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Ymir (EoB) Guide for Go Go Muffin
Last updated: 10/4/2025
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.
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.
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) |
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.
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.
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.
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.
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.
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. |
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. |
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 |
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
Healer
Swordbearer (DPS)
Wayfarer
Scholar (Interupt)
Shadowlash
Acolyte (DPS)
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 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.
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).
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.
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 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.
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 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:
Speedrun strategies will be updated during the following week for the spirit of competition. Below is our current fastest clear as a guild.
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