Raid Bosses (12 total)

A high-difficulty raid that rotates every Sunday. The cycle runs 12 weeks, and you can clear each boss once per week (you may retry as often as you like after a loss). Defeating one gives a chance to recruit it as a 5-star ally, and Apex evolution takes it to 6 stars. Their HP runs from 72 million to over 100 million — far above the final story boss at 40 million — so stacked multipliers and high-value jewels are what actually get you there.

Crimson Dragon General
Week 1

Crimson Dragon General

Fire Lv 72

HP
78,000,000
Normal attack
9,635every 3 drops
Charge attack
24,0882.5× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Ember Songstress
Week 7

Ember Songstress

Fire Lv 73

HP
80,000,000
Normal attack
9,536every 3 drops
Charge attack
23,8402.5× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Azure Phoenix
Week 2

Azure Phoenix

Water Lv 73

HP
85,000,000
Normal attack
9,536every 3 drops
Charge attack
23,8402.5× every 5 normal attacks (about 15 drops)
Hazard
Freeze (jewels cannot merge)8,500 damage
Tidal Swordmaiden
Week 8

Tidal Swordmaiden

Water Lv 74

HP
88,000,000
Normal attack
9,439every 3 drops
Charge attack
23,5982.5× every 5 normal attacks (about 15 drops)
Hazard
Freeze (jewels cannot merge)8,500 damage
Verdant Beast General
Week 3

Verdant Beast General

Wind Lv 70

HP
72,000,000
Normal attack
9,840every 3 drops
Charge attack
25,5842.6× every 5 normal attacks (about 15 drops)
Hazard
Garbage jewel injection9,000 damage
Gale Dancer
Week 9

Gale Dancer

Wind Lv 71

HP
75,000,000
Normal attack
9,737every 3 drops
Charge attack
25,3162.6× every 5 normal attacks (about 15 drops)
Hazard
Garbage jewel injection9,000 damage
Aurora Maiden
Week 4

Aurora Maiden

Light Lv 75

HP
90,000,000
Normal attack
9,343every 3 drops
Charge attack
22,4232.4× every 6 normal attacks (about 18 drops)
Hazard
Inflicts a status ailment9,000 damage
Radiant Saint
Week 10

Radiant Saint

Light Lv 76

HP
92,000,000
Normal attack
9,250every 3 drops
Charge attack
22,2002.4× every 6 normal attacks (about 18 drops)
Hazard
Inflicts a status ailment9,000 damage
Shadow Fiend
Week 5

Shadow Fiend

Dark Lv 77

HP
95,000,000
Normal attack
9,158every 3 drops
Charge attack
23,8112.6× every 5 normal attacks (about 15 drops)
Hazard
Bottom row push-up9,000 damage
Eclipse Witch
Week 11

Eclipse Witch

Dark Lv 78

HP
97,000,000
Normal attack
9,069every 3 drops
Charge attack
23,5792.6× every 5 normal attacks (about 15 drops)
Hazard
Bottom row push-up9,000 damage
Ether Serpent
Week 6

Ether Serpent

Ether Lv 80

HP
100,000,000
Normal attack
8,774every 3 drops
Charge attack
23,6902.7× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Astral Sage
Week 12

Astral Sage

Ether Lv 81

HP
102,000,000
Normal attack
8,690every 3 drops
Charge attack
23,4632.7× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage

Note: the attack values above are design baselines. Actual damage taken also includes enemy level scaling and the global combat buffs (2× on normal attacks, 1.3× on charge attacks), so it lands considerably harder than the numbers shown. An unmitigated charge attack will wipe an unprepared party outright.

How to approach a raid

Charge attacks hit hard enough to end a run on their own, so surviving them is not optional. Watch the "turns until charge attack" counter on the enemy card and make sure you have damage reduction, a barrier, or a guts effect up before it lands. On offense, stack two multiplier leader skills (leader plus sub-leader) so they multiply together, then fire a high-multiplier active on a drop that meets its chain and element conditions. The full build is covered in the maximum damage guide.

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