Taranis's Sanctuary is the centrepiece of Version 1.5's new content — the game's first weekly co-op raid and a new top-tier Star Memory source. It reinforces the old dungeon structure (clear elite bosses on the way to a final boss) but on a weekly cadence instead of a daily grind.
The raid is the new top-tier content of 1.5 and the new weekly Star Memory faucet. Unlike the daily dungeons, it runs on a weekly cadence: you clear it for a capped weekly reward rather than grinding it repeatedly.
At a glance
Type — Weekly co-op raid — the first of its kind in 7DS: Origin.
Players — Co-op for 1 to 5 players.
Difficulty — Abyss only — there is no lower difficulty tier for the raid.
Recommended BP — 113,498 — the game's own recommendation.
Structure — Clear the Elite chess pieces (Black Rook, Black Lady Bishop, Black King & Queen) on the way to Taranis himself — defeating him is the clear condition.
The raid uses its own entry economy, separate from the rest of the game's content.
Entry & cadence
Weekly, 2 clears — Not a daily. You can claim rewards up to twice per week.
Dedicated key — The raid uses its own dedicated key. Cube keys do not apply here — they cover field bosses, dungeons and the Boss Challenge boss, but never the raid.
Co-op — Built for a full party of up to 5 players; the board gimmicks are tuned around a coordinated group.
The fight
The chess boss
A giant chessboard with destructible pieces and positional gimmicks.
The final boss is Black Knighthood Captain Taranis — the 'chess boss'. The encounter takes place on his giant chessboard: it has destructible board pieces and positional gimmicks shown in the broadcast — for example, standing inside a blue cylinder. It is clearly designed for a coordinated 5-player party rather than a single carry.
The board pieces are real enemies with their own stats — the fight fields 14 of them (7 black + 7 white pieces); the roster below charts the 8 that have their own monster pages on this site. Taranis and every piece are weak to Wind and Ice, so a Wind/Ice damage core is the natural pick for the run.
What was shown
Chessboard arena — The fight plays out on a giant board with destructible pieces — the Black/White King, Queen, Rook, Bishop, Knights and Pawns.
Positional gimmicks — Party-wide mechanics that depend on where you stand — e.g. standing inside a blue cylinder during the demo.
Multi-stage — Elite pieces (Bishop, Rook, Queen, King) are the heavy fights; the Normal pieces (Knights, Pawns) are the board adds.
Sources
Patch information is sourced from Netmarble's official announcements for 7DS: Origin.
Raid boss · the clear conditionBlack Knighthood Captain Taranis
Defeating Taranis himself is what clears the raid. His real numbers, straight from the game's data: 14.04M HP, 38,219 Attack, 200% Critical Damage, weak to Wind +30% and Ice +30%. He is also the main source of the Greedy Ruler gear set — full stats, co-op scaling and drop tables are on his boss page.
The board pieces are real enemies too — the fight fields 14 of them (7 black, 7 white). Below are the 8 that have their own monster pages on this site. The Elite pieces are the heavy fights on the way in; the Normal pieces are the adds. Boss and pieces all share the same Wind + Ice weakness — build your damage core around it.
HP shown is the solo value — in co-op, boss HP scales up to ×7 with 5 players. Full per-player-count stats and the complete drop tables are on the boss page.
How the fight works — phases & moveset
The fight has three named phases — and the game itself names them after chess moves. Every number below (damage, stacks, durations) is read straight from the game's data, and the quoted tips are the official in-game ones. Here is what actually happens, and what to do about it.
If you only remember three things
Open with Tag Skills. Every Tag hit in the first 20 seconds makes him permanently softer.
When javelins rain, hide behind the chess pieces. Every hit you take weakens the whole team's damage bonus.
When he turns giant, break the statues. Each one broken weakens his big finisher and makes him take more damage after it.
Phase 1 · The opening
King's Gambit
Taranis opens the fight — from the community perfect run · 0:40
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.
Phase 2 · The javelin rain
Middlegame
Hiding behind the pieces as the javelins fall · 6:08
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.
Phase 3 · The finisher
Checkmate
The giant looms over the board during Checkmate · 8:56
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.
The ground-game moveset
Between phases he fights on foot with this kit. His AI decides when he uses what, so there is no fixed rotation to memorize — but each attack's damage, shape, duration and crowd control are exact, so you know what every animation costs you.
Attack
Damage (% of his ATK)
Reach
Duration
Control effect
Halberd swing
78% cone 8m78% cone 8m
8m
5.2s
—
Crushing overhead
159% line 9.5m
13m
4.5s
Knockdown (4m)
Sweep
100% cone 9m
9m
3.2s
—
Thrust combo
133% line 8m133% line 8m133% line 8m
12m
3s
—
Homing bolt
218% line 8m
15m
5.2s
Knockdown (8m)
Double slash
138% line 8m140% cone 10.5m
20m
5.7s
Knockdown (7m)
Barrage
68% line 8m92% circle 4.5m58% burst 3.5m161% burst 3.5m102% circle 6m
100m
4.6s
Airborne (5m knockback) + Knockdown (7m)
Summon chess puppets
summon — see note
100m
5.2s
—
Grab & slam
119% circle 10m123% circle 10m
10m
6.6s
Pull + Knockdown (10m)
Triple stab
76% line 4m109% line 3.5m113% line 3.5m
20m
4s
Stiff + Airborne (4m knockback)
Side cleave
102% cone 8m
15m
3s
—
Every number on this page is read from the game's own data files — Taranis deals only Dark damage, always as a percentage of his Attack (38,219 in the raid). The game gives no official names to his individual attacks, so the names here are ours; the three phase names and the tips quoted above are the official in-game ones. When he uses what is decided by his AI, which is not part of the readable data — so this guide tells you what each attack does, not a fixed rotation order.
On the way in · The elite duo
Black King & Black Queen — the hourglass check
Before Taranis, the King & Queen pair guards the throne room — and their signature move is a synchronized double channel that can one-shot through both hits. The game's data spells out exactly who covers what:
The King fills the inside. His channel ends in a solid disc about 9m across, planted in front of him — 225% of his Attack plus a 2.5-second stun.
The Queen fills the outside. Her hit is the ring from 9m to 14m around that same disc — the two zones snap together edge to edge — plus two long rectangle bars (one at her feet, one further out). Same 225% and stun.
Together they cover everything. If both land at once there is no safe ground within 14m — and eating one hit stuns you into the other. That's the one-shot.
The hourglass is your answer. The Queen plants it as the channel starts: hit it and one of the two freezes for 5 seconds, desynchronizing the hits — dodge the King's disc, then step INTO the disc to dodge the Queen's ring (or the reverse, depending on who froze).
Two traps: hitting the frozen boss breaks the freeze early — leave them alone for those 5 seconds. And if the channel completes, the boss destroys the hourglass: the window is gone. The hit lands roughly 15 seconds after the double channel starts.
Watch a perfect run — phase by phase
A full clear by community member Génie de Zaun (aka Blue). Every chapter below is timestamped against the footage and mapped onto the phases decoded above — click one to jump straight to that moment. For the full walkthrough of this run, read the dedicated video guide.
Rewards — the real drop tables
Everything the raid pays out, straight from the 1.5 drop tables — quantities and rates included. The weekly Star Memory faucet: 500 per clear, twice a week, plus the one-time first-clear bonus. Greedy Ruler pieces are split between the final boss and each Elite piece — click any item for its full page.
On top of the drops, the Conqueror's Path raid mission track pays Hero Pick Up draw tickets, regular Hero draw tickets, engraving seals and key bundles.
Who to bring — Wind & Ice roster
Taranis and every chess piece share the same Wind + Ice weakness. Every released hero with a Wind or Ice weapon, computed live from the Roster Reference — new releases show up here automatically.
The raid was shown alongside the 1.5 burst-accessory set and Merlin's kit, and the two are a natural fit.
What the demo highlighted
5-piece burst accessory set — The burst accessory set shown enables a roughly 1,000 Tag-gauge spam loop.
Merlin synergyThat Tag-gauge loop is a natural fit for Merlin's Tag-switch hits, which reached around 1.5M in the demo — her full Frost Mark rotation for this raid is broken down step by step in our dedicated guide.
Built for a party — Positional gimmicks and destructible pieces reward a coordinated group over a lone hyper-carry.
Gearing strategy
How to build for this raid — solo vs organized team
Taranis is built to make some stats feel useless and others feel amazing — and the game's own numbers explain which is which. The short version: three defensive walls stand between you and the HP bar, and each one has a specific answer.
His three walls — and what beats each one
Very high Defense (15,375) — The biggest wall. Everything that ignores or reduces Defense — Pierce on your gear, team Defense Shatter, Defense-Decrease debuffs — multiplies together against it, so stacking all three pays off more here than anywhere else in the game.
He resists every element… except two — Every element is resisted at 50% solo — rising to 80% in a full 5-player party. The only crack in the wall: Wind and Ice, which always hit +30% harder regardless of party size. Bringing an off-element carry means paying that wall twice.
He shrugs off Critical Damage — His crit resistances are very high (40% Crit Resistance, 222.4% Crit Damage Resistance — the pieces have it too). In practice the game floors your crits to their minimum bonus against him, so stacked Crit Damage on your gear does nothing on its own. Crits still land; over-investing in Crit Damage is the trap.
The damage levers, ranked
1 · The anti-Defense chain — Pierce gear, team Defense Shatter and a Defense Decrease debuffer stack multiplicatively — pushed to their caps they multiply damage by up to ~9× against this Defense. The Greedy Ruler 7-piece bonus (+10% team Defense Shatter) is the raid handing you its own counter. The most accessible Defense Decrease engine: Venom Spindle Combat Boots (their spider silk slows enemies by up to 80% on Burst) plus the grade-4 Chaos Song Rapier (−16→40% Defense against slowed enemies for 15 sec) — with the boots on most of the party the debuff stays up near-permanently, verified working on the raid's units in live runs.
2 · Wind or Ice, not negotiable — The 30% weakness is the only crack in an 80% wall — element choice outweighs most gear decisions in a full party.
3 · Crit Chance to the 90% cap — A guaranteed-floor crit is still a ×2 — frequency keeps paying even when crit damage is floored.
4 · Organized team: strip Crit Defense — Drake's Electric Current (−8% × 5 stacks), Howzer's engraved set (up to −60%), Daisy's Book (up to −65%) and Mannie's Frostbite (−2% × 10) already strip ~180 points of the boss's Crit Damage Resistance — past that, every point of Crit Damage above ~142% counts again, up to the 200% cap, worth about +60% damage for every carry. Add Meliodas's Hellfire (−50% at max stacks) and Clotho's Dimensional Erosion (−10%) and the full package reaches ~225 points — beyond the boss's 222.4%, so Crit Damage pays from the 120% floor upward.
5 · Solo / pickup: skip Crit Damage — Without the strip package the floor swallows it — reinvest those substats into Crit Chance, Attack% and All Damage instead.
Context
The dungeons that became raids
Taranis's Sanctuary is the first of a planned shift: three existing dungeons close in 1.5 and are set to return reworked into this raid format.
What changed
Three dungeons close — Deep Spider Nest, Ferzen Mines and The Capital of the Dead temporarily close for renewal.
They return as raids — The closed dungeons are not gone — they will come back reworked into the raid format, like Taranis's Sanctuary.
Capital of the Dead in the meantime — While closed, The Capital of the Dead becomes elite-monster farming content with adjusted difficulty and rewards.
Rewards fold into Boss Challenge — Old dungeon rewards (accessories, Star Guardian engraved materials, boss armor sets) are added on top of existing Boss Challenge drops — one clear now pays out both.
Data transparency
Where the boss data comes from
Sources
Patch information is sourced from Netmarble's official announcements for 7DS: Origin.