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How the fight works
Tip
Why it feels the way it doesWeird Fangs is a four-boss fight (Golgius, Freesia, Jude, Ruin) — the table below lists each Fang's main close-range attacks. Two big threats aren't in the table, because they come from the ground rather than a normal swing: Freesia keeps poison ticking on your whole team and drops lingering Earth patches (that steady poison, not her hits, is what wears you down over time), and Jude plants a trap on the floor that blows up for the single biggest hit in the sector — don't stand on it. Best order to kill them: Freesia first, then Jude, then Ruin, then Golgius.
<Weird Fangs>In-game tip
<Weird Fangs> increase their Attack over time.
- This is a multi-target encounter that ramps the longer it drags, so commit to a kill order and burn each Fang down fast instead of chipping them evenly.
- Bring Thunder damage to exploit their weakness and shorten every kill window.
GolgiusIn-game tip
Golgius increases his Attack when a fellow <Weird Fang> dies. Heroes' Magic Gauge is filled when Golgius is defeated.
- Golgius gets stronger every time one of his allies dies, so save him for last or burst him before the buffs stack up.
- Dropping Golgius refills your Magic Gauge, so line up your gauge-hungry skills to fire right after he goes down.
RuinIn-game tip
Heroes' Stamina Recovery Efficiency is reduced when a <Weird Fang> dies. When Ruin is defeated, heroes' Magic Gauge is completely consumed and Magic Charging Efficiency is reduced for a set duration, but Cooldown Efficiency is increased.
- Killing Fangs cuts your stamina recovery, so be stingy with dodges and don't waste rolls on attacks you can simply walk out of.
- Ruin's death wipes your Magic Gauge but spikes cooldown speed, so dump your meter before you finish him, then lean on fast-cycling skills afterward.
JudeIn-game tip
Jude takes reduced damage when a fellow <Weird Fang> dies. <Weird Fangs> take reduced damage while Jude is alive. When Jude is defeated, heroes' Burst Efficiency is increased for a set duration.
- Jude shields the whole pack and gets tankier as allies fall, so kill Jude early before he soaks all your damage.
- Jude's death hands you a Burst boost, so hold your strongest burst window to land right after he drops.
FreesiaIn-game tip
Heroes' Poison damage taken is increased when a <Weird Fang> dies. Freesia inflicts Poison on heroes while she is alive. When she is defeated, Poison is removed, heroes recover all HP, and their Max HP is increased for a set duration.
- Freesia stacks Poison on you and makes it hit harder as Fangs die, so don't leave her for last while you're already poisoned, cleanse or out-heal in the meantime.
- Killing Freesia clears the Poison and full-heals with a Max HP boost, so save her as your closer to ride that cushion into cleanup.
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 |
|---|---|---|---|---|
| Golgius: Sword slashesFrontal and 180-degree cuts — his constant pressure. | — | 4m | 2.73s | — |
| Golgius: Double burstTwo quick hits in a tight circle that pop you up — his real damage move. Clear the ring before the second tick. | — | 2m | 3.17s | AirBorne |
| Golgius: Dark lanceLong telegraphed line with a knock-up at the end. Big wind-up, plenty of time to step off the line. | — | 5m | 6.83s | AirBorne |
| Golgius: Counter stanceA fan of overlapping lines that keeps extending forward — step OFF the line, not backward. | — | 15m | 5.6s | — |
| Freesia: SmashClose Earth circle that launches you. Her real threat is the poison engine, not this hit. | — | 3m | 2.23s | AirBorne |
| Jude: Chain comboA staged string whose finisher launches you. | — | 4m | 4.83s | AirBorne |
| Jude: LeapRoughly 6m circle on landing, launches. | — | 6m | 5.1s | AirBorne |
| Jude: Counter slashHis counter retaliation — knocks up. (His detonating trap field hits harder; see the notes.) | — | 4m | 4.27s | AirBorne |
| Ruin: Dash attackVery fast and launches — his real threat outside the counter. | — | 2.5m | 2.4s | AirBorne |
| Ruin: Triple swingThree-hit string, the last one launches. | — | 6m | 3.5s | AirBorne |
| Ruin: Counter stanceRoughly 6m circle, the fifth hit knocks down. | — | 6m | 4.82s | 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 3
BP 82,015·8:00
★★☆≤4:30
×5SSR Magic Crystal Shard
×3Large Cube Key Bundle
★☆☆≤6:00
×200Star Memory (Free)
×500,000Gold
First Clear
×300Star Memory (Free)
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