KAZEROS RAID ACT 3
Kazeros Raid Act 3
Editors: Broshaza Deoxyzy |
Special thanks to Saintone, Memorizer, Wineblue, and everyone else who helped provide feedback on the guide
THIS GUIDE DOES NOT COVER EVERY NORMAL PATTERN IN THIS RAID
THIS GUIDE IS MAINLY FOR HARD MODE ACT 3
If you are looking for the condensed cheat sheet for Act 3, click here
As of 5/21/25, KR received a patch that significantly nerfed all T4 raids, including Act 3. I am currently investigating what the specific changes are and will add those adjustments to the guide accordingly. Until then, this guide will serve as if nothing has changed to the raid, other than the standard health and damage nerfs the West gets for each raid release.
FINAL WARNING - THIS IS A REALLY LONG BUT IN DEPTH GUIDE.
ONLY CONTINUE READING IF YOU HAVE THE ATTENTION SPAN TO DO SO.
IF YOU HAVE BRAIN ROT, DO NOT CONTINUE.
You know who you are.
Gate 1 - ThaemineEnemy type - Demon (Beast type when riding the dragon) Weakness - None Non-tauntable boss Memorizer’s Video Guide - here | ||||
Battle Items | ||||
HP Potion | Dark Grenade | Whirlwind Grenade | Sacred Charm | Atropine/Stimulant |
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Allied Forces / Sidereals | ||
Thirain for big damage | Azakiel for shields/defense | Kharmine for Kharmine |
Notes | ||
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300x | |
Trigger Thaemine’s G4-2/4-3 retaliation pattern to activate a follow up Just Guard In G4-2/4-3, you did not want to trigger this pattern but for Act 3, you do want to trigger this pattern Retaliation pattern from G4-2/4-3, where his sword flashes to indicate “Don’t him him with stagger abilities”
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Retaliation pattern (Act 3) | Follow-up Just Guard |
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~275x | |
Weakened State debuff (stackable) - you are silenced briefly and the amount of stagger you can do is reduced
DO NOT GET HIT BY THE LINES, IF AT ALL POSSIBLE AND DODGE ACCORDINGLY
AGAIN, THESE LINES EXPLODE IN REVERSE ORDER SO DODGE ACCORDINGLY
As of KR’s 5/21/25 patch, this stagger check is much easier due to the nerfs to the raid
DO NOT GET HIT BY THE CLONE ATTACKS, IF AT ALL POSSIBLE AND DODGE ACCORDINGLY
Thaemine usually does these attacks in this order but can also be randomized
Thaemine’s clone dashing to the right side Thaemine’s clone cone-shaped attack coming from the right
As of KR’s 5/21/25 patch, the time limit needed to escape the mirror dimension has been increased so there is less stress to worry about getting trapped and dying Just Guard Thaemine’s clone in the mirror dimension
Find the correct clone with the sword lifted up (left image is Act 3 version, right image is from 4-2, as reference)
As of KR’s 5/21/25 patch, this running portion of the gate has been removed in KR. Whether or not we get this version for western release is up to SG and AGS. | |
Phase 2: ~275x to ~75x | |
~250x | |
Stay in the middle or you will DIE
Just Guard at the end
Stay out of the middle or you will DIE
The encroachment gauge
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~210x | |
The poop is indicated by the dark circle (left image) and turns into dark tentacles (right image)
Kharmine says “Very well, let me show you the power of chaos.”
Individual Just Guards (left image) into stagger check (right image)
Safe spot is indicated by red circle but do NOT go in yet
Wait for the black cloud in the safe zone (left image) to disappear before going in (right image)
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~75x | |
The “proper way” of doing the mech (left image) vs the “cheese way” of doing the mech (right image) Players who fail the Just Guard
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Phase 3: ~50x to 0x | |
~50x | |
If you have more than 3 minutes on the berserk timer, that is a comfortable clear time
The entire time the map is clouded until the dragon lands
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Notes |
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Enemy type - Insect
Weakness - None
Tauntable boss
Memorizer’s Video Guide - here
Battle Items | |||||
HP Potion | Dark Grenade | Special Corruption Neutralizer (Not mandatory) | Sacred Charm (recommended for usage against certain patterns) | Scarecrow (Recommended for raid groups without a GL or Destroyer) | Atropine/Stimulant |
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Allied Forces / Sidereals | ||
Nineveh for big damage | Mariu for stagger, damage, and damage amplification | Mystic for support and hidden interaction |
Notes | ||
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Identity Gauge And Other Related Mechs |
Nightray has an identity gauge that naturally depletes over time but will fill up very quickly when hit by or executing certain mechs and patterns Managing this gauge is EXTREMELY important to ensure a smooth raid progression | |
Nightray jumps up to the sky and lands in the middle of the stage and all players must do the QTE
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After the Quick Time Event (QTE), Nightray will fly through the middle of the map twice to grab any players in the yellow line
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Double dash and grabbing anyone in the yellow line | |
Image 1 - Whoever is getting grabbed should stand in the yellow line | Image 2 - Player gets grabbed |
Image 3 - AVOID THE FOLLOW UP YELLOW LINE AS NIGHTRAY WILL ALSO GRAB ANYONE IN THE WAY | Image 4 - Nightray will stop in the middle and start the stagger check |
The mech ends upon completion of the stagger check. As a reminder, this mech is mandatory every time Nightray’s identity gauge is full and it is a HUGE time waster. | |
Certain attacks from Nightray will inflict a Parasitic Infection debuff on the player | |
Parasitic Infection | |
This is a stackable debuff that lasts 1 minute and doesn’t mean much until you look at Nightray’s buff bar | When Nightray gets to 15 stacks of this parasitic infection, all players infected are paralyzed and unable to move Stacked Parasitic Infection icon for the player Paralysis icon |
This triggers a mandatory Just Guard grab that paralyzed players can do nothing but watch If you get grabbed, you get a Penetrating Poison debuff that last for 2 minutes | |
Penetrating Poison | |
This is the debuff that lasts 2 minutes and when grabbed again at any point while this debuff is active will lead to instant death | A gauge will appear above the players head to help count down the 2 minute timer of the debuff |
So how do you get out of this? Short answer - don’t get hit Long answer - seriously, don’t get hit Jokes aside, players who do NOT have the Parasitic Infection debuff are very important during this part of the fight Nightray will face the direction of every paralyzed player (max 3) and do a Just Guard grab
Players do not need to stand between the paralyzed players and Nightray
The uninfected players must succeed the Just Guard grab in order to free the paralyzed players. Uninfected players may have to reposition themselves to do the Just Guards This depends on how many of the other players got paralyzed and their positions. | |
300x | |
At the start, Nightray will have already absorbed Alberhastic and will have patterns similar to the Guardian throughout this phase of the fight. OPTIONAL - EVERYONE CAN GATHER AT 6 O’CLOCK OF THE MAP TO HELP CONTAIN NIGHTRAY TO ONE AREA
Fight until around the 12:50 mark of the berserk timer to start the first timed mech. Nightray will fly up into the air and land in the center of the map. Upon landing, Nightray will cause an outside explosion, indicating the start of the mech. | |
Timed Mech (under 50% gauge) | |
Party 1 left, Party 2 right | Party 1 goes left, Party 2 goes right and everyone must go to the outer edge of the map. (Further explained below in KR Reclear Strat) 4 random players are “charmed” and move towards the center automatically while the other 4 players must body block the oncoming dark waves (up to 3 times) and then aim the targeted laser away from the “charmed” players. After the 3 waves and the laser appear, Nightray will do a follow up explosion that should be dodged and that ends the mech. This is a timed mech that happens every 4 minutes |
Nightray will fly up and land in the center Its model is in the middle before Nightray actually appears so you can squeeze in extra dps here | |
Everyone must then run to the edges as the “charmed” players are randomly selected and they will move towards the center on their own “Charmed” players are marked with a giant circle around their character As of KR’s 5/21/25 patch, the timing for the giant circle to appear around the charmed characters has been increased. This gives ample time for players to adjust their positioning for the mech | |
Non-charmed players will have targeted attacks on them that they must dodge and avoid lining up with the “charmed” players, as it will do damage | |
While the “charmed” players are moving towards the center, non-charmed players must block the attack waves from hitting the “charmed” players. Every 3rd wave, there will be a line attack that targets the non-charmed players. Those players must move to avoid hitting the “charmed” players with the line attack. After all attack waves are done, Nightray will do a cross-shaped follow-up attack to indicate the end of the timed mech | |
KR Reclear Strat (Optimized):
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Timed Mech (over 50% gauge) | |
Nightray at 12 o’clock, Safe zone at 6 o’clock | If the boss’s identity gauge is above 50%, he will do a different timed mech compared to the one mentioned above.
Nightray flies up to the top of the map at 12 o’clock and creates a safe zone where all players must go at the bottom of the map towards 6 o’clock, as shown in the image to the left Players are randomly marked with gold/silver/purple/nothing and 3 players will have a tether that must be held in alternating order to not be yanked back towards Nightray (think back to old Akkan g3 laser mech)
There are also two different types of flying debris that will knock players back towards Nightray, impeding movement. All players must run towards the bottom of the map in order to complete and survive the mech, otherwise any players that are still chained or in the yellow danger zone are yanked back to the boss and killed. This is a timed mech that happens every 4 minutes |
The purple, gold, and silver marked players are alternating who holds the tether. The unmarked player is in the front, ready to block any flying debris. In the example above, you see players marked with gold, silver, purple, or nothing 3 tethers are formed with one tether on each of the colors - gold, silver, and purple Players who hold the tether too long will get pulled back so alternating who is holding the tether is very important Players with nothing are unmarked players | |
There are two types of debris that fly at you:
Note - The blue debris is the one that the unmarked players can tank for any of the tethered players The red debris MUST BE DODGED, NO MATTER WHAT because it will knock back anyone hit by it | |
That destroyer is dead because they got hit by debris Similar to Ivory Tower (Voldis) g2, where you have to run to the safe zone, the same concept is applied here. Anyone stuck in the yellow zone, shown above, gets sucked in by Nightray and subsequently killed. All players must get to the bottom of the map where the safe zone is before the yellow limit is reached. Anyone still stuck in the yellow (like the Destroyer in the image above) will get sucked in by Nightray and die. | |
Alberhastic Pattern (HM Only) | |
Nightray flies to the center of the map and flashes a color
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After Nightray shows the color, gold and silver orbs will fly around.
The orbs appear in the following order and each player must eat one orb
These spots are labeled in order of orb appearance, NOT the order of grabbing the orbs Note - In order to not mix up any orb eating, KR players have designated Party 1 to eat the gold orbs and Party 2 to eat the silver orbs. There are 4 extra orbs, 2 of each color in case anyone missed picking up their orb. How players want to resolve this mech, I leave that choice up to you. Raid leaders can also use Mariu here to incapacitate Nightray here to cancel the mech, depending on how much stagger is left | |
Nightray stabs the gold 7 o’clock spot and starts the stagger check After the orbs have been eaten, 2 safe spots will appear at the 5 o’clock (silver) and 7 o’clock positions (gold)
Note - Supports are the ones who usually get grabbed in the safe spot as at least ONE PERSON must get stabbed to start the stagger check. If no one gets grabbed, Nightray does a follow up attack that deals significant damage. |
~235x | |
Example: | At 235x, Nightray will begin a memory stagger check mech.
All marked players, silver or gold, must go to their respective colored safe spots that Nightray flashes. For Hard Mode - during the stagger check, red orbs will also spawn and must be destroyed to turn to blue orbs.
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In this example, Nightray is showing silver at its feet. All players are then marked with their own colors of gold or silver and given a shield of that color. | |
Nightray will then flash safe spots for both silver and gold
Each player must group with their respective color members and go to the designated safe spots
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Hard Mode only - After going through the safe spots, there is a stagger check that must be done on the boss. During this time, red orbs will spawn somewhere around the edge of the circle timer. Any player can hit the red orbs to destroy them but the marked players that differ from Nightray must eat the blue orbs to get a protection buff.
Example - Nightray (shown above left) has silver under its feet. Any of the players can hit the red orbs to turn them into blue (shown above right) while performing the stagger check. Players marked with gold must eat the blue orbs to safely proceed.
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After the stagger check, Nightray will aggro onto a random player and do a follow-up Just Guard. Failure to do the cone-shaped Just Guard results in getting absorbed and losing the protection buff. Note - These Just Guards are not mandatory as the targeted player can simply hold aggro and then move out once Nightray locks its position. However, do not dodge too early as Nightray will spin until locked into position
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When Nightray lifts its arms up to form a Spirit Bomb, send Nineveh for damage in order to get enough Allied Forces/Sidereal gauge back for next usage. Note - Raid leader should precast Nineveh here (when Nightray lifts his arms for Spirit Bomb) for when the DR on the boss goes away Do as much damage while it is stationary; pushing to ~220x is possible to trigger the Yoho phase. | |
Push to ~220x, which signals the start of Phase 2 for Night Fox Yoho | |
~220x | |
The camera zooms out and Nightray is shown absorbing Night Fox Yoho to signal the start of Phase 2. Many patterns are different from Phase 1, as Nightray imitates Night Fox Yoho’s normal patterns on top of Nightray’s Just Guards.
As of KR’s 5/21/25 patch, the hitbox of the Night Fox Yoho tornado pattern that turn players into the Night Fox Yoho Lady has been decreased Continue dealing damage to Nightray until 2 minutes pass on the berserk timer for the Timed Mech. | |
Timed Mech | |
2 minutes into the fight of Phase 2, Nightray will start the timed mech Nightray will charge up an attack by spreading its arms and a red ring will form around the outer edge of the map. When Nightray spreads its arms out (shown in the image on the left), this is when you use the Sidereal/Allied Force Mystic for the hidden interaction. The timing for the hidden interaction is when Nightray lands after disappearing and you can see the front/back attack indicators During this time, it is a massive DPS window as Mystic temporarily stuns and damages Nightray. | |
Push Nightray to 105x to proceed to the next major mech - Illusion Clones | |
Illusion Clones | |
Nightray disappears and splits the raid into 2 group
A small circle is also formed and it is surrounded by fog Nightray then splits up into 6 illusion clones and spreads out on the outer edge of the circle. Each of the two groups will have two illusion clones that will flash a golden pool appear under its feet
Players must ping which illusion clones have the golden pool
The overlapped ping location of the illusion clone is the real one and must either Just Guard or Counter
Note - the Counter window is short so adjust accordingly
Each of the clones that flashed a golden pool will also have a targeted line attack that must be aimed and dodged If the Just Guard is failed, players who failed will get a stagger debuff and will do less stagger as a result Upon resolution of the Counter/Just Guard, Nightray will reappear in the center and a stagger check must be completed. | |
Completing this mech will make Nightray absorb Velganos and enter Phase 3 Note - no matter how much damage you deal to Nightray beyond 105x, it will still reset back to 105x at the start of Phase 3 DO NOT WASTE DARKS OR ATROS | |
~105x | |
Nightray no longer does any of the Timed Mechs from its previous phases but instead has a new timed mechanic instead as part of Velganos’s powers
Light Dark Nightray’s identity gauge now functions the opposite of its earlier phases - instead of naturally depleting, it naturally goes up Getting hit by Nightray’s dark attacks via Velganos patterns also increases the identity gauge towards the dark side
So how do we lower it? There are a few ways to do this:
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One mech to note is the marked pool pattern, shown below
Marked players Gold pool target spot Nightray landing in the gold pool target and gets staggered for a dps window One player will be marked with a red hexagon while the rest of the raid will have a gold hexagon
doing so until the pattern ends
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Timed Mech (occurs every 1.5 minutes) | |
The starting position for this mech is always 6 o’clock no matter what
Nightray flies up and lands in the center of the map and flash 3 darkened slices Afterwards, it will reveal a purple slice from one of the three darkened slices
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In the example above, the darkened slices are at the 5, 7, and 9 o’clock positions, with the purple slice flashed at 7 o’clock
The raid group starts at 6 and moves counterclockwise to 5 o’clock
The raid group then moves clockwise towards 9 o’clock while stepping on the light slices While the raid group succeeds this mech, Nightray’s identity gauge decreases for every successful light slice that is stepped on | |
Continue fighting Nightray and push to 0x to clear Gate 2 | |
Enemy type - Ancient (Elemental at 0x phase for Hard Mode only)
Weakness - Earth
Non-tauntable boss
Memorizer’s Video Guide - here
Battle Items | ||||
HP Potion | Dark Grenade /Corrosive Bomb | Sacred Charm | Time Stop (recommended for prog and in general) | Atropine/Stimulant (only recommended if comfortable with raid) |
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Allied Forces / Sidereals | ||
Shandi for big damage |
Balthorr for destruction and stagger | Bastian for shield damage and cleansing the Electricity gauge |
Notes | ||
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Card Sets | ||
Editor’s Note - I do not know the exact calculations or numerical values of using the different Earth Damage card sets for both DPS and supports, so adjust accordingly. For the number calculations for the relevant card sets, click here
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Red/Blue Charges, Electricity Gauge, Weak Point, and Other Related Mechs |
Gate 3 is all about maintaining balance while fighting Mordum due to the red and blue charges that each player gets upon entering the fight Red Charge (left) and Blue Charge (right) Making sure that there are an even number of these charges throughout the party is very important
Always be cognizant/aware of what charge you have and adjust as necessary
4 red/4 blue = good 3 red/5 blue = blue charged players take tick damage Is there a way to balance the charges? Yes, there is There is a pattern that Mordum does that will mark one random player with a white circle to indicate that person is the Charge Flipper
The Charge Flipper will also have a white circle around them to indicate as such
Tick damage is stopped ENTIRELY after Mordum’s stagger bar is depleted so having unbalanced charges is fine afterwards
MAINTAINING AN EVEN CHARGE UNTIL MORDUM’S STAGGER BAR IS DEPLETED IS IMPORTANT TO ENSURE A SMOOTH RAID PROGRESSION Mordum will gather red and blue energy into his hands and bring them together After bringing his hands together, he creates an electric jump rope that players must either spacebar over (think Echidna jump rope) or paralysis immune abilities
During this time, 4 random players are chosen to drop electric poops that will deal massive damage to players and significantly increase Electricity gauge if they stand or run into them
DROP THESE POOPS OUTSIDE, LIKE A CIVILIZED PERSON
Poopers, please be aware of your surroundings because Mordum doesn’t care if you’re pooping and will continue doing patterns Afterwards, the white circle will disappear and any players that were standing in that white circle will have had their charges flipped Let’s go through some scenarios Raid Scenario 1: Let’s say there are 5 red charges and 3 blue charges, and Mordum starts the Charge Flipper mech In order to get to 4 red and 4 blue for a balanced charge, a red charge player needs to turn blue Depending on which charge player has the white circle, there are two ways to reach 4 red and 4 blue
Raid Scenario 2: Let’s say there are 4 red charges and 4 blue charges, and Mordum stars the Charge Flipper mech again In order to maintain that 4 red and 4 blue balance, 1 player of each charge must flip Depending on which charge player has the white circle, there are two ways to reach 4 red and 4 blue
All in all, knowing who has what charge, who is the Charge Flipper, and how many people need to flip charges is vital in ensuring a smooth raid progression. Players also have a yellow Electricity gauge under their feet, with a different effect occurring at 50% and 100% Here you can see the blue charge player having about 80% Electricity gauge (left) and the red charge player having about 25% Electricity gauge (right) At 50% gauge, players will have their charge flipped to the opposite color and creates a small electric field of that charge around them | |||||
The player is marked with the red charge with almost 50% Electricity gauge | Upon reaching 50% gauge, the player’s charge turns to the opposite color of blue | Once turned, the player then has an electric field around them of the colored charge | |||
Players of the opposite charge who stand in the electric field will take tick damage + increased Electricity gauge
So if a red charge players walks into the electric field of a blue charge player, like the one shown above, the red charge player will take tick damage as long as they stand within the blue electric field Players who have that electric field are recommended to move towards the outer edge of the map to avoid hurting their own raid group When your Electricity gauge is full, you will trigger a near map-wide electrical explosion that will paralyze anyone caught within the radius as well as increases everyone else’s Electricity gauge Shown here is a full Electricity gauge player with the near map-wide explosion Is there a way to avoid this? Yes, there are a couple of ways to resolve it
SIMILAR TO MANAGING NIGHTRAY’S IDENTITY GAUGE IN GATE 2, MANAGING YOUR OWN ELECTRICITY GAUGE IN GATE 3 IS ALSO VERY IMPORTANT TO ENSURE A SMOOTH RAID PROGRESSION So how do you get out of this? Short answer - don’t get hit by Electrical patterns Long answer - seriously, don’t get hit by Electrical patterns Cheat Answer - Use Bastion In all seriousness, the most important way to manage your Electricity gauge is to make sure you are standing in Mordum’s patterns with the same color charge as the one that you are marked with.
a LAST RESORT because it is a waste of Allied Force/Sidereal usage (Bastian is mainly used at 0x for the massive shield break and for bypassing the mech at 160x)
Allied Forces/Sidereal skills used by the raid lead
Do you remember everything you just read? Good If not, who cares, just keep reading (or scroll back to the top and just look at the condensed cheat sheet) NOTE - THIS RAID HAS STAGE BREAKS AND A GRAPPLING HOOK QTE (hit A). THIS MEANS THAT YOU CAN FALL OFF THE STAGE AND DIE. | |||||
The other part of Gate 3 to keep in mind is the Weak Point of Mordum. This is a mech that carries over from Behemoth, where players deal damage to the light blue circle in order to “break” the body. These Weak Points show up on Mordum under a few circumstances:
After exposing Mordum’s Weak Point, players must do destruction on it to effectively damage the Weak Point
Example of countering Mordum to expose the Weak Point and using Balthorr to break the Weak Point Once Mordum’s Weak Point has been exposed, players have a damage window to deal damage
Mordum will charge up either red (left image) or blue (right image) and summon lightning of the respective color he is charging to Players must then counter Mordum to expose the Weak Point Note - There is a pattern where Mordum will do a fast counter without summoning the lightning. Be sure to hit this if the pattern happens to expose Weak Point Now that we have fully digested the pre-requisites, let’s jump into the raid
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500x | |
Mordum starts the fight by randomly assigned 4 blue charge and 4 red charges to the players During this phase of the fight, Mordum fights with his hands
Battle Mordum until he is pushed to 475x | |
~475x | |
At 475x, Mordum will summon rotating clockwise lighting strikes from three blue lines and have a triple face laser attack
Players must move and dodge accordingly to avoid getting hit by the lightning strikes to not increase their Electricity gauge
Push to 450x | |
~450x | |
At 450x, Mordum repeats the same rotating lightning strike attack as 475x
However, instead of the triple face laser attack, he creates red, blue, and yellow charge slices around the stage that appear 4 times. The first two appearances of the red and blue charge slices are the same The last two appearances includes a yellow slice on top of the red and blue slices These slices can rotate randomly so players must move and adjust accordingly
Players must also stand in their respective charge colors
Push to 425x | |
~425x | |
This mech is infamous for causing massive jails in KR, and there is a good chance it likely will be repeated in the west
Balthorr speaks a dialogue here to indicate the start of the mech Balthorr says, “I’m getting an ominous feeling. This guy is a stubborn fellow so be careful, Little Brother!” Mordum gathers Lightning energy in his hands and creates a shrinking safe zone
While rotating, Mordum will summon 4 different colored rings (red, blue, yellow, and nothing) that players should maneuver around as necessary to avoid the laser
There are also colored orbs that MUST be eaten by their respective charges (the uneaten orbs turn into electric poop pools)
THAT LASER WILL KILL YOU, NO MATTER WHAT
Upon completion of this mech, everyone gathers around Mordum and continues the fight. ADDITIONAL NOTE - There is a chance that the poop mech may occur prior to the 425x mech Be aware of dropping your poops prior to pushing to 425x Anyone caught pooping on the outside may die if 425x mech occurs at the same time The pooper must poop BEFORE the 425x mech occurs to avoid death Push to 400x | |
~400x | |
At 400x, Mordum repeats the same rotating lightning strike attack as 475x and 450x He will then do the same 450x mech of the red, blue, and yellow charge slices around the stage that appear 4 times. On top of that, he will additionally summon the same yellow orbs from 425x that periodically shoot lasers that will stun players Similar to 450x, the first two appearances of the red and blue charge slices are the same The last two appearances includes a yellow slice on top of the red and blue slices These slices can rotate randomly so players must move and adjust accordingly
Players must also stand in their respective charge colors
After completion of this mech, players can continue fighting Mordum Push to 375x | |
~375x | |
The First Orb Break + Just Guard Duel Mordum will randomly select a player to duel and aggro on to them That player will have the mark in red appear on their debuff bar while also having the double hammer marker on their character
Yellow orb break As shown in the example above, the player is marked for duel and Mordum aggros on to them
During this time, a yellow orb with a targeted line will appear
The player marked for duel must stand between the yellow orb and Mordum in order to make him break his own orb
Upon completion of the stagger check, a cutscene will occur to signal the start of the duel, as Mordum summons a hammer The marked player for the duel MUST stand in the 1st dot quadrant of the map in order to initiate the duel
Note - You will want to break the stage in order of the dots, as shown in the images above
The designated spot for the Just Guard duel in quadrant 1 with two Just Guards
Upon successful Just Guard duel, a massive DPS window opens up as Mordum gathers himself to break the stage of quadrant 1
Once Mordum gathers himself, he will break quadrant 1 and the grappling hook QTE mechanic will be made available to the players, indicated by the purple lines on the edge of the stage Move into Phase 2 | |
~375x | |
Mordum now wields his hammers to fight, with patterns tied to them
must be aware of their positioning in order to react properly to the hammer attacks Also keep in mind that a part of the stage is broken and fall death can occur, so be wary The same principles mentioned earlier with maintaining equal charge of red and blue still applies here and throughout the fight Maintaining your Electricity gauge is also very important Use Bastian as needed if there are players who have a high Electricity gauge Push to 325x | |
~325x | |
Mordum creates a dome of electricity that emits lightning The shapes of the lightning emitted from the dome for both NM and HM After the emitted lightning disappears, all players MUST space bar inside to avoid the follow up explosion After the explosion, red and blue orbs appear and the players of their respective charge must pick these up
Mordum will continue doing attack patterns during the orb collecting time so be aware of your surroundings Push to 300x | |
~300x | |
Supernova (Mordum is a closet Destroyer) For players unaware, this pattern is called Supernova due to the fact that Mordum charges up his hammer to swing it, just like the Destroyer’s T skill Mordum brings his hammers together and begins charging up Supernova There are three counter windows during this, the first two being fake and the last one being real
AGAIN, TO EMPHASIZE, DO NOT HIT THE FIRST TWO COUNTERS OF SUPERNOVA ONLY HIT THE THIRD ONE YOU CAN BE KNOCKED OFF STAGE Push to 275x | |
~275x | |
Mordum drops an anvil on to the stage and strikes it
As of KR’s 5/21/25 patch, this mech has been removed in NM There are two ways to go about this mech, which method people choose is up to them The first (and highly recommended) method is to use Hyper Awakening during the first Just Guard, when Mordum lifts his arm up, as shown above
Mordum winding up for the follow-up Just Guard hammer smash on a stunned player The second method is to actually do the Just Guards, depending on NM or HM
individual stunned with a follow-up Just Guard hammer smash
Push to 250x | |
~250x | |
The Second Orb Break + Just Guard Duel Just like the first orb break and duel at ~375x, Mordum repeats the same mech The only difference for this duel is that Mordum will do 3 Just Guards instead of 2
Repeat the same methods used during the first orb break and duel Another significant DPS window will open up upon successful duel Stage break will again occur Move into Phase 3 | |
~250x | |
During this part of the fight, Mordum is back to using his hands Now that his hands are no longer holding hammers and are free, he has an additional pattern where he can now grab players Please be aware of when Mordum grabs players as many of the patterns tied to the grabs do significant damage Push to 200x | |
~200x | |
Mordum will gather red and blue energy in his hands and the players with their respective charges must go to the side of the energy In this example, red energy is in Mordum’s right hand and blue energy is in his left hand All players must gather to the respective sides All players of their respective red and blue charges will gain a wide energy field around them During this time, red and blue orbs will fly in from the edge of the map that must be destroyed
All players must clear their side of the opposite color orbs and then rotate to get to the other side and do the same thing
Shown here, all the red charge players and blue charge players swapped spots using the grappling hook to clear the rest of the orbs Another way to go about this is having one group go up on the grappling hooks while the other group walks on the stage
Push to 180x | |
~180x | |
Similar to how the pattern starts at 200x, Mordum will gather red and blue energy in his hands again and the players with their respective charges must go to the side of the energy Mordum will then slam the ground 4 times with each slam showing a charge of red, blue, and yellow charge slices Players must move and adjust accordingly for each slam
Players can DPS during this time while moving
Push to 160x | |
~160x | |
Mordum will throw two hammers, one charged red and one charged blue Both hammers will land on either side of Mordum as he charges up for a stagger check Important - players of their respective charges must go to the correct side of the charged hammer
To bypass this mech, the raid leader can use Bastian to break one hammer and then the follow-up attack to break the other hammer
After breaking both hammers, complete the stagger check to trigger the follow-up safe zone mech Raid groups must decide how they want to split up the parties
Party 1 will be in the inner 4 safe spots, Party 2 will be in the outer 4 safe spots REMEMBER THIS ORIENTATION Mordum will summon 8 random safe zones, either red or blue, and all players must adjust their charge in order for everyone to survive The player closest to Mordum will receive the Charge Flipper circle
Adjust your charge accordingly (go to the Charge Flipper if you need to change your charge)
but do NOT overgreed and die to the follow up explosion
Afterwards, Mordum will do a map-wide explosion to indicate the end of the mech Push to 125x | |
~125x | |
Very similar to the mech at 180x, Mordum does a repeat of the red, blue, and yellow charge slices Dodge and move accordingly based on your charge
AGAIN, DROP THESE POOPS OUTSIDE, LIKE A CIVILIZED PERSON
IMPORTANT - DO NOT RIDE THE GRAPPLING HOOK HERE BECAUSE YOU MIGHT NEED IT FOR THE TRACKING LASER PATTERN THAT HAPPENS RANDOMLY Push to 120x | |
~120x | |
The Third Orb Break + Just Guard Duel Just like the previous first and second orb break and duel, it is a repeat of the mech Not all Just Guard timings are the same so be wary of when to press G
Repeat the same methods used during the previous orb breaks and duels Another significant DPS window will open up upon successful duel Stage break will again occur Move into Phase 4 | |
~120x | |
30 seconds into Phase 4, Mordum will initiate his version of Dance Dance Revolution (DDR)
Mordum will gather his hammer and slam the ground in front of him to create 2 columns with a set pattern of red or blue safe spots
Each column can be either red or blue (left image) as well as having a checkerboard pattern of red or blue (right image)
Mordum starts by making the two columns either red or blue Mordum will then slam his hammers together and create more red or blue safe spot patterns of checkerboard pattern (above right image) Mordum then slams his hammers again to create two columns of alternating red or blue twice more and then do a final slam Everyone must dodge accordingly and move out of the center at the end for Mordum’s final slam
Players must stand in their respective charge safe spots as Mordum swings his hammer to attack
the mech to match the safe spots After fighting Mordum a bit more, he will initiate his second Supernova counter pattern
After fighting Mordum a bit more (usually right after Supernova), he will initiate the final Orb Break + Just Guard duel Whoever is the marked target for the Just Guard duel, that player MUST fail the 3rd Just Guard This is because it opens up the opportunity for the hidden Balthorr interaction When failing the 3rd Just Guard, Mordum will slam the ground
After failing the 3rd Just Guard, Mordum gathers his hammer together and lifts it up high above his head to slam the ground At this time, the raid leader should use Balthorr for the hidden interaction, which should shave ~20x bars of health For groups that are giga juiced - succeed all three Just Guards and use Shandi to push Mordum straight to 0x Push to 0x NM only - You are done here HM only - Keep going | |
0x (350x Shield) | |
Mordum enters his Elemental state as a giant ball of lightning with a 350x bar shield of about 117 billion Red or blue orbs will continually fly in from outside the map and must be collected by the players of the respective charge
Players must eat these orbs while dealing damage to the boss
During this time, if too many orbs go into Mordum, his attacks deal more and more damage Additionally, Mordum will change color to either red or blue at random intervals, indicated by the Charge Flipper
At this time, use Bastian to do significant damage to the shield on Mordum
Continue fighting Mordum while avoiding his patterns and push to 0x
Congratulations, you have cleared Act 3! Now go do it all over again on your alts | |
This guide took WAY longer than I had anticipated due to the sheer amount of work
and effort that went into finding the right images, gifs, and videos to help provide
a visual to go along with each major mech and pattern for each gate
of this raid from hours and hours of multiple Korean VODs.
Major thanks to my co-editor, Deoxyzy, for helping me with formatting, design,
and the overall layout of the document to make it look like an actual guide
you would find on Lost Ark Nexus.
I legitimately could not have gotten this done without you.
Thank you so much.
I was also not paid for making this guide as this was done purely
out of love for the game and for the Lost Ark community.
With all that being said, I probably won’t be doing this again due to the time commitment needed to make a guide, on top of the IRL responsibilities I have to deal with.
I also apologize if there are any errors, mistakes, or inaccuracies found within the guide.
If there is anything that needs to be updated or changed, please feel free to contact me
either on Discord (Broshaza), Twitch (Broshaza), or in-game (Brôshaza).
Thank you.
And as always,
Big fan
If anyone would like to support me for a possibility for future guides,
you can donate here
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