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> Last updated: 10/6/2025
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Table of Contents
Oldeus Drop - Hades Earrings “Halos Mors” 46
Oldeus Ω Drop - Sealed Earrings “Filiamo” 47
Palamicia Drop - Holy Necklace “Dignified Silence” 48
Palamicia Ω Drop - Sacred “Silent Treasure” 49
Tonetaurus Drop - Emerald Feather “Biosdora” 50
Tonetaurus Ω Drop - Night Feather “Noxahra” 50
Degilmagna Drop - Crimson Blade “Degilagon” 52
Degilmagna Drop Ω Drop - Despair Blade “Degil Alter” 53
Subject β-3 Drop - Hatred Claws “Grief” 54
Subject β-3 Ω Drop - Shrieking Claws “Despair” 55
Fosradius Drop - Dragon Gauntlet “Sol Helios” 56
Mohldora Drop - Starving Root “Trypdola” 57
Mohldora Ω Drop - Despair Vine “Groldola” 58
Ugetsu Drop - Blaze Garb “Akanehitoe” 59
Ugetsu Ω Drop - Hellflame Garb “Gurenhitoe” 60
Ifrit Drop - Incensed Helm “Astragoth” 61
Ifrit Ω Drop - Shadowflame Helm “HelioSkia” 62
Garm Drop - Blaze Coil “Annulus” 63
Garm Ω Drop - Ruinous Coil “Galelion” 64
Raydis Drop - Emotional Soul “Stella Bough” 65
Raydis Ω Drop - Withered Soul "Meteor Bough" 66
Radachne Drop - Divine Arachnid’s Blood 67
Radachne Ω Drop - Divine Arachnid’s Tears 68
Code XTF: Eraser Drop - Alloy Shield “Arda Core” 69
Code XTF: Eraser Ω Drop - Anti Shield “Abyss Core” 70
Geo Zagnus Drop - Fortress Armor “Geoplate” 71
Geo Zagnus Ω Drop - Stronghold Armor “Geocradle” 72
Wilkes Drop - Shielding Edge “Will Craver” 73
Wilkes Ω Drop - Abyss Edge “Sear Craver” 74
Villakurz Drop - Skull Helm “Dusk Roar” 75
Villakurz Ω Drop - Void Helm “Disaster” 76
Freydal Drop - Winged Mail “Blue Pinions” 77
Freydal Ω Drop - Occult Wings “Rafale” 78
Elpneumas Drop - Scaled Branches “Aurora” 79
Elpneumas Ω Drop - Occult Branches “Seratta” 80
Styria Drop - Sub-Zero Soles “Chilblains” 81
Styria Ω Drop - Glacial Soles “Frostpain” 82
Zwiber-Z Drop - Nano Barrier “Zweitschild” 83
Zwiber-Z Ω Drop - Exclusion Barrier “Azulveidt” 84
Additional Information and Tips 85
The Magical Ore Mines is a gamemode that returns on a semi-regular basis and consumes stamina similar to normal quests. However, unlike quests, stamina is still consumed if you quit or fail.
You’ll be met with a series of levels called Basements (abbreviated “B”) that you’ll descend. Every five levels (B5, B10, B15, etc.), a checkpoint will be unlocked that will allow players to return to earlier levels for easier bosses. This function can only be used every 30 minutes.
Players begin each level with 50 points. Upon defeating a boss, players will earn points towards descending to a new level, and a new randomly-generated boss will appear. Note that clearing a boss faster awards more points, though if a unit dies during the run, you’ll earn significantly less points. Elite (Ω) bosses also give more potential points. Failing or quitting a boss, however, will set you back points, especially doing so within consecutive runs. Once 100 points are reached, players are automatically sent to the next level in the mines; if 0 points are reached, players are instead sent back to the previous level. Deeper levels in the Mines will offer greater rewards, with increasingly more difficult bosses to match them.
If you do not clear a boss within three minutes, the boss will enter a “rage” mode and deal a series of extremely powerful attacks. While it is possible to survive past this point using cheese strategies such as infinite time stop, it’s recommended to kill the boss before the three minute mark to maximize your points gain anyways.
You’ll be able to tell which boss you’ve encountered before the stage begins to allow for optimal team building. Teams consist of up to three of your own units with the addition of a unit selected from another player. This can be from either one of your in-game friends or additional units from other players that the game automatically pairs with you. Units chosen from other players will inherit all aspects (equipment, tasmons, levels, and crests) from the other player.
Lures are obtained from silver chests you get after killing a boss and from Depth Bonuses for each Mines boss in Boss List.
To use a lure, select “Lure Wave” under the current boss and select the boss you want to lure out. The current boss will be replaced by the selected boss.
A Boss Lure of your choice can be crafted by using 3 lures from different bosses. As a side note, Elite lures and normal lures are considered separate, where you can only craft a normal boss lures using other normal lures, and an elite boss lures using other elite lures.
When a lure is used, it will summon the selected boss continuously for 10 minutes. No evaluation points can be earned when a lure is active, hence you will be unable to progress through floors during a lure’s active period.
Lures can only be used in the selected boss’ usual spawn range and within a floor that you have already beaten that boss. Changing depths or activating a new lure will end the current lure if there is one active.
While clearing levels within the mines, you’ll receive a certain amount of Quartz () for defeating bosses, as well as a small amount for defeating mobs, with this amount increasing as the difficulty of the boss increases. In addition, Omega (Ω) bosses will drop a significantly greater amount of Quartz compared to normal bosses.
These will then be added to your total Quartz count. You will receive various rewards such as alchemy stones, Gren, Rainbow Gems, AWK Souls, Chicken / Tasmon / Golcat Keys, and of course, Flux Drops.
Pure Quartz is an extremely rare item that can be exchanged for some very valuable wares via an exchange shop. Note that the drop rate is extremely low, though you are guaranteed a few upon each player’s first clears of certain stages. As for what to exchange for, it’s recommended to redeem items in the following order:
5☆ Ticket ➝ LB stones / Rainbow Gems ➝ Flux Drops ➝ Paradisos
Additionally, note that Pure Quartz carries over every time the mines are reopened and that the shop does not reset.
All Giant Bosses in the mines can drop their own specified equipment. As these vary greatly, there will be additional information found later on detailing specifics.
(All Floors)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Low
Mechanics
This boss has two main mechanics, the more prevalent one is applying curse on hit, this can either be countered by nuking the boss quickly or bringing a unit who is capable of cleansing curse, of which the former option is preferred. The second mechanic is the boss having physical dmg res, which can be easily ignored at lower floors and at higher floors it can be countered with some dmg res down. This boss doesn’t scale much between floors, for high floors the mob stages can be more dangerous than the boss.
Preferred Teams -
As nuking this stage is preferred, you either want to nuke using War Hero Fen along with some dmg res down or bring a competent magic dps. Sustaining is not needed.
This boss is best to nuke.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/Miyu/DLrimuru
(B5 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics
Oldeus Ω, on top of dealing increased damage, can only be damaged from Magic-type damage. Alongside this, his Arts becomes much more deadly, instantly killing any units inflicted with Curse. You wouldn't want to fight this variant for long, so Magic Nuking would be the best course of action for this boss.
Preferred Teams -
Similar to the regular version, nuking this boss is preferred, even more so as the boss has relatively low HP. Only real difference is you must use a magic dps unit.
Sub floor 50/newer player team: Healer Artgen Flex + Miyu
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/Miyu/DLrimuru
(All Floors)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Medium
Mechanics
You may have taken notice that Palamicia gains damage reduction, which can be counteracted with DMG RES down debuffs. Utilizing units with Stackable DMG Res Down effects such as Draken’s PHY RES Down or DL.Rimuru’s General DMG RES down is key for farming Palamicia without utilizing Paralyze at high floors. The boss does have a chance to faint on hit and will freeze on arts.
Preferred Teams -
Similar to Oldeus on low floors the bosses mechanics can be ignored, for higher floors you will need large amounts of dmg res in order to damage the boss without paralyzing. If you’re unable to kill the boss without paralyzing her, then look at the teams for omega instead.
This boss can be nuked or sustained.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru
(B15 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics -
Similar mechanics to her regular variant, but gains full damage immunity when not inflicted with Paralysis. This makes the fight especially reliant on constant Paralyze procs on the boss to clear it fast. As on higher floors the boss gains more paralyze res and will stay paralyzed for less time, you will want to bring paralyze down equipment and have a way to cleanse freeze from her arts.
Preferred Teams -
Out of all the paralyze units in the game, Norn and Cosmo are the best two options, both of which will want to run Norn’s TW for the paralyze res down. Make sure Norn uses her skill before trying to paralyze and Cosmo uses her Normal Art to ensure the highest chance to paralyze and for as long as possible.
Sub floor 50/newer player team: Healer Artgen Norn/Cosmo + War Hero Fen
Floor 100 team: War Hero Fen, Hart, Norn/Cosmo + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Norn/Cosmo
(All Floors)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: High
Mechanics -
Has very high Evasion and its arts will inflict Paralysis and Poison. Tonetaurus loses its Evasion once Broken. It also deals mild damage, discounting the potent poison in deeper floors, so sustaining Tonetaurus itself isn’t a problem as long as the poison is dealt with at deeper floors. Deeper in the mines, it’s next-to-impossible to break Tonetaurus within the deadline, so the only way of defeating the boss at this floor is to try to counter the annoying Evasion mechanic with your own Accuracy.
Preferred Teams -
For low floors War Hero Fen’s Normal Art will be enough to ensure everyone is able to hit the boss, however on higher floors you will need a dedicated accuracy unit. Miyu and Senki and the two best options for this, just make sure that Senki enters True Third Eye rather than the regular one.
Due to this bosses low HP, it can be nuked by Miyu/Senki with little trouble.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Miyu/Senki
Floor 200+ team: War Hero Fen, Hart, Shirou + Miyu/Senki
(All Floors)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Medium/High
Mechanics -
Degilmagna’s core gimmick is how often it spams the Faint ailment, as well as the large amount of Critical Damage they deal at later levels. At earlier levels, his defensive capabilities are rather lacking, and can easily be nuked in order to avoid his Faint entirely.
Preferred Teams -
For lower floors any competent sustain comp will work fine, however sustaining this boss can be extremely inconsistent at higher floors due to the bosses extremely high crit dmg. For the most consistent nuke you will want to bring either charlotte to faint the boss before he faints you or hope you don’t get screwed by RNG.
This boss is best to nuke, but can be sustained with large amounts of dmg/crit res
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru/Charlotte
(All Floors)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Low
Mechanics -
This boss possesses Light and Dark Killer, making bringing those specific units into the floor extremely risky for deeper levels. His Water, Fire, and Earth resistance also make those elements slightly slower, β3’s grab attack can inflict dangerously high-Single Target Damage, though its impact can be mitigated with defensive units. This boss is very straightforward.
Preferred Teams -
This boss is rather easy, with a decent amount of dmg res down you can counter his elemental res. Additionally this boss can be sustained with Thetis or Kirisame if you’re unable to nuke it.
This boss is best to nuke but can be sustained with little trouble.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/Miyu/DLrimuru
(B20 and below)
Difficulty/Complexity: High
Difficulty scaling based on Floor: Medium
Mechanics -
Doing ludicrous damage while also having taunt killer makes this a very hard fight. His normal attacks can inflict Disease RES Down, Action Speed Down, and DMG RES Down. Furthermore, his Arts inflicts Disease on your team. At 75% and 20% HP, he will faint your entire team, deal a fixed 5k HP ignoring barriers, and instantly use Arts. Moreover, similar to normal β-3, he features a grab attack which deals concentrated DMG to the target.
Preferred Teams -
The teams shown below are under the assumption that Holy Robe “Mercel” is being used to cleanse the disease, if you don’t have it available then you will want to run a disease cleanser such as Rimuru, 12th Mizuki, or Feena in place of War Hero Fen or Hart.
This boss can be nuked at very low floors, after it must be sustained.
Sub floor 50: War Hero Fen, Hart, Disease cleanse + DPS unit.
Floor 100 team: War Hero Fen, Hart, Shirou + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru/Senki
(All Floors)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Low
Mechanics -
Fosradius’ primary gimmicks are his high passive Arts DMG Resistance and Paralysis spam. Both of these are relatively straightforward mechanics to deal with a well-equipped team. He is still relatively easy to nuke at earlier levels, however.
Preferred Teams -
As with many of the bosses who gain dmg res, this can be easily countered with dmg res down. At higher floors you will want to bring something with stackable dmg res down or an extremely large debuff. Make sure to be ready to deal with paralyze in case you get hit with it.
This boss is best to be nuked or sustained depending on your damage option.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru
(B20 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
Mohldora has semi high crit res but never gains over 100%. It’ll summon mini Gorondolas during the fight that can really be a nuisance during deeper floors and can only be dealt with using poison or burn damage. Furthermore, Mohldora will deal a heavy nuke upon reaching 50% of its Max HP.
Preferred Teams -
As this boss does have rather high crit res you won’t want to bring a crit reliant dps at higher floors unless you run either a crit res down unit with them or Ameru Letter Bag. The mobs the boss spawns can generally be ignored as they aren’t very impactful in the fight.
This boss can either be nuked or sustained without much trouble.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Miyu/Rin/Senki
(B20 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics -
Mohldora Ω is very similar mechanics-wise to the normal variant, though it has an additional threshold at around 20-30% HP as well as DMG Reflection Resistance for some reason.
Preferred Teams -
Same as regular version.
(B20 and onwards)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Low
Mechanics -
Ugetsu begins as a Dark-Element and periodically switches to Fire and then back to Dark, repeating this cycle. Additionally, it negates all DMG Taken from the same element (ex. While it is Fire, it will negate all Fire DMG Taken). Hits relatively hard, but is also rather squishy, especially when inflicted with Disease or Freeze, which will cause it to take increased DMG.
Preferred Teams -
This boss has relatively low HP making it rather easy to nuke, especially at lower floors. As this boss starts on dark, make sure your main damage isn’t dark if you plan to nuke. If you intend to sustain then don’t bring a dark or fire damage unit, however this boss can be easily nuked with War Hero Fen.
This boss is best to nuke.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Senki/War Hero Fen
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/Senki
(B20 and onwards)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Low
Mechanics -
Mostly the same as its regular form. Main difference is Ugetsu Ω negates barriers, will change elements more often, and lifesteals from DMG dealt. Overall just a stronger version, with its 30% nuke being lethal if not prepared.
Preferred Teams -
Same as the regular version, boss just has more HP.
(B30 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
At the start of the fight, Ifrit will decrease all your units HP by 50%. Additionally, the Hellfire stage effect is active, reflecting 2% of DMG dealt back at your units and taking 10% HP every 5 seconds. The boss does have a “nuke” at 50% HP, however it does less damage than his regular attacks.
Preferred Teams -
For sustaining this boss you will want to bring a dps such as 12th Mizuki or Mizuki due to their hellfire res. If you intend to nuke this boss you will want to bring Rhost in order to provide lifesteal to your team so they don’t kill themself.
This boss can be nuked or sustained with one of the Mizuki’s.
Sub floor 50/newer player team: Healer Artgen Flex + 12th Mizuki
Floor 100 team: War Hero Fen, Hart, Rhost + Rin/Sunraku
Floor 200+ team: War Hero Fen, Hart, Rhost + Rin/Sunraku
(B30 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
At the start of the fight, Ifrit will decrease all your units HP by 80%. Additionally, the Hellfire stage effect is active, reflecting 5% of DMG dealt back at your units and taking 20% HP every 5 seconds. Ifrit has a nuke at 50% where he will use a weak version of Volkan Knuckles. Additionally, Ifrit Ω negates all magic damage.
Preferred Teams -
Same as regular version.
(B30 and onwards)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Medium
Mechanics -
Throughout the fight, every strong single-hit* will stun and inflict a ATK & DEF debuff on Garm for 10 seconds. Furthermore, its regular attacks are able to inflict a regular Burn or Faint, while its Arts inflicts a potent Burn**, dealing 100+ DMG/tick (500+ DMG/s) for 5s.
*Single-hit amount will be listed at the start of the boss fight, and scales higher the deeper you are
**Burn DMG scales higher the deeper the floor Garm is encountered on
Preferred Teams -
While this boss does have decently high HP, it’s nothing impressive and can still be nuked without too much trouble, even more so at lower floors. If you must sustain then bring a strong dps who is able to trigger the single-hit stun to make the boss much weaker.
This boss is best to nuke, but can be sustained with a decent taunt tank + burn res/cleanse.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru
(B30 and onwards)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Medium
Mechanics -
Throughout the fight, every strong single-hit* will stun and inflict a ATK & DEF debuff on Garm Ω for 10 seconds. Additionally, Garm Ω will gain immunity to the Element from that attack for a certain period of time and deal additional DMG to Burning enemies. Furthermore, its regular attacks are able to inflict a long-lasting Burn RES debuff, regular Burn, or Faint. On the other hand, its Arts inflicts a very potent Burn**, dealing 750+ DMG/tick (3750+ DMG/s).
*Single-hit amount will be listed at the start of the boss fight, and scales higher the deeper you are
**Burn DMG scales higher the deeper the floor Garm Ω is encountered on
Preferred Teams -
This boss plays almost the same as the regular version, only difference is that you need to make sure your main dps won’t trigger the damage immunity.
Sub floor 50/newer player team: Healer Artgen Flex + Miyu
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru
(B40 and onwards)
Difficulty/Complexity: Low
Difficulty scaling based on Floor: Low
Mechanics -
At the start of the fight, Raydis will immediately use her Arts. While Burning, she takes 60%~ increased DMG. Furthermore, she gains 100% CRI against Poisoned enemies. Regular attacks have a chance to inflict a stackable Poison RES debuff and Poison*. Raydis also gains Shield Killer when she uses her True Arts. Has relatively little HP compared to other bosses.
*Unconfirmed if Poison DMG scales the deeper the floor Raydis is encountered on
Preferred Teams -
This boss is only dangerous if your units are poisoned, otherwise it does rather pitiful damage. As mentioned before this boss has rather little health making it easy to nuke down with just War Hero Fen alone for early floors, and providing him some support will let him nuke regardless of the floor.
It is best to nuke this boss, but can be sustained with poison res.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru
(B40 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
Similar to its regular form, except after using her Arts at the start of the fight, she will immediately follow up with her True Arts. Generally a stronger version of its regular form as her inflicted Poison* will deal 400~ DMG/tick (2000~ DMG/s), and her True Arts will Faint a random target and deal a fixed 400 DMG/tick (2000 DMG/s) over time for 8s.
*Unconfirmed if Poison DMG scales higher the deeper the floor Raydis Ω is encountered on
Preferred Teams -
The most dangerous aspect of this boss is randomly fainting one of your units after her opening nuke. If your team is fast enough you can kill her during the opening nuke, before she is able to faint someone.
This boss is best to nuke.
Sub floor 50/newer player team: Healer Artgen Flex + War Hero Fen
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru
(B35 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
Radachne has extremely high Defense and negates CRI DMG, making DEF Ignore required. She also gains an extremely high CRI DMG buff, which makes sustaining her very difficult, especially at deeper floors. Her normal attacks have a chance to inflict Curse and Seal as well. Her CRI rate buff throughout the fight is estimated to be <20%.
Preferred Teams -
There are three main methods to surviving this boss, either bring Sanstone for her crit res on True Art, bring a high level Ultra Relic “Pteraturus” or put a blessed necklace on your defense ignore unit and nuke.
This boss is best to nuke if using the Ultra Relic, for Sanstone teams sustaining is fine.
Sub floor 50/newer player team: Healer Artgen Flex + Miyu
Floor 100 team: Sanstone, Hart, 12th Mizuki + Miyu/Chobe
Floor 200+ team: Shirou/Sanstone, Hart, 12th Mizuki + Miyu/Chobe
(B35 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
Same as her normal version, but with an additional DMG and DEF buff. Furthermore, gains a further ATK and Action Speed buff further into the fight.
Preferred Teams -
Same as regular version
(B45 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
Every 20 to 30 seconds, gains high DMG RES and DMG UP to the Elemental DMG that did the most damage to it and turns into that Element. Normal attacks have a chance to inflict Faint, Burn, and reduce DEF. He has 3(?) different regular Arts, one of which deals concentrated DMG to a random unit, another does (?), while the other has a chance to inflict Burn and Blind. At 0% HP, inflicts Faint and uses a strong nuke, similar to his Ultra Relic stage, before killing itself.
Preferred Teams -
While this boss can appear intimidating, it has a rather low HP pool and can be nuked without too much trouble. To survive the end nuke you can either bring Milim, Duran, or someone who has Iframes to tank it. Of those options, Duran/Milim is the most commonly used option since it allows for a no death clear.
This boss is best to nuke.
Sub floor 50/newer player team: Healer Artgen Milim+ War Hero Fen
Floor 100 team: War Hero Fen, Hart, Milim + Rin/Miyu/DLrimuru
Floor 200+ team: War Hero Fen, Hart, Milim+ Rin/DLrimuru
(B45 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Low
Mechanics -
Similar to the normal version, but the elite boss is able to gain DMG RES towards multiple different elements at once(?).
Preferred Teams -
Same as regular version
(B20 and onwards)
Difficulty/Complexity: Very High
Difficulty scaling based on Floor: Low
Mechanics -
Extremely potent Human, God, and Demon Killer - they will get one-shot. Reduces DMG taken from Human, God, and Demons. Chance to inflict Poison on regular attacks. At 30% HP, faints all enemies. He will also start using his Hammer after this threshold, gaining a permanent CRI buff. Be wary of its Poison as it can be detrimental if left unchecked.
Preferred Teams -
For low floors you could bring a sustain team like Parlot, Favelle, Norn/Miku + non human demon god dps, although this will stop working very quickly due to running out of time. The best option to deal with this boss is a Dead Master or Veldora nuke, at higher floors a blessed necklace can be required to let her survive the 30% threshold.
It is best to nuke this boss, and is required at higher floors.
Sub floor 50/newer player team: Healer Artgen Flex + Dead Master/Veldora
Floor 100 team: War Hero Fen, Hart, 12th Mizuki + Dead Master/Veldora
Floor 200+ team: War Hero Fen, Hart, 12th Mizuki+ Dead Master/Veldora
(B20 and onwards)
Difficulty/Complexity: Near Impossible
Difficulty scaling based on Floor: Improbable
Mechanics -
Same as the normal version, but gains Iframes for a period of time at 60% & 30% HP so you can’t nuke him. Additionally, he will periodically grab the highest HP unit, Faint, apply a DMG RES debuff, and drain 200 Arts from them. At 60% HP, uses Arts. His Arts grants him a permanent stackable DMG buff. At 30% HP, faints all enemies. He will also start using his Hammer after this threshold, gaining a permanent CRI buff. Regular attacks after 30% HP also have a chance to inflict a DMG RES debuff now. Do note its Poison is more potent compared to the normal version of Geo Zagnus, and has to be dealt with.
Preferred Teams -
This boss can not be nuked.
Sub floor 50 teams: Parlot Miku Favelle + Strength/Dead Master
After floor 50: Hart Mamori HEA + Sagiri/earth nuke support.
This team entirely depends on evasion/accuracy down, equips like Momari TW + Earth Relic “Gran Forde” and Hero’s Triumph or Melia’s Purple Sexy Bikini are required. You must time your evasion to help keep the team alive long enough for HEA to get off three TA’s while also having enough damage to kill the boss in those three TAs. Blessed necklace on HEA is good insurance for after everyone else has died.
(B25 and onwards)
Difficulty/Complexity: High
Difficulty scaling based on Floor: Medium
Mechanics -
Wilkes has the standard Reflect, Lifesteal, and Arts Drain Res that all bosses have. She takes additional DMG when Blinded and takes Reduced damage from Humans. She negates any Arts Gauge Auto-Fill effects from units and equips. At 30% HP, reduce your Arts by 100. Become invulnerable and use True Arts. (Big DMG)
Preferred Teams -
By far one of the most annoying bosses as it heavily limits your artgen options while also preventing you from using any human DPS. While blind is not required on lower floors, it is for higher floors due to how much reduced damage the boss takes. Diablo is a decent option being both a DPS and blind unit for the boss.
This boss can not be nuked
Sub floor 50: Miranda, Priestess, Instant Artgen + non human DPS
Floor 100 team: Miranda, Priestess, Santa Rimuru + non human DPS
Floor 200+ team: Shirou, Liza, Priestess, Fire Orvell
(B25 and onwards)
Difficulty/Complexity: Very High
Difficulty scaling based on Floor: Medium
Mechanics -
Overall the mechanics for Omega Wilkes are similar to her regular version, the key differences being she inverts artgen, and that her 30% nuke reduces all allies Arts by 200 and gains crit res.
Preferred Teams -
Same as the regular version, just bring a high floor team earlier and make sure Priestess is on Aqueous Path.
(B25 and onwards)
Difficulty/Complexity: High
Difficulty scaling based on Floor: Low
Mechanics -
As with all bosses, Reflect, Lifesteal, and Arts Drain Resistance, Villakurz does Increased DMG to Poisoned/Blinded Units and Applies Blind and Poison which bypasses taunt. At 30% HP gains CRIT Rate and DMG Up & uses VERY strong Art
Preferred Teams -
Due to this boss's 30% nuke, a strong taunt tank option is needed. Since this nuke does magic damage the 3* defense equipment, Erial is a good option for tanking it. Because the boss does both physical and magic damage through the fight you would want to use Kirisame > Thetis for your tank option.
This boss can not be nuked
Sub floor 50/newer player team: Artgen Artgen DPS + Thetis/Kirisame
Floor 100 team: War Hero Fen, Hart, Kirisame + Senki
Floor 200+ team: War Hero Fen, Hart, Kirisame + Senki/Shirou
(B25 and onwards)
Difficulty/Complexity: High
Difficulty scaling based on Floor: Low
Mechanics -
Pretty much the same for his regular version, only difference being that he negates all dmg from units that aren’t poisoned.
Preferred Teams -
Same as regular, just don’t cleanse the poison.
(B1 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics -
Lifesteal, Reflect, and Arts Drain res which comes complimentary with every boss now. Freydal negates water damage and gains an evasion buff each time it arts, the evasion can be removed by burning the boss. The boss does have burn res which will get stronger on higher floors. At 50% HP the boss will gain Iframes and do a true art, freezing your team. You can skip this threshold by nuking the during one of its normal arts.
Preferred Teams -
The two biggest issues with this boss are the freeze this boss can apply and stackable evasion buff on each art. The freeze is best dealt with by either bringing a unit who can apply freeze res or an equip such as Ces’s Wavy Frill. As for the evasion, either burn the boss with someone like Rin or bring Senki/Miyu to ignore it.
This boss can be nuked at low levels.
Sub floor 50/newer player team: Healer Artgen Burn + War Hero Fen
Floor 100 team: War Hero Fen, Hart, Shirou + Rin/Miyu/Senki
Floor 200+ team: War Hero Fen, Hart, Shirou + Senki
(B20 and onwards)
Difficulty/Complexity: High
Difficulty scaling based on Floor: Medium
Mechanics -
Overall, mechanics are the same as the regular version, only difference is that the boss has Taunt Killer, gains Iframes and does a True Art at 75%, 50%, and 25% HP. Similar to the normal version, you can skip these thresholds by nuking the boss during a regular art. Just be aware that if you nuke past thresholds and fail to kill the boss it will still gain evasion for each threshold.
Preferred Teams -
Same as regular teams
(B1 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics -
Surprise Surprise, Lifesteal, Reflect, and Artdrain res. Elpneumas negates all earth damage and after each burrowing attack gains damage res. At 50% HP does its True Arts, inflicting “Envenom”, a stronger poison which can’t be cleansed, and gains a heal over time effect for 30 seconds that gets stronger on deeper floors.
Preferred Teams -
Despite what you might think, the Envenom this boss applies is not that bad, the most annoying part of this boss is how often it will burrow and eat your arts. Bring a dps who has innate ATK up and someone else who can apply res down to the boss.
This boss is best to sustain
Sub floor 50/newer player team: Healer Artgen Flex + Shirou
Floor 100 team: War Hero Fen, Hart, Shirou + Rin/Miyu/DLrimuru/Senki
Floor 200+ team: War Hero Fen, Hart, Shirou + Rin/DLrimuru/Senki
(B40 and onwards)
Difficulty/Complexity: High
Difficulty scaling based on Floor: Medium
Mechanics -
Same Mechanics as the normal version, only difference is that Elpneumas True Arts at 90% and 40% HP.
Preferred Teams -
Same as regular.
(B25 and onwards)
Difficulty/Complexity: Very High
Difficulty scaling based on Floor: High
Mechanics -
Who would have guessed, another boss with Lifesteal, Arts Drain, and Reflect Res, she also has Fire damage Immunity. Her main gimmick being that she takes Increased Damage for each time she’s Broken and takes increased BREAK while Burned or Diseased. Additionally, she does increase Damage based on how many Units are Frozen. Every 30 seconds does a sizable chunk of instant HP damage to your units, scaling based on what floor you’re on. Whenever she arts inflicting a permanent stacking freeze res down to your units. At 50% HP she becomes immune, gain crit res, and will use her art. At 0% HP she will art again.
Preferred Teams -
Most teams for this will just ignore the break mechanic entirely and go for dmg res down cheese instead.
Sub floor 50/newer player team: newer players who can’t closely mimic the higher floor teams should skip this boss
Floor 100 team: Shirou, UPRoy, Houka + Kenshin/WHFen
Floor 200+ team : Kirisame, Houka, UPRoy + Shadow/Saito
: Thetis, WHFen, Hart, Shirou (300% Freeze RES required)
(B25 and onwards)
Difficulty/Complexity: Very High
Difficulty scaling based on Floor: High
Mechanics -
Pretty much the same as her regular version, just more annoying and stronger. Just skip unless you want her equip for collection.
Preferred Teams -
Same as normal.
(B20 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics -
You know the drill, Lifesteal, Arts Drain, and Reflect Res, he also has some crit resistance as well. When the fight starts the boss will use a paralyze move followed by him throwing down a spear which faints one of your units until it’s broken. Once the boss hits 50% HP he will get a dmg buff, gain Iframes and use an art. As the fight goes on the boss will inflict you with paralyze res down, because of this make sure to bring ~200% paralyze res if you plan to sustain.
It is possible to nuke this boss since his Iframes are a bit janky, since he doesn’t have them throughout his entire art. The timing depends on your units, although it appears to be most consistent when you wait until the boss is in an art to nuke him.
Preferred Teams -
Overall, teams for this aren’t anything too insane, just make sure to bring a unit/equip to help deal with the paralyze even if you plan to nuke.
Sub floor 50: Tank with paralyze res, UPRoy, Artgen, Artgen. Having force Keratos can help.
Floor 100 Team: Shirou/Gamigori, UPRoy, Smiyu, Smiyu.
Floor 200+ Team: Shirou/Gamigori, UPRoy, Smiyu, Shadow/Saito.
(B20 and onwards)
Difficulty/Complexity: Medium
Difficulty scaling based on Floor: Medium
Mechanics -
Pretty much the same as the regular version, only real difference is it hits harder and has a lot more defense.
Preferred Teams -
Same as normal.
Each boss within the Magical Mines drops their own unique piece of equipment at an extremely low drop rate, though this drop rate increases as you venture further into the mines. As these are technically farmable, they require 10 LB Stones or additional copies in order to achieve MLB, and considering how ridiculously rare most of these items are, it’s recommended you refrain from investing in any of them with the exception of a select few. At the time, these are:
With that said, there are also certain equipment which are recommended to obtain, but there is no need to limit break them. At the time, these are:
4☆ Support
STATS
HP - 60
ATK - 30
DEF - 30
SKILL
50 second CT - Increase all Allies’ Skill CT recovery speed by 50% and decrease all Allies’ Equipment CT recovery speed by 30% for 15 seconds.
ABILITIES
Increases User’s Curse Resistance by 10%.
Practically zero upsides to using this with the niche Skill Recovery being outweighed by the Equip Recovery in most cases. Just use an arts generation equipment instead.
5☆ Support
STATS
HP - 250
ATK - 125
DEF - 125
SKILL
180 second CT - Fill Target’s arts gauge by 5 arts per second, increase all Allies’ (excluding user) stats increase by 30%, and decrease User's stats by 30% for 20 seconds.
ABILITIES
Increases User’s Curse Resistance by 10%.
An extremely long cooldown for really mediocre effects. Likely will never see any use.
4☆ Support
STATS
HP - 60
ATK - 30
DEF - 30
SKILL
50 second CT - Consumes Users’ arts gauge by up to 50 arts. Increases all other Allies’ art gauges by 50 arts.
ABILITIES
Increases User’s Water DMG Resistance by 10%.
As amazing as it sounds, it still gets outdone by some of the currently existing top 4☆ Support Equipment in terms of Arts/s. Can be used for situations where you’d want a large burst of arts in an instant, for instance, nuking.
5☆ Support
STATS
HP - 250
ATK - 125
DEF - 125
SKILL
30 second CT - Consumes 15% of all Allies’ current HP. Fills all Allies’ arts gauges by 35. Increase all Allies’ Crit DMG by 30% for 10 seconds.
ABILITIES
Increase User’s ATK by 10%
One of the best equipment available to be acquired in mines, boasting top tier arts generation and some nice offensive buffs to boot. Even with the health consumption, as long as your team can sustain decently, this equipment will help a lot and essentially amounts to a Free-to-Play Fight Club Goku Uniform.
4☆ Healing
STATS
HP - 120
ATK - 0
DEF - 0
SKILL
60 second CT - Cures target's blind. Heal Target’s HP by 330 HP per second for 10 seconds.
ABILITIES
Increases User’s Accuracy by 10%.
There isn’t much to say about this one except it’s quite bad. The only redeeming quality is the minute Accuracy up passive that could be utilized in a heal slot, and even then, it’s generally too small to be of much importance relative to other sources you can utilize.
5☆ Healing
STATS
HP - 500
ATK - 0
DEF - 0
SKILL
100 second CT - Recovers target's HP by 2500. Increase target's HP Recovery amount by 100% and reduce target's DMG by 50% for 15 seconds.
ABILITIES
Heal own HP by 4/s.
Might see very very very niche uses on Taunt tanks. Very rarely would you ever need a substantial HP Recovery buff on a single unit with the additional drawback of reduced DMG. Only slight positive would be the instant burst of 2500 HP healed would double to 5000. Oh, and don’t even get me started on its abysmal cooldown.
4☆ Magical Attack
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
15 second CT - 1700% Fire DMG (Magic). Has a 60% chance to Burn the Enemy. Decrease User’s DEF by 30% for 10 seconds. 200 BREAK
ABILITIES
Increases User’s Critical Hit Rate by 10%
Likely will not see much use outside of content that requires constant, consistent burning, though it’s probably not going to be worth your LB stones even then.
5☆ Magic
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
50 second CT - 7000% Fire DMG (Magic). Reduce enemies’ Fire resistance by 70% and allies' Fire DMG by 30% for 15 seconds.
ABILITIES
Increase own Burn RES by 10%.
Might see some use with its potent Fire RES debuff with a slight drawback of a teamwide Fire DMG debuff. Its uptime and cooldown is also decent, but again, you should not prioritise using LB Stones for it.
4☆ Physical Attack
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
10 second CT - 3000% Non-Elemental DMG (Physical). Consume 25% of User’s Current HP. Increase User’s ATK by 30% and fill User’s arts gauge by 2 arts per second for 10 seconds. 500 BREAK
ABILITIES
Decrease User’s Max HP by 15%
With great DPS and offensive power, as well as added self-sufficiency, Hatred cements itself as by far the most powerful 4☆ Physical item. However, it comes at a hefty price, crippling the sustainability of the unit wielding it. Still, if you can manage to out-sustain the HP drain and lower max HP, this is an amazing item to have in your arsenal.
5☆ Physical Attack
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
10 second CT - 500% Non-Elemental DMG (Physical). Costs 30% of users MAX HP. Reduces Enemy’s physical resistance by 10% for 30 seconds. 200 BREAK
ABILITIES
Increases users skill CT speed by 5%.
For the teams that can handle its insane health drain, the payoff of 30% permanent physical res down can be worth it. The main problem is that the only healers who can handle this level of health drain are magic units or need a second healer to help. The best use of this equipment would be on someone with lifesteal or a magic slot who does large physical damage in a single hit. This equipment can also be paired with Liza or another Equip CT unit to get even more stacks of res down.
4☆ Magical Attack
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
45 second CT - 2500% Light DMG (Magical). Reduces both all Allies’ and all Enemies’ Status Ailment Resistance by 20% for 10 seconds. 500 BREAK
ABILITIES
Increase User’s Light DMG Resistance by 10%.
While this doesn't have much practical use, the debuff it applies will stack with ailment specific debuffs allowing for more consistency in missions that you need to apply a status effect to the boss.
4☆ Magical Attack
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
40 second CT - 3000% Earth DMG (Magical). Has a 50% chance to inflict Poison on Enemies. Reduce own DMG Resistance by 20% for 20 seconds. 800 BREAK
ABILITIES
Reduce User’s Max HP by 5%.
A niche source of poison for stages that require it, though a relatively-unreliable one at that. It can be useful simply to fill the odd 4☆ Magical for specific stages, but overall won’t see much general use compared to alternatives with more universal active skills.
5☆ Magical Attack
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
60 second CT - 6000% Earth DMG (Magical). Consumes own arts gauge by up to 50 arts. Increase own ATK and Earth DMG by 80% for 15 seconds. 800 BREAK
ABILITIES
Increase User’s Magical DMG by 10%.
A genuinely solid option for Earth Nuking with extremely potent offensive buffs. That said, at the time of writing, there aren’t too many Magic-based Earth Units who are able to really take advantage of these buffs.
4☆ Magical Attack
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
15 second CT - 2000% Fire DMG (Magical). Permanently reduce own DMG Resistance by 10% (Stacks up 50%). Reduce Enemies’ DMG Resistance by 15% for 15 seconds. 500 BREAK
ABILITIES
Decrease User’s DEF by 10%.
Mainly used as a nuking option if you have a 4☆ Magical Attack slot to spare, it can be used to sub for other DMG Resistance down options if you are in dire need of other items in that slot. Evidently, with a 15% DMG Resistance debuff, it isn’t the most potent nuke support, but can open up some options as far as compositions go.
5☆ Magical Attack
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
15 second CT - 3500% Fire DMG (Magical). Consumes own arts gauge by 20 arts and own HP by 20% of own Max HP. If own HP is 20% or higher, reduce Enemies’ Fire and Dark DMG Resistance by 6% for 40 seconds (stackable). 500 BREAK
ABILITIES
Decrease User’s DEF by 20%.
This equipment is really not in the best spot. For nukes, the Resistance down is rather laughable and you’ll oftentimes have much better options for the slot that don’t require a wind-up, and for general DPS, the arts and HP consumption can be quite a hindrance that you may as well carry less burdensome offensive equipment. That said, if you are able to sustain the whiplash of Gurenhitoe, then when paired with a unit such as Liza, it can be a very potent offensive tool.
4☆ Defense
STATS
HP - 0
ATK - 0
DEF - 120
SKILL
40 second CT - Reduces targets CRI resistance by 50% & negates DMG taken for a total of 1000 for 15 seconds.
ABILITIES
Increases user’s Burn evasion & Burn time reduction by 10%.
This defense equipment is next to useless. Making its target more likely to be crit for 15 seconds while giving them a hysterical small barrier that will break after 1 or 2 hits. This equipment should never be used unless you’re trying to make the stages harder for yourself.
5☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
60 second CT - Reduces target’s ATK by 100% & negates DMG taken for a total of 8000 for 20 seconds.
ABILITIES
Increases user’s break power by 12%.
It’s hard to describe this as anything other than a hindrance. Although the ATK decrease doesn't mean much(if it’s used as intended) since taunt tanks do little damage to begin with. However, its weak barrier doesn’t warrant its use as DMG res is far stronger for practically all content. The only reason I see this being used is to troll in multiplayer by giving it to a DPS unit without innate ATK up.
4☆ Physical
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
60 second CT - 3300% Fire DMG (Physical). 0 BREAK
ABILITIES
Reduce user’s Break Power by 100% and increase PHY DMG by 25% (Only once).
Despite its very lacklustre active skill, its passive is great for Physical DPS units with a 4☆ slot. Although there are better options for a 4☆ Physical slot, the permanent 25% Physical DMG buff can see some use in longer fights especially. Since its active skill is utter trash, don’t bother limit breaking it as well.
5☆ Physical
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
75 second CT - 5500% Fire DMG (Physical).
ABILITIES
Increase user’s Fire DMG by 50%. For 60s after the Start of Quest, reduce user’s stats by 50% (Only once). 600 BREAK
Not particularly practical, even moreso for Nuking. For the first 60s of a quest, the 50% reduction in all stats is not worth the permanent 50% Fire DMG buff it provides. In practical situations, fights usually don’t last longer than 60s and thus the drawbacks outweigh the benefits. Since its active skill is utter trash, don’t bother limit breaking it as well.
4☆ Heal
STATS
HP - 120
ATK - 0
DEF - 0
SKILL
60 second CT - Heal all Allies' HP by 30%. For 30s, reduce all Allies' Status RES by 50%.
ABILITIES
Reduce user’s ATK by 10%.
As a 4☆ Heal equip, its 30% teamwide heal beats out other free 4☆ equips such as Irurose and Betzfeld, with its only drawback being the long-lasting teamwide Status RES debuff. However, for stages where status ailments aren’t a concern, this will see good use as a competent burst heal equip with a relatively decent cooldown.
5☆ Heal
STATS
HP - 500
ATK - 0
DEF - 0
SKILL
25 second CT - Heal target's HP by 100%. Each time after this equip is used, reduce the Heal amount of this equip by 30%. (Up to 90% DOWN).
ABILITIES
Reduce user’s Maximum HP by 5%.
Great single-target burst heal equip, with a whopping 100% Heal. However, for each subsequent use thereafter, its effects are diminished over time, rendering it less practical for longer fights. In short, a very situational equip that can be useful at the right place at the right time.
4☆ Support
STATS
HP - 60
ATK - 30
DEF - 30
SKILL
100 second CT - Consume 50% of own Max HP. For 15s, increase all Allies' CRI rate by 120%.
ABILITIES
This equip can be enhanced like Goblin Slayer Dagger and Jack-o-bomb.
First Enchant Slot: 10% Burn RES / 10% Poison RES / 10% Freeze RES / 10% Blind RES / Auto-heal 2HP/s.
Second Enchant Slot: 5% Fire RES / 5% Dark RES / 5% Light RES / Auto-heal 4HP/s.
Third Enchant Slot: 5% Heal Amount UP / 10% Accuracy UP.
Overall it's nothing special, useless for general content and even most nukes. Due to it having a slightly longer duration than other teamwide crit rate items it can be used for longer nukes that require 2 Arts.
5☆ Support
STATS
HP - 250
ATK - 125
DEF - 125
SKILL
70 second CT - Consume 99% of target's Max HP. Increase target's Arts gauge by 120.
ABILITIES
This equip can be enhanced like Goblin Slayer Dagger and Jack-o-bomb.
First Enchant Slot: 10% Burn RES / 10% Poison RES / 10% Freeze RES / 5% DMG UP to Dark Enemies / 5% DMG UP to Light Enemies.
Second Enchant Slot: 5% Light RES / 5% Fire RES / 5% Dark RES / 10% DMG UP to God Enemies / 10% DMG UP to Demon Enemies.
While sounding decent for nukes on paper, it’s almost never used over Type-0 due to its single target artgen. The only instance of this being used is in nukes when someone needs two True Arts or a True Art then Phantom bullet for nuking specific content. However, due to its massive HP consumption, it’ll more likely than not just end up being used to troll in multi.
4☆ Defense
STATS
HP - 0
ATK - 0
DEF - 120
SKILL
50 second CT - For 10s, increase all Allies' DMG RES by 40%. After previous buff ends, for 10s, reduce all Allies' DMG RES by 40%.
ABILITIES
Increase Maximum HP by 5%
For a 4☆ Defense equip, 40% general DMG RES seems amazing on paper. However, its debuff after the first buff runs out is detrimental. For general use, you’d never want to use this equip as it’d easily get you killed after the first buff runs out. Although niche, a great use for this equip would be against bosses with an end nuke such as Borne by Wishes or UR Eraser by only using it at the end.
5☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
40 second CT - For 10s, reduce target's DMG by 100% and increase target's DMG RES by [15 × # of Status Ailments on target]%.
ABILITIES
Increase DMG to Machines by 10%
….Just no, The DMG down isn't very impactful as taunt tanks aren’t known for their DMG anyway. However, conditional DMG res with a bad uptime is never useful. In a similar fashion to Omega Ifrit’s equip, it’ll only be used for trolling.
4☆ Physical
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
45 second CT - 3000% Water DMG (PHY). For 10s, consume 3% of MAX HP and increase own DMG and Water DMG by 20%. 500 BREAK
ABILITIES
Increase Defense by 5%.
While not the most useless mines equipment, its utility is rather limited. Only being used in nukes on units like Gray, Water Priscilla, Yusuke, and Veronica. Overall, it’s a rather lackluster equip that won’t see much use however if you own one of the aforementioned units then it’s nothing to complain about getting.
5☆ Physical
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
45 second CT - 5500% Water DMG (PHY). 600 BREAK
ABILITIES
Increase own Water DMG by 50%. For the first 50s of Quest, consume 5% of own MAX HP/s (No Duplication)
Well…it’s a troll equipment that can’t even be used to troll other units, not much else to say about it. I guess you could troll by putting this on someone and set them as your support unit for mines.
4☆ Physical
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
90 second CT -11000% Light DMG (PHY) Faints user for 5 seconds. 500 BREAK
ABILITIES
Increases own Skill CT by 5%
While fainting yourself for 5 seconds is horrible for general content, if used in equip nukes then it is a decent equip.
5☆ Physical
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
45 second CT - 12000% Light DMG (PHY) Autofills Arts gauge by 3 & increases physical DMG by 30% for 20 seconds. Faints user for 5 seconds. 1000 BREAK
ABILITIES
Increases own ATK by 10%
This equip is having quite the identity crisis, with it not knowing if it wants to be used for equip nukes or as the best* physical artgen option. Although 60 Arts every 45 seconds looks tempting, 5 seconds is a very long time to have a deadweight, especially in harder content. If you only use the equip when safe then it is a strong physical option.
4☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
50 second CT - Increases all allies Magic res by 20% & reduces all allies physical res by 20% for 25 seconds.
ABILITIES
Increases own skill CT by 5%.
Well…if you are fighting a boss who does magic dmg this is a solid 4* defense option, if the boss does physical dmg then it’s the worst option possible.
5☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
35 second CT - Increase all allies Physical Res by 35% & Reduces all allies ATK by 70% for 20 seconds.
ABILITIES
Increases own defense by 10%
Why are all the defense equips from mines best used for trolling? While decreasing your teams ATK by 70% is a horrible thing to do, its high dmg res and uptime can make it worth working around. Since most of the time you don’t care about the damage your supports are doing, if your DPS has high innate ATK up then it’s not the worst option.
4☆ Defense
STATS
HP - 0
ATK - 0
DEF - 120
SKILL
25 second CT - Reduces all allies’ CRI DMG taken by 30% & increases other dmg taken by 20% for 10s.
ABILITIES
Freeze time reduction & freeze evasion rate 10% up
This equip is only good if you’re fighting a boss which crits on every hit, otherwise it’s a detriment to the team.
5☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
55 second CT - Reduces all allies’ ATK by 50% for 15s. Reduces all allies dmg by 80% for 3 hits or 15 seconds.
ABILITIES
Blind time reduction and blind evasion rate by 20% up.
I’d love to put some funny joke or pun here to match the other bad equips, but just no.
4☆ Physical
STATS
HP - 0
ATK - 120
DEF - 0
SKILL
35 second CT - 5000% Earth DMG (PHY) Reduces art gauge by 10. Increases dmg to weak-element enemy by 30% for 10 seconds. 100 BREAK
ABILITIES
Increases earth resistance by 5%.
I mean, as 4* physical equipment go this could see some use, not much, but some.
5☆ Physical
STATS
HP - 0
ATK - 500
DEF - 0
SKILL
40 second CT - 7300% Earth DMG (PHY) Reduces all allies Arts gauge by 20. Increases all allies earth dmg by 40% for 10 seconds. 300 BREAK
ABILITIES
Poison time reduction and poison evasion rate by 10% up.
Well, for mono earth nuke teams this might be useful, however mono earth nuke teams haven’t been used since 2021.
4☆ Defense
STATS
HP - 0
ATK - 0
DEF - 120
SKILL
30 second CT - Reduces all allies fire dmg taken by 30% for 15 seconds, 100% chance to freeze self for 7 seconds.
ABILITIES
Max HP 5% up.
Honestly, not that bad of an equip with a very manageable downside, bring something like Force Keratos to help deal with the freeze. As for as 4* fire res options, it’s not that bad, shame that it’s linked to a really annoying boss to fight.
5☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
30 second CT - Increases DMG taken by 15% for 120 seconds(stackable), Reduces all allies water DMG taken by 30% & increases all allies freeze res by 100% for 20 seconds
ABILITIES
Max HP 10% up.
No, god no.
4☆ Defense
STATS
HP - 0
ATK - 0
DEF - 120
SKILL
30 second CT - Reduces Water & Light units DMG taken by 25% & all allies status ailment resistance by 30% for 15 seconds
ABILITIES
HP Recovery amount 5% up
I mean, not really optimal but a half decent defense equipment can find uses somewhere.
5☆ Defense
STATS
HP - 0
ATK - 0
DEF - 500
SKILL
40 second CT - Reduces target’s DMG taken from Burning, Poisoned, or Blinded enemies by 50% for 15 seconds
ABILITIES
Skill CT speed 10% down.
Yeah…no, last thing you want to happen is your taunt tank to lose 50% dmg res because your status ailment ended a frame before the boss hit you. You’d be better off using more consistent options like Adamas Gear.