Combat
Stats & Weaknesses

Boss
Albion MutantStats
HP723,761
ATK5,033
DEF1,824
Weaknesses
Wind20%
Holy20%
Resistances
All Elements10%
World
Location
Zone
Againboss M
Area
Fairy Forest
Combat
How the fight works
Giant Core of AlbionIn-game tip
When Albion is standing on two legs, all of its elemental burst resistances are greatly increased. If the Daze Gauge is completely filled, it is staggered for a short period, in which the resistance effect disappears and the damage to its core is greatly increased.
- While he's up on two legs his burst resistances spike, so don't waste your Wind ultimates yet — pour everything into building the Daze Gauge instead.
- The moment the gauge fills he staggers and his core opens up; that's your burst window — dump cooldowns and big single-target damage into the core before he recovers.
Fairy King's ForestIn-game tip
The damage taken by Wind Ultimate Moves and Combined Attacks increases.
- Now is the time to unload Wind Ultimate Moves and Combined Attacks, and the forest amps that damage even further.
- Stack a Wind-heavy team and line up Combined Attacks during stagger windows to delete chunks of his health.
Moveset — the real numbers
Its AI decides when it uses what, so there is no fixed rotation to memorize — but every damage %, reach, duration and crowd control below is exact.
| Attack | Damage (% of ATK) | Reach | Duration | Control |
|---|---|---|---|---|
| Desperation slamHis scariest hit by far, a single huge ground blast — bait it out, then punish during the stagger window. | — | 10m | 5s | Stun |
| Core crushBiggest single normal blow, lands right on top of you; dodge sideways the instant the tell fires. | — | 0.01m | 8.33s | AirBorne |
| Stomp finisherThree quick hits into one fat closer that knocks you up — roll out before the last beat. | — | 12m | 10s | AirBorne + Stagger |
| Cone sweep barrageLong 13-hit combo covering a wide cone then a narrow line; get to his flank and stay off the centerline. | — | 35m | 9s | AirBorne + Stagger |
| Heavy stompWide heavy slam that staggers; plenty of telegraph, just step out of the ring. | — | 14m | 10s | Stagger |
| Pummel comboFour-hit close-range flurry that launches you — don't try to tank it, bail the circle. | — | 9m | 9.33s | AirBorne + Stagger |
| Grab and slamWatch for this — it grabs and stuns you, so keep a dash ready and never get cornered. | — | 80m | 17.33s | Grabbed + IgnoreHit + Stun |
| Wide poundBig circular ground pound; back out of the wide ring and resume after it lands. | — | 12m | 7.67s | Stagger |
| Sweeping smashVery wide sweep that staggers on hit; spacing beats it easily. | — | 22m | 10.44s | Stagger |
| Tremor stunArena-wide low-damage pulse that stuns — chip damage, but the stun can chain you into a worse hit. | — | 50m | 7.34s | Stun |
| Full-arena quakeHits the whole arena and stuns; you can't dodge the range, so save a cleanse or invuln for it. | — | 100m | 14s | Stun |
The phase descriptions are the official in-game boss tips; the tactical bullet points are our advice. Every damage value, reach, duration and crowd-control effect in the moveset is the boss's real in-game value. Attack names are descriptive labels.
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