Combat
Stats & Weaknesses

Boss
Scorpy BeastStats
HP499,712
ATK12,252
DEF3,769
Weaknesses
Ice20%
Resistances
Wind10%
Earth10%
All Elements10%
World
Location
Combat
How the fight works
SandstormIn-game tip
While the Scorpy Beast is stirring up a sandstorm, its Daze Gauge is activated. Activating a Burst significantly fills the Daze Gauge, and when the gauge is completely filled, the Scorpy Beast will be stunned and unable to maintain the sandstorm.
- The Daze Gauge only opens during the sandstorm, so dump your Bursts here, each one fills it hard. Coordinate the team to chain Bursts and crack the gauge fast.
- The moment it stuns, drop everything into it; that window ends the sandstorm and gives you free uptime on an Ice-leaning team, since Ice is its one real weakness.
Frozen DunesIn-game tip
It is resistant to Cold attacks and other Elemental Bursts.
- In Frozen Dunes it shrugs off incoming Elemental Bursts, so don't waste your Burst meter here, lean on raw sustained DPS instead.
- Bring Ice damage, its one real weakness, and keep pumping non-Burst skills until the phase swaps back to the sandstorm window.
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 |
|---|---|---|---|---|
| Tail jabClose-range poke when you're hugging its body. Sidestep out of the small ring and keep hitting. | — | 3.25m | 4.57s | — |
| Double pincerTwo quick snaps in a tight circle right in front of it. Roll on the first to clear both. | — | 2.75m | 3.65s | — |
| Sand cleaverMassive frontal cone that reaches way out and staggers. Get behind or off to the flank before it fires. | — | 14.5m | 5.09s | Stagger |
| Expanding slamHits twice as the ring grows outward, both staggering. Back out past the wide edge, don't just step to the inner ring. | — | 5.5m | 6.4s | Stagger |
| Crashing poundIts hardest burst: two huge overlapping smashes plus a spray of chip hits. Bait the cast and dodge the second slam, not the first. | — | 12.5m | 4.68s | Stagger |
| Triple stompThree staggering stomps on the same spot. After the first lands, keep moving so the next two miss. | — | 4m | 4s | Stagger |
| Spray channelA sustained cone it keeps repeating. Stay out of the front arc and punish from the side for the whole channel. | — | 4.5m | 4.2s | — |
| Charging lungeGap-closer dash that staggers on contact. Dodge sideways, not backward, since it covers a lot of ground. | — | 6.5m | 4.8s | Stagger |
| Quaking roarWide ring that staggers and stuns, so getting clipped locks you out. This is the opener to its big finisher, clear the radius fast. | — | 60m | 3.01s | Stagger + Stun |
| Buried barrageArena-wide finisher, twelve staggering hits across almost the whole floor. Save a dodge or shield for this and don't get greedy. | — | 35m | 8.77s | Stagger |
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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