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Collaborative Guide
Collaborative guides are edited by the general community based on a general focus and are works of opinion. Please use the Discussion page or the Discord if major changes are required. |
“ | Let's have a little fight, you and I—one with my full power unleashed. | „ |
High Brunhilda's Trial is a challenge quest centered on a boss battle with High Brunhilda, unlocked upon the completion of Brunhilda's Trial: Master.
- Rewards from Standard difficulty include Flamewyrm's Greatsphere, which can be traded for the 5 dragon High Brunhilda or the Fafnir Statue (Flame), and can be used to upgrade the Fafnir Statue facility.
- Rewards from Expert additionally include High Flamewyrm's Tail, which alongside Flamewyrm's Greatspheres can be used to craft Flame-attuned High Dragon weapons.
- Additionally, weekly clears from Expert additionally include small amounts of High Flamewyrm's Horns, which alongside Flamewyrm's Greatspheres and High Flamewyrm's Tails can be used towards refining and enhancing Flame-attuned High Dragon weapons past four unbinds, and can be used as an entry point towards Volk's Wrath: Expert.
Stat and Equipment Requirements[ | ]
HP[ | ]
Standard[ | ]
HP isn't too much of a concern for Standard difficulty, as all adventurers should be able to withstand the unavoidable damage High Brunhilda inflicts at the beginning of the fight if they have sufficiently strong equipment, and a healer was used, which is highly recommended.
Expert[ | ]
See the following table for HP requirements depending on co-abilities available.
- The Volcanic Queen wyrmprint reduces the HP requirement, as well as further damage throughout the fight, though will reduce your DPS.
- Additional defensive chain co-abilities, or defense buffs from a healer or buffer, may further improve your HP or defensive capabilities, not shown here.
- These values apply for Water-attuned adventurers. Off-element adventurers will take twice the listed HP damage.
Type | No co-abilities | or | and |
---|---|---|---|
Melee | 2442 | 2124 | 1847 |
Melee ( MUB) | 1740 | 1514 | 1316 |
Ranged | 3052 | 2655 | 2308 |
Ranged ( MUB) | 2175 | 1892 | 1645 |
Weapons[ | ]
Standard[ | ]
Crafting Void or Chimeratech weapons, or better, can improve your adventurer's performance (especially if it's Chimeratech) in the quest, though technically optional. Still, if possible, at least equip your adventurers with Void weapons at minimum.
- Generally speaking, if you're able to clear Tidal Chimera Strike: Standard (and preferably, also its Expert difficulty), you should obtain materials from it to create a Chimeratech weapon, as it should be more powerful than void weapons due to its better base stats and ability.
- Note that as Manacasters do not have a void weapon, the bane ability is unlocked by upgrading Chanzelian Caster Mk. 72's abilities instead.
Expert[ | ]
High Brunhilda's Trial: Expert can still be challenging even in the face of powercreep.
A Void weapon with the High Dragon bane enabled is the bare minimum possible to clear the quest, but it's strongly suggested to at least craft a Chimeratech weapon and use that instead, or better yet, craft a High Dragon weapon with materials obtained from High Mercury's Trial: Expert, and unbind it at least four times.
Weapon Table[ | ]
The following table shows only Water-attuned weaponry. For Flame-elemental lances (specifically for Gala Mym), see High Midgardsormr Guide: Standard & Expert and Volk's Wrath Guide: Expert (demote each weapon by 1 rank).
The Void Manacaster cell displays a core weapon due to the lack of a void equivalent.
Weapon Category | Sword | Blade | Dagger | Axe | Lance | Bow | Wand | Staff | Manacaster | ||||||||||||||||||||||||||||||||||||
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Void (Standard: OK, Expert: Not recommended) |
Judge of Oceans
|
Highwater Slicer
|
Frigid Sting
|
Permafrost Crash
|
Strohm Mare
|
Everfrost Bow
|
Spirit Breaker
|
Endless Azure Core
|
Chanzelian Caster Mk. 72
| ||||||||||||||||||||||||||||||||||||
Chimeratech (Standard: Good, Expert: OK) |
Chimeratech Anomalocaris
|
Chimeratech Hadranax
|
Chimeratech Vetulicola
|
Chimeratech Helmetia
|
Chimeratech Takakkawia
|
Chimeratech Hallucigenia
|
Chimeratech Hurdia
|
Chimeratech Metaldetes
|
Chimeratech Marella
| ||||||||||||||||||||||||||||||||||||
High Dragon (0UB - Standard: OK, Expert: Acceptable) (4UB - Standard: Good+, Expert: OK) (6UB - Standard: Better, Expert: Good) (8UB - Standard: Overkill, Expert: Second Best) |
Absolute Aqua
|
Ruinous Torrent
|
Tideruler's Maw
|
Mercy's Azure Tide
|
Limpid Rush
|
Azure Mercurius
|
Aquatic Spiral
|
Ocean's Embrace
|
Aqua Trigger
| ||||||||||||||||||||||||||||||||||||
Agito (0UB - Standard: Better+, Expert: Better) (4UB - Standard: Overkill, Expert: Best) (8UB - Standard: Very Overkill, Expert: Overkill) |
Ame no Murakumo
|
Ame no Habakiri
|
Futsu no Mitama
|
Ohohagari
|
Ame no Nuhoko
|
Ame no Hajiyumi
|
Omizununo
|
Kunado
|
Ame no Torifune
|
Dragons[ | ]
Everyone should be ideally be equipped with a max-unbound 4 dragon at a minimum for Standard, and a max-unbound 5 dragon at a minimum for Expert.
Adventurers | Dragons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Summer Celliera
Valerio
Celliera
Mitsuba
Tiki
Orsem
Lazry
Xainfried
Fjorm
Lily
Yurius
|
Gaibhne & Creidhne
Leviathan
Siren
Dragonyule Jeanne
Nimis
Vodyanoy
Gala Reborn Poseidon
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Standard DPS - Most DPS adventurers use these standard DPS dragons.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hunter Sarisse
Pipple
Dragonyule Lily
|
Gaibhne & Creidhne
Leviathan
Dragonyule Jeanne
Nimis
Vodyanoy
Gala Reborn Poseidon
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Low Skill Damage DPS + Dragonyule Lily - These DPS adventurers have little or no innate skill damage, and Dragonyule Lily's overdamage relies on having a high Strength, so Siren won't work on them very well.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Elisanne
Gala Elisanne
|
Gaibhne & Creidhne
Halloween Maritimus
Leviathan
Dragonyule Jeanne
Vodyanoy
Simurgh
High Mercury
Poseidon
Poliʻahu
Gala Reborn Poseidon
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Buffer Elisannes - Elisannes don't have much skill damage, and spends most of the time buffing the entire team. Both versions of Elisanne will prefer having their skills ready earlier with either Gaibhne & Creidhne's (Water) Skill Recharge IIIf the user is attuned to Water: fills 35% of a skill's skill gauge after using that skill. or Halloween Maritimus' Skill Haste Up, but most non-Skill Damage dragons work well.
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Jiang Ziya
Thaniel
|
Gaibhne & Creidhne
Halloween Maritimus
Leviathan
Simurgh
High Mercury
Poseidon
Dragonyule Jeanne
Poliʻahu
Vodyanoy
Gala Reborn Poseidon
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ha! You better have BURN HEAL! - Standard healers are able to run any non-Skill Damage dragon. Use whichever is preferred.
|
Wyrmprints[ | ]
Most adventurers should equip their standard wyrmprints.
- If surviving the opening blast or unavoidable damage is an issue, equip Volcanic Queen for permanent damage reduction.
Unspiraled Elisanne (not Gala Elisanne) and unspiraled Celliera (not Summer Celliera) have specific requirements due to their partial resist Burn Res +50%Reduces susceptibility to burning by 50%., that has to be patched up with a Burn Res +50%Reduces susceptibility to burning by 50%. wyrmprint such as Fireside Gathering.
If desired, Gala Elisanne (not Elisanne), Thaniel, and/or Pipple can make use of two Skill Prep +50%Fills 50% of skill gauges at the start of quests. wyrmprints such as The Chocolatiers and Rogues' Banquet to significantly reduce the opening blast's damage for everyone in the team. These adventurers should then use their defensive buff skills before the opening blast hits.
Party Roles[ | ]
Baiter/Support[ | ]
These adventurers will be performing close-range baiting for the majority of the fight. The Elisannes can also buff the entire team, and in case of Gala Elisanne, provide some defensive support.
- Only bring one of either Elisanne to the fight in the composition.
- Having multiple close-range baiters may make positioning tricky, though is doable with careful play.
Adventurer | Notes | ||||
---|---|---|---|---|---|
Elisanne
|
The story version of Elisanne wields a lance, which has very high amounts of SP gain, and has an easier time attacking High Brunhilda while managing her attacks. However, without a Mana Spiral, her burn resistance only goes to 50% at its best naturally, so a Burn Res +50%Reduces susceptibility to burning by 50%. wyrmprint is strongly recommended to address this shortcoming. | ||||
Gala Elisanne
|
Gala Elisanne has less frequent, but stronger buffs, due to her significantly slower SP gain caused by her wielding an axe. However, she comes with full burn resistance, freeing up a wyrmprint slot. Her Celestial AscentLv. 1: Deals 3 hits of 1209.9% water damage to enemies directly ahead, increases the user's energy level by two stages, increases the entire team's flame resistance by 20% for 30 seconds, and grants all teammates a one-use shield that nullifies damage less than 15% of the user's maximum HP. Neither this shield nor the increase in flame resistance stacks. The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically during Divine Revelation. Abilities that increase skill gauge fill rate will not affect this automatic increase. When the user is not under the effects of Divine Revelation, attacking enemies will still fill the gauge, but it will decrease automatically by 1596 SP every second unless the gauge is already completely filled. [38400 SP] Lv. 2: Deals 3 hits of 1343.1% water damage to enemies directly ahead, increases the user's energy level by three stages, increases the entire team's flame resistance by 25% for 30 seconds, and grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP. Neither this shield nor the increase in flame resistance stacks. The skill gauge for this skill can be filled by attacking enemies, but it will also gradually fill automatically during Divine Revelation. Abilities that increase skill gauge fill rate will not affect this automatic increase. When the user is not under the effects of Divine Revelation, attacking enemies will still fill the gauge, but it will decrease automatically by 1596 SP every second unless the gauge is already completely filled. [38400 SP] skill can significantly reduce damage caused by the opening blast and unavoidable damage throughout the fight, and can also provide safety for teammates accidentally taking damage from avoidable damage - this skill's Flame Res can help with reducing the impact of damage, and Shield protects adventurers from chip damage and knockback caused by them. | ||||
Summer Celliera
|
Very high damage output, provides offensive and defensive support, and shreds the mode gauge while High Brunhilda is in overdrive state. | ||||
Mitsuba
|
Extremely high burst damage output, provides access to frostbite, and grants access to guaranteed criticals to the entire team with Inspiration. | ||||
Orsem
|
High damage output with a crit-focused kit. | ||||
Lazry
|
Very high damage output with offensive support, and provides access to frostbite. |
DPS[ | ]
These units will be doing the majority of the DPS, and provide buffs/debuffs if applicable.
Adventurer | Notes | ||||
---|---|---|---|---|---|
Valerio
|
Very high constant damage output, provides access to frostbite, and grants access to various kinds of offensive and defensive buffs dependent on the stance in use. | ||||
Celliera
|
High damage output, and provides access to frostbite, but requires a mana spiral to patch up her resistances. | ||||
Tiki
|
Very high damage output, provides access to frostbite, and transforms into the Divine Dragon form, suitable for players that prefer a different style of "super" mode. | ||||
Xainfried
|
Hybrid DPS with a focus on shapeshifting frequently and gaining power from it, and also buffs teammates' strength, though at a lower frequency than Elisanne. Also provides access to frostbite. | ||||
Fjorm
|
DPS with the potential for extremely high damage output if counter is used appropriately against unavoidable damage, and also provides access to frostbite. | ||||
Hunter Sarisse
|
Very high damage output and shreds the mode gauge while High Brunhilda is in overdrive state. | ||||
Lily
|
Very high damage output with the ability for burst damage with two damaging skills, and also provides access to frostbite. | ||||
Yurius
|
Very high damage output with the ability for burst damage with two damaging skills, and is a dragondrive unit, suitable for players that prefer a different style of "super" mode. | ||||
Pipple
|
High damage output courtesy of very high damage from his standard attacks, and provides defensive and Energy support with his skills. |
Healer[ | ]
The healer provides defensive support and take care of any damage the adventurers may incur.
Adventurer | Notes | ||||
---|---|---|---|---|---|
Jiang Ziya
|
Defensive support healer with Burn relief. Can bail out burning teammates, has a higher healing output than Thaniel, and allows more equipment flexibility due to Skill Prep +100%Fills 100% of skill gauges at the start of quests.. | ||||
Thaniel
|
Similar to Jiang Ziya, and being a 4 , is easier to obtain, but does not provide HP Regen on his defensive buff unlike Jiang Ziya, making healing much tighter, and also does not have any innate skill prep, limiting his wyrmprint choices. |
General Party Setup[ | ]
The three real requirements for general compositions are as follows:
- One of the adventurers in the composition must be able to heal the entire team in a significant manner, or run a Healing Doublebuff IIIGrants an HP regen buff healing you for 3% Max HP every 3.9 seconds for 20 seconds each time a defense up buff is received. wyrmprint such as The Dragon Smiths or Odd Sparrows on the entire team if multiple adventurers can activate defense buffs frequently, if the teamwide DPS is not expected to be extremely high (i.e. not at least an entire team of upgraded HDTs/Agitos)
- One of the adventurers should behave as the close range baiter. Usually, this job falls to either the DPS with the shortest reach, either of the Elisannes, or the host (Player 1).
- Having multiple adventurers with similar reach may cause baiting issues, though it can be worked around with careful play.
- One of the adventurers should behave as the long range baiter. Usually, this jobs falls to the healer.
General Composition | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Orsem
Xainfried
Lily
Thaniel
| ||||||||||||||||
Example 1: in this 3DPS composition, Orsem has the shortest reach, so he should ideally host and perform close-range baiting. Thaniel will take care of the long-range baiting. | ||||||||||||||||
Gala Elisanne
Summer Celliera
Valerio
Jiang Ziya
| ||||||||||||||||
Example 2: in this 3DPS composition, as Gala Elisanne is the buffer and also has the shortest reach, she should ideally perform close-range baiting. Jiang Ziya will take care of the long-range baiting. | ||||||||||||||||
Hunter Sarisse
Yurius
Lily
Jiang Ziya
| ||||||||||||||||
Example 3: in this 3DPS composition, as no one is a melee adventurer, whoever is hosting should perform close-range baiting. Jiang Ziya will take care of the long-range baiting.
| ||||||||||||||||
Hunter Sarisse
Yurius
Lily
Pipple
| ||||||||||||||||
Example 4: in this 4DPS composition, as no one is a melee adventurer, whoever is hosting should perform close-range baiting, and the weakest personal DPS adventurer should take care of the long-range baiting as the need arises.
| ||||||||||||||||
Pipple
Pipple
Pipple
Pipple
| ||||||||||||||||
Example 5: in this 4DPS composition, as no one is a melee adventurer, and all adventurers are identical, whoever is hosting should perform close-range baiting, and any one of the remaining adventurers should take care of the long-range baiting as the need arises. |
Attacks and Patterns[ | ]
On Burn[ | ]
High Brunhilda inflicts burn which always inflict HP to 1 damage, and lasts a very long time before it wears off.
It is strongly recommended for newcomers to the fight to use only adventurers with Burn Res +100%Reduces susceptibility to burning by 100%. (including these that can reach this with one Burn Res +50%Reduces susceptibility to burning by 50%. wyrmprint, but not these that require two wyrmprints), especially in teams without burn relief healing, as High Brunhilda has unavoidable attacks that burn and also be followed up be another unavoidable attack, which can spell doom for partial- and off-resist adventurers.
Scorching Blast[ | ]
This is the fight's initial "HP check" blast.
- Any adventurer with Skill Prep +100%Fills 100% of skill gauges at the start of quests., such as Jiang Ziya, should use defensive skills such as Provident ProtectionLv. 1: Increases the entire team's defense by 15% for 15 seconds, and gradually recovers their HP for 15 seconds, healing with 25% Recovery Potency every 2.9 seconds. [11832 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and gradually recovers their HP for 15 seconds, healing with 29% Recovery Potency every 2.9 seconds. [11832 SP] to reduce the damage taken.- Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Provident Protection will provide HP Regen healing, but one may opt to run other skills to make it go a bit faster.
- This is especially important if there are adventurers without Burn Res +100%Reduces susceptibility to burning by 100%. in the team; use a burn relief healing skill ASAP to prevent their HP from bottoming out.
- Shared skills can help with further mitigation and/or healing.
- Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. Provident Protection will provide HP Regen healing, but one may opt to run other skills to make it go a bit faster.
- You can't iframe it, however if you are a melee character then you can hold down Force Strike to not get knocked back.
- Sword-wielding adventurers can also attempt this sequence of actions: dodge roll towards High Brunhilda, attack twice, force strike, then attack five times without using a force strike. Due to knockback immunity between the third and fifth attack on the second string of attacks, they will also not be knocked back, and this also improves SP gain.
- Lance-wielding adventurers can also attack immediately, but make sure that the attack string is ongoing (restart the string if it's about to end at the fifth attack) and do not use a force strike; lances have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback while within the string of attacks. Alternately, hold a force strike only after the fifth attack has landed.
- Axe-wielding adventurers should just simply attack immediately without ever breaking the chain or force strike. Axes have natural knockback immunity that is strong enough to prevent movement from the opening blast's knockback.
The close-range baiter should get prepared to bait High Brunhilda's next attack away from the other adventurers. Dodge rolling provides iframes that may help in preventing yourself from getting knocked back by her backdash before the attack.
Backdash + Fire Breath[ | ]
After backdashing, High Brunhilda faces the closest adventurer and breathes fire in a 180-degree area, clockwise, starting from her left side. Skill or dodge.
- If evasion is desired, either dodge towards the opposite direction of the breath's sweep, or go behind High Brunhilda, and you may have to dodge roll several times in a row to be completely safe.
The close-range baiter should take position afterward to bait High Brunhilda towards the top of the arena in preparation for "dive cancelling", described later.
Dash + Claw Swipe[ | ]
High Brunhilda faces the closest adventurer, charges, and performs a claw swipe.
- The long-range baiter should start going to the other edge of the arena, opposite of where High Brunhilda is right now (if you baited her to the top, the long-range baiter should now go to the bottom), if they wish to attempt "dive cancelling", described in the next section.
Crimson Inferno[ | ]
High Brunhilda targets the furthest adventurer, and divebombs them. This attack is unavoidable within the explosion area, and deals a good amount of damage.
Dive Cancelling[ | ]
Crimson Inferno in Expert difficulty and below have a maximum range. If the distance is too far apart between the target and High Brunhilda, High Brunhilda will instead just turn around and perform a claw swipe.
If the long-range baiter moves away to maximize distance between themselves and High Brunhilda, it is possible to perform the cancel intentionally, and it can improve DPS as High Brunhilda will not move a large distance.
- All future instances of Crimson Infernos can also be "cancelled" in this way.
Volcanic Blitz[ | ]
In solo mode, High Brunhilda summons four volcanoes in a cross pattern, sometimes rotated 45 degrees, and also inflict burn on hit. Avoid lingering on their positions.
- As they deal very little damage, it is possible for a Shield to completely block their damage.
In co-op mode, these four volcanoes will appear on the adventurers' positions one by one, and also inflict burn on hit.
- As they deal very little damage, it is possible for a Shield to completely block their damage.
- If a non- Burn Res +100%Reduces susceptibility to burning by 100%. adventurer gets burned from one of the volcanoes, they cannot be burned again from the same chain of volcanoes. They can take advantage of this fact by intentionally overlapping the first volcano that can damage them, even if it doesn't belong to them, so that they get burned at the earliest opportunity, letting the burn relief healer fix it earlier than normal.
- If the first volcano doesn't end up on the long-range baiter, try to trap High Brunhilda with strategically positioned volcanoes and baiting, though don't overlap them too much to prevent her from teleporting out due to collision issues.
- If High Brunhilda appears to be vibrating rapidly, the volcanoes are too close to her, and she might teleport when she performs moves.
- Remember the order the volcanoes spawn, so that you don't get caught by a volcano disappearing on you later on.
Either way, High Brunhilda will try to keep you busy while the above attack is ongoing.
Crimson Inferno[ | ]
Keep in mind that Crimson Inferno's range is cut short by any volcanoes in the path, if you decide not to perform "dive cancelling".
- If the close-range baiter receives the second volcano marker, someone else should bait the next attack.
Fire Breath[ | ]
The close-range baiter or the substitute baiter should bait this attack away from the rest of the team. Failing that, skill or dodge the attack.
Hellfire[ | ]
Unavoidable, strong mapwide damage that can only be blocked by having one of the volcanoes be in the path of the attack between the adventurer and High Brunhilda. Get behind a volcano and avoid excessive movement.
- This will happen three more times.
Dash + Hellfire + Dash + Hellfire + Backdash + Hellfire[ | ]
The close-range baiter should try to keep High Brunhilda within the general area of the volcanoes.
Flame Chaser + Searing Pillar[ | ]
High Brunhilda will spawn purple chaser markers on all adventurers; these markers are significantly larger than those in other Advanced Dragon Trials or Volk's Wrath. All adventurers should spread out as far as possible (usually to their four corners, either diagonally or top/right/bottom/left), and avoid overlapping other adventurers' with their markers to minimize damage taken.
- In solo mode, only one chaser will spawn.
- Activate defensive buffs such as Jiang Ziya's Provident ProtectionLv. 1: Increases the entire team's defense by 15% for 15 seconds, and gradually recovers their HP for 15 seconds, healing with 25% Recovery Potency every 2.9 seconds. [11832 SP]
Lv. 2: Increases the entire team's defense by 20% for 15 seconds, and gradually recovers their HP for 15 seconds, healing with 29% Recovery Potency every 2.9 seconds. [11832 SP] before this attack lands.
Afterwards, if playing in co-op, High Brunhilda will then spawn a red stack marker targeted on the closest adventurer.
- This attack is skipped in solo mode, and so are all future instances of Searing Pillar.
- If the adventurer has a dragon ready, they should shapeshift now and dragon tank the stack marker.
- If the adventurer doesn't have a dragon ready, all adventurers should get together and split the damage. A defensive healer can help with this.
Backdash + Fire Breath[ | ]
Continue normal baiting (preferably towards a wall in preparation for the next attack).
Mini Meteors[ | ]
High Brunhilda targets the closest adventurer, and spawns small meteors that hit them after a small windup that deals a strong amount of damage, and lingering on them can cause you to take damage multiple times. The close-range baiter should start moving all the way to the opposite edge of the arena to perform a "dive cancel" if desired.
- Note that in this instance, the long-range baiter does not perform the "dive cancel".
Crimson Inferno[ | ]
See previous instance for more information on "dive cancelling".
Grand Muspelheim[ | ]
High Brunhilda flies off the map, and burns a significant portion of the map with lava, which causes small, but very rapid damage to anyone that gets caught in it.
- If you are caught in it, and end up losing all HP due to the lack of healing, once you're revived, leave the area ASAP! The revive action will grant you temporary true invincibility.
- It is possible to cancel the entire attack by breaking High Brunhilda before she flies off the map, once the attack's text show up.
All adventurers should immediately go to the lower-right side of the map, which will become a safe zone.
- There's also a safe zone at the upper-left side of the map, but generally it isn't used in Expert difficulty and lower.
Once High Brunhilda finishes painting the map with lava, the adventurer with shapeshifting ready should try to get as close as possible to High Brunhilda, while the other adventurers stay as far as possible, so that the former baits the stack attack.
- Some attacks that appear to have the adventurer not move actually move the adventurer slightly (e.g. the HDT wand and staff's weapon skills), which might send the adventurers to their doom should they use these skills too close to the edge of the lava. Backstep once before using them.
Searing Pillar + Flame Chaser[ | ]
High Brunhilda reverses the order of attacks for this instance. After Searing Pillar hits, all adventurers should immediately spread out to their corners for the chasers.
Dash + Claw Swipe + Mini Meteors[ | ]
Continue normal baiting (preferably towards a wall in preparation for the next attack).
Crimson Inferno[ | ]
See first instance for more information on "dive cancelling".
- The long-distance baiter should bait the next close-range attack.
Fire Breath + Backdash + Fire Breath[ | ]
Continue normal baiting after Fire Breath.
Volcanic Blitz[ | ]
Similar to previous instance, but the moves High Brunhilda uses will be slightly different.
Dash + Claw Swipe + Hellfire + Backdash + Hellfire + Dash + Hellfire + Dash + Hellfire[ | ]
Continue normal baiting, remembering to hide behind a volcano for the four Hellfires.
Flame Chaser + Searing Pillar[ | ]
Identical to first instance.
Backdash + Fire Breath[ | ]
Continue normal baiting.
Grand X-Muspelheim + Flame Chaser[ | ]
High Brunhilda flies off the map, and burns nearly all of the map with lava, which causes small, but very rapid damage to anyone that gets caught in it. There are four safe zones, in each corner of the map.
- In solo mode, move to a safe zone, and also manually move any lingering AI, if needed, to the same safe zone. A regen healing skill and a defense buff is strongly recommended to take care of any stragglers.
- In co-op mode, each player should make sure to indicate which corner "belongs" to them, whether by discussing in a pre-made room or by using the arrow stickers.
- If you are caught in it and end up losing all HP due to a lack of healing, once you're revived, leave the area and head to an unoccupied safe zone ASAP! The revive action will grant you temporary true invincibility.
Flame Chasers will then spawn - this is why splitting up was important earlier for co-op. Use healing skills to cover any accidental damage beforehand, and defensive buffs to reduce the damage taken.
Searing Pillar[ | ]
- If the entire team is in bad shape and no shapeshifting was ready on anyone, the weakest DPS adventurer (usually a healer) should bait this attack and sacrifice themselves.