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:

Table of Contents

Table of Contents

Expectations and Preparations

Investment Requirements

Common Raid Mechanics

ATG

Groggy

Buffs and debuffs

Kurokage

Phase 1

Basic Info

Stats

Skills

Phase 2

Skills

Phase 3

Basic Info

General Team Building (All Phases)

Example Teams

Strategies

Example Runs

Hovercraft Wakamo

Phase 1

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Phase 2

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

Wakamo Extreme

Gregorius

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

Goz

Phase 1

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Phase 2

Basic Info

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

Goz Extreme

Goz Hardcore

HOD

Phase 1

Basic Info

Stats

Skills

Simplified Timeline

Phase 2

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

HOD Extreme

HOD Hardcore

Perorodzilla

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

Perorodzilla Extreme

Perorodzilla Hardcore

Kaiten FX Mk.0

Phase 1 - Sushi Rangers

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Phase 2 - Kaiten FX Mk.0

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

Kaiten Extreme

Kaiten Hardcore

ShiroKuro

Phase 1 - Shiro

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Phase 2 - Kuro

Basic Info

Stats

Skills

General Team Building

Example Teams

Simplified Timeline

Strategies

Example Runs

Shirokuro Extreme

Shirokuro Hardcore

Hieronymus

Phase 1

Basic Info

Stats

Skills

Phase 2

Basic Info

General Team Building

Example Teams

Unit considerations

Simplified Timeline

Strategies

Example Runs

Hiero Extreme

Hiero Hardcore

Chesed

Phase 1

Basic Info

Skills

General Team Building

Example Teams

Simplified Timeline

Phase 2

Basic Info

Stats

Skills

General Team Building

Example Teams

Strategies

Example Runs

Chesed Extreme

Chesed Hardcore

Binah

All phases

Basic Info

Stats

General Team Building

Example Teams

Simplified Timeline

Example Runs

Binah Extreme

Binah Hardcore

Best-In-Slot Teams Per Banner / Clear History

Changelog

Expectations and Preparations

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.

Investment Requirements

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,
All Skill4s

3*

Extreme

70

Tier 5/6

Some Ex5s,
Some Skill7s

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
Most your units should have at least one Skill 10

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.

Common Raid Mechanics

ATG

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.

Groggy

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:

  • Some bosses will simply build groggy by dealing weak damage to the boss
  • E.g. a yellow armoured boss may build groggy when taking yellow damage
  • Some bosses have raid mechanics that will build groggy when you execute them

Buffs and debuffs

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.

Kurokage

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

Phase 1

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.

Basic Info

Stats

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

Skills

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:

  • They’re mostly unavoidable due to their large AOE nature so you can’t really react to them except for the summons.
  • The summons you can kill
  • If you kill them in time they disappear without doing anything
  • If they reach your students they explode and deal damage.

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:

  • The eye’s targets are purely random and there isn’t much you can do in terms of reacting.
  • This is the main cause of intimidation - make sure you are keeping track of everyone’s HP and are healing regularly
  • Try to space out your team so that they’re not standing on top of each other and sharing puddles (where your team stands is affected by how you order them in the team select menu).
    This will reduce the overall levels of intimidation applied to your team.

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:

  • Try not to overcommit your damage when you are close to the transition threshold lest it go to waste.
  • That said, you can’t just sit around and do nothing. You still need to push the boss’s hp to transition. You’ll need to find a balance so that you can still progress without wasting your damage.

Phase 2

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.

Skills

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:

  • You must have an AOE healer that can keep your team healthy. It will simply be impossible to keep up with a single target healer.

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:

  • Not much you can do reactively against the attack itself.
  • Your AOE healer is going to start working over-time from here on,

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:

  • Each tick will deal Max HP damage equal to 20% of intimidation
  • Intimidation equivalent to 3% Max HP is removed
  • This effect will persist for either 20 seconds, or until there is no more intimidation

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:

  • You have no choice but to heal through it.
  • Make sure your intimidation is low in the first place. This will absolutely wipe you.

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:

  • This is a massive damage window. Use all your best units and try to save up cost before the groggy so you can use all the cost you can to burst the boss down.
  • Keep an eye on the groggy gauge so you’re prepared for this. You need to deal Purple Damage equivalent to 20% of Kurokage’s Max HP to groggy it
  • E.g. You need to deal 3.6m Purple Damage to groggy on Extreme
  • AOE damage and crit damage buffs are especially powerful.
  • The 4 additional fragments will not have any of the debuffs you applied to the other 7 fragments. You can further maximise damage by reapplying your debuffs to the new spawns.
  • It is not unusual for an incredibly strong team to bust out of Phase 2 entirely with groggy.
  • You have two groggy opportunities in total. The second will be much closer towards the end of the phase.
  • It is theoretically possible to have 3 groggies, but this will never happen in practice unless you choose to sandbag and deal 0 damage while the boss is groggy
  • It is possible to miss the second groggy if you deal too much damage during the first. In this case, either go softer during the 1st groggy or go harder and try to finish up P2 faster before the timer ends.

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:

  • Same as Phase 1 transition
  • If you triggered groggy before transition, you won’t be able to fully utilise the strong damage window. However if it was necessary for you to trigger groggy to escape phase 2, that’s still better than getting stuck. Just be mindful not to overcommit your cost even with groggy.
  • There’s actually a way to trigger groggy at the same time as the transition. This will delay the transition until Kurokage recovers. Refer to Strategies.

Phase 3

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.

Basic Info

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.

General Team Building (All Phases)

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.

Example Teams

Strategies

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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:

  • You don’t need Purple damage - but you should probably bring multiple DPS
  • DEF Debuff is optional
  • Single Target Healers are acceptable - but you may need to bring 2
  • Your tanks don’t need as much utility (save strong utility tanks for main team)
  • You can use weaker supports too if you have them.

--------------------------------------------------------------------------------------------------------------------------

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

Example Runs

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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.

Hovercraft Wakamo

VIDEO GUIDE

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

Phase 1

Basic Info

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Stats

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

Skills

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:

  • Apply CC to Wakamo to fill up her gauge. Each time the gauge is filled, all petals on all students will be removed
  • Be careful not to fill the CC gauge too quickly, because although you may deal more damage, you potentially run the risk of having no ways of removing petals from your team and suffering a team wipe.
  • Because the petals only apply when Wakamo’s EX skills land, you can redirect the petals onto other targets. For example, Hifumi’s Peroro-sama can take help your team absorb petals and increase your overall survival

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:

  • Rifle - Targets the nearest unit and stuns them for every hit.
  • Rocket launcher - Targets the furthest student but stops at the first thing it hits on its path, meaning it can be blocked by other students, summons, or cover. It does not deal AOE damage despite its animation.
  • Shotgun - Targets the nearest unit but hits everything in a straight line.

How to deal with this:

  • The stun on the Rifle can be a little annoying. Avoid using the EX skills of your tank right before she fires her Rifle to ensure you don’t get them cancelled.
  • For the Rifle and the Shotgun, you can use decoys like Hifumi’s Peroro-sama to draw fire away from your team

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:

  • You are in absolutely no danger.
  • The running animation is quite long, which means it is likely that your cost may be overflow during this period. Be sure to dump all your cost before Wakamo starts running so you don’t waste any potential damage. When you stop at the new location you’ll also have more cost built up allowing you another burst window.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

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.

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. Wakamo currently poses no threat because your team has no petals stacked, nor does she have any ATK buffs. Just rotate your dps and deal damage.
  2. Her starting rotation is Rifle, Rifle, Rocket, Shotgun. Keep doing DPS through her two Rifles. For the Rocket, ideally, your furthest unit is positioned in such a way that the Rocket will not hit your tank and finish the petal stack. If your tank is in the line of fire of the Rocket, go back to the lobby and fix your positions.
  3. Make sure your CC is ready to cancel the Shotgun at 3:00. If your CC cannot fill the gauge up in one go, you should be working your CC into your rotation before this point. Fill up enough CC so that you can finish the gauge and cancel the Shotgun in time.

Middle of the fight - 3:00 - 2:00 - 1x Stacks

  1. Wakamo will do 2x Rifles again. Rotate DPS, CC, and heal accordingly.
  2. This time she will use the Shotgun after 2x Rifles. Your tank is in immediate danger so you have to cancel this. When she pulls out the shotgun at around 2:10, make sure your CC is built up and ready to groggy Wakamo.
  3. After recovering from the groggy, Wakamo will reposition. Make sure you dump some DPS before she runs away so you don’t waste any cost during the run.

End of the fight - 2:00 - 0:00 - 2x/3x Stacks

  1. Wakamo will do 2x Rifles again. Rotate DPS, CC, and heal accordingly.
  2. You can fill up the final CC gauge any time after the second Rifle. At this point, it’s totally fine to do CC earlier because there is not enough time remaining in the fight for Wakamo to stack up enough petals to kill anyone. Even if she does kill your tank towards the end, your DPS should be healthy enough to keep dealing damage anyway.
  3. After the 3rd stack, ignore your CC and just DPS the hell out of her. Beware that she kinda HURTS because of her ATK buff.

Strategies

--------------------------------------------------------------------------------------------------------------------------

I’m actually not sure if there’s anything for me to put here. She’s kinda a “just do it lol” boss.

Phase 2

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Literally just ignore the missiles, they pose no threat because on the map are Anti-Missile Turrets that shoot down the missiles for you. It is literally impossible to meet the failure condition because the Turrets will never miss and the missiles will never get past your team.

These are the Turrets. They are always on and will shoot down every single missile for you.

  • Hit the dummy that is the MGS. It does nothing and just sits there waiting for you to hit it.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

Pre-fight EX selection:

Start with your buffs and DPS EX skills.

Whole fight  - 4:00 - 0:00

  • Just fully commit yourself to DPS. There’s nothing else to do.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

Example Runs

--------------------------------------------------------------------------------------------------------------------------

Looking for examples (preferably close to recc.level). Feel free to DM me or ping me on the community or official Discords.

Wakamo Extreme

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

Gregorius

Also known as Gregorio

LINK TO WIKI

VIDEO GUIDE

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

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  1. The counter will only count ongoing debuffs
  2. You can use as many different types of debuffs as you want
  3. The usual debuff stacking rules apply:
  1. Debuffs that stack will count each instance
  2. Debuffs that do not stack will overwrite each other
  1. Debuffs that inflict damage/DOT count
  2. Crowd Control are not debuffs
  3. “Special Statuses” are not debuffs
  4. You can (kinda) keep track of your debuffs with the buff bar above the boss
  1. Unfortunately due to game limitations, only 4 icons will display at the same time. Until Nexon decides to increase this limit you will have to mentally keep track of the buffs that are not displayed. Nexon pls.
  1. Greg starts with 1 debuff at the beginning of the fight, not 0. This is a free ATK debuff that will go away after 30 seconds have passed.

Examples (corresponds to above):

  1. If you use Akane EX the counter will +1. When Akane EX expires the counter will decrease
  2. Akane EX + S.Izuna EX + B.Shiroko EX = +3
  3. .
  1. Akane EX + Maki Basic = +2
  2. Akane EX + Hiyori EX = +1
  3. Akane EX + Akane EX (overwrite) = +1
  1. Burn, Poison, Chill, etc. will each + 1
  2. Fear, Taunt, Stun, etc. are not debuffs
  3. Wakamo EX, a special status, is not a debuff

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.

  • All damage dealt to the choir will be reflected onto Greg
  • The choir will continuously attack your team while they still have health
  • If you reduce the choir’s health to 0, they will be knocked down and stop attacking. Greg’s groggy bar will then increase.
  • If you do not knock the choir within 40 seconds, their ATK will be doubled.
  • The choir will not despawn when knocked. They will only despawn after some time has passed.
  • Even if you reduce the choir to 0 health, all damage dealt will continue to be reflected onto Greg
  • All “status changing” debuffs Greg possesses will be mirrored by the Choir
  • “Status changing” meaning debuffs which affect Greg’s stats, like DEF, ATK, Crit, etc
  • Debuffs such as DOTs will not be mirrored
  • This is one-way, meaning debuffs inflicted on the Choir will not travel to Greg.
  • The choir is also subject to the effects of the debuff counter.
  • When the choir is knocked, a portion of the groggy bar will be built. Knocking 20 minions will guarantee putting Greg into a groggy state. You can also build groggy with weak damage directly to Greg’s main body, but Greg’s groggy bar exceeds his max HP, so you will not be able to put Greg into a groggy state with only damage.

How to deal with this:

  • Kill them, fast. Use AOE to knock as many as you can at the same time. This will also enable you to deal the maximum amount of damage onto Greg because every hit against each choir minion will add up.
  • The longer you leave them alive the less damage you deal the more likely they will wipe your team. There are a lot of minions, and having all of them attack your team at the same time makes the raid very difficult to endure. Even if you may survive at the beginning, when their ATK gets doubled after 40 seconds you will definitely start suffering. Bring AOE and knock them when you can.

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

  • Yellow wave is played from behind your team. It will always deal critical damage and debuff your striker’s attack by 40% for 120 seconds. Many units will lose the majority of their health from this attack. You will need a healer on the team to survive.

  • Blue wave is played from the centre organ pipes. It will apply a 50% increased damage taken debuff to either the students or Gregorius depending on the direction it is facing.
  • You can change which direction the Organ faces by attacking it with an EX skill and depleting the Organ’s HP bar to 0.
  • There is a cooldown to spinning the Organ around, so be careful not to hit it at the wrong moment.

In this image, the blue wave is facing Gregorius, so it will apply the debuff to Gregorius

  • The Red wave is played from behind Gregorius. It will have one of two effects depending on how many debuffs Gregorius has:
  • When the debuff counter is 4 or less, one debuff will be cleansed from Gregorius, thus decreasing the debuff counter. The debuff that is cleansed is always the most recently applied.
  • When the debuff counter is 5 or more, Gregorius will be inflicted with a 10% ATK debuff for 120s, thus increasing the debuff counter.
  • The purpose of the red wave is to make it difficult to maintain your green status. Basically, if you are on the lower half of green then Greg will make it harder for you to apply more debuffs. If you are on the higher half of green then Greg will add an extra debuff to overflow the count and slow you down.

  • The White wave is played from the centre organ pipes. It will cleanse one debuff from either your students or Gregorius depending on the direction it is facing.
  • You can change which direction the Organ faces by attacking it with an EX skill and depleting the Organ’s HP bar to 0.
  • There is a cooldown to spinning the Organ around, so be careful not to hit it at the wrong moment.

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:

  • You will want to make sure the White wave is facing your team. If you have few debuffs, you cannot afford for any of them to be cleansed from Gregorius. This will help maintain your status while simultaneously removing the annoying ATK debuff from your team.
  • You will want to make sure the Blue wave is facing Gregorius. The blue wave will help add +1 to your debuff counter if it hits Gregorius, helping you maintain that green status if you have fewer debuffs. You also gain the benefit of the debuff itself, where Greg will take an extra 50% damage from the blue debuff.
  • You will need to be mindful of Red wave removing your debuffs from Greg and decreasing your counter. The cleanse will always remove the most recently applied debuff from Greg, so you can use this to your advantage by applying a short-lived or unimportant debuff before the Red wave hits. If the short-lived or unimportant debuff is applied last, it will be the one that is removed. This will help minimise the impact to your rotation and debuff status.
  • Yellow wave is just out to kill you. Nothing you can do.

If you have too many debuffs:

  • You may need to make White wave face Gregorius. It might seem strange to be “helping” the boss and cleansing it of its ailments, but you need to do what you can to maintain Green status. The white wave will help lower your counter if you have too many debuffs that may take too long to disappear on their own.
  • You may need to have the Blue wave face your team. This will inflict a 50% extra damage taken debuff on your students, which is obviously not a good thing - however, the alternative of inflating the debuff counter even higher when you already have too many debuffs is worse. You need the Green status to deal damage, so having your team take extra damage for the sake of maintaining the status is a trade off you will have to tolerate. You will also miss the 50% extra damage the debuff will provide, however it’s better to have Green status without the blue debuff than it is to have Yellow status with the blue debuff.
  • You will need to watch out for the Red wave adding to your counter and making things difficult to manage. This +1 to the counter lasts 120 seconds… which is long enough that you may as well consider it permanent. The only way to remove it will be to turn the White wave into Gregorius if you do not use any other debuff in between. The Red wave will definitely mess up your flow unless you’ve accounted for it and pre-planned accordingly. If you don’t end up cleansing it, you will need to lay off the debuffs from your students.
  • The Yellow wave actually has a second colour: Black, from when your game fades out into the FAIL screen.

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:

  • The choir will recover from knockdown status after some time has passed.
  • You are no longer able to groggy Greg
  • Every 10 seconds, all Choir members and Gregorius will gain a stacking Attack Speed buff, maxing out at 5 stacks.
  • Every 10 seconds, your team will gain a massive cost regen buff for every member that is alive, maxing out at 5 stacks.
  • After 55 seconds, Gregorius will wipe your team and the encounter will end. This is unavoidable.

How to deal with this:

  • The rate at which you now gain cost is insane. If your attention lapses for even a moment you will find your cost bar sitting at full and going to waste.
  • If it is too fast for you, it is recommended to play the game at 1x to give yourself more time to think.
  • More cost regen means more EX skills being thrown out and more damage being dealt. Spam the ever living hell out of your AOE and damage as many choir members as you can without stopping. Just keep throwing damage until the boss dies or you die.
  • With how fast you are rotating skills, it would not be unusual for you to deal more damage in this last minute of the fight than the entire first 3 minutes.
  • Don’t neglect the debuff counter. Since this last minute of the fight will contribute to the majority of your damage, it is more important than ever to maintain the statuses.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. Greg starts with 1 debuff which disappears after 30 seconds. Try to build your own debuffs up to at least yellow during this first minute.
  2. If you flip the centre organ at the beginning, the first Blue wave will be applied to Greg.
  3. Focus your AOE damage on knocking the choir, as they help contribute to groggy
  4. A Red wave will happen before the transition to the left choir.

Phase 2 - Left choir - 3:00 - 2:00

  1. A choir will spawn to the left of your team. By this point you should be Green. Use this bonus damage to immediately knock the left choir as they spawn. The longer they stay alive the more it will hurt.
  2. If you made the Blue wave hit Greg in the first minute and did not accidentally flip the organ since then, the White wave will hit your team. After the White wave hits, you can flip the organ again to make the next blue wave hit Greg.
  3. Maintain green status and keep dealing AOE damage on the left choir. If you have AOE to spare, you should consider knocking down more of the centre choir to build more groggy.
  4. A red wave will happen as you transition to the right choir

Phase 3 - Right choir - 2:00 - 1:00

  1. As with the left choir, you want to spawn-kill the right choir. However you might not have Green status because of the Red wave that happens as the right choir spawns. So that gives you a few choices
  1. Find a way to immediately return to Green status as soon as Red wave hits, allowing you to spawn kill the choir
  2. Bring enough damage to spawn-kill the choir through Yellow status
  3. Save your AOE until you can return to Green status
  1. If the previous Blue wave hit Greg, the next White wave in this phase will hit your team. Consider your debuff counter and determine whether you want to cleanse yourself or Greg.
  2. Before the transition to the last phase, one last Blue wave will fire. Consider if you have too many or too few debuffs and aim the Blue wave at your team or Greg appropriately.
  3. If you have been diligent on knocking the centre choir, Greg will groggy some time during this phase. This will give you more time to DPS
  1. It will also push the final Blue wave to start after the transition to the final phase. Keep an eye on which way the organ is facing.
  1. You should set up for Green status before the transition, so you can immediately start the last phase with max bonus.

Final Phase - 1:00 - 0:10

  1. Push out as much DPS as you can, don’t stop. You will deal more damage in this last minute than all the damage previously.
  2. About a quarter way through, one last Red wave will occur. Adjust your debuffs accordingly to stay in Green status.
  3. Damagedamagedamagedamagedamagedamage
  4. Play the game in 1x if it gets too fast
  5. Raid ends at around 0:10

Strategies

--------------------------------------------------------------------------------------------------------------------------

Strat#1 - Cancelling Organs

        Consistency: S if you practice, D if you don’t

wip

Example Runs

--------------------------------------------------------------------------------------------------------------------------

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

Goz

LINK TO WIKI

VIDEO GUIDE

Average number of teams at rec-level: 2-4

Phase 1

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Bears. These mobs are fairly tanky and will move up close to your units to take aggro away from the boss and the other mobs. Leaving these alive for too long will cut into your DPS uptime on Goz.
  • Rabbits. These mobs are squishy but they have the ability to deal significant AOE damage to your team. Leaving them alive for too long can result in death amongst your DPS students.

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:

  • The first time it appears it will randomly travel down the left or right lane.
  • The second time it will appear on the opposite lane.
  • The third time it will travel down both lanes at the same time. This third appearance will not have an outer AOE on either side.
  • This will loop infinitely until the fight is over or Goz transitions to the next phase.

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:

  • Bring units capable of repositioning your team so you can pull your students out of the indicated AOE to completely avoid damage.
  • Be careful that some units' repos abilities may be too short to bring all units out of the AOE properly. Make sure you don’t pull your units too deep to one side at the beginning.
  • You can also take advantage of the passive shield buff, and have your students absorb the damage with a shield in case you are unable to reposition. Some students can reposition and shield at the same time.

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:

  • The damage is inevitable, so taking advantage of the passive bonus to shields and covering the targeted student with a shield is the best way to tank it. Tanking it without a shield is not recommended.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. Immediately attempt to clear as many mobs as you can before the first train spawns at 3:30. You want as little mobs remaining as possible (preferably none) because each one alive will start interfering with your DPS.
  1. Keep in mind that you will generate roughly 12 cost before the train appears. You will need some of this cost for your reposition, the rest can be used to clear the mobs.

  1. The indicator for the train will appear at 3:40. React accordingly and reposition your team to the other side. Make sure you also have another AOE ability ready to clear the next set of mobs as they spawn.

  1. After killing the newly spawned mobs, rotate to your repositioner and be ready to move your team to the opposite side.
  1. Do dps in between trains

Rest of the fight - 3:30 - 0:00

  1. Repeat the previous steps for the next train that spawns at 3:00 (the indicator will appear at 3:10).

  1. Kill mobs again and rotate to your repositioner to move your team to the centre.

  1. The double train will spawn at 2:30 (indicator at 2:40).

  1. Repeat from beginning until you transition or time out.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

Phase 2

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Skills

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.

  • Both clones have 0 ATK and infinite HP.
  • Any damage dealt to the clones will not contribute as damage dealt to Goz.
  • The clones will mimick all of the real Goz’s actions, including skills such as the puppet bomb

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:

  • Process of elimination: Only damage dealt to the real Goz will deplete the HP bar. Therefore, simply watch the HP bar and see which Goz is taking damage when your students shoot. This method is quite slow and you risk wasting DPS on clones - but you won’t ever get it wrong.

  • Tactical Summons can reveal the location of the real Goz. If you draw a line from the summoning circle for the TS and through your team, Goz will be at the end of the line.

  • After splitting, Goz and his clones will throw cards into the air. If the clone has thrown any red cards, that Goz is fake. If the clone has not thrown any red cards, that Goz is real:

  • This is incredibly difficult to spot, as the cards only appear on screen for no more than a second.
  • Currently only on JP, the above red card solution has been made clearer with an added glow to the cards. The pink glow is fake, while the blue glow is real.

  • Some students have special targeting conditions around enemy stats. These students can help reveal the real Goz
  • For example, Cherino’s basic skill will always apply to the enemy with the highest ATK. Since the real Goz has higher ATK than the fake ones, Cherino will always use her Basic on the real Goz.
  • This is a bit impractical, as it may require you to throw your team synergy out the window. But if you’re out of all other options and the Process of Elimination is going too slowly, then you might not have the luxury to be picky.

  • If you have headphones and/or a very good surround sound system, you can actually hear where Goz teleports to. Listen out for the second whoosh sound.
  • You may need to turn off BGM for this and turn SFX up.
  • I’m not joking about having headphones, it is incredibly difficult to hear
  • Video example: find goz quick using sound effect

  • You can also just skip interacting with this mech entirely. Detailed below in the strategy section.

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:

  • Keep an eye on the bomb while it’s being shuffled. Afterwards, reposition your students in front of the hats without the bomb.
  • If you have trouble keeping up with the hats, there is actually a shortcut in seeing which hat will have the bomb
  • The bomb will always start in the middle
  • On the first move, if the bomb goes to the left, the bomb will finish on the left.
  • On the first move, if the bomb stays in the middle, the bomb will finish in the middle.
  • On the first move, if the bomb goes to the right, the bomb will finish on the right.
  • Basically, you only need to watch and remember the very first move.
  • Drop a shield on your students and tank it.
  • Leave the AOE areas entirely by hiding in the corner of the map
  • Just Reset™

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:

  • Simply pull your team into the safespot in front of the real Goz.
  • The overlapping parts of the circles count as safe spots
  • Any area outside the safe circle will deal damage to you.
  • For example, if Yellow is the safe spot, you must be in the yellow circle. Even if your students are not touching the Blue or Red circle they will still take damage.
  • The Red Circle (left) is very difficult to reach because it is really far away from Goz. Not only may your repos students not have enough range to pull your team over, but even if you pull them over they may not want to stay in it because they are programmed to always be attacking. If your students are always running back into Goz, you may need to time it so that they gather in the Red Circle just as it explodes, or…
  • If your team is healthy and/or you have good shields, simply shield your entire team and tank it.
  • This may sometimes be necessary if the safespot is on the left (Red) and you are unable to do the reposition properly.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

Pre-fight EX selection:

Start with a Focus Fire skill and/or a repositioning skill.

Beginning of fight - 4:00 - 3:00

  1. Identify the real Goz ASAP. Reposition and/or use your focus fire skill towards the real one.

  1. Deal DPS and avoid skills appropriately. If you have not moved toward the real Goz yet, start working that into your rotation.

  1. The first light show indicators appear at 3:05. Ideally, you should be in the correct position before the indicators even appear. If you’re not in the right place, definitely do that now before you wipe. The lights explode at 2:58

  1. If you’re using the Focus Fire Trick (see below), you want to be paying attention in the few seconds after the lights explode.

  1. Goz will split again, repeat above until the boss dies or you time out.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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:

  • Only need to reposition once or not at all to get in front of the real Goz because your students naturally stand and shoot the right Goz when they enter the room
  • Don’t need to reposition again for the coloured safespots
  • Don’t need to waste a focus fire chasing the real Goz

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.

Example Runs

--------------------------------------------------------------------------------------------------------------------------

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.

Goz Extreme

12,763,091 score, 2 team, Indoors clear by Kenraali:

Blue Archive - Goz Extreme 2 Teams (scuffed)

Goz Hardcore

7,008,532 score, 1 team, Indoors clear by NueblaContact:

Blue Archive - Goz Hardcore Indoor - 7,008,532

HOD

LINK TO WIKI

Average number of teams at rec-level: 2-3

Phase 1

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Fill the CC gauge. This will reset the Erosion Range to its minimum radius

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

--------------------------------------------------------------------------------------------------------------------------

Strategies

--------------------------------------------------------------------------------------------------------------------------

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:

  • Priority of single target damage and single target CC
  • E.g. Chihiro
  • Any tank is usable, but those with single target stuns does it most efficiently
  • E.g. Miyako

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.

--------------------------------------------------------------------------------------------------------------------------

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:

  • Finish team 1 with HOD’s groggy bar empty or very low
  • Push HOD into enraged mode
  • Kill HOD entirely

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

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • It increases its groggy gauge by 25%. After filling up 4 CC gauges, HOD will be stunned and disabled from any action for 20 seconds.
  • Killing summoned towers also increases groggy by 25%
  • It decreases HODs ATG, delaying its ultimate ability.

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:

  • Fill its CC gauge and kill it the same way you did in Phase 1
  • You can cancel the tower summon by applying groggy when HOD starts the summoning animation. The tell for the summon is when HOD opens the hatch (“ears”) containing the tower.\
  • This isn’t too relevant between Extreme and Below, but it’s useful to keep in mind if you have to take HOD on with multiple teams that will see towers. Insane has a separate bit written for tower cancelling.
  • The second pair of towers typically spawn 90seconds after the beginning of the encounter.

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:

  • This attack is preventable if you are vigilant in filling up HODs CC gauge, as each time you fill it HODs ATG will decrease.

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:

  • The enraged state is unavoidable, but so long as you are constantly applying CC you should not need to worry about the ATG filling up too fast.

HOD has other attacks and AOE skills, but they aren’t preventable and don’t do anything noteworthy.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. Immediately CC the tower and burst it down. Bonus points if you can CC HOD with an AOE too.

  1. After killing the tower, simply cycle CC > DPS. There is no real complexity to this.
  1. <- as long as you are dealing damage while the damage taken debuff is active, you are good. Focus on CC if this icon is not present.

  1. If you are trying to cancel the second tower (see strats), start holding your CC/groggy around 2:45 in preparation for the next summon.
  1. Otherwise just keep doing damage

Second tower summon - 2:30 - x:xx

  1. The second tower summon will happen when HOD completes its last skill animation around 2:30.

  1. If you cancelled the summon, dump as much DPS as you can during the groggy window. If not, then you will have to CC the tower and burst it down before continuing DPS on the main body.

  1. Continue doing damage until HOD enrages

Enrage - x:xx - 0:00

  1. You should never see a 3rd tower summon. It is possible, but if you do see it it is an indication that your team is lacking serious DPS and something is either wrong with your setup or your execution. You will need to revise your methods.

  1. Otherwise there are no more complications (besides DEATH) once the boss is enraged. Simply continue the CC > DPS cycle until the boss is dead.

  1. If you are starting a new team in the enraged state, this new team will need a LOT of CC to keep up with the accelerated ATG rate

  1. If this new team cannot keep up with the accelerated ATG rate, consider using your stronger team second so that you spend as little time as possible in the enraged state.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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.

Example Runs

--------------------------------------------------------------------------------------------------------------------------

HOD Extreme

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

HOD Hardcore

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

Perorodzilla

LINK TO WIKI

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:

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • The defence down effect is cleansable. This laser will absolutely kill the targeted student at the recommended level. You will need to bring a cleanse to get rid of the debuff
  • Alternatively, you can bring Hifumi or Utaha to summon your own Peroro-sama or Turret to tank the laser for you. The eye laser is always fired at a fixed time after he summons his Peros - meaning you can summon the bait preemptively.

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.

  • 100% of damage dealt to Peroros are reflected to Perorodzilla.
  • Peroros are knocked to the ground when they fall below 50% HP.
  • Peroros will move in a fixed pattern.
  • Peroros cannot be displaced and CC’d in any other way.
  • If a Peroro is at 0% HP, they will continue to reflect damage to Perorodzilla.

Screenshot showing all damage from Peros reflecting to Zilla, even if Peros are 0HP.

How to deal with this:

  • Just shoot them lol.
  • Take advantage of the fact that there are multiple mini peros. Bring AOE for maximum DPS

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:

  • Ensure you’re bringing enough AOE to knock the peros. The stun window will provide you a big DPS boost.

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:

  • You can drag a student who is at risk as far south of the map as you can. The laser actually has a range limit:

  • The laser also occurs in two hits. So you can theoretically time a heal in between the two hits to save a unit.
  • Otherwise you’re just going to have to tank it. You can use a shield to help.
  • In Extreme and below it should not one shot you, but keep an eye on the skill bar and make sure your students are healthy

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. The first wave spawns with two pairs of Peroros on the left and right of the screen. Knock them as you see them, but make sure you save enough cost to handle the laser at roughly 3:35.

  1. Deal as much AOE damage as you can while the Peroros are present. They will be sucked back at roughly 3:00

Wave 2 - 3:00 - 2:00

  1. Save your cost between waves. The next wave will spawn approximately 2:45. The next laser will happen around 15 seconds later at 2:30

  1. As before, deal as much damage as possible with your AOE while the Peroro’s are on the field. They will be sucked back at roughly 2:00

Wave 3+4 - 2:00 - 0:00

  1. Peroro will start transitioning the stage at about 1:50. The damage will come through 10 seconds later at around 1:40. If you plan to use any shielding abilities, do it during this window.

  1. The next wave will spawn at 1:25, with the accompanying laser at 1:10.
  1. If you triggered groggy at any point of the fight, this wave will be your last meaningful window of damage

  1. Again, deal as much damage as you can before the suck happens at 0:40.

  1. If you have triggered groggy twice now, you will not have any meaningful time left in the raid and you will shortly time out after.

  1. If you have not triggered groggy or have only done so once, you will have a short window of time to deal some damage on the 4th wave.
  1. This window of time will last about 20 seconds if you did not trigger groggy. You will not need to worry about the laser because the raid will time out mid laser.
  2. It will last about 3 seconds if you did trigger groggy.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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.

 

Example Runs

--------------------------------------------------------------------------------------------------------------------------

Perorodzilla Extreme

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

Perorodzilla Hardcore

6,990,399 score, 1 team, Indoors clear by Adipose9:

Blue Archive - Perozilla HC - 6,990,399

Kaiten FX Mk.0

LINK TO WIKI

Average number of teams at rec-level: 2-3

Phase 1 - Sushi Rangers

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Apply crowd control to the rangers as they are posing. This will cancel their skills.
  • CC = Taunt (Tsubaki), Stun (S.Hina, S.Izumi, Suzumi), Fear (Kayoko)

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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.

  1. If repositioning the rangers you want to try do that before the first taunt at 2:40
  2. Red will taunt you every 20 seconds afterwards. If you have CC, consider matching Red’s rhythm with your own CC every 20 seconds.
  3. Do DPS in-between. Repeat till phase change or time out.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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

--------------------------------------------------------------------------------------------------------------------------

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:

  • MG, (AR/SR), Tsubo, (AR/SR)    - Outdoors
  • Tsubo, (AR/SR), MG, (AR/SR)    - Urban + Outdoors
  • MG, Tsubo, (AR/SR), (AR/SR)    - Outdoors

With Shotgun (S.Hoshi)

  • Tsubo, MG, SG, (AR/SR)             - Outdoors
  • Tsubo, SG, MG, (AR/SR)             - Outdoors

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

--------------------------------------------------------------------------------------------------------------------------

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.

Twitter Source

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Phase 2 - Kaiten FX Mk.0

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Be mindful of using EX skills when you see the Red Aura, cause it may be potentially cancelled.
  • Damage dealt during an active aura contributes to a hidden HP bar. Each aura has an HP value equal to roughly ⅓ of Kaiten’s max HP.
  • If you deplete this hidden HP value, you will break the Aura and the EX skill of the corresponding colour (Red:Missiles, Pink:Gatling, Green:Shield). This will completely disable the aura and the skill for the rest of the ticket.
  • It also fills up Kaiten’s groggy gauge, disabling him for 10 seconds
  • Kaiten’s ATG will reset upon groggy
  • It is generally recommended to avoid dealing damage during the Green aura due to the increased defence power. Saving your burst damage for Pink and Red aura’s will help accelerate your damage output. It will also help with the aforementioned part break.

Skill 1: Kaiten Shield

Kaiten puts up a shield, granting itself a 50% damage reduction buff for 30seconds.

How to deal with this:

  • The shield can be destroyed by using a multi-hit skill that does 10 hits or more. This must be an EX skill. Basic attacks or normal skills will not destroy the shield.
  • Refer to Schale.gg for a complete list of students who can do this in a single EX use. Sort the students by their EX hits

  • You don’t necessarily have to break it in a single EX. You can also use multiple EX’s to break the shield, as long as the count adds up to 10.

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:

  • Tank it
  • Use shields to mitigate the damage taken
  • Reset Kaitens ATG by breaking one of its parts. Parts can be broken by doing sufficient accumulated damage while the corresponding Aura is active.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. Since the fight just started you don’t have any cost to do anything substantial. Do your setups (repositions, long-lasting buffs) if you have any. Otherwise wait for Red Aura.

Red Aura - 2:40 - 2:20

  1.  Unload your DPS for as long as the Red Aura is up.

  1. As 2:20 approaches, start slowing down again.

Green Aura - 2:20 - 2:00

  1. You typically want to avoid dealing damage during Green Aura.
  1. However if you are overflowing in cost, there is no point holding onto that either. Use enough ex skills to stay below 10 cost but don’t use so many that you will waste the damage during the defence increase.

  1. You are banking this cost so that you can unload during the upcoming Pink Aura.

  1. If you are on the squishier side and you brought shields, be sure to apply those shields before the sword at 2:00

Pink Aura + Red Aura - 2:00 - 1:20

  1. This time you have a much longer DPS window due to the saved cost. Unload as much DPS as you can during this window.

  1. As the next Green Aura approaches at 1:20, start banking cost again.

  1. Repeat from previous step (Green Aura - 2:20 - 2:00) until boss dies or you time out.

Strategies

--------------------------------------------------------------------------------------------------------------------------

Strat#1 - Mutsuki reposition

        Consistency: A

Typical team comp:

  • Mutsuki and a repositioner
  • Anyone else

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.

Video Version

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.

--------------------------------------------------------------------------------------------------------------------------

Example Runs

--------------------------------------------------------------------------------------------------------------------------

Kaiten Extreme

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)

Kaiten Hardcore

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

ShiroKuro

Armour Type: Mystic
LINK TO WIKI

Average number of teams at rec-level: 2-3

Phase 1 - Shiro

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). 

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Reposition your units outside of the indicated AOE using repositioning abilities
  • Man up and heal it off
  • JustReset™
  • If you groggy Shiro, the ATG will reset, and Shiro will restart their attack pattern starting from 2 bombs and working its way back up to 4 bombs again.

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:

  • Reposition your units outside of the indicated AOE using repositioning abilities
  • There are also some safe spots even within the indicated AOE.
  • The very edge of the map is safe, as it is additional space beyond the lane

  • It is also safe to stand at the very top of the lane because the ball starts rolling closer to the middle. Insane pic because I don’t think I’ve ever done this in Extreme lol.

  • Dropping a piece of cover (Shizuko, Shimiko) in front of a ball and having it survive will bounce the ball back to Shiro, protecting everyone in the lane after the piece of cover. This will also slightly fill the groggy bar
  • Filling up the groggy bar completely will make Shiro fall off the ball and cancel the attack. This normally fills by attacking it with Mystic damage, meaning this method of cancelling the ball isn’t exactly controllable nor reliable.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. Shiro starts in the middle lane

  1. First bombs are thrown at 3:40. There are only two of them and they are unlikely to be in very threatening positions. You don’t want to eat them if you can avoid them but it’s not like your run will be immediately ruined so early into the fight. If you choose to reposition, start moving your students out of the middle lane.

Mostly harmless, maybe

  1. The next pair of bombs are thrown at 3:23. These are also unlikely to be harmful but if you took damage from the first pair it’s gonna hurt. If you did not bring cover, you should definitely be moving your students out of the middle lane by now.

  1. First ball roll happens at 3:06. If you brought any cover you want to drop it after 3:10.
    If there are still any students in the middle lane and you don’t have cover then they may die right there.

Lane 2 - 3:00 - 2:00 on the clock

  1. Shiro moves to the left lane

  1. The next set of bombs are thrown at 2:35. There are now 3 bombs and they do 1.5x more damage than at the beginning of the fight. With 3 bombs, they are also far more likely to be placed in lethal positions. It is not unlikely your whole team will be covered if they are too close together.

It can be really difficult keeping your team healthy if you don’t have enough repos

  1. The following trio of bombs are thrown at 2:15. Start moving your units out of the left lane if you haven’t been doing that already.

  1. The second ball roll happens at 1:59. If you brought any cover you want to drop it after 2:05.

Lane 3 - 2:00 - 1:00 on the clock

  1. Shiro will move to the right lane.

  1. The next set of bombs are thrown at 1:30. Shiro is now throwing 4 bombs and they do 2x damage. It is now very likely your team will be wiped if you are not repositioning.

  1. The next four bombs are thrown at 1:12.

  1. The third ball roll happens at 0:55. If you brought cover you want to drop it after 1:00

Lane 4 - 1:00 - 0:00 on the clock

  1. An on recc-level team will likely have triggered groggy some-time within the previous minute. This will reset Shiro’s attack pattern back to the beginning of the timeline.
  1. If this is the case and you know you can survive the weaker bombs, go as hard as you can on DPS. There is no more death threat now.

  1. If you have not triggered groggy by now, you are in for a really bad time. It’s impressive you haven’t wiped yet.
  1. Focus on staying alive but don’t let up the damage. The timer is about to end so it might not matter if you get a death or two - do what you can to chip Shiro as much as you can so that your next team has less work to do.
  2. If you are not even close to dying but you still did not trigger groggy, you may be bringing too many survival tools at the cost of DPS. Try exchanging some of your survival units (tank, healer, repositioner) for a DPS or buffing unit.

  1. Timer ends, repeat from beginning with the next team.

Strategies

--------------------------------------------------------------------------------------------------------------------------

Strat#1 - “Just Kill It lol”

        Consistency: S-for stress

Typical Team Comp:

  • DPS
  • DPS
  • Maybe a healer
  • More DPS

        

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

--------------------------------------------------------------------------------------------------------------------------

Strat#2 - Healers + Repositions

        Consistency: A

Typical Team Comp:

  • DPS
  • Repositions, shielding optional
  • Healers

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.

--------------------------------------------------------------------------------------------------------------------------

Strat#3 - “Shizuko Stall”

        Consistency: S

Typical Team Comp:

  • Any strikers
  • Shizuko and a Healer
  • Optionally: A solo non-blue striker with cheap EX cost like Iori

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.

Here’s an example run.

You could also just include Shizuko on your main team, that works too.

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Phase 2 - Kuro

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

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:

  • Reposition your units outside of the indicated AOE using repositioning abilities
  • If you successfully dodge the attack, it is possible for Kuro to sometimes attack themselves. This will do minor damage and will build up the groggy gauge.
  • Kuro is momentarily stunned after filling up the groggy gauge, resetting attack patterns and their ATG.

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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.

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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.

--------------------------------------------------------------------------------------------------------------------------

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.

Example Runs

--------------------------------------------------------------------------------------------------------------------------

Shirokuro Extreme

13,811,836 score, 1 team, Indoors clear by Adipose9 : Blue Archive - ShiroKuro Raid - 1 Team Clear - Extreme - Indoor - 13,811,836

Shirokuro Hardcore

7,384,212 score, 1 team, Indoors clear by Toir :

【ブルーアーカイブ】 シロクロ HC 「738万」

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.

Hieronymus

LINK TO WIKI

VIDEO GUIDE

Average number of teams at rec-level: 1-2

Phase 1

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

--------------------------------------------------------------------------------------------------------------------------

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:

  • Heal the affected unit to full hp. The curse will be removed.
  • If a student is shielded while they are already full hp, the curse will be instantly removed without you needing to heal the cursed student.

Phase 2

Basic Info

--------------------------------------------------------------------------------------------------------------------------

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:

  • You must use the red relic . Keep an eye on his skill bar and make sure you know when it’s about to hit 3. Once it gets very close keep an eye on his left staff. If the left staff glows red he is about to cast the wipe. When the 3 bars disappear he has already started casting; you can still make it but you don’t have much time left. You MUST heal the red relic during these moments, because you will not be able to cancel the attack once he gets past a certain point in his cast.
  • If you miss the timing you can always pause and press the restart button  :^)

GIF version:

https://imgur.com/a/5MvO484

Youtube Vid (2mins)

Mirror Link

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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:

Example Teams

Unit considerations

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

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

Pre-fight EX selection:

Start with at least one healer at the beginning.

Beginning of the fight - 4:00 - 3:00 on the clock

  1. Immediately heal the green relic, don’t try to do anything else. This will put it on “cooldown” for the next 30 seconds and get you your first damage taken stack.
  1. <- the damage taken stack looks like this. You will see it above the boss’s hp bar.

  1. <- this cross and wreath indicates a healing reduction debuff, and for the purposes of this guide it will also indicate when the relic is on “cooldown”. As a general rule, do NOT heal the relic while this debuff is up.
  1. You may eventually learn that very strong healers can brute force the relic through this debuff anyway - but if you’re reading this guide you shouldn’t worry about that yet.

  1. Cycle through your EX skills until you get your lantern healer again. The damage you deal at the moment does not matter because the boss is too tanky. Usage of big buffs and large EX bursts will mostly be wasted. Also, if your team is squishy or if you are under levelled, focus on staying alive using your team healer.

  1. Once the healing reduction debuff has gone away, heal the relic again.
  1. This heal, wait, heal, wait, heal, wait cycle will repeat until the boss dies, you time out, or you reach 5 stacks.

  1. Before the timer reaches 3:00, make sure your team healer is ready to heal the curse. The curse will be applied at roughly 2:57
  1. If you only have one healer flexing lantern and team healing role, be mindful that if you healed the relic for the second stack earlier, you may not have your heal up in time. If you have difficulty managing this part, you should be running two healers

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

  1. If you have been healing the relic immediately off “cooldown” every time, you should have 3 stacks by roughly 2:40. Slower teams may have only 2, that’s ok too.

  1. At this point the damage you deal starts to matter. Start working buffs and DPS into your rotation.

  1. Don’t forget to keep healing the relic, and your team if they are in threat of dying.

  1. Before the timer reaches 2:10, make sure your team healer is ready to remove the curse that will be applied at roughly 2:03
  1. IF YOU STARTED THE FIGHT IN PHASE TWO, there will be a raid wipe before this curse. Make sure your relic healer is ready to top up the red relic before 2:20. When the wipe finishes the boss will cast the curse shortly after, so you will need both healers ready.

  1. A fast team will have 5 stacks shortly after (or before) the second curse. At this point you can forget your relic healer and start going hard on the DPS. You will still need your team healer though.
  1. A slower team might only get their 5th stack as the last minute approaches. That’s ok too.

As a general guideline, most teams are looking to stack 5 by 1:45

  1. Before the timer reaches 1:20, make sure your team healer is ready to remove the curse that will be applied at roughly 1:15. Otherwise, keeping cycling DPS at it is now far more impactful than before.
  1. The curse timing can sometimes be delayed if you transitioned to Phase two before this. It can happen as late as 1:05.

End of the fight - 1:00 - 0:00 on the clock

  1. At this point you should definitely have 5 stacks. The only times you won’t is if you’re using weaker side teams to try get some chip damage in.
  1. If this is the case, there is no general rule for if you should stack or let it go. This will be at your own discretion.

  1. Regardless of the above, DPS needs to gogogogogo without stopping. This is the point where you deal the most damage compared to any other time because of the stacks.

  1. You can forget team healing. Just stack damage harder, there’s nothing else to really worry about.

  1. There is one more curse between 0:25 and 0:10 on the clock. But almost all the time you can totally ignore this curse because it happens too late to matter. You may need to worry about it if:
  1. This curse is on your main DPS
  2. It goes on a conveniently positioned student so that it would result in your whole team exploding

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).

  1. If your team started the fight in phase two, there will be a raid wipe around 0:30. Make sure your relic healer is ready for this.

  1. Raid ends. Repeat with a new team until the boss is dead.

Strategies

--------------------------------------------------------------------------------------------------------------------------

“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.

--------------------------------------------------------------------------------------------------------------------------

Example Runs

--------------------------------------------------------------------------------------------------------------------------

Hiero Extreme

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) 

Hiero Hardcore

7,364,266 score, 1 team, Urban clear by Toir:

【ブルーアーカイブ】ヒエロニムスHC「736万」

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)

Chesed


LINK TO WIKI

Average number of teams at rec-level: 2-3

Phase 1

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Skills

The mobs are your typical run of the mill automatons, however each of them have some unique attributes.

  • Soldiers: Launch a suicide attack against the nearest student if left alive for a certain amount of time
  • Drones: Launch a suicide attack against the nearest student if left alive for a certain amount of time
  • Turrets: Ignore your tank and target your backline
  • Goliaths: Launch a powerful AOE attack if left alive for a certain amount of time

How to deal with this:

  • If your team is built properly you should never see these abilities. Seeing them is a sign that either your team is horrid or you are doing a difficulty level too high (or you’re a terrible sensei).
  • However, IF you are really adamant on trying to do the next difficulty below recommended levels, you can actually CC cancel the suicide attacks from the drones and soldiers. The suicide bomb is indicated by a twitching animation and a speech bubble. Simply apply CC when you see this and it will delay the suicide attack until it happens again.
  •         Apply CC when you see this (or kill it faster)
  • You can CC cancel the Goliaths ability as well

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

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

  1. The first wave spawns in an arch-like pattern. The front half of the wave will spawn immediately while the back half will spawn a few seconds later.
  1. Cone shaped or circular shaped AOEs are ideal for killing this wave

  1. After the previous wave dies, the second wave of enemies will spawn in the same arch-like pattern. Approximately 5 seconds after this wave spawns, the door on the left will open and spawn another wave of soldiers.
  1. Many AOE abilities can catch the soldiers running out of the door in one go. It is not a bad idea to pre-aim the door

Second Room

  1. Walking into the second room, the side turrets will spawn first before a wave of enemies spawn in the middle.
  1. Most rectangular shaped AOEs can hit the entire spawn here

  1. 5 seconds after the side turrets spawn, 5 soldiers will enter the room from the back left.

  1. When the previous wave and the 5 soldiers all die, another pair of turrets and the Goliath will spawn. Shortly after another wave of mobs will spawn in the centre of the room.

  1. Immediately after, a large horde of mobs will spawn on the left door in a similar manner to the first room.

  1. You will proceed to phase two after killing all these mobs.

Phase 2

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.

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

Skills

--------------------------------------------------------------------------------------------------------------------------

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:

  • If your team is built properly you should never see this attack. Seeing it is a sign that either your team is horrid or you are doing a difficulty level too high (or you’re a terrible sensei).

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Strategies

--------------------------------------------------------------------------------------------------------------------------

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.

Example Runs

--------------------------------------------------------------------------------------------------------------------------

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.

Chesed Extreme

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:

【ブルーアーカイブ】 ケセド EX 2凸「1229万」

Chesed Hardcore

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


Binah

Average number of teams at rec-level: 2-3

All phases

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

Basic Info

--------------------------------------------------------------------------------------------------------------------------

Stats

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

General Team Building

--------------------------------------------------------------------------------------------------------------------------

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.

Example Teams

Simplified Timeline

--------------------------------------------------------------------------------------------------------------------------

Binah’s behaviour and your own actions against it doesn’t really “scale” with time. Simply:

  1. Apply DEF down
  2. Do DPS
  3. Heal/shield when necessary

Example Runs

--------------------------------------------------------------------------------------------------------------------------

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.

Binah Extreme

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)

Binah Hardcore

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)

Best-In-Slot Teams Per Banner / Clear History

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:

Year-Month-Date, Boss, Terrain, Banner

2023-07-05, Gregorius, Indoors, Summer Gehenna rerun

Notes:(Source)

262 Tmt Clears

15,222 Ins Clears

2023-06-14, HOD, Indoors, Minori

Notes: (Source)

2,661 Tmt Clears
76,584 Ins Clears

2023-05-31, Perorodzilla, Outdoors, Rumi/Mina

Notes: (Source)
560 Tmt Clears
21,249 Ins Clears

2023-05-17, Kaiten, Outdoors, Summer Trinity

Notes: (Source)
821 Tmt Clears
56,384 Ins Clears

2023-05-03, Shirokuro, Urban, Maid Arisu/Bunny Toki

Notes: (Source)
523 Tmt Clears
28,218 Ins Clears

2023-04-12, Chesed, Indoors, Kaho

Notes: (Source)
944 Tmt Clears
42,569 Ins Clears

2023-03-29, Binah, Outdoors, New Years 68

Notes: (Source)
307 Tmt Clears
99,647 Ins Clears

2023-03-15, Goz, Indoors, Koyuki

Notes: (Source)
278 Tmt Clears
15,591 Ins Clears

Student picks breakdown (Twitter)

Student picks breakdown (Reddit)

2023-03-01, Hieronymus, Urban, Toki/Nagisa

Notes: (Source)
1,163 Tmt Clears
35,598 Ins Clears

Student picks breakdown (Twitter)

Student picks breakdown (Reddit)

2023-01-18, Shirokuro, Indoors, Mine

Notes: 14,007 Ins Clears

2023-01-04, Hieronymus, Indoors, New Years Haruna/Fuuka

Notes: 17,926 Ins Clears

2022-12-21, Perorodzilla, Indoors, Christmas Serina/Hanae

Notes: 9,133 Ins Clears

2022-12-07, Chesed, Indoors, GameDev Club

Notes: 11,383 Ins Clears

2022-11-16, Binah, Urban, Himari

Notes: 19,088 Ins Clears

2022-11-02, Goz, Indoors, Track Yuuka/Mari

Notes: 5,596 Ins Clears

2022-10-19, Kaiten, Outdoors, Hibiki/Ako

Notes: 14,246 Ins Clears

2022-10-05, Shirokuro, Urban, Noa/Cheerleader Utaha

Notes: 9,475 Ins Clears

2022-09-14, HOD, Urban, Shun/Natsu

Notes: 9,944 Ins Clears

2022-08-31, Hieronymus, Urban, Kazusa

Notes: 10,507 Ins Clears.

2022-08-09, Perorodzilla, Outdoors, Saori

Notes: 2,871 Ins Clears

2022-07-27, Chesed, Outdoors, Swimsuit Chise/Izuna

Notes: 5,390 Ins Clears

2022-07-13, Binah, Outdoors, Hina/Hoshino

Notes: 14,432 Ins Clears

2022-06-15, Hieronymus, Indoors, Atsuko

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

2022-06-01, Kaiten, Urban, Misaki/Hiyori

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

2022-05-18, Shirokuro, Indoors, Tsukuyo

Notes: 3,517 Ins clears

2022-05-04, Perorodzilla, Indoors, Iroha/Kaede

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

2022-04-13, Chesed, Indoors, Miyu

Notes: 1,253 Ins clears, with 1234 of them being 3pan or better clears. Your chances are slim if you don’t meet reqs.

2022-03-30, HOD, Urban, Miyako/Saki

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

2022-03-16, Binah, Urban, Twins/Iori

Notes: 3,116 Ins clears

2022-03-02, Kaiten, Outdoors, Ui/Hinata

Notes: 2,876 Ins clears

2022-02-16, Shirokuro, Urban, Koharu/Haruna

Notes: 2,765 Ins clears. Well over 10k Ext clears.

2022-02-02, HOD, Urban, Chihiro/Sena

Notes: More than 13,000 Ext clears

2022-01-12, Perorodzilla, Outdoors, NY Serika

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

2021-12-29, Chesed, Outdoors, NY Aru/Mutsuki

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

2021-12-15, Hieronymus, Indoors, Onsen Nodoka

Notes: 9,340 Ext clears

2021-11-30, Binah, Outdoors, Onsen Cherino/Chinatsu

Notes: 14,895 Ext clears

2021-11-24, Perorodzilla, Indoors, Ako

Notes: Last slot for blue dps was quite versatile. 5,739 Ext clears

2021-11-09, Kaiten, Urban, Miku

Notes: Tankless strat was done only by the top~20. Rest of the top100 had the “typical”:

10,750 Ext clears

2021-10-27, Perorodzilla, Indoors, Natsu

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

2021-10-13, Shirokuro, Indoors, Bunny Asuna

Notes: 10,560 Ext clears

2021-09-29, Kaiten, Outdoors, Bunny Karin/Neru

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

2021-09-23, Hieronymus, Urban, Hibiki

Notes: About 3,500 Ext clears

2021-09-09, Chesed, Outdoors, Casual Saya

Notes: 1pan 2openings was possible. 1opening wasn’t possible, even with retreat strat.

1,910 Ext clears

2021-08-26, Hieronymus, Urban, Small Shun

Notes: 2,467 Ext clears

2021-08-12, Shirokuro, Urban, Riding Shiroko

Notes: 8,105 Ext clears

2021-07-29, Kaiten, Outdoors, Swimsuit Hina/Iori

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

2021-07-15, Chesed, Indoors, Swimsuit Hifumi

Notes: 1pan was not possible. Team 2 came in with the retreat strat and did two openings. About 900 Ext clears

2021-06-30, Shirokuro, Indoors, Swimsuit Azusa/Mashiro

Notes: 1pan was not possible. About 1100(?) Ext clears

2021-06-24, Hieronymus, Indoors, Hifumi

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

2021-06-10, Binah, Outdoors, Koharu

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.

2021-05-27, Hieronymus, Indoors, Azusa

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).

2021-05-13, Shirokuro, Urban, Yuzu

2021-04-29, Chesed, Outdoors, Cherino

2021-04-08, Binah, Urban, Midori/Momoi

2021-03-25, Shirokuro, Urban, Arisu

Changelog

  • 2024-04-15: Finished Kurokage guide
  • 2024-04-13: Modernised Goz, Binah, and Chesed Teambuilding charts.
  • 2024-02-05: Added Teambuilding charts to Wakamo. Started updating older teambuild charts
  • 2024-01-07: Completed Wakamo guide excluding Teambuild charts
  • 2023-12-08: Added Teambuilding chart to Greg, completing the Greg guide
  • 2023-09-17: Greg guide mostly finished.
  • 2023-09-16: Started Greg guide
  • 2023-07-15: Added timeline guidance to all bosses
  • 2023-07-14: Updated the extremely out of date healer section for hieronymus. Also updated some extremely out of date segments in Shirokuro and added timeline
  • 2023-07-11: Added a guided timeline to Hieronymus. Will eventually add these for other bosses
  • 2023-02-28: Minor updates to HOD
  • 2023-01-09: Changed all references of “totem” to “relic” for Hieronymus. Added HP table for relics.
  • 2022-12-08: Finished Goz Guide
  • 2022-09-23: Fixed an issue with the team building guides where images would be un-readable in dark mode because of the transparent background. All images now have white backgrounds.
  • 2022-09-19: Updated General Team Building Guides - Removed the watered down tierlist and made it clear how to actually build a team
  • 2022-08-08: Updated some out-of-date General Team Building charts
  • 2022-06-11: Changed to pageless format. Added basic stat tables to all bosses and expanded basic information on Chesed. Also various other minor adjustments and additions
  • 2022-01-27: Added additional strategies for ShiroKuro discovered by KR players
  • 2022-01-26: Added history of number of ext clears as notes to the BIS teams.
  • 2022-01-20: Added history of BIS/Top100 teams used by JP players per raid/banner
  • 2021-12-30: Updated team building charts for Ako, and added more example runs
  • 2021-11-10: Added example runs to each boss
  • 2021-10-29: Updated guide for Perorodzilla
  • 2021-10-19: Updated with little of what we know of Perorodzilla from dev stream
  • 2021-09-30: Updated Kaiten team building charts for Bunny Neru
  • 2021-09-18: Updated Kaiten P1 for Juri strat
  • 2021-09-11: Updated Chesed charts for C_Saya and double Iori
  • 2021-08-29: Added extra bits about specific units to Hieronymous
  • 2021-08-17: Added a bit of extra info and strats to Kuro
  • 2021-08-15: Ver1 of doc finished