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Collaborative Guide
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“ | This is no game! I will kill you here and now! | „ |
Volk's Wrath: Master is a challenge quest centered on a boss battle with Volk, unlocked upon the completion of Chapter 10 and any Advanced Dragon Trial at standard difficulty, and meeting the minimum might requirement of 34,000.
- Rewards from Master difficulty include Rebellious One's Insanity and small amounts of Plagued One's Mask Fragment, which can be used to upgrade 6 flame Agito weapons past the fourth unbind level, as well as allowing for refinement, granting additional strength, new abilities, and might.
- Additionally, clearing Master difficulty for the first time rewards the player with sufficient amount of Rebellious One's Insanity to fully upgrade an Agito weapon.
- Weekly bonuses from clearing the Master difficulty also provide a large amount of Rebellious One's Insanity.
Stat and Equipment Requirements[ | ]
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 upgrade your Flame Tree to at least level 25 before attempting this quest.
Weapons[ | ]
For Master, at a minimum, adventurers should be equipped with at least a 6 Agito weapon that's unbound 4 times. This includes even supportive role adventurers as the quest difficulty is extremely high.
- Standard (non-Overdamage) healers can get by with a Chimeratech without issue as they do not provide significant personal DPS, but the reduced might may cause issues for them joining public co-op.
Weapon Category | Sword | Blade | Dagger | Axe | Lance | Bow | Wand | Staff | Manacaster | ||||||||||||||||||||||||||||||||||||
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Chimeratech (Usable only for non-Overdamage healers; may have problems joining public co-op) |
Chimeratech Cardinal
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Agito (at least 4 unbinds) |
Nothung
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Tyrfing
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Hrotti
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Mjölnir
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Gungnir
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Ýdalir
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Brísingr
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Gjallarhorn
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Draupnir
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Dragons[ | ]
Everyone should ideally be equipped with a max-unbound 5 Flame-attuned dragon for Master.
- Standard healers such as Halloween Lowen and support adventurers such as Emma and Halloween Mym may carry weaker dragons, and in the case of healers, offelement dragons which brings better utility, as their personal DPS is usually not too relevant (aside from during break state, in the case of Halloween Mym).
- Overdamage healers such as Kuzunoha and Yukata Cassandra should still try to utilize a strong on-element dragon wherever possible.
Note that due to general viability of adventurers in this quest, only a select few adventurers are shown in this section.
Adventurers | Dragons | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The Prince
Marth
Chrom
Naveed
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Gala Mars
Apollo
Konohana Sakuya
Gozu Tenno
Dreadking Rathalos
Cerberus
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Prime Overdrive DPS - The Prince, Marth, Chrom and Naveed play largely the same role - prime ODPS deliverers as swordsmen and a major source of DPS.
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Ezelith
Gala Laxi
Nobunaga
Mikoto
Rena
Gala Mym
Nadine
Student Maribelle
Incognito Nefaria
Seimei
Gala Sarisse
Gala Leonidas
Yukata Cassandra
Kuzunoha
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Gala Mars
Apollo
Konohana Sakuya
Gozu Tenno
Horus
Arctos
Dreadking Rathalos
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Standard DPS + Overdamage Healers - These standard DPS units deal damage to the boss. In addition, overdamage healers such as Yukata Cassandra and Kuzunoha appreciate Strength-based dragons to enhance their effective damage output from both themselves and everyone else due to their overdamage buffs.
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Halloween Mym
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Gala Mars
Horus
Arctos
Apollo
Cerberus
Agni
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Spooky Flamewyrm - Halloween Mym's contribution comes from both a relatively large standard attack slice, as well as the supportive effects on her skills, but she can also burst down very hard with her dragon form, which is the strongest among Flame dragons, even when compared with Gala Mars. Horus also makes a case for himself as he speeds up every action she takes, and axes tend to be slow without Attack Rate buffs.
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Emma
Sinoa
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Gala Mars
Horus
Arctos
Dreadking Rathalos
Phoenix
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Support Squad - Like most other adventurers, if possible, you give these purer support adventurers Gala Mars. Horus also makes for a fine choice if opting for faster skill cycling in adventurer form.
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Halloween Lowen
Valentine's Hildegarde
Verica
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Gala Mars
Arctos
High Brunhilda
Mini Hildy
Phoenix
Pop-Star Siren
Freyja
Gaibhne & Creidhne
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I'm a healer! - The on-element dragons provide differing benefits to these standard healers.
As the healers' healing output are more than sufficient, even when lightly equipped, it is possible to experiment with off-element dragons for access to strong buffs.
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Wyrmprints[ | ]
All adventurers should equip their standard wyrmprints.
Party Roles[ | ]
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.
- Don't run more than 2 ranged adventurers in the entire team (bows, wands, staves, and manacasters).
Adventurer | Notes | ||||
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The Prince
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Very high damage output, inflicts burn and a dragon kit that can ramp up to ludicrous levels. Can also Dispel while in dragon form. | ||||
Marth
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Very high damage output, inflicts burn and extremely large buffs that benefit the entire team ( Strength Up, Attack Rate Up, and even 100% Skill Gauge Charge Up). | ||||
Chrom
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Potential for extremely huge S2 damage with the correct setup. | ||||
Naveed
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Very high constant damage output. Defense Up buffs enable greater survivability than other swordsmen. | ||||
Nobunaga
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Very high damage output and Dispel. | ||||
Ezelith
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Very high damage output, extremely high break damage, minor Defense Down debuff, potential for inflicting stun if running Arctos. | ||||
Gala Laxi
|
Extremely high damage output, dual-resist, and occasionally inflicts burn. Able to capitalize massively off of Yukata Cassandra's Goldfish of the HereafterLv. 1: Restores HP to all teammates with 58% Recovery Potency and grants all teammates the "Fluorescent Fish" effect for 30 seconds. Fluorescent Fish grants overdamage based on 20% of the user's strength. [7734 SP] Lv. 2: Restores HP to all teammates with 72% Recovery Potency and grants all teammates the "Fluorescent Fish" effect for 30 seconds. Fluorescent Fish grants overdamage based on 30% of the user's strength. [7734 SP] Lv. 3: Restores HP to all teammates with 87% Recovery Potency and grants all teammates the "Fluorescent Fish" effect for 30 seconds. Fluorescent Fish grants overdamage based on 40% of the user's strength. [7734 SP] due to her extremely high hit count. | ||||
Gala Mym
|
Extremely high damage output, absurdly high damage output while in dragon form, easier to play than other melee choices here due to lance range. | ||||
Emma
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Strength Up buffer and Shielder for chip damage, easier to play than other melee choices here due to lance range. | ||||
Nadine
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Very high damage output and Dispel, inflicts burn, easier to play than other melee choices here due to lance range. | ||||
Halloween Mym
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Defense Down debuffer, very high break damage output. | ||||
Gala Sarisse
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High damage output, supportive Strength and Defense Up effects, dual-resist, doesn't inflict burn so that burn uptime may be improved if someone else already burns. | ||||
Student Maribelle
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High damage, very high break damage, doesn't inflict burn so that burn uptime may be improved if someone else already burns. | ||||
Incognito Nefaria
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Very high damage output riding on high critical damage, potential for extremely high break damage, doesn't inflict burn so that burn uptime may be improved if someone else already burns. | ||||
Sinoa
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Ranged buffer. Some randomness to buffs provided. Also slightly more personal DPS than Emma. |
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.
Adventurer | Notes | ||||||||
---|---|---|---|---|---|---|---|---|---|
Halloween Lowen
|
Halloween Lowen has low personal DPS, but is extremely invaluable for tight plague cleansing, and has HP Up and Defense Up buffs for survival and triggering doublebuffs. If he equips Pop-Star Siren, then he can also be a great source of buffs to prepare for break damage. | ||||||||
Yukata Cassandra
Kuzunoha
|
These Overdamage healers' skills can elevate teamwide DPS and especially the hit count (for activating combo-based abilities). Compared to Halloween Lowen, they prefer Strength-based dragons.
| ||||||||
Verica
|
Verica provides zero support, but is the only Flame staff that can perform stun relief - useful for covering AI mistakes in solo phase 2. | ||||||||
Valentine's Hildegarde
|
Valentine's Hildegarde has the worst healing output of the lot, but is the only Flame staff that can reduce enemies' strength and perform rapid dispels with her force strike, and her 40% HP shield works well against afflictions carried from chip damage. For best results, equip Valentine's Hildegarde with Phoenix or High Brunhilda to maximize her HP. |
General Party Setup[ | ]
The general setup includes 3 DPSes, and a healer. The two requirements are as follows:
- In co-op mode, and in slower solo runs, 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 Stun Res +100%Reduces susceptibility to stun by 100%. adventurers should have the remaining adventurer be Sleep Res +100%Reduces susceptibility to sleep by 100%..
- For another example, a team with 3 Sleep Res +100%Reduces susceptibility to sleep by 100%. adventurers should have the remaining adventurer be Stun Res +100%Reduces susceptibility to stun by 100%..
- Gala Sarisse's and Gala Laxi's dual-resist abilities lets them detonate any bomb, as they cover both Stun and Sleep afflictions.
- Gala Mym and Halloween Mym should be considered as pure Stun Res +100%Reduces susceptibility to stun by 100%. adventurers, as the Burn Res +100%Reduces susceptibility to burning by 100%.-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.
- Note that if teamwide DPS is high enough, it is possible to not use any Sleep Res +100%Reduces susceptibility to sleep by 100%. adventurers in solo mode, due to the lack of unavoidable Sleep bombs to the point the quest usually clears.
- 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. Ranzal's level 4 Tornado BashLv. 1: Deals 4 hits of 468% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 2: Deals 4 hits of 520% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 3: Deals 4 hits of 578% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds. [2805 SP]
Lv. 4: Deals 4 hits of 722.8% wind damage to surrounding enemies and draws them toward the user for 0.5 seconds, dispels one buff from each enemy, and inflicts poison for 15 seconds - dealing 58.2% damage every 2.9 seconds - with 120% chance. [2805 SP] is an easy fix if nobody brought a form of dispel.
Co-op compositions should ideally have at most 2 ranged adventurers (bows, wands, staves, and manacasters).
- Having more than 2 ranged adventurers is inadvisable due to the way some attacks target two of the ranged adventurers first before melee units.
- If there are 3 or more ranged adventurers, it becomes possible for the healer to not get targeted by such attacks, significantly reducing DPS during that phase.
Composition | ||||||||||||||||
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Marth
Nobunaga
Gala Mym
Halloween Lowen
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Most 3DPS comps work fine, as long as everyone is properly equipped. The average clear for a non-speedrun composition is around 3–5 minutes. | ||||||||||||||||
Marth
Gala Laxi
Gala Laxi
Yukata Cassandra
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If you want to go really fast, look no further.
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Marth
Gala Laxi
Gala Laxi
Emma
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If you want to go extremely fast, this one's for you.
|
Attacks and Patterns[ | ]
On Plague[ | ]
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 Life Drain 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 therion Volk, plague will set his resistance to 50% and wear off after 10 seconds.
- 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[ | ]
Life Drain in Master 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 Stun Res +100%Reduces susceptibility to stun by 100%. 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.
Opening Blast[ | ]
Depending on DPS levels, you may see more or less moves than what's listed here.
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 Halloween Lowen with Rogues' Banquet, should use defensive skills such as You won't trick me!Lv. 1: Restores HP to all allies with 31% Recovery Potency and continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 2: Restores HP to all allies with 36% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
Lv. 3: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP] to reduce the damage taken.- Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. You won't trick me! will provide HP Regen healing, but one may opt to run other skills to make it go a bit faster.
- Shared skills can help with further mitigation (if using Yukata Cassandra) and/or healing.
- Afterwards, if possible, heal it back up ASAP to restore HP conditional abilities. You won't trick me! will provide HP Regen healing, but one may opt to run other skills to make it go a bit faster.
Summon Wolves[ | ]
Volk will summon wolves that charge at adventurers, as well as buffing his own strength by 15%.
If the wolves were all defeated, Volk will respawn them automatically at certain points in the fight.
- Dispelling the buff is strongly recommended for non-speedrun compositions.
Claw Swipes[ | ]
Volk will perform three (sometimes two) 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.
Summon Wolves[ | ]
This move tends to be skipped in faster runs.
Claw Swipes[ | ]
This move tends to be skipped in faster runs.
Cross Tornadoes + Underdog's Scheme[ | ]
Volk will move to the center of the arena, spawn four affliction bombs that do not deal damage in a diagonal pattern as well as 4 tornadoes in a cross 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.
The bomb positions are different depending on the mode.
- Red bombs with stars inflict stun, and hence a Stun Res unit should walk into them to detonate them.
- In solo mode, these bombs are at the upper left and lower left corners of the map.
- In co-op mode, these bombs are at the upper right and lower left corners of the map.
- Green bombs with bubbles inflict sleep, and hence a Sleep Res unit should walk into them to detonate them.
- In solo mode, these bombs are at the upper right and lower right corners of the map.
- In co-op mode, these bombs are at the upper left and lower right corners of the map.
- As Gala Sarisse and Gala Laxi are dual-res units, they can detonate any bomb.
- It is likely that The Prince, Gala Mym, and/or Halloween Mym have their shapeshifts ready by this point; in this case, dragon form may be used to detonate the bombs regardless of the resistance or plague.
- 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.
In solo mode, detonate a column of affliction bombs that correspond to your adventurer's resistance, and ignore the other half; there will be more than enough room for everyone to be safe on the cleared side.
In co-op mode, adventurers should stand on top of the spawning bombs (they do not ever rotate between quest runs) that match their resistances.
- In case of uneven resistances, the minority resistance adventurer should go across the map to detonate the remaining affliction bombs.
- Lances and ranged units will have enough reach to attack Volk with standard attacks without getting into harm's way.
Summon Wolves[ | ]
Claw Swipes[ | ]
Charge[ | ]
This move tends to be skipped in faster runs.
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.
Snapping Squalls x2[ | ]
Volk will move towards the center of the arena and then summon two purple chasers that track units.
- In solo mode, only the controlled adventurer will receive the chaser, though it may still damage AI adventurers caught in the attack.
- Volk will prioritize ranged units before selecting melee units.
- If there are 2 ranged units, the two ranged units should simply go away, preferably at an equal split, and move clockwise on the outer edge of the arena.
- If the only ranged unit is the healer, the melee units should pay attention and avoid using skills with long durations. Whoever that gets the purple chaser should then go away from Volk and move clockwise.
- Having more than 2 ranged units introduces a chance that the healer doesn't get the chaser, causing a severe DPS loss for this phase.
Overwhelming Hunger[ | ]
This move tends to be skipped in very fast runs, which causes a DPS loss if dragon form is not ready for the next attack.
Map-wide avoidable attack that deals little damage, and inflicts Plague, or HP to 1 Poison if the target is already plagued.
The action hence 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.
- An alternative is to shapeshift; dragons do not take HP damage, and hence never heals Volk on the next 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.
Steal Vitality[ | ]
If the previous attack was skipped, adventurers that were not plagued at this point should shapeshift now.
Volk will cause massive unavoidable damage and heals based on the amount of damage dealt.
- There are ways to mitigate this HP recovery.
- Use a combination of the above strategies to prevent Volk from undoing too much of your work done.
Snapping Squalls x4[ | ]
This move tends to show up on slower runs.
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, this attack is identical to the previous instance, as it can only target the controlled adventurer.
- If Volk is plagued, adventurers may attempt to Stun or Freeze Volk as he starts to move toward the center of the arena. This will cancel the entire attack if it is successful.
- Use Arctos or Lily's level 4 Glacial BlossomLv. 1: Deals 2 hits of 614.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 100% base chance. Frostbitten foes take 2 hits of 798.98% water damage instead. [2490 SP]
Lv. 2: Deals 2 hits of 645.4% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 110% base chance. Frostbitten foes take 2 hits of 839.02% water damage instead. [2490 SP]
Lv. 3: Deals 2 hits of 677.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 120% base chance. Frostbitten foes take 2 hits of 880.88% water damage instead. [2490 SP]
Lv. 4: Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead. [2490 SP] shared skill to attempt to stun or freeze Volk. - Note that if the attack text shows up before the affliction lands, the attack cannot be cancelled.
- Use Arctos or Lily's level 4 Glacial BlossomLv. 1: Deals 2 hits of 614.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 100% base chance. Frostbitten foes take 2 hits of 798.98% water damage instead. [2490 SP]
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.
- This is a good time for healers with Pop-Star Siren to shapeshift, and start activating buffs. Shapeshift as soon as the purple marker appears.
Red Wolf Charges + Claw Swipes + Underdog's Scheme[ | ]
Volk will keep attacking the closest unit with claw swipes, and wolves will charge in a parallel formation every so often. All markers are red here, so dodge or skill as you see fit.
- If possible, try to bait claw swipes away from the healer, though there is a safe ring between the swipe area and the black fog.
In addition, Volk will spawn affliction bombs three times, each consisting of three bombs, at the bottom of the map.
These bombs vary depending on the mode.
In solo mode, this set of bombs will be all Stun bombs.
In co-op mode:
- The first set will be 3 Stun bombs.
- The second set will be 3 Sleep bombs.
- The third set will be 2 Sleep bombs sandwiching 1 Stun bomb (the Stun bomb is in the middle).
Hence, adventurers should pay attention to the bottom of the map and detonate any bombs there.
- Dragon form may help with detonating them safely and quickly.
Players should pay attention to the overdrive gauge. Save up skills for a big damage burst when Volk is broken.
Steal Vitality will happen soon after the fog disappears, and this is usually soon after the third set of bombs appear.
Steal Vitality[ | ]
Summon Wolves x2[ | ]
Claw Swipes[ | ]
DPS adventurers may want to save their skills and shapeshift in preparation for the next attack.
Lunatic Judgement[ | ]
Volk will summon a Blood Moon enemy that constantly deals small amounts of damage. This damage then is converted into HP for the Blood Moon enemy. If this Blood Moon is not destroyed quickly, it will fall and instantly defeat all adventurers regardless of whether they're in dragon form or not, resulting in instant quest failure.
- 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 Volk himself is plagued.
There are two ways of destroying the Blood Moon:
- Sheer firepower. Unleash all your skills on the Blood Moon, shapeshift, and it should go down readily. Normal attacks won't be enough; the massive burst from attack skills and dragon form's normal attacks will do it, though.
- Don't shapeshift as Konohana Sakuya or Dreadking Rathalos except as a last-ditch effort to push a final skill, due to their comparatively poor dragon forms and skill.
- Stun or Freeze it. Inflict plague on Volk, then use Arctos or Lily's level 4 Glacial BlossomLv. 1: Deals 2 hits of 614.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 100% base chance. Frostbitten foes take 2 hits of 798.98% water damage instead. [2490 SP]
Lv. 2: Deals 2 hits of 645.4% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 110% base chance. Frostbitten foes take 2 hits of 839.02% water damage instead. [2490 SP]
Lv. 3: Deals 2 hits of 677.6% water damage to the target and nearby enemies, and inflicts freeze for 3-6 seconds with 120% base chance. Frostbitten foes take 2 hits of 880.88% water damage instead. [2490 SP]
Lv. 4: Deals 2 hits of 740.6% water damage to the target and nearby enemies, inflicts freeze for 3-6 seconds with 200% chance, and frostbite - dealing 41% water damage every 2.9 seconds for 21 seconds - with 120% chance. Frostbitten foes take 2 hits of 962.78% water damage instead. [2490 SP] shared skill to attempt to stun or freeze the Blood Moon. If successful, which is always the case if Volk is plagued, the Blood Moon is instantly destroyed, and Volk is stunned or frozen. Even if not successful, in case of Arctos's skill, it will still deal massive damage to the Blood Moon.- An adventurer may intentionally get hit by a wolf to receive plague, which will spread to Volk once the Blood Moon starts absorbing HP.
Claw Swipes[ | ]
Cross Tornadoes + Underdog's Scheme[ | ]
Charge[ | ]
Snapping Squalls[ | ]
Overwhelming Hunger + Steal Vitality[ | ]
See previous warning if DPS is very high.
Resentment[ | ]
DPS adventurers may want to save their skills and shapeshift in preparation for the next attack.
- This is a good time for healers with Pop-Star Siren to shapeshift, and start activating buffs. Shapeshift as soon as the purple marker appears.
Red Wolf Charges + Underdog's Scheme + Lunatic Judgement[ | ]
An adventurer may intentionally touch the black fog to get plagued here, to transfer it to Volk. This may make this phase easier, but be careful not to get hit by actual attacks.
- It might be a good idea to shapeshift immediately only after Volk is plagued.
Volk is likely to be defeated by this point in most runs. If Volk still has significant amounts of HP left and your equipment are at least meeting the requirements, it's likely your DPS uptime is low, or there was excessive amounts of life drain, so practice more and try to get more attacks in.