KAZEROS RAID ACT 3

  Kazeros Raid Act 3
Community Guide

WARNING - THIS GUIDE IS VERY LONG AND IN DEPTH. IF YOU DO NOT WANT TO READ THROUGH IT ALL, WATCH MEMO’S VIDEO GUIDES OR USE THE CHEAT SHEET.

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 - Thaemine

Enemy 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

  • If the raid group has enough Stagger, everyone bring darks (bringing whirlwinds are recommended for prog)
  • If the raid group doesn’t have enough Stagger, bring a mix of darks & whirlwinds
  • Sacred charm is recommended as your 4th item but can be substituted with other items based on personal preference
  • In general, it is recommended for raid groups to run a mixed dark/ whirlwind set up just to cover all bases and to ensure that raid progression goes smoothly
  • Reclear parties can bring whatever they want that will provide a clean run

Allied Forces / Sidereals

Thirain for big damage

Azakiel for shields/defense

Kharmine for Kharmine

Notes

  • Thirain is used to push damage on Thaemine, whenever given the opportunity (has the possibility of missing so use wisely)
  • Azakiel is used as a safety net, can be used during Phase 3 of fight (most reclear parties in KR use this)
  • This is a safer choice since hitting Thirain can be a challenge but this is dependent on raid group and raid experience
  • Kharmine is Kharmine, mainly used for the hidden interaction at 210x mech
  • If using Kharmine outside of the hidden interaction, he can provide an attack power boost to the players in his follow up attack but how much attack power he provides is dependent on his mood (The AP boost can be anywhere between 5% to 25%)
  • Editor’s Note - I am not kidding. In the KR description for the follow up attack, it says that the power Kharmine provides is dependent on his mood. How to control his mood, I have no clue and no one in KR has figured it out either

  • Note - Allied Forces/Sidereal usage will vary for groups based on clear experience so use them as players see fit

Phase 1: 300x to ~275x

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”

  • Thaemine will enter this form at the beginning of the raid

Retaliation pattern (Act 3)

Follow-up Just Guard

  • Failure to trigger the retaliation pattern will give Thaemine enhanced normal patterns until 275x
  • There is a pattern that carries over from the T3 Thaemine raid where Thaemine will forward slash multiple times and target a player.
  • Any players caught will cause Thaemine to lift them up and slam them down with his sword and causes an uncleanse-able earthquake (supports must DR and shield, if possible)
  • Bards - Your Guardian Tune doesn’t work here
  • Paladins - Your Holy Protection cleanse doesn’t work here
  • Artist - Your Illusion Door cleanse doesn’t work here

~275x

  • Thaemine moves to the center of the map and random red lines will spawn
  • Dodge these lines or you get a debuff that makes the stagger check difficult

Weakened State debuff (stackable) - you are silenced briefly and the amount of stagger you can do is reduced

  • After that, Thaemine does a memory pattern, where two vertical, one horizontal, and one asterisk shaped red lines appear with follow up explosions
  • The red lines explode in reverse order of appearance so dodge accordingly
  • The lines appear in order of 1, 2, 3, 4 and then the explosions occur in order of 4, 3, 2, 1
  • Note - An easy way to get through this is to remember where line 1 spawns and stand there while adjusting movements as needed. I highlight below in different colors the order of appearance
  • If you get hit by these explosions, you are debuffed again by the Weakened State, causing a significant dps loss
  • Players can use darks and atros to deal damage to Thaemine during this time (greeding is possible)

DO NOT GET HIT BY THE LINES, IF AT ALL POSSIBLE AND DODGE ACCORDINGLY

  • This is not a pattern that you can tank

AGAIN, THESE LINES EXPLODE IN REVERSE ORDER SO DODGE ACCORDINGLY

  • To reinforce this, the lines appear in order of 1, 2, 3, 4 and then the explosions occur in order of 4, 3, 2, 1

  • After dodging the explosions, stagger Thaemine and dodge the follow up red line explosions that show up around the map

  • Once that is done, there is another follow up stagger check that appears under the health bar, similar to the old Vykas 0x phase stagger check

As of KR’s 5/21/25 patch, this stagger check is much easier due to the nerfs to the raid

  • There are 3 main patterns that occur during this stagger check - red lines, clone attacks, and clone safe spots (from G4-2)
  • While completing the stagger check, use darks and atros to deal damage while staggering

DO NOT GET HIT BY THE CLONE ATTACKS, IF AT ALL POSSIBLE AND DODGE ACCORDINGLY

  • You are griefing your group if you get hit (looking at you DPS goblins)

Thaemine usually does these attacks in this order but can also be randomized

  • Red lines - Dodge the red lines in order to avoid getting the Weakened State debuff mentioned earlier
  • Clone attacks - Dodge Thaemine’s clones that shoot out in a random direction with cone-shaped attacks
  • Players can just stand on the opposite side

                         

                            Thaemine’s clone dashing to the right side                                  Thaemine’s clone cone-shaped attack coming from the right

  • If hit by the cone-shaped attacks, you are sent into a mirror dimension where you have to fight Thaemine’s clone
  • You must counter or Just Guard the clone more than once in order to escape the mirror dimension
  • Being sent into the mirror dimension is a loss in damage and stagger so avoid getting hit, if possible
  • If players are still stuck in the mirror dimension after completing the stagger check, those players will DIE
  • Pause the stagger check to make sure those players get out safely to continue

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

  • Clone safe spots (same pattern as G4-2) - Find the clone that is holding his sword up and stand there to avoid getting sent to the mirror dimension as well

 

Find the correct clone with the sword lifted up (left image is Act 3 version, right image is from 4-2, as reference)

  • Once the stagger check is done, a portal will randomly appear on the map that everyone must enter in order to continue the fight
  • Ideally, you will have pushed Thaemine to about 250x during this phase

  • After exiting the portal, players will have to run to the next stage of the fight while dodging miscellaneous attacks and avoid the black flames that follow you
  • Everyone’s move speed is the same as well as being silenced
  • DO NOT STOP RUNNING OR YOU WILL DIE (from being left behind)

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

  • Upon arrival at the next stage, everyone gathers in the middle to avoid getting hit by Thaemine’s dragon’s attack along the outside edge of the map

Stay in the middle or you will DIE

  • Dodge the red line attacks that follow and complete the follow-up Just Guard at the end
  • Supports should Awakening, shield, and DR here, if possible
  • Dodging is important for survival if there is no support shielding
  • Death is possible here

Just Guard at the end

  • After finishing the Just Guard, everyone should run out of the middle as the dragon lands to continue the fight against Thaemine riding the dragon

Stay out of the middle or you will DIE

  • During this phase of the fight, getting hit by certain attacks and patterns will fill up an encroachment gauge under your character’s feet

The encroachment gauge

  • When the encroachment gauge is full, your character will get petrified and must be broken free by a certain number of hits

~210x

  • At the start of 210x, the dragon will land in the center of the map and a cutscene will indicate the beginning of the mech
  • Players will randomly be selected to drop poops on the outer edge of the safe zone
  • DPS goblins, please be respectful and drop the poops outside, like a civilized person
  • Getting hit by the poop will trap you with its tentacles

The poop is indicated by the dark circle (left image) and turns into dark tentacles (right image)

  • Dodge the red lines on the ground first (left image) and then co-op counter the dragon (right image)
  • BE AWARE OF THE POOPS AT YOUR CHARACTERS FEET THAT YOU NEED TO DROP OUTSIDE
  • STAY WITHIN THE SAFE ZONE AND DO NOT TOUCH THE OUTER EDGE OR YOU WILL GET TRAPPED

  • After the co-op counter, Thaemine will flash and raise his sword up to do a slash attack

  • During this time, Kharmine’s dialogue will appear on screen and the raid leader should activate the hidden interaction with Kharmine

Kharmine says “Very well, let me show you the power of chaos.”

  • This interaction skips the entirety of the 210x mech
  • Players can use darks and atros to deal damage
  • Mainly benefitting hitmaster and FA entropy classes, BA entropy classes will cry here
  • Do NOT go to the back yet until the dark clouds on the edge disappear (Back attackers, you WILL DIE)
  • Editor’s note - I am not going to write out what happens for the entire 210x mech so just use Kharmine, deal 🤝

  • There is a follow-up meteor that drops in the center of the map that will kill you if hit (see image below)
  • Move out of the center area when Kharmine disappears after the hidden Sidereal interaction
  • Seriously GTFO or you will die as it does over 600k damage
  • Do NOT limit test this, all you red gunlancers with CGL
  • Supps can shield + DR here but generally NOT recommended until comfortable with the raid/timing

  • Upon completion, there is a follow-up Just Guard Domain Expansion mech

  • Party 1 stands x3, Party 2 stands x3+1 positions (adjust as necessary if people are dead)
  • Can also just spread out towards the edges, does not necessarily have to be x3 and x3+1
  • Some people have their own Just Guard that they MUST succeed (chosen at random)

Individual Just Guards (left image) into stagger check (right image)

  • Anyone who fails the Just Guard, you will get yeeted to the outside (and if you don’t have get up, you will DIE) and kidnapped
  • After the Just Guard, a tight stagger check on Thaemine happens that can be succeeded (optional) in order to free the kidnapped players (grabbed randomly by Thaemine)
  • If the stagger check is failed, there is a follow-up counter that must be succeeded in order to free the kidnapped players but those kidnapped players will be dropped to 1 HP
  • Players can use darks to deal damage after the stagger check
  • Raid leader can also use Thirain during this time for more damage if available

  • Once past the mech, everyone must gather towards 12 o’clock of the map to enter a safe spot
  • Do NOT go in immediately as the dragon will land at 12 o’clock and emits a deadly black cloud

Safe spot is indicated by red circle but do NOT go in yet

  • Wait for the black cloud to disappear before going into the safe spot
  • There is plenty of time so do NOT panic about reaching the safe spot (the cloud stays briefly and then fades)
  • The black cloud does a lot of damage so be wary

Wait for the black cloud in the safe zone (left image) to disappear before going in (right image)

  • Push to 75x
  • During the push to 75x, Thaemine and the dragon work in tandem to attack the players
  • A player will also be randomly targeted by Thaemine’s dragon for an attack (it doesn’t do a lot of damage, just an inconvenience for the raid group)
  • The camera angle changes here so it can be disorienting, adjust your playstyle accordingly
  • Raid leaders can use Thirain during this time for more damage, if available
  • Wait until Thaemine does a long pattern before sending because Thirain can miss
  • Another option is to use Azakiel for shielding, defense, and super armor to ignore some of Thaemine’s attacks

~75x

  • A Just Guard attack happens with a follow-up counter if failed
  • Editor’s note - there is a “proper” way of doing this mech with Party 1 standing x3 and Party 2 standing x3+1 (left image below) but due to how much time this mech can waste, the “cheese” method that I mention below is the quickest way to finish and move on with the fight (right image below)

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

  • “Cheese method” - have everyone gather in the center of the map and execute the Just Guard
  • Ping the direction that Thaemine disappears towards as he will reappear in that direction so that everyone can Just Guard in the proper direction (everyone mash your G button and pray someone succeeds)
  • Anyone who fails the Just Guard are frozen in place (above middle image) and the rest of the raid members must succeed the follow-up counter to free them (not a co-op counter, just a single counter)
  • Trapped players are stuck until the mech is resolved (hit the counter)
  • Use Azakiel for shields and super armor
  • Players can also use darks and atros to deal additional damage
  • One pattern to note from G4-2/4-3 - Thaemine jumps up and players must counter in the opposite direction he lands
  • Hit the counter to create a brief damage window
  • If failed, a follow-up explosion occurs

  • Push to 50x

Phase 3: ~50x to 0x

~50x

If you have more than 3 minutes on the berserk timer, that is a comfortable clear time

  • The camera will zoom out and Thaemine will jump into the center of the map and go into a cutscene

  • During this final phase of the fight, the outer edge of the map has a deadly black cloud that does significant tick damage (if you get knocked out with no get up, it will still hurt)
  • Try to keep the fight in the center of the map (aggro control is important here)
  • For almost a minute, the dragon will take flight and attack the field indicated by red lines while also have a dark fog clouding your vision
  • Dodge these red lines to the best of your ability with the limited visibility
  • Supports are highly recommended to Awakening, shield, and/or DR during this time
  • The raid leader can use Azakiel for additional defense and push immunity/super armor (highly recommended)
  • After dodging the attacks, there is a final Just Guard before the dragon lands again

The entire time the map is clouded until the dragon lands

  • The dragon’s patterns are now enhanced but are similar to the patterns during Phase 2
  • Use Azakiel for safety and super armor (highly recommended)
  • Can also use Thirain for big damage as the dragon does stand still for quite a bit towards the ends of the fight
  • Push to 0x and clear Gate 1

Notes

  • Many of the patterns during this fight are from Gate 4-2 and 4-3 of the first Thaemine raid in Tier 3 but with a twist
  • Recognizing the patterns is important but they are not exactly the same, as some of Thaemine’s attacks are different from the first raid encounter in Tier 3
  • The final phase of the fight, when the dragon is flying around, is a huge time waster so be wary of your berserk timer before going into Phase 3
  • Do not be afraid to use the Allied Forces/Sidereal skills when the opportunities arise during the fight (except Kharmine, no one knows how to control him)

Gate 2 - Nightray (Naitreya)

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

  • The Special Corruption Neutralizer is a craftable item after completing the Daily Una Reputation to get the recipe
  • Just like in Act 2 Brel raid for the fire scroll, you need to do this Una Task for 1 week (counting the double up on day 7) in order to unlock the recipe

  • The ingredients for this is 5 Refined Ursali Powder and 3 Pheromone Essences

  • This item is NOT necessarily a mandatory item for the raid but it helps players avoid getting corrupted during the raid for certain mechs and prevents instant death during those mechs
  • Decent for prog use but it can be a time waster trying to utilize the battle item properly
  • The more damage you deal, the less mechs and patterns you see

Allied Forces / Sidereals

Nineveh for big damage

Mariu for stagger, damage, and

damage amplification

Mystic for support and

hidden interaction

Notes

  • Nineveh is used to push damage on Nightray (mainly used throughout the fight)
  • Mariu is used for stagger and damage
  • Has a use to cancel certains mechs and/or patterns, depending on the amount remaining on Nightray’s natural stagger bar
  • Mystic is used mainly for the hidden interaction
  • Can be used for a little bit of extra damage + an infection cleanse (recommended for prog)

  • Note - Allied Forces/Sidereal usage will vary for groups based on clear experience so use them as players see fit

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

  • When the identity gauge is full, it will trigger a mandatory stagger check mech
  • Everyone should gather towards the middle where Nightray lands and succeed the QTE to avoid getting forced to the outer edge
  • If you fail this Quick Time Event (QTE), there is a high probability you will DIE
  • Editor’s note - this mech is a HUGE time waster so making sure everyone is on the same page with gauge management as it is vital to clearing this gate

After the Quick Time Event (QTE), Nightray will fly through the middle of the map twice to grab any players in the yellow line

  • At least 1 player MUST get grabbed on purpose to activate the stagger check

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

  • The more players that are paralyzed, the more Just Guards must be succeeded
  • And the more Just Guards the players execute, the more Nightray’s Identity Gauge fills up

Players do not need to stand between the paralyzed players and Nightray

  • As long as the uninfected player is within the Just Guard cone, they can execute the mech properly

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.

Phase 1: Alberhastic (300x to ~220x)

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

  • This is mainly for raid groups that have a Gunlancer or Destroyer for taunt to extend the containment

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):

  • Party 1 go left, Party 2 go right
  • “Charmed” players stack up and the non-charmed players block the wave attacks
  • Adjust accordingly to the line attacks from Nightray
  • Supports can also DR and shield if they are not the “charmed” players

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.

  • If this mech happens, you might as well just reset or if you really want a challenge, attempt to get through the mech
  • Tip - Using Alt + X to turn off the UI can help to see the flying debris

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) 

  • 2 players will be randomly marked for each of gold, silver, purple, or nothing
  • Find your color partner and alternate in order of who is grabbing the tether
  • The players marked with nothing MUST block the flying debris coming from the bottom of the map at 6 o’clock (the debris can knock players back so this is VERY IMPORTANT)

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

  • The blue debris (left) will knock back tethered players. This can be blocked by the unmarked players.
  • The red debris (right) will knock back any players. DODGE THE RED DEBRIS NO MATTER WHAT.

There are two types of debris that fly at you:

  • The blue debris knocks back any of the tethered players
  • The red debris knocks back ANY player, regardless of if they are marked, tethered, or have nothing

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

  • It’ll be either gold or silver

After Nightray shows the color, gold and silver orbs will fly around.

  • 2 orbs of each color fly around three times for a total of 6 gold orbs and 6 silver orbs

The orbs appear in the following order and each player must eat one orb

  • Try NOT to eat more than one orb and do NOT eat 2 different color orbs
  • If you ate a silver orb, do NOT eat a gold 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)

  • Players who ate either a silver or gold orb must stand in their respective safe spot while Nightray charges up a stab attack into the designated color that appeared at its feet at the start of the mech.
  • A wall appears during this time around Nightray and players must spacebar through it to stagger and deal damage.

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.

  • It will fly up and land in the center of the map with a color at his feet, either silver or gold.
  • During this time, the ground will flash silver and gold for their respective safe spots.
  • (Example shown on the left)
  • Players are also marked with silver or gold.

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.

  • The red orbs can be destroyed by anyone
  • The blue orbs must be eaten by the players that have the opposite color of Nightray
  • Example - if Nightray shows silver at his feet, players marked gold must eat the blue orbs

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

  • Example image shown above

Each player must group with their respective color members and go to the designated safe spots

  • This can be considered a DPS window if supports have awakening shield and DR
  • THIS IS NOT A RECOMMENDED STRATEGY FOR PROG BUT CAN BE DONE (be sure to coordinate properly with your party)

                   

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.

  • If a player marked one color gets hit in the zone of the opposite color, that player will lose that 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.

  • If a silver buffed player gets hit in the gold zone, that player will lose that buff

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

  • Looking at your Reaper (Nightmare) and Soul Eater (Vestige) players

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

Phase 2: Night Fox Yoho (~220x to 105x)

~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.

  • If you get hit by these normal patterns or fail a Just Guard, you will turn into a Night Fox Yoho Lady for 20 seconds.

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

  • 4 players will have monochrome vision and 4 players will have color vision

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

  • One is fake and one is real

Players must ping which illusion clones have the golden pool

  • In the example shown above, the overlap is at 8 o’clock

The overlapped ping location of the illusion clone is the real one and must either Just Guard or Counter

  • To tell which move Nightray will do, you can look at its arms:
  • If Nightray lifts one wing, it is a Counter (left example)
  • If Nightray lifts both wings, it is a Just Guard (right example)

Note - the Counter window is short so adjust accordingly

  • Tip - If you are in the monochrome vision group, attempt a counter on the clone first immediately and if that doesn’t work, mash your G key for Just Guard in order to succeed the mech
  • The window for the Just Guard is very forgiving so if the clone isn’t doing a Counter, be sure to hit the G key to Just Guard properly

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

Phase 3: Velganos (~105x to 0x)

~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

  • Nightray also has a new identity gauge

         

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

  • The higher the gauge gets into the dark side, the stronger Nightray’s attack become
  • The lower the gauge gets into the light side, the weaker Nightray is to oncoming attacks

So how do we lower it?

There are a few ways to do this:

  1. Using Mystic will help lower Nightray’s identity gauge
  2. Absorbing the light pools that Nightray drops as part of the Velganos patterns
  3. During Nightray’s timed mech for Velganos Pizza, standing in the light pizza slices decreases the gauge
  1. Conversely, standing in the dark pizza slices increases the gauge

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

  • The player with the red hexagon is the target that must lead Nightray to land in the target spot
  • During this time, the players marked with the gold hexagon are free to dps Nightray and continue

doing so until the pattern ends

  • Nightray will also drop light pools for players to grab to lower its identity gauge

Timed Mech (occurs every 1.5 minutes)

The starting position for this mech is always 6 o’clock no matter what

  • Everyone must gather around the green dot area

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

  • The purple slice is a fakeout, meaning that players should ignore this slice
  • The darkened slices are turning points, meaning that players should walk the opposite direction
  • There are 5 light slices that players will need to step on

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

  • Nightray also indicates the initial starting direction with the counterclockwise swirl

The raid group starts at 6 and moves counterclockwise to 5 o’clock

  • Because 5 o’clock is a darkened slice, the players must now go the opposite direction as it is a turning point

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

Gate 3 - Mordum

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)

  • Dark grenades are used to push damage on Mordum
  • Corrosive bombs can be brought by the supports to help push through the destruction checks but not mandatory
  • Mordum is a gate with a lot of electric shock attacks and paralysis, along with many mechs and patterns that can kill players
  • Sacred Charms are very useful to cleanse any electric shocks or paralysis to continue
  • Time Stop is HIGHLY recommended for prog as it can help with survivability (many of KR’s Act 3 deathless came from people carrying Time Stop)
  • Atropine and stimulants can be brought along to reclears, once raid groups are comfortable with the gate

Allied Forces / Sidereals

     

Shandi for big damage

     

Balthorr for destruction and stagger

Bastian for shield damage

and cleansing the Electricity gauge

Notes

  • Shandi is used to push damage on Mordum and his follow does damage (For the MSQ skippers, he is very mad)
  • Balthorr is used for destruction, stagger, and some damage
  • Has a hidden interaction against Mordum, but can also be used throughout the fight to break Weak-Point for omnidirectional attack
  • Bastian is used for shield damage and cleansing the Electricity gauge on players (the recommended Allied Force to use throughout the fight)
  • The main ally summoned for the 0x phase to destroy the shield more effectively (Hard Mode Only)
  • Is also used to help bypass a mech at 160x (will elaborate below)

  • Note - Allied Forces/Sidereal usage will vary for groups based on clear experience so use them as players see fit

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

  • Mordum is weak to Earth Damage and deals Lightning Damage
  • DPS classes are recommended to use the Earth Damage card set - Strong Earth’s Breath

  • Support classes are recommended to use the Earth Damage support card set - Sleeping Earth Protection

  • In the case that supports do not have Sleeping Earth Protection, they can use Grand Master Trial instead
  • This is in the case of supports not having Sleeping Earth Protection 30 set
  • This set is better than You Have A Plan if both are maxed out
  • If support players don’t have either Grand Master Trial or Sleeping Earth Protection at 30, YHAP is better

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

  • If there is an imbalance of charges, the players with the charge that has the higher value will take tick damage until the charges are evened out
  • Players will see what charge they have above their character model and on their debuff bar

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

  • That player will also have this mark on their debuff bar, to signal that they are flipping charges

The Charge Flipper will also have a white circle around them to indicate as such

  • Any player that is in the white circle with the charge flipper player will also have their charge flipped
  • Example - if a blue charge player is marked as the Charge Flipper, that blue charge will become a red charge
  • In order to avoid the tick damage that comes from the charge imbalance, a red charge player must join the Charge Flipper in the white circle to also change their charge

Tick damage is stopped ENTIRELY after Mordum’s stagger bar is depleted so having unbalanced charges is fine afterwards

  • This stagger bar appears whenever Mordum is doing normal patterns
  • This stagger bar is locked during certain mechs

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

  • Players hit by this jump rope will have their Electricity gauge go up

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

  • Those 4 random players will have the electric poop timer appear on their debuff bar, indicated by this mark

DROP THESE POOPS OUTSIDE, LIKE A CIVILIZED PERSON

  • DPS GOBLINS, YOU HAVE BEEN WARNED

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

  1. If the Charge Flipper is red, that player will stand off to the side BY THEMSELVES and flip charges to blue
  2. If the Charge Flipper is blue, that player and 2 red charge players must gather together in order for all 3 players to flip charges

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

  1. If the Charge Flipper is red, that player must group up with a blue charge player so that they both flip to the opposite color and continues maintaining the 4/4 charge balance
  2. If the Charge Flipper is blue, that player must group up with a red charge player so that they both flip to the opposite color and continues maintaining the 4/4 charge balance

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

  • Social distancing is important here

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

  1. In the case that a player has a full Electricity gauge while the stage is full, the affected player MUST go to the furthest possible edge of the stage away from the rest of the raid group.
  2. If any part of the stage has been broken, the affected player and/or the other members of the raid group can ride the grappling hook QTE to fly around the stage while avoiding the explosion
  1. For the grappling hook QTE, the timing of this is extremely important as the explosion isn’t instantaneous. The affected player MUST time going up on the grappling hook properly in order to explode in the air and avoid hitting the rest of the raid group.
  1. Hidden Achievement can be acquired here (proggers, please do NOT do this)
  1. The more sections of the stage that are broken, the longer players can stay in the air for the grappling hook (you must press A per section broken, max 2)
  1. The QTE button for the grappling hook is A. The window to hit this is forgiving enough but there have been instances where players have failed it and have just fallen to their deaths
  2. There is also a 10 second cooldown for when you can use the grappling hook again, meaning you CANNOT be using the grappling hook 24/7 (keep this in mind for a specific pattern around 125x)

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.

  • Blue charge players must stand in blue charge patterns
  • Red charge players must stand in red charge patterns
  • Bastian can also lower everyone’s Electricity gauge but using him just for this should only be done as

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)

  • Balthorr (for the destruction check) or Shandi (for big damage) should be the main

Allied Forces/Sidereal skills used by the raid lead

  • Bastian is your best friend throughout this gate

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:

  1. When a player successfully hits a counter (there are charge specific counters, which I will go into below)
  2. When a player succeeds the Just Guard duel (will elaborate more later)

After exposing Mordum’s Weak Point, players must do destruction on it to effectively damage the Weak Point

  • Players can send Balthorr here to break the Weak Point faster for omnidirectional attack
  • Once weak point has been broken, Mordum has omnidirectional attack applied to him the rest of the fight

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

  • Players can use dark grenades (and atros, if comfortable with the raid) to pump 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

  • Editor’s note - due to the sheer amount of normal patterns that Mordum has throughout the fight, I am going to only explain the major mechs from start to finish. Otherwise this guide will be longer than it should already be. I will only mention the important patterns as necessary. For a review on normal patterns, please refer to Memorizer’s video guide

Phase 1: Full Stage (500x to ~375x)

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

  • He will fight throughout the entirety of Phase 1 with only his hands
  • Many of his patterns include ground slams, ground scratches, grabs, and more slams
  • These patterns can knock players up into the air, disrupt skills, and increase the Electricity gauge on players

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

  • The closest ring of lightning strikes rotate clockwise

Players must move and dodge accordingly to avoid getting hit by the lightning strikes to not increase their Electricity gauge

  • These lightning strikes as well has Mordum’s face laser do multiple tick damages and will stun any players hit
  • Sacred Charms are your best friend

Push to 450x

~450x

At 450x, Mordum repeats the same rotating lightning strike attack as 475x

  • The closest ring of lightning strikes rotate counterclockwise

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

  • Tip - Being close to Mordum will help ease movement between slices, rather than far away
  • Sacred Charms are your best friend here

Players must also stand in their respective charge colors

  • Blue charge players must stand in blue charge slice
  • Red charge players must stand in red charge slice
  • Yellow charge slice will significantly increase any player’s Electricity gauge standing there

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

  • This mech has been nerfed multiple times in KR and still causes a lot of raid resets

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

  • During this time, small stunning orbs will spread out from the Lightning energy from his hands
  • Dodge these orbs to avoid getting stunned (players can use Sacred Charms here to cleanse the stun)
  • Everyone stack up on one side of the small safe zone while Mordum focuses a laser, indicated by the giant yellow line
  • WAIT FOR THE YELLOW LASER LINE TO FULLY FILL UP ON THE GROUND BEFORE MOVING TO THE SAFE ZONE
  • ALTERNATIVELY, WAIT FOR MORDUM TO FULLY EXTEND HIS ARM AS THAT MEANS HE’S LOCKED INTO POSITION
  • Once Mordum is locked in, he will rotate one direction with the laser

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

  • Blue charge players must stand in blue charge ring
  • Red charge players must stand in red charge ring
  • Yellow charge ring will significantly increase any player’s Electricity gauge standing there
  • No charge ring is just a general safe zone
  • Reclear strat (ONLY USE THIS STRAT WHEN COMFORTABLE WITH THE RAID, NOT FOR PROG):
  • There is an inner ring around Mordum that deals tick damage.
  • Players can stand in that inner ring and keep dps-ing Mordum while rotating to avoid the laser.
  • Supports are vital here in awakening, shielding, AND DR-ing in order to allow DPS to greed damage here.

There are also colored orbs that MUST be eaten by their respective charges (the uneaten orbs turn into electric poop pools)

  • Blue charge players must eat blue orbs
  • Red charge players must eat red orbs
  • Yellow orbs will stun the players by also periodically shooting lasers (use Sacred Charms here to cleanse the stun)
  • Players who eat the opposite charge orb will get stunned, so do be aware of where you are walking

THAT LASER WILL KILL YOU, NO MATTER WHAT

  • IT WILL KILL YOU THROUGH HYPER AWAKENING AND COUNTER GUNLANCE

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

  • Tip - Being close to Mordum will help ease movement between slices, rather than far away

Players must also stand in their respective charge colors

  • Blue charge players must stand in blue charge slice
  • Red charge players must stand in red charge slice
  • Yellow charge slice will significantly increase any player’s Electricity gauge standing there
  • And as mentioned earlier, dodging the periodic lasers from the yellow orbs is important

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

  • Check your debuff bar!!!

Yellow orb break

As shown in the example above, the player is marked for duel and Mordum aggros on to them

  • There is also a stagger check to complete after orb break

During this time, a yellow orb with a targeted line will appear

  • That line will also randomly target a player

The player marked for duel must stand between the yellow orb and Mordum in order to make him break his own orb

  • While this is happening, the other players can hit Mordum to do a bit of stagger
  • HOWEVER DO NOT complete the stagger check until Mordum has destroyed the yellow orb
  • Complete the stagger check after breaking the yellow 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

  • It is mandatory for the marked player to go to the designated quadrant in order to Just Guard duel Mordum

Note - You will want to break the stage in order of the dots, as shown in the images above

  • Think back to Brel 1.0 gate 3, where you fight the cube
  • There are a total of 4 duels, one for each quadrant

The designated spot for the Just Guard duel in quadrant 1 with two Just Guards

  • Each successful Just Guard deals 2 billion damage to Mordum (the 2 bill damage Just Guard counts towards your parse)

Upon successful Just Guard duel, a massive DPS window opens up as Mordum gathers himself to break the stage of quadrant 1

  • Corrosive bombs and Balthorr can be used here if Weak Point hasn’t been broken yet
  • Use Bastian here if Weak Point is already broken

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

Phase 2: 3/4 Stage (~375x to ~250x)

~375x

Mordum now wields his hammers to fight, with patterns tied to them

  • There are patterns where the hammer will be charged  red or blue and players

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

  • The orbs collected give a damage buff to the players
  • If an orb of the opposite charge is picked up, that player’s Electricity gauge goes up
  • If the orbs are not picked up, those orbs turn into static circles that will paralyze anyone who walks into them

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

  • If the first counter is hit, Mordum will swing his hammer slowly and knock players away and kill
  • If the second counter is hit, Mordum will swing his hammer quickly and also knock players away and kill
  • If the third counter is hit, a DPS window opens up for players to attack Mordum

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

  • Once for NM
  • Three time for HM

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

  • This way is considered the safest due to the extended invincibility frames you get from using Hyper Awakening

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

  • This way has a lot of room for error due to the fact that EVERY person has to succeed the Just Guard
  • If anyone fails the Just Guard, those players who failed are stunned (cleansable) and Mordum targets each

individual stunned with a follow-up Just Guard hammer smash

  • This attack does significant damage if the Just Guard is failed, can result in a raid wipe

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

  • Not all Just Guard timings are the same so be wary of when to press G

  • The marked player MUST also move to quadrant 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

Phase 3: 1/2 Stage (~250x to ~120x)

~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

  • HM only - additional smaller yellow orbs will fly in that will stun players if hit by them

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

  • This is where the grappling hook QTE comes into play

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

  • If you are going to use this method, please be advised that the yellow orbs flying in can stun players and must be cleansed if hit

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

  • Blue charge players must stand in blue charge slice
  • Red charge players must stand in red charge slice
  • Yellow charge slice will significantly increase any player’s Electricity gauge standing there

Players can DPS during this time while moving

  • If safety is needed, players can also use the Grappling Hook QTE to escape (but not necessary)

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

  • Blue charge players must stand on the blue hammer side
  • Red charge players must stand on the red hammer side

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

  • Bastian MUST be aimed properly in order to use his follow-up attack to break both hammers

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

  • There is a 1/256 chance of no one having to change their charge for this mech
  • If this happens, everyone go buy a lottery ticket or go tap your weapon to +25

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

  • Any players that need to adjust their charge must stand with the Charge Flipper in order to have the correct color for the safe zone

Adjust your charge accordingly (go to the Charge Flipper if you need to change your charge)

  • If you already have the appropriate charge for your safe spot, dps can continue to stay near Mordum to deal damage

but do NOT overgreed and die to the follow up explosion

  • PRIORITIZE GETTING TO YOUR SAFE SPOT WITH THE CORRECT CHARGE BEFORE GREEDING

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

  • The general safe spot is in the center close to Mordum
  • Players will also be randomly given poops that must be put on the outer edge of the map, as they can stun players if they run into them

AGAIN, DROP THESE POOPS OUTSIDE, LIKE A CIVILIZED PERSON

  • DPS GOBLINS, YOU HAVE BEEN WARNED

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

  • The marked player MUST also move to quadrant 3

 

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

Phase 4: 1/4 Stage (~120x to 0x)

~120x

30 seconds into Phase 4, Mordum will initiate his version of Dance Dance Revolution (DDR)

  • It is VERY important for supports here to have awakening and shields

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)

  • The red and blue dots in the left image are the players

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

  • There are also players that are marked to be Charge Flippers
  • Everyone in the raid must be aware of who is the Charge Flipper and what charge they are throughout

the mech to match the safe spots

After fighting Mordum a bit more, he will initiate his second Supernova counter pattern

  • Just like his first Supernova at 300x, counter at the 3rd charge to open up a DPS window

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

  • This slam can knock players up so players must either do push immune abilities or ride the grappling hook

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

Phase 5: 0x (HM Only)

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

  • Blue charge players must eat the blue orbs
  • Red charge players must eat the red orbs

Players must eat these orbs while dealing damage to the boss

  • DPS, find your supports and follow them to receive buffs and shields

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

  • If Mordum is red, only red charge players can hit him
  • If Mordum is blue, only blue charge players can hit him
  • If players of the opposite charge hit Mordum, they will receive massive tick damage

At this time, use Bastian to do significant damage to the shield on Mordum

  • Bastian alone should shave about 50% of Mordum’s shield

Continue fighting Mordum while avoiding his patterns and push to 0x

  • His patterns can paralyze players and do hurt a lot so supports should take care of the DPS

Congratulations, you have cleared Act 3!

Now go do it all over again on your alts

       Final Thoughts

 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

(This is completely optional)