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Epic Seven Raid Cannot Enter Again

[Ultimate] Labyrinth Normal Raid Guide for Beginners

[Ultimate] Labyrinth Normal Raid Guide for Beginners

Overview

Welcome to the normal raid guide for Labyrinth! Information technology is the get-go terminate game content that gives you a nice claiming once you get to player rank lx with some decent rewards. Dissimilar the other regular labyrinths, you need 2 labyrinth compasses to enter it.

Most people will run hell raid once they have a good team with decent 70-85 gear. The normal raid is where y'all volition farm until you tin can have on hell fashion. Fifty-fifty afterward that, you will however farm normal as the Queen drops a free hell central.

For the hell raid guide, click here.

Basics and Mechanics

You volition need to beat World Mode 5-9 to unlock Azmakalis Raid. In raid, you go to accept on 4 raid bosses and the Queen Azumashik. One time you accept defeated 2 raid bosses, you will unlock the height path to fight the Queen. For starters, the easiest raid boss is Arakahan. The other raid bosses's difficulty will depend on your team composition. Each boss has a unique mechanic that can brand it very difficult for certain teams if you don't have specific skills, buffs or debuffs. All the 5 major bosses hither are immune to stun, poison, sleep, silence (except Karkanis) and provoke.

When to Attempt Normal Raid

You tin can effort normal raid when your team does not die to the mini bosses on your way to the raid bosses. The stats you need from your squad are:

  • 7000+ hp
  • 500+ def

For the Queen, you will need:

  • 10000+ hp
  • 600+ def

Queen Azumashik hits a lot harder, especially if any fellow member from your team goes below 50% health. Things go downhill fast from there.

Rewards

The rewards for completing normal raid includes the following:

  • Epic gear (random substats + each specific boss drops a certain set)
  • Tokens to buy store items
  • Free hell raid key when defeating Queen Azumashik
  • Ancient Coins

Beneath are the shop items that y'all can use tokens to purchase:

  • Heart of Hyprocrisy x1
  • Nightmare Mask x1
  • Black Expletive Powder x1
  • Azimanus Dagger (Immunity) x1
  • Azimanus Armor (Speed) x1
  • Azimanus Necklace (Unity) x1
  • Epic Necklace Charm x1
  • Epic Ring Charm x1
  • Queen Azumashik'southward Gift x1

This is the drop charge per unit chances for the Azimanus Chest:

Queen Azumashik's Souvenir
Gilded Transmit Stone 10%
Galaxy Bookmark x1 10%
Molagora 15%
Covenant Bookmark x10 15%
Skystone x100 25%
Gold x200,000 25%

I suggest purchasing the speed armor as the first particular as information technology has all the useful stats for any speed focused unit of measurement. Red charms are also peachy if you want to upgrade your accessories quickly.

Map and Pathing

Upon inbound the map, the route to Queen Azumashik is locked until you defeat ii raid bosses. You always start off with seventy morale. Hither is how morale works.

  • Above 30 = +10% health bonus
  • 0 to 30 = +5% health bonus
  • -ane to -thirty = No bonus
  • -31 to -49 = -85% stats
  • -fifty = -90% stats

Each box y'all move costs 1 morale. A boxing costs 7 morale. Teleporting costs 3 morale.

Reddit user tlpachi has made an excellent text guide for raid. You can check them out here. Below is the map for the normal raid:

If you are just starting out, you can fight the mini bosses and trash mobs equally sometimes the mini bosses tin drop proficient royal gear that you can employ for your team.

Too, if you can assemble a team that can at least gain 34 morale when camping, you can practice all v bosses in three labyrinth runs, which is 6 tickets every calendar week. The rest you can use information technology on regular labyrinth for more spirit stone drops to enhance your accessories.

You can also use this wonderful site to check your meridian morale team -> Click here.

Devourer Arakahan

Eerie Spider

This is probably the easiest boss for nigh players. Drops tier 5 ballsy items:

  • Disquisitional Rate Fix Armor
  • Attack% Rage Prepare Boots
  • Unity Set up Weapon

The battle consists of the following enemies:

  • Devourer Arakahan (Nighttime Element) – 90,000 Hp
  • Azimanmus Hunter x2 (Flame Chemical element)  – 11,000 Hp initial, 7,000 Hp when summoned once more

Arakahan Skills

Crisis Response (Passive) – Pulley is granted an actress plow and skill cooldowns are reduced by 3 turns if attacked when Health is less than 50%. Corrupted Web's skill cooldown is too reduced by an additional 1 turn afterward it is used if Health is less than 50%.

Note:This happens when you go him to below 50% wellness. He gets a full reset on all his skills, assuasive him to stun a fellow member of your team + re-summon the Azimanmus Hunters. Arky or any Guardian does not trigger this.

Incubate Venom (Passive) – Increases Attack and Speed of the Caster at the end of each plow. If Corrupted Web can be used, caster is granted stackable increased Assault and Critical Hit Gamble.

Notation: He becomes stronger as he gets to use his ultimate often. As long as you have enough impairment, this will not be an issue. It is a DPS check on your team.

Stance Take chances (Passive) – If Corrupted Web can be used, grants immunity that cannot exist dispelled and dramatically decreased amercement received. If Corrupted Web cannot be used, all enemies are inflicted with an unable to be buffed debuff that cannot be dispelled and is non affected by immunity. Cannot receive Combat Readiness increment furnishings.

Note: This is the abrasive role about him. Each time he uses Corrupted Web, he will employ an anti-buff debuff that sticks with you for 3 turns until he uses Corrupted Web again. You need to time your buffs and employ them on the last turn earlier he uses Corrupted Spider web for your buffs to work.

Nuance (Active) – Dashes towards the enemy and attacks,with a 75% chance to stun for i turn.

Notation: This can be abrasive if you don't have debuff immunity. Your frontline tank volition ordinarily get stunned unless he/she has loftier effect resistance.

Corrupted Web

Corrupted Web (Active)[3 Plow Cooldown] – Sprays a Corrupted Web at all enemies, decreasing Speed for two turns and decreasing Combat Readiness by fifty%, before summoning two Azimanmus Hunters. This skill can but be used subsequently all allies except for the caster take died.

Note: Aside from the anti-buff debuff that cannot be cleansed, you are mostly likely to get hit with the speed debuff and -l% combat readiness if your squad doesn't have high effect resistance. A cleanser will be vital here if y'all want get a plough after the set on.

Battle Tips

For this fight you will always want to clear the two Azimanmus Hunters first. They can employ 1 plow defence force break and if they all hit a single target, he/she is most likely dead.

At the start of the battle, Devourer Arakahan volition use his Corrupted Web as the opener. He has incredibly loftier defense force and is immune to debuffs when he has Corrupted Web ready to use. You won't be dealing much harm to him when that skill is up. Arky Guardian does bypass the defense though, so you can use it every bit the opener as well.

He loses his defense and immunity buff one time Corrupted Web is used. This is where y'all want to start attacking him to bargain damage. Having 2 AoE attackers will help you impale the mobs and deal harm to him easily.

You volition desire to start watching out when he is prepare to use Corrupted Web again. That will be the turn to use all your buffs and combat readiness push before he applies the anti-buff on your squad.

Team Composition

For guardian, you will desire to accept Arky. He ignores his defence force buff to deal total percentage impairment. To brand this fight easier, you want to bring an attack buffer, an AoE aggressor, a defence force billow and a healer. I will exclude 5 star units unless it is hands obtainable. Below are some examples (F2P in mind):

AoE Attacker

Clarissa works wonders in this fight. She has defence force break and AoE kill reset, which allows her to bargain even more harm. I left out wind units equally they can miss. Just if you start getting better gear, bringing someone like Bellona or Vildred won't exist an issue despite elemental disadvantage.

Defense force Breaker

A defence force breaker will brand your task easier to deal more harm. Enott is some other option but I left him out as he isn't used ofttimes.

Attack Buffer

Yuna and Hazel are the most F2P choices. I would suggest Hazel as she can specialty change to Mascot Hazel and she is used in other areas like Golem Hunt and Abyss.

Healer

Mascot Hazel will suffice here. Montmorancy and Aither are budget choices and they tin can be used as starter Wyvern Chase 11 healers if yous don't have Angelica. And of course, Angelica is good hither due to debuff amnesty, barrier and large heals.

Secretary Vera

Miss Worm

Vera is a hard hitting boss. Drops tier 5 epic items:

  • Health Set Armor
  • Critical Hit Set Helmet
  • Immunity Set Hp% Ring (All-time Driblet)

The battle consists of iii phases and the starting enemies are:

  • Secretary Vera (World Element) – 105,000 Hp
  • Azimanus Watcher -> Azimanus Scout (Light Element) – vi,900 Hp Egg / 11,000 Hp Hatched

Here are the skills of Vera and her monsters depending on the battle phases:

Phase 1

Vera – 105,000 Hp

Mystery of Life (Passive) – Increases Attack and Speed of the caster each fourth dimension an Azimanus Watcher hatches, and increases Gainsay Readiness of the caster each time an Azimanus Water takes impairment.

Annotation: This passive means you cannot run 4 healers and auto information technology as he volition become stronger over fourth dimension.

Gear up Evolution (Passive) – Transforms into a huge cocoon and summons 2 Karax Chargers if attacked when Wellness is less than 50%.

Spew Rock – Basic Assail that Stuns

Spew Rock (Basic Active) – Spits a pile of stones at ii random enemies, with a 50%
adventure to stun for i turn.

Note: This set on can be deadly if the stun lands on your key healers or DPS at the wrong time.

Incubate Egg (Agile)[2 Turn Cooldown] – Summon Azimanus Watcher. If a summoned monster already exists, subtract its skill cooldown by 3 turns and grants an extra plough.

Azimanus Watcher

Hatching (Agile) – Summons an Azimanus Picket and inflicts all enemies with a random debuff for 3 turns. The caster dies subsequently using this skill.

Note: This can exist deadly if a silence lands on your healer or defence force pause lands on your harm dealer. If you let 3 hatch, it usually means at least one of these will happen to your team.

Phase 2

Vera (Cocoon) – 62,400 Hp

Fetal Movement (Active) – Recovers the pulley'south Health. If the caster is already at max Health, grants continuous healing for i turn instead.

Complete Hatching (Agile)[4 Turn Cooldown] – Summons Secretary Vera with increased Assault, Defence and Speed. If the caster dies earlier using this skill, Secretary Vera is summoned with decreased Set on, Defense, Speed and max Wellness.

Note: This is a DPS check. If yous lack damage, you won't impale the cocoon in time. This means the more than powerful version volition hatch and she does a lot of damage.

Karax Charger – 30,900 Hp

Headbutt – Butts the enemy, decreasing the enemy's Combat Readiness by 100%.

Note: Delays whatever of your team members a turn. Having good effect resistance or debuff immunty will aid with these. Having a combat readiness pusher as well helps.

Phase 3

Vera (Hatched) – 49,000 Hp (If Killed)

Final Evolution (Passive) – Grants the caster stackable Attack, Defense, and Speed increases every plow later on hatching from a cocoon.

Notation: Prevents you from bringing too many supports. Damage dealers is necessary.

Spew Rock (Active) – Spits a pile of stones at ii random enemies, with a 50% adventure to stun for 1 plough.

Boulder Vortex

Boulder Vortex (Agile)[2 Plough Cooldown] – Stirs upward a Boulder Vortex to assault all enemies, with a 75% take a chance to decrease Attack for 2 turns.

Annotation: This hits harder as the battle goes on.

Battle Tips

https://www.youtube.com/watch?v=OO2x7eARVQk

In this boxing, having the following volition help a lot:

  • Debuff Immunity
  • Debuff Cleansing
  • AoE Attacks
  • Defense Break
  • Assail Down
  • Target Debuff

The goal is to have plenty impairment to take Vera down earlier she re-hatch into a more than powerful version. If that happens, it is pretty much game over. Letting the Azimanus Watcher hatch on the first phase can also exist deadly every bit they apply random debuffs on your team. This happens when you lot assail the eggs and it gives Vera increased combat readiness to get his turns faster. If all 3 hatch at the aforementioned fourth dimension, the odds of your team getting wiped is high as defense break or silence debuff is deadly.

Debuff immunity is godlike in this fight, with cleanse coming in a close second. Having defense break helps every bit you can flare-up down Vera faster. You can start the battle past getting rid of the hatched eggs get-go. Exercise go on in mind that if you attack them, Vera gains combat readiness.

Having units that tin slow Vera or decrease his combat readiness will be helpful here. The get-go stage ends when you go his hp below 50%. All eggs volition be destroyed if y'all oasis't destroyed them.

The second phase will turn her into a cocoon and spawn ii Karax Chargers that will reduce any target's combat readiness by 100% when they attack. They besides provoke with their special ability. Their sole purpose is to delay you for iv turns until the cocoon hatches into a powerful worm in phase three.

Information technology is recommended to merely go after the cocoon since you only have 4 turns to get information technology to 0% health. The Karax Chargers have 30k hp, and then it is a waste product of time to kill them unless you accept crazy flare-up harm. As long as y'all have a decent DPS unit and a defence breaker unit, you should be able to burst it down. Debuff immunity and cleanse will exist clutch here likewise, with debuff immunity making your life easier.

Phase iii begins when you deplete her HP to 0 in phase 2 or after the dominate takes iv turns. This is a DPS race as she will get stronger each plow. Her AoE attack hits for a lot of damage, and so yous desire to make certain you have your healer ready to sustain that. The other alternative is to burst her downwards quickly so she won't go the run a risk to do that every bit the battle drags on.

Team Composition

For guardian, you lot will desire to accept Zeaon if you don't have a reliable defence breaker. If you lot exercise, Arky will exist the ameliorate choice every bit you can spam Arky often due to it consuming less souls.

You will want a team with a defense breaker, set on buffer, at least one good DPS and a cleanser/debuff immunity support. I volition exclude 5 star units unless it is easily obtainable. Below are some examples (F2P in mind):

Defense Breaker

Bringing h2o DPS (Karin/Clarissa) is not recommended as the boss is globe element, so in that location volition be a fifty% miss chance and therefore lowering your run a risk to land a defense force break. Thankfully, Falconer Kluri's defense break bypasses elemental disadvantage, and then you don't have to worry almost missing. However, it tin be still be resisted.

DPS

Regular Lorina is also viable as long as she is geared decently. She is the almost commonly used DPS for many F2P players that don't accept a solid DPS. Cidd is besides good here as he fills the office of DPS and defence force breaker. Carminerose is a sleeper unit that is very good here. She can delay the bosses's plough due to her slow debuff and -35% to 50% combat readiness on her skill 2. She too brings her own defence and assault buff to recoup for her depression health.

Assault Buffer

This office is optional and tin be excluded if you have reliable defense breakers.

Hazel/Mascot Hazel is the all-time slot for this as she fills the function of healer and attack buffer. Pair her with whatever fire DPS and you deal even more harm to the boss. She also has unhealable, which is useful in phase two confronting the cocoon regen. Helga is also and option. She is too a viable Arena set on buffer in cleave teams due to her speed imprint. She also has a defence force break on her skill one. Yuna tin besides be used here, but she won't output that much damage due to her at an elemental disadvantage.

Healer/Cleanser

F2P options include Montmorancy (AoE cleanse and debuff immunity) and Hazel for Attack Buff/Heal. If you don't have a reliable cleanser like Achates, Destina or Diene, then the above options volition serve y'all well here. Having a Wondrous Potion Vial can assist with provoke debuff.

Executioner Karkanis

Looks like Scyther from Pokemon

A stealth monster that hits like a truck. Drops tier five epic items:

  • Rage Set Armor
  • Speed Set Speed Boot (Best Driblet)
  • Immunity Set Helmet

The battle consists of the following enemies:

  • Executioner Karkanis (Flame Chemical element) – 108,900 Hp
  • Karax Scout x2 (Earth Element) – 71,000 Hp

Calmness (Passive) – When attacking, caster is granted stackable increased Assault and Speed. Increases chance of evading attacks from debuffed enemies, and counterattacks following a successful evasion while dispelling any debuffs inflicted on the caster. Counterattack will brand a Critical Hitting.

Note: Don't bring globe units against him.

Decease Sentence (Passive) – Increases Attack and Speed of the caster permanently when Health falls beneath twoscore%. Activates Crush subsequently using Piece if cooldown of Beat is reset.

Shadow (Gains Stealth)

Shadow (Passive) – If the pulley's Health is less than 70%, caster is granted an extra plow and casts stealth for 2 turns at the cease of the plow. If the caster is stealthed at the outset of the plough, recovers Health and grants permanent stackable Attack and Speed increases. Stealth effect can simply activate once every ii turns.

Slice (Basic Agile) – Cuts the enemy, decreasing Defense for 2 turns.

Crush (Agile)[2 Turn Cooldown] – Rushes towards the enemy and attacks, stunning for ii turns. If the target'southward Health is less than 50%, they will lose 99% of their current Wellness. If silenced, this skill will not be activated and cooldown will be increased. The skill only activates when the caster's Wellness is less than twoscore%.

Note: Very deadly when your character is defense force debuffed.

Boxing Tips

Karakanis and his minions are actually very fast and you will need speed (almost 150+ should be good) on your team or else you lot will get lapped and they end up getting 2 turns earlier yous become i. Having a speedy combat readiness pusher will help here. Arky is besides the preferred guardian for flare-up damage. Yous besides need to bring at least one AoE assailant to break his stealth.

There are basically ii phases in which Karkanis will get stronger:

  • Nether lxx% Hp: he will stealth at the end of every ii turns. If stealthed at the starting time of its plow, information technology will heal a large amount of HP and gain a stacking attack vitrify.
  • Under forty% Hp: he volition proceeds an extra turn and use its ultimate (unless silenced). Stops going into stealth.

Hard hitting basic attack + ultimate

The 2 Karax Watch are pretty much invincible so information technology is pointless to try and impale them. They tin dispel up to ii buffs and apply set on downward at a 75% gamble. And then that means your buffs will be stripped quite oftentimes in this fight.

Only focus on the boss and utilise the scouts as a punching purse when yous are debuffed. They key gimmick hither is the dominate will counter attack at a very high hazard when you "miss". That happens when he has elemental reward and when any of your characters attack him while having a debuff on. His counter attacks always is a critical hit and cleanses any debuff off him. His basic attack applies defense debuff for 2 turns.

In one case you go him to seventy% health, he volition start to stealth and this is where you need an AoE attacker to take him out of it. It is best to bring 2 AoE attackers then in case 1 of them gets debuffed, you lot yet can employ the other ane to get him out of stealth. If you cannot practice that, so he will heal and get stacking assault and speed buff, making the fight harder.

When nether 40% Hp, he volition use his ultimate and it will stun the target. If target is under l% Hp, they will be put to 1% Hp. Keeping your team good for you and having virtually 8000 hp and about 550+ defence volition assistance stay above the 50% threshold.

The key tip hither is to get him to virtually 45% heath, activate Arky guardian to get it below that threshold. It volition non actuate his passive + ultimate until i of your team members hit him with an set on.

Team Limerick

It is best to bring two AoE attackers, ane cleanser/debuff amnesty support and a healer. Defense billow is not necessary but it helps. Attack down debuff is too useful here to reduce the damage Karkanis deals. The Wondrous Potion Vial artifact is besides useful in immigration debuffs.

I will exclude 5 star units unless it is hands obtainable. Below are some examples (F2P in heed):

AoE Attackers

Elson is the near budget choice. His second skill is an AoE attack that tin can do a minor heal on your team + attack debuff on skill 1. Schuri can help with gainsay readiness push passive when he crits. His skill 3 tin also pushback Karkanis when it has more 3 focus.

Clarissa is an splendid selection here every bit she also has defense force break on her skill one. Axe God (Chaos Sect Axe) likewise fits the bill here with his AoE set on on skill 2 (with set on down debuff) and a reliable skill 3 defense interruption.

Rikoris, Romann, Zerato and Mercedes are also viable options if you have invested in them. They are niche units and not as popular.

Healer/Cleanser

The healer/cleansers you employ to fight Vera and Arakahan can besides be used here. As mentioned before, having Wondrous Potion Vial on healers with no cleanse such every bit Mascot Hazel and Doris is really helpful in keeping the debuffs at bay. Otherwise, Montmorancy is the virtually budget choice to get the chore done as she has both AoE cleanse and a debuff immunity heal.

DPS (Optional)

Arky can help you get the job washed, so any form of single target DPS is a bonus.

Commander Lorina provides pure unmarried target DPS and some combat readiness pushback. Carmainerose has more than utility and can dull downwards the boss. Mistychain has the nifty set on down debuff that tin can reduce the impairment dealt by Karkanis. All the same, both Mistychain and Carmainerose have low base of operations health, and so they can be easily killed if they go targeted.

Juleeve Council

Bees!

A poison focused dominate that can cleanse and dispel.

Drops tier 5 epic items:

  • Assail Gear up Weapon
  • Unity Gear up Helmet
  • Speed Gear up Hp% Necklace (Best Driblet)

The boxing consists of 2 phases and the following bosses:

  • Juleeve Council (Lite Element) – 157,300 Hp
  • Juleeve Split x3 (Low-cal Chemical element) – 25,600 Hp each

Blackness Death (Passive) – Caster splits into three when Wellness falls below 70% and 40%. Deals harm to all enemies proportional to the max Health of the target and dispels one buff from all enemies every fourth dimension the enemy begins a turn if the core monster is not killed. When reappearing afterward splitting, reappears with the seventy% or 40% Health they had before splitting.

Note: AoE attacks and strong single target DPS is bang-up here.

Inflict Curse (Passive) – If the pulley is attacked while debuffed, grants random buffs for 2 turns earlier dispelling all debuffs. Number of buffs granted increases proportional to the number of debuffs, upward to a maximum of 3 buffs.

Note: Bring characters with depression debuff chance will requite him less buffs.

Plague (Passive) – Poisoned enemies volition poison another enemy for 2 turns at the beginning of the plough. Event does non occur while splitting.

Note: Wonderous Potion Vial artifact will help with the poison spreading.

Spread Disease (Active) – Attacks the enemy, inflicting toxicant for 2 turns, and granting stackable increased Set on and Speed to the caster. Grants the pulley an actress assault with the same skill.

Group Assault

Group Ambush (Active)[three Turn Cooldown] – Attack all enemies, dispelling all buffs, and extending the elapsing of debuffs by 2 turns. Damage dealt increases proportional to the number of debuffs.

Note: This attack doesn't do big damage but information technology will negate any buffers you bring + extend any poisonous substance debuff by 2 turns.

Battle Tips

This battle is about heal sustain and DPS. Bringing a defense breaker is good during the split phase only non very good when fighting Juleeve in the main phase. The common guardian choice here is Arky, but if you don't have a defence break unit of measurement for the carve up phase, you can bring Zeaon.

Juleeve gets a random vitrify (Speed/Defence/Set on Upward) when you debuff it + cleanses it as well. The battle will take a flake longer if Juleeve keeps getting the defence force buff. The "cannot be buffed" debuff will forbid it from getting any buffs though.

Since Juleeve tin can always attack twice in a row and apply poison debuffs, it is vital to bring a cleanser/ debuff immunity or a Wondrous Potion artifact. Letting the poisons stack upwardly volition brand the poison spread and get out of control if you don't clear it. His ultimate will extend those toxicant debuffs. Thankfully, his bones assault doesn't hurt as much every bit the other bosses.

The split stage volition happen at lxx% and twoscore%. It will dissever into 3 and you need to find the real one to make it return back to the base of operations grade. It is random and its just a guessing game. During the spilt phase, you will:

  • Have a small per centum of the characters max wellness as damage subsequently a teammate moves EACH turn (buffs too get dispelled and all teammates take damage)
  • The mini Juvleeves can as well poison you with their attacks

As mentioned before, immunity or Wonderous Potion Vial artifact + cleanse is highly recommended. Barrier can as well exist used in the spilt phase to soak up 1 plow of damage. AoE impairment is very skillful during this phases, every bit is loftier burst single target damage. As long every bit you can deal well-nigh 50,000 impairment to 2 mini Juleeves in a 3-four turns, you lot should be able pass the damage cheque. The longer this phase drags on, the more heal and sustain yous need.

In one case Juleeve transforms back to the original form from stage ii, information technology volition gain more speed as the boxing progresses.

Squad Composition

Bring at least 1 healer/cleanser is recommended unless you take very strong burst damage. Buffers or Attack buffers are optional as that doesn't help during the carve up phase.

Healer/Cleanser

Any healer you bring should equip Wondrous Potion Vial if bachelor, peculiarly Hazel/Mascot Hazel/Aither. Montmorancy is not as expert here during the split phase equally she only has her skill 3 single target heal. Regen healers are as well not every bit useful due to the regen vitrify getting dispelled during split stage.

Attackers

Commander Lorina will again be F2P meridian option. Mistychain is useful hither with skill 1 mini heals and her attacks actually hurt if y'all geared her well.

Utility

Falconer Kluri deserves a mention here as her 2% passive team heal from the specialty change skill tree will help reduce the overall impairment taken during the split up phase and the poisonous substance debuff. Her defense debuff can also be used at will without having to worry nearly debuffing big Juleeve.

Queen Azumashik

Crazy Queen

The toughest fight in the map. She hits hard and things can go bad quickly when any of your teammates are below 50% wellness.

Drops tier v epic items:

  • Rage Gear up Helmet
  • Attack Set Atk% Necklace
  • Health Set Hp% Ring (Best Drop)
  • Critical Set Weapon

Here are the enemies you will be facing:

  • Queen Azumashik (Light Element) – 160,700 Hp
  • Azimanus Watcher (Lite Element) thirteen,200 Hp -> Devourer Arakahan (Night Element) 24,400 Hp
  • Azimanus Manager (Lite Element) 13,200 Hp  -> Raqix Flying Troop (Light Element) xxx,200 Hp

Here are the skills of the enemy:

Queen Azumashik

Queen's Servant (Passive) – After taking damage for the first fourth dimension, attacks all enemies before hatching 2 eggs to summon ii Devourer Arahakans. If the caster's Health is less than 50% after taking damage, uses Death Trap earlier hatching 2 eggs to summon Raqix Flying Troop. Queen Azumashik absorbs some of the damage taken by the summoned Devourer Arahakan and Raqix Flight Troop. Raqix Flying Troop has a 30% take a chance to counterattack whenever Queen Azumashik takes damage. Eggs are invincible and immune before hatching.

Note: Debuff amnesty and cleanse makes it easier during the opening battle.

Queen's Terror (Passive) – Decreases the target'southward Assail, Hit Chance, and Speed every bit the Health of enemies decreases. At the beginning of the caster'south turn, stuns targets with less than 30% Health for 1 turn.

Note: Debuff immunity really will salvage you on this one when under geared.

Queen's Say-so (Passive) – Grants increased Attack and Defence force for two turns at the start of every turn, and grants a stackable Assault increase buff at the stop of each plow. If attacked when inflicted with more than iii debuffs, the caster is granted an extra turn and all debuffs are dispelled.

Notation: Having someone to dispel this when Queen is under 50% volition help a lot.

Hellish Cut (Active) – Decreases the target'south Attack, Hit Chance, and Speed as the Health of enemies decreases. At the first of the caster'southward plow, stuns targets with less than 30% Health for 1 turn.

Death Trap

Death Trap (Agile)[2 Plough Cooldown] – Attack all enemies, inflicting stackable Defense and Speed decreases. Damage dealt increases proportional to the caster'southward lost Health. This skill tin just be used when the caster's Health is less than 50%.

Note: This hurts as the battle progresses.

Battle Tips

This is the toughest fight in the normal raid. Queen Azumashik hits difficult and has a lot of mechanics y'all have to pay attention to compared to the other bosses. Let'due south suspension downward the various phases and mechanics:

  • The battle starts with her and 4 eggs unhatched and they are invincibile
  • The bottom 2 eggs are Devourer Arakahans that can stun you (hatches after yous hit the Queen for the get-go time)
  • When the Queen gets to less than fifty% health, she gets an extra plow, cleanses all debuffs and uses her ultimate AoE attack on the team.
  • The elevation 2 eggs are Raqix Flight Troops that hatch once Queen goes below fifty% health
  • When eggs hatch, they apply random debuffs on your unabridged squad
  • The max number of debuffs y'all tin state on the Queen is 3. She volition cleanse it and get an extra turn afterwards that.
  • Each fourth dimension she attacks, she gets a 2 turn assault and defense force buff, which is problematic when stacked with her stackable assault passive.

The best guardian for this fight is Arky. If yous don't accept enough flare-up damage, he will come in handy when the Queen is under 50% health.

The offset phase of the fight is when the Queen is at 100% health and the second stage starts when yous become her below 50%.

Debuff immunity and cleanse are two cardinal skills you lot need hither to make your life easier. Having a strong tank that tin take hits is also a bonus for survival. Attacking the 2 Devourer Arakahans will besides damage the Queen. You have a few decisions to make here in terms of battle strategy:

  • Go directly for the Queen and ignore the minions
  • Kill the two Devourer Arakahans, so focus on the Queen
  • Kill all minions and focus on the Queen

I suggest only going for the Queen if you have enough DPS to burst her down in 3-iv turns when she is below 50% hp and at the same time being able to have hits from the Devourer Arakahan's and the counter attacks from Raqix Flight Troops.

Before attacking the Queen at the starting time of the battle, it is vital to have either debuff amnesty or cleanse gear up as the hatching of the Devourer Arakahans will apply random debuffs on your unabridged team.

Information technology is a lot safer to kill the two Devourer Arakahans as they can stun you every 3 turns. Information technology tin can be deadly alongside all the Queen'southward attacks. Since the Queen will attack the frontline tank most of the fourth dimension and dispel buffs + reducing tank'due south skill cooldown by 1, information technology is safer to bring at least i other healer if you choose to use a healer as the tank. Keeping everyone above 50% health will ensure the Queen does not get any additional surprise AoE attacks.

You also take to pay attention to the Queen when she reaches 50% health. She will hatch the 2 remaining eggs and they will apply random debuffs on your entire team + use her ultimate. If y'all are unlucky and whatsoever of your members get the defense force debuff, they will well-nigh likely accept lethal damage. The Raqix Troops will counter attack that tin can poisonous substance if y'all assail the Queen.

As long as you can keep everyone to a higher place 30% wellness, you will avert whatever of your characters getting stunned and have an boosted AoE set on from a Queen basic assail. Immunity vitrify likewise stops that from happening. Having loftier effect resistance(50%+) will assistance you lot resist more than debuffs, but it can be very random.

Team Composition

Your team limerick volition depend on how well geared your DPS units are. With a stiff DPS that can output 20k impairment when the Queen is defense broken, you can go away with only bringing one DPS.

Ideally, it is best to bring at least 1 defence force breaker, a team attack buffer, a DPS and another support healer. Having a dispeller to strip the Queen'south buff or apply assault downwards debuff volition help reduce the damage your team takes. Having Aurius on a tank will also mitigate some damage for your squad.

A F2P squad will wait something similar this:

If Kluri is tanking, so be enlightened that your defense intermission volition not be every bit reliable due to Queen constantly resetting Kluri's skill cooldown. Mascot Hazel has moderate heal and the team assail vitrify for the master DPS Lorina. Defense suspension becomes vital when Queen drops below 50% health. With attack buff and defence suspension, as long as your Lorina can do 15k+ damage, adding Arky iii times volition be able to take her downward.

Now let'due south go over the other options (excluding five star units):

Tank Frontline

Pyllis is another alternative due to her passive. Getting hitting 4 times volition prompt an motorcar cast of squad defense force buff. Her ultimate will give your entire team a bulwark, which is useful in mitigating some damage against Queen's AoE assault. Bank check out this video of Pyllis tanking the Queen.

Healer/Cleanser

Angelica would be the best here due to how good her debuff amnesty is. However, Achates or Montmorancy can practise the chore sufficiently due to their low cooldown team cleanse. I personally utilize Achates to tank. Doris is one of the healers with team defense vitrify. If you only accept Hazel/Mascot Hazel, then having the Wondrous Potion Vial here actually helps out with the debuffs.

DPS

Once more, Commander Lorina is the easiest selection for F2P players. An culling pick would exist Taranor Guard as he has defence pause and also a useful member in Wyvern 11.

Clarissa and Karin are strong h2o DPS, where i is AoE while the other is single target respectively. Both of them also have defense break.

Chaos Sect Axe is too very versatile every bit he is also great confronting the other mini bosses due to him not having elemental disadvantage and brings defense intermission and AoE attack down.

Buffers

Mascot Hazel is also a healer and so she is very good hither. Helga is another alternative if you utilise her in Banshee or in the Arena cleave team.

Yuna is a good substitute if y'all don't accept Diene and desire an offensive AoE assailant. Her AoE attacks does come up in handy here. All the same, y'all will need to make sure you lot bring strong supports or healers to make sure Yuna survives the Queen'southward harm.

Dispeller (Optional)

Not necessary but it can help mitigate damage by stripping the Queen's attack and defense buff. Information technology is best to employ someone with a dispel that has low cooldown since the Queen gets her buff every turn.

Sources

  • https://world wide web.reddit.com/r/EpicSeven/comments/aj2xzv/azmakalis_raid_text_guide/
  • Grass Angel

pardothimen.blogspot.com

Source: https://epic7x.com/ultimate-labyrinth-normal-raid-guide-for-beginners/

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