Azaryon (the Fire Dragon) guide
The final boss of the Dragon Sanctuary. Phase by phase: which attack comes, when, and where it hits, from the game's own data and its real 3D animations.
Game data: October 10, 2026·Last updated: October 10, 2026·What changed
| Tier | HP | Fame | Armor | Magic resist |
|---|---|---|---|---|
| T6 | 797,403 | 79,596 | 336 | 367 |
| T7 | 933,262 | 106,300 | 383 | 417 |
| T8 | 999,999 | 146,203 | 440 | 480 |
Reading this page (the numbers, left and right, the curse after the kill)
- The dragon never walks (it moves only by turning and dashing). Roots and knockbacks do not work on it.
- Numbers are the game's base values. The skills are defined the same for T6 to T8, but the dragon's ability power differs by tier (137 / 174 / 228), so real damage can be higher on higher tiers. Armor and item power change it too.
- Left and right are always the dragon's own left and right. The diagrams draw the dragon facing up.
- The kill puts "Lingering Dragon Spirit" on everyone who fought the dragon (everyone on its threat list). Each stack gives +20% defense and +20% damage against players to the enemies inside when you enter a Dragon Sanctuary (up to 6 stacks = +120%). It lasts about 6 days 20 hours and stays through death.
- Made from the game's own data (as of October 10, 2026). Updates may change it. If something is wrong, please tell us through the contact page.
01Essentials
Tap one to open its details right there.
Its attacks are chosen by the zone and distance of its main targetFour zones: front 110°, right 70°, left 70°, back 110°. Front within 15 m: Claw Swipe, Fire Breath, Devastating Smash. Front 15 to 30 m: Onslaught. Side within 15 m: Swipe (turn). Back within 15 m: Fire Breath (turn). Far away: Fire Breath (charge).
Close in front: Claw Swipe and Fire Breath. Fire Breath hits harder the longer you stand in itClaw Swipe: front 110°, 18 m from the dragon's center (3,000). Fire Breath: 38°, 55 m, a hit every 0.2 s, each hit stronger: 300 → 375 → 475 → 600 → 800. With anyone within 30 m behind, a 30% chance of Tail Swipe (18 m knockback).
Giant Rupture is three in a row (in → out → in). Measured from a point 6 m in front of the dragon's centerThree back to back (about 12 s in all, 4,000 each). The 1st and 3rd miss you within 8 m of the anchor point, the 2nd misses you beyond 12 m. After the 3rd, burning ground appears and stays until the phase changes (10 minutes at most).
Inferno misses you behind a pillar (dragon → pillar → you)Five glowing pillars rise; the dragon charges 7 s, then breathes fire for about 4.4 s. The shadow runs from about 0.5 m in front of a pillar to about 30 m past it (30° wide). The dragon is invulnerable while it breathes.
A meteor lands about 2 s after its red circle. In phases 3 and 4 they target someone about every 2 sThe circle has a 6 m radius. A hit: 2,000 and a 5 m knockback. In phases 3 and 4 one falls on someone about every 2 s, and shards fly out of it in 5 directions up to 60 m (1,800).
Fire Wall rises where a player with a line at their feet stands, about 6 s laterUp to 6 players are marked in phase 2, up to 5 in phase 4. The line follows the player, its place is fixed after 4.5 s, and 1.5 s later a 14 m wall rises and stays 60 s.
Flame Elementals cannot be killed. Pick up 3 orbs to become a bomb and clear themWhoever picks up 3 orbs becomes a bomb, and Q clears every elemental within 11 m (picked orbs count until the phase changes). An orb nobody picks up sends a shockwave of 1,800 (ignores armor) to everyone in the room after 8 s. Picking up even one stops that orb's shockwave.
Meltdown hits everyone within 100 m (no escape)5 s of warning. 17 hits, one every 0.5 s, each a share of max HP (ignores armor). The dragon is invulnerable for 13 s meanwhile.
Phases 3 and 4 enrage after 7 minutesEnrage comes 7 minutes into the phase. Targeted meteors double, and the dragon's damage rises 10% every 30 s (up to double). It ends when the phase changes.
Make it turn 5 times in about 8 s and it enrages after a Meltdown, in any phaseAfter a run of turns the dragon stops turning for a while. If its attack counter is 0 then, it casts the same skill as Meltdown, and enrage starts after it (an anti-kite rule).
02Attack zones (the same in every phase)
The dragon picks its attack by which zone its main target is in. The details of its regular attacks (shared by all phases) are in phase 0.
| Zone | Within 15 m | 15 to 30 m | Beyond 30 m |
|---|---|---|---|
| Front | Claw Swipe, Fire Breath, Devastating Smash | Onslaught (dash) | Fire Breath (charge) Onslaught while it is on cooldown |
| Right, left | Swipe (turn) | Fire Breath (charge) just turns while it is on cooldown | Fire Breath (charge) |
| Back | Fire Breath (turn) | Fire Breath (charge) Fire Breath (turn) while it is on cooldown | Fire Breath (charge) |
- Fire Breath (charge) comes once every 7 s at most. It charges at someone in the zone with the most threat.
- With anyone within 30 m behind, whatever zone leads, a 30% chance of Tail Swipe (once every 15 s at most).
- Fire Breath comes when the main target is within 30 m in front, or when 3 or more players are within 30 m diagonally in front (65° on each side, across the front and side zones). Devastating Smash comes when anyone is within 15 m diagonally in front.
- Attack counter: special attacks, Fire Breath, Devastating Smash and Tail Swipe come at most twice in all. After that none of them comes until it swings one Claw Swipe (or 45 s pass).
03Phases
HP splits the fight into five phases (0 to 4); dropping below the numbers below moves it on. Each phase adds new mechanics, so reading the tabs in order from phase 0 is the easy way to learn them. Each mechanic is explained in full where it first appears and only mentioned after that. Special attacks = the skills each phase uses on a set timer (Giant Rupture, Inferno, Meteor, Fire Wall, Meltdown and so on).
Phase 0
HP 100–80%Regular attacks + Giant Rupture or Inferno every 30 s (from 12 s into the fight)From the start it uses its regular attacks (shared by all phases) and two special attacks (Giant Rupture and Inferno). Every later phase is "this + something new".
| 0 s | The fight starts (within 12 m); its entrance |
| about 6.4 s | Fire Breath (the opening one) |
| 12 s on | Giant Rupture or Inferno can come; then a candidate every 30 s |
Times from the start of the fight. "on" marks the earliest time: the attack counter (two specials etc. per Claw Swipe) and its turning can push it later.
The 8 below. Which one comes depends on the zone and distance of its main target (table). Special attacks, Fire Breath, Devastating Smash and Tail Swipe come at most twice in all; after that, none of them until it swings one Claw Swipe (or 45 s pass). Reading the numbers: cast = from the start of the motion to the hit, recovery = how long the dragon cannot act after the hit, cooldown = how long before the same skill can come again.
- Area
- Front 110°, 18 m from the dragon's center
- On hit
- 3,000 (physical)
- Watch out
- Misses the sides and back
Full numbers
- Area
- Front 110°, 18 m from the dragon's center
- Damage
- 3,000 (physical). When it hits 2 or more: 1,500 to plate wearers, 2,500 to others
- Cast
- 1.8 s
- Recovery
- 0.5 s
- Other
- Swinging it resets the "attack counter" to 2
- Safe spot
- Outside the 38° cone in front, or beyond 55 m. It sweeps about 50° to one side as it breathes, so the side it sweeps to gets hit
- Area
- 38° cone in front, 55 m
- Movement
- Sweeps to one side as it breathes (about 50° far out)
- On hit
- Every 0.2 s; each hit is stronger the longer you stay in it (300 → 800)
Full numbers
- Area
- 38° cone, 55 m
- Movement
- Sweeps to one side as it breathes (about 50° far out, 30° up close)
- Damage
- Every 0.2 s, stronger with each hit: 300 → 375 → 475 → 600 → 800 (800 from the 5th hit)
- Cast
- 1.92 s
- Recovery
- 3.88 s
- Cooldown
- 9 s
- Area
- Diagonally in front on one side: a 6 m radius circle 6.5 m out
- On hit
- 2,000 + 2 s stun + −20% defense (60 s, up to 10 stacks)
Full numbers
- Area
- A 6 m radius circle 6.5 m out, diagonally in front (40°)
- Damage
- 2,000
- Effect
- 2 s stun + −20% defense (60 s, up to 10 stacks)
- Cast
- 2 s
- Recovery
- 2.5 s
- Cooldown
- 10 s
- Area
- Back 90°, about 20 m from the dragon's center
- On hit
- 2,250 (physical) + 18 m knockback
Full numbers
- Area
- Back 90°, about 20 m from the dragon's center
- Damage
- 2,250 (physical)
- Effect
- 18 m knockback
- Recovery
- 1.37 s
- Area
- Sweeps sideways out to 18 m from the dragon's center (a 45° cone) + a 4 m radius circle 12 m out at the end of the swing
- On hit
- 1,000 (physical)
- Watch out
- No warning is shown. It sweeps while turning 90°
Full numbers
- Area
- A 45° cone out to 18 m from the dragon's center (swung from just off the front to the side) + a 4 m radius circle 12 m out where it ends up facing
- Damage
- 1,000 (physical)
- Facing
- Turns 90° (0.6 s)
- Warning
- None
- Cast
- 0.2 s
- Movement
- It steps about 8 m forward as it turns round and breathes back where it came from
- Area
- 5 m around where it stops + a 32° cone 7 to 37 m beyond (sweeping 30° left → 30° right over 1 s)
- On hit
- As Fire Breath (stronger the longer you stay in it)
Full numbers
- Area
- 5 m around where it stops + a 32° cone 7 to 37 m ahead of it
- Movement
- Steps about 8 m forward while turning 180° (about 1 s) → fire for 1 s
- Damage
- As Fire Breath (stronger with each hit)
- Cast
- 0.67 s
- Recovery
- 2.2 s
- Movement
- It charges at 80 m/s to 10 m past that player, turns round and breathes
- Area
- As Fire Breath (turn)
- On hit
- As Fire Breath (stronger the longer you stay in it)
Full numbers
- Area
- 5 m around where it stops + a 32° cone 7 to 37 m ahead of it
- Movement
- Charges to 10 m past the target (80 m/s, at least 8 m) → turns and breathes fire for 1 s
- Damage
- As Fire Breath (stronger with each hit)
- Cast
- 0.67 s
- Recovery
- 2.2 s
- Cooldown
- 7 s
- Movement
- It dashes 18 m forward
- Area
- 6 m around its body during the dash, 8 m around it the moment it stops
- On hit
- During the dash 150 + 5 m knockback / when it stops 300
Full numbers
- Area
- 18 m forward (6 m around its body during the dash), 8 m around where it stops
- Damage
- During the dash 150 + 5 m knockback / when it stops 300
- Cast
- 0.5 s
- Dash
- 18 m at 27 m/s (about 0.7 s)
- Recovery
- 1.6 s
- Safe spot
- The 1st and 3rd: within 8 m of the anchor point. The 2nd: beyond 12 m of it
- Anchor
- Not the dragon's center but a point 6 m in front of it
- On hit
- 4,000 (each)
- Watch out
- Burning ground after the 3rd (grows to a 12 m radius in 30 s; stays until the phase changes, 10 minutes at most)
Full numbers
- 1st and 3rd
- A ring 8 to 30 m around the anchor point, 4,000
- 2nd
- A 12 m circle around the anchor point, 4,000
- Cast
- 3.3 s → 2.3 s → 2.7 s (1.1 s of recovery after each)
- Burning ground
- After the 3rd: spreads from 3 m to 12 m in about 30 s. Stays until the phase changes (10 minutes at most; also cleared when the dragon dies), 250 a second
- Movement
- The 1st and 3rd look like a roar, the 2nd a big stomp
- Phases 1 and 4
- There is also a separate skill that slams once with "outside safe" (and calls Flame Elementals)
- Safe spot
- Behind a pillar (dragon → pillar → you in a line). The shadow runs from about 0.5 m in front of the pillar to about 30 m past it
- Area
- Everyone in the dragon's line of sight (100 m)
- Watch out
- The dragon is invulnerable while it breathes fire (about 4.4 s)
Full numbers
- Area
- Everyone in the dragon's line of sight, 100 m
- Damage
- 20 bursts, one every 0.22 s. Each hit adds a stack, and stacks × 150 hit twice a second (up to 20 stacks)
- Charge
- 7 s (not invulnerable during it)
- Invulnerable
- About 4.4 s while it breathes fire
- Pillars
- 13.5 s, 5 pillars
- Frequency
- Once every 45 s at most
Phase 1
HP 80–60%Every 16 s: one slam + elemental summon / every 30 s: meteors rained by the dragonFlame Elementals and meteors join in. Giant Rupture (the three in a row) and Inferno do not come in this phase.
| 0 s | Oppressing Roar (the dragon stands about 5.4 s) |
| about 3 s | Blue arrows over up to 5 players → Flame Elementals there 4 s later |
| about 10 s on | The dragon's rained meteors can come; then a candidate every 30 s |
| about 17 s on | One slam + elemental summon; then every 16 s |
Times from the phase change (the start of the roar). "on" marks the earliest time: the attack counter (two specials etc. per Claw Swipe) and its turning can push it later.
- Safe spot
- Beyond 5 m of an elemental (the burn does not affect a bomb)
- How they come
- A blue arrow over a player's head → 4 s later it appears where that player is (up to 5 at a time, up to 10 at once)
- Elemental
- Cannot be killed (invulnerable, untargetable, does not move). Burns within 5 m for 1,000 every 2.5 s (not the arrowed player for its first 2 s)
- Orbs
- Fired every 9 s. They land 6 to 17 m from the dragon and stay 8 s (1.5 m radius). Stepping on one: 400 damage and one stack (one player per orb)
- If no one picks it up
- After 8 s, a shockwave of 1,800 to everyone in the room (150 m radius) (ignores armor). Picking up even one stops that orb's shockwave
- Bomb
- 3 picked up by one player makes a bomb (picked orbs count until the phase changes). For 8 s: +30% move speed, immune to the burn. Q clears every elemental within 11 m
Full numbers
- Size
- About 1.8 m (about 1.9 m tall)
- When they come
- On entering phase 1, and with the skill that slams once with Giant Rupture's "outside safe" (same area, 4,000). Every 16 s in phase 1, by weighted pick in phase 4
- When they vanish
- When the phase changes, and when Inferno or Meltdown is cast in phase 4
- Bomb
- A red marker and an 11 m ring. Your weapon's Q turns into a detonation once
- What an orb looks like
- You can see it in 3D, rebuilt from the game's effect parts ("Orb in 3D" in the header)
- Safe spot
- Outside the red circle (6 m radius). For a star, also off the lines of its points (the shards fly 60 m along them)
- Kinds
- Plain = a 6 m radius circle / targeted (phases 3 and 4) = a star: the circle with 5 points
- Phases
- Phase 1 = plain only / phase 3 = plain and star mixed / phase 4 = star only
- Lands
- About 2 s after the circle appears
- On hit
- 2,000 + 5 m knockback
- Watch out
- Star meteors come with no tell from the dragon (an invisible manager casts them). From where one lands, shards fly out along the points up to 60 m (1,800, about 5 s). The shards skip anyone the meteor itself hit for 1 s
Full numbers
- Area
- 6 m circle
- Damage
- 2,000 (magic) + 5 m knockback
- Rained by the dragon
- A candidate every 30 s in phase 1 and every 24 s in phase 3. After a 1.6 s charge, 7 pulses 1 s apart, each with a 50% chance per player within 100 m of a meteor at their feet. The dragon is invulnerable while it rains them (7 s)
- Extra in phase 3
- 3 more at random spots (within 40 m) with each pulse
- Targeted meteor
- Phases 3 and 4. One player about every 2 s (the top-threat player is picked last). Doubled while enraged. Shards: 5 directions, up to 60 m, 1,800
- When they stop
- In phase 4, targeted meteors stop on entering the phase, for 12 s after Giant Rupture and for 19 s after Meltdown
- On entering phase 3
- 18 at random spots (within 40 m)
- On entering phase 4
- With the roar, 6 each in 6 directions from the dragon at 2 to 32 m (36 in all, moving out every 0.5 s)
- The only meteors in this phase are those the dragon rains (no targeted meteors yet).
Phase 2
HP 60–40%Every 16 s: Fire Wall / every 30 s: Inferno or Giant RuptureUp to 6 walls rise every 16 s, each staying 60 s. Meteors and Flame Elementals do not come in this phase.
| 0 s | Oppressing Roar |
| about 3 s | Fire Wall lines at the feet of up to 6 players → walls about 6 s later |
| about 10 s | Inferno (unless it used Inferno in the last 45 s) |
| about 17 s on | Fire Wall; then every 16 s |
| 30 s after Inferno on | Inferno or Giant Rupture; then a candidate every 30 s |
Times from the phase change (the start of the roar). "on" marks the earliest time: the attack counter (two specials etc. per Claw Swipe) and its turning can push it later.
- Target
- Players with a line at their feet. The line follows the player
- Timing
- Fixed in place after 4.5 s; the wall rises 1.5 s later (stays 60 s)
- On hit
- 500 (magic) + damage over time
Full numbers
- Wall size
- 14 m long, 1 m thick
- Where it goes
- At the marked players' feet (up to 6 in phase 2, up to 5 in phase 4; the top-threat player is picked last)
- Facing
- One of 4 (0°, 45°, 90° or 135° to the map). Nothing to do with the dragon's facing
- Warning
- The line for 4.5 s, following the player (25 × 6 every 0.75 s meanwhile) → fixed in place for 1.5 s
- Wall
- Stays 60 s after it rises
- On touch
- 500 (magic) + 25 × 4 a second, and 0.5 s of being moved without control
Phase 3
HP 40–20%Every 24 s: meteors or Inferno / about every 2 s: a targeted meteorA time limit starts here. Once the phase has lasted 7 minutes, targeted meteors double and the dragon's damage keeps rising every 30 s. Giant Rupture, Fire Wall and Flame Elementals do not come in this phase.
| 0 s | Oppressing Roar |
| about 3 s on | 18 meteors at random spots, then a meteor aimed at someone about every 2 s |
| about 10 s on | Rained meteors or Inferno can come; then a candidate every 24 s |
| 7 min | Enrage (targeted meteors double, the dragon's damage +10% every 30 s) |
Times from the phase change (the start of the roar). "on" marks the earliest time: the attack counter (two specials etc. per Claw Swipe) and its turning can push it later.
| 0:00 | The phase starts. The 7-minute timer starts |
| 7:00 | Enrage. It applies to both the dragon and the invisible device that casts the meteors and Fire Walls (a manager inside the game). Targeted meteors become 2 about every 2 s. Damage is not up yet |
| 7:30 | Damage to players +10% (one more effect icon on the dragon) |
| 8:00+ | +10% more every 30 s |
| 12:00 | Caps at +100% (double). It goes no higher |
- Only damage to players goes up: the dragon's attacks and skills (Giant Rupture, Inferno and so on), the meteors and Fire Walls. The elementals' burn and the orbs are not affected (only the dragon and the manager have the enrage).
- A phase change ends the enrage: at every phase change the dragon removes its own enrage, and the manager's (meteors, Fire Walls) ends too. Enraged in phase 3? Entering phase 4 puts it back to normal and the 7-minute timer starts over.
- Anti-kite: if it turns 5 times in a row within about 8 s with its attack counter still at 0, it casts the same skill as Meltdown and then enrages, whatever the phase.
- Bring it to 20% HP and into phase 4, and an enrage ends with the timer starting over.
Phase 4
HP 20–0%A weighted pick every 18 s / about every 2 s: a targeted meteorThe last phase. The earlier mechanics come by weighted pick, and targeted meteors keep falling (they pause for a while after Meltdown and Giant Rupture).
| 0 s | Oppressing Roar, with 36 meteors in 6 directions from the dragon. Targeted meteors pause 12 s |
| about 10 s | Meltdown (hits everyone). Targeted meteors then pause 19 s |
| 18 s after Meltdown on | A weighted pick (elementals, Fire Wall, Meltdown, Giant Rupture, Inferno); then every 18 s |
| 7 min | Enrage |
Times from the phase change (the start of the roar). "on" marks the earliest time: the attack counter (two specials etc. per Claw Swipe) and its turning can push it later.
- Safe spot
- None (it hits everyone within 100 m)
- Area
- Everyone within 100 m (no escape)
- On hit
- A share of max HP, ignores armor (17 hits, one every 0.5 s)
- Warning
- 5 s
Full numbers
- Area
- Everyone within 100 m
- Damage
- A share of max HP (ignores armor). 10% for the first hit. After that, by the stacks the dragon builds (one per player hit): 5% → 7.5% → 10% → 15%
- Hits
- 17, one every 0.5 s
- Warning
- 5 s
- Dragon
- Invulnerable 13 s
- Cooldown
- 60 s
| Skill | Weight |
|---|---|
| Flame Elemental summon (one "outside safe" slam) | 30 |
| Fire Wall | 20 |
| Meltdown | 20 |
| Giant Rupture (three in a row) | 15 |
| Inferno | 15 |
Weights are relative odds. A skill leaves the pick until its cooldown is over (Inferno 45 s, Meltdown 60 s, Fire Wall and the elemental summon 16 s), so the real chances do not follow these ratios.
04Threat and facing
Where the dragon faces and what it does is decided in three steps.
1Threat builds up
Damage, healing and shields build it. Healing builds it too, so the dragon may turn after a big heal.| Damage | ×1 |
| Healing | ×0.5 |
| Shields | ×0.05 |
2Zones are compared
The dragon looks at zones, not players. Of the four (front 110°, right 70°, left 70°, back 110°) it tries to face the zone with the most threat.3Zone and distance pick the attack
That zone and the distance to its main target pick the attack: close in front, Claw Swipe or Fire Breath; at the side, Swipe; behind, Fire Breath (turn); far away, a charge. See the tableWhen the dragon will not face you
- Top threat, but it does not turn
- It compares zones. If another zone holds more threat, it looks there.
- Mid-skill or recovering
- It does not turn (Roar about 5.4 s, Fire Breath about 5.8 s, Inferno about 14 s, Meltdown about 16 s).
- A special attack is ready
- The special attack comes before any turn.
- Right after 5 turns in about 8 s
- It stops turning for a while. If its attack counter is 0, it casts the same skill as Meltdown and then enrages.
If this happens
- The dragon turned to a healer
- Healing builds threat too (×0.5).
- The dragon charged
- When the player in the zone with the most threat is far (beyond 15 m at the side or back, beyond 30 m in front), it charges to 10 m past them and breathes fire.
- Targeted by a meteor, Fire Wall or elemental
- These pick players by a system apart from the dragon's facing (the top-threat player is picked last). The only attack of the dragon's body that comes to where you stand is the charge.
- Right after it appears
- It takes no threat for its first 5 s. The fight starts when someone comes within 12 m.
05Drops
The kill drops one chest. The numbers are worked out from the game's drop data, expected per chest.
Chest rarity
| Rarity | Chance |
|---|---|
| Uncommon | 69% |
| Rare | 30% |
| Legendary | 1% |
The higher the rarity, the more of the dragon-only drops below (a Legendary chest gives about 13 times an Uncommon one).
Firewing Drake Egg
| Dragon | Uncommon | Rare | Legendary | Average |
|---|---|---|---|---|
| T6 | 0.8% | 2.7% | 10.7% | 1.5% |
| T7 | 1.1% | 3.6% | 14.6% | 2.0% |
| T8 | 1.5% | 5.0% | 19.9% | 2.7% |
The average includes the chance of each chest rarity. The egg drops only from this dragon's chest. These are the values after the September 23 update raised it about 5 times (+400%).
Dragon-only materials (average count per chest)
| Dragon | Artifacts | Scales | Blood | Artifact and scale tiers | Blood tiers |
|---|---|---|---|---|---|
| T6 | about 7 | about 13 | about 7 | T4:T5:T6 = 9:3:1 | T4:T6 = 9:1 |
| T7 | about 10 | about 18 | about 9 | T5:T6:T7 = 9:3:1 | T4:T6:T8 = 81:9:1 |
| T8 | about 13 | about 24 | about 13 | T6:T7:T8 = 9:3:1 | T6:T8 = 9:1 |
- Artifacts: Dragonhide Crown (head), Padding (chest) and Trim (shoes). Materials for the Dragonslayer gear.
- Scales: Fire Dragon Scales. Blood: Diluted Dragon Blood (T4), Dragon Blood (T6), Potent Dragon Blood (T8).
- The tier ratio is a ratio of counts (for 9:3:1, the highest tier drops 1 for every 9 of the lowest).
- The chest also holds the usual drops (silver bags, gear, runes and the like, treasures, dungeon maps and so on).
This chest has a setting based on "20 players", so its contents seem to change with the group size, but the data does not say how. The values above are the base values of that setting.
06Skill list
A list for looking things up. Tap a name to jump to its explanation.
| Skill | Phase | When it comes | ||
|---|---|---|---|---|
| Claw Swipe | all | Anyone within 15 m in front | ||
| Fire Breath | all | The main target within 30 m in front, or 3+ players within 30 m diagonally in front | ||
| Devastating Smash | all | Anyone within 15 m diagonally in front | ||
| Tail Swipe | all | Anyone within 30 m behind (30%, once every 15 s at most) | ||
| Swipe (turn) | all | The main target within 15 m at the side | ||
| Fire Breath (turn) | all | The main target within 15 m behind (15 to 30 m while Fire Breath (charge) is on cooldown) | ||
| Fire Breath (charge) | all | The player in the zone with the most threat is beyond 15 m at the side or back, or beyond 30 m in front (once every 7 s at most) | ||
| Onslaught (dash) | all | The main target 15 to 30 m in front (beyond 30 m, while Fire Breath (charge) is on cooldown) | ||
| Giant Rupture | 0, 2, 4 | Three back to back (inside safe → outside safe → inside safe), about 12 s in all | ||
| Inferno | 0, 2, 3, 4 | Five glowing pillars rise → the dragon charges 7 s, then breathes fire for about 4.4 s | ||
| Meteor | 1, 3, 4 | Phases 1 and 3: the dragon charges and rains them. Phases 3 and 4: one falls on someone about every 2 s | ||
| Fire Wall | 2, 4 | When the dragon growls, a line warning (14 m long) appears at the marked players' feet. About 6 s later a wall rises there | ||
| Meltdown | 4 (the anti-kite one in every phase) | After entering phase 4, in phase 4's weighted pick (once every 60 s at most), and as the anti-kite move (in any phase; the same skill, and enrage starts right after) | ||
| Oppressing Roar | at a change | When the phase changes | ||
| Flame Elemental | 1, 4 | A blue arrow over someone's head. It appears there 4 s later |
What changed
- 2026-10-10Published (Japanese and English).
Artifacts
Scales
Blood