Light-element
Mage boss featured in the Dimensional Singularity rotation. Frontmost-target punisher: S1 deals 20% Max HP fixed damage if the front slot is not a
Defender. Damage taken scales with the boss's own buffs (+10%/buff), while damage dealt by the boss scales with debuffs inflicted on it (+5%/debuff). Immune to and .

Urd

Lv. 100Immunities
Skills

Establish : Fate Compulsion
Single TargetPrioritizes attacking the frontmost enemy.
If the target is not a
Defender, deals Fixed DMG equal to 20% of the target's Max Health.

Measure : Control Logic Reinforcement
CD 4All EnemiesAttacks all enemies and increases own Defense for 2 turns.

Execute : Causality Secured
CD 5All EnemiesAttacks all enemies and increases own Speed, Critical Hit Chance, and Critical Damage for 4 turns.

Objective : Past Protection
If self has a Defense increase effect, ignores 30% of the target's Defense. DMG increases by 5% per debuff inflicted on self. Curse and Fixed DMG taken by the boss cannot exceed 50000.

Factor : Absolute Fate
After attacking, Priority increases by 15%. (Effect doubles when Increased Defense is active.) DMG dealt to the boss increases by 10% per own buff.

Dimensional Rift
(Passive Effect) The boss monster's Priority increases after entering Berserk state. The following effects are added depending on rank.
Applies from RANK D: DMG dealt by all attacks increases and DMG taken decreases. The values increase as rank rises, reaching their maximum at SSS. (Up to 300%/200% respectively)
Applies from RANK B: Final DMG taken and WG DMG taken from targets without elemental advantage decrease by 70%/50% respectively.
Applies from RANK S: Increases the caster's Penetration by 30%.
Class Synergy: After an enemy acts, if there is exactly 1 enemy team member of the corresponding class, gains a special effect.
Mage: Enemy
Striker DMG increases by 8% (Max 10 stacks)
Striker: Enemy
Mage DMG increases by 8% (Max 10 stacks)
Healer: All enemies' DMG taken decreases by 8% (Max 10 stacks)
Defender: Boss Attack decreases by 2% (Max 5 stacks)
Ranger: The boss takes Fixed DMG equal to 1% of its Max Health

Enraged
All EnemiesEnters Berserk state every time enemies take 6 actions. Berserk Entry & Ultimate Skill: Deals DMG to all enemies and recovers WG by 10%. Skill DMG increases by 30% after attacking.
General Tips
- The more the boss self-buffs, the more damage it deals — prevent this with , , or .
- The more debuffs you inflict on the boss, the more damage it deals. Outside of a Gnosis Beth composition, minimize debuff usage.
- Skill damage ramps up with each Berserk phase (every 250k HP lost). Bring damage limit, , final DMG reduction or buffs to survive the late phases.
Gnosis Dahlia strategy
- Build around Gnosis Dahlia as solo carry — Hubris's Dominion provides the damage limit needed to survive Berserk burst phases. 6★ is strongly recommended; 5★ can work by resetting her S3 cooldown but costs many turns.
- Pick 3 sacrifice supports that hand off one-time buffs/debuffs then die. Mystic Sage Ame should stack 4–5 buffs before falling; Monad Iota, Demiurge Vlada, Eris, and Bryn sacrifice immediately before their first turn.
- Gear Gnosis Dahlia with

Revenge Set and ATK main stats to fuel her barrier; if her lifesteal keeps her alive, switch the accessory to Penetration. Weapon: 
Surefire Greatsword if the boss can't damage you, otherwise 
Violent Sledgehammer. - The sacrifice supports need no gear — just a Talisman (

Vanguard's Charm for AP battery) for bonus stats. Mystic Sage Ame is the exception: let her act (S3 then S2) to stack damage and boss down, dying on her second turn. Build credit: Laine.
Dark strategy
- No
Dark character has access to , and since the boss is immune to , you'll need to rely on , , and . - The boss is immune to , but you can suppress its gains with a
Ranger wielding 
Sacreed Edge or by applying .
Gnosis Beth strategy
- Build the team around Gnosis Beth : and .
- If you struggle with survival, equipping

Gorgon's Wrath helps keep defensive buffs like or active.
Mero strategy
- The whole strategy revolves around Mero and her kit. Each time she is healed, her skill cooldowns are reduced by 1.
- Build the team tanky enough to survive the boss's first hit, then buff Mero and let the team fall on the second hit.

Revenge Set is good but not mandatory. Avoid stacking
Speed to maximize counterattack opportunities.
Gnosis Dahlia team
Solo carry — the damage limit from Hubris's Dominion lets her survive Berserk burst phases. 6★ strongly recommended; 5★ works by resetting her S3 cooldown but costs many turns.
Sacrifice support (pick 3). EE boosts boss damage; she stacks buffs via Transcend (ATK at 5★, damage increase at 6★) and lowers boss on S3. Let her die after reaching 4–5 stacks.
Sacrifice support (pick 3). EE grants to
Dark allies. Let her die before her first turn.
Sacrifice support (pick 3). Transcend grants +20% ATK at 6★ (10% at 4★) — any 6★ Vanguard can substitute. Let her die before her first turn.
Sacrifice support (pick 3). EE grants to
Striker allies. Let her die before her first turn.
Sacrifice support (pick 3). EE grants +30% DMG while holding (60% at EE+10). Let her die before her first turn.
Dark team
Defender providing strong teamwide damage mitigation; also shortens the boss's buff durations.
, and .
Damage option that also brings and .
Gnosis Dahlia, Demiurge Astei, Maxwell
DPS options that deal damage without applying debuffs.
dual attacks and buff support.
dual attacks, AP battery and once damage ramps up.
AP battery and .
Gnosis Beth team
Main DPS — carries with .
and .
dual attacks.
Mero team
Main DPS — self-applies and .
Sustained to ensure Mero will always have her S2 ready.
Reduce the boss defense and boost ally damage.
Tamara, Skadi, Valentine, Holy Night's Blessing Dianne
/ buffers.
Summer Knight's Dream Ember, Demiurge Drakhan
buffers.


