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Date Created: 15 October, 2020

Last Updated: 3 November, 2020

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Table of Contents

Pre-Raid Notes 4

Abridged Guide 6

Phase 1

Dungeon Set 1 7

Dungeon Set 2 10

Dungeon Set 3 29

Dungeon Set 4 35

Phase 2

Dungeon Set 1 46

Dungeon Set 2 49

Dungeon Set 3 55

Rewards 94

Related Information 115

Sources 117

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Pre-Raid Notes

Raid:

5938 Exo

16 Man Raid

Entry Cost: 30 Aiolite

Phase 1 Timer: 40 mins

Intermission Timer: 5 mins

Phase 2 Timer: 40 mins

4 Tokens Per Dungeon

Available: Friday, Saturday, Sunday

Recommended Cutline:

DPS: 125b

SYN: 100b

BUFFER: 30k

Don’t have to follow this exactly. If you’re 5/3/3 or 3/3/3/2 with good enchants, +11 reinforcements / +8 refine, avatars, creature, title, etc. then you’re good to go. If a party member is lacking, compensate with other strong members.

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Bullet Time

Press Tab to slow down time.

Only available to party leader.

Usable when Tab is not darkened.

Can press Tab again to stop slowing down time. ~8s of slow down on a full gauge.

Important for interacting with raid gimmicks.

*Make sure you know what key you use to use this if you have changed your key bindings.

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Abridged Guide

Phase 1

  • Dungeon Set 1: Count the souls. Beat up the boss in order.
  • Dungeon Set 2: Beat up the bosses.
  • Dungeon Set 3: Beat up the bosses.
  • Dungeon Set 4: Beat up the bosses. Drop fire on Nex and Vita for groggy.

Phase 2

  • Dungeon Set 1: Beat up the bosses.
  • Dungeon Set 2: Beat up the bosses.
  • Dungeon Set 3: Clear outer dungeons repeatedly. Survive the Sirocco fight. Beat up Sirocco.

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Phase 1: Dungeon Set 1 (Gateway of Laws)

Each party takes 1 of the 4 dungeons.

Consists of a door mini-boss and a gatekeeper boss.

Door miniboss is a sandbag and easy to take out. It will summon squishy mobs. Either beat up the door or protect the cannon and let the cannon fire at the door, dealing 25% hp.

Door HP: ~550b

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Destroyed Gate: Nameless Gatekeeper

HP: ~980b

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Nameless Gatekeeper: Souls

Before you fight, take note of the purple soul(s) that go into the boss.

There will be 1 - 4 of them.

Call/Type out how many your boss got.

This tells you the order of the dungeons that should be cleared. (1->2->3->4)

The party that has 1 soul kills the boss first, then the party with 2 souls kills, then 3, and then 4. You may lower boss hp but do not kill unless your party up next.

BGM also changes according to the amount of souls your team got.

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Phase 1: Dungeon Set 2 (Gateway Of Intelligence)

Red party goes into Dawn at the top of the map to let the rest of the teams access the other 3.

Dawn needs to be cleared before you can move on to the next part.

Night and Day dungeons will respawn after a period of time. Dawn does not respawn.

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Dungeon Set 2: Strategy

Recommended order is to let red party take dawn, orange take illusion, yellow/green take night or day. Red can wait before boss room until all damage boosting dungeons are cleared.

Clearing day: slightly increases the damage taken of monsters in dawn, stops special mobs from spawning in Illusion and Dawn.

Clearing night: slightly increases the damage taken of monsters in dawn, stops blind status from inflicting on the team in Illusion, stops Dawn boss from getting damage boosts.

Clearing illusion: greatly increases the damage taken of monsters in dawn, stops defense reduction from inflicting on the team in Illusion.

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Day of Return: Beastmaster Marcelo

HP: ~1.3 tril

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Marcelo: Strategy

Nothing to worry about.

Dodge and kill boss with all your skills.

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Night of Terrors: Sure Shot 6 Raina

HP: ~1.3 tril

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Sure Shot 6 Raina: Strategy

6 Shot Raina appears in random locations except for the starting room and the rooms at the very end of the horizontal parts of the map.

Dodge and use all skills to kill the boss.

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Phantasm: Blasting Tra and Absorbing Tana

HP: ~1.5 tril

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Tra & Tana: Pile Driver

One of the attacks is a pile driver on one player.

Move up or down to dodge.

If dodged, they go into a short groggy.

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Tra & Tana: Slime Tornado

Dodge the tornados coming at you.

When the final big explosion is about to happen, party leader should use bullet time to ensure that people have the time to get out of the way.

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Tra & Tana: Slime Punch

One player will be held if a skill is used and punched by the other slime.

Holding part can be dodged by baiting the hold and using bullet time to get out of the stun. It will result in a short groggy.

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Tra & Tana: Groggy

Slimes will go into the air and slam on the ground, creating pools that will slow players down and some explosions on the ground.

After a bit, there will be two lines connecting one of the bosses and a player.

Players with the line should cross over each other and make the bosses slam into each other to trigger groggy.

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Dawn: Hanielle of Seduction

HP: ~4.26 tril

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Hanielle: Heart

When entering the boss room, a player can pick up a heart mark.

The number on top goes up over time and, unlike the one in pwar, it does not go up when hit.

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Hanielle: Players with Heart

The player with heart should touch and stand to destroy the Haniere clones and swamps on the floor.

Swamps will deal significant damage while on the map and will explode after the end of the pattern.

Standing on the swamps with the heart will take several seconds to fully clear.

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Hanielle: Moving Heart to Another Player

Stay on top of the player with the heart for about 2 seconds and you’ll take it from them.

Doing this resets the number on the heart.

Players that had the heart before can not take it away again until the purple effect on them is gone.

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Hanielle: When Heart Gets To 100

The player with the heart will be super held for a bit and the heart will fall to the floor.

Be careful to not die while you’re immobile.

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Hanielle: AoE Attack

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Hanielle: AoE Attack

You can tell which one is the real one by looking at the boss name or her inflicted statuses.

Use bullet time and beat up the real one to empty out the orange bar and stop the attack. Recommended to use bullet time when boss is at either 3 o’clock or 9 o’clock so that it is easier to hit her.

Boss will go into a short groggy when successful.

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Hanielle: Groggy

Hanielle will place a big heart at the center and draws circles around that.

Party leader can use bullet time to get into position to see the order of circle creation.

Move into the circle that was created 1st until it lights up then repeat for the one that was created 2nd, then the 3rd, 4th, 5th, etc.

After successfully taking out the circles, she goes into groggy.

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Phase 1: Dungeon Set 3 (Gateway of Trials 1)

Clear top two to move on to the next part. Bottom two continue on to the next dungeon set.

Red and Orange should take top two.

Yellow and Green take bottom two.

If the bottom two are not cleared within the timer (shown below the dungeon on the map), the raid will reset. The bottom two will keep respawning.

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Mirror of Suffering: Drifting Gurumi

HP: ~1.33 tril

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Drifting Gurumi: Strategy

Watch out for this attack shown on the right.

Boss spits out balls that explode from the mouth. The yellow projectiles deal high damage.

Don’t stand in front of his mouth during his attacks or else you’ll die very quickly.

Can rush down.

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Fragment of Memory: Devouring Gusty

HP: ~1.95 tril

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Gusty: Swallow

Gusty will swallow one of the players.

Beat Gusty up to get the player out of there.

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Gusty: Groggy

An attribute mark is created on top of the head of the boss that will be eaten.

Attribute can be changed by hitting the mark. If it is changed to be the opposite of the one the boss has, it will enter groggy. If failed, it will deal an aoe attack.

Recommended to ignore this gimmick, dodge the aoe and kill the boss.

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Phase 1: Dungeon Set 4 (Gateway of Trials 2)

Gateways must be cleared to move on to the next part.

Recommended route is to let Red and Orange take the gateways, Yellow and Green take the dungeons on the bottom right.

If there is time, Yellow and Green clear the castle dungeons to boost the damage of the parties in the gateways. Left castle boosts left gateway, right castle boosts right gateway.

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Castle: Shattering Rodos

HP: ~1.33 tril

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Rodos: Strategy

Only thing to watch out for is the burying move. The player that is stuck needs to be helped out by another player.

Recommended to use bullet time to save the player that is stuck in the ground by standing next to them.

Can burst and kill boss.

Triggers damage buff to respective gateway when boss is killed. Can stack the damage buff if cleared repeatedly up to 5x.

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Left Gateway: Vita of Mercy

HP: ~4.27 tril

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Vita of Mercy: Entry

Upon entering the room, one player will need to jump on the white spots on the ground and reach the other side before the blue bar fills up.

If blue bar fills up, the rest of the fight will have flowers that will inflict sleep status on players.

Players will periodically receive damage.

Recommended to use 1 player to cross the path. The circles can fade away.

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Vita of Mercy: White Vines

White vines and light explosions are spawned around the map.

Dodge them and when the boss knocks all players down, hold quick rebound.

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Vita of Mercy: Groggy

Text will appear on screen. All players have to dodge the white balls thrown at them.

One of the players will have a red shrinking circle on them. This player needs to stand on top of the boss and let that ball hit the boss. Repeat 4 times and boss will in groggy.

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Right Gateway: Nex of Justice

HP: ~4.27 tril

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Nex of Justice: Entry

Same as the left gateway entry gimmick.

Walk along the circles until you reach the other side.

Players will periodically receive damage.

If failed, a pad of continuous damage will be placed on the field throughout the entire battle.

Recommended to use 1 player to cross the path. The circles can fade away.

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Nex of Justice: Red Vines

Same as left gateway vine gimmick.

Dodge stuff on the ground. Then, quick rebound when everyone is knocked down by the boss.

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Nex of Justice: Groggy

Text will appear on screen. All players have to dodge the red balls thrown at them.

One of the players will have a white shrinking circle on them. This player needs to stand on top of the boss and let that ball hit the boss. Repeat 4 times and boss will be groggy.

Exactly the same as left gateway groggy.

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Phase 2: Dungeon Set 1 (Hall of Immateriality Lv3)

Clear all 4 dungeons to move on to the next part.

All 4 dungeons are easy enough to rush through and clear.

Dungeons consist of finding the boss and killing.

Boss HP: ~1.33 tril

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Hall of Immateriality Lv3: Sirocco’s Nightmare

HP: ~1.33 tril

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Sirocco’s Nightmare: Strategy

Spawns in a 4x2 map.

Nightmare has high damage attack patterns but parties should be able to rush down the boss before any of them. Even weaker parties should be able to rush the boss.

Use Bullet Time to deal damage more easily.

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Phase 2: Dungeon Set 2 (Hall of Immateriality Lv2)

Clearing dungeons on the left will boost the damage of the parties in the right dungeon.

Clear both right side dungeons to move on to the next dungeon set.

Red and Orange take the dungeons on the right. Yellow and Green take the left dungeons. Left dungeons are easy enough to rush through. When left dungeons are cleared, right dungeon will enter groggy.

Unconscious Coffin Boss HP: ~1.33 tril

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Altered Subconsciousness: Old Hag in the Dream

HP: ~1.33 tril

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Altered Subconsciousness: Old Hag in the Dream

Green fire and tornado attack deals high damage and sucks players in.

Laser attack targets every player. There will be a puddle of water that can reflect the laser back at the eyes. Use Bullet Time to reflect. Causes groggy if successful.

Killing Nightmare will stop Sirocco’s pattern and cause groggy. It is recommended to wait until the Sirocco party has their cooldowns ready.

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Consciousness: Sirocco

HP: ~3.13 tril

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Sirocco: Smoke Gathering

Players should all stack. One player will take in the smoke and take turns filling the orange bar. Do not fill the bar completely or else the party takes heavy damage.

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Sirocco: Groggy

When boss is in groggy, it is recommended to use bullet time to maximize damage during groggy.

Can ignore attacks and rush boss down if there is enough damage.

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Phase 2: Dungeon Set 3 (Hall of Immateriality Lv1)

Final dungeon set of the raid.

Raid ends when Sirocco is defeated.

Sirocco is located in the inner three dungeons. Outer dungeons will open when a party is fighting Sirocco.

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Phase 2: Dungeon Set 3 (Intangible Coffin Level 1)

Clearing the suppression dungeon will change Sirocco’s forms.

Suppression dungeon should be cleared until the place where the real Sirocco hides is at the 12 o’clock position. This is shown by a smoke effect on the top most dungeon and Sirocco and a video plays.

Negation dungeon must be continuously cleared. It has a 5 min timer. If timer reaches 0, raid resets back to the beginning of Phase 2.

Suppression Respawn Timer: 30 sec

Negation Respawn Timer: 2 min 30 sec

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Dungeon Set 3: Strategy

Example Route:

Negation should be cleared asap. Suppression should be cleared until Oblivion resonates with Sirocco. Oblivion should be cleared when the inner parties are ready for groggy.

First round, Red Orange enter Sirocco while the Yellow Green clear the outer dungeons. Green enters Sirocco.

Second round, Yellow enters Sirocco and Red Orange take outer dungeons until Encroached status is lifted.

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Denial Dungeon: Sirocco’s Nightmare

HP: ~1.33 tril

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Sirocco’s Nightmare: Strategy

Similar to previous Sirocco’s Nightmare

Nightmare has high damage attack patterns but parties should be able to rush down the boss before any of them. Even weaker parties should be able to rush the boss.

Use Bullet Time to deal damage more easily.

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Suppression Dungeon: Assassin in the Fog, Kane

HP: ~1.78 tril

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Suppression: Finding Kane

Kane will randomly spawn on the edges of a 4x4 map. Move to the correct location to find and fight him.

All other rooms just have a small group of normal enemies.

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Kane: Clones

Usually, parties can rush down Kane before this gimmick.

Kane will release smoke and the players have to find the real body of Kane. The clones will have about 600 bars of HP while the real body will have about 1200 bars of HP. Check by tapping one. This will repeat 3 times.

Or you can use bullet time to find the real body right away since the real body will be surrounded by white fog.

Recommended to have a strong party take on Kane.

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Oblivion Dungeon: Roxy

HP: ~1.78 tril

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Roxy: Lightning

Roxy’s lightning attack should be dodged. If a player is hit by lightning, they will be sucked into the orb above Roxy and be dealt heavy damage.

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Roxy: Blood Orbs

All but one player will have their HP taken away. The player that did not have their HP taken will have a red circle and constantly generate orbs that fly to Roxy.

If a player approaches the red circle, they will be knocked away and create a small explosion around the circle.

If a player blocks the orbs that fly to Roxy, they will restore health. Block enough orbs to stop Roxy from making a powerful attack. If failed, go above or below Roxy.

Do not use cube skills during this gimmick. Cube skills will reset everyone’s cooldowns.

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Roxy: Preparation

Roxy will go into groggy after successfully doing the blood orb gimmick from the previous slide.

Roxy can be rushed down if party is strong enough.

When Roxy is defeated, she will enter an invincible state where players can trigger Sirocco’s groggy phase.

Players can trigger the Sirocco’s groggy state by moving into one circle, move to Roxy, move to other circle, move to Roxy. Do not trigger Sirocco’s groggy if the teams fighting Sirocco are not ready.

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True Coffin: Leveche, Sirocco Devoid of Self

HP: ~8.89 tril

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Sirocco (Queen Form): Portals

Stand near the bottom of the screen and watch Sirocco closely.

Enter the opposite portal of the one that Sirocco with a purple afterimage enters.

Use Bullet Time if necessary.

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Sirocco (Queen Form): Crystals

Magic circles will be created on the ground. Small ones will create small crystals that you hit to knock them into Sirocco. Big circles will create large crystals with the player inside them. Hit this one to knock it into Sirocco.

Knocking enough crystals will stop the crystal attack. It is difficult to stop the attack using only small crystals so take the big circles to stop the attack.

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Sirocco (Queen Form): Wind

Easy attack.

Just dodge and enter the circles when they appear.

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Sirocco (Queen Form): Open Your Eyes (1)

This is a two part attack. There are two forms of the attack. The form that Sirocco chooses will be randomized.

The first form will have Sirocco move to the center and throw herself into a dimensional crack.

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Sirocco (Queen Form): Open Your Eyes (1)

If you see ripples on the ground, face away from Sirocco and prepare to quick rebound.

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Sirocco (Queen Form): Open Your Eyes (2)

Sirocco will open a dimensional crack in the center and smaller ones on the field.

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Sirocco (Queen Form): Open Your Eyes (2)

If you see dimensional cracks, face towards Sirocco and prepare to quick rebound.

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Sirocco (Queen Form): Nen Guard

Sirocco will cover the entire field with circles that will explode.

Nen shields will appear on the left and right sides.

Each nen shield can only hold two players so plan accordingly.

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Sirocco (Queen Form): Nen Guard

One of the pair of players in a nen shield will be immobilized.

The other set of players must run over a magic circle to collect yellow energy and jump into the dark orb to free the other players.

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True Coffin: Leste, Sirocco Devoid of Thought

HP: ~8.89 tril

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Sirocco (Prince Form): Bombing

Sirocco will bomb all players. Be careful to not overlap players or else they will take damage.

The bombs may suck the player in and hitstun them. Use bullet time to escape.

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Sirocco (Prince Form): Sword Explosion

Sirocco will say something like: “Everything in this place is my strength”

Swords will fall on the ground around the field and is indicated by a purple circle on the floor.

Dodge the shockwaves from the sword hitting the ground by jumping. Then, stand behind one of the swords to dodge the explosion.

It is okay to have multiple people behind one sword.

The pattern ends after the final explosion that occurs after 3 sets of sword. Stand on Sirocco’s shadow to dodge the final one (no swords).

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Sirocco (Prince Form): Sword Rain

Several swords will fall on the field.

The swords will have either a purple or orange glow. They will explode in about 3 seconds.

Use bullet time when the swords stop falling and change color. This gimmick is near impossible without bullet time and/or enough people.

Decide beforehand on the color.

If the pattern is failed, stand in the corner with the fewest swords to reduce the damage.

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Sirocco (Prince Form): Supernova

Sirocco will hit the field with 5 beams of light and charges up an attack.

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Sirocco (Prince Form): Supernova

Counter Sirocco to make her drop a green orb. Pick up the green orb and stand on top of a green circle until the green pillar forms. Repeat for all green circles to stop the pattern.

If successful, Sirocco will be in a short groggy.

If you fail this pattern, use either bullet time or healing from pots or saders to survive the upcoming multi-hit attack.

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True Coffin: Ghili, Sirocco Devoid of Words

HP: ~8.89 tril

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Sirocco (Creature Form): Octo Slam

Dodge this by either staying close to Sirocco and jumping when she slams the ground, or by staying outside and running inside when she slams the ground. The outer attack deals high damage.

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Sirocco (Creature Form): Octo Confinement

2 players will be locked in a bubble and will be immobile.

If another player attacks the bubble, it will be moved in the attacking direction.

You can move the ones in a bubble to safety or ignore the pattern since it does not do much damage.

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Sirocco (Creature Form): Spider Cocoon

When a player is hit, they will be trapped in a cocoon and be immobilized. Other players can take them out of the cocoon by jumping and touching it.

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Sirocco (Creature Form): Spider Laser

Sirocco will summon lasers that rotate around two random players and around Sirocco.

The lasers will grow bigger and then shrink. They will deal massive multi-hit damage.

As soon as you see the red circle, keep your distance away from other players. Players that are on Sirocco should stay still. This attack is lethal.

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Sirocco (Creature Form): Bats

Marks random players with a red mark and blows bats towards them. It will deal massive multi-hit damage.

Unmarked players should be careful to not be near players that are marked.

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Sirocco (Creature Form): Magic Circles

Sirocco will become a giant snake and strike the ground, damaging players outside of a magic circle.

Only one player can be in one magic circle.

When done correctly, players will turn into an orb and from there, you enter another player’s body to control them.

Note: There will be input delay when controlling another player.

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Sirocco (Creature Form): Magic Circles

When the magic circles appear again, stand on top of the circles to end the body control pattern.

Only one player per magic circle.

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Sirocco (Creature Form): Snake Slam

A large circle will show. Attack to push Sirocco to one side of the field by attacking it and use bullet time to run away from the attack’s range.

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Sirocco (Creature Form): Snake Breath

Sirocco will move from side to side while firing a breath attack.

Jump over the breath attack to avoid damage.

When this pattern ends, either she uses the magic circle attack or end the snake form.

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Sirocco Groggy

When ready, the party in the Suppression Dungeon (Roxy) will trigger the groggy and players do a 25 second rotation.

If Sirocco is not killed, Sirocco’s HP between the three parties fighting Sirocco will be pooled together and saved.

Players who fought Sirocco will be encroached for 150 seconds.

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Rewards

Party Member Reward:

  • 3-4 Quartz Petals, 200 Undaunted

Card Flip:

  • 12-15 Petal Quartz, 20 Petal Quartz, 15 Petal Quartz + 15 Fine Petal Quartz, 12 Petal Quartz + Unique Card, or 12 Petal Quartz + 1 Tears/Faithfulness/Nostalgia of Thoughts.

Gold Flip:

  • 12 Petal Quartz + Legendary Card, + Mythic Equipment, + Sirocco Epic Equipment, + Sirocco PoW, or + Intangible Reverb

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Sirocco Ditto Quest

Quest Requirement:

437 Petal Quartz

Conversion Cost:

110 Petal Quartz

1 Epic Soul

Convert with the Forge of Light by talking to Grandis Gracia.

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Raid Shop

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Equipment Upgrade

A 100 epic weapon can be upgraded with Sirocco materials. Works like a mythic option.

Cost:

1 Immaterial Essence

50 Aiolite

10 Power Essence

Reroll Cost:

8 Petal Quartz or 1 Kaleido Box

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Equipment Upgrade (DPS/SYN)

Weapon will gain two extra options that will boost a random damage modifier. The modifiers include Attack Damage, Critical Attack Damage, Bonus Damage, All Attack, Str/Int, and PMI. It is recommended you roll for whichever values are lowest in your epic setup.

Option 2 activates with 3 other Sirocco equips. They do not need to be the same type (Ex: you can have 2 Roxy and 1 Nex)

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Equipment Upgrade (BUFFER)

Use the Calculator to see specific increases. The buffer stats are paired.

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Equipment Fusion

Sirocco equipment can be fused with existing 100 epics. Equips can come as Immateriality (bottom), Subconscious (ring), or Phantasm (sub equip).

Cost:

50 Aiolite

10 Power Essence

Unfuse Cost:

30 Petal Quartz

50 Aiolite

1 Epic Equip + 1 Sirocco Epic of Same Type

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Equipment Fusion

TL;DR

Nex: Overall good damage boost set

Assassin: CDR set

Roxy: Awakening damage booster set

Gatekeeper: Conditional elemental damage set

Rodos: Defensive set

*Note: These equips have “set effects” so you would want all 3 to be the same set.

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Equipment Fusion: Common Effects

Immateriality: All Attack +5%

Buffers: Lvl 30 skill +3% Str/Int

Subconscious: PMI +5%

Buffers: Lvl 50 skill +3% Str/Int

Phantasm: Skill Damage +5%

Buffers: +80 Vit/Spr/Int

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Equipment Fusion: Nex

Immateriality: Additional Attack 5%

Subconscious: Critical Attack +5%

Phantasm: Str/Int +5%

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Equipment Fusion: Assassin

Immateriality: Attack Damage +2%, 1-45 Skills -20% CD

Subconscious: Critical Attack +3%, 60-70 Skills -20% CD

Phantasm: Str/Int +3%, 75-80 Skills -17% CD

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Equipment Fusion: Roxy

Immateriality 1A +17% Skill Attack, 2A +17% Skill Attack, 3A +10% Skill Attack

Subconscious: 1A +17% Skill Attack, 2A +17% Skill Attack, 3A +10% Skill Attack

Phantasm: 1A +17% Skill Attack, 2A +17% Skill Attack, 3A +10% Skill Attack

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Equipment Fusion: Gatekeeper

Immateriality: Every 5 seconds increase one elemental attribute by 30. If the difference between your highest and lowest elemental damage is 170 or more, increase all elemental attributes by an additional 15.

Subconscious: Every 5 seconds increase one elemental attribute by 30. If the difference between your highest and lowest elemental damage is 170 or more, increase all elemental attributes by an additional 15.

Phantasm: Every 5 seconds increase one elemental attribute by 30. If the difference between your highest and lowest elemental damage is 170 or more, increase all elemental attributes by an additional 15.

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Equipment Fusion: Rodos

Immateriality: Additional Attack 4%, 20% Damage Reduction, Super Armor Generation.

Subconscious: Critical Attack +4%, +20 Elemental Resist, Recover 30% HP and MP if not hit for 10 seconds.

Phantasm: Str/Int +4%, Increase Attack and Cast Speed by 2% when attacking (Up to 15 Stacks. Decreases the stacks by 1 every 0.5 seconds when not attacking.), Increase Movement Speed by 5% every 0.2 seconds when dashing (Up to 20 Stacks. Decreases stacks by 1 every 0.5 seconds when not dashing.)

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Sirocco Raid Cards (Unique)

Sirocco Raid comes with new best in slot enchants.

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Sirocco Raid Cards (Unique)

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Sirocco Raid Cards (Legendary)

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Sirocco Raid Cards (Legendary)

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Titles

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Challenges

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Master of Sirocco Raid Event

Requisite information for guide event.

Hello, this is Melee. While I collaborated with Jeff for this guide, he let me submit it so that I can win a hat. Thank you Jeff.

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Related Information

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Related Information

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Sources

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Sources

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Sources