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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

Azaryon
By tierT6 to T8 are fought exactly the same way; only the numbers change
TierHPFameArmorMagic resist
T6797,40379,596336367
T7933,262106,300383417
T8999,999146,203440480
At a glance
WhereThe last boss of the Dragon Sanctuaryopened with a waystone (large group, T6 to T8)
PhasesFivethe next one at 80, 60, 40 and 20% HP
Time limit7 minutes in phases 3 and 4then enrage (not an instant wipe)
InvulnerableInferno about 4.4 s, Meteor 7 s, Meltdown 13 sonly while it is using that skill
PullWithin 12 mno threat for the first 5 s after it appears
On the killOne chest, and a curse for about 6 days 20 hourswhat the chest holds: Drops
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.

  1. Its attacks are chosen by the zone and distance of its main target
    Four 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).
  2. Close in front: Claw Swipe and Fire Breath. Fire Breath hits harder the longer you stand in it
    Claw 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).
    More →
  3. Giant Rupture is three in a row (in → out → in). Measured from a point 6 m in front of the dragon's center
    Three 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).
    More →
  4. 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.
    More →
  5. A meteor lands about 2 s after its red circle. In phases 3 and 4 they target someone about every 2 s
    The 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).
    More →
  6. Fire Wall rises where a player with a line at their feet stands, about 6 s later
    Up 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.
    More →
  7. Flame Elementals cannot be killed. Pick up 3 orbs to become a bomb and clear them
    Whoever 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.
    More →
  8. 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.
    More →
  9. Phases 3 and 4 enrage after 7 minutes
    Enrage 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.
  10. Make it turn 5 times in about 8 s and it enrages after a Meltdown, in any phase
    After 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.

Around the dragon there are four zones: front (110°), right (70°), left (70°) and back (110°). The dragon picks its attack by the zone with the most threat and the distance to its main target.
ZoneWithin 15 m15 to 30 mBeyond 30 m
FrontClaw Swipe, Fire Breath, Devastating SmashOnslaught (dash)Fire Breath (charge)
Onslaught while it is on cooldown
Right, leftSwipe (turn)Fire Breath (charge)
just turns while it is on cooldown
Fire Breath (charge)
BackFire 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).

At every phase change: Oppressing Roar (the dragon stands still about 5.4 s). Everyone within 100 m gets −50% move speed (4.2 s), silence and disarm (3 s). For about 10 s from the start of the roar, no special attacks. At the same time enrage, Giant Rupture's burning ground, picked-up orb stacks, the elementals so far and the elemental and Fire Wall warnings are all cleared.

Phase 0

HP 100–80%Regular attacks + Giant Rupture or Inferno every 30 s (from 12 s into the fight)
On enteringOpening: its entrance (it appears out of nowhere) → Fire Breath about 6.4 s later.

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".

Timeline
0 sThe fight starts (within 12 m); its entrance
about 6.4 sFire Breath (the opening one)
12 s onGiant 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.

NEWNew in this phase
Regular attacks (shared by all phases)

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.

Claw SwipeClaw Swipe
Anyone within 15 m in front
▾
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
Fire BreathFire Breath
The main target within 30 m in front, or 3+ players within 30 m diagonally in front
▾
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
Devastating SmashDevastating Smash
Anyone within 15 m diagonally in front
▾
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
Tail SwipeTail Swipe
Anyone within 30 m behind (30%, once every 15 s at most)
▾
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
Swipe (turn)Swipe
The main target within 15 m at the side
▾
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
Fire Breath (turn)Fire Breath
The main target within 15 m behind (15 to 30 m while Fire Breath (charge) is on cooldown)
▾
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
Fire Breath (charge)Fire Breath
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)
▾
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
Onslaught (dash)Onslaught
The main target 15 to 30 m in front (beyond 30 m, while Fire Breath (charge) is on cooldown)
▾
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
Special attacks
Giant RuptureGiant Rupture
Three back to back (inside safe → outside safe → inside safe), about 12 s in all
▾
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)
InfernoInferno
Five glowing pillars rise → the dragon charges 7 s, then breathes fire for about 4.4 s
▾
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 dragon
On enteringSummons Flame Elementals. A blue arrow over someone's head.

Flame Elementals and meteors join in. Giant Rupture (the three in a row) and Inferno do not come in this phase.

Timeline
0 sOppressing Roar (the dragon stands about 5.4 s)
about 3 sBlue arrows over up to 5 players → Flame Elementals there 4 s later
about 10 s onThe dragon's rained meteors can come; then a candidate every 30 s
about 17 s onOne 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.

NEWNew in this phase
Flame Elemental
Cannot be killed. Pick up 3 orbs to become a bomb and clear them
▾
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)
MeteorMeteor
Phases 1 and 3: the dragon charges and rains them. Phases 3 and 4: one falls on someone about every 2 s
▾
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)
From earlier phases
Regular attacksAll phasesGiant RuptureNot the three in a row. Instead it slams once with "outside safe" and calls elementals at the same time (every 16 s)
Notes for this phase
  • 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 Rupture
On enteringFire Wall (line warnings at the feet of up to 6 players). About 10 s after the roar starts, the first special attack is Inferno (if 45 s have passed since the last).

Up to 6 walls rise every 16 s, each staying 60 s. Meteors and Flame Elementals do not come in this phase.

Timeline
0 sOppressing Roar
about 3 sFire Wall lines at the feet of up to 6 players → walls about 6 s later
about 10 sInferno (unless it used Inferno in the last 45 s)
about 17 s onFire Wall; then every 16 s
30 s after Inferno onInferno 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.

NEWNew in this phase
Fire WallFire Wall
When the dragon growls, a line warning (14 m long) appears at the marked players' feet. About 6 s later a wall rises there
▾
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
From earlier phases
Regular attacksAll phasesInfernoThe first special attack in itGiant RuptureA candidate every 30 s

Phase 3

HP 40–20%Every 24 s: meteors or Inferno / about every 2 s: a targeted meteor
On entering18 meteors rain on random spots. From here on, a meteor aimed at someone falls about every 2 s.

A 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.

Timeline
0 sOppressing Roar
about 3 s on18 meteors at random spots, then a meteor aimed at someone about every 2 s
about 10 s onRained meteors or Inferno can come; then a candidate every 24 s
7 minEnrage (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.

NEWNew in this phase
Enrage (time limit)
Starts when phase 3 or 4 has lasted 7 minutes without a phase change
▾
The time limit does not kill you outright. Targeted meteors double and the dragon's damage keeps rising every 30 s. The next phase starts the timer over.
What happens when time runs out (time since entering the phase)
0:00The phase starts. The 7-minute timer starts
7:00Enrage. 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
7:30Damage to players +10% (one more effect icon on the dragon)
8:00++10% more every 30 s
12:00Caps 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.
From earlier phases
Regular attacksAll phasesMeteorTargets someone about every 2 s (shards in 5 directions). When the dragon rains them, 3 more at random spots each timeInfernoA candidate every 24 s
Notes for this 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 meteor
On enteringWith the roar, 36 meteors in 6 directions from the dragon. About 10 s after the roar starts, Meltdown (damage to everyone).

The last phase. The earlier mechanics come by weighted pick, and targeted meteors keep falling (they pause for a while after Meltdown and Giant Rupture).

Timeline
0 sOppressing Roar, with 36 meteors in 6 directions from the dragon. Targeted meteors pause 12 s
about 10 sMeltdown (hits everyone). Targeted meteors then pause 19 s
18 s after Meltdown onA weighted pick (elementals, Fire Wall, Meltdown, Giant Rupture, Inferno); then every 18 s
7 minEnrage

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.

NEWNew in this phase
MeltdownMeltdown
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)
▾
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
Phase 4's weighted pick (every 18 s)
SkillWeight
Flame Elemental summon (one "outside safe" slam)30
Fire Wall20
Meltdown20
Giant Rupture (three in a row)15
Inferno15

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.

From earlier phases
Regular attacksAll phasesMeteorTargets someone about every 2 s. Stops on entering the phase, for 12 s after Giant Rupture and for 19 s after MeltdownFlame ElementalWeighted pickFire WallWeighted pick, up to 5 playersGiant RuptureWeighted pickInfernoWeighted pick

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 table

When 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

RarityChance
Uncommon69%
Rare30%
Legendary1%

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

DragonUncommonRareLegendaryAverage
T60.8%2.7%10.7%1.5%
T71.1%3.6%14.6%2.0%
T81.5%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)

DragonArtifactsScalesBloodArtifact and scale tiersBlood tiers
T6about 7about 13about 7T4:T5:T6 = 9:3:1T4:T6 = 9:1
T7about 10about 18about 9T5:T6:T7 = 9:3:1T4:T6:T8 = 81:9:1
T8about 13about 24about 13T6:T7:T8 = 9:3:1T6: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.

SkillPhaseWhen it comes
Claw SwipeallAnyone within 15 m in front
Fire BreathallThe main target within 30 m in front, or 3+ players within 30 m diagonally in front
Devastating SmashallAnyone within 15 m diagonally in front
Tail SwipeallAnyone within 30 m behind (30%, once every 15 s at most)
Swipe (turn)allThe main target within 15 m at the side
Fire Breath (turn)allThe main target within 15 m behind (15 to 30 m while Fire Breath (charge) is on cooldown)
Fire Breath (charge)allThe 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)allThe main target 15 to 30 m in front (beyond 30 m, while Fire Breath (charge) is on cooldown)
Giant Rupture0, 2, 4Three back to back (inside safe → outside safe → inside safe), about 12 s in all
Inferno0, 2, 3, 4Five glowing pillars rise → the dragon charges 7 s, then breathes fire for about 4.4 s
Meteor1, 3, 4Phases 1 and 3: the dragon charges and rains them. Phases 3 and 4: one falls on someone about every 2 s
Fire Wall2, 4When the dragon growls, a line warning (14 m long) appears at the marked players' feet. About 6 s later a wall rises there
Meltdown4 (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 Roarat a changeWhen the phase changes
Flame Elemental1, 4A blue arrow over someone's head. It appears there 4 s later

What changed

  • 2026-10-10Published (Japanese and English).