Omnissi (Dark)
Beat the Dark Garuda to win Dark Essence — required to Ascend Dark Invokers.
Do
- Take Invokers or Relics with Manashock and Manaburn Tolerances
- Bring Combo SPD Down.
- Bring Invokers that can extend debuff duration.
- Make sure you have enough ACC to land these key debuffs consistently.
Don't
- Forget Combo SPD Down. Seriously, we can't let that slide.
- Rely on Skills that deal enemy MAX HP-based damage.
- Try to rely on buffs to keep you alive. You're going to lose them.
What it does
Reflects 55% of Active Skill damage back at the caster, unless it has Combo SPD Down on it.
- Falling Eclipse
- Marks 3 Invokers, removes a buff per hit and adds Manaburn.
- Paths of the Penumbra
- Lane-by-lane waves: Manaburn and Manashock, which also drains 50% Ultimate Mana.
- Hunt of the Dark
- Dives at your furthest Invoker and launches everyone in the path.
- Shimmer of the Void
- Shields for 30% of max HP and rains on everyone until it loses 10% max HP.
Counter picks
Full boss briefing
While the Garuda shares some skills across each Element, there are also unique mechanics to overcome to master each one.
The Dark Garuda centers around two things.
First, she doesn’t want you to have any buffs. Her Combo Attack will decrease the durations of all buffs on a single target by 3 seconds, while her first skill, Falling Eclipse, removes 1 buff from every member of your team.
Second, its special Passive reflects 55% of ALL the damage the Garuda receives from Combo Attacks back to the attacker — meaning you'll constantly be damaging yourself with all your Combo Attacks. And at the same time, the Dark Garuda will also receive 50% less damage from all Active Skills.
This sounds bad, but you can mitigate this passive by bringing the right debuffs. If the Dark Garuda has a Decrease Combo Speed debuff on her, then part of her passive will not function — she will no longer reflect Combo Attack Damage back at your team. She will still receive 50% less damage from Active Skills (there's no way to disable that part of the Passive), but at least you won't be hurting yourself.
This Passive alone decides how you should approach this battle. Ignore it, and you’ll slowly (or quickly) take your own team out through Combo Attacks alone. You’ll need to bring one or more Invokers that can cast Decrease Combo Speed debuffs to win this fight — or someone to extend the debuff to ensure high uptime. If the debuff drops for even a few seconds, you’re in trouble again.
Corruptions
Bring Invokers or relics with these tolerances. Tap one to see who counters it.
Invokers with Manashock Tolerance
Admiral Gladstone
Ardell The Torrent
Avria the Mirage
Bosko
Charvaine the Hypnomancer
Custodian Plumia
Granvil
Hasuna
Icehound Torann
Kingpin Tatsulow
Lektrine the Storm Witch
Lukos the Exile
Madalea
Nautila the Unfathomable
Navigator Gillum
Orvadal the Lost King
Princess Kaelis
Quinnto the Proclaimer
Railbolt Sarienne
Ranme the Cloudshrike
Realm Wanderer Sakamoji
Rikharel the Seascale
Rilven
Saducine
Sitri
Skrimp
Tenso the Fixer
Tyxil the Adder
Vagur the Tethered
Vanato the Fiend
None in your box yet.
See them on the Invokers page
Manashock Tolerance gear3 pieces: +50% Manashock Tolerance5 pieces: +20% HP, +20% ATK, +20% DEFYour Invokers wearing it
Invokers with Manaburn Tolerance
Akara the Cleaver
Akrila the Oathpainter
Arissa
Caileth the Last Rose
Crestelle Moonveil
Deepdrill Gemm
Erdix
Fulrik the Animator
Gohshu the Faceless
Hasuna
Jutsubo
Kandra
Kera Deathkiss
Kisanka
Kolan Deepreef
Kosmi the Voidsmith
Kyoze the Testament
Lektrine the Storm Witch
Nightcap Zirdel
Rikharel the Seascale
Saducine
Tassia the Lost
Valentu the Devoted
None in your box yet.
See them on the Invokers page
Manaburn Tolerance gear3 pieces: +50% Manaburn Tolerance5 pieces: +20% HP, +20% ATK, +20% DEFYour Invokers wearing it
Stages
The boss's level, element and base stats on each stage, the enemy team's Accuracy and Resistance, and the bonus (+) or penalty (−) the stage gives your Invokers' Tolerances.
- HP ×200 from stage 1 to 20(30K → 6M). ATK ×196.
- Biggest wall: stage 14. HP jumps ×2 over stage 13(1M → 2M).
- Tolerance bonus gone at stage 10. It starts at +75%, turns into a penalty after stage 10 and reaches −100% at stage 19.
- Enemy RES 50 → 635, ACC 0 → 175.
- Energy per run: 5 (1–3), 7 (4–7), 9 (8–11), 11 (12–15), 13 (16–19), 14 (stage 20).
| Stage | Energy | Level | Element | HP | ATK | DEF | Skill level | Enemy ACC | Enemy RES | Tolerance |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 3 | 30,000 | 28 | 600 | – | 0 | 50 | +75% | ||
| 2 | 15 | 50,000 | 60 | 720 | – | 0 | 50 | +70% | ||
| 3 | 30 | 85,000 | 75 | 960 | – | 5 | 50 | +60% | ||
| 4 | 35 | 175,000 | 110 | 1,080 | – | 10 | 55 | +50% | ||
| 5 | 40 | 240,000 | 125 | 1,200 | 1 | 15 | 60 | +45% | ||
| 6 | 45 | 360,000 | 150 | 1,200 | 1 | 20 | 65 | +40% | ||
| 7 | 50 | 480,000 | 275 | 1,320 | 1 | 25 | 75 | +35% | ||
| 8 | 55 | 520,000 | 450 | 1,320 | 1 | 25 | 110 | +30% | ||
| 9 | 60 | 610,000 | 650 | 1,320 | 1 | 30 | 115 | +25% | ||
| 10 | 65 | 650,000 | 900 | 1,320 | 2 | 40 | 174 | 0% | ||
| 11 | 70 | 700,000 | 1,000 | 1,440 | 2 | 50 | 275 | −10% | ||
| 12 | 75 | 875,000 | 1,200 | 1,560 | 2 | 60 | 310 | −20% | ||
| 13 | 80 | 1,000,000 | 1,500 | 1,560 | 2 | 70 | 345 | −30% | ||
| 14 | 85 | 2,000,000 | 2,000 | 1,560 | 3 | 80 | 380 | −40% | ||
| 15 | 90 | 2,100,000 | 2,500 | 1,680 | 4 | 90 | 440 | −50% | ||
| 16 | 100 | 2,200,000 | 2,600 | 1,680 | 4 | 105 | 475 | −60% | ||
| 17 | 110 | 3,000,000 | 2,800 | 3,200 | 5 | 115 | 515 | −70% | ||
| 18 | 115 | 4,000,000 | 3,500 | 3,200 | 6 | 140 | 555 | −80% | ||
| 19 | 120 | 5,000,000 | 5,000 | 3,200 | 7 | 150 | 595 | −100% | ||
| 20 | 150 | 6,000,000 | 5,500 | 3,200 | 8 | 175 | 635 | −100% |