Mystic Abyss Raid Phase 3 

Clip Source:

Picture Source:

Optional Items

Fire Bomb | Whirlwind Bomb


Mystic Phase 3 Mechanics

  • During phase 3, there is a purple fog that spawns in the middle. If you stand outside of the purple fog for more than 10 seconds, you will die.

  • Statues will also spawn near the edges of the map. They deal chip damage and can be annoying. Unless you are confident in your dodging abilities or your gear is strong enough, consider killing them.

  • Freeze mechanic that is similar to Phase 1 freeze. This one though is hit based, not damaged based, so use fire bombs or multi hit skills.

  • Make sure to run away after you break everyone out as it will do an AoE.

  • When the boss gets to low health, the boss will TP to the middle and do an impairment mechanic.

  • It will always be in the same position in the middle no matter what.

  • In addition, mirror images of dragons will first spawn at the top left and bottom right locations.

  • After they spin and finish their attack rotation, they disappear and 2 more will spawn at the bottom left and top right locations.

  • So the safe spots during this impairment mechanic is at first, the bottom left, then move up a little bit to avoid the bottom left mirror image.

  • Failing to impair the boss during this stage results in raid wipe.

  • For the most part, the boss inherits most of its Phase 1 attacks. Blue Phase variants of Phase 1 attacks will be used from the start of the fight, rather than the normal attacks. Because of this, I will not be duplicating patterns on this Phase 3 guide. Just refer to the Phase 1 guide.
  • 2 or 3 times during the raid, the boss will do an aerial bombardment.

  • The boss flies by and bombards players 9x. Then it chooses a target and lands at the players location. The boss does damage at the landing location.

  • Slams with paw. Purple fog appears around player. Behaves the same way as during Phase 1.

  • In addition, 3 small rain AoE fall down as well.


  • Roars, flaps its wings, then geysers appear and go diagonally outwards.


  • Stomps down, icicle AoE goes forward 4 rows from the boss.

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Mystic Abyss Raid Phase 2 

Clip Source:

Optional Items

Whirlwind Bomb

Mystic Phase 2 Mechanics

  • Players will split into teams of 2 to take down 2 bosses.

  • The fire boss (top area) will have more health than the ice boss so it's recommended to lean towards having more DPS in that team.

  • The ice boss (bottom area) will have impairment mechanics so it's recommended to lean towards having more impairment classes on that team.

  • Both bosses must be killed within 10 seconds of each other so communication within the team is priority. If 10 seconds passes, the bosses regain health and you must attempt the same mechanic all over again.

Cooperative Mechanics
  • The ice golem will periodically do its impairment mechanic. It pushes players away and an icicle wall spawns around him. You must impair the boss during this time.

  • If you fail the impairment, a flame platform will spawn for the team fighting the fire golem.

  • The AoE lasts for a long time, but will never lower your health below 1.

  • If this happens, just focus on avoiding attacks and use pots after the flame AoE is over.

  • The fire golem team likewise must also do their own mechanic. The boss will periodically jump. You must make sure the boss lands near the flame circle in the middle of the platform.

  • The safe spots for the jump is right outside the landing location.

  • If done successfully, circles spawn for the ice golem team. These circles remove the debuff stacks that the ice golem team accumulates.

  • If the player acquires too many stacks (I think its 4), you get frozen and the boss will try to clap you.
  • The infighter in this video is outside of the clap hitbox.

Ice Golem Patterns


  • Summons clone, teleports somewhere else. Clone will explode after a while, dealing damage around it.

  • Also does this when someone is frozen.

Back Cone

  • Telegraphed by putting down boths arms inwards right under its icicle crotch. Cone AoE backwards.

Front Cone

  • Different from back cone telegraph as both arms are put down further apart to its sides. Cone AoE forward.


  • I don't know what the fuck the telegraph is for this shit.

Some Ice Thing

  • One hand up to charge an attack. Then slams down. No attack to the sides.

Some Huge Ice Thing

  • Both hands up to charge an attack. Slams down in middle, two AoE's follow after to the side.


  • Hands up. Then slam.


  • Kneels before charging.

Fire Golem Patterns


  • Telegraph is the right hand slamming down. The boss attempts two bowling balls from the right hand.

  • Run counterclockwise to avoid.


  • Targets a person in melee range. Can do it 3 consecutive times if the target stays in melee range.

  • AoEs appear after every slam.

King Kong

  • Slams chest, then runs forward.


  • Roars then lunges.



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Mystic Abyss Raid Phase 1 

Clip Source:

Optional Items

Fire Bomb | Whirlwind Bomb


Mystic Phase 1 Mechanics

  • A purple cloud will radiate outwards from him. 3-4 players will get frozen.

  • After a certain amount of time, the boss will then do a special line attack in front of the two crystals he has. It will one shot.

  • The only person you really need to break out of the freeze is the person in the path of the boss. The others will eventually get out. If all 3 are in the line of the boss, consider throwing fire bombs on them.

  • Consider using a fire bomb to help with breaking out teammates.

  • Don't attack the boss when he does this. Pet autos are ok. Too much damage and it will do a high damage AoE outwards. Always important to recognize this attack.

Blue Phase

  • During the fight, the boss may turn blue. It will radiate a blue fog. This gives access to new attacks and a new mechanic.

  • A blue circle will also appear. Make sure to always get the boss out of the circle when you see the blue phase transition. If the boss stays inside this circle for too long, it will do a devastating attack.

  • Only used during blue phase. Boss screams, then geysers appear.

Tail Swipe
  • Upgraded version of the normal tail swipe the boss has access too. The only new thing is that 3 geysers randomly appear near him, most likely in the back.

  • Telegraphed by a brief flight into the air and then the tail slamming down. Always swings counterclockwise.

  • Front leg slam into multiple AoE.

Purple Phase
  • During the fight, the boss may turn purple. It will radiate a purple fog.

  • On transition and regular intervals, some players will have a purple fog appear around them.

  • The AoEs behave much like Akates's circles. AoEs will appear on the players location after the fog disappears.

  • Players should always run towards the edge. Too many stacks and they will stun you.

  • Rare attack. 4 AoEs drop according to the boss's cardinal directions. Head, right wing, tail, left wing.

  • Shoots three times into the air. Targets 2 players. 3 balls continuously fall on those 2 players.

Breath 1
  • Becomes airborne. Breath goes counterclockwise.

  • Does damage at landing location.

Breath 2
  • Head arches up briefly, then breath goes clockwise.

  • Likes doing tail swipes after teleporting.

Slam Rain
  • Slams, then 3 AoEs come down.

Snake Swipe
360 Tail Swipe
Claw Swipe
  • Preps by turning to the left (Boss PoV), then swiping right.

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Spirit of the Necromancer 
  • Tier 1 Abyss Dungeons are fairly easy and the mechanics are simple.

  • The 1st boss in this abyss dungeon is Garum, and the 2nd is Sigmund.

  • This guide will focus on the mechanics of each boss first, since most readers only watch mechanics anyway.

  • The patterns and telegraphs of each boss will come after.

Garum Mechanic

Gaze of Death

  • On consistent intervals, an AoE from Garum will spread outwards. This AoE applies death stacks, appearing both on your debuff bar and displayed as number of orbs above your head.

  • Gaining 5 death stacks will kill you.

  • Every time Garum does this AoE, he spawns a golden orb that a player can pick up to remove all debuff stacks.

  • So the order in which players pick up the orb is by party order, making sure that no party member ever goes above 4 stacks.

  • Example:  1st Gaze -> Player 1, 2nd Gaze -> P2, 3rd -> P3, 4th -> P4, 5th -> P1, etc.

Sigmund Mechanic


  • When Sigmund gets to lethal health, he will become invincible and flash a gray or red AoE outwards.

  • He will then spawn 2 orbs at 12 o'clock, 2 at 3 o'clock, 2 at 6 o'clock, and 2 at 9 o'clock. 1 orb will be red, the other will be gray. Each party member will be assigned a clock position.

  • You must take the orb whose color matches the color that was flashed.

  • Taking 4 of the correct orbs makes the boss go back to 11 health bars. The process then repeats.

  • A total of 8 correct orbs taken will kill the boss.

  • Below are examples of the gray and red flashes.


  • Impair or die.

Garum Patterns

Swipe AoE

  • Swipe, AoE at swipe location, then outer AoE.

Tail Swipe

  • Swipes tail, then an AoE appears after.


  • The cones are random and will appear on either side. Three in a row.



Charge Swipe

Sigmund Patterns


  • Teleports away, usually out of screen, then charges a very slow AoE.

Backstep into AoE

Some Arm Thing IDK

  • Can do it after backstep or TP. Arms pointing towards aggroed target. AoE then spawns on target. 


  • Can do it after backstep or TP. Slams in front of himself, 4 meteors fall down. 8 mini fireballs spread out from 1 meteor location.

Charge into AoE

X Orbs

8 Orb (After 4 orbs are collected during mechanic)

  • Does 8 orbs on 2nd pattern.


  • He kind of does this arm where like he's mixing something in a drink. Then some things go up, then after a short duration, come back down as AoEs.



  • Can do it after TP or Backstep. Arm goes up and spins, then brings it down.


Persistent Aoe

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Valley of Beasts Guide 

  • Tier 1 Abyss Dungeons are fairly easy and the mechanics are simple.

  • The 1st boss is Vazzla the Fallen. The 2nd boss is Skrill.

  • This guide will focus on the mechanics of each boss first, since most readers only watch mechanics anyway.

  • The patterns and telegraphs of each boss will come after.

Vazzla the Fallen Mechanic

Aggro Mechanic

  • When you get the mark above your head, make sure to run to the side of the map. After a short time, the boss will spawn a persistent AoE on top of the aggroed target's head.

  • To reset the persistent AoEs, you must impair the boss. Afterwards all AoEs on the map disappear.

Skrill Mechanic


  • Hey, I don't come up with these names. Sometimes I take some liberty with the naming, but this time it's not me.

  • It's hard for me to figure out whether this debuff you get comes from getting hit by the boss (randomly comes up sometimes), or from when the AoE wears off from teammates (I forgot to enable skill effects when recording). 

  • I'm not sure whether the exploitation debuff is related to the Absorb buffs or he just gains it over time. This is because the boss doesn't get stacks sometimes when the debuff runs out on myself.

  • Either way, when the boss obtains 6 stacks in total, he enters this mechanic.

  • Four orbs spawn at clock positions 12, 3, 6, and 9. As a group, figure out which orb you're starting at and go to it. The boss will automatically teleport onto an aggroed party member and spin. The boss will then spin and kill the orb. The orb will impair the boss.

  • Do this 4 times, once at each position, and the mechanic will be over. If you're somehow unsure if the boss has killed the orb, you can always check debuff stack on the boss. It's the icon on the right with the explosion image.

Vazzla the Fallen Patterns



  • Jumps and does a landing AoE. Right after, does another AoE on the outside.


Skrill Patterns

Double Cone

  • 2 Mines show up on the safe spots after the cone AoE.

  • After TP, does a claw attack. After the claw attack, has a chance to do a spin.


  • Hands up.
Single Cone



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Guardian Raid T2-4: Titalos

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup


Optional Items

Scarecrow | Dark Bomb | Molotov | Adrophin | Whirlwind Bomb | Panacea (Removes Petrify CD Debuff)

General Battle Mechanics

  • Some teams like to use a scarecrow at the beginning of the fight to draw aggro from the boss.

  • They use this time to just dump all their DPS on the boss.

  • Since the boss TPs 2 more times, a scarecrow is used at the 1st encounter and the other 2 TP encounters.

  • The boss enter its 2nd phase after its 1st TP.

  • Usually a scarecrow is saved for when the boss enrages, which will be discussed below.

  • The boss will summon 2 sandstorms shortly after the fight begins.

  • These sandstorms aggro onto players and moves towards them very slowly.

  • Standing in the sandstorms will apply a MS debuff on you. Getting 3 of these stacks will petrify you.

  • After the sandstorms are created, the boss will periodically do an earthquake move as indicated below.

  • Unless you have 100% Earthquake Immunity, you will be shocked for 10 seconds.

  • After a short while of doing the earthquake, the boss will do a one shot move.

  • You can time the one shot move by counting the number of moves the boss does.

  • The boss usually does it after 3 moves used. 

  • If the move animation takes a long time, ex. rolls, it will do it after 2 moves used. 

  • To avoid the one shot, you must stand in the sandstorm to get 3 stacks and get petrified to become invincible.

  • Players can prep 1 or 2 stacks of the debuff to make sure you get 3 stacks in time.

  • The invincibility effect still lasts for a bit after wearing off.

  • In RU, the one shot mechanic, doesn't one shot anymore.

  • Getting petrified gives you a 30 second debuff where you can't get petrified again.

  • If you can't get petrified again before the boss uses its one shot ability, you should run away.

  • Either go into the next area or make sure to run until the boss is on the edge of your minimap.

  • In RU, the one shot mechanic, doesn't one shot anymore.

  • If the boss kills someone during the one shot move, the boss will enrage. In RU, it's if you get hit.

  • The boss's attack speed and damage will increase.

  • The sandstorms disappear and he will not do the earthquake/one shot mechanic anymore.

  • Instead, an AoE will appear around himself and damage all surrounding players.

  • To get the boss back to its normal state, you must knock the boss.

  • Once the boss gets back up, it will lose its AoE and go back to doing normal things.


Bomb (2nd Phase)

  • During the 2nd phase, the boss will start using this move periodically.

  • It has the same telegraph as the sandstorm summon.

  • A circle will spawn on the ground. Unless someone stands on top of the circle, bombs will continually spawn.

  • Typically, the bard or a ranged class stands on the circle.

  • When you get near the bombs, they explode.

Eruption (2nd Phase)

  • It has a telegraph I guess, not like that will help you.

  • So far as I can tell, the AoE's are random. If you're unlucky, you'll just get juggled.

Rolls 1-D

  • Simple telegraph.

  • These types of rolls go in one direction. The safe spot is always right behind the boss.

  • The safe zone decreases when the boss is against the wall and the rolls come out of it.

Rolls 2-D

  • These rolls go in two directions. To account for both 1D and 2D, first stand diagonally to the boss.

  • For the 2D roll, only one roll will appear from behind and go back. Afterwards, no more back rolls appear.

  • So in both situations, safe spot will behind on the bosses back.


  • Self-explanatory.


  • Self-explanatory.


  • Self-explanatory.


  • Self-explanatory.


  • Self-explanatory.

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Guardian Raid T4-1: Icegaia

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup



Optional Items

Whirlwind Bomb

General Battle Mechanics

  • Frostgaia's attacks apply a MS debuff. Getting 10 stacks freezes you.

  • When Frostgaia tries to do its 1st ever evolution, regardless of whether or not you break it, it will evolve.

  • The evolve is signaled by this scream and this means the boss has done its 1st evolution.

  • When the boss TPs away after its 2nd evolution, it will always start at its 1st evolution afterwards.

  • If the DPS of your team is high enough, Frostgaia will evolve to 1st evolution without doing the mechanic.

  • Example of evolution sequence:

->1st Evolve Attempt or High DPS->Scream Signals 1st Evolution->Evolve Attempts->2nd Evolution->TP Away
->Find Boss Again->Starts at 1st Evolution->Evolve Attempts->2nd Evolution->TP Away
  • When first encountering the boss, the boss will land and deal damage at landing location and fly back up.

  • The second landing deals no damage.

  • You still have to break the boss during the evolve phase much like Hellgaia's evolution attempts.

  • Frostgaia's impairment requirement is higher than Hellgaia's. 

  • Do not count evolve attempts until after the 1st scripted/mandatory evolution during your 1st encounter.

  • Average teams can break 2 evolve attempts from 1st evolution without items. 3 evolve breaks is difficult.

  • When you know you will fail to break a boss during its evolve, the bard should ult or you should all run.

  • When the boss reaches its 2nd evolution, it will not attempt to evolve anymore.

  • Instead you must impair the boss so that it runs away and restarts at its 1st evolution elsewhere.

  • After the boss gets back up, it will always do 2 Sky Attacks. It will then scream and TP away.

Moveset (New Moves Added During Evolves)

Sky Attack (1st Evolution)

  • Jumps up into the air and flies back down. Annoying to dodge because of fast attack speed.

Frontal Swipe

  • Single wing frontal swipe. Can do it multiple times in succession.

Double Frontal Swipe (1st Evolution)

  • Frontal swipe with right then left wing. Still has access to single swipe.

Triple Frontal Swipe (2nd Evolution)

  • Frontal swipe with right, left, and then both wings in the front. Still has access to previous frontal swipes.


  • Telegraph for this charge is straightforward.

Upgraded Charge (2nd Evolution)

  • Flies up a bit before charging forward. Replaces the normal charge.

Up (2nd Evolution)

  • Flies up and lands at a location after a short while. Don't get near the AoE until after the boss lands.

Beak Lift

  • Self-explanatory.

Double Peck

  • Self-explanatory.

Side Wing Swipe

  • Self-explanatory.

Tail Swipe

  • Self-explanatory. Safe spot is right on Frostgaia's butt. Can do it multiple times in succession or just once.

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Guardian Raid T2-3: 

Yoho of the Red Flame

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup



Recommended Items

Shield Talisman | Water Bomb

General Battle Mechanics

  • Yoho goes through 3 phases. She starts at the 1st phase and everytime she TPs, she enters the next phase.

  • Yoho's 2nd and 3rd phase give her access to upgraded and/or new attacks.

  • Throughout the battle, you will have a chance to attain an attack buff which greatly increases your AP and AS.

  • This attack buff applies a burn debuff on you so make sure you have 100% burn immunity.

  • The most common method is when the boss uses her breath attack.

  • Getting hit by the fire will give you this attack buff.

  • Have a bard shield before entering the fire or use a shield talisman.

  • She will usually use her breath shortly after she turns pink.

  • Yoho does this ring move during 1st phase.

  • When the move ends, the person with the lowest health gets the attack buff (not percentage health).

  • Since bard's are usually the one with the lowest health, they have to use spacebar to get out of the ring.

  • You see in this video, the bard gets the buff at the end of the move, which shouldn't have happened.

  • You cannot just walk out of the ring because it pushes you back towards Yoho.

  • Yoho does move during 2nd phase.

  • You must get hit by 3 orbs to get the attack buff.

  • Yoho periodically does a 360 spin move that causes random areas on the floor to be on fire.

  • Since these fires can sometimes interrupt with DPSing, players throw water bombs on those areas to clear.

  • Do not waste a water bomb on such a small area like this berserker though.

  • Yoho will periodically try and powerup. Impairment required is fairly low and this is free time to DPS.

1st Phase Moveset


  • Screams, TPs, screams again, does a 360, and spawns a clone that also does a 360.


  • Faster version of charge.

  • Telegraphed by Yoho kneeling a bit before going further.


  • Telegraphed by Yoho kneeling down and getting ready to leap.

Random Fireballs

  • Arches her head up and screams before firing fireballs in random directions.

Targeted Fireballs

  • It's sometimes easy to tell who is the target of this attack because she just slides across the floor.

  • She fires two projectiles for the 1st phase version.


  • You should be used to the animation of charges by now. Yoho's charge is nothing different.

Sky Drop

  • Turns toward an aggroed target, screams and flies up into the air, then drops down on the target.

  • Can be avoided by just running. If you don't feel confident, just use a dash move.


  • Turns toward an aggroed target and does a single stomp.

Tail Swipe 360

  • Same telegraph as her spawn fires on random areas move, except this actually damages you.

Tail Swipe Back

  • Telegraphed by Yoho bending her head down a bit before bringing her tails up and swiping down.

Tail Swipe Side

  • She will look at the side she will tail swipe just like Calventus.

  • Yoho will then swipe her tail at the side she was looking at from the other side.


  • No damage.

2nd Phase Moveset - Inherits 1st Phase Moveset

Upgraded Jump

  • She does 3 jumps now instead on the same target.


  • She will walk into a straight line like a model on a runway. As she does this, rain will fall down.

3rd Phase Moveset - Inherits Previous Phases Moveset

Upgraded Clones

  • Instead of one clone, she will spawn clones in all cardinal directions, east, west, north, and south.

  • Easy to avoid for ranged by standing 45 degrees to Yoho.

  • Melee can just dash back in after the real Yoho does her spin.

Upgraded Flash

  • Yoho does flash three times in a row during 3rd Phase.


  • Arches her head up, screams and rain will fall down.

Upgraded Random Fireballs

  • These random fireballs now leave the floor burning.

Upgraded Targeted Fireballs

  • Instead of a pair of projectiles being fired, there are now two pairs of projectiles.

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Guardian Raid T5-1: Heavy Nakra

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup


Heavy Impairment

Recommended Items

Corrosion Bomb

General Battle Mechanics

  • Heavy Armor Nakrasena introduces some new mechanics.

  • When you first knock the boss, you must throw use destruction on the tail to break the tail armor.

  • You must reach a destruction level of 6 to break the armor. 3 grey bombs work and/or skills as well.

  • If you miss the first opportunity, you will be able to break it the next time you knock the boss.

  • After you have broken the tail armor, you will be able to cut the tail the next knockdown.

  • Unlike above, shurikens will not go through the body or the wall.

  • You must reach a cutting level of 12 to cut the tail.

  • You may use a corrosion bomb and 4 grey shurikens to cut the tail, or 4 blue shurikens.

  • After the tail is cut, the boss will be unable to use certain moves. After it TPs, you will do this all over again.

  • Experienced players would just not cut the tail because the boss would never TP away if it wasn't cut.

  • Periodically, Heavy Nakra will go through powerup charging phases as indicated below in the video.

  • You will see an electric charge starting near his tail going down to the center.

  • Each electric charge that reaches the center powerups the boss up to a max of 3 powerups.

  • Each powerup gives Nakrasena access to more moves.

  • To interupt these powerup phases, you must use your impairment skills on the boss.

  • A successful impairment during this phase does not count as a natural knock for bomb or cut.

  • The boss takes less damage during this charging phase until it finishes or gets back up from the break.

  • If an electric charge has reached his center, he keeps his powerup even after you impair him.

  • This counter carries over to the next powerup phase up to a maximum of 3 powerups.

  • On his 3rd successful electric charge, he will use an AoE outwards.

  • If you know you won't be able to break the 3rd charge in time, just run away.

  • After this, he will no longer do anymore of his powerup phases. This resets after TP.

1st Powerup Moves


  • There is a charging sound made when the boss will use this move.
  • Do not run in the same direction as other players because you might get other players caught.


  • Same telegraph as the powerup move. Easily dodgeable.

Upgraded Side Claw

  • His side claw swipe is upgraded. He gathers an electric charge at his claw then swings it to the side.

2nd Powerup Moves


  • Does the drums/bongos before calling down lightning AoE.
  • Unlike T2 Nakra, the safe spot for T4 Nakra is directly behind the bosses' hind legs.

3rd Powerup Moves


  • Burrows into the ground and spawns 5 scorpions. The boss doesn't chase you.
  • Recommended method of dealing with the scorpions is running together to the left or right.
  • This gives you a wider view and lets you gather them up so you can AoE them all down.
  • If you don't kill the scorpions in time, they will eventually have an electric AoE surrounding themselves.
  • Getting hit by these will chain paralyze and damage you.

Upgraded Bongos

  • Same telegraph as regular bongos. Only addition is that 8 electric AoE's are spawned.
  • Same safe spot as regular bongos.

General Moveset

Tail Swipe

  • Wider range than T2 Nakrasena. 
  • The initial tail slam in the middle staggers.
  • The swipe afterwards knocks you back. The CC can be avoided by spacing into the swipe or out of it.


  • The boss may do a pair of breaths, or back to back breaths.
  • Getting hit by these breaths apply a slow stack and burns most of your mana.


  • The boss can rush forward twice or once.
  • If doing it twice, the boss will raise its claws up after finishing the first charge and then charge again.
  • At the end of the 2nd charge, the boss will jump up and deal damage at landing location.

  • Charge one time.

  • Warlords can cancel the charge by taunting.

Front Tail Slam

  • The frontal tail slam follows the aggroed target. The boss may use it twice in a row.
  • Can be dodged by running to the side if your MS is high enough.
  • If not fast enough, can be dodged at the last second by using your space bar.

Side Tail Slam

  • The boss tilts to the side before bringing down his tail to the other.


  • Leaps, does a somersault and lands at another location.


  • Same as T2 Nakrasena.

Claw Crush

  • Same as T2 Nakrasena.

Side Claw Swipe

  • Same as T2 Nakrasena.

Frontal Claw Swipe

  • Same as T2 Nakrasena.


  • Instead of staggering you like T2 Nakrasena, this will knock you down.

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Guardian Raid T4-2: Lava Chrome

Clips from:

Just right click the YouTube video and click loop to get it to behave like a GIF.

Recommended Team Setup

Bard | Destroyer

Heavy Impairment

Destruction + Penetration Skills

Recommended Items

Corrosion Bomb | Destruction Bomb | Whirlwind Bomb

General Battle Mechanics