Introduction
For the generic Voyagers and Everlasting Shadows event guide, go here as in this guide we will only focus on the Boss Challenge: Sephonis part of the event.
Boss Challenge: Sephonis
Unlocked after going through the event story, you can face Sephonis and defeat her multiple times as she slowly but surely powers up before becoming almost unrecognizable once the highest difficulty is reached.
DISCLAIMER: Let us preface this guide by saying that the longer part of it was done with the 300% difficulty in mind and with relatively low specs, which increased the difficulty even more.
For any player who’s looking into a more relaxed and chill experience when going through the Boss, a difficulty of 200% to 250% is much more realistic and achievable, and for you we’ve prepared a much smaller and more compact guide that gives a more streamlined overview of the Boss without going deep into details.
Boss Challenge Lite Edition
Here’s a little recipe we’ve cooked just for you, light on details and free of long winded explanations.
For a 4 Echomancers, 200% Boss, you need:
- An Engraving Rating of about A20-22 depending on the Stat spread (the less Defensive, the higher it needs to be);
- You don’t need more than 400-500 DEF and VIT, so get those first during your Nexus Run before fully investing in ATK and MST;
- Inspire stacks, the whole 20 if you can. They’re the seasoning of your team and can make every damage dealer feel way stronger after you stack enough of them. Truly the spice of life, as they say;
- A Tank next to the boss, as long as the Echomancer has sources of DR or Defensive Skills even 4 star Tanks can work just fine(They finally get to feel like the protagonists of their story);
- A touch of Healing, just enough to keep you energized. FredaLongqingZodivin Azure are all top picks. You can even keep aSu Xiao with you in case you need an instant refresher with a Full Heal on Ult and a one time Rescue of one of your Echomancers should you need it;
- You can run around the map, forever dodging the Marionette(what a turtle!). If you’ve got AoEs, might as well use them on both Sephonis and Aria (that’s the Marionette!);
- When you see something Gold colored under your feet, it’s time to pack your stuff and settle in a new sub-section;
- Sephonis releases many tiny butterflies from her sleeves like a magician (seriously how many of them did she hide?!). They circle around the map at a slow pace so either destroy themwith Interception Skills or move your Echomancers around, they can’t reach the edge of the battlefield with their tiny wings;
- In Phase 2, Sehonis uses the multi-clonage technique and sends 3 Clones to fight, who are secretly ticking time bombs! a Good Ult or 2, with a couple of Active Skills on top will do wonders;
- Sephonis is back, but she doesn’t seem to be doing all that well? It’s time to give her a good dose of Burst to finish things off with a bang!
For the 250% version, a few things need to be updated:
- Sephonis has turned up the heat by quite a bit, so you need to be a bit sturdier to resist the corrosive Damage over Time (DoT) from her Corrosive Force modifier. Try to aim for 500-600 DEF or VIT and 400-500 of the other, then once again all in on ATK, grabbing some MST along the way if it comes in a big amount at once. A22-24 is the likely Engraving Ratingyou’re going to get with Memory Traces at level40 or so;
- Since the overall damage you’re taking has increased, your lower rarity Tanks might no longer be able to withstand the onslaught from Sephonis, and that may also be the case for the rest of your Team. For that reason, if you have access to stronger options like the 6 star Tanks now is a good time to finally bring them out. It can also be a great help to bring a second Healer and have 2 of them active whenever the incoming damage is too much;
- Sephonis also breaks out of her Cocoon, growing Golden Wings from her back and giving her Basic Attacks (that’s the Alpha Spirit Butterfly ability) Penetration properties, making them pass right through your Tank to deal damage to everyone in a straight line, from Sephonis all the way to the end of the Battlefield. You guessed it, you don’t want anyone standing right behind your Tank because they might be able to shrug this attack off, but your Rangers and Supports can’t.
200% and 250% Team Examples
Team #1 - 200%
Your eyes are not seeing wrong, this is indeed a Fire team that doesn’t have 2 Lightning Echomancers but still plays the SSR Memory Trace ‘Remaining Friends’, fully missing its main draw: the Inspire stacks when 2 Lightning Echomancers are in play.
This build dates from the first days of the CBT and after replicating it, yes it is perfectly capable of beating 200% difficulty.
There is very little synergy to speak of here, all the Traces can be changed as you want, as long as you can get 15+ stacks of Inspire. The DEF is low, admittedly dangerously so, but with a Seed 5
Team #2 - 250%
Pretty neat 250% cozy team, the entire synergy here lies with the triple VIT Stacking, ‘Managing Marks’ gives ATK based on a percentage of your VIT once the latter has reached 1000 or above, ‘Behind The Curtains’ offers healing whenever your Echomancers get hit once your VIT crosses the 750 threshold and ‘Sweet Dreams’ is, well, it’s a VIT Trace with little to no synergy with the rest of the build. Every Trace can be replaced aside from the first two mentioned, giving you a lot of freedom and many potential upgrades.
The only change in Echomancers is
Video
Here's a video showcasing a 250% clear with the team:
Key Mechanics
In this section we take a look at all the interesting ways Sephonis can destroy your Echomancers, especially at high difficulty and yeah, there are plenty of them, so buckle up!
Before we dive in, it’s good to know that all of Sephonis’ powerful damage abilities occur multiple times per fight - with the amount depending on how long it takes you to take her down. For that reason, you should never spend all of your Active Skills and Ultimates on a single mechanic.
Damage Reduction and Revive
Starting from 165% difficulty, Sephonis gains a 10-60% Damage Reduction Passive depending on the level of difficulty you select. As long as the Marionette is part of the fight, Sephonis takes greatly reduced damage. This Damage Reduction takes effect for the first half of the fight, and then is momentarily dispelled by Stunning Aria during the second Phase. Make sure to have your offensive buffs and strongest abilities ready to exploit these brief windows to the fullest.
Furthermore, starting from 140% difficulty, Sephonis gains a one time Revive + Full Heal which leads into Phase 2. This is especially relevant for resource management, as you need to keep enough Skill uses for both Phases of the encounter. At higher difficulties, Sephonis gains a new ability during Phase 2.
Once you reach 150% difficulty, every few seconds, Sephonis performs a powerful map-wide AoE that deals high damage to your Echomancers. This attack primarily acts as a survivability check, dying to it means that you’re likely missing adequate VIT and/or DEF stats, or that your healing output isn’t enough. No two ways to work around this attack, you must build some VIT and DEF during your Nexus run and always have a healer - or even two at times - on the field as long as you’re not entering the final Burst phase to take the Boss down. Damage Reduction (DR) Skills are also very much welcome, as healing alone is unlikely to keep you alive at the highest difficulties.
Key Echomancers:
- FredaZodivin Azure are both great at Healing and providing DR with high uptime, although Freda’s ability to switch to a much more offensive style of buffing gives her the edge;
- Longqing is a great source of punctual DR as well as Burst Healing, and while her Heal over Time (HoT) might not be enough to solo Heal she is clutch to mitigate the damage early on;
- Lorelle provides DR at all times to the team as long as she remains in Defense Mode, so switch her to it at the start of the battle and keep it this way for the entire fight;
- An honorable Mention goes to Caroline who can provide Healing thanks to his ‘Goodspeed Potion’. This helps everyone recover a percentage of their max HP every few seconds, except a few Echomancers that do not attack, like Freda.
For Sephonis’ Basic Attack, she sends a volley of 3 huge butterflies to the closest Echomancer in range, dealing little damage but becomes more and more dangerous as the difficulty is raised:
- The Flutter modifier makes it stronger, but not so strong that it threatens your Tanks. Still, the attack becomes fairly threatening to the squishier Strikers and is definitely something your Ranged Echomancers don’t want to deal with on top of all the other damage sources;
- Starting from 250% difficulty, Break The Cocoon gives Penetration properties to the Alpha Butterflies, allowing them to pass through your Echomancers. This is a big deal if you’re playing many Melee Echomancers as you might often reposition your Strikers behind your Tanks during Migration or to avoid the Mines;
- Unlocked at 275% difficulty, Withering is another modifier that massively reinforces Alpha Butterfly, as it adds a permanent, infinitely stacking Damage Increase debuff to any Echomancer hit by the Alpha Butterfly. While the debuff isn’t noticeable early on, it makes it near impossible for any non-Tank Echomancer to survive as the primary Target of Sephonis for more than a minute or two, especially once you factor in the final two levels of the New Feathers (the overall Attack Increase) modifier at 255% and 280% difficulty.
Key Echomancers:
You should bring at least one Tank, either a Bulwark or a Vanguard, to make them the primary target of Sephonis.As after a few minutes of fighting at high difficulty, the damage debuff would melt any Echomancer without access to personal Defensive buffs.
(1).
At the start of the battle and multiple times throughout the fight, Sephonis sends Aria at one of your Ranged Echomancers (placing a Melee Echomancer in the back and having your Ranged Echomancers closer to the Boss does notchange the targeting priority and only makes your Ranged Units easier to reach for the Marionette). Aria then slowly floats in the direction of your Echomancer and should she catch them, they are inflicted with an extremely long Stun that makes them unable to act in any way with damage on top. To deal with this mechanic, a few options available:
- You can continuously reposition your Echomancer to keep a certain distance;
- You can use a Barrier with Movement restrictions properties or use Displacement like Pull and Push Skills to hinder Aria’s progress.
In both cases, it’s highly recommended to use AoE Skills or Echomancers with AoE Basic Attacks to deplete Aria’s HP, which is based on the Hit Count of your attack, or its ‘strength’. An Ultimate for example deals 10 damage to Aria while an Active Skill deals 5 (most skills only register a hit on Aria once). Upon reaching 0HP, Aria becomes stunned for a while.
However, do not worry too much, as failure to Stun Aria before she reaches your Echomancer does not result in Instant Death. Instead, you have another 25 seconds to disable/displace her before your Echomancer is put out of commission.
Notes: The Drones summoned by the Terminal can also target Aria, but for that to happen. Aria needs to be closer to your Terminal than Sephonis. Thus if you want to use this method you must first reposition your Echomancer all the way down, right next to your Terminal.
Tip: Beating Aria with a Corrosive Blast from the Terminal or Lorelle’s Ultimate removes her from the fight, which is both a blessing and a curse. The fight becomes easier with less mechanics to pay attention to, but on the other hand forcing her out of the fight early can prevent you from achieving the ‘Stun the Marionette 4 times’ bonus condition.
Key Echomancers:
Outside of Echomancers with ample AoE damage like
- For Echomancers with strong path blocking Barriers, you can opt for:
- Roar , a great pick whose Barrier will by itself deal significant damage to Aria on top of her AoE Basic Attacks.
- Mo Hongxiu , a smaller Barrier with less uses but is relevant nonetheless.
- Although weaker than the Barriers, SephonisAceo , and any other unit with access to frequent Root abilities can also hinder the Marionette for a few seconds at a tim.;
- Any Echomancer with Displacement capabilities can be used to delay Aria or interrupt her Stun (this includes the aforementioned Barriers as they push enemies in their path when you cast them), this includes but isn’t limited to:
- Mo Hongxiu and every other Tank with a ‘Gather’ type Skill.
- Sambheka ,Xiangling and every Echomancer with Push or Pull Skills, but prefer picking Echomancers who synergise with your team.
As you might have noticed, the battleground is divided into multiple smaller sections, out of which only 3 can be used for your initial positioning. The tiles of these small sections are at times replaced by Golden Butterfly patterns, with the section hosting the most Echomancers being targeted on priority. Once the patterns appear, you are put on a timer, which is represented by a purple outline progressively running around the entire sub-section. Once fully outlined in purple, the sub-section will explode, dealing high damage to any Echomancer standing inside it. While the damage might not be enough to One-Shot your Tanks it is more than enough to wipe your Damage Dealers and Healers if you’re not playing a high VIT+DEF build.
To deal with this mechanic, you can opt to either:
- Keep all of your Echomancers in different sub-sections, this will require minimal movement and makes it more forgiving even if you fail to escape in time;
- Or group all of your ranged Echomancers together and have them migrate as a team to another section periodically. It might be easier to deal with Aria as well that way but it isn't necessary.
This Skill is, in itself, not dangerous as you have ample time to dodge it, however any action that locks your Echomancers in place can make it much more threatening. Some of those actions can be Aria’s Stun, or channeled Echomancers Ultimate such as Lorelle’s for example.
Key Echomancers:
There is no need for any specific tool in order to deal with this mechanic, simply avoid locking yourself in place before the Mines are revealed.
To describe this skill, it only takes three words: ‘Beautiful yet deadly’. After a very brief cutscene, Sephonis rotates herself before indicating two big yellow arrows in opposite directions, and then a few seconds later 4 volleys of tiny Golden Butterflies are released in both directions. They immediately start spreading outwards, rotating counter-clockwise before coming back to Sephonis. Any Echomancer those Butterflies pass through will suffer immense damage, and as dozens of them are released at once you better not let them spread or it is quickly going to lead to a loss or two on your side.
- Your best tool against this skill is Projectile Interception, which can be not only found on most Barrier Skills, but also on Echomancers such as Felicio, Lanlan or Cen Ying to name a few who simply make all enemy projectiles vanish upon using their Interception Skills.
- Alternatively, the tiny butterflies are unable to reach the extremities of the outer sub-sections of the map, making it possible to hide your Rangers and Supports on safe tiles. In the case of Melee units, the butterflies never hit you if you’re standing close to the Boss at a 90° angle to the original directions they were sent from.
This skill is arguably one of the easiest to counter, but is also the most important to avoid, so having one or even two Echomancers with Interception Skills is going to make life much easier for most players.
Key Echomancers:
You can’t always afford to move around, and that’s when those Echomancers can save you from an instant game over:
- FelicioLanlanCen YingTong and any Echomancer who explicitly mentions in their kit Intercepting, Clearing or Destroying Projectiles. You can wait for the 3 volleys to be sent then immediately make all the butterflies disappear. However, these Echomancers tend to be more fragile, so most of them are best left as backup until the time is right;
- The majority of Barriers are incapable of blocking all of the tiny Butterflies and are destroyed midway, this is the case for all Barriers and the amount of projectiles they can soak is dependent on their strength.
- Nonetheless, Luke remains a near perfect pick here, as you can hit most of the butterflies with his Ultimate then block the stragglers with his Active Skill, or at least cover one side effectively halving the number of butterflies.
- Su XiaoLongqing (her Ultimate blocks Incoming Projectiles, but not those already inside), and the previously mentioned Barrier Echomancers can all be used for this mechanic as well. Still, try to prioritize Projectile Destruction to avoid hiccups.
This ability only occurs after Sephonis revives - three Clones of Sephonis appear in a triangle formation while Sephonis disappears from the fight. She comes back after either all the Clones have been destroyed or after 30 seconds have elapsed. This mechanic is without a doubt a DPS race, as the Clones are ticking time-bombs, periodically emitting pulses of Golden Energy around them until they’re defeated and blow up causing massive damage a couple of seconds after Sephonis returns to the fight. Few Echomancers can target all three Clones at once, so it’s important to keep multiple Burst tools available for this situation.
Key Echomancers:
No crazy tricks or anything here, you’re best off keeping your main DPS Ultimate and an Active Skill or two for this mechanic, once Sephonis has recovered.
Units like
Corrosion Blast, Explosion of Fire Zones and Electroconduct also work great here, if you’re playing around those synergies.
About 6 minutes into the fight, Sephonis starts dancing with Aria, dealing massive AoE damage to all Echomancers on the field and to your Terminal. If your damage is too lacking, this Dance is synonymous with Game Over in a short few seconds. There is nothing at this point that you can do aside from defeating Sephonis in one last all out attack.
Note: Even if you remove Aria from play via Corrosion Blast or
300% Team Examples
Let’s go over a few teams. They have varying levels of Engraving Stats and Skills but all are capable of beating the Boss.
For this first Event, we consider that Engraving Stats are generally more important than the Skills, as early on it's harder to build proper synergies. The exceptions being Defensive Skills as those benefit your team regardless of your other options, but they might be hard to come by.
Every Team featured here was tested with as little Dupes as possible for the 6 Star Echomancers (except for the aid which had a dupe on some occasion) and no Potential Awakenings were used.
Lastly, before diving in, we’d like to talk about one of the unsung Heroes of this guide:
This enables some double Ultimate + Skill spam during your Burst window, dealing millions of damage in a matter of seconds with just one DPS, truly excellent for a free character who doesn’t even need Dupes.
Note! Use the TABS below to check different teams.
Team #1 - Summoner Team
This Team revolves around the Summon synergy, with Cen Ying as Leader to increase her personal damage. Luke and Tong can both be used in her place depending on your available Inspire sources and who your main DPS is.
The Memory Traces are composed of three Story rewards, ‘Beneath Deception’, ‘Behind the Curtains’ and ‘Karma’ (you will have all of them by the time you complete Chapter 3 of the Main Story), one SR Trace ‘Muscle Building’ and two SSR gacha Traces namely ‘Bad Soil Bloom’ and ‘Shadows Of The Alley’ (one of them being the Friend/Club aid).
With a heavy focus on ATK and MST, and then some DEF + VIT, this Stat spread ensures a strong damage output for the entire duration of the fight at the expense of only having a few Ranged/Summon oriented Skills like ‘Snipe’ and ‘Coordinated Summons’.
If you find surviving with this team difficult, opt for a little more VIT or DEF and a little less MST or TRM, or go for the SSR Trace ‘My Vision Is Clear’ instead of ‘Karma’ which offers multiple powerful Damage Reduction Skills.
- LorelleFreda andLongqing protect your squishies and keep them healthy, having 2/3 or even all 3 out for the first seconds/minutes of the fight where the Corrosive Force deals tremendous damage and your Inspire stacks aren’t maxed out yet helps with the stability of the run.
- TongLuke andCen Ying can easily dispatch Aria but Roar is also there just in case you’d want an early Barrier to set up your team more easily, if you do not find a use for her in that team do not hesitate to replace her for any other Echomancer that fills a gap in your strategy.
- The three Physical carries are also excellent to Intercept the tiny Butterflies from Migration, with each of them possessing Projectile Destruction Skills or Barriers. They also do wonders when facing the Clones, since all of their Ultimates can target at least 2 of the Clones at once, and even some of their Active Skills can do that.
Video
Here's a video showcasing a 300% clear with the team:
Team #2 - Corrosion Team
With Lorelle instead of Caroline as a Leader, the Team benefits from improved Defensive Stats, in exchange for a lower damage output. Still, the extremely high damage of the Corrosive Blast proves to be more than enough to make quick work of Sephonis, even at fairly low TRM.
The Stat focus is on ATK and TRM, then DEF and VIT. The reason for such high MST comes from having 2 MST Traces which naturally makes MST build up extremely fast even if you pick it only once or twice during your Nexus run.
The Traces choices here are a little less F2P friendly, but they all are excellent and highly versatile: ‘Hidden Blade’, ‘Growth’, ‘Emptiness’ and ‘Shadows Of The Alley’ are the SSR gacha Traces, with 3 of them playable in most launch builds, SR Trace ‘Muscle Building’ is here once again, as an amazing pick for Caroline and lastly ‘Karma’ for a solid mix of offense and defense built into one Trace.
The levels of the Traces are fairly low, sitting at 40 for most, meaning that a lot more Stats can be obtained by pushing the Traces to a higher level.
This time around we focus on Offensive Main and Sub Skills, mostly Ranged related to push Caroline and Gina’s damage higher and make the team slightly less reliant on the Corrosive Blast.
- LorelleFreda andLongqing serve the same purpose of keeping your team alive, but in addition to those three we now haveCaroline whose ‘Goodspeed Potion’ keeps the team topped up at all times thanks to its infinite Skill uses.
- The Corrosive Blast can get rid of Aria once her health is low enough, and in the case that it's not possible we can reposition Caroline (the most likely target) for the entire fight duration thanks to his short CDs and very long attack range. Alternatively,Sephonis can apply a small Root that refreshes multiple times to keep the Marionette at bay.
- There isn’t much Projectile Interception in this team, so we bring Felicio in case repositioning our units is impossible. You can also keep one of your TRM Skill uses to destroy the Projectiles once throughout the fight.
- By the time we reach the Clones, our Corrosion Echomancers are fully amped up and they no longer pose a threat to our team, just make sure to use your Skills to hit as many targets as you can with Gina
Video
Here's a video showcasing a 300% clear with the team:
Team #3 - Fire Team
Based on the Fire Zone synergy, this team requires high Stats and multiple Defensive Skills to express itself. Here we focus ATK + MST and then we aim to push both DEF and VIT, leaving TRM untouched as much as we can.
The reason for that is the absence of Lorelle, which as a result makes your entire Team take more damage. However, in turn this team boasts extremely high Burst during Phase 2 where Cyros and Lydia turn into DPS monsters.
This time we go for the SSR Traces ‘Nightmare’ to reduce the overall damage and stack Inspire with Longqing or Tian Ruo, ‘Dusk Radiance’ is brought for ‘Flame Infusion’ (and ‘Weakness Mark’ if your Mo Hongxiu has 1 Dupe) and as a strong source of VIT, ‘My Vision Is Clear’ brings even more DEF and some Defensive Skills, while ‘Emptiness’ further improves our Melee’s survival rate. Lastly, ‘Shadows Of The Alley’ brings more of the much needed Inspire stacks.
- LorelleFreda andSu Xiao are the main sources of Healing and Defense on the side of the Echomancers, with Su Xiao coming in later in the fight to provide an Max HP increase with her Ultimate and can be used to further amplify one of your carries’ damage output.
- Mo Hongxiu andRoar are both excellent to deal with Aria, andCyros can also help thanks to his frequent Ultimates and his many Active Skill uses.
- While Mo Hongxiu andRoar have tools to deal with the Migration, quick repositioning andFelicio are still better at the job. On top of that, Felicio will nicely boost Cyros or Roar’s damage for a short time after Intercepting.
- The Clones melt under Cyros Ultimate, or his Active Skill, or even his Basic Attacks.Lydia is also capable of shredding through these Clones as if they were made of paper. In general during Phase 2, losing with this team won’t be due to a lack of Firepower as it can make up for its slower clear speed during Phase 1.
Video
Here's a video showcasing a 300% clear with the team: