WIPA walkthrough of boss solutions usable to complete all the Steam achievements for Starborne: Frontiers.
Introduction
I don’t know if I’ll ever be able to 100% completely fill in everything so… here’s what you get to work with. I hope it’s enough.
If you want more information or want to ask about your specific situation, the best place is to post a screenshot of your hangar (small portraits grid sorted by rarity) to the #unit-advice or relevant ACADEMY channel (e.g. ACADEMY > #fenri-khaliriz for Fenri bounty questions) on the official Discord server.
These are likely not the only solutions, the fastest solutions, or the easiest/simplest/most available solutions. I have not been able to verify every reported solution which I collected and included herein. Use them and the information from my Starborne: Frontiers “Manual” Steam guide to tweak the information in this guide as needed to fit the units you have available.
Remember to take affinity, role + purpose, and targeting patterns thus positioning requirements into account when trying to substitute a different unit. Some units, particularly the defender/tank, are more replaceable than others, particularly Heliodor among others.
Some of the enemy information in this guide is approximate due to typos or the difficulty of collecting enemy stats, especially in the abyss.
This guide uses some shorthand:
T = Top, M = Middle, B = Bottom
1-4 = left to right, which is back to front for solutions and front to back for enemy/challenge listings
T1 is the top-leftmost hex; B4 is the bottom-rightmost hex.
Unit Name (L60 r2 54,321 HP)
The unit’s name, followed by the upgrade level, the number of refits, and any available (explicit or implied) stats of enemy/challenge units, or stat requirements for friendly/solution units.
All targeting is described/imaged as going forward as left to right, even though enemies will be attacking in the opposite direction.
ATK – Attack
DEF – Defense
HP – Hit Points
HAC/HAK/HCK – Hacking
SEC – Security
CRT – Critical Hit Rate / Crit Rate
PWR/CPR – Critical Hit Power / Crit Power
SPD – speed
* and just generally assuming the reader has already read or knows the contents of The Steam Guide for Starborne: Frontiers.
Campaign, 10-6 Farming
Enemy Squadron:
T1: Umayl (L34 5443 HP), T4: Umayl (L34 5443 HP)
M3: ChemForce (L27 3527 HP), M4: Paracelsus (L34 4558 HP),
B1: Ursus (L34 4338 HP), B2: ChemForce (L27 3527 HP)
Normal Campaign 10-6 requires a minimum of 3 unit attacks due to enemy unit separation.
Valiant T1, IonScorp M1, Medved B1
Rhodium/Wisteria T1, Sefuba M1, Sokol B1
If you care more about time than energy efficiency:
- {Los M2, Sentinel M3, Judge M4} can clear 10-5 in 2 seconds.
- {Apex/Luxx M2, Volk M3, any front attacker M4} can clear 9-6 in 2 seconds.
- {Sefuba M2, Volk M3, a front attacker faster than Sefuba M4} can clear 9-6 in 2 seconds.
- Luxx can clear 8-6 in 1 second.
- Sefuba or Apex can clear 6-1 in 1 second.
- Lots of units can clear 2-6 in 1 second.
Enemy Squadron:
T2: Tycho (L137 60,804 HP)
M1: Tycho (L137 60,804 HP), M2: Flamel (L137 57,986 HP), M3: Zosimos (L137 59,275 HP), M4: Butcher (L136 47,567 HP),
B2: Yazid (L136 64,781 HP)
Los T1, Grif M1, Sentinel M2, Nuqtu/Obsidian M3, Sustainer B1
Campaign, Brutal/Nightmare
Flamel’s r2 (second refit) inflicts Stasis debuff in retaliation whenever Flamel is hit, which can be quite troublesome. Heliodor is a good solution.
Br-10-7
Nuqtu T1, Butcher T2, Volk T3, Judge T4, Heliodor B4
Sentinel makes all the enemies hit really hard, but they have no repair. Use a good enough tank wall and you can corrode them away.
Ni-7-2
Butcher T1, Judge T2, Nuqtu T4, Salvation M4, Yazid B3
Ni-7-5
Salvation T3, Wisteria M1, Oleander M2, Heliodor M3, Yazid M4
Ni-8-7
Curator M1, Salvation M3, Yazid M4, Volk B1, Butcher B2
Ni-9-6
Hit the bottom row fast enough to go first in the battle before the Shashou. (96 is too slow, 116 is fast enough)
Heliodor T4, Yazid M4, Judge B1, Volk B2, Butcher B3
Ni-10-6
Valkyrie T1, Volk T2, Judge T3, Yazid M4, Salvation B4
Ni-10-7
Pallas T1, Sentinel T2, Meiying T3, Heliodor B2, Yazid B4
Isha M1, Valkyrie B1, Meiying B2, Volk B3, Demolisher B4
Lodolite T1, Sentinel T2, Los T3, Meiying B2, Sansi B4
Bounties, Fenri Khaliriz
Targeting Pattern: Front +2
Active: Deals 350% damage and inflicts Inferno II (2) debuff (30% damage every turn, ignores defense and shields) for 3 turns.
Charged (π2): Deals 400% damage and inflicts White Phosphorus III (3) debuff (unremovable Inferno; 45% damage every turn, ignores defense and shields) for 3 turns. When the boss’s current HP drops below 66% then direct damage increases by 50%. When the boss’s current HP drops below 33% then inflicted White Phosphorus debuff duration increases to 4 turns.
Passive: The boss is immune to control debuffs and charge loss effects, and takes 50% less damage from DoTs (damage-over-time debuffs). Every turn, the boss gains 1 stack of Pressing Onslaught buff (outgoing direct damage +10%, stackable, unremovable except by the buffed unit itself). Whenever any enemy unit dies, the boss repairs 10% of its Max HP and gains Attack Up II (2) buff (increases attack by 30%) for 2 turns. On kill, the boss clears its stacks of Pressing Onslaught.
L15 Squad
M3+M4: BOSS Fenri Khaliriz (L125 326,833 HP, ~26.8k ATK, ~14.9k DEF, 270 HAC, 160 SEC, ~22% CRT, ~71% CPR, 130 SPD)
Because the boss deals so much damage, destroying it quickly is the only general solution.
Judge T2, Volk T3, Valkyrie T4, Yazid M4, Salvation B4
Valerian T2, Crocus T3, Wisteria T4, Yazid M4, Salvation B4
Judge T2, Sentinel T3, Los T4, Grif/Yazid M3, Valkyrie B3
Butcher T1, Hermes T4, Heliodor M1, Yazid M4, Hayyan B4
Crocus T1, Sentinel T2, Valerian T3, Yazid M2, Grif B1
ANTIMATTER ATTACKER
Targeting Pattern: Front +2
Active: Deals 400% damage and inflicts White Phosphorus II (2) debuff (unremovable Inferno; 30% damage every turn, ignores defense and shields) for 3 turns.
Charged (π2): Deals 450% damage, inflicts White Phosphorus III (3) debuff (unremovable Inferno; 45% damage every turn, ignores defense and shields) for 3 turns, and summons two Torpedoes in the top row. When the boss’s current HP drops below 66% then direct damage increases by 50%. When the boss’s current HP drops below 33% then inflicted White Phosphorus debuff duration increases to 4 turns.
Passive: The boss is immune to control debuffs and charge loss effects, and takes 50% less damage from DoTs (damage-over-time debuffs) and bombs (actually all detonation damage). Every turn, the boss gains 1 stack of Pressing Onslaught buff (outgoing direct damage +10%, stackable, unremovable except by the buffed unit itself). Whenever any enemy unit dies, the boss repairs 12% of its Max HP and gains Attack Up II (2) buff (increases attack by 30%) for 3 turns. On kill, the boss clears its stacks of Pressing Onslaught. When debuffed and having 6 or more debuffs, the boss cleanses all but 5 debuffs. At the end of each round, the boss inflicts Stasis debuff for 1 turn on the enemy with the highest defense.
- Boss’s charged skill now also summons 2 “Torpedo” in the top row.
- Boss now passively takes 50% less damage from detonation-type/class damage.
- Boss now passively cleanses itself to never have more than 5 debuffs.
- Boss now passively inflicts stasis on the highest defense at the end of each round.
“Torpedo” Antimatter Attacker
Targeting Pattern: N/A
Active: N/A
Charged (π–): N/A
Passive: This unit is immune to damage, debuffs, and Purge. At the start of combat, it gains Stealth buff for 10 turns. At the end of a round, if this unit is the first in the row, it destroys itself to deal 150% damage that cannot critically hit, bypasses enemy defense, and ignores all targeting effects. This unit deals 100% more direct damage to Defenders.
L16 Squad
T1: Torpedo (L135), T3: Torpedo (L135)
M3+M4: BOSS Fenri Khaliriz (L135)
Grif T4, Valkyrie M3, Judge B2, Sentinel B3, Los B4
Bounties, General Colosso
Targeting Pattern: Special; or Front + Adjacent
Active: The boss targets all enemies; if any are currently debuffed by Marked, then it deals damage equal to 175% of the boss’s defense, bypassing enemy Shield and 50% of the enemy defense to each Marked enemy, and clears the Marked debuff. If no enemies are currently debuffed by Marked, then all allies are granted Hacking Up III (3) buff (increase hacking by 60) for 1 turn and then the boss (targeting using Front + Adjacent) deals damage equal to 175% of the boss’s defense, bypassing enemy Shield and 50% of the enemy defense.
Charged (π2): The boss either targets all enemies currently debuffed by Marked, dealing damage equal to 200% of the boss’s defense, bypassing enemy Shield and 50% of the enemy defense to each Marked enemy, and clears the Marked debuff, or, if no enemies are currently debuffed by Marked, then all allies are granted Hacking Up III (3) buff (increase hacking by 60) for 1 turn and then the boss (targeting using Front + Adjacent) deals damage equal to 200% of the boss’s defense, bypassing enemy Shield and 50% of the enemy defense.
Passive: The boss is immune to control and DoT debuffs, as well as charge loss effects. The boss’s outgoing direct damage increases by 15% for each dead ally ship. When an ally dies, the boss gains Defense Up III (3) buff (increase defense by 45%) and Taunt buff for 2 turns. After activating a skill, the boss gains Enrage Damage III (3) buff (increase outgoing direct damage by 6%, stackable and unremoveable).
“Major Grand” Chemical Debuffer
Targeting Pattern: Front +1, *ignores Marked enemies
Active: Grants itself Hacking Up III (3) buff (increase hacking by 60) for 1 turn and deals 60%, ignoring the Marked debuff effect, then inflicts Marked debuff for 10 turns if this unit has less than 2 debuffs. If this unit has 2 more more debuffs, then this unit cleanses 2 debuffs and grants Security Up II (2) (increases security by ??) for 2 turns.
Charged (π–): N/A
Passive: Upon dying, this unit cleanses 3 debuffs from all allies.
L15 Squad
T4: Major Grand (L125 42,755 HP)
M3: Major Grand (L125 42,755 HP)
B4: Major Grand (L125 42,755 HP)
T2+M1+M2+B2: BOSS General Colosso (L125 255,354 HP)
* Boss’s speed is < 95
* Minions’ speed is > 100, < 107
Note that the boss is immune to DoT debuffs, so you will have to destroy it using direct damage. Note that the minions do not attack if they have 2 or more debuffs on their turn. One general solution is to always double debuff the minions without ever killing any, tank the boss, heal the tank as needed, and directly damage the boss faster than the boss enrages. A Taunt buff tank/defender can attract all the attacks. You can just hit the boss really hard, really fast.
Ruiner M1, Yazid/Shepherd M4, Snapdragon B1, Volk B2, Salvation B3
. Ruiner 327 HAC, 107 SPD (needs higher speed than minions, 303 hacking isn’t enough)
. Yazid/Shepherd 50k HP, 5k DEF, affinity advantage
. Salvation 48k HP, 3k DEF
. Volk 27k HP, faster than attacker
. Snapdragon/[a front attacker] 14k ATK, 100% CRT, 100% CPR (but should work at less than that, would just take longer)
Los T2, Grif M2, Sentinel M3, Judge M4, Zeolite B2 (4 seconds)
Yazid T3, Demolisher M1, Hermes M2, Isha M4, Hayyan B1
Pallas T1, Isha T4 (fast enough to go first and Taunt), Nuqtu M1, Volk M2, Los M3
Los T2, Yazid T4, Hermes M4, Snapdragon B2, Warden B4
Snapdragon T1, Warden T4, Flamel M4, Judge B1, Yazid B4
Grif T1, Los T2, Sentinel T3, Judge T4, Madax B4
Bounties, Eelun Naphula
Targeting Pattern: All Enemies
Active: Grants all allies a shield equal to 10.5% of its Max HP, and inflicts Acidic Decay III debuff (unremoveable 9% corrosion) for 3 turns.
Charged (π3): Grants all allies a shield equal to 10.5% of its Max HP and one extra end of round action, and inflicts Acidic Decay III debuff (unremoveable 9% corrosion) for 3 turns.
Passive: The boss is immune to control debuffs and charge loss effects. When an ally dies, the boss’s next active skill action applies Corrosion/Acidic Decay twice, and grants all allies 2 skill charges. After activating a skill, the boss gains Enrage Hacking III (3) buff (hacking +3, stackable and unremoveable).
“Sitri” Chemical Attacker
Targeting Pattern: Front Diamond, *ignores defenders
Active: Deals 140% damage and inflicts Corrosion II (2) debuff for 2 turns.
Charged (π3): Deals 20% damage and inflicts Corrosion II (2) debuff for 2 turns.
Passive: N/A none
“Corson” Chemical Defender
Targeting Pattern: Front Diamond, *ignores defenders
Active: Deals damage equal to 120% of this unit’s defense, and inflicts Corrosion II (2) debuff for 2 turns.
Charged (π2): Grants Taunt buff for 2 turns. Deals damage equal to 120% of this unit’s defense, and inflicts Corrosion II (2) debuff for 2 turns.
Passive: N/A none
“Beleth” Chemical Supporter
Targeting Pattern: All Allies
Active: Grants Defense Up II (2) buff (+30% defense) and Attack Up II (2) buff (+30% attack) for 1 turn.
Charged (π2): Grants Defense Up III (3) buff (+45% defense) and Attack Up III (3) buff (+45% attack) for 2 turns and adds 2 charges to its charged skill.
Passive: N/A none
L15 Squad
T2: Sitri (L125 32,453 HP)
M1: Corson (L125 75,176 HP), M2: Beleth (L125 64,085 HP)
B2: Sitri (L125 32,453 HP)
T4+M3+M4+B4: BOSS Eelun Naphula (L125 222,819 HP)
* Boss’s speed is > 120, < 133
Because the boss generates so much shield but does not repair, destroying the boss with debuffs is a reliable general solution. Because the boss gains hacking every turn, high security equipment is not a reliable solution. Note that you cannot cleanse the boss’s Acidic Decay. Because the boss has something like 200 security, your debuffers need something like 300 hacking (and remember to account for affinity). The general solutions are to either use Oleander and DoT or Sentinel/Grif and massive direct damage.
Asphyxiator T1, Meiying M1, Sentinel M2, Grif M3, Xcellence B1 (3 seconds)
Heliodor T3, Valerian M1, Oleander M2, Hermes/Salvation/Flamel M3, Asphyxiator M4
Isha M4, Wisteria B1, Oleander B2, Makoli B3, Heliodor B4
Butcher M3, Oleander M2, Cultivator M3, Hermes/Salvation/Flamel M4, Meiying B3
Valkyrie T1, Liberator M1, Sentinel M2, Grif M3, Sustainer B1
Heliodor T2, Hayyan M1, Butcher M2, Sentinel M3, Judge B2
Butcher T1, Meiying M1, Sentinel M2, Grif M3, Xcellence B1
Grif T1, Liberator M1, Salvation M2, Los M3, Xcellence B1
Salvation T1, Liberator M1, Los M2, Harvester M3, Grif M4
Heliodor T2, Hayyan M1, Butcher M2, Hermes M3, Warden M4
Grif T1, Meiying M1, Sentinel M2, Liberator M3, Butcher B1
Valerian T1, Flamel/Salvation T2, Hermes T3, Butcher M2, Crocus M4
Wisteria M1, Crocus/Xcellence M2, Heliodor M4, Hayyan B3, Hermes/Salvation/Flamel B4
Xcellence M1, Heliodor M3, Warden R4, Grif B1, Hermes/Salvation/Flamel B3
Bounties, Mamma Maglienza
Targeting Pattern: Special, all enemies in the row with the most enemies
Active: Deals 120% damage and twice inflicts Inferno II (2) debuff for 12 turns.
Charged (π2): Deals 155% damage, purges 3 buffs from the enemy, and inflicts Reverse Repairs debuff (converts all incoming repair into damage) for 3 turns.
Passive: The boss has infinite hacking, is immune to control debuffs and charge loss effects, and takes 50% less damage from DoT and Detonations. When any ship dies, the boss gains Repair Self Over Time I buff (repair 10% of Max HP) for 6 turns. After activating a skill, the boss gains Enrage Attack III (3) buff (attack +6%, stackable and unremoveable).
“Capo” Electric Defender
Targeting Pattern: Special, all enemies in the row with the least enemies
Active: Deals damage equal to 100% of this unit’s defense and removes 2 skill charges from the enemy.
Charged (π2): Deals damage equal to 120% of this unit’s defense and inflicts Disable debuff for 1 turn.
Passive: Inflicts Statis debuff for 2 turns when killed by direct damage.
* “Most enemies” and “least enemies” resolves ties starting at the attacking unit’s current row, so the boss will attack the middle row if the middle row and another row each have 2 units.
L15 Squad
T3: Capo (L125 61,178 HP)
M1: Capo (L125 61,178 HP)
B3: Capo (L125 61,178 HP)
T4+M2+M3+B4: BOSS Mamma Maglienza (L125 229,226 HP >=200 SEC)
* Boss’s speed is > 120
* Minions’ speed is <= 95
Because the boss does not repair much, destroying the boss with debuffs is a reliable if slow general solution. Because the boss has infinite hacking, security is pointless. Cleansing the incoming debuffs is necessary for the long general solution. A sufficiently buffed (e.g. Sentinel+Grif) Skip or Back attacker can blast the boss with direct damage to win quickly.
Valerian/Butcher T2, Hayyan T3, Salvation/Flamel M3, Yazid/Nemesis/Nosorog M4, Purifier B3
* (do not max out Purifier’s skills; the last level makes his charged move more frequent but his charged move doesn’t cleanse debuffs and is therefore deadly bad and to be avoided)
Xcellence T1, Sentinel T2, Zeolite T3, Grif M2 (2 seconds, yes really only 4 units)
Crocus T2, Valerian T3, Salvation M3, Cultivator M4, Grif B3
Xcellence T1, Valkyrie M1, Sentinel M2, Grif M3, Lodolite B1
Anomalies, Chemical – The Bludgeon
Targeting Pattern: Front + Adjacent
Active: Deals damage equal to 80% of the boss’s Max HP, divided equally among all targeted enemies.
Charged (π5): Deals damage equal to 90% of the boss’s Max HP, divided equally among all targeted enemies, and the boss self-repairs 12.5% of its Max HP.
Passive: The boss is immune to control debuffs and charge loss effects, adds 2 skill charges to its charged skill for each enemy hit upon dealing damage, and gains a stack of Enrage Damage III (3) buff (increase outgoing direct damage by 6%, stackable and unremoveable) every turn after attacking.
“Saboteur” Chemical Debuffer
Targeting Pattern: Front Diamond
Active: Deals 160% damage
Charged (π3): Deals 160% damage and inflicts Block Buff debuff (affected unit is immune to receiving buffs) for 1 turn.
Passive: Gains Speed Up III (3) buff (increases speed by 45%) for 3 turns when damaging only one enemy.
L12 Squad
T4: Saboteur (L95 25,563 HP)
M3: Saboteur (L95 25,563 HP)
B4: Saboteur (L95 25,563 HP)
T2+M1+B2: BOSS Bludgeon (L95 152,673 HP)
* Boss’s speed is > 95, < 108
* Minions’ speed is > 87, < 95
The boss hits very hard, but spreads its damage equally. The general solutions are to either have a strong tank in front and letting the boss hit few of your units, or to have an entire clump of decently thick/beefy/tough units to spread the boss’s damage out thinner/more weakly.
Volk T1, Butcher T2, Oleander M2, Salvation/Hermes M3, Heliodor/Warden M4
Anomalies, Electric – The Wall
Targeting Pattern: All Enemies
Active: Gains shield equal to 42.5% of the boss’s Max HP, and Defense Up II (2) buff (increase defense 30%) for 1 turn.
Charged (π1): Deals damage equal to 100% of the boss’s current shield, divided equally among all enemies. If the boss has no shield, then it deals damage equal to 15% of its Max HP to all enemies.
Passive: The boss is immune to control debuffs and charge loss effects. Upon taking direct damage, the boss cleanses 2 debuffs from itself. The boss gains a stack of Enrage Damage III (3) buff (increase outgoing direct damage by 6%, stackable and unremoveable) every turn after attacking.
“Leech” Electric Debuffer
Targeting Pattern: Skip X
Active: Deals 160% damage, increased by 45% for each buff on the enemy.
Charged (π3): Deals 160% damage, increased by 90% for each buff on the enemy.
Passive: Grants all other allies shield equal to 40% of the damage this unit receives when this unit is directly damaged.
L12 Squad
T3: Leech (L95 21,822 HP)
M4: Leech (L95 21,822 HP)
B3: Leech (L95 21,822 HP)
T2+M1+M2+B2: BOSS Wall (L95 168,588 HP)
* Boss acts just before minions, speed is > 95, < 108
The boss generates *A LOT* of shield, and hits extremely hard if you don’t knock the shield down, and hits everything so you cannot protect attackers behind a tank. The general solutions are to destroy the boss extremely quickly, or to have a mix of repairers able to keep the attackers alive. Note the boss’s cleansing so much that it is effectively immune to debuffs. The boss’s minion squad does quite a bit of damage and the challenge is reduced if you can destroy those using Skip/Back attacks before slowly working on the boss itself if you cannot super-fast destroy the boss outright.
Grif T1, Judge M1, Sentinel M2, Ravager M3, Xcellence B1 (2 seconds, Xcellence may not even be needed)
Panguan M2, Salvation M3, Butcher M4, Heliodor B2, Judge B3
Nosorog T3, Salvation M3, Nemesis M4, Sefuba B2, IonScorp B3
Ravager T1, Sentinel T2, Crucialis T3, Yazid B3, Hayyan B4
Grif T4, Xcellence M1, Sentinel M2, Panguan M3, Hayyan B4
Butcher T1, Salvation T2, Lodolite T3, Madax B3, Flamel B4
Sefuba T1, Panguan M1, Sentinel M2, Stalwart M3, Excellence B1
Voron M3, Xcellence B1, Heliodor B2, Flamel B3, Luxx B4
Meiying T4, Panguan M1, Oleander M3, Xcellence M4, Butcher B4
Anomalies, Thermal – The Thunderer
Targeting Pattern: Front Single / Special
Active: Deals 120% damage, followed by 3 additional instances of 120% damage to the targeted enemy or all enemies adjacent to the targeted enemy. Each hit on the same target increases subsequent damage by 80%.
Charged (π3): Deals 170% damage to all enemies. If a target has no adjacent allies, the boss additionally deals 170% damage to that target.
Passive: The boss is immune to control debuffs and charge loss effects. Upon dealing damage, all allies repair 11% of the damage dealt. After attacking, the boss gains Enrage Damage III (3) buff (outgoing direct damage +6%, stackable and unremoveable). At the start of combat, the boss gains Stealth buff for 6 turns.
“Zapper” Thermal Defender
Targeting Pattern: Back +1
Active: Deals damage equal to 160% of its defense and inflicts Speed Down II (2) debuff for 1 turn.
Charged (π3): Deals damage equal to 160% of its defense and inflicts Disable debuff for 1 turn.
Passive: When current HP falls below 50%, all allies are granted Speed Up II (2) buff (speed +30%) for 4 turns.
L12 Squad
T1: Zapper (L95 25,563 HP)
M4: Zapper (L95 25,563 HP)
B1: Zapper (L95 25,563 HP)
T4+M2+M3+B4: BOSS Thunderer (L95 152,673 HP)
* Boss’s speed is > 95, < 108
* Minions’ speed is > 87, < 95
Because the boss has stealth and very few units’ targeting ignores stealth, you probably just have to destroy everything. Because the boss does *so much damage*, destroy everything as quickly as possible. Cheat Death and Damage Into DoT can buy you the necessary time.
Lodolite M1, Sentinel M2, Grif M3 (2 seconds)
Judge T1, Butcher M1, Yazid/Shepherd M4, Valerian B1, Oleander B2
Lodolite/Grif T1, Los T2, Sentinel T3, Judge T4, Heliodor/Yazid B1
Judge T2, Harvester/Volk T3, Crucialis/Snapdragon T4, Shepherd M1, Yazid B4
Judge T1, Sentinel M2, Heliodor M3, Yazid M4, Asphyxiator B1
Anomalies, Antimatter – The Sunderer
Targeting Pattern: Special
Active: Deals 240% damage to the first (M4-..-M1-B4-..-B1-T4-..-T1) two enemy units of each affinity and inflicts Bomb II debuff on them for 2 turns.
Charged (π3): Deals 280% damage to the first (M4-..-M1-B4-..-B1-T4-..-T1) two enemy units of each affinity and inflicts Bomb III debuff on them for 3 turns.
Passive: The boss is immune to control debuffs and charge loss effects. When dealing damage to an attacker, defender, debuffer, or supporter, the boss inflicts Attack Down II (2), Defense Down II (2), Hacking Down II (2), and Speed Down II (2) debuffs respectively, each for 2 turns on each type. Each turn after attacking, the boss gains 1 stack of Enrage Damage III (3) buff (increases outgoing direct damage by +6%, stackable and unremovable).
“Martyr” Antimatter Defender
Targeting Pattern: Front +1
Active: Cleanses 1 debuff from itself and deals damage equal to 35% of its Max HP.
Charged (π3): Reduces the duration of active debuffs on itself by 1 turn and deals damage equal to 35% of its Max HP.
Passive: This unit’s damage increases by 40% of its missing HP percentage.
L12 Squad
T2: Martyr (L95 40,318 HP)
M1: Martyr (L95 40,318 HP)
B2: Martyr (L95 40,318 HP)
T3+T4+M3+B3+B4: BOSS Sunderer (L95 130,624 HP)
* Boss’s speed is > 95, < 108
* Minions’ speed is < 87
If you cannot win in <= 3 attacks (assuming your squad all attacks before/faster than the boss), the most important part of a solution is to cleanse the boss’s bombs before they detonate. Using a squad of the same affinity can also help reduce the your exposure to damage.
Grif T1, Sentinel M2, Lodolite M3, Zeolite B1 (2 seconds)
Valkyrie T2, Grif M2, Sentinel M3, Xcellence M4, Lodolite B2
Grif M3, Butcher B1, Luxx B2, Lodolite B3, Zeolite B4
Liberator T2, Asphyxiator M2, Sentinel M3, Butcher/Grif M4
Heliodor M4, Butcher B1, Volk B2, Valkyrie B3, Salvation B4
Liberator M2, Hermes M3, Warden M4, Sentinel B2, Meiying B3
Panguan M2, Grif M3, Voron M4, Xcellence B2, Sustainer B3
Los M2, Hayyan M3, Madax M4, Judge B2, Stalwart B3
Crucialis T1, Stalwart T4, Yazid M3, Valerian B1, Hayyan B4
Heliodor M4, Meiying B1, Sentinel B2, Butcher B3, Salvation B4
VAULT
Vault Boss Stat Requirements
* Imperium update patch 2.0 “The Security of the Alliance Raid: The Vault – Normal mode has been reduced substantially.”
Your first vault team is:
Carnation (L30 4β
) T2, Yarrow (L30 4β
) T3, [strongest attacker] T4, Shelter M3, Shepherd B3
Farm hacking set equipment from the Mamma Maglienza bounty to get enough hacking for Yarrow and Carnation. Possibly use a SPEED primary stat thruster to get them fast enough.
Your second vault team is:
Oleander T2, Yarrow T3, Wisteria T4, Salvation M4, Yazid/Warden/Heliodor B4
You must balance hitting the vault hard with lasting more rounds with which to hit the vault. Generally, you thus need a defender, a repairer, a buffer, and 2 DPS. Because the vault has such high HP, corrosion does a *LOT* of damage, with detonation skills of specialized legendary unit combinations performing even better but *much* harder to obtain a full squad of.
* As a general heuristic, you can vaguely approximate how well a particular vault team will do in a higher difficulty by multiplying your result from the previous lower difficulty by approximately 2x.
Vault, Notable Units
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
* All Corrosion units assume coverage by Oleander
Carnation: Yes it deals Corrosion, but you really need to get it replaced for better Nightmare Vault results.
Yarrow:
* Thermal, 9.4k HP, 1.8k DEF = dies round 10; 50k DMG/round
* Antimatter, 9.4k HP, 1.8k DEF = dies round 6; 50k DMG/round
Wisteria:
* Thermal, 10.2k HP, 2.1k DEF, r2 = dies round 9; 70k DMG/round
* Antimatter, 10.2k HP, 2.1k DEF, r2 = dies round 12; 75k DMG/round
Valerian:
* Thermal, 12.1k HP, 2k DEF, r0 = dies round 12; 85k DMG/round
* Antimatter, 12.1k HP, 2k DEF, r0 = dies round 12; 85k DMG/round
Crocus:
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Sentinel:
Valkyrie:
– – – – – – – – – – – – – – – – – – – – – – – – – – – – – –
Oleander:
Salvation:
Shepherd:
Voron:
Warden:
Yazid + Oleander:
* Thermal, 25k HP, 1.8k DEF = Oleander dies round 10
* Thermal, 49k HP, 5.2k DEF = Yazid dies round 14
+
* Antimatter, 25k HP, 1.8k DEF = Oleander dies round 7
* Antimatter, 49k HP, 5.2k DEF = Yazid dies round 10
Yazid + Oleander + Salvation:
* Antimatter, 49k HP, 3.2k DEF = Salvation dies round 10
* Antimatter, 49k HP, 5.2k DEF = Yazid dies round 11-12
* Antimatter, 25k HP, 1.8k DEF = Oleander dies round 13
THE ABYSS
- Any solutions to a boss in the hard abyss can quite possibly be used to solve the same boss in the normal abyss.
Abyss, Chemical 1, Alexandrite Aziz
CHEMICAL DEFENDER
Targeting Pattern: Front Diamond
Active: Deals 200% damage and applies Provoke debuff for 1 turn.
Charged (π2): Deals 250% damage and grants all other allies Supercharged II (2) buff (increases ATK by 30%, CRT by 20%, CPR by 20%, and decreases DEF by 40%) and Stealth buff for 2 turns.
Passive: When an ally is killed, the boss gains Taunt buff for 2 turns, and all other allies are granted Stealth buff for 2 turns.
Normal Squadron:
??
T:
M1: BOSS Alexandrite Aziz (L , HP)
B:
??
??
The boss’s active and charged skills deal +10% damage (210% and 260% respectively).
??
T1: Butcher (L140 r4 46,416 HP)
M1: BOSS Alexandrite Aziz (L141 r4 301,881 HP), M2: Oleander (L140 r4 72,096 HP), M3: Valerian (L140 r4 38,981 HP)
B1: Ripper (L139 r4 34,424 HP), B4: Snapdragon (L139 r4 37,866 HP)
* Boss’s speed is > 92, < 95
The boss’s minions/allies/squad are dangerous enough that eliminating them is probably important. Because of the boss’s Taunt and granting its allies Stealth, ignoring at least one or the other is helpful for actually targeting the minions. If one of your attacks is fast enough, you can destroy one minion right off the bat. Larger patterns can help eliminate Oleander while targeting the boss. Special mention that Ruiner’s passive inflicting Bomb on units which repair themselves pairs nicely here against Oleander grant the minion allies self repair for debuffing, which they all do, so they all get bombs, then let Demolisher detonate them!
T —
M1: Heliodor, M2: Yazid
B2: Demolisher, B3: Volk, B4: Hayyan
Meiying T3, Heliodor M3, Hermes M4, Demolisher B3, Judge B4
Hayyan T1, Demolisher (r2?) T3, Ruiner T4, Voron/Yazid B4
(could also try switching Demolisher and Hayyan positions, and putting Heliodor directly behind Voron)
Abyss, Chemical 2, Roach Roaster
CHEMICAL DEBUFFER
Targeting Pattern: Special
Active: deals 150% damage plus an additional 20% for each debuff on the front enemy unit in each row and inflicts Defense Down II (2) debuff (decreases defense by 30%) on them for 2 turns. The last enemy in each row is inflicted with Bomb II (2) debuff for 2 turns.
Charged (π3): deals 190% damage to the front enemy unit in each row plus an additional 30% for each debuff on the enemy, and inflicts Incoming Damage Up III (3) debuff (increases incoming direct damage by 45%) on them for 2 turns. The last enemy in each row is inflicted with Stasis debuff for 1 turn.
Passive: When an enemy cleanses a debuff, the boss deals 80% damage and adds 1 charge to the boss’s charged skill.
Normal Squadron:
T4: BOSS Roach Roaster (L)
M2: Opal (L), M3: Shelter (L), M4: Judge (L)
B3: Sha Xing (L)
T4: BOSS Roach Roaster (L)
M2: Opal (L), M3: Shelter (L), M4: Judge (L)
B3: Sha Xing (L)
T3: Anemone (L129), T4: BOSS Roach Roaster (L132)
M2: Opal (L131), M3: Shelter (L132), M4: Judge (L132)
B3: Sha Xing (L130)
T3: Panon (L142 84,361 HP), T4: BOSS Roach Roaster (L 231,260 HP)
M2: Opal (L143 84,713 HP), M3: Shelter (L144 58,324 HP), M4: Judge (L143 45,492 HP)
B3: Sha Xing (L142 46,045 HP)
* The boss and Judge have speed > 112, < 128
* Sha Xing speed > 109, < 112
* Shelter speed > 100, < 109
* Panon speed > 95, < 100
* Opal speed < 95
T3: Voron (L154), T4: BOSS Roach Roaster (L)
M2: Opal (L154), M3: Shelter (L155), M4: Judge (L155)
B3: Sha Xing (L154)
Try to only have units in 2 rows in order to get hit less by the boss. You need plenty of cleansing to get rid of the bombs. The addition of the extra defender minion complicates hitting just the boss and trying to kill it without needing more cleansing (before the bombs detonate), but otherwise only further slows the slower strategies.
Heliodor M3, Yazid M4, Judge B1, Demolisher B2, Salvation B3
Heliodor M1, Sentinel M2, Hermes M3, Demolisher B1, Hayyan B2
Hayyan T2, Demolisher M1, Cultivator M2, Yazid M3, Meiying B1
Ravager, Grif, Sentinel, Madax, Hermes
Heliodor M1, Xcellence M2, Hermes M3, Purifier B1, Demolisher B2
Butcher T1, Sentinel T2, Obsidian T3, Heliodor B1, Yazid B2
Hermes M2, Heliodor M3, Demolisher B1, Sentinel B2, Meiying B3
Grif T1, Los M1, Sentinel M2, Liberator M3, Meiying B1
Heliodor T4, Wisteria M1, Crocus M2, Cultivator M4, Hayyan B3
Yazid T4, Excellence M1, Sentinel M2, Asphyxiator M3, Cultivator M4
Abyss, Chemical 3, Tamir Khesig
CHEMICAL ATTACKER
Targeting Pattern: Front 1st and 3rd
Active: deals 175% damage, increasing by 40% for each unit adjacent to the targeted enemy, and inflicts White Phosphorus III (3) debuff (unremovable Inferno) for 2 turns.
Charged (π3): deals 235% damage, increasing by 50% for each unit adjacent to the targeted enemy, and inflicts Acidic Decay III (3) debuff (unremovable Corrosion) for 2 turns.
Passive: The boss adds 1 charge to its charged skill and inflicts Inferno II (2) debuff for 2 turns after damaging an enemy that has no adjacent allies.
Normal Squadron:
T4: Asphyxiator (L118 r3)
M2: Iridium (L117 r3), M3: Salvation (L116 r3), M4: Aegis (L119 r3)
B4: BOSS Tamir Khesig (L117 r3)
T4: Asphyxiator (L118 r3)
M2: Iridium (L118 r3), M3: Salvation (L117), M4: Aegis (L116 r3)
B1: Voron (L115 r3), B4: BOSS Tamir Khesig (L115 r3)
T4: Asphyxiator (L132)
M2: Iridium (L131), M3: Salvation (L132), M4: Aegis (L133)
B1: Voron (L133), B4: BOSS Tamir Khesig (L13_?? 236,102 HP)
T4: Asphyxiator (L145 49,887 HP)
M2: Iridium (L146 105,341 HP), M3: Salvation (L145 62,988 HP), M4: Aegis (L146 78,836 HP)
B1: Voron (L145 91,294 HP), B4: BOSS Tamir Khesig (L145 289,147 HP)
* SPD: 139 > Aegis > 133…130 > Asphyxiator > 128…124 > Salvation > BOSS Tamir Khesig > Voron > 100…95 > Iridium
??
??
T:
M:
B:
Heliodor T1, Hermes T4, Hayyan M1, Sentinel M2, Meiying M3
Flamel T2, Heliodor T3, Valerian (325 HACK) M1, Hermes/Salvation M3, Cultivator M4
Heliodor T1, Flamel M1, Hermes/Salvation M2, Valerian M3, Yazid B1
Heliodor T1, Hayyan T3, Asphyxiator M2, Crocus M3, Hermes B1
Heliodor T3, Valerian M1, Liberator M2, Hermes/Salvation M3, Hayyan M4
Judge T2, Heliodor T3, Butcher M2, Hermes/Salvation M3, Hayyan M4
Los T2, Judge M2, Sentinel M3, Madax (or other Taunt) M4, Butcher B2
Hayyan T1, Sustainer T2, Sentinel T3, Judge T4, Heliodor B4
Wisteria (r2) M1, Heliodor (r6) M3, Zosimos (r0) M4, Makoli (r0) B2, Hermes (r1) B3
Valkyrie T2, Volk T3 (45k HP), Judge T4, Salvation B3 (50k HP), Heliodor (42k HP, 4.5k DEF, 253 SEC) B4
Abyss, Chemical 4, Kreyla Ganzorig
CHEMICAL ATTACKER
Targeting Pattern: Front Diamond
Active: deals 200% damage and applies Concentrate Fire debuff for 1 turn to the ally with the highest current health, and grants Reflect III (3) buff (reflects 60% of direct damage when hit as a primary target) for 1 turn to the same ally.
Charged (π2): deals 250% damage repairs all allies 40% of the damage dealt.
Passive: The boss deals 60% more damage for each dead ally.
Normal Squadron:
T1: Butcher (L), T4: Morao (L)
M3: BOSS Kreyla Ganzorig (L), M4: Morao (L)
B1: Butcher (L), B4: Morao (L)
??
??
T1: Butcher (L148 52,408 HP), T4: Morao (L148 66,883 HP)
M1: Liberator (L148 59,944 HP), M3: BOSS Kreyla Ganzorig (L148 302,447 HP), M4: Morao (L147 65,893 HP)
B1: Butcher (L147 51,633 HP), B4: Morao (L149 67,883 HP)
T1: Butcher (L161), T4: Morao (L159)
M1: Liberator (L159), M3: BOSS Kreyla Ganzorig (L 359,616 HP), M4: Morao (L160)
B1: Butcher (L161), B4: Morao (L159)
Bombs or Corrosion debuffs are usable in a solution.
T:
M:
B:
OR
Heliodor T3, Judge M1, Sentinel M2, Aegis M3, Hermes M4
Xcellence T1, Madax M4, Demolisher B1, Aegis B3, Hayyan B4
Hayaan T2, Makoli T3, Isha/Iridium T4, Demolisher/Crocus M1, Heliodor M4
Hayaan T4, Demolisher/Crocus M1, Heliodor M4, Aegis B3, Hermes/Salvation B4
Los T2, Cultivator M3, Isha M4, Hayyan B2, Nuqtu B3
Abyss, Chemical 5 BOSS, Corrodium
BOSS Chemical Debuffer
Targeting Pattern:
Active:
Charged (π3):
Passive: The boss is immune to control and charge loss effects, takes 50% less damage from corrosion, and debuffs on the boss neither expire nor are extended. At the start of every round, the boss deals 90% damage to all enemies with corrosion and repairs 30% of the damage dealt. Every turn, the boss permanently increases the HP of all other allies by 14%.
gains Enrage Ally HP III (3) buff (increases all other allies’ HP by +10%, is unremovable) on its first turn. At the start of every turn, the boss gains 1 stack of Enrage Damage III (3) buff (increases outgoing direct damage by +6%, stackable and unremovable).
Normal Squadron:
T: spawns
M2: Spawn (L), M4: BOSS Corrodium (L , hp)
B: spawns
??
??
??
??
The general solution is to tank the boss from the middle for long enough, attack from the bottom to kill the spawns every round, and attack the boss at least sometimes such that it dies fast enough. Try to use thermal units, avoid electric units, and use the targeting algorithm so that attacks from the bottom row will hit the boss last, always hitting the minions first.
T:
M3: Salvation, M4: {Heliodor/Warden}
B1: Cobalt, B2: Volk, B3: Butcher
Zosimos T1, Aegis (r2) M1, Obsidian (r2) M2, Heliodor M3, and Liberator (r2) B1
Liberator M1, Sentinel M2, Asphyxiator M3, Hermes M4, Grif B1
Sustainer T2, Aegis M2, Hermes M3, Grif M4, Liberator (r2) B2
Demolisher T2, Aegis M2, Hermes M3, {Heliodor/Hayyan} M4, Meiying B2
Hayyan T2, Butcher M2, Cultivator M3, Grif M4, Obsidian B2
Abyss, Electric 1, Deacon Jones
BOSS Chemical Defender
Targeting Pattern:
Active:
Charged (π3):
Passive:
Normal Squadron:
T:
M1: BOSS Deacon Jones (L , hp)
B:
??
??
??
??
??
T:
M:
B:
Demolisher T2, Sentinel T3, Hayyan M1, Aegis M2, Voron B2
Abyss, Electric 2, Leila Shaheen
BOSS Electric Defender
Targeting Pattern: Front Diamond
Active: Repairs itself 6% of its Max HP and deals 60% damage plus additional damage equal to 5% of it’s current HP.
Charged (π3): Repairs itself 8% of its Max HP and deals 70% damage plus additional damage equal to 7% of it’s current HP.
Passive: The boss is immune to control debuffs and charge loss effects, takes 50% less damage from corrosion, and gains Enrage Ally HP III (3) buff (increases all other allies’ HP by +10%, is unremovable) on its first turn. At the start of every turn, the boss gains 1 stack of Enrage Damage III (3) buff (increases outgoing direct damage by +6%, stackable and unremovable).
Normal Squadron:
T2: Opal (L66), T3: Magnolia (L67)
M1: BOSS Leila Shaheen (L65), M3: Magnolia (L68)
B2: Opal (L68), B3: Magnolia (L67)
??
??
??
??
The boss and all minions are electric affinity, so chemical affinity will uniformly benefit you here and thermal affinity units will be disadvantaged. To win, you only need to destroy the boss, so destroying the squad minions might or might not be part of your solution. The normal-difficulty solution I ended up using does destroy the minions.
T —
M1: (Apex or Butcher or Ruiner), M4: Shepherd
B1 & B2: {2 of Butcher, Sefuba, Ruiner, Ionscorp, Valiant}, B4: Shelter
Ruiner M1, Sentinel M2, Panon M4, Meiying B1, Salvation B4
Heliodor B4, Aegis M4, Demolisher B1, Hermes T4, Meiying M1
Abyss, Electric 3, Sarnai Khar
BOSS Electric Defender
Targeting Pattern:
Active:
Charged (π3):
Passive:
Normal Squadron:
T:
M1: BOSS Sarnai Khar (L , hp)
B:
??
??
??
??
??
T:
M:
B:
Voron T2, Demolisher M1, Aegis M2, Hermes M3, Heliodor M4
Abyss, Electric 4, Grace Whitmore
BOSS Electric Defender
Targeting Pattern:
Active:
Charged (π3):
Passive:
Normal Squadron:
T:
M1: BOSS Grace Whitmore (L , hp)
B:
??
??
??
??
??
T:
M:
B:
Ruiner T2, Aegis M2, Sentinel M3, Judge M4, Hermes B2
Abyss, Electric 5 BOSS, Capacitor
BOSS Electric Defender
Targeting Pattern:
Active:
Charged (π3):
Passive:
Normal Squadron:
T:
M1: BOSS Capacitor (L , hp)
B:
??
??
??
??
??
T:
M:
B:
Demolisher M2, Hayyan M3, Hermes M4, Sentinel B2, Xcellence B3
Abyss, Thermal 1, Gobsmacker
THERMAL ATTACKER
Targeting Pattern: Front Diamond
Active: deals 150% damage with an additional 25% for each debuff on the enemy, and inflicts Inferno II (2) debuff for 2 turns.
Charged (π3): deals 170% damage with additional 25% for each debuff on the enemy and inflicts Inferno II (2) debuff and Bomb II (2) debuff on the target for 2 turns.
Passive: deals 100% increased damage to defenders and suffers 50% decreased damage when attacked by attackers.
Normal Squadron:
T —
M2: Yazid (L84), M3: BOSS Gobsmacker (L85), M4: Heliodor (L82)
B2: Yazid (L82), B4: Ripper (L82)
The boss’s active skill deals +10% damage (160%); the charged skill deals an additional 30% per debuff instead of +25%. The boss’s inflicted debuffs are increased from level II (2) to level III (3)
T —
M1: Yazid (L112), M2: Heliodor (L112), M3: BOSS Gobsmacker (L111)
B2: Yazid (L114), B3: Cultivator (L112), B4: Butcher (L112)
/
T —
M1: Yazid (L111), M2: BOSS Gobsmacker (L111), M3: Heliodor (L113)
B2: Yazid (L114), B3: Cultivator (L113), B4: Sha Xing (L114)
T —
M1: Yazid (L126), M2: Heliodor (L128), M3: BOSS Gobsmacker (L126)
B2: Yazid (L126), B3: Cultivator (L126), B4: Ravager (L125)
/
T —
M1: Yazid (L125), M2: BOSS Gobsmacker (L127), M3: Heliodor (L126)
B2: Yazid (L125), B3: Cultivator (L127), B4: Sha Xing (L127)
T —
M1: Yazid (L151), M2: BOSS Gobsmacker (L15_??), M3: Heliodor (L151)
B2: Yazid (L152), B3: Cultivator (L153), B4: Meiying (L153)
Because Gobsmacker’s normal squad has no units on the top and is mostly defensive, the squad can be ignored and DPS safely placed on the top row. The boss’s Bomb debuff cannot be ignored and must be cleansed. Fortunately, they are placed after the Inferno debuff and a single cleanse is enough.
T1: Judge, T2: Volk, T3: Butcher
M —
B1: Heliodor, B2: Yazid/Salvation
OR
Purifier/Shelter T4, Sefuba M1, Heliodor M4, Apex B1, Shelter/Purifier B4
Heliodor T4, Sefuba M1, Butcher M2, Makoli M3, Iridium M4
Meiying M2, Heliodor M4, Butcher B1, Sentinel B2, Salvation B4
Demolisher T1, Sentinel T2, Hermes T4, Hayyan M2, Vindicator M4
Los M2, Salvation M3, Yazid M4, Lodolite B2, Hayyan B3
(probably any two strong enough attackers will work in the back)
Ruiner T1, Demolisher T4, Aegis M1, Vindicator M3, Meiying B1
Grif T4, Yazid M4, Demolisher B1, Butcher B2, Flamel B4
Los T1, Aegis M1, Madax M2, Sustainer B1, Salvation B2
Crocus T1, Valerian T2, Hayyan T4, Aegis M1, Voron B1
Cultivator T3, Demolisher M2, Hayyan M4, Anemone B1, Meiying B4
Abyss, Thermal 2, Raniah Farid
THERMAL DEBUFFER
Targeting Pattern: Skip Single
Active: Deals 180% damage, applies Concentrate Fire debuff for 1 turn, and inflicts Defense Down II (2) (decreases defense by 30%) for 2 turns.
Charged (π2): Deals 250% damage and inflicts Incoming Damage Up II (2) debuff (increases incoming direct damage by 30%) for 2 turns.
Passive: When directly damaged, the boss gains Stealth for 2 turns and deals 100% damage.
Normal Squadron:
T4: Luxx (L)
M2: BOSS Raniah Farid (L), M3: Salvation (L), M4: Aegis (L)
B4: Valiant (L)
The boss’s active and charged skills deal +10% damage (190% and 260% respectively).
T4: Luxx (L116 r3)
M2: BOSS Raniah Farid (L117 r3), M3: Salvation (L117 r3), M4: Aegis (L115 r3)
B1: Meiying (L117 r3), B4: Valiant (L115 r3)
The boss’s active and charged skills deal +10% damage (190% and 260% and respectively).
T4: Luxx (L129)
M2: BOSS Raniah Farid (L , hp), M3: Salvation (L132), M4: Aegis (L129)
B1: Meiying (L130), B4: Valiant (L130)
??
??
Since the boss gains Stealth upon getting hit, eliminating the entire squad is probably the common solution. Throwing a pair of your best attackers, faster than the enemy Luxx, on either side of Volk can eliminate Luxx early, and allow you to safely attack from the top while a defender behind a repairer can tank the rest of the enemy squad until you win. Because of Aegis’ passive skill, using debuffs will not work.
T1: Butcher, T2: Volk, T3: Judge
M —
B1: Yazid, B2: Salvation
Hermes T1, Demolisher T4, Hayyan M1, Heliodor M2, Nayra M4
Grif T3, Demolisher T4, Yazid M3, Hermes M4, Stalwart B3
Abyss, Thermal 3, Aether Kain
THERMAL DEFENDER
Targeting Pattern: All Enemies
Active: deals 100% damage to all enemies and inflicts Corrosion I debuff for 2 turns.
Charged (π2): deals 130% damage to all enemies, applies Provoke debuff for 1 turn, and inflicts Corrosion II (2) debuff for 2 turns.
Passive: takes no damage from provoked enemies. At the start of each round, applies Provoke debuff for 1 turn to the enemy with the highest Attack stat.
Normal Squadron:
T4: Zeolite (L95)
M1: BOSS Aether Kain (L), M2: Oleander (L91), M3: Arum (L93)
B4: Yuyan (L92)
T4: Zeolite (L117 r3)
M1: BOSS Aether Kain (L115 r3), M2: Oleander (L118 r3), M3: Arum (L116 r3)
B1: Ravager (L117 r3), B4: Yuyan (L115 r3)
??
T4: Zeolite (L132 r4)
M1: BOSS Aether Kain (L134 r4), M2: Oleander (L132 r4), M3: Arum (L133 r4)
B1: Ravager (L131 r4), B4: Yuyan (L132 r4)
T4: Zeolite (L157 r5)
M1: BOSS Aether Kain (L157 r5), M2: Oleander (L156 r5), M3: Arum (L156 r5)
B1: Ravager (L156 r5), B4: Yuyan (L156 r5)
You need to always cleanse the Provoke debuff off of your attackers after the boss and before your attackers’ turns. The addition of an additional attack minion to the bottom row does not change the form of the solutions much.
Xcellence M1, Crucialis M2, Salvation M3, Salwart M4, Hayyan B2
Los T1, Sentinel T2, Demolisher T3, Heliodor M1, Hayyan B1
Ruiner T1, Aegis M1, Sentinel M2, Hayyan M3, Meiying B1
Valerian M1, Crocus M2, Anemone M3, Salvation M4, Heliodor B3 (3-round victory)
Abyss, Thermal 4, Scorched Pest
THERMAL ATTACKER
Targeting Pattern: Front +2
Active: deals 120% damage with an additional 12.5% for each buff on allies, and inflicts Bomb I debuff for 2 turns.
Charged (π3): deals 150% damage with an additional 15% for each buff on allies and purges 1 buff from the enemy.
Passive: At the end of the turn, the boss cleanses all debuffs if it has 3 or more debuffs and deals 80% damage to all enemies. After dealing damage to an enemy with both a buff and a debuff, the boss fills the charged skill’s charges.
Normal Squadron:
T4: Ripper (L100 17,920 HP)
M1: Warden (L96 31,138 HP), M2: Scorched Pest (L98 115,317 HP), M3: Flamel (L98 27,576 HP), M4: Aegis (L97 35,006 HP)
B —
The boss’s active skill deals +10% damage (130%) and inflicts Bomb II (2). The charged skill deals an additional 17.5% instead of 15% for each buff.
T4: Ripper (L118)
M1: Warden (L118-121), M2: Scorched Pest (L119), M3: Flamel (L118-119), M4: Aegis (L120-121)
B4: Zosimos (L119-120)
T4: Ripper (L123)
M1: Warden (L121), M2: Scorched Pest (L124), M3: Flamel (L123), M4: Aegis (L125)
B —
T4: Ripper (L149)
M1: Warden (L147), M2: Scorched Pest (L148), M3: Flamel (L147), M4: Aegis (L148)
B4: Zosimos (L147)
??
Getting rid of Aegis (shields) and Flamel (repairs boss, and damage inflicts Stasis) are definitely a challenge. A good general solution is to deal enough damage with a BACK attack to break Aegis, then Flamel. Another possibility is to mix a strong enough FRONT attacker (I used Judge) to destroy Ripper on top and Warden in front of the boss, and a strong enough SKIP attacker (I used Butcher) to break Flamel after the front attacker has finished destroying Warden so that the skip attacker can target Flamel. Because of the boss and Aegis, debuffs are not a viable solution for Scorched Pest. Attacking from the bottom, you do eventually work your way to the top and middle, so the bottom row is safe to attack from.
T4: Salvation
M1: Butcher, M4: Yazid
B1: Judge, B4: Sefuba/Purifier
If your bottom attackers are fast enough to eliminate the extra minion, the bottom is still safe.
Salvation T1, Yazid M1, Butcher B2, Volk B3, Judge B4
Demolisher T1, Hayyan T2, Heliodor T4, Xcellence B1, Yazid B4
Crucialis T1, Hayyan T4, Frontline M1, Yazid M4, Grif B4
Heliodor M1, Hermes M2, Cultivator M3, Sentinel B1, Demolisher B2
Heliodor M2, Hermes M3, Demolisher B1, Sentinel B2, Hayyan B3
Aegis M1, Asphyxiator M2, Vindicator M3, Ruiner B1, Hayyan B2
Cultivator M3, Heliodor M4, Los B1, Butcher B2, Hermes B3
Abyss, Thermal 5 BOSS, Ignis
THERMAL DEFENDER
Targeting Pattern: Special
Active: Deals 160% damage to all enemies in the row containing the highest defense enemy, and summons two (2) spawns (“Calidus” minions) in the top row; the summoning location (row) rotates between lanes (top to bottom) with each activation.
Charged (π3): Sacrifices all other allies, deals damage to all enemies equal to 6% of the total HP sacrificed, and repairs 10% of its max HP for each friendly unit destroyed by the attack.
Passive: The boss is immune to control debuffs and charge loss effects, takes 50% less damage from corrosion, and gains Enrage Ally HP III (3) buff (increases all other allies’ HP by +10%, is unremovable) on its first turn. At the start of every turn, the boss gains 1 stack of Enrage Damage III (3) buff (increases outgoing direct damage by +6%, stackable and unremovable).
“Calidus” Thermal Defender
Targeting Pattern: Front Convex
Active: Deals 80% damage and inflicts Inferno I debuff for 2 turns.
Charged: N/A none
Passive: When killed by direct damage, this unit cleanses 2 debuffs from the BOSS.
Normal Squadron:
T1: Calidus (L102 16,207 HP), T2: Calidus (L102 16,207 HP)
M —
B4: BOSS Ignis (L102 229,291 HP)
Can spawn Calidus (L101 15,928 hp) and/or Calidus (L100 15,654 hp)
Calidus L102 16,207 hp * 1.1 (boss’s Enrage Ally HP III buff) = 17,828 hp
The boss’s active skill deals +10% damage (170%). The boss’s passive buffs are increased from level IV (4) to level V (5) buffs (8% damage per turn and 12% ally HP)
T1: Calidus (L124), T2: Calidus (L126)
M —
B4: BOSS Ignis (L124 359,032 HP)
??
??
??
OR
Grif T1, Butcher T2, Flamel M2, Luxx B1, Zeolite B2
Attackers (optional buffing supporter) on the top row to keep the spawns/minions under control (kill both new spawns every turn), a repair supporter in the middle row if you need it, and a defender with the highest defense stat on your team in the bottom row (which the boss will preferentially target). Your attackers must be able to destroy the two buffed spawns every turn *and* damage the boss.
T1: Butcher, T2: Judge, T3: Nuqtu
M3: Salvation
B2: Yazid
Panguan T1, Asphyxiator M1, Sentinel M2, Grif M3, Judge B1 (6 seconds)
Panguan T1, Aegis M1, Los M2, Grif M3, Judge B1
Nuqtu T1, Sentinel T2, Liberator T3, Judge M2, Voron B4
Butcher T2, Volk T3, Nuqtu T4, Yazid M1, Judge B4
Los T1, Judge T2, Zeolite T3, Grif T4, Yazid B4
Nuqtu T1, Grif T4, Aegis M1, Incinerator B1, Los B4
Sha Xing T1, Crucialis T2, Judge M1, Butcher M2, Yazid B4
Grif T4 (highest DEF), Los M1, Sentinel M2, Zeolite M3, Judge B1
Nuqtu T1 (highest DEF), Aegis M1, Sentinel M2, Los M3, Incinerator B1
Nuqtu T1 (highest DEF), Judge M1, Grif M2, Los M3, Madax B4
Sustainer T1, Zeolite T4, Oleander M3 (highest DEF), Crocus B1, Butcher B4
Abyss, Antimatter 1, Deadbeat
ANTIMATTER ATTACKER
Targeting Pattern: Special, Center And Adjacent
Active: Deals 190% damage to the enemy with the highest current health and inflicts Bomb II (2) debuff on them for 2 turns.
Charged (π3): Deals 250% damage to the enemy with the highest current health and inflicts Bomb II (2) debuff on them for 2 turns. Additionally, all enemies with buffs or debuffs that were not damaged by the first ability are inflicted with Stasis for 1 turn.
Passive: Gains Stealth buff for 2 turns at the start of the round and inflicts Inferno III (3) debuff for 2 turns when applying a debuff.
Normal Squadron:
T1: BOSS Deadbeat (L106)
M3: Valerian (L103), M4: Judge (L106)
B3: Hermes (L104), B4: Tygr (L104)
??
Deadbeat Active and Charged deal +10% direct damage.
T1: BOSS Deadbeat (L126 179,264 HP 120 SPD)
M3: Valerian (L128 32,202 HP), M4: Judge (L126 30,199 HP)
B2: Sansi (L128 75,211 HP), B3: Hermes (L127 60,861 HP), B4: Tygr (L128 38,178 HP)
* Judge and Valerian speed 98-104
??
T1: BOSS Deadbeat (L153 120 speed)
M3: Valerian (L151), M4: Judge (L151)
B2: Sansi (L152), B3: Hermes (L151), B4: Tygr (L152)
Because of the boss’s special targeting, the top row directly attacking the boss can be safe. Rhodium and Lodolite can attack ignoring the boss’s Stealth. Use Purifier or Hayyan just slower than the boss and faster than everyone else to cleanse the Stasis that the boss’s charged skill inflicts. Heliodor can cleanse Valerian and Tygr debuffs.
T1: Rhodium (L50), T4: Purifier (L30)
M4: Heliodor (L60)
B3: Yazid (L60), B4: Salvation (L60)
Purifier T1, Sentinel T3, Rhodium/Lodolite T4, Salvation M1, Heliodor B1
Purifier T2, Demolisher T4 (speed >120), Cultivator M2, Hermes B1, Hayyan B4 (speed >120)
Rhodium/Lodolite T4, Cultivator M2 (speed >120), Heliodor M3, Salvation B2, Hermes B3
Abyss, Antimatter 2, Celeste Morrow
BOSS Antimatter Defender
Targeting Pattern: Front Single
Active: Deals 190% damage and gains Defense Up I buff (increase defense by 15%) for 2 turns.
Charged (π3): Deals 260% damage and gains Taunt buff for 2 turns and gains Repair Over Time II (2) buff (repair 15% of Max HP every turn) for 2 turns.
Passive: At the start of each round, the boss gains shield equal to 15% of its Max HP. When directly damaged by a hit that ignores shields, the boss deals damage equal to 100% of the damage received, which cannot critically hit and which bypasses enemy defense.
Normal Squadron:
T1: Xcellence (L107 21,866 hp)
M1: BOSS Celeste Morrow (L109 154,895 hp), M2: Sentinel (L107 31,298 hp), M3: Curator (L109 32,992 hp)
B4: Hayyan (L109 37,664 hp)
??
Boss’s active skill deals +10% damage; charged grants Repair Over Time III (3) buff (repair 20%).
T1: Frontline (L130 r3 26,066 hp)
M1: BOSS Celeste Morrow (L130 r3 220,598 hp), M2: Sentinel (L132 r3 47,661 hp), M3: Curator (L131 r3 47,753 hp)
B1: Nuqtu (L132 r3 32,234 hp), B4: Hayyan (L130 r3 53,641 hp)
??
??
Due to the boss’s passive skill, you want to avoid using direct damage attacks which skip shields even though the boss will have a lot of shields. The squad itself is quite dangerous and is best eliminated. Fortunately, the narrow enemy targeting patterns mean that a single defender in the middle row can tank all incoming attacks without damage spilling into other rows. If your tank needs support, use a repairer in B4 or assist tanking itself in T4. Finish by placing Volk in between your two best attackers on the bottom.
On Hard 07, the addition of an enemy attacker to the bottom row can be easily enough solved by ensuring that your attacker(s) are fast and strong enough to strike first and eliminate Nuqtu before it attacks.
T —
M4: Yazid
B1: Salvation, B2: Butcher, B3: Volk, B4: Judge
Demolisher T1, Hayyan T4, Voron M4, Nuqtu B1, Hermes B4
Abyss, Antimatter 3, Seraph Nix
BOSS Antimatter Supporter
Targeting Pattern: All Enemies, All Allies
Active: Grants Attack Up II (2) buff (increases attack by 30%) and Leech II (2) buff (repair 30% of damage dealt) to all allies for 2 turns, and deals 42.5% damage to all enemies.
Charged (π3): Grants all allies 1 charge to their charged skill and 1 stack of Overload buff (direct damage +10% and defense -10%, stackable up to 10x), and deals 57.5% damage to all enemies.
Passive: When an ally eliminates an enemy, all allies are granted 1 extra action and 1 charge is added to the boss’s charged skill.
Normal Squadron:
T1: Defiant (L113), T3: Sha Xing (L113)
M1: Madax (L114), M3: BOSS Seraph Nix (L111)
B1: Defiant (L114), B3: Sha Xing (L111)
??
Boss now grants Attack Up III (3) buff (increases attack by 45%), and its attacks deal an additional 2.5% direct damage.
T1: Defiant (L133 61,370 hp), T3: Sha Xing (L134 40,633 hp)
M1: Madax (L132 64,769 hp), M3: BOSS Seraph Nix (L134 246,301 hp), M4: Meiying (L133 45,947 hp)
B1: Defiant (L131 59,430 hp), B3: Sha Xing (L131 38,726 hp)
* BOSS > 125 SPD > 112 SPD > Meiying > Sha Xing > 100 SPD > 94 SPD > Defiant & Madax
??
??
Avoid ever losing a unit. Dealing damage exceeding the enemy Leech repairs is easy, so slow going is an option. The bomb debuffs do need to be handled. Victory only requires destroying the boss.
T3: Yazid, T4: Heliodor
M1: Pallas, M2: Volk, M4: Salvation
B —
Hayyan T4, Hermes M4, Demolisher B1, Heliodor B3, Cultivator B4
Yazid M1, Ruiner B1, Volk B2, Stalwart B3, Heliodor B4
Heliodor T1, Xcellence T3, Yazid M1, Sentinel M4, Lodolite B3
Hayyan T2, Demolisher T4, Aegis M2, Cultivator M3, Iridium B2
Hayyan T2, Judge T4, Yazid M1, Salvation M2, Heliodor B1
Abyss, Antimatter 4, Nizar Idris
BOSS Antimatter Debuffer
Targeting Pattern: Special
Active: Deals 130% damage to the two enemies with the highest current health, with additional damage equal to 12.5% of the enemy’s current HP.
Charged (π3): Deals 150% damage to the two enemies with the highest current health, with additional damage equal to 17.5% of the enemy’s current HP, and inflicts Siphon Repairs debuff (transfers all incoming repair to the ship that applied this debuff) for 2 turns.
Passive: When an enemy gets repaired, the boss and all adjacent allies gain 1 charge to their charged skill.
Normal Squadron:
T2: Yazid (L117 47,411 hp), T4: Demolisher (L119 27,725 hp)
M1: Yazid (L115 45,822 hp), M3: BOSS Nizar Idris (L117 166,107 hp)
B2: Yazid (L117 47,411 hp), B4: Demolisher (L116 26,348 hp)
The boss has higher speed than the Demolishers, and all three act faster than 98 and slower than 102.
??
The boss deals +10% direct damage (140% active and 160% charged).
T2: Yazid (L136 64,781 hp), T4: Obsidian (L135 59,826 hp)
M1: Yazid (L137 65,810 hp), M3: BOSS Nizar Idris (L136 261,006 hp), M4: Judge (L135 40,170 hp)
B2: Yazid (L135 63,765 hp), B4: Sustainer (L135 58,544 hp)
* BOSS has speed >109, <=120, and goes just before the enemy Judge
??
??
If you have not killed either Demolisher and cannot securely resist the bomb debuffs once both Demolishers are charged they go at the same speed so the first Demolisher will place bombs and the second will detonate them. Because of this, cleansing is insufficient to deal with the bombs. The Yazid screen in front takes so long to chew through that you almost certainly have to use back or skip targeting to attack the boss directly. Due to the Demolisher targeting pattern, a single unit in T4 can be given enough security to resist all bombs if no units are placed in M4 or the bottom row. Heliodor with 165 security, boosted by it’s own charged skill and Salvation’s active skill, was able to eek out resisting specifically the first of the double charged bombs long enough to kill the boss (as Heliodor’s own skills will cleanse any bombs which aren’t immediately detonated).
T3: Salvation (L60 48k hp), T4: Heliodor (L60 32k hp, 165 sec)
M1: Asphyxiator (L50), M2: Butcher (L60), M3: Oleander (L50 26k hp)
B —
I probably should have tried Pallas instead of Asphyxiator and expect that she could have worked. More security on Heliodor (e.g. a L16 security software) would have made this easier.
With the exchange of the DPS minions, Hard Abyss Nizar Idris is a somewhat different fight, as cleansing bombs is no longer as important as absorbing or mitigating the immense incoming direct damage. If your Heliodor can withstand the increased DPS, then great. If not, then trying to use a 4th unit to tank and only a single unit to damage the enemy is a slow but possible option.
Vindicator T3, Demolisher M1, Hermes M3, Voron M4, Heliodor B3
Yazid T3, Valerian M1, Hayyan M3, Salvation M4, Heliodor B3 (can possibly substitute Wisteria or another DPS for Valerian, Makoli for Hayyan, and any good tanks for Yazid and Heliodor since Hayyan/Makoli is responsible for cleansing Siphon Repairs)
Abyss, Antimatter 5 BOSS, Entropy
BOSS Antimatter Attacker
Targeting Pattern: Front Row
Active: Deals 195% damage, and if there are no alive allies then all enemies receive 45% damage. Additionally, the first dead ally in the row with the fewest alive allies is summoned as a spawn.
Charged (π3): Deals 190% damage with an additional 25% for each remaining allied unit, and inflicts Hull Shred III (3) debuff (decreases defense by 4%, stackable and unremoveable). Upon the first death of an ally in the row with the fewest living allies, the boss summons a spawn, and repeats this action for the next occurance.
Passive: The boss is immune to all debuffs and charge loss effects. The boss gains Enrage Ally HP IV (4) buff (increases all other allies’ HP by +12%, is unremovable) on its first turn. Every turn, if no other allies are alive then the boss gains a stack of Enrage Damage IV (4) buff (outgoing direct damage +8%, stackable and unremoveable).
“Positron” Antimatter Defender
Targeting Pattern: Front Row
Active: Deals 100% damage and inflicts Incoming Repair Down II (2) debuff (decreases incoming repair 50%) for 1 turn.
Charged: N/A none
Passive: Every turn gain a stack of Enrage Damage IV (4) buff (outgoing direct damage +8%, stackable and unremoveable). Upon death, all enemies in the same row as this unit deal 75% damage.
Normal Squadron:
T —
M2: Positron (L123 17968=>28,271 hp), M4: BOSS Entropy (L120 246,458 hp)
B —
Can spawn Positron (~L120-123 = 17086, 17375, 17669, 17968 => 19136, 19460, 19790, 20124 hp)
??
The boss’s active and charged skills deal +10% damage (205% and 200% respectively). The boss’s passive buffs are increased by 1 level: Enrage Ally HP V (5) buff (+14% instead of +12%) and Enrage Damage V (5) buff (+10% instead of +8%).
T —
M2: Positron (L136 17968=>28,271 hp), M4: BOSS Entropy (L138 284,512 hp)
B —
* Boss’s speed <=114, >
Spawn Positrons (~L136-1238 = 20388, 20711, 21038 => 23242, 23611, 23983 hp)
??
??
You need to always destroy the spawns, so one of your attackers needs to do . You need to destroy the boss faster than your tank is worn away by the Hull Shred debuffs (or securely resist them). Use Front attackers so you don’t accidentally fail to destroy the minions.
T1: Judge (L60), T2: Volk (L50), T3: Butcher (L60), T4: Salvation (L60 48k hp)
M4: Yazid (L60 59k hp)
B —
I was getting 80k-130k damage hits on the Positron spawns, but only 12k-20k damage hits on the boss when my hits went through, due to the boss’s much higher defense. I tried using Sefuba and Wisteria, but they couldn’t destroy the spawns fast enough without me re-equipping them.
Meiying T3, Heliodor M3, Hermes M4, Los B3, Judge B4
Salvation M4, Heliodor B1, Butcher B2, Judge B3, Yazid B4
Faction Ops, Atlas Syndicate
Faction Ops, Binderburg
Grimveil – Antimatter Debuffer
Pattern: Front Diamond
Active Skill: the boss deals 230% damage and inflicts corrosion II (corrosion 2) for 9 turns
Charged Skill (3): the boss deals 300% damage and detonates corrosion effects with 180% of their power (removes all the damaging effects of the specified type and deals the damage they would have dealt over their remaining durations in a single hit).
Passive Skill: Immune to control debuffs and charge loss effects. Every turn, the boss gains 1 stack of Enrage Hacking And DoT Damage I buff (increases hacking by 1 and outgoing damage-over-time by +2%, stackable and unremovable). When an enemy takes damage from a damage-over-time effect, then the boss repairs 25% of the damage dealt. At the start of each round, the boss applies Security Down II debuff (decreases security of target by 40) for 1 turn to all enemies with corrosion.
Team:
T4: Ruiner L70 (11,183 hp)
M1: Anemone L70 (24,680 hp), M3+4: BOSS L70 (138,363 hp)
B4: Ruiner L70 (11,183 hp)
Faction Ops, Everliving
Faction Ops, Frontier Legion
BOSS Antimatter Defender
Targeting Pattern: Front Diamond
Active: Deals 250% damage and inflicts Crit Rate Down II (2) debuff for 1 turn.
Charged (π3): Deals 400% damage, grants Taunt buff to itself for 1 turn, and grants XAOC Swiftnes II (2) buff to all allies for 2 turns.
Passive: The boss is immune to control debuffs and charge loss effects. Every turn, gains 1 stack of Enrage Damage I buff (increases outgoing direct damage by +2%, stackable and unremovable). When non-critically hit by an active skill, deals 100% damage to the attacker, and when critically hit by an active skill, repairs the attacker for 10% of damage dealt.
Squadron:
T4: Pallas (L70 r2 13,240 hp)
M1+2: BOSS Zmeydrak (L70 r2 143,762 hp), M3: Flamel (L70 r2 17,816 hp)
B4: Pallas (L70 r2 13,240 hp)
Tank the Pallas with a defender in the top row, and only hit the boss with critial hits.
T1: ?, T4: ?
M3: Judge
B1: ?, B4: ?
Faction Ops, Gelecek
Faction Ops, Marauders
Faction Ops, MPL
Empyros – Antimatter Attacker
pattern: Front Diamond
active: the boss deals 300% damage, and all allies gain a shield equal to 15% of the damage dealt and are granted 1 stack of Blast buff (outgoing direct damage +15% up to 4 stacks) and 1 stack of Warding Screen buff (incoming direct damage -5% up to 4 stacks)
charged (2): the boss deals 350% damage and removes 1 charge from the enemy. All allies are granted Atlas Coordination I buff (attack +10%) for 3 turns.
passive: Immune to control debuffs and charge loss effects. Every turn, the boss gains 1 stack of Enrage Damage I buff (outgoing direct damage +2%, stackable and unremovable). When directly damaged and still has a shield, the boss removes 1 charge from the enemy.
team:
M1 Nemesis L70 (17,610 hp), M2 Yuyan L70 (10,669 hp), M3+4 BOSS L70 (137,900 hp)
Faction Ops, Terran Combine
Faction Ops, Tianchao
Faction Ops, XAOC
EVENTS, Halloween, Count Garlik
“Gary the Bat” minions T1, M1, B1
Count Garlik boss M4
EVENTS, Christmas, Stan the Sleigher
“Rudolph” minions top and bottom rows, respawning
BOSS Stan M4
Level/Tier 5 Stan (745,897 HP) and Rudolphs (66,743 HP) are L150
I believe Stan has speed 132-134
Heliodor T4, Valkyrie M1, Sentinel/Volk M2, Judge M3, Hermes/Salvation M4
* Volk before Valkyrie before Judge before BOSS Stan
And that wraps up our share on Starborne: Frontiers: Starborne: Frontiers Walkthrough and Boss Solutions. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by LCCX, who deserves all the credit. Happy gaming!