Jonction Espace-Temps — Marmas

Guide stratégique complet — Saison 1

7DSO

Jonction Espace-Temps — Marmas

Weakness
Fire
Max duration
6:00
Opening phase
~15s immobile
The essentialsEverything you need to know before entering
Weakness
Fire damage
Key mechanic
Burst & switch skill
Critical signal
Blue light → switch → stun
Core team
Meliodas · Guila · Manie · Tristan / Daisy / Slader

Overview

The Timespace Junction mode

Essential

Timespace Junction is a solo mode introduced in Season 1. You play alone with a team of 4 characters and fight Marmas in a timed battle. The goal: defeat Marmas by exploiting burst windows — DPS phases that open after stunning him with the lift skill.

This content is intended for players who have cleared the Abyss and have their characters fully maxed out. Do not attempt this mode too early.
Marmas is weak to fire damage. Prioritize characters with Fire element attacks to maximize damage output.

Team Compositions

MeliodasS
Meliodas
Essential
Pure DPSBurst window
Pure DPS to play after the setup phase. Use Q first then spam E looking for critical hits.
GuilaS
Guila
Recommended
Blazing BurstBurnDEF Reduction
Applies Blazing Burst on Marmas: Burn up to 5 stacks, -15% DEF at max. Triggers bonus damage in Demon Form (150% ATK extra if DEF fully reduced).
SladerB
Slader
Situational
Fire Burst SynergyGauge Charge
Synergizes with Guila's Blazing Burst: +15% damage and special attack at 242% ATK during Fire Burst. Fully charges his gauge then launches the charged attack. Ultimate stuns Marmas if Fire Burst is active.
TristanA
Tristan
Strong
Burst AcceleratorFire Resist Marmas
Free-to-play option without Daisy. Helps charge the Blazing Burst faster. Reduces Marmas's fire resistance (dual swords).
MannieA
Mannie
Strong
Crit +30%Buffer
Crit buff +30% on the whole team. Essential to maximize damage output.
DaisyA
Daisy
Recommended
Fairy of the EarthOffensive support
Applies 'Fairy of the Earth' on Marmas via Go Away: +30% damage taken from her. Provides the first tag (Here Comes Daisy). Higher scores than Tristan.
EscanorB
Escanor
Alternate
Fire DoTAlt DPS
Effective fire DoT — Marmas is vulnerable to fire. Played with an axe, different gameplay from Meliodas. More complex to play efficiently.

Recommended Compositions

Essential

You control all 4 characters solo. Synchronizing burst cycles matters more than the exact composition.

Standard — Meliodas P4
Meliodas
Meliodas
Main DPS
DPS
Guila
Guila
Blazing Burst · Burn
DELUGE
Tristan
Tristan
Burst accelerator · Fire resist
SUPP
Mannie
Mannie
Crit boost +30% · Gauge
BUFFER
Optimal — With Daisy
Meliodas
Meliodas
Main DPS
DPS
Guila
Guila
Blazing Burst · Burn
BURST
Mannie
Mannie
Crit boost +30% · Gauge
BUFFER
Daisy
Daisy
Pre-buff · Offensive support
OPTIMAL
Alternative — Escanor
Escanor
Escanor
Fire DPS (axe)
DPS
Guila
Guila
Blazing Burst · Burn
BURST
Mannie
Mannie
Crit boost +30% · Gauge
BUFFER
Daisy
Daisy
Pre-buff · Offensive support
OPTIONAL
With Slader
Meliodas
Meliodas
Main DPS
DPS
Guila
Guila
Blazing Burst · Burn
BURST
Slader
Slader
Fire Burst Synergy · Gauge Charge
BURST
Mannie
Mannie
Crit boost +30% · Gauge
BUFFER
Guila is essential in all compositions — she applies the Blazing Burst on Marmas, stacks Burn and reduces his DEF.
Slader can replace Tristan in the standard composition. His role: fully charge his gauge during the opening phase, then switch to stun Marmas at the teleportation window.
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Combat Mechanics

Burst Cycle — Overview

Essential

Every Marmas attempt runs on the same loop. Memorize these 5 phases — they are the backbone of the entire fight.

  1. PositioningPermanent
    From the start, at all timesStay behind Marmas constantly. An indicator appears if you're in front — reposition immediately.
  2. Burst activatedWait
    Guila triggers the burstThe burst fills through Guila's attacks. Wait for activation — don't waste skills early.
  3. Fire Burst activeDPS Window
    Burst Gauge is fullDPS window is wide open. Chain your best offensive skills immediately without hesitation.
  4. Q → spam EMax DPS
    Burst window openUse Q first then spam E looking for critical hits. Maximize damage for the full duration of the window.
  5. Blue Light⚠ Critical stun
    End of sequence — blue light signalSwitch immediately and use the switch skill to stun Marmas and cancel the teleportation.
    If you miss this window, Marmas loops the sequence with no stun opportunity.

Positioning — Why always attack from behind?

Essential

Hitting Marmas from the front slows your character. As soon as you see his charge animation (an indicator above his head), move to his back — that's what triggers the slow effect if you stay in front.

Front, close range → Marmas dodge-jumps away
Staying too close in front causes Marmas to repeatedly jump away — he constantly evades and you lose all contact.
Mechanic Orbs — Front, at range
Marmas shakes his maracas and fires red orbs toward your character. Stay behind him to avoid getting hit — see Mechanic Orbs for the full debuff details.
Behind → Safe DPS zone
From his back, the slow effect does not trigger. Keep DPS going uninterruptedas long as you are behind him — even if Marmas does his other animations, it doesn't matter. This is also the required position for Guila to trigger the burst.
Mechanic Orbs — Stay behind Marmas. Each orb hit applies a permanent stackable movement speed debuff.
As soon as you see the small indicator above Marmas's head, immediately move around to his back. That's the signal of his slow animation — never stay in front at that moment.
Key takeaway
Always stay behind Marmas — it's the safe DPS zone and the only position where Guila can activate the burst.

The Burst mechanic

Essential

The Blazing Burst is the central mechanic of the fight. Guila must position herself behind Marmas to apply the deluge effectively. Each cycle opens an optimal DPS window.

Applying the Blazing Burst (Guila)
Position Guila behind Marmas. She applies the Blazing Burst — Burn up to 5 stacks and DEF reduction. Tristanaccelerates the deluge and reduces Marmas's fire resistance.
Fire Burst active → DPS Window
Once the deluge is in place, the attack window opens. This is the moment to use everything: skills, Meliodas Q first then spam E.
Marmas teleportations — The 3rd is critical
Marmas performs 3 teleportations in sequence (shakes his maracas alternately on each side). It is at the 3rd attempt that the switch skill cancels the attack and stuns him. If you miss the stun, he loops the sequence until you succeed — or until he kills you.
Teleportation phase — The red AoE marks the impact zone. Switch at the 2nd teleport to stun on the 3rd.
Opening phase — 15 seconds of immobility
At the start of the fight, Marmas stays immobile for ~15 seconds. Charge your gauges and set up the first burst under ideal conditions.
Key takeaway
Guila behind Marmas = burst = DPS window. Every missed cycle is damage lost permanently — this is the central mechanic of the fight.

Mechanic Orbs

Essential

Marmas shakes his maracas and fires red orbs. Each hit applies a permanent -10% movement speed debuff that stacks. Letting it stack makes dodging subsequent attacks increasingly difficult and can compromise the entire fight.

Mechanic Orbs — Dodge these orbs at all costs to avoid stacking the movement speed penalty.
Never let this debuff stack — 3 or 4 stacks makes it very hard to dodge follow-up attacks and reposition correctly.

Visual Signals

Reading Marmas's indicators

Essential

Marmas emits clear visual signals before each major action. Identifying them correctly is the core skill of this fight.

Red Flash
Incoming attack to dodge
→ Dodge!
Blue Light
Stun window — very short
→ Switch → use switch skill
Repositioning
Marmas moves to the center
→ Reposition Guila
The blue light lasts only a very short window. Missing it forces a teleport without a stun and disrupts the burst cycle, costing a full DPS window.

Stunning Marmas — The switch skill

Advanced

The switch skill is the special ability that automatically triggers when you swap to a characterduring combat. It's what allows you to stun Marmas at the blue light window.

Step 1 — Watch for the blue light
As soon as you see the blue flash appear on Marmas, the window is very short. It's the signal that Marmas is about to teleport — this is your stun window.
Step 2 — Switch at the 2nd teleport
Swap to your stun character (Slader or any character whose switch skill inflicts a stun). Ideal timing: switch as soon as the 2nd AoE fires and Marmas disappears to set up the 3rd — he lands directly into your switch skill.
Step 3 — The switch skill fires
The switch skill activates as soon as the character enters combat. If it hits Marmas during the blue window, he is stunned — his teleport is cancelled.
Result — Reposition Guila without losing a cycle
The stun immobilizes Marmas just long enough for Guila to reposition behind him before he moves. Without the stun, the teleport disrupts the cycle and you lose a full burst cycle.
The switch skill only stuns inside the blue window. Swapping outside this window produces no stun — you simply waste your switch with no benefit. Always wait for the blue light.
Key takeaway
Blue light → immediate switch → automatic stun. The window is very short — train yourself to react to the color, not the exact timing.

Combat Rotation

Optimal sequence — Meliodas P4

Advanced
  1. Guila
    Guila — Open with Guila positioned behind Marmas. Activate the burst as soon as possible. Take advantage of the 15 seconds of initial immobility.
  2. Tristan
    Tristan — Activate to accelerate the Blazing Burst and reduce Marmas's fire resistance.
  3. Mannie
    Manie — Apply the +30% crit buff and recover magic gauge before the DPS window.
  4. Meliodas
    Meliodas — Position behind Marmas. During the burst window: Q first then spam E looking for critical hits.
  5. Slader
    Stun & Restart — At the blue light, switch to your stun character: their switch skill automatically triggers and stuns Marmas. Reposition Guila behind him and restart the cycle.
Food buffs: Prioritize critical damage bonuses for Meliodas longsword builds.

F2P Options & Alternatives

Playing without Daisy

Essential
F2P Friendly

Daisy is not required. Meliodas P4 + Guila alone, with good pattern knowledge, can clear the fight in under 2 minutes.

Meliodas vs Escanor — Which to choose?

Meliodas
Meliodas — Recommended
  • Higher raw DPS at equal level
  • Consistent throughout the entire fight
  • No special timing constraints
  • Works with the standard rotation
Escanor
Escanor — Alternative
  • Effective fire DoT on Marmas
  • More complex to play efficiently
At equal potential level, Meliodas deals more raw damage than Escanor. Pattern knowledge more than compensates for the lack of Daisy.

Tips & Mistakes to Avoid

Essential tips

Getting started
Always attack from behind Marmas. Positioning behind the boss is fundamental for Guila to trigger the burst and to avoid his dodge patterns.
Never miss the blue light. It's your stun window — switch immediately to cancel the teleport. Without the stun, Marmas loops the sequence indefinitely.
Take advantage of the 15 seconds of initial immobility. At the start, Marmas doesn't move — charge your gauges and set up the first burst under perfect conditions.
Dodge on the red flash. React to the animation, not the impact — you will always have enough time.
Maximizing performance
Pattern knowledge > Roster. A player who knows the mechanics without Daisy will always outperform a player with a full roster but no pattern knowledge.
Q first then spam E for Meliodas during the window. During the burst, chain without hesitation to maximize damage.
Fight on the outer edge of the arena. Avoid the center — from the edge you clearly see Marmas returning to the center for repositioning, without being caught off guard by orbs in the middle of the action.
Anticipate Marmas's repositioning. Guila must be behind him before he reaches the center — never lose a cycle.

Common mistakes

Guila badly positioned
Attacking from the front or side prevents the burst from triggering. Guila must always be behind Marmas — non-negotiable.
Missing the stun opportunity
The blue light is a very short window. Missing it doesn't just cost a cycle — Marmas loops the teleport sequence until you land the stun, or until you die.
Getting hit by Mechanic Orbs
Each orb applies a permanent -10% movement speed debuff that stacks. At 3–4 stacks, dodging subsequent attacks becomes very hard and the fight can spiral out of control. Stay behind Marmas to avoid the orbs entirely.
Attempting this content too early
Without clearing the Abyss and with un-maxed stats, damage is insufficient to defeat Marmas within the time limit.
Ignoring the red flash
Not dodging the red flash unnecessarily exposes you to damage. Reacting to the animation rather than the impact always gives enough time.

Reference Videos