Combat
Stats & Weaknesses

Boss
Holy Knight MarmasStats
HP3,653,419
ATK33,190
DEF12,301
Weaknesses
Fire30%
Dark15%
Resistances
All Elements20%
World
Location
Combat
How the fight works
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 |
|---|---|---|---|---|
| Arena devastationHis big one — expanding rings across the arena; keep moving outward, one roll won't clear it. | — | 15m | 16.96s | AirBorne |
| Holy crushHeavy two-hit into a massive slam with a knock-up. | — | 4.5m | 4.47s | AirBorne |
| Spinning barrageSpin flurry into a finishing blow. | — | 2m | 5.19s | AirBorne |
| Lunging slamLong-reach lunge — its range is deceptive, don't sit at mid. | — | 13m | 8.46s | AirBorne |
| Berserk comboThree-hit melee chain ending on a heavy knock-up. | — | 3m | 1.96s | 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.
Time Attack
Time Attack
Timespace Junction — Sector 1
BP 74,989·6:00
★★☆≤3:00
×5SSR Magic Crystal Shard
×3Large Cube Key Bundle
★☆☆≤4:30
×200Star Memory (Free)
×500,000Gold
First Clear
×300Star Memory (Free)
Community
Teams
Community
Speedrun
Media
Videos
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