Combat
Stats & Weaknesses

Boss
Gray DemonStats
HP584,095
ATK11,312
DEF3,967
Weaknesses
Thunder20%
Holy20%
Resistances
Wind30%
All Elements10%
World
Location
Combat
How the fight works
DefenselessIn-game tip
Increases damage taken while airborne. Increases more for Lightning Damage.
- He's wide open in this state, so dump your hardest burst and your air combos here, since launching him stacks even more vulnerability.
- Lightning carriers do extra work right now, and Holy hitters do too, so lean on whatever Lightning or Holy DPS you brought.
HardeningIn-game tip
Attack and Block Rate greatly increase periodically. The duration of this increase is reduced each time an incoming attack hits.
- When his attack and block spike, don't try to out-trade it; just keep landing hits, since every connect chews down the buff's timer.
- Steady, fast multi-hit pressure beats one big swing here, so favor rapid Holy attackers to strip the Hardening quickly rather than going for slow heavy hits.
OverloadIn-game tip
Completely filling the Daze Gauge while it's preparing for a powerful attack will inflict stun.
- When he starts charging the room-wide blast, race the Daze Gauge to full before it fires; capping it mid-windup stuns him and cancels the whole detonation.
- Save daze-heavy cooldowns for this moment so you can guarantee the stun, then immediately pile on Holy damage while he's locked down.
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 |
|---|---|---|---|---|
| Dark detonationThe big windup nuke that blankets almost the whole arena. This is the one you want to stuff by filling the Daze Gauge before it goes off. | — | 25m | 5.07s | AirBorne |
| Endless onslaughtA long, rolling barrage of small circles that pins you in place. Keep moving and don't try to facetank the whole sequence. | — | 2m | 11.83s | — |
| Rapid flurryA flurry of quick pulses capped by a bigger hit, all with knock-up. Break line of sight by repositioning between the small pulses. | — | 3m | 6.98s | AirBorne |
| Spinning rampageA spin of tight, hard-hitting circles around the boss. Stay at mid-range so the tight radius whiffs. | — | 2.5m | 4.17s | AirBorne |
| Dark beamA straight multi-hit beam down a narrow lane. Strafe sideways out of the line and it does nothing. | — | 5m | 3.87s | — |
| Lunging jabsA short string of forward line jabs. Quick dodges to the flank slip past the whole set. | — | 2m | 3.16s | — |
| Double slamA two-hit ground combo, both with knock-up. Wait out the first slam before you re-engage so you don't eat the second. | — | 4m | 3.83s | AirBorne |
| Cleaving coneHis heaviest basic swing in a wide frontal cone. Get behind or off to the side rather than backing straight up. | — | 6m | 2.36s | — |
| Crushing finisherA combo that lands two taps then a heavy slam with knock-up. The big hit is the one to dodge; the taps are chip. | — | 4m | 7.1s | AirBorne |
| Mixed comboA three-part combo that mixes a line then two overlapping circles. Roll through the line, then clear the circle stack. | — | 5m | 7s | AirBorne |
| Entrance shockwaveAn opening burst with knock-up as he lands. Don't crowd the center on the pull or you start the fight floored. | — | 50m | 14.3s | 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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