Volk's Wrath Guide: Legend



Volk's Wrath: Legend is a challenge quest centered on a boss battle with Volk, unlocked upon the completion of Volk's Wrath: Master, and meeting the minimum might requirement of 38,000.
 * Rewards from Legend difficulty include, which can be used to unbind flame Agito weapons a second time, granting access to the 9th unbind. However, the stat gain from this is small - the actual prize is a special weapon skin featuring swirling flames.
 * Additionally, clearing Legend difficulty for the first time rewards the player with 30 s, the amount needed to refine and unbind one weapon to the 9th unbind.
 * However, note that Legend only drops this one item and nothing else, while the aforementioned refine and unbind also require materials from lower difficulties of Volk's Wrath.
 * Weekly bonuses from clearing the Legend difficulty also provide 10 s.

HP
HP isn't too much of a concern if adventurers are properly built with ideal equipment and maxed-out augments, a dispel is available, and a healer is used, which is highly recommended.
 * It's strongly suggested to max out your at level 30 before attempting this quest.

Weapons
For Legend, at a minimum, adventurers should be equipped with at least a Agito weapon that's unbound 8 times. This includes even supportive role adventurers as the quest difficulty is extremely high.
 * A non- healer can get by with a 4UB Agito without issue as they do not provide significant personal DPS, but the reduced might may cause issues for them joining public co-op.

Dragons
Everyone must be equipped with a max-unbound Flame-attuned dragon for Legend.
 * A non- healer, as well as, may carry some weaker or offelement dragons which bring better utility, as their personal DPS is usually not too relevant.

Wyrmprints
All adventurers should equip their standard wyrmprints in normal compositions.

In a speedclear composition, specific wyrmprints are used for, , and.

DPS
These units will be doing the majority of the DPS, and sometimes provide support and/or additional utility.
 * Don't run more than 1 Halloween Mym in the entire team.
 * Don't run more than 1 Emma in the entire team.

Healer
The healer will be spending the majority of the match far away from Volk, keeping the wolves busy and providing healing and support where needed.
 * Select a healer depending on needs and team compositions; all are viable with different strengths and weaknesses.

General Party Setup
The general setup includes 3 DPSes, and a healer. The two requirements are as follows:
 * One of the adventurers should have a differing resistance to the others, so that all affliction bombs may be detonated safely.
 * For example, a team with 3 adventurers should have the remaining adventurer be.
 * For another example, a team with 3 adventurers should have the remaining adventurer be.
 * ,, and can detonate any bomb due to being dual-resistance gala units covering both sleep and stun.
 * and should be considered as pure  adventurers, as the -equivalent abilities are not relevant for this quest. However, if they are shapeshifted (which they will be doing so frequently) they can detonate any bomb as dragons are immune to status aliments, but do note that your shapeshift will be undone immediately.
 * At least one adventurer should be able to dispel in any way, as if Volk's buffed Strength gets high enough, unavoidable damage may become lethal. 's level 4 is an easy fix if nobody brought a form of dispel.

On Plague
is a special effect that will reduce an adventurer or Volk's resistance to afflictions.
 * On adventurers, plague will set the adventurer's resistance to all afflictions to -100%. This means that attacks with a 0% chance to inflict an affliction will have a 100% success rate (this describes several of Volk's attacks). When plague's effects wear off, it will spread to surrounding adventurers. Plague will wear off after 90 seconds on its own, or it can be removed more quickly if the adventurer receives any form of healing.
 * Plague can spread from an adventurer onto Volk himself if he hits them with an attack that has a component.
 * On Volk, resistance to all afflictions will be set to a fixed value for the duration of Plague, and the enemy cannot receive any form of healing (via Life Drain, for example). If the enemy gets afflicted while they are plagued, the fixed resistance value will not change, but their "true" resistance value will increment in the background accordingly. Once plague's effect ends, the enemy's true resistance value will be restored.
 * On human Volk, plague will set his resistance to 25% and wear off after 15 seconds.
 * On non-berserk therion Volk, plague will set his resistance to 50% and wear off after 10 seconds.
 * On berserk therion Volk, plague has no effect on his resistances.
 * For example: if therion Volk had 75% resistance to burn, and then got plagued, his resistance to burn would be fixed at 50% for the duration of plague. Let's say he was burned once during plague, which would increase resistance by 5%. He will still be at 50% during plague, but after plague ends he will have his true res value, 80% (75% + 5%).

On Life Drain
in Legend difficulty is much stronger; Volk will heal significant chunks of his health if he successfully hits a non-plagued adventurer.

Mitigate as much of his life drain as possible by avoiding damage, taking advantage of Plague, dragon form, and defensive buffs, and also dispel his Strength Up buffs ASAP.

On Automatic Bracing
Bracing (air recovery) grants iframes, but these iframes end as soon as you land. Not bracing will cause your adventurer to fall to the ground if they were hit by Snapping Squalls, which grant extended iframes that last until a few moments after they pick themselves back up.

Automatic Bracing is an option that can be configured in the Game Settings tab of the game's Option menu. Make sure that this option is turned off if you are playing a adventurer, as if automatic bracing is turned on, it's very likely that the unit will take damage twice - once from the initial hit, and another from getting hit again after landing from the same Snapping Squall. This usually ends poorly for the unit, as it is unlikely for most units to survive getting hit twice in a row without defensive buffs.

Pestilent Wind
Unavoidable opening blast that deals low damage, but inflicts plague on entire team. The entire team should roll towards Volk here, after using any skills that may benefit them later (e.g. Agito buff skills), if they have.

Volk will disappear temporarily after this attack.

Spin Attack
At this point, everyone should be in the middle of the arena. All DPS units should spread out, preferably all in different directions.

Volk will reappear soon, and will look as if he's about to attack. The healer should stay put in the middle, and use their healing skill (preferably, a burst heal) just before he performs a spin attack. All other DPS units should try to prevent their plague rings from overlapping other units as the healer cleans it off.
 * Lances and ranged units will have enough reach to attack Volk with standard attacks without getting into harm's way.
 * If it fails to clean off plague, do not panic, and use other available healing skills once other DPSes aren't overlapping again. 's shared skill,, helps a lot with this by granting a healer another burst heal. In a pinch, even regen skills will work, though they take a bit longer.

Underdog's Scheme and Ravenous Claws
In solo mode, Volk will spawn four affliction bombs that do not deal damage in a cross pattern.

In co-op mode, Volk will spawn six affliction bombs that do not deal damage in a hexagonal pattern.

In either case, Volk will then move to the center of the arena, then spawn 8 shurikens in an octagonal pattern.

These bombs can be safely detonated if you're not plagued (your healer should have cleaned it off by now) and you match resistance with the bomb's type.


 * Red bombs with stars inflict, and hence a Stun Res unit should walk into them to detonate them.
 * Green bombs with bubbles inflict, and hence a Sleep Res unit should walk into them to detonate them.
 * As and  are dual-resistance units, they can detonate any bomb.
 * If you have shapeshift ready by this point (usually happens with speedrun compositions with ), dragon form may be used to safely detonate a bomb regardless of affliction resistances - keeping in mind that your shapeshift will be instantly undone, so you can only detonate an off-resist bomb once per shift.
 * Be mindful of spacing; as the bombs alternate afflictions, getting too close to someone else's bombs may cause you or the other unit to get afflicted by the off-resistance.
 * Blade units may attempt to detonate bombs by clipping the edges of them with a force strike, even if they're off-resist. This is risky, though, since slipping up means a locked unit.

Purple lines signifying shurikens' path, centering on one of the closest units to Volk, will appear after the octagonal burst has fired; be mindful of their paths, and don't get hit by them. These shurikens will inflict Sleep on units that do not resist Sleep.

Imminent Illness
Four unavoidable purple chaser attacks appear on every unit. Avoid overlapping each other.
 * In solo mode, only one chaser appears on the controlled adventurer.
 * The chaser hits a bit earlier than in Expert difficulty, so attempt to dodge roll towards a safe zone as soon as possible since your adventurer will be hitstunned for a bit.


 * If anyone is still plagued at this point, the healer should cleanse it off ASAP, as if this attack hits plagued units, it will inflict poison which will cause HP to drain to 1 HP, as well as disabling shapeshifting, making survivability very poor.
 * The previous attack will also show up for one last time, so be careful not to get clipped by someone else's chaser and the shurikens.
 * A HP co-ability makes overlap between two melee units survivable.

Drill Attacks
Volk will pick the two closest units and drill towards them. Check the minimap - if Volk's pointing at your general direction, roll perpendicularly! Using skills or dodgetanking are acceptable, too.


 * On high-speed runs, 's and 's first shapeshift opportunity is just before Volk starts his first drill attack. Feel free to go ham on Volk if it happens.
 * If playing as, get damaged by Volk as soon as possible, so you're able to gain Dragon Gauge again.
 * The attack's hitbox lingers on, and can likely prove fatal if you're hit early on and Volk doesn't push you aside.

Pestilent Wind
Volk will inflict plague on all units again. All units should spread out to 4 corners, right to the edge of the arena; there's more than enough time to do so. Heal the plague off, once everyone is apart.

All 4 units should then roll inwards, towards the center, once. Units with directional movement force strikes, such as swords, blades, daggers, and lances, should start charging their force strikes towards the center of the arena.
 * Make sure adventurers are facing towards the center of the arena, as the next attack will have Volk appear behind the adventurer, dependent on the adventurer's facing.


 * On medium-speed runs, 's and 's first shapeshift opportunity is around here.
 * If Volk's shadow appears, or Volk himself drops down from the top, you can use your distance to him as a gauge on who he'll attack first. He attacks in distance order, starting from the closest adventurer to him.

Spin Attack x4
Volk will teleport behind adventurers and attempt a spin attack, which is unavoidable within the marker.
 * On high-speed runs, 's second shapeshift opportunity is around here.
 * If the unit has a directional movement force strike, they should unleash their force strike, then dodge roll towards the center.
 * Otherwise, just dodge roll towards the center.

Volk will reappear at the center of the arena and promptly dispel any afflictions on him. Use any skills you have, preferably starting with a skill that inflicts, or a skill that boosts the Dragon Gauge now.


 * Volk will buff his strength by 10%. ling it will improve survivability later on.

Resentment
Volk will create a black fog that covers a significant area of the arena, and walk towards the bottom-left corner. This black fog inflicts plague on anyone caught in it.

The designated baiter (usually the healer) should be at the upper-right corner, right at the edge of the fog.


 * Most adventurers should have gained enough Dragon Gauge to be able to shapeshift. This is a good time for them to shapeshift, as an unavoidable attack is incoming. may also wish to shapeshift now to access the dragon form.

Imminent Illness
Deal with this as the previous instance of Imminent Illness, but keep in mind that there are now also red markers representing wolves that charge, that track the ranged baiter, usually a healer that strike them. The baiter should make sure that they aren't caught between two attacks at the same time.


 * On medium-speed runs, 's second shapeshift opportunity is around here.

Red Wolf Charges & Purple Shurikens
Volk will keep attacking the ranged baiter with shurikens and wolves. For red markers, the baiter may dodge roll them, but for purple markers, they should make sure that they are not overlapping any purple markers, then dodge or skill the red markers, if they're on them. Other DPSes should continue DPSing.
 * In solo mode, you might find it preferable to manually move in AI teammates that are lingering in the fog to prevent plague from constantly re-applying on them.
 * On high-speed runs, 's third shapeshift opportunity is around here.
 * On medium-speed runs, 's second shapeshift opportunity is around here.
 * Ranged DPSes should stay close to Volk. If they get too far away, they could accidentally steal bait, placing the entire DPS group in danger, or cause a DPS loss from taking avoidance actions.

Volk should have his HP empty out by this point, if not much earlier. Phase 2 will begin once this happens.
 * Units at low HP should shapeshift before the phase changes if healing is not received, as the phase change inflicts damage, which may prove fatal to units at low HP.
 * Aim to enter Phase 2 before the fog disappears - if you're unable to do so, DPS might be marginal enough to make clearing the quest a difficult proposition.

Overwhelming Hunger
Map-wide avoidable attack that deals little damage, and inflicts Plague, or HP to 1 if the target is already plagued.

Adventurers that are plagued should iframe or dodge roll the attack. In slower runs, the actions should be as follows.
 * Adventurers that are not plagued should intentionally get hit, and avoid using skills or dodge rolling.
 * Healers should avoid using healing skills to prevent the plague from being cleansed inadvertently
 * If HP regen healing is present, all four adventurers should stay close together so that plague reinflicts on themselves when the timer expires.

Charge + Claw Swipes
Volk will charge towards the furthest adventurer. The targeted adventurer should get out of harm's way in any way, and DPS units that don't have any skills should roll towards Volk's destination.

Volk will then follow up with two or three claw swipes, targeted at the closest unit. Skill, dodge, or get to the blind zone.
 * The blind zone varies with each swipe.
 * The third swipe is indicated by a "!!" on his head and the lack of an attack marker. If DPS is very high, this final swipe may be skipped.
 * The blind zone in this case is the front area of him.

Steal Vitality
This move tends to show up on slower runs.

Volk will cause massive unavoidable damage and heals based on the amount of damage dealt.


 * There are ways to mitigate this HP recovery.
 * Volk cannot recover HP from a plagued unit.
 * Volk cannot recover HP from dragons, as they do not take HP damage.
 * Volk cannot recover HP if Volk himself is plagued.
 * It is also possible to inflict or  on a plagued Volk, even if he has been stunned before.

Summon Wolves
This move is seen once Volk's remaining HP has reached below 90%.

Volk will summon wolves that charge at adventurers, as well as buffing his own strength by 30% (two stacks of 15%).

If the wolves were all defeated, Volk will respawn them automatically at certain points in the fight.
 * ling the buffs is strongly recommended for non-speedrun compositions.

Overwhelming Hunger
Here, the action varies depending on the adventurer is plagued or not.
 * Adventurers that are not plagued should intentionally get hit, and avoid using skills or dodge rolling.
 * Adventurers that are plagued should iframe or dodge roll the attack.
 * Healers should avoid using healing skills to prevent the plague from being cleansed inadvertently
 * If HP regen healing is present, all four adventurers should stay close together so that plague reinflicts on themselves when the timer expires.

Underdog's Scheme (Variant 1)
This move tends to be skipped in very fast runs.

In solo mode, Volk will spawn two black affliction bombs directly to the left and right of him.

In co-op mode, Volk will spawn four black affliction bombs in a cross pattern next to him.

These black bombs inflict, or HP to 1 if the target is already plagued.


 * These bombs may be left alone in preparation for Lunatic Judgement.

Volk will also buff his own strength by 30% (two stacks of 15%) shortly after the bombs spawn.

Unavoidable Purple
This move tends to be skipped in fast runs.

Map-wide unavoidable attack which inflicts on plagued adventurers.

Charge x4
This move tends to show up in slower runs.

Volk charges four times, targetting one adventurer each. This can be iframed or dodge rolled.

Lunatic Judgement
This move is seen once Volk's remaining HP has reached below 75%.

Volk will summon a Blood Moon which unlike in lower difficulties, is untargetable. This Blood Moon still constantly deals small amount of damage, and life steal fills up a red bar located to the bottom right of the HP bar. When this bar completely fills, the Blood Moon will fall and deal 99999 damage to all adventurers, ending the run.
 * There are ways to mitigate this HP recovery.
 * The Blood Moon cannot recover HP from a plagued unit.
 * The Blood Moon cannot recover HP from dragons, as they do not take HP damage.
 * The Blood Moon cannot recover HP if the Blood Moon itself is plagued.

The Blood Moon lasts until Volk enters Berserk mode.

Resentment

 * Aim to break Volk during this phase.

Red Wolf Charges & Claw Swipes (Purple)
During Resentment, Volk's claw swipes now cannot be iframed or dodge rolled, so moving into the blind area is now the only method of dodging this attack.

Snapping Squalls x4
Volk will move towards the center of the arena and then summon four purple chasers that track units. All four units should fan out to the edge of the arena, and then rotate in a clockwise direction.
 * In solo mode, only the controlled adventurer will receive the chaser, though it may still damage AI adventurers caught in the attack.
 * This move can be cancelled by stunning or  freezing him as he walks toward the center. If Volk makes it to the center however, Stun and Freeze won't cancel the attack.

At or after this point, once Volk has reached less than 30% of his HP remaining (a good rule of thumb is that his HP is lower than the start of the overdrive gauge), he will enter the final phase - Berserk Mode. In fast runs, Berserk Mode can be entered when Volk is at much lower than 30% of his remaining HP, and in very fast runs, Volk can even be defeated before Berserk Mode can be activated.

Underdog's Scheme (Variant 2)
In solo mode, Volk will spawn four affliction bombs in a cross pattern.
 * Two black bombs inflicting, or HP to 1 if the target is already plagued
 * One red bomb with stars inflicting
 * One green bomb with bubbles inflicting

In co-op mode, Volk will spawn eight affliction bombs in an octagonal pattern.
 * Four black bombs inflicting, or HP to 1 if the target is already plagued
 * Two red bombs with stars inflicting
 * Two green bombs with bubbles inflicting

Snapping Squalls x4

 * In solo mode, only the controlled adventurer will receive the chaser, though it may still damage AI adventurers caught in the attack.

Cross Tornadoes
Volk summons four tornadoes in a cross pattern which bounce off the edges of the arena.

On Berserk
Once Volk enters mode, all of his attacks will be significantly powered up, and his affliction resistances will be set to 999% - making it impossible to inflict further afflictions.
 * In solo mode, Volk will likely instantly defeat a damaged adventurer, and being at full health tends to leave you in the red should you be struck - and that's only if there are sufficient amounts of HP and defense buffs.
 * 's elevated defenses due to his skills and abilities may make this phase easier should it happen.
 * In co-op mode, nearly all of Volk's attacks will one-shot you, making attack avoidance an utmost priority.

Volk's defenses will also massively increase. However, force strikes will deal extra damage to the overdrive gauge - 5 times more in co-op, and a whopping 10 times more in solo. Try to deal damage to the overdrive gauge as much as you can by spamming force strikes wherever possible, and take advantage of break state damage as much as possible (where his defenses will significantly reduce). Once break ends, Volk will immediately reenter overdrive.

The Blood Moon will disappear, and hence you won't need to worry about it anymore. Keep calm, and avoid getting hit. All unmarked attacks in this phase are iframable, so dodge or skill as necessary.

Resentment
From now on, Volk's moves have an element of randomness.