Bosses 13 bosses · 43 difficulties
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Checked-in boss knowledge

Chosen Seren

Researched · Lv. 260

Hits fill your Sun Gauge and a full gauge stuns you; in Phase 2 every stun also shrinks Midnight, the party's burst window.

Boss level
280entry 260
Defence (PDR)
380%
Authentic Force
200
Party
Up to 6
Recommended · Solo
800MCMS reference
Recommended · 6-party (each)
≈ 86MCMS reference
HP
Phase 1
896t
Phase 2
3.5q
  • Extreme Faster gauge, more Noon sun rays, tougher deer. SEA v244 halved light of judgement's gauge gain.
  • 8 lives in MapleSEA, 20 minutes. Phase 1 is level 275 and Phase 2 level 280.

Overview

  • Sun Gauge Almost any hit fills it; full means a stun with no healing.
  • Midnight shrinks Every full gauge shrinks Midnight; it regrows by how many stayed uncursed. At zero the party fails, lives or not.
  • Power of Sun Each segment ends with one safe spot; one miss gives the whole party a lethal hit and a full gauge.

Danger

  • Phase 1 pillars Near-instant and still spawning while she is bound; many find Phase 1 hardest.
  • Sunset slashes Triple slash 200% HP on Hard/Extreme (Normal 90%); sword pillars 70-90%. Duck them.
  • Stunned at Sunset Usually fatal; don't enter Sunset with a near-full gauge.
  • Dawn chains Knockback, stuns, slows and orbs chain hits, and each feeds her shield.
  • Midnight drain Repeated curses end the run with lives left.

Tips

  • Crouch Dodges her stab, rush, Noon front laser and Sunset slashes; shifts your hitbox forward.
  • Bind at Dawn Binding removes the deer (SEA v251); orbs have ~90% less HP since.
  • Stun on your terms Near-full late in Noon? Take a cheap hit so the stun lands in Noon, crouch out of it, potion.
  • Call the safe spot Call Power of Sun early; one lagging player fails it for all.
  • Sunset prep Keep Decent Holy Fountain ready; avoid walls she faces, where her charge lingers.
  • Hero's Will Clear blindness or accuracy-down before bursting.

Phases

Phase 1 light pillars
  • Gauge reset The Sun Gauge clears when Phase 2 starts (SEA v246).
  • Light pillars Erupt almost instantly and keep spawning while she is bound; many players find Phase 1 the hardest.
  • Pillar spacing Solo: stand between two pillar spawn points near Seren so she throws fewer sword auras; jump the slow one.
  • Burst out Parties burst at once to get out of the pillar phase.
  • Extreme The Phase 1 diagonal lasers fill the gauge faster.

Phase 2 · repeats

Noon gauge fills
  • Shield heal Dawn shield left at Noon heals Seren.
  • Front laser Crouch dodges the Noon front laser.
  • Stun on your terms Near-full late in Noon? Take a cheap hit so the stun lands here, crouch as it ends, then potion.
  • Left side Solo: play the left; the far right has an off-screen hazard and the middle catches crossing lasers.
  • Extreme More sun rays.
Sunset −80% healing · heavy hits
  • Healing cut Healing −80% and heavy hits; Decent Holy Fountain heals normally.
  • Triple slash 200% HP on Hard/Extreme, 90% on Normal; crouch all three. Sword pillars deal 70-90%.
  • Arrive with room A stun here usually kills, so don't enter Sunset with a near-full gauge.
  • Off the wall Don't fight her pinned to a wall she faces; her charge lingers there.
Midnight burst · no gauge
  • Burst window Weak attacks that never fill the gauge.
  • Shrinks per curse Each curse shrinks Midnight; it regrows at each time change by how many stayed uncursed. At zero the party fails.
  • Burst timing Hold binds and the main burst for Midnight; start on the caller's mark once everyone is in the Power of Sun safe spot.
  • Push before Dawn Leftover Dawn shield heals back at Noon, so take as much HP here as you can.
  • Finish here Strong solos and duos aim to kill her in Midnight; if she will survive, save i-frames or Ascent for Dawn.
Dawn shield · deer · orbs
  • Shield About 10% of her HP; grows over time and when players are hit.
  • Deer and orbs Deer (Nerota's Incarnation) chase you; blue orbs explode nearby.
  • Bind removes deer Binding Seren makes the deer vanish (SEA v251); orbs have about 90% less HP since.
  • Chain hits Knockback, stuns, slows and orbs chain into more hits, and each feeds her shield.
  • Solo route Fight away from orb spawns, kite the deer across, pass through her after her trap cast and clear orbs; a common personal target is under 5-10% healing.

Strategies

Burst at Midnight

Low risk · Medium damage requirement

Parties of 2-6, especially Normal and Hard with mixed damage; a learning default the party agrees before entry

  1. Burst immediately in Phase 1 to get out of the pillar phase.
  2. In Phase 2, hold binds and main burst for Midnight. The caller confirms the start once everyone is in the Power of Sun safe spot (the exact pre-resolution timing is unverified).
  3. Push as much HP as possible before Dawn, because leftover Dawn shield is healed back at Noon.
  4. Everyone plays to avoid curses in Noon, Sunset and Dawn; clean segments regrow Midnight.

Payoff Safest burst window; protects the Midnight segment

Finish before Dawn

Medium risk · High damage requirement

Strong solo or duo that has shown it can take the remaining HP in one Midnight window

  1. Go into Phase 2 Midnight with every burst and bind and aim to finish her there.
  2. If she will clearly survive, save Genesis i-frames or Ascent skills to survive Dawn instead.

Payoff Skips Dawn's shield and deer entirely

Dodge between attacks

Medium risk · Medium damage requirement

Solo Normal or Hard

  1. Learn how many attacks fit between her stab and rush and crouch on cue.
  2. Phase 1 - stand between two pillar spawn points and stay near Seren so she throws fewer sword auras; jump over the slow one.
  3. Noon - the left side usually works; the far right has an off-screen hazard and the middle catches crossing lasers. Adjust to the pattern.
  4. Dawn - fight on one side away from orb spawns, kite the deer across, wait for her trap cast, then pass through her and clear orbs; binding her removes the deer (SEA v251). Healing under about 5-10% is one player's target, not a fixed threshold.

Payoff Very few gauge stuns while keeping DPS up

Notes

  • Destiny Resolve per clear Hard 6 · Extreme 80, split among everyone who entered.
  • HP estimates Overdrive HP is estimated from the published KMS reductions.

Recommended · Extreme CMS lists 800M combat power solo (about 86M each in a 6-party) as a rough reference. Run 250 Authentic Force for the full +25%.

Sources

Research checked .