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CC3 Guide

CC3 Guide for Go Go Muffin

Last updated: 20/5/2025

CC3 GUIDE

OVERVIEW

Welcome to our CC3 Guide Hub. This Guide Hub contains information and explanations on all new features, content, and important aspects we believe will impact the player's progression. CC3 has a total of 150 levels, spanning 2 to 2 ½ months in length. This guide is sorted by when each content is unlocked for ease of use. All rift guides unlocked at this Class Change are compiled at the bottom.

SHOP UPDATE

The start of CC3 introduces new items in Hamster's Shop and increases the limit on some important resources. The new Stellar Path system introduces Infinity Prisms to Hamster's Shop which is used to summon Stellar Skills, which are similar to Normal Skills. This can be bought 5x a day for 50 Stellarite each, totalling 250 each day.
The buy limit for Star EXP, and Pet Food (All cost gold) are increased to 9x a day giving a slight boost in skill and melomon leveling.
This shop update also introduces an increased limit to the 70% off discounted "Super Growth Snacks" allowing the player to buy them 6x a day.
We recommend picking up everything in the top row, as well as all of the Infinity Prisms and Super Growth Snacks as this material becomes the bottleneck for future Melomon leveling progression.
Note: Super Growth Snacks may be skipped if player's running low on Stellarite since it doesn't provide that much power compared to what it cost.

CC3 Shop Update

EXILED DRAGON

The start of CC3 introduces a new dragon that players will contend with for better rewards. The Exiled Dragon reintroduces the Player grouping mechanic previously used by Calamity Breaker Dragon.

General Strategy

The arena is split into 6 distinct sections. All players should spread out and move into their own area. This Dragon’s mechanics become more intuitive for all players involved when spread out.
This dragon marks players with a dot above their head, signifying how many players should be in that same area to take reduced damage. If the correct amount of players are within the sector, all players within take reduced AoE Damage from the attack. Consequently, if the criteria is not met, the sector wide attack will deal increased damage, potentially up to a lethal amount.
This Dragon will need a dedicated tank to soak the damage from the Basic Attacks, as it can easily oneshot less tankier classes.
This dragon has 3 distinct moves, two of which can wipe the party when dealt with incorrectly.

Fiery Claw Strike

The Dragon sideswipes Half of the arena (3 of 6 Areas) dealing massive damage to those caught in the marked areas.
This move can deal massive damage towards those caught in its grasp. Those in the middle of the marked AoE are prone to getting hit as the cast time is quite short and leaves the player with very little time to react.
That being said, this move is not deadly alone but can be fatal when combined with another. Take caution and move out of the marked areas.

Apocalypse

The Dragon marks all players with a dot, dealing aoe damage in their sector after a brief charge up. If any two players are within the same sector, this aoe deals increased damage, capable of wiping anyone within the same occupied space.
This move is deadly when players are stacked on top of the same area, leading to death even at 2 stacked players. We recommend everyone to move and take their own area to avoid a party wipe.

Artillery Hit

The Dragon marks 2-3 players with dots, dealing aoe damage within the marked player's sector after a brief charge up. The graphic (dots) shown above the character's head indicates how many players should be in the same sector as the marked player.
Fulfilling this condition reduces the amount of damage the players in the AoE takes. When the amount of players within the sector is incorrect, the player(s) marked and within the sector take massively increased damage.
There are multiple ways of dealing with this mechanic based on how many dots are above the player's head.
At 2 dots (2 stacked players), we recommend that the player marked move into a neighboring space, allowing the players to fulfill the requirement. Those neighboring a player marked with 2 dots should stay within their space to reduce confusion.
At 3 dots (3 stacked players), we recommend that the marked player stand still and the neighboring players to move into the marked players. Standing still allows the players within the neighboring areas to adjust to the mechanic seamlessly.

CC3 EXCLUSIVE BANNER

A reintroduction from previous Class Changes, this Banner guarantees a Class Specific Legendary Skill upon drawing a gold. This banner allows the player to summon all of their CC3 Class Exclusive Skills as Legendary without any duplicates (from this same banner) The banner guarantees one legendary skill at every 40 pulls. This banner costs 1000 Stellarite for each 10 Pulls made.
With some consideration, this banner is valuable to those who have surplus stellarite and want a boost during the start of CC3.
This boost can be quite significant, and will have a large impact on damage.
Do keep in mind that this investment will not carry across Class Changes, and should be considered "temporary" when compared to other uses, such as purchasing more Artifact Energy, Mount Tickets, or Runes.
As for the cost of chasing this power boost, Class Changing provides the player with 50 CC3 Exclusive Banner Summons. The following Paper Plane week also provides a range of 1-30 Summons depending on the player's resource expenditure. This Paper Plane week can provide more of these Exclusive Banner summons, although we do not recommend going past 1 cycle as the rewards are not a high priority.
This leaves around a 11,000 to 8,000 Stellarite cost for those looking to obtain all CC3 Class Exclusive Legendary Skills from this banner.
At this point in progression, we believe it is more efficient to focus on finishing artifact sets using the same amount of Stellarite by buying extra Artifact Energy. In the same vein, Mount Tickets become more valuable due to the introduction of Mythical Mounts and Mount Equipment within this CC. We only recommend summoning on this banner to those with extreme excess of Stellarite.

LEGENDARY EQUIPMENT

This Class Change introduces three new Legendary Equipment Sets, The Arcane, The Cherished, and The Radiance Set.
This Section will be introducing the gear sets in the order above.

Arcane Set

The Arcane Set provides a large upfront attack bonus while providing defensive and offensive buffs based on the player's current HP.
The Arcane Set is the main equipment from CC3 Level 1 to CC3 Level 84.
The Arcane set contains 3 Craftable Legendary Equipment: The Weapon, The Helmet, and The Torso. The Weapon and Helmet Crystals become available at the CC3 Level 1 Rift onwards. The Torso Crystal becomes available at the CC3 Level 35 Rift onwards.

Set Effect
2/6 Increase ATK by 15%
4/6 When HP drops below 60%, reduce DMG taken by 3% and Increase Healing received by 3%
6/6 Increase Determination by 5% and ATK by 30% when HP is above 30%

We recommend swapping over to the full set after reaching the CC3 Level 35 Rift. Swapping pieces out early provides little to no advantage due to the massive 6/6 bonus these sets provide.

Cherished Set

The Cherished Set provides a Large upfront attack bonus while providing passive healing and a massive attack buff upon receiving heals.
The Cherished Set is the main equipment from CC3 Level 85 to CC3 Level 114.
The Cherished Set contains 3 Craftable Legendary Equipment: The Weapon, The Greaves, and The Boots. The Weapon and Greave Crystals become available at the CC3 Level 85 Rift onwards. The Boot Crystal becomes available at the CC3 Level 100 Rift.

Set Effect
2/6 Increase ATK by 16%
4/6 Restore 1% Max HP every 6s.
6/6 Upon receiving heals, increase ATK by 50% for 6s. No Cooldown on Activation.

We recommend swapping over to the full set after reaching the CC3 Level 100 Rift. Swapping pieces out early provides little to no advantage due to the massive 6/6 bonus these sets provide.

Radiance Set

The Radiance Set provides a large upfront attack bonus while providing unconditional increases to damage reduction and a massive ATK bonus. This Set also provides a conditional defensive or offensive buffs depending on the player's current HP.
The Radiance Set is the main equipment from CC3 Level 115 to CC3 Level 150.
The Radiance Set contains 3 Craftable Legendary Equipment: The Weapon, The Helmet, and The Torso. The Weapon and Helmet Crystals become available at the CC3 Level 115 Rift onwards. The Torso Crystal becomes available at the CC3 Level 130 Rift onwards.

Set Effect
2/6 Increase ATK by 17%
4/6 Reduce DMG taken by 3%. When HP is below 30%, increase DEF by 10%
6/6 Increase ATK by 50%. When HP is above 30%, increase Mastery by 3%

We recommend swapping over to the full set after reaching the CC3 Level 130 Rift. Swapping pieces out early provides little to no advantage due to the massive 6/6 bonus these sets provide.

NIGHTLESS CITY AREA

A new Artifact Area unlocks at CC3 Level 32, after clearing stage 49-2. This new area features 16 new legendary artifacts, and 5 new sets.
Do note, we recommend leveling all legendary and epic artifacts to +6, rare artifacts to +3, and rare artifacts part of a set to +6 before considering leveling sets to +9.
Below are artifact sets we recommend leveling to +9 before others.

Set Effect
Song of The Soul +9 Mastery 1% & Endurance 0.5%
Nocturne Suite +9 Haste 1% & Evasion 0.5%

STELLAR PATH

One of the larger and more impactful releases within CC3 is the Stellar Path. Stellar Path is a new Skill and equipment system that will massively increase the player's damage dealt when utilized properly.
This system is split into two, namely the Ascension and the Authority System.
The Ascension system is similar to how Gearing works, allowing players to increase their base stats through upgrades in this system.
The Authority System is similar to Skills, where the Stellar Path system introduces an “Ultimate Skill” (Paths) that players can equip and use during battle to deal massive damage. This Ultimate Skill can be modified using Cards (Authorities) allowing their damage to scale even further.

For a more in depth breakdown of the Stellar Path system, the specifics, and our recommendations on how to build the Paths, check out our Stellar Path guide below.

Stellar Path Guide

Stelalar Path Guide

GENERATION 3 MOUNT

A new generation of mounts are introduced to the players at CC3 Level 92. Obtaining these new mounts requires summoning with the new Generation 3 Mount Tickets “Dream Ticket”.
These mounts require 50 shards to unlock and are an upgrade stats wise when compared to the previous Generation's mounts.

Mount Stat Provided Skill Description
Black Scourge Determination & Evasion Charge twice, each dealing 210000% ATK + 50000 DMG to all enemies and increasing damage taken from the player by 20%. This effect is halved after 36s.
Falcon-04 Mastery & Block Apply Debuff [Focused Magnetic Storm] to all enemies dealing 140000% + 50000 ATK DMG and increasing damage taken from the player by 6% during the battle. When the player loses 33% of their Max HP, applies 1 more stack of [Focused Magnetic Storm], with a cooldown of 45s.
Mushdad Crit & Endurance Increases the player’s damage to the enemy by 18% + 7000 for 37s. This effect is halved afterward. During this battle, whenever the player takes basic attack damage or damage that will exceed 50% of their Max HP, DMG taken reduces by 3% for 5s.
Capybara Haste & Tenacity Increase ATK by 24% + 7000 for 36s, halving the effect afterwards. During the battle, when dealing damage or providing healing to the party, there is a 30% chance to shoot bubbles to all companions, recovering HP by 12% ATK. This effect can be triggered every 5s.

We recommend focusing resources on 3 specific Mounts.
DPS are recommended to run Black Scourge for maximum damage % increase.
Tanks are recommended to run Mushdad for a boost in survivability.
Healers are recommended to run Capybara for the increased attack buff, making heals more effective. The bubbles spawned by Capybara provide supplemental healing to the party.

Generation 3 Mount

FROSTSTAR DRAGON

Hitting CC3 Level 101 unlocks the Froststar Dragon. The Froststar Dragon ups the ante as it deals consistent team-wide damage, making proper healing mandatory.

General Strategy

Similar to the Exiled Dragon, the arena within the Froststar Dragon's Lair is split into 6 distinct areas. Although not as pertinent, we recommend splitting up in the event that a player is afk and does not deal with the mechanics at hand.
The Dragon occasionally marks every member in the party with frost (Cambrian Touch), with the stacks shown above their head. These frost stacks will deal massive damage (80% of the player's max hp) to the player when still applied at the end of the effect. To remove the stacks, the player will need to move spaces equal to the amount of frost stacks above their head.
For example:
-Dragon marks all players with 3-4 Stacks of Frost
-Players will need to move 3-4 spaces
-Stacks are removed upon movement

The Dragon occasionally spawns Crystals in random spaces. These Crystals are indestructible and pulsate randomly, dealing decent AoE damage to everyone in the party. There can be up to 6 Crystals in the field active at all times. These crystals can be cleared out when hit with the dragon’s beam, which is important in avoiding a team wipe.
Because of this, The Froststar Dragon will need a dedicated healer, as a healer built as a hybrid dps will not be able to sustain the team from the dragon's massive AoE attacks.

Frigid Starstrike

The Dragon randomly targets 3 areas within the arena, marking the area with a glowing border. After a few seconds, the boss deals damage to the marked areas, spawning a Crystal in one of the spaces.
This move, while not lethal in of itself, can be dangerous when paired up with the global debuff the dragon applies to the whole party. Getting hit by this attack also increases the demand for healing. Avoid it entirely.

Glacier’s Divine Wrath

The Dragon marks one player and charges for a few seconds. After a few seconds, the Dragon releases a beam that deals massive damage. This beam follows the marked player and lasts for 10s~. This beam is able to destroy Crystals spawned by the Dragon.
This move is used to clear out the stage hazards that the boss spawns, the crystals. These crystals by themselves deal negligible damage, but when stacked up to 3 or more, the damage can slowly chip away at the team's hp and potentially wipe the team when stacked further.
Leading the beam towards the crystal is crucial to keeping the team alive, and reducing the pressure for healing.

GOLDEN DOME AREA

A new artifact area is unlocked upon reaching CC3 Level 105, upon clearing stage 57-32. The Golden Dome features 16 new Legendary Artifacts and 5 new sets.
Do note, we recommend leveling all legendary and epic artifacts to +6, rare artifacts to +3, and rare artifacts part of a set to +6 before considering leveling sets to +9.
Below are artifact sets we recommend leveling to +9 before others.

Set Effect
Dragon’s Treasure +9 Mastery 1% & Endurance 0.5%
Chess Maze +9 Haste 1% & Evasion 0.5%

MOUNT EQUIPMENT & MYTHIC MOUNT

Hitting CC3 Level 120 introduces the player to mount equipment and the ability to unlock mythical mounts. Alongside the new mounts and equipment, the game introduces a milestone reward system that makes these new rewards obtainable.
The milestone reward system works on a point system. The more Mount Tickets the player consumes (Any generation of Ticket), The more points are obtained. These points can then be used to redeem Gear Boxes which contain the new Mount equipment and a chance for a Mythical Mount Shard.

Mount Equipment

There are 3 types of equipment that can be equipped on the player's main mount. The bit, The Saddle, The Bridle. All of these pieces provide a base flat bonus and a % bonus, increasing with its rarity.
Mount gear currently has 4 rarities, Common, Rare, Epic, and Legendary. The Equipment is also upgradeable, and maxes out at a +15 enhancement level.
Equipment can come alongside substats, the amount depending on the gear's rarity.

Mount Equipment

Mythical Mount

The new Mythical Mount sports massively increased base stats and has 3 distinct skills it can swap out and equip at any time, having options based on what the player needs.
The new Mythical Mount can be unlocked by obtaining 75 Mythical Beast Shards. These shards are mainly obtainable from the Gear Boxes.

Mythical Mount

For more in depth information on the new Mount Gear and details on the Mythical Mount, check out our guide below.

Mount Background Guide

Mount Equipment Guide

GENERATION 4 CATBUN

A big shift in the meta occurs at CC3 Level 134, with the player unlocking Generation 4 Cat Buns. This new Generation introduces an all new set of bonds with massively increased bonuses.Generation 4 Cat Buns use a new type of Fruitwood named “Fruity Fruitwood”, meaning the player will have no need to save up their Fruitwood from the previous generation.
There are 4 new Cat Buns in this generation, and subsequently 4 new SP Cat Buns that can be obtained through the Combination Feature.
Players should wait until Bakery Level 12 before fusing any Generation 4 Cat Buns, as this level makes both SP Strawberry Cream and SP Yellow Peach Cream available in the fusion pool. Bakery Level 12 also unlocks the Wishlist feature for Generation 4, allowing players to pick and choose the Cat Buns they need.

Catbun Main Skill
SP Kiwi Cream Increase ATK by 18%. Gains 1 stack of [Dragon Slayer] when dealing DMG to Dragon-type enemies, further increasing the player's ATK by 9%. [Dragon Slayer] Stacks up to 2 times and lasts until the end of the battle, with a trigger cooldown of 15s.
SP Blueberry Cream Increase ATK by 21%. After casting a skill with the tag [Countermeasure], increase the player's ATK by an additional 15% for 15s. If the Interrupt or Dispel is successful, further increase the player's DMG by 7%.
SP Strawberry Cream Increase ATK by 14%. For each enemy present, further increase ATK by 4%, stacks up to 3 times. The player gains 3 extra stacks when against bosses.
SP Yellow Peach Cream Increase DMG dealt to the current target permanently by 10% Every 10s, randomly provides 1 to 3 buffs for 10 seconds from the following list of effects:
Increase ATK by 3.5%
Increase Haste by 3.5%
Increase Mastery 3.5%

For every buff active, increase accuracy by 1.7% (Max at 5.1% with 3 buffs active)

We recommend running SP Yellow Peach Cream for DPS and Tanks as the damage dealt multiplier is permanent allowing for 100% uptime. The only downside to this Cat Bun is that the buff is single target and will not work in content where there are many enemies, most notably Waves of Horror.
We recommend running SP Strawberry Cream for Healers as this provides the biggest ATK buff to the player, allowing for even bigger heals. This Cat Bun also provides bonuses when up against a boss, making it the de facto choice for any class that relies purely on ATK%.

For more information on the effects of the Generation 4 bonds, a more in depth explanation of this Generation's Cat Buns, when to swap out the Generation 3 Cat Buns, and what flavors to chase, check the link down below!

Gen 4 Catbun Guide

Gen 4 Catbun Guide

ASTRAL RELIC

Starting from CC3, there was new update that introduce Astral Relic System, that basically give a free artifact that can be upgraded up to the max freely every CC. This Artifact can be obtained by doing quests that require players to clear the corresponding CC content like Dream Realm, Trials, Rift, Dragons, EoW, etc. The artifact give boost to DMG Dealt% and reduce DMG Taken% by small amount, and triple this amount when exploring corresponding CC areas.

Astral Relic

CC3 RIFT

Puppeteer's Gamble

Level Unlocked: CC3 Level 1
Gear: Level 320 Arcane Set
Crystal: Weapon, Helmet

Recommended Skills
DPS: -
Tank: Stalwart Shield, Banner of Courage, Cleansing Will
Healer, Restoration, Group Healing, Barrier

General Strategy
This boss occasionally spawns drop boxes that allow it to regenerate HP and use 1 of 2 special moves upon completing the channel. These drop boxes are destroyable and should be focused whenever spawned.
Another Notable move this boss employs is “Poisoned Strike”, allowing the boss to inflict [Poisoning] through their attacks after a small channel. This should be dispelled from the boss immediately to prevent further application
DPS should stay alert and focus on destroying the Drop Boxes whenever they spawn, to do two things. The first is to prevent the boss from healing itself. The second, is to stop it from utilizing its special move and dealing massive damage to the entire group.
Tanks should be ready to dispel the boss using “Cleansing Will” after “Poisoned Strike” is finished channeling. Tanks should save their Stalwart Shield for “A Honed Edge!”, as it deals massive single-target damage after a short channel.
Healers and Tanks should take note of when the boss is able to channel a special attack through the drop boxes, to time their barrier and banner when the boss uses “Puppet - Tsunami” or “Puppet - Burst”.

Danger in the Lower District

Level Unlocked: CC3 Level 35
Gear: Weapon, Helmet, Torso

Recommended Skills
DPS: Dispel
Tank: War Cry, Stalwart Shield, Banner of Courage
Healer: Restoration, Group Healing, Purification

General Strategy
This boss is mechanically split into two entities, the Rock Construct - Kuan and the Drilling Construct - Tripod, both working in conjunction to deal increased damage through the use of the [Fuel Adhesion] debuff.
The “Main” Boss Rock Construct, is the main damage dealer between the two. Its move “Wrath of the Earth” consumes [Fuel Adhesion] to deal increased damage.
The “Mini” Boss Drilling Construct, applies [Fuel Adhesion] to the whole group through the use of the move “Fuel Leak”, applying the debuff for 15s. Fuel Adhesion can be cleansed through the use of Purification.
The “Main” Boss has a passive, “Max Overload” that gives the boss increased DMG dealt every 10s. It is imperative to have dispel to prevent wiping over the course of the fight.
One of the DPS should have dispel equipped to deal with the ramping damage aspect of the boss. The dispel can be put on auto as it is not a timing specific mechanic.
The Tank should be consistently reapplying taunt, and should save their “Stalwart Shield” for the move “Unstoppable Force”, as it deals massive single-target damage.
The Healer should save cleanse for whenever [Fuel Adhesion] is applied to the whole party, to prevent further damage.

Nightless King Arrival

Level Unlocked: CC3 Level 65
Gear: Level 370 Arcane Set
Crystal: Helmet, Weapon, Torso

Recommended Skills
DPS: -
Tank: War Cry, Stalwart Shield, Banner of Courage
Healer: Restoration, Group Healing, Barrier / Divine Healing

General Strategy
The fight takes place in a 6-sector arena, allowing players to move around during the fight. This boss has 2 phases, a phase change occurring once the first bar of the bosses' HP is depleted.
Some moves are modified and are increased in damage upon swapping to the second phase. These moves will be marked by (Phase 2) for clarity.
This boss requires the players to move constantly to avoid stage hazards and attacks that would deal lethal damage if ignored. These stage hazards include saw blades “Mega Saw Blade” that occasionally spawn on the map, dealing damage for every second in contact with the saw. The saw then lingers for a moment before disappearing from the map. This attack deals quite a bit of damage and it is advised that the players move away from the saw when it becomes stationary, to avoid taking massive damage. (Phase 2) A variation on “Mega Saw Blade”, “Twin Spiral Saw” now spawns two saw blades that rotate around the map before becoming stationary. It is advised to move and avoid being hit by these saws as they are lethal when taken lightly.
The attack “1x Grenade” marks a player with 4 dots, dealing sector-wide damage after a brief wait. The damage from this attack can be shared among the team, needing the group to be in the same sector to avoid focusing damage on a single player. (Phase 2) A variation on “1x Grenade”, “2x Grenade” now marks 2 people with 2 dots, dealing sector-wide damage to both players. Players will need to split up in groups of two, both across the map from each other to deal with this mechanic properly. This move is used in conjunction with the stage Hazard Saw Blades, making it lethal when done incorrectly.
Another Notable attack is the “Bi-directional Saw”. The boss marks a semi-circle wide area (half of the arena or 3/6 sectors). After a few seconds, the boss will deal massive damage towards this marked area, repeating the attack on the opposite side of the first semi-circle. Players will need to shift between the marked and unmarked areas to avoid taking damage.
“Wrecking Ball” makes the boss enter a special state and deals damage to the whole arena throughout its channel. Dealing enough damage cancels this special state and increases the damage dealt by the players for a brief moment.
DPS should focus on staying alive and avoiding stage mechanics to lessen the required healing. DPS should save their Stellar Skill to guarantee breaking the bosses’ special state during “Wrecking Ball”.
Tanks should save their banners for “Tracking Iron” and the start of “Wrecking Ball” to slow down the massive sustained damage it will apply to the team.
Healers can run Barrier or Divine Healing depending on the player's haste and timing. Not having enough haste will leave the cooldown too long for the healing to be in rotation for heavy damage.

Golden Opera

Level Unlocked: CC3 Level 85
Gear: Level 390 Cherished Set
Crystal: Weapon, Greaves

Recommended Skills
DPS: -
Tank: War Cry, Stalwart Shield, Banner
Healer: Restoration, Group Healing, Divine Healing

General Strategy
The boss occasionally spawns minions, aptly named “Echo Bots”, as they copy the current move the boss is performing. These Echo Bots should be focused down before they are able to stack up. Each summon spawns 2 Echo Bots and can have a max of 4 Bots active at max. Taking down an Echo Bot buffs the party’s damage reduction, stackable up to 2 times.
“Melodious Hum” is one of two moves that the Echo bots are able to mimic and copy. This attack deals moderate teamwide damage over the duration of its channel.
“Performance Starts” is the bosses’ penultimate move, dealing massive sustained damage over a few seconds. Take note that the party should take precaution in having all Echo Bots wiped before this starts, as it will deal too much damage.
DPS should keep an eye out for any summons and wipe them as soon as possible. This will help the team gain damage reduction buffs and prevent the boss from “multiplying” its attacks.
Tanks should save Stalwart Shield for “Judgement Chant”, as it deals Heavy Single Target Damage on the current target. Keeping proper taunt uptime is also crucial in not having this attack target teammates. Tanks should also save their Banner of Courage for “Melodious Hum” and “Performance Start” as these can wipe the team if Echo Bots are not properly managed.
Healers should save their Divine Healing for “Performance Starts”.

Battle of the Golden Dome

Level Unlocked: CC3 Level 100
Gear: Level 410 Cherished Set
Crystal: Weapon, Greaves, Boots

Recommended Skills
DPS: -
Tank: War Cry, Stalwart Shield, Banner of Courage
Healer: Restoration, Group Healing, Divine Healing

General Strategy
This fight takes place in a 4-sector arena, allowing the players to move and adjust to the bosses’ mechanics. This boss has 2 phases, transitioning to the second after depleting the first HP bar.
This boss has an ultimate attack that revolves around an energy filling mechanic (Radiant Energy). The attack, “Radiant Splendor”, can only be used when the energy is at max capacity. The boss slowly accumulates Radiant Energy, and gains bursts of energy when boss mechanics are not properly fulfilled. “Radiant Splendor” deals massive party-wide damage, and increases the damage of the next “Radiant Splendor” cast. Players should avoid having this attack occur multiple times as the damage can ramp up quickly. This charge meter can be seen at the top right of the screen.
This bosses' ATK slowly increases by 1% every 10s, so it is advised to finish this battle as soon as possible. Damage should be a priority and prolonging this fight will ramp both Radiant Splendor and the passive ATK buff to unmanageable degrees.
The boss has a special attack with four variations, the “Edict of Truth”. When failing to fulfill any of these edicts, the boss gains massive progress towards “Radiant Splendor”
“Edict: Keep Away” - Two players are marked with this edict, indicating the arrows pointing out. Players marked should move away from each other, across the map from the other player. When the mark expires and players are near each other, the marked players take massive damage.
“Edict: Move Closer” - Two players are marked with this edict, indicating the arrows pointing inwards. Players marked with the sign should group up with the other player, staying in the same sector together. When the mark expires, and the players are not in the same sector, the marked players take massive damage.
“Edict: Isolate” - A player is marked with this edict, indicating an “X” Mark above their player character. The player under this edict must occupy a sector of their own. Failing to be alone in a sector dealing massive damage towards the marked player.
“Edict: Tribute” - A player is marked with this edict, summoning the move “Judgement of Truth” on their sector. The player marked will need to stand still and tank the Judgement of Truth to fulfill the edict. Completing this objective provides the marked player with a massive albeit temporary ATK boost.
“Radiant Rain of Swords” - Summoning blades through the whole arena. This move deals massive sustained party-wide damage. This attack can be cancelled by dealing enough damage to break the bosses' shield. If the players do not break the shield within the allotted time, The boss follows up with “Radiant Claymore” dealing massive sector-wide damage towards the player with the lowest HP total. Failing to break this shield also increases progress towards “Radiant Splendor”.
DPS should focus on fulfilling enemy mechanics and slowing down the fill rate of “Radiant Splendor”. DPS are also encouraged to save a Skill Rotation and Stellar Path Skill for “Radiant Rain of Swords” as mistimed rotations could lead to missing the shield break.
Tanks are able to safely auto through this fight, but to keep note of their Banner of Courage's cooldown for “Radiant Rain of Swords” Tanks should save Banner to be safe.
It's recommended for Tanks to stay alone in West, DPS/Healer can be on East/South, while North can be left empty in case someone need to be alone to fulfill the "Edict: Isolate".
Healers should save Radiant Healing for “Radiant Rain of Swords”.

Colossus' Core

Level: Unlocked CC3 Level 115
Gear: Level 425 Radiance Set
Crystal: Weapon, Helmet

Recommended Skills
DPS: -
Tank: War Cry, Stalwart Shield, Banner of Courage
Healer, Restoration, Group Healing, Barrier

General Strategy
The boss spawns 2 types of minions throughout this fight. Fundamental Modules, and Composite Modules. These modules charge up the boss, allowing it to deal special attacks once the charge is fulfilled. This charge meter can be seen at the top right of the screen. These special attacks are tied to the 1 of 3 body parts. The Left Arm, Core, and Right Arm.
The boss spawns Fundamental Modules in groups of 3, charging one of the three boss parts. These Modules charge at a normal rate, but should nonetheless be focused to avoid having special attacks dealt to the party.
The Composite Modules spawn one at a time, and charges the bosses' battery at a normal pace upon spawning. After 15s, The Composite Module goes into the Hyper-Charge state, massively increasing the rate at which the battery is filled, making this minion a high priority. Players should take note that the boss will spam special moves if Composite Modules are left unchecked.
Each time the boss fully charges an attack, it gains a temporary 200% ASPD boost and DMG increase. This boss also obtains a permanent 2% ATK buff per special move used.
The boss has 3 special moves, and can deploy them simultaneously. “Sentry Turret, Go!” (Left Arm) - After fully charging, activates the sentinel turret dealing damage to all players. “Destruction Punch, Go!” (Right Arm) - After fully charging, deals massive damage to all players. “Lightning Cleanse, Go!” (Core) - After fully charging, deals massive sustained damage to all players.
If there are too many modules on the field, players should focus on the modules charging the core first, the right arm second, and the left arm last. This boss is a ticking time bomb, as enough charged attacks will ramp its attack to lethal levels.
DPS should focus on clearing out any minions on the board, slowing down the rate of special attacks and preventing the boss from scaling through the fight. Priority of minion killed is Middle > Right > Left.
Healers and Tanks should save their Banner of Courage for “Destruction Punch, Go!” or “Lightning Cleanse, Go!”, as these attacks deal more AoE damage than average.

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