This Mech is a giant DPS check. Don't feel bad if you cannot get max reward.
Overview:
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Deploy 6 units, cannot use friends' units.
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Boss has a straightforward attack pattern, it can attack the closest target, deal AOE to all, or do a telegraphed AOE attack. Its attacks apply attack down.
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Must reduce HP to 39% for max reward (60 collapse and 2 precision chips, if you can't get it it's not a big deal)
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Tactical score is retained even after clearing/getting rekt. Most likely you'll need to fight this guy twice even if you lowered his HP below 39% to max out tactical score.
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Has no innate phase weakness, and has 105 stability regenerating 2 turns after
Basically it's our training ground to guild boss, except this guy deals damage. He has 737,121 hp, but not to worry because his passives will help us out.
He has 3 passives, the tldr for each is:
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After getting hit by a phase element, gain the weakness if he doesn't have it, otherwise lose it. Takes bonus fixed damage and 2 more stab break when getting hit by a weakness.
(Note: Forced phase element weaknesses such as Suomi S3 and Sabrina S1/S2 will remain regardless) -
At 400k hp and 100k less thereafter, increases damage taken in exchange for more damage dealt.
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When getting stab broken, summons 4 objects next to him, killing the objects will deal fixed damage and grant him new weaknesses. At the start of the turn when stab broken, get stunned, takes 50% more damage with each successive phase weakness hit, and remove elemental weaknesses next turn.
Apart from taking cover and aggro juggling, the only "strategy" is maximizing DPS and stab break. The units I brought were QJ, Wa, Sharkry, Suomi, Lotta, and Vepley. QJ, Suomi, and Lotta are essential, others can be replaced by DPS.
(Also mods, I think this guy plays differently enough that he warrants his own guide even though he's technically also under endless projections)





