already have the LE hero.
● Insane healing + pure tankiness. This is at the point where you just
use a tank that has like 10k resistance at i16 or something, and then
use someone with insane healing. A good example is the normal
Archon Dara Wolfgang team, this team can only clear due to the fact
Dara’s healing with how tanky Wolfgang is can sustain if you have
enough HP and resistance. This definitely is more costly.
● Endless Spawns. This is essentially Necron. A Necron with 2 Epic HP
sigils and sufficient Rpen can do this stage by simply keep burning the
ghosts and let them tank the damage. Every time Ancient Regime kills
one, summon another one to tank and slowly whittle it down.
● Throw your phone in the garbage. It’s the easiest way.

The End
Did you read the entire thing? Good! Your reward is this monologue...I
guess?

why are you still here

get a life

git gud

plskthx

why did i do this to myself

halp

anyways

gl to your future adventures

why are you reading this still

dont you have things to do


wat

someone help me

im autistic or something

anyways

bye i guess

are you bored yet

no

darn it

whatever

here you go

signed,

kamakiller.

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