Blue Archive General Raid Strategy Guide
By Causew#5130
This is not a tier list. Unit comparisons and analysis for best DPS won’t happen here. Go to Stokesia’s sheet for that:
Stokkie Weirdchamp Raid Rating
If guide too many word and you just want to ez mode unga bunga use this:
SlaccShit Raid Guide (90% done) by Senate
This guide is to give you a general idea of the strategies you can employ against Raid bosses. It was originally a document to keep the strat discoveries in #jp-raid (and sometimes #global-raid) of BA Discord in one doc, but has now evolved into a general guide for all bosses.
Link to said Blue Archive Community Discord
Please also check out the Official Blue Archive Discord server as well.
This guide is targeted for players attempting to clear a raid on or below recommended level for each difficulty. If you are overgeared/overlevelled, almost all strategies do not matter and instead you can brute force every boss with pure DPS.
If you’re a top %’er, this guide will not help you.
Because Insane difficulty has numerous new mechanics and ideas that don’t fit into this guide, the Insane guide is in a different document.
>>>>>Insane Guide Here<<<<<
Also, Final Restriction Release (AKA Tower) is in a different doc due to how the differences in the game mode affects the presentation and format. This is the game mode that has Fury of Set.
vvvvvvvvvvvvvvvvvvvvvvvvvvvvv
FINAL RESTRICTION RELEASE GUIDE HERE
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Contact @Causew on Discord, /u/VirtualScepter on Reddit, or @causew_ba on Twitter(X) for doc specific feedback or questions.
Questions related to raids and strats can go to the raid or help channels in either of the above Discords.
Now in pageless format =)
Being a live document, please excuse me if things move around as you are reading it.
Thanks everyone in the various Blue Archive Discords for helping solve the bosses every season.
Other useful links:
General Team Building (All Phases)
Best-In-Slot Teams Per Banner / Clear History
Some bosses are easy enough that you can clear them with random spare parts in your garage and your learner’s licence. Others demand you to be driving F1 Race Cars whilst also putting in countless hours and mileage in practice and learning. Most bosses lie in between these two extremes. This section coming soon will briefly inform you on the basic preparation you can do for any boss.
I made a difficulty chart but I’m not gonna publish it because it’s too easy to misunderstand.
The below table only refers to only DPS and Healers. Support characters need very little levels, gear, and stars to function. For Supports, focus on levelling up their skills; 3* supports are viable even in Torment (but more is better if you can afford it).
As for tanks, just level them up until they stop dying. If they survive then you don’t need to level them.
This is the benchmark for a balanced experience. A balanced experience being one where you have to put in a reasonable amount of effort learning your own students and the boss to overcome its challenges in a fair way. You may still struggle to clear the boss if you are not proficient in these personal areas.
A borrowed student will drastically reduce all your requirements, and for every level your units are over the recommended level the difficulty becomes exponentially easier.
Obviously, you need to reach the previous difficulties requirements to handle the next one.
You can get away with less if you know what you are doing.
If you are stronger in one area, you can afford to be weaker in others (e.g. having a 5MMM student means you don’t have as much as a need to 5* them for Extreme).
Your priority should always be Level > Gear > Skills > Stars. Don’t bother levelling one without levelling the previous unless you either know what you’re doing (you don’t need a guide if this is you) or you are very desperate.
Being a benchmark, it is also over-generalised. Bosses may have very specific requirements that go beyond (or below!) these benchmarks.
Difficulty | Recommended Level | Recommended Gear | Recommended Skills | Recommended Stars |
Normal | 17 | Idk just make friends and borrow some maxed DPS | ||
Hard | 25 | |||
Very Hard | 35 | |||
Hardcore | 50 | Tier 4 | Some Ex3, | 3* |
Extreme | 70 | Tier 5/6 | Some Ex5s, | 3* if good skills 5* if you are desperate (not recommended) |
Insane | 80 | Tier 6/7 | All Ex5s on important DPS Skill10 on important units 3444 still works for backup teams | 1* UE on key DPS 2* UE makes it easy |
Torment | 90 | Tier 9 | Ex5s on everyone Minimum Skill 7 | 2* UE on key DPS 3* is still fine on secondary teams. As long as they live. PS. It’s more effective to raise another unit to 5* than it is to raise a unit from 2*UE to 3*UE (it’s the same cost). |
If you need a better idea of the steps and priorities for individual skills and units, see the Bricc Student Skill Level Guide: Bricc Archive Student Skill Level Guide
Very roughly, Minimum = Hardcore, Optimal = Torment. Figure out the in between yourself.
Also known as the Action Time Gauge, the Ability Trigger Gauge, or the Attack Gauge, the ATG is visible below the bosses health bar, and looks like three yellow squares that will slowly fill up over time. Most bosses have some sort of ultimate ability associated with the ATG, usually resulting in powerful attacks, devastating buffs, or straight team wipes. You want to keep an eye on the bar throughout the fight as it will also give you information about the status of the boss.
For the purposes of this guide, the status of the ATG will be labelled as such:
In most cases, the ATG ability can be prevented or cancelled. In some cases, the ATG can be reduced to a lower status. Most of the time, this will be done via groggy or by engaging in the raid mechanics.
The groggy bar is a yellow bar below the Boss HP. When this bar is full, most bosses will cancel what they are doing and enter a “groggy state” in which they will be disabled for a period of time. The time spent in groggy will vary boss to boss. Some bosses have additional defects during groggy.
The methods to build groggy may vary raid to raid:
Bosses can exist in varying buffed or debuffed states. Many bosses have mechanics in which they will inflict buffs or debuffs to themselves or to your team. You can track these statuses from the icons above the HP bar.
You can also track the buffs or debuffs the raid may inflict on your team from the icons above your student’s HP bars.
Note that your own students will also inflict their share of buffs and debuffs to themselves or the boss. These all appear on the same bars.
Unlike other phased fights, the teambuilding and strategies apply generally to all 3 phases, so these will be at the end instead of after each phase.
Average number of teams at rec-level: 2-3
In the first phase, Kurokage is fairly low threat and no groggy can be built. This part of the fight is a light introduction to the hell that comes afterwards. It won’t be unusual for you to use a weaker team so that you can save your stronger units for the “real” fight.
ARMOUR TYPE: ELASTIC
HP | ATK | DEF | Crit Res | Crit Dmg Res | |
Normal | 1,000,000 | 200 | 1,000 | 100 | 1000 |
Hard | 1,500,000 | 350 | 2,000 | 100 | 1000 |
Very Hard | 3,000,000 | 500 | 3,000 | 100 | 1000 |
Hardcore | 4,500,000 | 750 | 4,000 | 100 | 1000 |
Extreme | 18,000,000 | 1,250 | 5,000 | 100 | 1000 |
Mechanic: Intimidation
In Global, this has been renamed to Compulsion
Throughout all phases, some of Kurokage’s attacks will apply intimidation to your team as indicated by greyed-out health. This greyed-out health effectively reduces the students Max HP. When your students have more than 50% of their Max HP greyed-out, they will be inflicted with Confusion and attack your team. Also, the confused student cannot use their skills.
To deal with this, you simply need to heal your team. Healing will reduce the intimidation stacks.
If your students have any missing HP, the missing HP will be healed first before the intimidation.
There is also a healing penalty. Only part of your healing will contribute towards removing intimidation.
Difficulty | Healing contributed for Intimidation |
Normal | 100% |
Hard | 50% |
Very Hard | 30% |
Hardcore | 25% |
Extreme | 20% |
E.g. If your healing ability normally heals for 1000HP, only 200HP worth of intimidation will be cleansed on Extreme difficulty.
If confused, it is possible to cleanse the confusion by healing the affected student back to full health.
It’s pretty important you engage with this mechanic, and to make sure your team is constantly healthy. Even if it’s possible to still recover from confusion, you’re more likely to have your team wipe each other before you can make any reasonable recovery. The best cure is prevention - don’t let your team drop below 50% health.
Mechanic: Soul Fragments
Besides the boss itself, Kurokage also has 6 invisible fragments scattered around it. These fragments don’t do anything - but 100% of all damage dealt towards them will count towards the boss’s total HP. Thus it’s in your best interest to bring AOE damage to optimise your damage output.
These soul fragments are also affected by any debuffs you apply to them. AOE defence debuffs are ideal because each fragment (and Kurokage’s main body) has high DEF.
Passive 1: “Ghost Story’s End”
All of Kurokage’s attacks including the intimidation effect ignore barrier effects. Shields will behave as if they weren’t there.
Skills 1-3: Quake, Breath, and Summons
Kurokage has a fixed attack pattern. It will always do in order every time:
Quake > Breath > Summons
In Extreme and below, these attacks simply deal damage to you and do not apply intimidation.
How to deal with this:
Skill 4: Kurokage’s Eye
Kurokage will frequently summon an eye puddle underneath a random student. When the eye explodes, it will inflict 11% Max HP worths of intimidation to anybody standing on top of it.
How to deal with this:
Skill 5: Transition
Kurokage’s transition works slightly differently compared to other bosses.
After dropping below 75% HP, any further damage will be completely nullified. The nullification of damage is denoted by the special Yellow buff Kurokage receives. After receiving this buff, Kurokage will transition to the next phase.
How to deal with this:
Welcome to Kurokage’s Hell / Shadow Realm / Reality Marble / Domain Expansion. Here, Kurokage is at full power and any under-equipped team is absolutely going to fold and die. Luckily, there’s also an additional opportunity you can leverage to deal ludicrous amounts of damage, helping you escape Phase 2 much quicker if done correctly.
Passive 1: Myouki’s Intimidation
While you are inside Kurokage’s domain (Phase 2), all students will suffer intimidation equivalent to 5% of their Max HP every 6 seconds. This stacks up fast. It will take only 1 minute for your team to get confused even if they do not take any other attacks from Kurokage. In reality, it’s much faster because you are still getting bombarded by eye puddles the entire time.
How to deal with this:
Skills: Attack Pattern Change
Kurokage’s attack pattern now has two additional abilities at the end. For the most part, this pattern will remain true for as long as Kurokage is uninterrupted:
Quake > Breath > Summons > Rush > Black hole
Skill 1: Myoukiyako Rush
Kurokage charges forwards in a triangular shape around the map - any students hit will be knocked back, usually towards the centre. This attack does regular HP damage and does not apply intimidation.
By itself, this isn’t much of a damage threat. The real problem it poses is the fact it knocks you back and groups your entire team into the centre. It basically near-guarantees that all 4 members of your team will be hit by the same eye puddle for the rest of the fight.
How to deal with this:
Skill 2: Spreading Rumors
When Kurokage’s ATG is full, it will summon a black hole in the middle of the map. This black hole will deal regular damage during the suction, and then it will explode to further deal more regular damage. After the explosion, a DOT is applied to your team with the following effects:
This DOT is deadly, and it will absolutely kill any unit with high amounts of intimidation. For example, if your student has 40% intimidation, the next tick will deal 8% Max HP damage. Although it helps you remove a bit of intimidation, it still puts your units in danger as their true HP will be lowered dramatically.
How to deal with this:
Skill 3: Fragments of Myouki
When Kurokage is groggy, the main body will split into an additional 4 fragments. This means there will be a total of 11 targets on the field. Also, all damage dealt during groggy will have 100% critical chance.
How to deal with this:
Skill 4: Transition
After dropping below 10% HP, any further damage will be completely nullified. After receiving the nullification buff, Kurokage will transition to the next phase. Even if Kurokage is groggy, it will still forcibly transition.
In the event you somehow nuke Kurokage well beyond the transition threshold, Kurokage has a minimum health of 2 in phase 2. It is immortal until you enter phase 3. If this happens, Kurokage dies immediately after the transition.
How to deal with this:
Upon entering Phase 3, Kurokage will be groggy for about 15 seconds. There are no bonus effects during this groggy - the boss will simply not do anything.
In Phase 3, you return to the surface world and Kurokage is once again restrained. The rest of the fight will play out exactly the same as it did in Phase 1.
Exactly the same as Phase 1.
Kurokage will build groggy during Phase 3 but it does not matter as the boss does not have enough health for you to actually see the bar to fill up.
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with less of the ‘core’ roles.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
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Strat#1 - Opening/Finishing with weaker or off-coloured teams
Consistency: A
If you are using your strongest team in Phase 1, you may possibly find yourself stranded in Phase 2 and unable to escape because you lack Purple units. If this happens to you, you may want to consider using your Yellow or Blue teams first to push Kurokage closer to (or into) Phase 2.
This might help because Yellow and Blue have an abundant amount of AOE units that can deal significant damage to Kurokage. Yellow and Blue units also don’t build any groggy - which is fine because even if you used Purple units Kurokage doesn’t build groggy in Phase 1 anyway, so you aren’t missing out on anything significant. This way you can save your Purple units for Phase 2 where building groggy is extremely important and may be the difference of you escaping Phase 2.
This also applies to Phase 3, where Kurokage is weak again.
If you choose to do this, your team building approach can afford to be slightly different than usual:
Main differences are:
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Strat#2 - Double Groggy
Consistency: A
The second Phase doesn’t start until you have lowered Kurokage’s HP to below 75%. It is possible that, if you were to use strong Purple damage dealers right from the beginning, you may find yourself running out of time in the middle of P2 because of the time it took to even enter P2. In this case, it is possible for you to struggle to make another team that will escape P2 because of the harsher conditions within Kurokage’s domain.
If this happens - what you can do instead is - in addition to the previous strategy of using weaker/off-coloured DPS for P1, set up a strong Purple dealer team that may be able to trigger groggy twice in one fight. The damage potential your students unlock during groggy is very strong; therefore having your best team handle both groggies at once may be the damage optimization you need to leave P2 if you are struggling to make an additional team.
This strategy is one that is done in planning rather than in game as triggering groggy is very simple - just deal Purple damage.
Also, this approach is not usually your first resort - if you can make a team that can do both P1 and P2 in one go you should - but if you cannot do that then that’s when you need to explore distributing your damage differently between Phases.
This is an example on a higher difficulty (but still relevant for being below recc-level), Torment:
ブルアカ - 「市街地・クロカゲ」 - Torment - 4凸 - 38,118,400 (アツコなし)
In this case, the strongest team (Team 3) is actually not strong enough by themselves to get 2 groggies in time. This player still needed another weaker team after entering Phase 2 to set up some groggy before the stronger team came in. When Team 3 enters, one third of the groggy bar is already filled.
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Strat#3 - Cancelled Transition/Extended Phase 2 Groggy
Consistency: B
It is possible to temporarily delay the transition from Phase 2 to Phase 3 with an attack that would trigger both the groggy and the transition at the same time. There is only 5 frames of error here, as in, after lowering Kurokage’s HP to below the threshold for Phase 3 transition, you have 5 frames to groggy it. This is pretty easily done on a unit with a singular large instance of damage (as of writing, the only unit who can do this is Yukari), and very difficult (nearly impossible) on a multi-hitting unit like S.Hanako. Failing will just result in Kurokage transitioning as normal.
The advantage of pulling this off is that you get to ride the benefits of groggy past the point of where you would normally lose it. If your team is strong enough, you could even lower Kurokage to 2 HP. Note that Kurokage can’t actually die in P2, so when it recovers you’ll be sent to P3 with Kurokage at 2 HP.
Example with Yukari:
【ブルアカ/ブルーアーカイブ】総力戦「市街地戦・クロカゲ」TORMENT/TNT(2凸:39,515,600) 2023.12.03 カスミ 3★ + ユカリ 固有30
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Looking for examples (preferably close to recc.level). Feel free to DM me or ping me on the community or official Discords.
Wakamo’s raid is mostly straightforward, and much of your attention is spent on how to optimise your damage dealt rather than dealing with her mechanics.
Average number of teams at rec-level: 3-4
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ARMOUR TYPE: HEAVY
Wakamo | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 30,000 | 350 | 420 | 100 | 1000 |
Hard | 100,000 | 700 | 420 | 100 | 1000 |
Very Hard | 500,000 | 1,200 | 420 | 100 | 1000 |
Hardcore | 1,250,000 | 2,500 | 420 | 100 | 1000 |
Extreme | 5,000,000 | 4,500 | 420 | 100 | 1000 |
Main Mechanic: CC Gauge
Wakamo has a Gauge besides her health bar. This gauge is filled by apply CC (Crowd Control) effects including Fears, Taunts, and Stuns on Wakamo. This gauge can be filled a maximum of 3 times, with each time progressively becoming more difficult to fill. By filling this gauge Wakamo will take increased damage for the remainder of the fight, but she will also deal additional damage to your team. She will also be groggy at the same time, cancelling any actions she was doing.
CC Filled | 0x | 1x | 2x | 3x |
CC Required for next level | 6 seconds | 7 seconds | 8 seconds | N/A |
Damage Taken Debuff | 0% | 100% | 200% | 300% |
ATK Buff | 0% | 25% | 50% | 75% |
You can track which stage of CC Wakamo is in by looking at her buff bar. In the below example, Wakamo has 2 stacks of Damage Taken Debuff and ATK buff, so there is only one CC gauge remaining.
If your team has any flower stacks (see next part), they will be completely removed from all your students.
It should also be noted that Wakamo is immune to the actual effects of CC. The purpose of CC is to fill the gauge to engage with this mechanic.
Passive 1: “Hecklers Begone”
All of Wakamo’s EX skills will apply two stacks of flower petals to any students who are hit.
If a student procures 5 stacks of petals, they will instantly die. This death is unavoidable if you let the petals stack up.
How to deal with this:
Skills 1-3:
Wakamo has 3 EX skills, each represented by a weapon she keeps in her Swimsuit pockets. She carries a Rifle, Rocket Launcher, and a Shotgun which she pulls out every 15 seconds when her ATG is full.
The sequence in which she pulls out a weapon is fixed. Wakamo will always pull out a weapon at the same point in time every run, so you are able to predict her next move and plan accordingly. She begins her sequence using:
Rifle > Rifle > Rocket Launcher > Shotgun
Whenever you fill up the CC gauge and groggy Wakamo, she will restart her pattern to the beginning, and do two Rifles again. The shotgun can appear before the rocket launcher depending on what stage of the fight you are in - but the behaviour will always be the same as long as you are stunning her consistently at the same times.
Each of these weapons have slightly different behaviours:
How to deal with this:
Skill 4: Relocation
Halfway through the fight, when the timer reaches 2:00, Wakamo runs away while mortars trail her path.
These mortars are purely visual and they do literally nothing. When Wakamo stops in her new location, the fight continues as if nothing happened.
How to deal with this:
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Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss without the need for a tank or healer.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
You have a choice between using manual CC or auto CC. Auto CC’s don’t require any cost, but they are inflexible in application and can make managing Wakamo’s buff difficult. Manual CC’s give you full control of when you want to move on to the next buff stage, but that will require cost. Pick an approach that suits your team. You may even choose to run both, but that may come at the cost of a valuable slot on the team.
Someone’s going to have to show me a recc-level clear without Mika as main DPS. While it’s obviously possible to beat this raid without her, I just don’t see a scenario where you wouldn’t use her. Borrow her if you don’t have her.
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The following timeline is only one of many viable timelines. It aims to balance survival and damage by taking advantage of the full 4 minute fight by dragging out the time between petal stacks as much as possible. If you have a lot of damage and you are not threatened by the petals, you can choose to CC faster than recommended.
Pre-fight EX selection:
Start with your buffs and DPS EX skills.
Beginning of the fight - 4:00 - 3:00 - 0x Stacks
Middle of the fight - 3:00 - 2:00 - 1x Stacks
End of the fight - 2:00 - 0:00 - 2x/3x Stacks
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I’m actually not sure if there’s anything for me to put here. She’s kinda a “just do it lol” boss.
If you thought Binah was a meaningless bullet sponge, then the Hovercraft is even more dreadful. It has some AOE attacks that might pose a minor threat but they’re ultimately insignificant. I recommend playing the “Burning Love” OST so that you don’t end up falling asleep.
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ARMOUR TYPE: HEAVY
Hovercraft | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 100,000 | 380 | 420 | 100 | 1000 |
Hard | 300,000 | 760 | 420 | 100 | 1000 |
Very Hard | 1,000,000 | 900 | 420 | 100 | 1000 |
Hardcore | 2,000,000 | 1,150 | 420 | 100 | 1000 |
Extreme | 8,500,000 | 2,300 | 420 | 100 | 1000 |
Passive 1: “Surprise Landing Operation”
For every 15 attacks that land during this Phase, a single 10% Increased Damage Taken debuff will apply for 10 seconds. This debuff can stack up to 30 times, maxing out at 300% Increased Damage Taken.
Each stack has an individual timer. If you land 15 attacks in 10 seconds, and then land the next 15 in another 9 seconds, you will only have two stacks for 1 second before the first stack drops off.
The number of stacks you have are visible in the buff bar.
You want to bring units with multi-hits in their kit to maximise your damage. Some units are able to passively provide a constant hitcount (and thus stack count), while others have EX skills that can rack up a lot of stacks very quickly.
Skill 1: Missile Guidance System
After a brief engagement, the Hovercraft will retreat and summon a Missile Guidance System (MGS) onto the field.
Any damage dealt to the MGS will be reflected onto the Hovercrafts HP. Also, the hitcount stacking passive also applies to the MGS.
While the MGS is active, missiles are continuously summoned. These missiles cannot hurt your team, and are not targetable by Auto Attacks or Basic Skills. The purpose of these missiles are to destroy the Holiday Resort sitting off-screen behind your team. If a total of 6 missiles leak through your team, the resort explodes and the encounter will immediately end in failure.
The missiles will stop coming in when the MGS is destroyed. The Hovercraft will gain 50% groggy gauge after the MGS is destroyed. When the Hovercraft is groggy, its Crit (chance) Res will decrease by 50%
How to deal with this:
These are the Turrets. They are always on and will shoot down every single missile for you.
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Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss without the need for a tank or healer.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
The hovercraft does so little damage you won’t need a tank. Very likely you can get by without a healer too, but if you aren’t surviving the full duration then you should bring one.
Bringing more multihits is usually better than a traditional ATK or Crit Dmg Support because the debuffs from the hit stacks will contribute more damage. You can fall back on supports if you’re running out of multihits.
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Pre-fight EX selection:
Start with your buffs and DPS EX skills.
Whole fight - 4:00 - 0:00
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Kill her till she dies. To maximise dps, just make sure you rack up your hitcount and get some stacks in before dumping any burst damage.
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Looking for examples (preferably close to recc.level). Feel free to DM me or ping me on the community or official Discords.
14,781,295 score, 2 team, Outdoors clear by Kotori at LV68:
【ブルアカ/Blue Archive】屋外戦・ホバークラフト Outdoors Hovercraft EXT 2凸 LVL 68
Also known as Gregorio
Greg is a complicated boss with layers and layers of mechanics and interactions that intertwine. Chances are, you are not going to understand what the hell you’re reading the first time around. That’s ok. Try to get a casual understanding of the important parts, and when you begin to mock and practise the raid, many of these layers will begin to make sense. You can then reread the guide with that renewed understanding.
Average number of teams at rec-level: 2
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ARMOUR TYPE: LIGHT
HP | ATK | DEF | Crit Res | Crit Dmg Res | |
Normal | 1,000,000 | 150 | 1,000 | 200 | 9,000 |
Hard | 3,000,000 | 250 | 1,000 | 200 | 9,000 |
Very Hard | 6,000,000 | 400 | 1,000 | 200 | 9,000 |
Hardcore | 9,000,000 | 550 | 1,000 | 200 | 9,000 |
Extreme | 40,000,000 | 950 | 1,000 | 200 | 9,000 |
Main Mechanic: Debuff Counter
Gregorius has a counter besides his HP bar. This counter represents the current number of debuffs Greg is afflicted with. When Greg has a certain number of debuffs, the counter will change between three coloured statuses.
Number of debuffs | Status |
0~1 | RED |
2~3 | YELLOW |
4~5 | GREEN |
6~7 | YELLOW |
8+ | RED |
Each coloured status will affect the amount of damage Greg will take and deal.
Status | Effect |
RED | Greg’s ATK: +40% Greg’s DMG Taken: +0% |
YELLOW | Greg’s ATK: +20% Greg’s DMG Taken: +100% |
GREEN | Greg’s ATK: +0% Greg’s DMG Taken: +200% |
That is to say, when Greg has 4 or 5 ongoing debuffs inflicted at the same time, Greg will not deal any bonus damage, while he will also take three times as much damage as usual.
Given Greg’s enormous HP pool, it is then very important to maintain the green status on Greg to maximise the amount of damage you can deal. You must have debuffers on your team.
Some debuffs are better than others, but the number of debuffs are more important than exactly what debuffs you are applying.
To help stack the right amount of debuffs, you may want to consider these things:
Examples (corresponds to above):
TL;DR - Use as many debuffs as necessary to keep the counter green. When green, big damage. Winning.
Skill 1: The Majestic Choir
Throughout the battle, choir minions will accompany Greg, spawning and despawning at fixed intervals.
How to deal with this:
Skill 2: Organ Pipes
Gregorius’s main way of attacking your team is via soundwaves played through the organ pipes on the map. Each soundwave is colour coded, and they will play a unique SFX every time they are being played. There are four types of soundwaves Gregorius will conduct, and they will always be played in the same order on every encounter.
Yellow > Blue > Red > White >
Yellow > Blue > Red > White >
Yellow > Blue > Red > Raid End
In this image, the blue wave is facing Gregorius, so it will apply the debuff to Gregorius
In this image, the white wave is facing the students, so they will be cleansed
How to deal with this:
Although the effect of any individual sound wave is simple to understand and deal with, interacting with all 4 of them at the same time will create complexities and unique scenarios that will differ depending on your team, the order of the skills you are using, and your approach to the fight itself. It is impossible to comprehensively cover all the possible scenarios and what you should do during each, but I can offer some general guidance.
Recall that one of the main mechanics of the fight is to maintain the debuff counter in its Green status. When deciding how to react to the soundwaves, take the action that will help you maintain the status. Firstly, assess whether your team is currently applying too many or too few debuffs to Greg. What you do with the soundwaves will change accordingly:
If you have too few debuffs:
If you have too many debuffs:
In practice, you may find yourself having too many or too few debuffs even within the same encounter, so any of the above scenarios can happen to you in any order or circumstance depending on the actions you have taken and plan to take. Keep an eye on your debuff counter and adjust accordingly.
Final Phase
When there is only 1 minute remaining in the fight, a cutscene will play and the fight will transition into its final phase. Twenty choir minions will spawn, 10 on either side of Gregorius.
During this final phase, there will be the following effects:
How to deal with this:
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Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss without the need for a tank or healer.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
For AOE/DPS, it’s generally preferred you use Specials.
Debuffers from the Striker slots are also more efficient than Specials. You should bring as many debuffers as it takes to get green status.
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Pre-fight EX selection:
Start with an AOE skill and debuff skills for the beginning of the fight.
Phase 1 - Beginning of the fight and centre choir - 4:00 - 3:00
Phase 2 - Left choir - 3:00 - 2:00
Phase 3 - Right choir - 2:00 - 1:00
Final Phase - 1:00 - 0:10
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Strat#1 - Cancelling Organs
Consistency: S if you practice, D if you don’t
wip
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Looking for examples (preferably close to recc.level). Feel free to DM me or ping me on the community or official Discords.
15,029,557 score, 1 team, Indoors clear by socket0 at Lv57:
https://www.youtube.com/watch?v=JJp1Twk4-eY
Average number of teams at rec-level: 2-4
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ARMOUR TYPE: SPECIAL
Goz | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 300,000 | 1,200 | 100 | 500 | 5,000 |
Hard | 945,000 | 1,500 | 100 | 500 | 5,000 |
Very Hard | 2,100,000 | 2,000 | 100 | 500 | 5,000 |
Hardcore | 3,150,000 | 2,500 | 100 | 500 | 5,000 |
Extreme | 13,000,000 | 4,000 | 100 | 500 | 5,000 |
Passive 1: Increased Crit Resistance
Goz has higher Crit Resistance than the typical boss, resulting in units without gloves or crit chance buffs to have near 0% crit chance. This is active for both phases of the fight.
Passive 2: “Prank or Protect”
All students will suffer a 50% incoming healing penalty for both phases of the fight. To offset this any incoming damage dealt to a shielded student will be reduced by 75%. As a result, healers have significantly reduced value against Goz - you want to utilise and prioritise any shielding you have on your roster instead.
Difference in damage dealt with shield (middle right)) vs dmg dealt without shield (everyone else) in Hardcore. Thanks Pupper for the image.
“Passive” 3: Slumpia Automatons
During phase 1, a wave of mobs will be spawned at the beginning of the fight. There are two types of mobs:
These mobs will reappear continuously through the fight via the Scream Rider. It is recommended you bring AOE damage dealers to get rid of these mobs quickly, lest you be overrun.
Skill 1: Scream Rider
Every 30 seconds, the Scream Rider will appear. Its appearance and the timing can be determined by the large AOE indicators on the ground. The AOE indicator is split into two, a darker-coloured inner AOE and a lighter-coloured outer AOE.
Any students on the inner AOE will take significant (often near-fatal) damage and be knocked back. Meanwhile any students on the outer AOE will simply be knocked back without taking damage.
The Scream Rider will appear in a looping manner:
When the Scream Rider exits the map, it will leave behind 2 rabbits and 2 bears in its place. The double Scream Rider will leave behind 4 rabbits and 4 bears.
How to deal with this:
Skill 2: Puppet Bomb
Goz pulls a bomb out of his hat before letting it go and detonating on a targeted student. The target of the bomb is indicated by a laser. Goz uses this in both phases of the fight.
This bomb does significant damage and cannot be avoided.
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
Units who can fill in more than one role at once are extremely valuable. Decreasing the amount of team slots taken up by core roles so that you can add more filler will make Goz much easier to take on.
Also, units with high crit rates or deals high non-crit damage are generally more valuable because of Goz’s abnormally high crit res.
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Pre-fight EX selection:
Start with an AOE skill and your repositioning skill for the beginning of the fight.
Beginning of the fight - 4:00 - 3:30
Rest of the fight - 3:30 - 0:00
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Strat#1 - Fat Hitbox
Consistency: A
Technically not a strategy, but definitely something to think about when teambuilding and playing. Goz has a silly large hitbox. This means AOE abilities can catch both Goz and any mobs you intend to kill at the same time, minimising the DPS you “waste” on clearing the mobs.
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Skill 1: “Now you see us!”
Goz will cleanse all debuffs on itself, and then randomise its position between one of three stages whilst summoning clones on the two other stages.
How to deal with this:
You want to identify the real Goz as soon as possible so you can resume dealing damage and progress the raid. There are a handful of methods to determine which Goz is real:
Once you’ve identified the real Goz, you want to apply focus fire or reposition your team closer to Goz so that your team will attack the correct body. Every attack spent on the clones is DPS loss and decreases your chances of clearing the raid.
Skill 2: Magical Coin Hats
Goz will summon two coins and a bomb before hiding each of them behind hats.
These hats will be shuffled around and eventually revealed after some time. The hat with the bomb will deal damage to and stun all students within an area in front of it, while nothing will happen with the hats with the coins.
How to deal with this:
Skill 3: Three Light Monte
When the ATG is full, Goz and his clones light up the field with three different coloured lights. The colours of the lights match the position of the clones. That is, the lights are always Red, Blue, Yellow from left to right, and the clones will match that colour pattern.
The entire map will explode, but only the lights in front of the real Goz will remain safe. At rec-level, this damage is usually fatal. The clones will die at the same time as the explosions.
Shortly after the explosion, Goz will recast “Now You See Us”, cleansing all debuffs and splitting into three again.
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS + CC.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
If you don't have any focus fire you’re screwed lmao you will have to try your best with repositioning your team as close to Goz as possible.
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Pre-fight EX selection:
Start with a Focus Fire skill and/or a repositioning skill.
Beginning of fight - 4:00 - 3:00
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Strat#1 - Focus Fire Trick
Consistency: A
You can skip the need to figure out which Goz is the real one by having focus fire do it for you. There is a very brief window after cleansing all debuffs and before Goz splits where you can apply Focus Fire to the boss. When Goz splits focus fire will remain on the boss since you applied it after the cleanse effect, allowing your students to immediately chase the real Goz.
Use your focus fire immediately when you see Goz pull the staff back before it spins.
Focus fire will chase the real Goz.
If you do it too early, the focus fire debuff will be cleansed by Goz’s skill. If you do it too late… well it won’t let you because Goz momentarily becomes untargetable.
You can also achieve a similar effect with targeted EX skills that have very long animations, such as Iori and Wakamo EX. In this case your students of course won’t chase after Goz like they would with focus fire, but you are still able to find out immediately where Goz is.
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Strat#2 - Reset Fishing the Real Goz
Consistency: C
Rather than spending time, effort, and wasted DPS trying to figure out which Goz is the real one, you can instead just spam resets until the real Goz starts on the right side of the map. This way you:
All-in-all this raises your DPS since you can spend less cost on utility and more on dealing damage. Of course, the real cost is your mental sanity rather than the on-screen resource bar.
Obviously, the correct play is to just identify him properly, as mentioned in the skills section before.
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I don’t actually have any Ext/Hardcore footage because I (and the people around me) did Insane. If anybody has <= Ext footage pls send.
12,763,091 score, 2 team, Indoors clear by Kenraali:
Blue Archive - Goz Extreme 2 Teams (scuffed)
7,008,532 score, 1 team, Indoors clear by NueblaContact:
Blue Archive - Goz Hardcore Indoor - 7,008,532
Average number of teams at rec-level: 2-3
Phase 1 has your students run around a map before reaching the boss room at the end. Along the way, you must defeat towers which block your path while suffering attacks from the boss. Phase 1 is mostly forgettable, and whoever you bring for this phase is likely to engage with the boss as well.
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ARMOUR TYPE: HEAVY
Invasion Tower | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 30,000 | 0 | 100 | 500 | 5,000 |
Hard | 60,000 | 0 | 100 | 500 | 5,000 |
Very Hard | 100,000 | 0 | 100 | 500 | 5,000 |
Hardcore | 160,000 | 0 | 100 | 500 | 5,000 |
Extreme | 450,000 | 0 | 100 | 500 | 5,000 |
Main Mechanic: CC Gauge
Besides the health bars of each tower is a gauge. This gauge can be filled by applying Crowd Control (CC) of any type (Fear, Taunt, Stun) on the tower. The amount of gauge filled by the CC is determined by the CC duration. On Extreme, you will need to apply 10 seconds worth of CC to fill up a gauge once. It’s important that you utilise this mechanic as it applies a debuff which increases your damage dealt by 300%. This debuff is identified by the broken blue shield icon. It should be noted that the tower’s are not actually affected by the CC - the CC is applied purely to fill up the gauge.
CC Required | |
Normal | 6s |
Hard | 7s |
Very Hard | 8s |
Hardcore | 9s |
Extreme | 10s |
Passive 1: Damage Reduction and Crit Chance Resistance
The towers have an innate buff to their damage resistance, making them very difficult to kill naturally. This buff is offset by the debuff applied by the CC gauge.
They also have 50%* Crit Chance resistance, which is enough resistance to lower the crit chance of any non-glove user to 0%. It’s thus important you bring enough CC to keep the debuff up throughout the fight, or you will struggle to kill anything.
*Not technically 50% resist. HOD’s crit chance resistance is equal to 500, but for the purposes of this guide 50% is a close enough approximation.
More details here: [Stats/Formulas Doc]
Skill 1: Erosion Aura
Every 15 seconds, the towers will expand their Erosion Range. All students standing in this range will suffer a cost recovery debuff, which halves their contribution to the SP bar. If there are any turrets within the range, they will turn against you and start shooting your students.
Aura Turret
How to deal with this:
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Pre-fight EX selection:
Start the fight with your CC skills so you can immediately trigger the debuff on the first tower.
Otherwise, there is no timeline guide for Phase 1. It is a simple cycle of Apply CC > Do Damage
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Strat#1 - Retreating after phase 1
If you know you need to spend more than one team to defeat HOD, it may be a good idea to send a weaker team first to clear Phase 1, and then retreat it. Doing it this way, you can get the easy time-wasting part out of the way and save your more powerful students for the boss itself.
Another reason why this may be a good idea is because any groggy built-up by the first team will spill into the fight with the next team. For example, if team 1 ends the fight with half the groggy bar filled, the second team will enter the fight with the same bar half filled. The reason why it is recommended to retreat the first time is because this groggy bar dictates the flow of the fight. Starting the fight at different stages of groggy will impact your decisions and the boss’s patterns - thus, to keep things simple, entering the boss room in a clean slate is ideal.
Following this logic, the team you build for phase 1 will be more specialised and will differ to the team you will bring for Phase 2.
Phase 1 team building with retreat:
Important: The earliest possible time to retreat is after you have destroyed the second tower and HOD AA’s your team (the double laser beam with the chunky sound effect). If you retreat without allowing HOD to AA you, you will lose your progress and will start from before you destroyed the second tower.
If you’re not sure what HOD AA looks like, the safest way to do this is to let a few seconds pass when you enter the boss room. After HOD as summoned it’s towers, it is typically safety retreat.
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Strat#2 - No retreat
It’s still OK choose not to retreat but to pull this off it’s recommended to be able to execute any one of these scenarios:
If you are unable to meet any of the above conditions, you will have a very difficult time in phase 2. This is because it becomes more likely HOD will be able to pull off additional tower summons - delaying your fight and exposing your students to more risks of wiping. This is covered more in the Phase 2 section.
The team you would bring for this is the same as you would for a dedicated Phase 2 team, however a non-retreat team will need investment levels higher than teams enjoying the retreat.
Phase 2 puts you in a room with HOD itself. The fight itself is very simple and there is little to guide - As long as you bring enough CC to the fight, you can very surely whittle down HODs health pool over time. HOD is more of a team building challenge that has you balance your CC and damage options.
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ARMOUR TYPE: HEAVY
Invasion Tower | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 80,000 | 700 | 100 | 500 | 5,000 |
Hard | 125,000 | 1,050 | 100 | 500 | 5,000 |
Very Hard | 300,000 | 1,575 | 100 | 500 | 5,000 |
Hardcore | 480,000 | 2,363 | 100 | 500 | 5,000 |
Extreme | 1,600,000 | 3,300 | 100 | 500 | 5,000 |
Main Mechanic: CC Gauge
Just like the towers, HOD also has a CC gauge. In addition to the application of a damage taken debuff, filling the CC gauge on HOD does two other things:
Passive 1: Damage Reduction and Crit Chance Resistance
Just like the towers, HOD has innate damage reduction and a high level of Crit Chance Resistance. It’s important to continuously fill up HOD’s CC gauge to offset its passive bonuses.
Skill 1: Tower Summon
HOD summons a tower, which has identical attributes to the towers you faced in phase 1.
How to deal with this:
Skill 2: Radiance of Glory (Ultimate)
After reaching max ATG, HOD will fire a stage sweeping laser that will damage all students. Afterwards, HOD gains a 50% stackable attack buff for the remainder of the battle.
This laser is typically not strong enough to wipe your team completely, but because HOD gains a stackable buff afterwards, it can get out of hand really quickly if you are not properly engaging with the mechanics.
How to deal with this:
Skill 3: EMP + Enrage
After falling below a certain threshold of HP (roughly 50%), HOD will fire an EMP which deals damage to all students and also wipes all remaining turrets on the field.
After this attack, HOD will no longer summon towers for the remainder of the fight. Instead, its ATG bar will generate roughly twice as fast, pressuring you to keep the CC up so that it won’t cast its ultimate.
How to deal with this:
HOD has other attacks and AOE skills, but they aren’t preventable and don’t do anything noteworthy.
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS + CC.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
Relevant for both Phase 1 and 2. If you do not have access to good Auto CC, you can bring extra DPS as long as you ensure your other CC can apply enough duration by themselves.
It is important that you bring CC. Below is a table of CC you can consider using. This is not an exhaustive list. For an exhaustive list, refer to Schale.gg and filter students by “can CC”
Student | Source (Cost) | AOE or ST | Duration (Min - Max Skill Lv) |
S.Wakamo | EX (5) | ST | 7.2s - 9.6s |
Chihiro | EX (3) | ST | 5.7 - 7.5s |
Hoshino | EX (4) | AOE | 0 - 7s |
Tsubaki | EX (4) | AOE | 4.7- 6.2s |
Miyako | EX (3) | ST | 4.2 - 5.5s |
Saki | EX (4) | AOE | 3.9 - 5.1s |
Hifumi | EX (5) | AOE | 3.4 - 3.9s |
Kayoko | Basic (30%, 20s CD) | ST | 3.6s |
Hare | EX (4) | AOE | 2.7 - 3.5s |
Karin | Basic (50%, 40s CD) | ST | 3.1s |
Fubuki | Basic (100%, No CD) | ST | 1.9 - 2.5s |
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Pre-fight EX selection:
Start the fight with your CC abilities.
If you are doing Phase 1 and 2 in the same team, adjust the timeline appropriately.
Beginning of the fight, first tower summon - 4:00 - 2:30
Second tower summon - 2:30 - x:xx
Enrage - x:xx - 0:00
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Strat#1 - AOE CC
Consistency: A
When HOD spawns a tower in Phase 2, this tower is typically close enough to itself for you to land AOE CC. This is desirable, as it allows you to fill the gauge of both entities at the same time and progress your fight quicker than single target CC. Hoshino and Tsubaki are pretty good at this.
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Strat#2 - Cancelling the tower summon
Consistency: A
Video Guide: Blue Archive - Cancelling HOD's Tower Summons
HOD will summon a tower immediately after the fight begins. This is un-cancellable. However, the second tower he summons after you defeat the first is cancellable. Assuming you entered the fight fresh, HOD will typically summon the second tower after approximately 1:30 minutes of the fight has passed (2:30 left on the timer). If you have been applying your CC properly, this is almost exactly enough time to fill up HOD’s groggy bar - stunning the boss and thus cancelling the summon.
This technique isn’t necessary if you are strong enough to push the boss into rage. Many players may not even see a second tower summon. But if you do, then cancelling it will be a massive bonus to your DPS as you will not need to divert your attention away from HOD.
HOD about to summon the tower after 1:30m has passed, indicated by the open hatch on its back. Notice the CC gauge is nearly full. Filling it now will stun the boss.
This technique will require some practice. If you stun it too late, the towers will be summoned and you will have to deal with them again, slowing your run down and exposing your students to more danger. If you are too early (stunning the boss before the summon animation starts), HOD will immediately attempt to summon the towers upon recovery. Time and manage your CC correctly so that you stun HOD at the correct moment.
That said, even if you fail this technique, it’s fine to continue with the raid - you may find that you will still have enough damage to kill even if your attention is occupied by a second tower.
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14,304,424 score, 1 team, Urban clear by Adipose9:
Blue Archive - HOD Extreme - 14,304,424 - Stun Gauge Speedrun Any%
14,360,744 score, 1 team, Urban clear by Stokesia:
[Blue Archive] HOD Raid - Extreme - 14,360,744 pts
7,407,999 score, 1 team, Urban clear by Adipose9:
Blue Archive - HOD Hardcore - 7,407,999 - Need For Speed
7,349,972 score, 1 team, Urban clear by Causew:
ブルーアーカイブ - 「市街地戦・ホド」 - Hardcore - 7,349,972
Average number of teams at rec-level: 2-3
Unlike other raid bosses, Perorodzilla has no phases. Succeeding against Perorodzilla not only requires you to teambuild correctly, but also having a mechanical understanding of the game and your students. There is no RNG here, just skill. In other words:
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ARMOUR TYPE: SPECIAL
Perorodzilla | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 380,000 | 400 | 4,000 | 100 | 5,000 |
Hard | 1,100,000 | 650 | 4,000 | 100 | 5,000 |
Very Hard | 1,600,000 | 900 | 4,000 | 100 | 5,000 |
Hardcore | 2,500,000 | 1,400 | 4,000 | 100 | 5,000 |
Extreme | 8,000,000 | 6,000 | 4,000 | 100 | 5,000 |
Skill 1: Incandescent Eye Laser
Inflicts DOT damage against one student for 10 seconds. The initial hit applies 60 seconds of -9999 defence.
How to deal with this:
A bit hard to seel, but that is Peroro-sama who is being fried by the eye laser.
Skill 2: Summon Peroro Minions
Perorodzilla summons Peroros.
Screenshot showing all damage from Peros reflecting to Zilla, even if Peros are 0HP.
How to deal with this:
Skill 3: Absorb Peroro Minions
After a fixed amount of time, Perorodzilla eats the Peroros gaining stun gauge according to how many Peroros were knocked. Perorodzilla is stunned after eating 7 Peroros.
While Perorodzilla is stunned, 5 Mini-Peroros will be summoned. These Mini-Peroro’s have less defence and also reflect damage to Perorodzilla.
Stunned Zilla and 5 mini peros
How to deal with this:
Skill 4: Hyper Spiral Eye Laser
Peroro deals 300% damage to the whole team when the ATG bar is full. A cutscene will play and the stage will look different (but is the same in gameplay)
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
Having a way to deal with the laser is compulsory.
Directly tanking the laser is technically possible with extremely strong single target heals (Hanae, Eimi) and/or shields (Yuuka, Hoshino). This is not recommended because the investment required is very high, and even then it won’t be a very cozy clear.
The rest of the team will consist of whatever blue damage dealers you can bring.
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Pre-fight EX selection:
No guideline. Typically you would start with AOE abilities on your bar so you can immediately knock the first Peroros on spawn.
If you trigger groggy at any time, add 20 seconds to the timeline from then on.
Wave 1 - 4:00 - 3:00
Wave 2 - 3:00 - 2:00
Wave 3+4 - 2:00 - 0:00
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Strat#1 - Lining up the mini peroros
Consistency: Skill based
The above image was not a joke. If you want to clear this boss you’re going to need to utilise your AOE and get as many hits in as possible. Every single extra hit is practically a straight multiplier to your damage. To do this, you have to learn your skills timings, skill rotations, and skill range inside out. You can copy team comps but if you consistently miss your skills then you will not be able to copy scores.
Timings and rotations will be unique to the team comp you run, so it’s best you go into practice mode and try to solve the boss yourself. I can provide you some food for thought to help mitigate the learning curve though.
Perorodzilla’s patterns are fixed. Meaning if you do the same thing every run, then you will be dealt the same result every time. If something is not working, change it up. If something is working, keep doing it.
Every unit in every position will have unique aim and timing points. For example, an Arisu or Haruna on Pos 1 or Pos 4 will always have an easy line-up on the first set of pero summons.
Pos1 Arisu with free line-up on wave 1.
But the next set of summons will need to be shot from an angle.
Aiming the Pos1 Arisu sideways to get max hits.
The opposite would happen if I put Arisu in Pos 2 or Pos 3. I’ll need to shoot at an angle in the first wave but line up an easy straight on the second wave. It’ll be up to you to decide and learn what angles you want to be lining up.
You need to account for the movement of the peros, as well as the warmup time for your skills. Self explanatory. Notice how far ahead I’m aiming with Haruna in the examples below. She takes ages to get the Ex-skill going so the lead I’ll need for maximum hits can be pretty tricky. The width of her skill shot is quite narrow too, leaving little room for error.
Both these screenshots landed max hits.
You can “manipulate” the peros by KO’ing them in a preferred spot.
The way the peros move around can be pretty annoying. Luckily you can stop them in place by KO’ing them. Less moving targets = easier time aiming.
The way I’ve knocked two of these peros means I only need to account for 1 of them moving.
This is especially useful on units with narrow cones like Bunny Karin. BKarin cannot normally get max hits on each wave - but if you KO the peros beforehand with a ST nuke like Swimsuit Azusa you may be able to find yourself a good angle.
Also know that this all means you can mess up your angles if you down them in a bad spot:
In this pattern, none of my units can get any more than 1 or 2 hits. Not ideal.
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Strat#2 - Frame perfect multi-hit on stunned zilla
Consistency: Gamer Chair
Pic showing that the hitbox of the Peroros on the ground and Mini-peros are both present
There is an exact frame where the Peroro’s knocked down on the ground are alive AND the mini-pero’s spawned by the stunned effect are alive at the same time. If you’re ready to mald for the ultimate perfect score, it is possible to get extra hits on your AOE skills (up to 7 with Arisu). A little bit easier with projectile skills, but a very gamer chair strat nonetheless. Not recommended for normal people. Here’s a video example, skip to 1:56.
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Strat#3 - Double groggy in one entry
Consistency: S
It is possible to have certain teams trigger two groggies where normally you could only trigger it once. The groggy bar carries between teams; if you have built enough groggy in a previous team, your next team has the potential to groggy Perorodzilla on the first wave.
Since you only need to fully knock two waves to groggy the boss, you can trigger a second groggy towards the end of the fight. Every groggy on Perorodzilla opens up a massive damage window and will increase the team’s damage potential by a significant amount. Getting two groggies on your strongest teams will definitely accelerate your kill.
Example: https://www.youtube.com/watch?v=PLAnjhbC7jI
First team sets up some groggy, second team immediately triggers groggy after the first wave, and again at the end of the fight.
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13,981,650 score, 1 team, Outdoors clear by Stokesia:
[Blue Archive] Perorodzilla Outdoor Extreme - 13,981,650 pts
13,923,837 score, 1 team, Indoors clear by Adipose9:
Blue Archive - Perozilla Emergency Extreme - 1 Team - 13,923,837
12,269,011 score, 2 teams, Indoors clear by Adipose9:
Blue Archive - Perozilla Extreme 2 Team - 12,269,011
11,831,890 score, 2 teams, Indoors clear by Causew:
ブルーアーカイブ - Perorozilla Raid - 2 Team - Extreme - Indoor - 11,831,890
6,990,399 score, 1 team, Indoors clear by Adipose9:
Blue Archive - Perozilla HC - 6,990,399
Average number of teams at rec-level: 2-3
Phase 1 requires more planning than Phase 2. You want to try to defeat the rangers in a single team since they can deal an absurd amount of AOE damage and wipe your other teams early.
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ARMOUR TYPE: LIGHT
The defensive stats for the rangers are the same for all difficulties. To keep the table simple, I’m only including these stats as these are the only ones that matter during gameplay
EVA | DEF | Crit Res | Crit Dmg Res | |
Red (AR) | 400 | 1,332 | 100 | 5,000 |
Black (HG) | 550 | 333 | 100 | 5,000 |
Green (MG) | 100 | 333 | 100 | 5,000 |
Yellow (SR) | 100 | 333 | 100 | 5,000 |
Pink (RL) | 100 | 333 | 100 | 5,000 |
Skill 1: Kaiten Pose!
Each ranger has a unique skill. They will strike a pose and yell before executing their skills.
Red Ranger - Taunts your team and prevents strikers from using their Ex Skills. Will also cancel any ongoing skill animations. Furthermore, Red has the highest defensive stats of all rangers thus the taunt will reduce your team’s DPS. This skill is really the only one to look out for.
Yellow Ranger - Does a high damage, single target attack
Pink Ranger - Buffs the attack power of her fellow rangers
Green Ranger - Does a continuous line shaped AOE attack
Black Ranger - Applies an increased damage taken debuff to a single target
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
--------------------------------------------------------------------------------------------------------------------------
Pre-fight EX selection:
If repositioning the rangers with CC (see strat#2 below), select your repositioning and taunt units first.
No real timeline. The rangers are on repeat and do not do anything fancy as time goes on. Just keep an eye on Red’s taunt.
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Strat#1 - Pull tank forward for aggro
Consistency: A
In many setups the rangers may not be attacking your tank, and may instead be attacking your DPS units. Green especially can be annoying, because their gatling gun can snipe your units behind your tank.
The rangers will target their closest enemy, so if you are having aggro issues, move your tank forward so that they are the closest unit to all the rangers.
In this position, green will kill Akari and Ui at the back
All rangers are aggro’d on Tsubaki here
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Strat#2 - Reposition Rangers with Tsubaki
Consistency: A
You can use Serina to pull Tsubaki to the bottom right side of the map. Once you do, using Tsubaki’s taunt will drag the Black ranger down closer to Pink and Red ranger. This opens up the possibility of clearing Phase 1 with strong AOE dps like Aru and Akari.
Important:
This requires a specific set up in the team select/formation screen. The starting positions of your students change the range and engagement behaviour of your students and the enemies. You need to manipulate the formation in a way so that Pink Ranger will stand close enough to red at the start of the fight.
Known combinations to work:
With Shotgun (S.Hoshi)
Drop Serina Ex about here, then taunt. Tsubaki started position 3 here (she swapped places with Akari after fight start)
For some people it might be easier to use the AOE indicator as a measure instead of remembering where to click.
This allows Aru and Akari to hit 3 targets, propelling their damage to top tier when they otherwise would deal significantly less single target damage
This also allows units like Hibiki to hit at least 7 mortars with her Ex, making Hibiki even more powerful than she already is
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Strat#3 - Reposition Rangers with Juri
Consistency: ??
Juri offers an alternative repositioning method if for some reason you don’t like the Serina + Tsubaki technique. It gives all the same benefits as the Tsubaki/Serina pull, but with the bonus that Juri is much easier to use. Her Ex-Skill is point-and-click and it drags all the rangers in range to the middle of the skills AOE. What’s more, this strat works even with a Lv1 Juri.
Unfortunately, Juri does not cancel the ranger’s skills. You will also need to bring a strong healer (ideally from the Striker slot) like Koharu to keep up with the damage the rangers output while you’re fiddling with Juri’s EX. You also have to consider the opportunity cost of having an entire team slot dedicated to the sole purpose of repositioning the rangers AND you won’t have access to that healer in phase 2.
Not really recommended unless you're completely dry of options.
4 Rangers grouped on top of each other after eating many Juri EX’s.
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Phase 2 is easier than Phase 1, and can be overcome by throwing enough bodies at it until it dies. In general, strong single target units are your best friend. You also want to bring at least 1 multi-hit ability to bring down the shield and a healer for every team. Outside of brute forcing, there’s only a single strategy worth talking about.
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ARMOUR TYPE: LIGHT
Kaitn FX Mk.0 | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 200,000 | 600 | 420 | 20 | 5,000 |
Hard | 450,000 | 1,500 | 420 | 20 | 5,000 |
Very Hard | 1,000,000 | 2,000 | 420 | 20 | 5,000 |
Hardcore | 1,700,000 | 2,500 | 420 | 20 | 5,000 |
Extreme | 7,500,000 | 3,500 | 420 | 20 | 5,000 |
Passive 1: Kaiten Aura
Kaiten passively cycles through different Aura’s, indicated by the large coloured circle by his feet.
Red Aura - During this time, Kaiten’s next ability will apply a 5 second stun. If Kaiten’s next attack is single target, it will only stun 1 unit. If Kaiten’s next attack is AOE, it will stun multiple units.
Pink Aura - Increases Kaiten’s attack power
Green Aura - Increases Kaiten’s defence by 1000
How to deal with this:
Skill 1: Kaiten Shield
Kaiten puts up a shield, granting itself a 50% damage reduction buff for 30seconds.
How to deal with this:
Skill2: Kaiten Sword
When Kaiten’s ATG is full, it will do a special attack damaging all students on the field. Despite what the animation suggests, this attack is non-directional and you cannot avoid it by going behind Kaiten. The ATG bar takes exactly 1 minute to fill, meaning if un-interrupted Kaiten will use the sword 1:00 and 2:00 into the fight.
How to deal with this:
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Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
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Pre-fight EX selection:
No real guideline on ex start. Starting with your setups and buffs first is usually the play.
If Kaiten shields at any point, you will have to interrupt your rotation with your shield break.
Beginning of the fight, Pink Aura - 3:00 - 2:40
Red Aura - 2:40 - 2:20
Green Aura - 2:20 - 2:00
Pink Aura + Red Aura - 2:00 - 1:20
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Strat#1 - Mutsuki reposition
Consistency: A
Typical team comp:
It’s possible to position Mutsuki in such a way so she can land all 3 of her mines from her normal skill, propelling her damage to be amongst the best of any Red DPS. You have to be precise with this timing, because if you do it too early it is likely Mutsuki will run back to her original position causing you to miss the mines. The timing changes based on which repositioner you are using and you may need some practice before you get it correct. Check the video link just below.
Source. Thanks Toir
Alt Source (Video Download)
There is also a single specific setup that lets you triple mine on Mutsuki without any manipulation. As of 2022-03-02, this no repos tri-mine setup no longer works on JP due to changes in AI. Gotta do it the old way with repos.
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13,232,850 score, 2 teams, Urban clear by Adipose9:
Blue Archive - Kaiten Raid - EX 2 Team - 13,232,850
13,062,823 score, 2 teams, Urban clear by Causew:
ブルーアーカイブ - Kaiten Raid - 2 Team - Extreme - Urban - 13,062,823
12,627,196 score, 2 teams, Outdoors clear by Adipose9:
ブルーアーカイブ Kaiten Raid - EX 2 team - 12,627,196
12,438,824 score, 2 teams, Outdoors clear by Toir:
【ブルーアーカイブ】 Kaiten FX Mk.0 EX 2凸 - No Azusa「1243万」
12,404,904 score, 2 teams, Outdoors clear by Kenraali:
With Ako and S.Hoshino, no DPS borrow. Cheap investments
Blue Archive - Extreme Kaiten 2 Teams (warning: scuffed)
7,060,372 score, 1 team, Outdoors clear by Toir:
【ブルーアーカイブ】Kaiten FX Mk.0 HC「706万」
7,050,666 score, 1 teams, Outdoors clear by Adipose9:
Blue Archive Kaiten Raid - Hardcore - 7,050,666
Armour Type: Mystic
LINK TO WIKI
Average number of teams at rec-level: 2-3
Phase 1 is generally harder than Phase 2. You want to try to defeat Shiro in a single team, since bombs can be an unpredictable threat to your score (and sanity).
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ARMOUR TYPE: SPECIAL
Shiro | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 280,000 | 600 | 700 | 100 | 5,000 |
Hard | 550,000 | 950 | 700 | 100 | 5,000 |
Very Hard | 675,000 | 1,400 | 700 | 100 | 5,000 |
Hardcore | 1,200,000 | 1,600 | 700 | 100 | 5,000 |
Extreme | 4,500,000 | 3,700 | 700 | 100 | 5,000 |
Skill 1: Boom!
Shiro drops a ball over your units. After a certain amount of time they explode, dealing damage and knocking them back. The knockback direction is in a straight line from the centre of the AOE. The balls and their effects can stack, meaning you can get knocked back and hurt by multiple balls.
The ball targeting is mostly random, attempting to target at least one student. There is actually some logic to the bomb targeting but it’s not worth malding over.
As the raid progresses, Shiro will start throwing more bombs and they will start dealing more damage. Shiro starts with 2 bombs per throw, adding 1 bomb after one minute, and then adding another bomb after another minute - meaning Shiro will throw 4 bombs after two minutes. The damage also scales proportionally, starting at 1x damage, then 1.5x damage, then 2x damage after two minutes.
You can measure how strong Shiro is by looking at the ATG:
0-1 ATG: 2 bombs, 1x damage
1-2 ATG: 3 bombs, 1.5x damage
3 ATG: 4 bombs, 2.0x damage
How to deal with this:
Skill 2: Roll!
Shiro throws a giant ball down the lane they are occupying, knocking your units back and dealing massive damage.
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
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If you groggy Shiro at any point, he will swap to the next lane.
E.g. If you groggy Shiro in the middle lane, he will immediately jump to the left lane when he gets up. The timeline will also then be interrupted and the timings below won’t be accurate (but the general pattern of two bomb sets per lane/minute remains)
Pre-fight EX selection:
If using any, start with at least one repositioning ability at the beginning.
Beginning of the fight, lane 1 - 4:00 - 3:00 on the clock
Mostly harmless, maybe
Lane 2 - 3:00 - 2:00 on the clock
It can be really difficult keeping your team healthy if you don’t have enough repos
Lane 3 - 2:00 - 1:00 on the clock
Lane 4 - 1:00 - 0:00 on the clock
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Strat#1 - “Just Kill It lol”
Consistency: S-for stress
Typical Team Comp:
Unga Bunga. Basically you’re just trying to kill Shiro fast enough before you get double bomb’d. That said, you’re still going to want some healing because non-tank units will not be able to eat more than 1 or 2 balls in Extreme. Some striker healers such as Koharu do this best as they have the tools in the kit to keep a whole team alive without a tank.
The difficult part about this “strat” (is it a strat if there was no brain behind it?) is there are no contingencies against bad bomb RNG. If Shiro drops multiple bombs on the same unit and you have no way to reposition them, then you can kiss your run goodbye.
However, If you manage to win out on the RNG, you will beat Shiro with time to spare. This allows you to get damage on Kuro and you will earn yourself an easier time since you have less HP to chew through in P2.
Haruna about to eat it. Thx Stokesia for image
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Strat#2 - Healers + Repositions
Consistency: A
Typical Team Comp:
If you don’t want to reset 24 times a ticket and thus draining yourself of all your sanity, you can choose to lower your dps potential for some controllable survivability. Units such as Asuna and Izuna can reposition themselves at a very cheap cost, all the while buffing themselves and providing solid DPS. Other units such as S.Tsurugi or Michiru are capable of DPS without the need to worry about their HP, since they are more built for survival.
Shiro is the harder of the two phases, so if you are using multiple teams for the raid then you want to try beat Shiro in one go. In which case you still want your strongest DPS in P1. If they are an immobile unit, consider bringing repositioning units such as Serina, Mimori, or Kotori (all (soon to be) free) to keep them alive. If you’re bringing Izuna or Asuna, you can also use these units to “push” your immobile units out of the way using their EX skills. Here’s a brief video guide.
All in all bringing repositions is pretty low risk, but playing it safe means you will also have to plan out your Phase 2 carefully.
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Strat#3 - “Shizuko Stall”
Consistency: S
Typical Team Comp:
Each time you bounce a ball back to Shiro as he rolls it down the lane, Shiro builds up his groggy gauge. The status of the groggy gauge is also saved between your attacking teams. This stall strat involves building up Shiro’s gauge on a throw-away team before retreating so that your second team can start the fight with 20 seconds of down-time on the boss, saving you from having to stress during that time.
On Extreme, Shizuko needs to be at least 2*, Lv.40, EX1 to bounce back a single ball. If you get bored of watching Shiro drop balls for 3 minutes, you can optionally have a striker like Iori to squeeze in extra damage in this throw-away comp. This striker must be non-blue so that you don’t accidentally fill up the entirety of the groggy gauge.
You could also just include Shizuko on your main team, that works too.
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Phase 2 can be beat by throwing enough bodies at it. They don’t even need to be blue units, a Binah team works fine. That said, there do exist some niche strats to ease the pain of body throwing.
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ARMOUR TYPE: SPECIAL
Kuro | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 320,000 | 600 | 700 | 100 | 5,000 |
Hard | 600,000 | 950 | 700 | 100 | 5,000 |
Very Hard | 735,000 | 1,400 | 700 | 100 | 5,000 |
Hardcore | 1,330,000 | 1,600 | 700 | 100 | 5,000 |
Extreme | 6,000,000 | 3,700 | 700 | 100 | 5,000 |
Skill 1: Charge!
Summons a prop. After a short time the prop will charge in a straight line, knocking back and dealing damage to the first unit it hits. This knock back and damage can stack between different props. Damage is doubled when Kuro’s ATG is full
Kuro will always start the fight with these 6 patterns in order. (Twitter Source)
When Kuro’s ATG is full, the following three patterns will repeat infinitely until Kuro’s groggy bar is filled and the ATG resets.
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
No strict rules for fighting Kuro, it’s relatively a much more simple fight. Just bring your best units and shoot it until it’s dead. Hit up Stokesia’s sheet for better info on bringing the best units.
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Refer to the skill description for Kuro. In the referenced pictures, you can see the timer on the top right for each pattern’s rough spawn times. There is no real timeline guide for this phase. Just stay out of the way, and deal damage as you do so.
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Strat#1 - Blocks
Consistency: A
Self explanatory. Bring Hifumi/Shizuko/Utaha to summon Peroro/Carts/Turrets to block the props. It saves you some HP but it will cost you DPS.
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Strat#2 - Top right safe spot
Consistency: Good luck
There’s a special spot you can drag your team to using Fuuka’s curry pot or any other repositional ability. It’s on the top right side of the map:
Thx Noxy for image
Once your team is up here, you can dodge almost all combinations of Kuro’s attacks. This allows you to bring bigger DPS options without worrying for their HP. Supposedly quite difficult to pull it off though, so get ready to grind your teeth a bit.
Worth noting that Asuna and Izuna can do this independently. So if you have those two in your team for P2 you should drag them up there for safe damage.
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Strat#3 - Arisu hiding spot
Consistency: A
You really shouldn’t be using Arisu in Shirokuro, but if you’re just throwing bodies at Kuro anyway then you should put Arisu in Position 4. This makes her stand in the corner of the map where she can’t be hit at all. Beware that you need to use her Ex at least once to push her back slightly, costing you DPS you could have had elsewhere.
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Strat#4 - S. Mashiro stall
Consistency: A
Basically sending only a single tank + S.Mashiro at Kuro, with any other unit for SP regen, so that you can spam S.Mash EX for 4 minutes.
It might be viable if you happen to have an EX5 S.Mash sitting around… and you have a spare tank… and you can’t fit S.Mash into any other team… and the light at the end of the tunnel is just barely out of reach… but even with all those conditions it’s not actually recommended to do this unless you’re sure of what you are doing. Either way, I’m documenting it here so you can think about it.
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13,811,836 score, 1 team, Indoors clear by Adipose9 : Blue Archive - ShiroKuro Raid - 1 Team Clear - Extreme - Indoor - 13,811,836
7,384,212 score, 1 team, Indoors clear by Toir :
7,438,399 score, 1 team, Urban clear by Johny:
ブルーアーカイブ / ブルアカ - 総力戦 シロ&クロ・市街地戦 HC 1 Turn (模擬) (7438) (2021-08)
P.S.
Hardcore Shirokuro is a bit of a joke:
Thanks Stokesia for showing us a solo striker run.
Average number of teams at rec-level: 1-2
Phase 1 and Phase 2 of Hiero are more or less the same. There are no complex or unique strategies. Hieronymus is purely a team building challenge with one question in mind: How can you sustain DPS and HPS at the same time?
This means you can not throw bodies at him and expect to clear.
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ARMOUR TYPE: LIGHT
Hieronymus | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 400,000 | 500 | 800 | 100 | 5,000 |
Hard | 900,000 | 900 | 1,200 | 100 | 5,000 |
Very Hard | 1,350,000 | 1,400 | 1,500 | 100 | 5,000 |
Hardcore | 2,500,000 | 2,300 | 2,000 | 100 | 5,000 |
Extreme | 6,000,000 | 4,650 | 2,900 | 100 | 5,000 |
Relics (Both) | HP |
Normal | 6,000 |
Hard | 6,500 |
Very Hard | 7,500 |
Hardcore | 15,000 |
Extreme | 35,000 |
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Main Mechanic: Green Relic
A green relic sits on the field. When this relic is healed to full HP, it will apply a 55% damage taken debuff to Heironymus, stacking up to 5 times. This is extremely important, because Hieronymus has a hidden -60% damage taken modifier. If you do not engage with this mechanic your DPS will always be cut, resulting in poor damage dealt. You don’t always need to stack to 5, but you must start stacking as soon as you possibly can. Debuff count does NOT transfer between teams. All of this means you must have at least one healer in every team.
After you’ve healed the green relic to full and the relic has applied the debuff, the relic will temporarily receive a healing reduction of 50%. This healing reduction will disappear after about 20 seconds. If you heal the relic to full while the debuff is active, it will still apply the next stack to Hiero - it’s just not recommended to do so because 50% reduction isn’t easy to get over. After all, this relic has 15k HP in Hardcore, and 35k HP on Extreme. The relic disappears after applying all 5 stacks.
Skill 1: Time Bomb (Curse)
Heiro curses a student, indicated by a countdown above their head. Once this countdown hits 0 the curse explodes dealing massive damage to the student.
How to deal with this:
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Main Mechanic 2: Red Relic
A red relic sits on the field. When this relic is healed to full HP, Hieronymus’ next attack within a short window is cancelled, and you get a slight refund in cost. This relic also gets healing reduction after use.
Skill 2: Party Wipe
When Hiero reaches 3 ATG, he begins to charge up a powerful attack. At the end of the charge, he will deal massive unavoidable damage. This WILL wipe your team, no matter what.
Moments before death
How to deal with this:
GIF version:
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Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units..
Because Phase 1 and 2 are basically the same, the chart will generalise for both phases:
There is a healing calculator on Schale.GG. Navigate to that site and select the healer you want to use. Click on skills > calculations > attributes and then fiddle with the settings until your healer has enough healing to top up the relic for your difficulty. Make sure to check the “Buffs” tab to set the enhanced skill to the proper level as well.
Relics (Both) | HP |
Normal | 6,000 |
Hard | 6,500 |
Very Hard | 7,500 |
Hardcore | 15,000 |
Extreme | 35,000 |
Here’s some easy benchmarks to hit using our favourite 1* and 2* nurses, Serina and Hanae.
Serina is faster and easier to use, but you’ll need to be at a higher level.
Hanae is cheaper to use and requires a lower level, but her healing is slow overtime heal.
Or you could use both, since you need someone to heal both your team and the relic anyway.
If you have more powerful gacha healers, feel free to use them. Calculate their healing at Schale.gg if you want them to heal the relic.
Normal -
2* Serina - Lv35 - T1 Necklace - Ex1 Enhanced1
2* Hanae - Lv1 - T1 Necklace - Ex1 Enhanced1
Hard -
2* Serina - Lv35 - T2 Necklace - Ex1 Enhanced1
2* Hanae - Lv1 - T1 Necklace - Ex1 Enhanced1
Very Hard -
2* Serina - Lv42 - T3 Necklace - Ex1 Enhanced1
2* Hanae - Lv1 - T1 Necklace - Ex1 Enhanced1
Hardcore
2* Serina - Lv70 - T4 Necklace - Ex3 Enhanced4 (Big jump, recc. to use Hanae for lower lvls)
2* Hanae - Lv35 - T3 Necklace - Ex1 Enhanced1 (If the relic is 1% off, just add 1 to anything)
Extreme
Serina - Just use another healer for the relic. You can still bring her for the team.
2* Hanae - Lv70 - T4 Necklace - Ex3 Enhanced4
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Pre-fight EX selection:
Start with at least one healer at the beginning.
Beginning of the fight - 4:00 - 3:00 on the clock
Two healers. Relic is on CD and boss has two stacks. Serina is ready to cast as the curse lands at 2:57
Middle of the fight - 3:00 - 1:00 on the clock
As a general guideline, most teams are looking to stack 5 by 1:45
End of the fight - 1:00 - 0:00 on the clock
Last curse applied to the tank in the last 8 seconds of the fight, Giving me two reasons to completely ignore it (it won’t even explode).
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“Strat#1” - The pope is fat, but his cape is not a hitbox
This is not a strat, but I didn’t have anywhere else to put this. The cape is not a hitbox.
If you’re bringing large AOE units such as Hibiki, you can get good overlapping damage due to how wide he actually is. If you drop the centre of your AOE by Hiero’s feet, you will usually hit everything (all 5 mortars in Hibiki’s case). You don’t need to be too precise.
Thx ktshiri for image
For the most part the fight is “simple” and relies more on game knowledge rather than meticulous strategies. Refer to the simplified timeline above if you need help.
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14,468,904 score, 1 team, Indoors clear by Adipose9:
Blue Archive - Hiero Extreme - The Domz Strat - 14,468,904
13,813,330 score, 1 team, Urban clear by Adipose9:
Blue Archive Extreme Hiero Raid - One Team Clear
12,332,157 score, 2 teams, Urban clear by Toir:
【ブルーアーカイブ】 ヒエロニムス EX 2凸「1233万」
9,200,000 score, 6 teams, Indoors clear by Johny:
ブルアカ - 総力戦 ヒエロニムス EX 6 Turn (模擬)
7,364,266 score, 1 team, Urban clear by Toir:
7,266,025 score, 1 team, Indoors clear by Stokesia:
[Blue Archive] Am i playing Arknights? - Hieronymus Hardcore 7266025pts
7,042,345 score, 1 team, Indoors clear by Johny:
ブルアカ - 総力戦 ヒエロニムス HC 1 Turn (模擬)
Average number of teams at rec-level: 2-3
Pure Mobbing. Nothing to say here besides bring your best mobbers… but don’t bring too many, because you will still need some for Phase 2. The challenge in Chesed is balancing your single target damage vs your AOE damage between teams without losing any fire power.
No complicated strategies Phase 1, just kill the mobs to your best ability.
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The mobs are your typical run of the mill automatons, however each of them have some unique attributes.
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
Iori is more important in P2 than P1, so if you only have access to one you should use her later. In general you want to have students who are capable of cleaning up waves of enemies quickly. AOE options between phase 1 and 2 are basically interchangeable. You just need to find the right balance for your own roster.
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The mob rooms of Chesed do not necessarily play off the timer, but there is a general flow to how the fight will play out in the first phase:
First Room
Second Room
The actual boss, but it will continue to summon mobs. Without sacrificing single target damage, you’ll need to bring enough AOE to handle the summons. A poor balance between bossing and mobbing leaves you a high likelihood of getting wiped.
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ARMOUR TYPE: HEAVY
Chesed | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 80,000 | 10 | 100 | 20 | 5,000 |
Hard | 311,000 | 10 | 100 | 20 | 5,000 |
Very Hard | 504,000 | 10 | 100 | 20 | 5,000 |
Hardcore | 780,000 | 10 | 100 | 20 | 5,000 |
Extreme | 3,400,000 | 10 | 100 | 20 | 5,000 |
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Passive1: Exposed Throne
Under normal circumstances, Chesed reduces all incoming damage by 90% and is immune to any effect that increases damage taken. This is persistent as long as Chesed’s core remains closed. When the groggy gauge is full, the core is revealed for 20s - removing its damage reduction and allowing you to deal regular damage. Note that this damage state is better measured by the broken shield icon in the buff bar, not Chesed’s animations.
Skill1: Call of the Throne
Summons a wave of mobs. While there are mobs remaining on the field, Chesed will generate ATG. This ATG is reset when the entire wave is defeated. Also, each mob killed will contribute to Chesed’s groggy bar.
There are 4 waves, each wave with an equally random chance of appearing:
Soldier Wave Drone Wave
Mixed Wave Goliath Wave
Skill2: Majesty’s Mercy
When Chesed’s ATG is full, your party will be wiped.
How to deal with this:
--------------------------------------------------------------------------------------------------------------------------
Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
AOE options between phase 1 and 2 are basically interchangeable. You just need to find the right balance for your own roster. The difference being in Phase 2, you will also need to field students capable of strong single target damage alongside your AOE.
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Strat#1 - Retire phase 1 team part-way through phase 2
Consistency: A
If you’re doing well, you probably made it to Chesed with your first team with about a minute or two to spare. Since your first team is built purely for mobbing, you want to use that advantage in cleaning up the mobs for your second team to get a headstart in single target damage. You do this by having your first team kill 3 and a half waves, then retiring. When your second team loads in they will only need to kill half of one wave, after which they can unload all their damage into the boss.
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These are pretty old examples but they’re still totally valid for understanding how a team is built and structured - especially since they’re much closer to Rec-Level and have weaker units.
14,237,864 score, 2 teams(retreat), Outdoors clear by Johny
ブルーアーカイブ / ブルアカ - 総力戦 屋外戦・ケセド EX 2 PT (142) (模擬) (2021/12)
14,009,170 score, 1 team, Outdoors clear by Causew :
ブルーアーカイブ - Chesed - 1 Team - Extreme - Outdoors - 14,009,170
13,468,796 score, 2 teams, Outdoors clear by Adipose9 :
Blue Archive Chesed Extreme 2 Team - 13,468,796
13,037,008 score, 2 teams, Outdoors clear by Johny
ブルーアーカイブ / ブルアカ - 総力戦 屋外戦・ケセド EX 2 PT (130) (模擬)
12,297,810 score, 2 teams, Outdoors clear by Toir:
7,254,505 score, 1 team, Indoors clear by Stokesia :
[Blue Archive] Chesed Raid Hardcore - 7254505 points
7,222,800 score, 1 team, Outdoors clear by Stokesia :
[Blue Archive] Outdoor Chesed Hardcore 72228 pts
7,210,239 score, 1 team, Indoors clear by Causew:
ブルーアーカイブ - Chesed Raid - 1 Team - Hardcore - Indoor - 7,210,239
Average number of teams at rec-level: 2-3
The ultimate “kill it until it dies” boss. There’s nothing for you to interact with, and there are no mechanics you can outplay* or strategise around; You can only pray they won’t happen. Just one big metal snake for you to shoot. Easier said than done, but nonetheless this boss will have the smallest section.
*Technically you can use Peroro-sama and Turrets to mitigate some missile damage, but this tidbit doesn’t deserve its own section
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ARMOUR TYPE: HEAVY
Binah | HP | ATK | DEF | Crit Res | Crit Dmg Res |
Normal | 300,000 | 1,500 | 1,700 | 20 | 5,000 |
Hard | 800,000 | 1,800 | 2,000 | 20 | 5,000 |
Very Hard | 1,100,000 | 3,000 | 2,500 | 20 | 5,000 |
Hardcore | 2,000,000 | 4,000 | 3,100 | 20 | 5,000 |
Extreme | 6,000,000 | 8,000 | 3,900 | 20 | 5,000 |
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Assumption: You are fighting the boss at or below recommended level. If you are over geared/levelled, you can brute force the boss with pure DPS.
THESE ARE NOT STRICT UNIT RECOMMENDATIONS. Use this to understand the roles you will need to fill on the team rather than recommendations of which specific units to use. Refer to Stokkie’s raid ratings for specific units.
You may bring more than 1 DEF shred per team, but note that DEF Debuffs from the same skill type (EX/Basic) do not always stack. E.g. Azusa + Maki do not stack. Akane + Hiyori do not stack. Maki + Akane stack.
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Binah’s behaviour and your own actions against it doesn’t really “scale” with time. Simply:
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These are pretty old examples but they’re still totally valid for understanding how a team is built and structured - especially since they’re much closer to Rec-Level and have weaker units.
13,637,971 score, 1 team, Outdoors clear by Adipose9
Blue Archive JP - Binah Extreme - 1 Team Clear - 13,637,971
9,996,371 score, 4 teams, Outdoors clear by Johny
ブルアカ - 総力戦 ビナー・屋外戦 EX 4 Turn (模擬) (9996371)
6,975,466 score, 1 team, Outdoors clear by Johny
ブルアカ - 総力戦 ビナー・屋外戦 HC 1 Turn (模擬) (6975466)
History of best teams used by the top 100 ranked raiders in JP.
IMPORTANT: Just because a unit is BIS and used by top 100 players doesn’t mean these units are recommended. Chances are, trying to replicate them without understanding will lead to failure. The general team building charts in the main part of the guide are more useful for building a team to clear your next difficulty.
The below are aggregated summaries of the picks within the top100, thus students with few occurrences will be missed/drowned out by what was common.
Update: Keeping these up to date and making a new chart every raid is a pain in the ass. Just look at the Top 10 Imgur Album. I’ll still keep a record of the number of clears for the higher diffs (maybe).
>> Link to Imgur Album for real top 10 score and team history <<
If you like fancy web tools, you can instead go to Arona.AI to see the full clear statistics and top teams since Season 47 (2023 March)
Also, all the images below are transparent PNGs. They may look funny/incomplete if viewing on dark mode
Format:
Notes:(Source)
262 Tmt Clears
15,222 Ins Clears
Notes: (Source)
2,661 Tmt Clears
76,584 Ins Clears
Notes: (Source)
560 Tmt Clears
21,249 Ins Clears
Notes: (Source)
821 Tmt Clears
56,384 Ins Clears
Notes: (Source)
523 Tmt Clears
28,218 Ins Clears
Notes: (Source)
944 Tmt Clears
42,569 Ins Clears
Notes: (Source)
307 Tmt Clears
99,647 Ins Clears
Notes: (Source)
278 Tmt Clears
15,591 Ins Clears
Student picks breakdown (Twitter)
Student picks breakdown (Reddit)
Notes: (Source)
1,163 Tmt Clears
35,598 Ins Clears
Student picks breakdown (Twitter)
Student picks breakdown (Reddit)
Notes: 14,007 Ins Clears
Notes: 17,926 Ins Clears
Notes: 9,133 Ins Clears
Notes: 11,383 Ins Clears
Notes: 19,088 Ins Clears
Notes: 5,596 Ins Clears
Notes: 14,246 Ins Clears
Notes: 9,475 Ins Clears
Notes: 9,944 Ins Clears
Notes: 10,507 Ins Clears.
Notes: 2,871 Ins Clears
Notes: 5,390 Ins Clears
Notes: 14,432 Ins Clears
Notes: Only 80 players managed to 1pan Hieronymus using Team 1. If you are bordering 2-3 teams or require more than 2 teams to clear, consider sending the weaker team first. 981 Ins clears
Notes: Top100 featured both Double Aru setups, or Double Ako setups. Either setup is competitive and is mostly player choice/roster availability. 5,831 Ins clears
Notes: 3,517 Ins clears
Notes: Ton of variation in top 100, most players had their own unique solution but Team 2 was the common denominator for all top scores. Both 2pan and 3pan scores were common in the top 100. For the 2 team setup, refer to only Team 1 and Team 2. Team 3 was used in a specific retreat strategy for quick groggy/damage farm. Finally, all 3 teams can be used in any order preferred by the player. 1,301 Ins clears
Notes: 1,253 Ins clears, with 1234 of them being 3pan or better clears. Your chances are slim if you don’t meet reqs.
2 pan:
1 pan:
Notes: The top 100 was mostly occupied by 2 team scores, but there were some 1 team scores here and there. There was only one 1 team score in the top 10. 3,250 Ins clears
Notes: 3,116 Ins clears
Notes: 2,876 Ins clears
Notes: 2,765 Ins clears. Well over 10k Ext clears.
Notes: More than 13,000 Ext clears
Notes: Fairly flexible teams amongst the top 100. People used any combination of Maki, SAzusa, Chise, Arisu, B.Karin, Haruna to fill the two other striker slots. 8,568 Ext clears
1 Pan (1 opening):
2 Pan retreat strat (1 opening):
Notes: Both 1pan and 2pan scores were common amongst the top 100. Most Casual Saya teams had two openings, but there were 1 or 2 players that malded enough for one opening (or got a two opening time so fast it looked like 1 opening). 10,923 Ext clears
Notes: 9,340 Ext clears
Notes: 14,895 Ext clears
Notes: Last slot for blue dps was quite versatile. 5,739 Ext clears
Notes: Tankless strat was done only by the top~20. Rest of the top100 had the “typical”:
10,750 Ext clears
Notes: Was quite versatile. Arisu + Haruna often came as a pair, and SAzusa + BKarin also came as a pair. Some people ran any combination of the 3 as well. 4,085 Ext clears
Notes: 10,560 Ext clears
Notes: This exact setup was used by the top4 players. Yuuka enables triple mines on Mutsuki without repos, which is far far stronger than the “normal” teams Rank 5 and on used:
Important to note that this Yuuka comp is not possible on Global nor JP anymore due to changes in AI behaviour
6,448 Ext clears
Notes: About 3,500 Ext clears
Notes: 1pan 2openings was possible. 1opening wasn’t possible, even with retreat strat.
1,910 Ext clears
Notes: 2,467 Ext clears
Notes: 8,105 Ext clears
Notes: The teams and strats used for September Bunny Neru/Karin banner Kaiten was possible and is better than the above setup - but it was not discovered yet at the time. About 1,800 Ext clears
Notes: 1pan was not possible. Team 2 came in with the retreat strat and did two openings. About 900 Ext clears
Notes: 1pan was not possible. About 1100(?) Ext clears
Notes: 1pan potentially possible, but no players were successful. Rank1 was 100k damage away from the 1pan but couldn’t do it in the end. About 150 Ext clears
Notes: Tankless team 2 because team 1 was 20 seconds away from 1pan. Those at the trail end of the top100 had tanks instead of Momoi. Neru kinda counts. 1840 Ext clears.
Notes: Extreme was released but only FOUR PLAYERS were successful in clearing extreme. Everyone else in the top 100 did hardcore with the above team. Here is a Youtube link to one of those four extreme clears: 【ブルーアーカイブ】総力戦 ヒエロニムスExtreme 3凸11115517pt
And a Youtube link to the team comp and investments of another one of the four clears:
【ブルアカ】もはや神!Extremeクリアランカーの「あるふぁ」さんインタビュー!使用した生徒や装備、スキルレベルや戦術まで網羅!!!【ブルーアーカイブ】
(Not done by the youtuber, he interviewed the raider).