Warning
RemovedDeep Spider Nest was removed from the dungeon menu in Version 1.5 (June 4, 2026), together with Ferzen Mines. Netmarble plans to reopen both dungeons in a new form after a revamp.
Combat
Stats & Weaknesses
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World
Location
Zone
Deep Spider Cave Ruins
Area
Deep Spider Cave M
Combat
How the fight works
Queen's ArmyIn-game tip
Spider cocoons surround Shakeera. Shakeera's damage taken from Ultimate Moves and Combined Attacks is reduced based on the number of spider cocoons nearby.
- Don't blindly farm the babies. Every one you kill ramps her Attack while dropping her Defense, and that can snowball to 30 stacks of bonus damage.
- Decide your plan up front: either burst her down fast while her Defense is still high, or thin the adds in controlled bursts so her Attack ramp stays manageable.
Solid ExoskeletonIn-game tip
Shakeera periodically gains a barrier. Destroying the barrier stuns Shakeera. If the barrier isn't destroyed, Shakeera will charge. Burn and Shock make the barrier significantly easier to break.
- Keep Burn ticking on Shakeera before each summon. Any baby spider spawned while she's burning comes in with zero Defense, so a Fire/Burn DPS makes the adds trivial to clear.
- Time your add-clear AoE for right after a wave spawns under Burn; that's your cheapest window to rack up the Defense-down stacks from Phase 1.
Spiderweb FuseIn-game tip
Shakeera will fall and become stunned if the spider cocoons on the ground are destroyed while Shakeera is hanging from the ceiling.
- When she retreats and hangs from the ceiling, stop hitting her and smash the cocoons on the ground instead. Breaking them drops her and stuns her.
- Save your biggest burst and any extra crowd control for that knockdown; the stun window is your main opening for real damage.
Venom SpiderIn-game tip
Shakeera spits to create a venom zone that inflicts Poison. Shakeera's attacks against Poisoned enemies deal increased damage.
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 |
|---|---|---|---|---|
| Sweeping lungeWide forward cone, so don't stack your team directly in front of her. | — | 9m | 2.56s | — |
| Heavy stompHer hardest basic; a short tight hit right under her, easy to sidestep. | — | 3m | 2.54s | — |
| Tremor stunBig arena-wide pulse that stuns; pop a cleanse or stun immunity before it lands. | — | — | 9.98s | — |
| Skitter flurryRapid multi-hit burst with knock-up; this chunks hard if you eat the full string. | — | 3m | 4.41s | AirBorne |
| Slam waveSingle heavy ring with knock-up; roll out the moment she winds up. | — | 10m | 3.76s | AirBorne |
| Nest collapseHer big nuke covering nearly the whole floor with a stagger; this is the one you must dodge. | — | 80m | 4.5s | Stagger |
| Fang jabsFour quick stabs in a tiny zone; punishing if you're glued to her, harmless from range. | — | 1m | 2.36s | — |
| Frenzied flurrySecond multi-hit knock-up string; same threat as her flurry, just a different windup. | — | 3m | 3.83s | AirBorne |
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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