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Ymir (EoB) Guide

Ymir (EoB) Guide for Go Go Muffin

Last updated: 10/4/2025

YMIR (EOB) GUIDE

OVERVIEW

Echoes of Battlefield is a time limited Guild-Event that allows players and their guilds to test their coordination, patience, and mechanics. This first round of Echoes of Battlefield reintroduces Ymir and the frostbite mechanic, leaving squads scrambling to purify the cold.
Players in this gamemode are able to freely pick and swap their class of choice at any point within the event. This event is the first to feature Fixed Level Characters, meaning all Players and Classes sport the same stats while in the event stage. This lets players experience other classes and allows for more in-depth strategizing.
The event also features a new system that we will coin “Bonus Buffs that allows players to gain extra effects/modify their skills to their advantage.
All in all, these changes allow a fair competitive environment while expanding it strategically.
In this quick guide we'll be breaking down the obtainable rewards, Optimal Class Compositions, Builds, Bonus Buffs, and the boss' mechanics.

LEADERBOARD & REWARD

There is a great bounty and glory for those who want to compete in this game mode. There are the rewards which come from clearing for the first time, and Glory for those wanting to chase the Leaderboards.
Completing this event for the first time awards the player with 500 Stellarite, 10 CC3 Skill Summons, 3 Melomon Strings, 3000 Basic Resonance Stone, and 1000 Ringed Leaf.
During the first and subsequent clears, The player is eligible to be put into two Leaderboards. The Guild Leaderboard, and the Adventurers Leaderboard. Both of these leaderboards are cross-server, based within the same region.

Adventurers Leaderboard

First and foremost, players are only eligible to rank within the Guild Leaderboard when all participating party members belong to the same Guild. Only the fastest clear time is registered within the Guild Leaderboard, representing their Guild.
Guilds ranging in the top 1-200 are rewarded with cosmetic rewards. These cosmetics have small distinctions based on the specific ranking of the party. These changes appear in brackets listed below.

Rank Reward
1-10 Guild Banner (Frost Sovereign), Chat Frame (Frost Crown)
11-50 Guild Banner (Crystal Canticle), Chat Frame (Crystal Hymn of the Sky)
51-100 Guild Banner (Crystal Seal Breaker), Chat Frame (Core of Sundering Realms)
101-200 Guild Banner (Abyss Vanguard)
2 Parties Cleared Challenge in Guild Guild Banner (Explorer of the Abyss)

Adventurers Leaderboard

Within the Adventurers Leaderboard, all parties participating, whether they be in the same guild or not, are eligible to be entered. This leaderboard does not provide any rewards, though acts as a record for those who have cleared before.

Optimal Ringed Leaf Usage

The Ringed Leaf can be used in the Guild Shop's Service Area, items found at the bottom of the page. There are 4 options in this shop. Recharge Crystals, Melomon Shard Selector Chests, Imagined Reality, and Mythic EXP. We believe the best use of this currency would be to grab the Melomon Shard Selector Chests. These chests will contribute to the accumulation of Demon Hound shards in preparation for PP24 (Server Week 25), the Gen 2 Melomon Exchange. The player is able to obtain 4 extra shards when all currency is used towards this goal. The other rewards, although great, are more accessible given their nature.

CLASS COMPOSITION & BUILDS

Precursor & Team Composition

Before Heading into battle, having a proper team composition and the right skills equipped is paramount when trying to clear this content. All characters and classes in this gamemode are CC1 Level 55, and have a predetermined Pet / Melomon. Players are able to adjust their Tactical Skills and Passives to maximize their damage.
In terms of Team Compositions, we recommend running with 1 Healer, 1 Tank, and 2 of any DPS. This boss requires Healers for their use of Purification to counter frostbite and the boss' naturally high damage, while the tank's purpose is to absorb the bosses' high single target damage without getting one shot.
All players come pre-equipped with Turning Point allowing for some mistakes while learning the mechanics.

Builds

Every Party needs to be properly equipped to deal with the barrage of mechanics Ymir introduces. The 4 core elements required are Cleanse, Taunt, Team Damage Reduction, and Interrupt.
Taunt and Team Damage Reduction are required to keep the party safe from AoE wipes and Boss Targeting, provided by the Tank.
Cleanse is required to deal with frostbite is provided by the Healer. Divine Healing is used to survive AoE wipes.
Interruption allows the party to stop channeled abilities (Fatal Blow) provided by the DPS.

Bonus Buffs

Every Class Type (Tank, Healer, and DPS) can equip 1 of 3 special buffs that can modify skills to provide extra effects, or provide buffs when certain conditions are met. These bonus skills will aid greatly with clearing, making runs much faster / safer when utilized properly.
Below is a list of Bonus Skills each Class Type can equip.

Tank
Name Effect
Eternal Guardian The Guardian effect can be applied to all allies, Upon casting Guardian, gain a shield equal to 25% of the Max HP, but reduce DMG dealt by 50% for 10s.
Precise Counter Stalwart Shield’s duration is reduced to 2 seconds. If Stalwart Shield is broken during this duration, deals True DMG equal to 1.2% Max HP to enemies.
Assault Signal During the duration of Banner of Courage, increase all allies’ ATK by 5%. For every ally that casts a team-wide buffing skill in this duration, all allies’ ATK is further increased by 20%, but also increases the cooldown of Banner of Courage by 5s.
Healer
Name Effect
Light of Redemption While Self- Discipline is active, when an ally receives a lethal hit, survives with 1 HP and gain a shield that absorbs damage equal to 30% of their Max HP for 15 seconds. This effect can only be triggered once per instance of Self-Discipline, and when activated, reduces the DMG dealt of the ally affected by this skill by 40%, persistent until the end of Self-Discipline.
Emergency Rescue If afflicted by cleansable debuffs, cleansing it within 1.5s increases all allies’ DMG dealt by 8% for 30s. But if cleanse after 2s, then reduces all allies’ DMG dealt by 15% for 30s
Holy Repulse When providing Healing Effects to allies with more than 90% HP, deal True DMG to all enemies equal to 800% of the healing amount.
DPS
Name Effect
Two-Way Ability Dealing DMG to enemies has a 10% chance to grant a shield that absorbs DMG equal to 25% of Max HP. This effect can trigger once every 10 seconds and lasts for 10s. While this shield is active, reduces the characters’ DMG dealt by 30%.
Silent Assault If an enemy starts reciting, casting interrupting skills within 1.5 seconds deals true DMG equal to 0.4% of the target’s Max HP and increases DMG dealt by 10% for 30s, But if casting interruption after 2 seconds, DMG dealt will reduce by 20% for 30s.
Vengeful Wrath Every 10 seconds, increase all DMG dealt by 2% and DMG taken by 5%. Up to 10 stacks

Class Build

With all of these factors at play, below are builds that fulfill the required mechanics while maximizing damage. Keep in mind that only one DPS will need to carry interrupt so be sure to coordinate within the party.

Tank

Tank (Ymir)

Healer

Healer (Ymir)

Swordbearer (DPS)

Swordbearer (Ymir)

Wayfarer

Wayfarer (Ymir)

Scholar (Interupt)

Scholar (Ymir)

Shadowlash

Shadowlash (Ymir)

Acolyte (DPS)

Acolyte (Ymir)

Role Summary

Below are the recommended Skill for the roles

Role Mandatory Skill Bonus Buff
Tank Stalwart Shield, Taunt Precise Counter (Buff 2)
DPS Interrupt (1 Person) Silent Assault (Buff 2)
Healer Purification, Restoration, Divine Healing Holy Repulse (Buff 3)

When optimizing for damage, we recommend running the Mage and Wayfarer as the DPS options. Mage only requires 2 Tacticals to effectively deal damage making her the de facto best interrupt for this event. Wayfarer's dps is the most consistent out of the others, making for a good secondary dps.

YMIR (BREAKDOWN)

Ymir has two phases, both of which have unique skills that the players will have to familiarize themselves with to triumph against this boss. These movesets are explained in the order that the player will encounter them, leading to a smoother learning experience.

General Information

In line with setting up for success, this section will be explaining general strategies before going in depth into the bosses' mechanics. This allows everyone on the party to be on the same page.
The boss arena contains two distinct zones of combat. Tanks should always be in a separate “zone” from the party as many of the bosses' skills are AoE and can hit the whole party. Applying this concept, DPS and Healers should stay on the left side, while the tank stays on the right.
An icicle will fall out of the sky occasionally, targeting 1 person every couple of seconds. It's encouraged to dodge these icicles when possible as it applies frostbite, which will lead to being frozen, when hit with other attacks that apply the debuff as well. Be sure to keep an eye out for Ice Rain and when it is about to launch, as it might not be possible to swap zones safely when it is active.
A general rule of thumb is for every 2 icicles dropped, the boss will cycle in a bigger attack.
Tanks should not worry about dodging these icicles when not needed, as positioning and aggro management is much more important than being able to move. In the same vein, Healers should cleanse immediately when an attack that applies frostbite hits the party (Claw) or (Falling Icicles).

Phase 1

Sweep

Full party AoE that applies frostbite when used. Low cast time and cooldown.
Healers should cleanse the frostbite applied immediately. Deadly when previously hit with a falling icicle, as 2 stacks of frostbite leads to being frozen.

Claw Strike (Ice Rain)

Ice Rain is a Zone-Wide AoE that heavily damages those inside, and will apply freeze if the player stands within it long enough.
The attack Claw Strike is channeled while Ice Rain is in effect. At the end of the Ice Rain, Claw Strike is released, dealing a zone wide AoE that hits the target and those in the same zone.
Being separated from the tank is important due to this attack, as it can wipe whole teams without proper positioning and aggro management.
The tank should cast taunt right before the channel ends to ensure the boss targets properly.
This attack has two variations on what the healers/DPS should do, depending on which zone the Ice Rain is currently falling. As a general rule of thumb, if the Ice Rain is occurring in the players' zone, they will have to adjust to the mechanic, and vice versa with the tank.
Left Side Ice Rain (Healer/DPS) - Healers and DPS moves out of the ice rain into the right zone, and goes back to the left when the channel is about to end. The tank must taunt and shield near the end of the channel.
Right Side Ice Rain (Tank) - Tank moves out of the ice rain into the left zone, and goes back to the right when the channel is about to end. The tank must taunt and shield near the end of the channel.

Fatal Blow

Fatal Blow is a channeled party-Wide AoE. This AoE deals enough damage to one shot every character in the party. This attack is cancellable by Interrupts.
It is crucial for DPS to interrupt this move within 1.5s as the Bonus Skill "Silent Assault" massively increases damage dealt when interrupting within that time frame. If this window is missed, "Silent Assault" reduces DMG% massively, leading to slower and riskier runs.

Quaking (Ice Rain)

Ice Rain is a Zone-Wide AoE that heavily damages those inside, and will apply freeze if the player stands within it long enough.
Quaking is a channeled party-Wide AoE that deals massive damage to any party member unfrozen. This attack will deal no damage to those that are frozen.
The whole party must run towards the Ice Rain to get frozen, avoiding the attack “Quaking” entirely. The healer must save Divine Healing for this move, as Ice Rain can deal enough damage to lethally injure party members.

Phase 2

Phase 2 of Ymir uses the same repeat moves as Phase 1 above, with one extra attack in its rotation. This attack is called “Ice Eruption”

Ice Eruption

The tank gets marked with a yin yang symbol before permanently getting frozen while this move occurs. The DPS / Healers will then be marked by the same yin yang symbol one at a time, until the symbol passes through all 3 players. During this time, 3 subsequent AoEs will occur in the area where the tank is frozen. This attack deals massive damage, but is massively reduced when the matching symbol is in the zone when the AoE occurs.
This move will damage the Tank 3 total times. The player marked with the Yin and yang symbol should move into the Tank's Zone. After a few seconds, an AoE hitting both the tank and the player with the mark will occur.
The next person is then marked and should move into the tank's zone while the first player leaves. This occurs until all healers/DPS have all absorbed one AoE.
Failing to move into the tank's zone when marked will kill the tank and anyone inside, resulting in failure. Example:

  • Tank gets marked and frozen in the right zone.
  • Player 1 gets marked and moves to the right zone.
  • Player 1 waits for the AoE to occur before moving back to the left zone.
  • Player 2 gets marked and moves to the right zone.
  • Player 2 waits for the AoE to occur before moving back to the left zone.
  • Player 3 gets marked and moves to the right zone.
  • Player 3 waits for the AoE to occur before moving back to the left zone.
  • The attack concludes.

SPEEDRUN

Speedrun strategies will be updated during the following week for the spirit of competition. Below is our current fastest clear as a guild.

Rank

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