Combat
Stats & Weaknesses

Boss
Elder Dragon's Heart DrakeStats
HP139,895
ATK2,919
DEF1,058
Weaknesses
Earth20%
Holy20%
Resistances
Thunder20%
Fire20%
All Elements10%
World
Location
Zone
Boss Arena
Combat
How the fight works
Dragon KingIn-game tip
All Elemental Burst Resistance is increased. Upon a successful counter, the increased Resistance effect is removed. Applies up to 5 times.
- Don't just spam Bursts into him here — every clean counter you land strips one stack of his raised Elemental Burst Resistance, so prioritize landing counters first, then dump your Burst damage once the stacks are gone.
- Bring units that stack Holy Weakness on him to claw back the resistance loss, and avoid leaning on a single Burst-heavy carry while the resistance is still ramped.
Dragon's FuryIn-game tip
Each time a Burst is activated, All Element Defense decreases.
- Now Bursts work for you: each Burst you fire shreds his All Element Defense, so coordinate your team to chain Bursts back-to-back and snowball the defense down before he resets.
- Pile on Holy Weakness while the defense is dropping so your follow-up hits land even harder, and time your biggest nuke for after several Bursts have stacked the shred.
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 |
|---|---|---|---|---|
| Forward lungeLong straight-line poke that reaches well past melee range; sidestep off the line instead of backing up. | — | 4m | 2.6s | — |
| Five-hit rakeA slow narrow string of five hits down a thin lane; one dodge clears the whole sequence if you go sideways. | — | 1m | 6.03s | — |
| Knock-up sweepFrontal cone that pops you into the air, leaving you open to follow-ups; stay out of the front arc. | — | 2m | 4.75s | AirBorne |
| Slam knockdownTight ring around the boss that knocks you flat; roll out before the circle lands or you eat the chain. | — | 3m | 5.67s | Knockdown |
| Arena stun pulseHuge room-wide pulse that stuns; light damage but the stun is the danger, so save a cleanse or i-frame for it. | — | 35m | 4s | Stun |
| Bind detonationTwo-stage stun then a massive blast over the whole arena; break the bind in time or the second hit nearly one-shots. | — | 35m | 8s | Stun |
| Phase-two beamVery long straight beam that staggers; it covers most of the floor, so commit to a side dodge early. | — | 23m | 5s | Stagger |
| Pinpoint blastTiny high-damage burst on a single spot with a stun; just step off the marker and it whiffs. | — | 1.8m | 4.1s | Stun |
| Air-juggle comboFive-hit line string that knocks up then knocks down; getting clipped by the first hit means riding the whole juggle. | — | 2m | 5.93s | AirBorne + Knockdown |
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.
Loot
Drops & Rewards
Community
Teams
Community
Speedrun
Media
Videos
Cleared it your own way?Drop your run's YouTube link — it embeds straight onto the community wall.
Note
Log in to join the discussion.
Community
0Loading comments...
Community
Comments
Community
0Loading comments...
Note
Log in to join the discussion.

