Combat
Stats & Weaknesses

Boss
Corrupted Guardian GolemStats
HP1,715,534
ATK32,216
DEF22,677
Weaknesses
Fire20%
Dark20%
Resistances
Earth20%
All Elements10%
World
Location
Zone
Cradle of Stars
Combat
How the fight works
Energy CasingIn-game tip
Using certain skills causes casings to drop from its shoulder. The casings can be destroyed, and the main body's Defense deceases slightly each time.
- Lean on AoE and multi-hit kits to pop the shoulder casings the moment they drop — every casing you break chips its Defense, so your damage ramps the longer you keep them falling.
- Save your hardest-hitting cooldowns for after a casing is destroyed, not before; you're fishing for that stacking Defense down.
Energy ReloadedIn-game tip
Once all shoulder casings are exhausted, reloading begins. After reloading, the Defense reduction effect on the main body is removed. If all 5 casings are destroyed before reloading is completed, 「Corrupted」 Guardian Golem enters dazed status, during which its defense greatly decreases.
- Reloading is your win condition: race to destroy all 5 casings before the reload finishes to force the daze, then dump everything during the big Defense drop.
- If you let it reload, you reset the Defense reduction — pre-stage your burst and a stun/interrupt so the fifth casing dies in time.
Cartridge CombustionIn-game tip
Damage taken greatly increases when casings are inflicted with a Fire debuff.
- Bring a Fire user (or a Fire cover/coating) and tag the casings with the Fire debuff before you shatter them — the burning casings take massively increased damage, which is the fastest route to the daze.
- Coordinate the Fire application with your casing burst windows so the debuff is live when you swing, not wasted between phases.
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 |
|---|---|---|---|---|
| Core overloadThe big one. Huge arena-wide blast that stuns on hit — get out of the circle the instant it winds up, this is what wipes runs. | — | 23.9m | 10.5s | Stun |
| Rail barrageLong straight-line volley that reaches almost across the room, finishing with a heavier shot. Side-step off the line, don't try to outrun it. | — | 41.4m | 7.35s | Stagger |
| Double slamTwo stacked stagger hits, outer ring then inner. Wait out the first impact before you reposition or the second clips you. | — | 7m | 8.39s | Stagger |
| Triple crusherThree overlapping zones that knock down, stagger and knock up. Loaded with crowd control — keep a cleanse or stand clear of the cone. | — | 9m | 6.72s | Knockdown + Stagger + AirBorne |
| Launching strikeTight line hit that ends on a heavy knock-up. Easy to dodge sideways, brutal if it catches you airborne. | — | 4.5m | 5.47s | AirBorne |
| Empowered swingThe charged version of its line poke — big single hit with knockdown. The slow wind-up is your tell to roll through. | — | 6m | 6.18s | Knockdown |
| Ground poundWide point-blank slam that staggers. Comes out near and far, so don't assume range keeps you safe. | — | 7m | 3.83s | Stagger |
| Cleave comboQuick two-part swing, line then circle, ending in a stagger. Low damage but interrupts your combo if you get greedy. | — | 3.5m | 4.08s | Stagger |
| Frontal sweepShort cone jab in front of it. Stay off its facing and you skip this one entirely. | — | 6m | 3.48s | — |
| Step jabClose circle hit into a forward cone. Bait it, side-step, punish the recovery. | — | 5.5m | 4.87s | — |
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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