Taranis's Sanctuary — Raid guide
The complete raid guide: the three named phases (King's Gambit, Middlegame, Checkmate) with the real numbers behind each one, his full moveset, the Wind & Ice roster to bring, gearing strategy and every drop table — plus a community perfect-run video with clickable, timestamped chapters.
Stats & Weaknesses
Board pieces
Location
How the fight works
At the start of the battle, Taranis enters a King's Gambit state for 20 seconds, during which his Attack and Burst Resistance increases. Each time Taranis takes damage from a Tag Skill while in the King's Gambit state, his Defense is permanently decreased.
- The fight opens with a 20-second power-up on Taranis: +50% Attack, and his Burst gauge fills 30% slower no matter the element.
- The twist: every Tag Skill that hits him during those 20 seconds permanently lowers his Defense by 1.5% (it stacks up to 100 times). In plain terms — spend the opening throwing Tag Skills, and he stays softer for the whole fight.
Taranis leaps into the air, initiating the Middlegame. When the Middlegame begins, all heroes gain 64 stacks of the Tag Skill Damage Increase buff. Each time a hero takes damage from a javelin, all heroes' Tag Skill Damage Increase buff stacks decrease. Javelins can be avoided by hiding behind pieces placed on the map.
- Taranis vanishes and the arena rains javelins — 30 in the opening volley, 22 more per wave, plus extra volleys for every additional player in the party.
- Everyone starts the phase with 64 stacks of bonus Tag-Skill damage (+1% each). Getting clipped by a javelin (70% of his Attack) costs the whole team 4 stacks; the single big finishing javelin (250% + a launch) costs 16. Don't get hit and the bonus is yours for the rest of the fight.
- Hide behind the chess pieces on the board — but javelin impacts mark nearby pieces for destruction, so your cover shrinks as the phase goes on.
Taranis grows massive and attempts a Checkmate. Each time a piece placed on the map is destroyed, the Tag Skill damage Taranis takes increases. However, the damage of the Checkmate increases greatly for each piece left undestroyed.
- Taranis turns into a giant and disappears from reach while chess statues rise across the board — up to 16 of them.
- Every statue you destroy makes Taranis take +10% Tag-Skill damage (stacking up to 16 times, for two minutes) — break as many as the team can reach.
- Then the checkmate lands: every player is dragged to him, stunned for 10 seconds, and the whole arena explodes — for 150% / 300% / 500% / 750% of his Attack depending on how many statues were left standing. Fewer statues standing = a hit you can survive.
- He cannot be staggered or burst during the whole sequence — the statues are the only target worth your time until it resolves.
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 |
|---|---|---|---|---|
| Halberd swingBasic chain opener; also used as normalatk_1_2. | 78% Dark · cone 8m78% Dark · cone 8m | 8m | 5.2s | — |
| Crushing overheadLong forward smash. | 159% Dark · line 9.5m | 13m | 4.5s | Knockdown (4m) |
| SweepDamage coefficient still tagged needtobalance_100 in the data. | 100% · cone 9m | 9m | 3.2s | — |
| Thrust comboA three-hit chain. | 133% Dark · line 8m133% Dark · line 8m133% Dark · line 8m | 12m | 3s | — |
| Homing boltTracking projectile; damage detonates on impact. | 218% Dark · line 8m | 15m | 5.2s | Knockdown (8m) |
| Double slashTwo swings: a line, then a cone. | 138% Dark · line 8m140% Dark · cone 10.5m | 20m | 5.7s | Knockdown (7m) |
| BarrageA staged chain: wind-up, projectile, then a multi-hit burst. | 68% Dark · line 8m92% Dark · circle 4.5m58% Dark · burst 3.5m161% Dark · burst 3.5m102% Dark · circle 6m | 100m | 4.6s | Airborne (5m knockback) + Knockdown (7m) |
| Summon chess puppetsCalls his puppet pieces onto the board — pawn, knight, bishop, rook, king and queen. | — | 100m | 5.2s | — |
| Grab & slamPull into point-blank circle, then knockdown follow-up. | 119% Dark · circle 10m123% Dark · circle 10m | 10m | 6.6s | Pull + Knockdown (10m) |
| Triple stabThree quick stabs in a line; launches you airborne. | 76% Dark · line 4m109% Dark · line 3.5m113% Dark · line 3.5m | 20m | 4s | Stiff + Airborne (4m knockback) |
| Side cleaveLeft/right mirrored cones. | 102% Dark · cone 8m | 15m | 3s | — |
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 is the boss's real in-game value. Attack names are descriptive labels. His AI picks the order, so there is no fixed rotation to memorize.