Required Level : level 156
Localisation : Zinit (Upper Slope)
Let’s begin with some important information about this dungeon!
All the monsters have a passive called “Frenzy”, it applies bonuses to monsters depending on their health state and you will want to end their life pretty fast!
- If – of 70% HPs : +20% Final Damage, +1 MP
- If – of 40% HPs : +40% Final Damage, +2 MP
- If – of 20% HPs : +60% Final Damage, +3 MP, +2 AP
The border cells are a “double or quit”. Indeed, when a character steps on it, he gains “Bloodthirsty Fury”: Removes 100 elementary resistances but also applies +20% Inflicted damage. The choice is yours! Use the glyph to your advantage.. or not.. Because yes, -100 resistances hurts!
Composition : Sistzerker x2, Hemogluru x2, Tankheart x1
Siszerker 160-166 : They have 4 spells, 2 passives and are vulnerable to water! “Transposition”: Switch places with an ally or an enemy and deals air damage in cross when landing. “Explosive Attraction”: Can attract up to 4 enemies at the same time. Attracts in a circle area of 3 cells, deals fire damage in cross depending on her remaining MPs and applies “Flaming” to the Sacrier (gives lock to the Sacrier and deals fire damage around the Sacrier on his next turn or when he dies). “Leg-Breaker”: Deals earth damage in melee and steals 1 MP from the target. “Punishment”: Deals huge fire damage in melee. Can only be casted if the Sacrier has less than 20% of his max HPs. Eventually the passives! Frenzy like all the others but also “Fire Soul”: if an allied at more than 4 cells away from the Sacrier is attacked, the latter teleports himself to the attacker’s front and applies “flaming” lvl.90 (this passive doesn’t trigger if the damage are dealt by summons). “Fire Soul” also applies “Immobile Rage” at the end of the turn: For each remaining MP at the end of the turn, it applies +15 lock, +3% Critical Hit and +5% inflicted damage to the Sacrier.
Tankheart 160-166 : They have 5 spells, 2 passives and are vulnerable to air! “Blood Armor”: gives armor to the target. “Insanity”: Deals earth damage in a cross around him and applies armor and lock to himself. “Sanguine Absorption”: Deals water damage and steals life (100% of the inflicted damage), short range. “Fulguro-Smash”: Teleports himself to an enemy and deals heavy earth damage, short range (can only be casted if the Sacrier has the state “Last Survivors”). “Supreme Sacrifice”: Applies the “provocation” state to the caster which reduces the damage dealt to his allies of 75% during 1 turn. As for the passives he has Frenzy like the others but also “Rock Soul”: At the start of his turn, attracts the enemies in line (in line of sight with a range of 7 cells) and applies +1 level of “Pillar”: For each remaining MP at the end of the turn, applies +20 lock and +10 Resistance. “Last Survivors”: Triggers when only Tanks remain on the battlefield, gives them the state “Last Survivors”: +2Aps, +1MP, -200 Resistance, +50% inflicted damage and unlocks the spell “Fulguro-Smash”.
Hemogluru 160-166 : They have 4 spells, 1 passive and are vulnerable to fire! “Reinforcement”: Puts a glyph under an ally: +100 lock, +25% Final damage and +50 Resistance at the start of the Sacrier’s turn. “Rejectattoo”: Pushes the target from 2 cells and deals air damage (can be used once every two turns). “Psychic Trap”: puts a trap in a circle of 2 cells under an enemy. If a character ends his turn on the glyph, the trap is triggered for all the enemies in the area: -2Aps and applies a poison on the MPs used (during 2 turns). “Telluric Whack”: A ranged attack that deals earth damage in a circle of 2 cells and removes -50 resistance (in area). And eventually the passive “Frenzy” like all his little friends.
Composition : Sistzerker x2, Hemogluru x2, Tankheart x2
Composition : Sistzerker x3, Hemogluru x2, Tankheart x2
Salle du Boss
Composition : Sistzerker x2, Hemogluru x2, Tankheart x2, Kali
Right after launching the fight against the Boss, you will notice strange glyphs on the border cells… Instant Death glyphs. If by any mischance you step on one of those glyphs, your character will be instantely put out of fight without any mean to bring him back. And the funniest? The Hemogluru and Kali will be very happy to push you into those glyphs! Be very careful, use the chains on the battleground to stay safe and don’t hesitate to stabilize yourself.
Note: If Kali is blocked between monsters, mechanisms, summons etc.. She then casts “Release”: switch places with a player and applies the state “It’s a case of the biter bit” to the target for 1 turn: -6 APs, -3MPs and stabilizes the target.
Kali 173-178 : Kali has 3 phases and 3 associated different behaviours. The first phase takes place between when Kali is full life and when Kali has 70% of her max HPs. The second one between 70% and 30% of her max HPs. Eventually the last one between 30% of her max HPs and 0 HP! She has a passive all along the fight “Angrrred”: The level of the passive increases every time Kali receives damage depending on the cost of the spell. When reaching the level 25 (after using 25 Aps to deal damage to her), the passive becomes visible, Kali unlocks a special spell and gains bonuses. This passive resets to 0 at each phase or everytime she uses her special spell. Kali has a different special spell for each phase of the fight.
During the first phase, Kali behaves like a support character and will rather assist her allies. Be careful, she’s still dangerous! She has 4 spells and 2 passives during this phase. First the passives: “Sacrier Swiftness”: applies +2MPs to Kali and “Immobile Rage”: For each remaining MP at the end of the turn, +15 lock, +3% Critical Hit and +5% inflicted damage. “Angrrred”: Upon reaching level 25, unlocks a special spell for Kali and applies +5% Critical hit and +10% inflicted damage.
Then the spells, “Whipping Tattoo”: Deals air damage and pushes the target from 2 cells (only in P1). “Strength and Honor”: Deals earth damage in area around an ally and applies armor and +20% Inflicted damage to the targeted ally. “Transposition”: Switch places with an ally or an enemy and deals air damage in area when jumping and when landing. “Devastating Velocity”: Can only be cast if Kali has Angrrred level 25. Deals heavy air damage in area (4 cells circle) around the Boss.
Strategy: When the fight starts, Kali gives a bonus of +150 Elemental resistances to her allies “Kali’s Protection” that will stay active all along the first phase. The most important during this phase is to be careful not to be pushed into the death glyphs. Hemoglurus and Kali will push you so quickly kill the Hemoglurus and hide behind the chains/use stabilize yourself to protect your characters. The Sistzerkers and Kali can use transposition so be careful! Because of the resistances bonus and the pushing spells, I advise you to pass Kali to P2 as fast as possible. Therefore she will lose her pushing spell and the monsters won’t have “Kali’s protection” anymore. When her she reaches 70% of her maximum HPs, we’re passing to P2!
During the second phase Kali is invulnerable. She has 2 spells and 2 passives during this phase. First of all the passives, “Blood and Armor”: Heals are reduced of 50% but generate 50% of armor. “Angrrred”: Upon reaching level 25, unlocks a special spell for Kali and applies +5% Critical hit and +10% inflicted damage.
Then the spells, “Blood Rush”: Deals fire damage in melee. “Earthy Explosion”: Can only be cast if Kali has Angrrred level 25. Deals heavy damage to all the characters standing at more than 4 cells away from Kali.
Strategy: During this phase, two changes require your attention. First of all the heals are reduced of 50% but as a counter-part the other 50% transforms into armor. You’ll very soon understand how this can be useful to us! Indeed, kali is invulnerable, there are two different ways of dealing damage to her. Solution n°1: If a character starts his turn in melee with Kali (1 to 2 cells away) with less than 50% of his max. HPs he will gain the state “Risk Taking” that will allow him to deal damage to Kali during this turn. The bonus depends on your health state: under 50% it applies +15% Inflicted damage and +5% Critical hit, under 25% it applies +1 AP, +30% Inflicted damage and +10% Critical hit. This is where the heals modification makes sense! Protect your allies in melee by giving them armor without healing them too much so they can get the state. Solution n°2: Kill one of her henchmen to get the state “Thirst for Blood” that will allow you to deal damage to Kali for this turn and the next. If you already killed all of her henchmen, no worries, she will summon new ones with the state “Summoning Sickness” on their first turn: cannot be targeted, invulnerable, cannot lock, and passes its turn. Be careful though not to grant too much armor to your allies. When Kali reaches 30% of her max. HPs, we’re passing to P3! When changing phase to P3, Kali casts the spell “Armor-Piercer”: Deals earth damage to all the players depending on their amount of armor. This attack hurts badly and it can be really hard to get back on your feet in P3. So be careful with your armor!
During the third phase, Kali is angry and it hurts! Now is the time to end the fight as fast as possible. She has 2 spells and 2 passives during this phase. First of all the passives, “Combat Rage”: Applies +2Aps, +150 Elemental mastery, applies “Flaming” lvl.100 at the end of the turn and also applies “Immobile Rage”: For each remaining MP at the end of the turn, it applies +15 lock, +3% Critical Hit and +5% inflicted damage. “Angrrred”: Upon reaching level 25, unlocks a special spell for Kali and applies +5% Critical hit and +10% inflicted damage.
Then the spells, “Blood Rush”: Deals fire damage in melee. “Supreme Punishment”: Can only be cast if Kali has Angrrred level 25. Deals huge fire damage in melee.
Strategy: Forget about strategy now it’s time to see who has the biggest DPT! Finish Kali as fast as possible. Contrary to the previous phases, stay away from her. Good luck and show her who’s the strongest!