The run, phase by phase
Every timestamp below was checked against the footage frame by frame. The mechanics cited with each moment are the game's own values — the same numbers broken down in the main raid guide.
Chapter by chapter
- 0:00 — Preparation — The walk through the temple, consumables on at 0:18. Food buffs are free damage on a timed weekly clear — eat before the gate, not after the pull.
- 0:30 — Boss spawn · King's Gambit — Taranis spawns straight into his 20-second King's Gambit state (+50% Attack, +30% Burst-gauge resistance) — and the run answers it the way the data rewards: immediate Tag-Skill pressure, because every Tag hit landed in the window shreds his Defense by 1.5% permanently, up to 100 stacks. The big numbers start landing before 1:20.
- 3:30 — Chess puppet summon — His summon skill calls puppet chess pieces onto the board — watch the giant Queen telegraph at 4:06. The run keeps uptime on the boss instead of overcommitting to the adds.
- 5:55 — Middlegame, first javelin rain — Taranis leaps away, the arena darkens and javelins start falling. Everyone starts the phase with 64 stacks of +1% Tag-Skill damage; each javelin splash (70% of his Attack) costs the team 4 stacks and the single parabolic finisher (250% + launch) costs 16 — so the whole phase is about keeping the stacks: stay behind the chess pieces and remember the cover is consumable, javelin impacts flag nearby pieces for destruction.
- 8:10 — Checkmate — The growth flash hits at 8:10: a giant Taranis phantom looms while his board controller lays chess statues. From 8:12 to 8:40 the run does exactly what the official tip asks — break statues, because each one destroyed puts +10% Tag-Skill damage taken on Taranis (up to 16 stacks for 120s), while every statue left standing escalates the finisher (150% → 300% → 500% → 750% of his Attack). The blackout and giant finisher land at 8:52. He has Super Armor through the whole sequence — the statues are the only productive target.
- 9:00 — Post-Checkmate burst — The payoff window: the team survives the finisher and unloads into a boss now taking massively amplified Tag damage from the broken statues. This is where the clear time is made.
- 10:36 — Middlegame, second rain — At low boss HP the javelin phase comes back — same stack economy, less cover left on the board. The run holds discipline instead of greeding.
- 11:21 — Kill — Taranis goes down at 11:21 — « Raid terminé ».
Sources
Patch information is sourced from Netmarble's official announcements for 7DS: Origin.
