Bosses 13 bosses · 43 difficulties
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Checked-in boss knowledge

The First Adversary

Researched · Lv. 270

Parry the right attacks to keep the shared Power of Order high; it sets the party's damage and protects your Will.

Destiny Weapon · Battle, The First Adversary

↓ -20% Final Damage, +50% Power of Order lost

10,000 Adversary's Resolve

  • Practice Mode clears count
  • No Cross World
Boss level
285entry 275
Defence (PDR)
380%
Authentic Force
340
Party
Solo
  • Hard, solo Hard rules in Destiny Mode. Full-fight Practice Mode clears count outside Cross World.

Overview

Power of Order stages

  • 0-199 · -40% FD
  • 200-399 · -20% FD
  • 400-599 · no change
  • 600-799 · +10% FD
  • 800+ · +20% FD

Starts each phase at 500 and decays 5/s, never below the current stage.

Will of the Adversary

Start
1000
Death
↓ -200
Cycle at 200-399
↓ -100
Cycle under 200
↓ -200

Reaching 0 removes you.

  • Will of the Adversary Your personal life pool; at 0 you are out.
  • Power of Order Shared gauge that sets the party's final damage by stage.
  • Cycle of Power Every 2:18. 600+ is kept; anything lower resets to 500, and under 400 also costs Will.
  • Immortal Will 0.5s parry on NPC/Gather. 6s cooldown, 4.5s back on a rewarded parry.
  • Party scaling Duo/trio gain 50%/34%. Hit loss is 75%/50% on Easy to Hard, 100% on Extreme.
  • Bind Cancels his pattern; no critical bind. HP splits 30/30/40.

Danger

  • Every hit drains on Hard+ On Hard/Extreme all hits, map patterns too, drain Power of Order.
  • Intense Strike (Phase 1) The real body (red daggers) deals 999%. Parry, i-frame, or crouch far.
  • Sword Shower slam 1000% unless parried or jumped; his opener if unbound.
  • Altar (Phase 2) Drains fast on Hard+. The marked player takes it to a corner early.
  • Flow and Arrow Rain (Phase 3) Spend Genesis, i-frames or Ascent here. A bind cancels Flow.
  • Stage 5 tornadoes (Phase 1) At 800+ on both edges. 25% HP/s and Slow; gone if the stage drops.
  • Extreme Much heavier hits, and party gauge losses are no longer reduced.

Tips

  • Parry reliably Enter every Cycle at 600+; once high, dodge instead of forcing parries.
  • Own colour only In Phases 2-3, call attributes and parry only yours.
  • Stay with aggro He can turn around just before strengthened swings.
  • Burst on cooldown Don't hold for the Cycle. Ideal is 16 bursts (5 / 4 / 7 by phase).
  • Summon Evolve tell Both wings folded: centre. Both spread: sides. One folded: that side.
  • Skip Sniping safely On lock-on, stand on his centre and i-frame the final arrow.
  • Pre-Cycle window No casts ~5s before a Cycle, no big patterns 10-15s before.

Phases

Phase 1 · Warrior and thief parry red hits
  • Red hits Parry the red strengthened hits.
  • Shadow Partner Shadow Partner copies swing just before him.
  • Opener Unbound on entry he opens with Sword Shower; its slam deals 1000% unless parried or jumped.
  • Intense Strike He hides between two clones; the real body's daggers glow red and deal 999%. Parry, i-frame, or crouch far.
  • Stage 5 tornadoes At 800+ they stand at both edges: 25% HP/s, Slow and gauge drain. They vanish if the stage drops.
Phase 2 · Mage and archer parry your element
  • Elements Each player gets Fire, Ice or Holy, re-rolled every Cycle.
  • Own element Parry only attacks of your own element.
  • Altar Drains the gauge fast on Hard+; the marked player takes it to a corner early.
Phase 3 · Both both rule sets
  • Both rule sets Both rule sets; strengthened hits glow rainbow.
  • Flow and Arrow Rain They overlap his other attacks; spend Genesis, i-frames or Ascent here. A bind cancels Elemental Flow.
  • Extreme His last swings here deal 200%.

Strategies

Parry to Stage 4

Medium risk · Low damage requirement

Parties that parry reliably; most useful at minimum spec on Hard/Extreme

  1. Do not bind on entry, so his first cast is Sword Shower.
  2. Up-jump or i-frame the first slam, then everyone parries the second slam. In a trio one parry alone will not reach stage 4.
  3. Burst as soon as the gauge reaches Stage 4 (600+, +10% final damage); do not hold the burst to chase Stage 5.

Payoff The first burst lands at stage 4 or higher, and that stage now survives the Cycle

Bind on entry

Low risk · High damage requirement

Damage is comfortable, or someone cannot yet parry the opener reliably (inferred from the guide's wording, not stated as a recommendation)

  1. Bind as you enter; the bind cancels his current pattern.
  2. Burst during the bind and build the gauge with later red parries.

Payoff Immediate damage with no opener risk, but the first burst runs at stage 3 with no bonus

Parry the last Sniping arrow

High risk · Low damage requirement

Players confident in the timing; skip on Extreme unless practised, since the final arrow deals 999%

  1. During the six regular shots, steer the crossbow so it fires away from you.
  2. Parry the final arrow of your own attribute; practise the timing before relying on it.

Payoff Large gauge gain (solo +250 on Easy, +200 otherwise; duos and trios get the party share)

Start at Stage 5

High risk · Low damage requirement

Parties where everyone parries reliably. Described for Easy (about 3 parries) and Normal (about 4); untested on Hard/Extreme, where other guides burst right after the opener parry

  1. Do not bind or burst on entry; deal sustained damage and have everyone parry the opening strengthened attacks.
  2. Burst the moment the shared gauge crosses 800 (Stage 5); nothing above 800 adds damage, so do not build toward 1000.
  3. Stay off the map edges once the Stage 5 tornadoes appear.

Payoff The first burst runs at +20% final damage instead of +10%, but a missed parry or a death delays it long enough to lose more than the bonus

Notes

  • 600+ survives the Cycle MapleSEA v249 (Mar 2026), from KMS 1.2.407.
  • Limits 20 min · 10s potions · 1-3 players · one clear a week.
  • Destiny Resolve per clear Normal 15 · Hard 120 · Extreme 500, split among entrants.
  • Odium symbol Lv 11 +20% damage against this boss (MapleSEA v251).
  • Weekly kill cap 12 boss kills a week (MapleSEA v249).
  • HP estimates Overdrive HP is estimated from the published KMS reductions.

Sources

Research checked .