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Jade GuardianEdit

Jade Guardian (Chapter 26-5) StaffIcon IceIcon
Jade Guardian Abilities
IceIconWall of Ice, Lateral (1) [Create a bone-chilling barrier of ice.]
IceIconWall of Ice, Vertical (1) [Create a bone-chilling barrier of ice.]
IceIconFrostball, Spear [Launch a ball of ice.]
SwordIcon Carve, 1 Row [Attack with a sword.]
HP ATK DEF MATK MDEF
LV66 37150 258 446 370 411
The boss opens with Wall of Ice. It will then use Frostball, move, change weapon to Sword and charge up to use Carve. Carve can deal 1500 damage against a Bow target. It will then switch back to Staff and use Wall of Ice again, repeating its pattern. Avoid standing in the ice wall as it hurts. Starting at 50%, he will occasionally call for Defense Amps as reinforcements.

Drops: Oxsecium Oxsecium (20%) Deepwater Helix Deepwater Helix (18%)

54B2Edit

54B2 (Chapter 26) SwordIcon
54B2 Abilities
SwordIconRoyal Blade, 1 Row
DodgeFancy Footwork
Regen IconHeal, All
Grand Cross, Cross (All) [Chapter 26-10 only]
HP ATK DEF MATK MDEF
LV68 94656 297 400 364 429
Prior to 26-10, 54B2 will flee on his turn unless other enemies are present on the board.

In 26-10, he will not flee when alone, but does when you reduce him below 75% HP. He uses Royal Blade every turn unless charging up, so you are safe attacking him vertically. When he charges, move your squad away from his horizontal/vertical since he will use Grand Cross next. 54B2 may summon additional enemies: 3 Sword units or 2 Electrosappers.

MechabirdEdit

Mechabird (Chapter 27-4) StaffIcon DarkIcon
Mechabird Abilities
DarkIconDark Matter, Vertical (1)
DarkIconDark Matter, Lateral (1)
DarkIconDark Matter Breath, Vertical (1)
DarkIconDark Matter Breath, Lateral (1)
DarkIconDark Matter Breath, Cross (All)
HP ATK DEF MATK MDEF
LV72 17845 232 335 234 265
Mechabird clones itself into multiple units, each with high HP and ranged darkness attacks. Kill the original Mechabird to end the fight. Unlike the boss, the clones of Mechabird are 100% vulnerable to confusion.

NebulatorEdit

Nebulator (Chapter 27-6) StaffIcon DarkIcon
Nebulator Abilities
DarkIconDark Matter, 1 Column
DarkIconDark Matter, 3 Columns
DarkIconDark Matter Breath, 3 Columns
HP ATK DEF MATK MDEF
LV70 16331 203 342 286 332
There are two Nebulators positioned so that when their turn arrives, they both use Dark Matter, 3 Columns, dealing massive Darkness damage to all your units. They start with a counter of 2, so you have 2 turns to nuke one of them to create a safe zone. They will charge up before using Dark Matter Breath, but then use it consecutively without charging once alone.

Spiny LeviathanEdit

Spiny Leviathan (Chapter 27-10) StaffIcon DarkIcon
Spiny Leviathan Abilities
Teleport
DarkIconDark Matter Breath, Cross (2)
Quake, All
HP ATK DEF MATK MDEF
LV75 47258 238 378 304 389
Attack pattern:
  • Teleport (moves all units to North half)
  • Dark Matter Breath
  • Teleport (moves all units to South half)
  • Dark Matter Breath

Teleport moves all your units to one half of the screen and inflicts damage. The enemies in the corners use Teleport without the damage on the three spaces around them. Keep away from the corners and these enemies unless you want to teleport to the other side. Kill the other small mobs doing column attacks before attacking the boss in the middle, as usual. At low health, the boss will use Quake.

Drops: Animaton Animaton (20%)

KrakenEdit

Kraken (Chapter 28-3) BowIcon
Kraken Abilities
Paralyzing Tentacles, Vertical (3)
Thousand Tentacles, 1 Column [Deals 1000 damage.]
Hail of Blows, All [20 Hits. Hammer foes with a merciless barrage of blows.]
HP ATK DEF MATK MDEF
LV77 80194 266 971 277 849
Summons 2 tentacles mobs that heal him. Kill them first both at the same time, or they'll respawn and spawn some hitters (same skin, no heal capacity just vertical shoot, multiply). Then focus on him. Avoid the space above and below him as much as possible he uses paralyze a lot. Keep all units to the sides. When low in life (last third maybe), he uses a lot his last ability to hit the whole team, need heal.

Drops: Kraken (5%)

MarilithEdit

Marilith (Chapter 28-6) SwordIcon
Marilith Abilities
Plague, All [4 turns. Inflict multiple status ailments.]
SwordIcon Scythe, 1 Row [Slash using both hands as though wielding a scythe.]
Repel, Area (1) [Knock foes back.]
Vortex, All [Unleash a voracious vortex.]
HP ATK DEF MATK MDEF
LV78 79269 272 972 309 850
Plague can cause confusion, poison, and/or sleep to all squad members. Panacea is extremely useful, but it is ideal that the caster also equips Ward skills to prevent themselves from being affected by the status ailments. Kill all the small monsters first, then focus on her. She will counter pincer attacks with Repel, Area (1). Unlike other bosses, Marilith is 400% vulnerable to poison.

Drops: Marilith (5%)

TiamatEdit

Tiamat (Chapter 28-9) StaffIcon FireIcon
Tiamat Abilities
FireIconSolar Wind, Area (1)
FireIconSolar Wind Breath, Area (1)
FireIconSolar Wind, 1 Column
FireIconSolar Wind Breath, 1 Column
IceIconAbsolute Zero, Area (1)
IceIconAbsolute Zero Breath, Area (1)
IceIconAbsolute Zero, 1 Column
IceIconAbsolute Zero Breath, 1 Column
HP ATK DEF MATK MDEF
LV76 76874 244 894 419 894
Tiamat alternates between ice and fire attacks with the following cycle: attack area 1, attack column, change element type. She comes with two Ice Spawns and two Fire Spawns. Try to kill the monsters first, then attack Tiamat after the area attack from the sides for two turns. Once she changes element type, move everyone away from her area range. Rinse and repeat. Take note that fire and ice attacks can heal her depending on her current element, but will deal extra damage when she is of the opposite element.

Drops: Tiamat (5%)

LichEdit

Lich (Chapter 28-10) SwordIcon
Lich Abilities
Death Roulette, All
Spear Seal, Spear
Sword Seal, Sword
Bow Seal, Bow
SwordIcon Carve, 1 Row
SwordIcon Cross Cut, Cross (All)
DarkIcon Dark Mist, All
Breath, Area (1)
HP ATK DEF MATK MDEF
LV77 73380 281 969 411 865
Death Ward becomes handy in this battle. Keep as many minions alive as possible as they are susceptible to Death Roulette and can save a squad member from being chosen. Lich can seal physical moves by type, so damage is mainly done by elemental attacks as the battle goes on until Death Roulette chooses Lich and unseals all weapon types.

Drops: Lich (5%)

1AOOEdit

1AOO (Chapter 29-8) SwordIcon
1AOO Abilities
Laser Grid, Cross (All)
HP ATK DEF MATK MDEF
LV80 82691 364 971 333 896
Cross attack and spawn laser towers. Deal big damages to archers. If you can, kill him during the first 5 turns you've got before he starts acting. Spawns will die with him.

Drops: Animaton Animaton (20%)

2BOOEdit

2BOO (Chapter 29-9) SpearIcon
2BOO Abilities
Physical attack upPower Enhancer, Random
Second Wind, All
SpearIcon Zero Spear, 1 Column
HP ATK DEF MATK MDEF
LV80 82864 354 971 333 896
Power Enhancer buffs a random minion, and it will release either a full row/column cross or area (1) move with a knock back, which can potentially knock units into the boss's line of fire. Second Wind absorbs life from other minions, which is why it's even more important to eliminate them quickly (or have a unit with negate healing).

Drops: Oxsecium Oxsecium (20%)

3COOEdit

3COO (Chapter 29-10) BowIcon
3COO Abilities
Zero Flail, Cross (1)
SpearIcon Zero Spear, 1 Column
SwordIcon Zero Sword, 1 Row
CounterVertical Counter
CounterLateral Counter
HP ATK DEF MATK MDEF
LV80 82344 355 970 335 898
Cycles through bow, spear, and sword types and unleashes a near fatal attack according to the current types. It can call Oxsecian Worms that can steal Powered Points, so use them whenever possible.

Drops: Oxsecium Oxsecium (20%) Cipher Cell Cipher Cell (13%)

Oxsecian Fighter EXEdit

Oxsecian Fighter EX (Chapter 30-8) StaffIcon
Oxsecian Fighter EX Abilities
Laser, 1 Column
Missile, Remote
Missile Barrage, All
HP ATK DEF MATK MDEF
LV87 78666 362 939 266 910
Oxsecian Fighter EX appears with a large number of Oxsecian Strikers. When it charges its Missile Barrage, use ice attacks to cancel it.

Drops: Dark Matter Dark Matter (20%) Mantle Helix Mantle Helix (18%)

6ZOOEdit

6ZOO (Chapter 30-10) SwordIcon
6ZOO - Form 1 Abilities
CounterCounterattack
Cyclone, Area (1)
Supporting Fire
Quake, All
HP ATK DEF MATK MDEF
LV99 88480 356 987 270 840
You start the fight with just the boss. The boss counters all pincers (except in Staff form) with Counterattack; Fancy Footwork is very useful for this. The boss's pattern is Cyclone, summon two minions, and then switch weapon (Sword -> Spear -> Bow -> Staff -> repeat). Depending on its weapon, it may summon AOO (Sword), BOO (Spear), or COO (Bow). It if you attack a minion which has the same weapon type as the boss, the boss will counter with Supporting Fire. In Staff form, the boss will not summon minions, but will charge Quake. Levitate helps to avoid Quake. After it reaches zero health, 6ZOO transforms to its second form. Any minions left will not be destroyed.
6ZOO (Chapter 30-10) StaffIcon DarkIcon
6ZOO - Form 2 Abilities
Black Hole
IceIconIcicle, 1 Column
FireIconWall of Hellfire, 1 Row
LightningIconTempest, Cross (All)
Terra Panic
FireIconFire Aim, Remote
IceIconIce Aim, Remote
LightningIconThunder Aim, Remote
HP ATK DEF MATK MDEF
LV99 99999 358 996 316 966
6ZOO recovers all health and now is based on element rather than weapon type, and no longer counterattacks. After several rounds, it summons two matching Elemental Spinners, which switch elements with the boss. Black Hole teleports out two allies for two rounds. The boss switches its element type and use its powerful corresponding attacks. When its health is down to approximately 25-30%, it unleashes Terra Panic, which inflicts many status ailments: petrify, confusion, sleep, etc.

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