Combat
Stats & Weaknesses
Boss
Galland of TruthStats
HP2,337,784
ATK23,559
DEF12,837
Weaknesses
Wind20%
Fire20%
Resistances
Earth20%
Dark20%
All Elements15%
World
Location
Zone
Gluttonyboss M
Combat
How the fight works
Commandment of 「Truth」In-game tip
Dashing or tagging out while under the effect of the Commandment inflicts Petrification for a long duration. Complying with the Commandment increases your Max HP, and violating it reduces Max HP.
- The Commandment punishes dashing and tagging out, so plan your swaps before it goes up and ride the duration on one character; eat a hit rather than panic-dash into long Petrification.
- Stay compliant to bank the Max HP buff and give yourself a fatter buffer against his Dark hits. Rotate your subs in only on the windows when swapping is safe.
Galland GameIn-game tip
Galland uses a powerful attack first, then it's the hit player's turn for a set duration. When it's your turn to attack, your damage taken is greatly reduced, and damage dealt is greatly increased.
- Survive his opening haymaker first, then go all-in: during your turn you take far less damage and deal far more, so dump your strongest Wind burst and cooldowns immediately.
- Hold your big damage skills back until the turn flips to you instead of trickling them out, and lead with the Wind element to chew through his health bar while the boosted-damage window is live.
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 |
|---|---|---|---|---|
| Expanding nova barrageHis scariest move: twelve hits in rings of cones that keep pushing outward, so backing up doesn't save you. Sidestep out of the cone arc instead of running back. | — | 28m | 5.5s | AirBorne |
| Spreading cone volleyEight-hit fan that grows from close to very far, ending with the heaviest tick. Read the first cone's direction and slide perpendicular to it. | — | 28m | 5.47s | AirBorne |
| Detonating slamCaps off his spinning cone wind-up with the single biggest blast in the kit. Once the spin stops, get out of the tight circle around him fast. | — | 4.5m | 4.95s | AirBorne |
| Spinning cone sweepRepeating seven-hit sweeps in lengthening cones while he spins. Stay tucked just outside the inner ring and circle with him until it ends. | — | 30.5m | 2s | AirBorne |
| Piercing lungeLong 16m line lead-in plus follow-up jabs that Stagger and Hold you in place. The lock makes the rest connect, so dodge the opening line early. | — | 16m | 5.89s | Stagger + Hold |
| Crashing ground slamHeavy circle slam with a knock-up; he has a few of these. Watch the impact circle and step off the marked ground before it lands. | — | 4m | 5.15s | AirBorne |
| Overhead dropHard hitting circle smash that pops you up. Telegraphed by the wind-up, so roll out of the small ring under him. | — | 3.25m | 5.83s | AirBorne |
| Arena-wide pullLow damage but the circle covers the whole floor and applies Hold, setting up his big follow-ups. Save a cleanse or dash window for the moment it lands. | — | 500m | 8.08s | Hold |
| Forward cone swipeQuick mid-range cone with a knock-up to break your combo. Easy to walk around by staying on his flank. | — | 5.5m | 4.38s | AirBorne |
| Wide basic swingHis longest-reaching normal cone, decent chip if you idle in front. Treat his face as the danger zone between your hits. | — | 6m | 5.13s | — |
| Knock-up finisherThe closing hit of his basic chain lands a tight circle and pops you. Punish the recovery, then reposition before he resets. | — | 6.5m | 4.53s | 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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