Boss Rush is the co-op gauntlet, and it is not on the world map: a rotating trio of level 60 bosses, an affix you pick between rounds, a star grade at the end and a badge for whatever you did best. Every boss below carries the elements the game itself recommends against it, and the playstyle it rewards or punishes.
Season Departure with the Wind: Part 1
12 bosses in rotation
54 run affixes
60 boss level
Eliminate top grade
The bosses, and what beats them
Each boss is a known Aniimo in one of its forms, scaled to level 60. The recommended elements and the favoured or punished playstyle are the game’s own, shown on its own stage card.
Blazen
60 in every cycle
1 stage
Rewards Ice Debuff Status
Sheet →
Bouldus
60 in every cycle
1 stage
Rewards High-Frequency Damage, Fly
Sheet →
Geoclaw
60 in every cycle
1 stage
Rewards P.DMG Punishes Magical Damage
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Grizbo
60 in every cycle
1 stage
Rewards Counter, Cleanse
Sheet →
Irisal
60 in every cycle
2 stage variants
Rewards Fire Debuff, Tunnel
Sheet →
Luminelle
60 in every cycle
1 stage
Rewards Heal, Basic Attack Damage
Sheet →
Minespine
60 in every cycle
1 stage
Rewards High-Frequency Damage, Pound
Sheet →
Panpanta
60 in every cycle
1 stage
Rewards P.DMG Punishes Magical Damage
Sheet →
Scorchhowl
60 in every cycle
1 stage
Rewards Water Debuff, Rock
Sheet →
Sherro
60 in every cycle
1 stage
Rewards Lightning Debuff Status, Melee
Sheet →
Tubster
60 in every cycle
3 stage variants
Rewards Sustained Skill, Shield Break
Rewards Basic Attack Damage Punishes High-Frequency Skills
Sheet →
Tuckin
60 in every cycle
1 stage
Rewards P.DMG Punishes Magical Damage
Sheet →
The rotation
A cycle puts three of them up at once, left, middle and right, and puts one Aniimo forward as the pick of the run.
Trio 1
Featured Aniimo : Irisalis
Trio 2
Featured Aniimo : Irisalis
Trio 3
Featured Aniimo : Fulmintis
Trio 4
Featured Aniimo : Irisalis
Trio 5
Featured Aniimo : Irisalis
Trio 6
Featured Aniimo : Fulmintis
Trio 7
Featured Aniimo : Waleetle
Trio 8
Featured Aniimo : Sherro
The affixes
Between rounds you take one. They come in families: some change the ground you fight on, some change what your own team does.
Special
Element Affinity Field βWhile on terrain matching the Aniimo’s element, magical damage dealt +50%. This effect expires 5s after leaving the terrain.
Charged ImpactThe more EP a skill costs, the higher the next damage dealt, up to 75%. (For every 10 EP spent, damage +15%.) Can trigger up to once every 5s.
Resonant ComboUsing the same skill repeatedly increases damage by x% for 1s. Stacks up to 5 times.
Rain of BlessingIncreases Aniimo’s healing by 15%. After healing, own damage dealt +50% for 10s.
Ultimate EnhancementIncreases Aniimo’s Ultimate damage by 60%.
Strike and MoveBasic attacks used while moving deal 100% increased damage.
Basic Attack EnhancementIncreases basic attack damage by 100%.
BattlebondDamage +15%.
ResurgenceUpon being defeated for the first time, revives with 30% HP.
Overflowing PowerStarts with more Ultimate Points.
Breaking ForceThe Alpha starts with % less BREAK value.
Unstoppable MomentumFor the first s of battle, all players deal % increased damage. After s, all players deal % reduced damage.
Essence LeechFor every 10 EP spent, restores 1% of own max HP.
Primary Attacker RuneA rune appears on the field. When a player interacts with it, they gain the rune’s power and become the Primary Attacker. The Primary Attacker deals % increased damage, while all other players deal % reduced damage. Each time the Primary Attacker is at critical HP, all other teammates lose % of their max HP, and the Primary Attacker fully recovers HP.
BlessingIncreases Aniimo’s damage dealt and healing done by 15%.
Crushing MomentumWhen the Alpha enters the Break State, it accumulates 1 stack of Vulnerability. Each stack increases damage taken by an additional %, up to stacks.
Element MasteryWhen Aniimo deal elemental counter damage, damage increases by 20%. Non-counter damage is reduced by 10%.
Interaction
Pulse CrystalAt the start of battle, a Pulse Crystal appears on the field. It periodically locks onto a player unit and fires a pulse after a short delay. The pulse damages and knocks back players it hits. The Alpha can block the pulse, taking a large amount of BREAK.
Chain SnareAt regular intervals, chains link 2 random players on the field. Linked units continuously lose HP. When the chains touch the Alpha, they bind the Alpha for 1s, briefly stopping it and dealing BREAK damage. The chains then break.
Time BombTime Bomb periodically appears on the field and detonate automatically after a short time. They also detonate immediately when attacked. Explosions deal heavy damage to players within range, and deal damage and heavy BREAK damage to the Alpha. If no target is within the blast radius, a secondary explosion triggers, dealing heavy damage to players in a much larger area.
Trick BombEffect: Every 45s, a bomb seed appears on a random Pathfinder. After 5s, the seed lands and generates a bomb warning. After 2s, the bomb explodes and permanently creates a damage zone on the ground.
ChainbotEffect: Every 45s, 1 robot appears on the field (up to 3 at a time). It fires a chain to link 1 Pathfinder who is not currently linked. Linked Pathfinders are Stunned. Destroying the robot breaks the chain and removes the status.
Environment
Magical ShellAfter taking magical damage a certain number of times, the Alpha creates a spiked shell that deals counter damage to players who deal magical damage to it.
Frequency OverloadEach time EP is consumed, 2 seconds of Overload will be gained. When Overload is stacked three times, it will be removed and you will gain Turbulence, which suppresses automatic energy regeneration for a period.
Reflective FieldThe Alpha periodically deploys a force field that reflects ranged projectiles.
Call LightningWhen a single skill cast lasts longer than 2s, summons a thundercloud at the caster’s location. After 0.5s, lightning strikes, dealing damage and reducing player damage by 30% for 5s. Can trigger once every 10s.
TurfAll terrain generated by Aniimo is treated as Turf.
Vein ResonanceWhen an Aniimo is on terrain matching its own element, it gains Vein Resonance, increasing damage dealt by 15%. This effect persists for 5s after leaving the terrain. When not on elemental terrain or when the terrain does not match its element, it gains Vein Rejection, reducing damage dealt by 10%. Vein Rejection cannot be gained while Vein Resonance is active.
Anomaly SparkWhen an Alpha accumulates stacks of Fire Debuff, it enters an “Overflowing Debuff” state. In this state, each additional stack of Fire Debuff causes the Alpha to drop an Energy Orb that can be touched. Touching the orb restores Energy.
Multi-CastWhen the Aniimo deals skill damage, it accumulates 1 point of “Casting Energy.” Reaching points of “Casting Energy” makes the next skill cost no energy and skip its cooldown.
Kinetic RecoveryThe Aniimo’s Energy cap increases by points. When Energy is below %, gain Energy for every Energy consumed.
BREAK CritDamage dealt to Alphas in BREAK state is always treated as Crit Damage.
Water Pressure ImbalanceWhen the Alpha takes Water damage, it gains a small amount of Water Debuff. When the Alpha has more than stacks of Water Debuff, stacks are consumed to enter the Water Pressure Imbalance state for s. In this state, triggers 1 instance of Water-type damage equal to % of current ATK each time damage is taken. Minimum trigger interval: 5s.
UnscathedWhen the Aniimo’s HP is above %, basic attack speed increases by %, and REGEN speed increases by %.
Cold SnapWhen the Alpha takes Ice damage, it gains a small amount of Ice Debuff. Each stack of Ice Debuff increases the Alpha’s BREAK Speed taken and BREAK state damage taken by % each. All Ice Debuff is removed once the BREAK state ends.
Volt SurgeWhen the Alpha takes Lightning damage, it gains a small number of Lightning Debuff stacks. When the Alpha’s Lightning Debuff exceeds stacks, it consumes stacks of Lightning Debuff to empower nearby Pathfinders. While empowered, Pathfinders gain % Crit Rate and % Crit Damage. The empowered state can only trigger 1 time per s.
Reversal StrikeCountering an Alpha attack grants % bonus Natural Energy Regen and % bonus Final Damage for s. A Perfect Counter interrupts the Alpha’s action and spreads the buff to nearby Pathfinders, triggering once every s.
BREAK PursuitDealing skill damage to an Alpha in the BREAK state builds a combo count. When BREAK ends, triggers one instance of bonus damage equal to combo count x % of your active Aniimo’s ATK.
Assist
GrenadierIn battles against the middle-lane and left-lane Alphas, an invincible Termite Nest Aniimo appears. It has a bombing skill and keeps bombing its target. Bombing damage increases over time.
Rolling AniipodIn battles against the middle-lane and right-lane Alphas, a giant dung ball appears periodically. Attack it to make it roll. When it hits a target, it triggers a huge explosion and deals massive damage. Rolling ball damage increases over time.
General
Coordinated StrikeTeam members deal % more damage, with an additional % increase against elements they counter.
Coordinated OffensiveTeam members deal % more damage, with an additional % increase against elements they counter.
Coordinated OffensiveTeam members deal % more damage, with an additional % increase against elements they counter.
Coordinated OffensiveTeam members deal % more damage, with an additional % increase against elements they counter.
Coordinated OffensiveTeam members deal % more damage, with an additional % increase against elements they counter.
Coordinated OffensiveTeam members deal % more damage, with an additional % increase against elements they counter.
Coordinated OffensiveTeam members deal % more damage, with an additional % increase against elements they counter.
Joint DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Joint DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Joint DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Joint DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Joint DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Twine DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Twine DefenseTeam members take % less damage, with an additional % reduction against elements they counter.
Star grades
A run is scored in stars, up to Eliminate. Each step is a fixed slice of score, so the grade is a damage race against the clock, not a difficulty setting.
9☆+1
9☆+2
9☆+3
9☆+4
9☆+5
9☆+6
Eliminate
End-of-run badges
One is handed to each Pathfinder when the run ends, for the thing they did most of.
Best DPSTotal Damage Dealt
Best StrikeBest Strike Damage
BREAK ExpertTotal BREAK Damage
Last StrikeDealt the Last Strike
ReaperTargets Defeated
I Took It AllMost Damage Taken
Help the woundedMost Healing
Always meMost Hits Taken
FlexibleLeast Hits Taken
Best SupportMost Support Provided
FAQ
No. It is a separate co-op mode with its own arena, so it has no map marker at all. The bosses with map markers are the Alpha and Omega world bosses, a different tier entirely.
Level 60 in every cycle currently in the client, whichever trio is up.
Each boss carries its own recommended elements, shown on its card above. They are the game’s own recommendation for that boss, not a community guess.