BOSS PHASES
LEARN THE ENEMY.
MASTER THE CONVERGENCE.
MASTER EVERYTHING
Elyndrax
THE EIGHT SHALL BE JUDGED
“Beyond harmony lies judgment. Beyond judgment, Ascension.”
3 PHASES
ENCOUNTER IDENTITY

- PHASE ITHE CROWN OF EIGHT100% → 70% HP
- PHASE IIHARMONIC JUDGMENT70% → 35% HP
- PHASE IIITRUE ASCENSION35% → 0% HP
ELYNDRAX EXCLUSIVE · ONCE PER RAID
PERFECT CONVERGENCE
8 DRAGONS · 8 DIFFERENT ELEMENTS4 from the first finalist + 4 from the second
Dark and Light unite with all six natural elements to form Eclipse. Bring exactly one dragon of each element: Water, Lightning, Earth, Fire, Wind, Ice, Light and Dark. All eight must be alive and deployed together at the opening.
DARK + LIGHT
Both together in the same formation.
ALL SIX NATURAL ELEMENTS
- Water
- Lightning
- Earth
- Fire
- Wind
- Ice
All 8 elements unite.
The formation itself is the Finale.
8 / 8 DISTINCT ELEMENTS REQUIRED Dark + Light alone are not enough. No element can be missing or replaced by a duplicate.
- 8 DISTINCT ELEMENTS
- PERFECT CONVERGENCE
- ECLIPSE
- CROWN SHATTER
- 4 s ECLIPSE LOCK
After the intro, before the first attack, Eightfold Recognition briefly freezes combat for about 0.8 seconds. The formation itself triggers Eclipse automatically—no button, QTE or attack sequence is needed.
- ECLIPSE IMPACT
- 600damage, then permanent Crown Shatter
- ECLIPSE LOCK
- 4 sfrom impact; allied dragons keep acting
- ECLIPSE BREAK
- +30%subsequent damage taken during the same 4 s
The initial 600 damage bypasses normal elemental resistances and does not receive Eclipse Break’s bonus. Breaking the crown does not skip the remaining HP of Phase I.
PHASE I 100% → 70% HP
THE CROWN OF EIGHT
MECHANICS
After the boss intro, before the first attack, Elyndrax checks the living dragons in the combined formation for all eight distinct elements. Eightfold Recognition takes about 0.8 seconds: combat is frozen, with no attacks, energy gain, damage-over-time ticks or combat timers advancing.
Dark and Light unite with Water, Lightning, Earth, Fire, Wind and Ice to create Eclipse: a unique Final Convergence formed by all eight different elements together. This Perfect Convergence automatically triggers once per Raid from the complete formation, not from a sequence of attacks or the sum of two normal Finales. Dark and Light alone cannot trigger Eclipse.
Eclipse first deals exactly 600 damage, bypassing normal elemental resistances, then permanently shatters the Crown of Eight. Only Eclipse can break the crown; a WLE Finale and an FWI Finale cannot replace it.
At impact, Eclipse Lock prevents Elyndrax from attacking or using abilities for exactly 4 seconds. This scripted lock is not reduced by stun resistance. Allied dragons act normally, and Eclipse Break makes the boss take 30% more damage from subsequent attacks during those same 4 seconds. The initial 600 Eclipse damage does not receive this bonus.
When the lock ends, Elyndrax resumes his normal cycle without releasing attacks or Pulses accumulated during the lock. The crown stays broken, but breaking it does not set his HP to 70% or skip Phase I: damage must still bring him to that threshold.
Without all eight elements at the opening, Eclipse cannot activate. The unbroken crown prevents Elyndrax from falling below 70% of his maximum HP, so that formation cannot complete the Raid.
Elyndrax begins with 16,000 HP, 215 Attack and a 1.60-second base attack interval. Phase I has 32% direct elemental resistance, 18% Pair resistance, no extra Triple resistance and a 5% Finale damage bonus. Celestial Pulse deals 80 AoE damage every 7 seconds.
TACTICAL HINT
Coordinate both finalists’ four-dragon selections before confirming. Cover every element, including both Light and Dark, then use the opening 4-second vulnerability window. Eight slots alone are not enough if one element is missing.
PHASE II 70% → 35% HP
HARMONIC JUDGMENT
MECHANICS
Harmonic Judgment requests Finale WLE first, then Finale FWI, alternating after each successful verdict. You have 14 seconds to deliver the requested family.
The correct Finale grants Harmonic Break: 3 seconds during which Elyndrax takes 25% more damage. A Finale from the wrong family still deals normal damage, but does not complete the verdict or reset its timer.
If time expires, Elemental Judgment deals 140 AoE damage. The same family remains required after a failed verdict.
Both Finale families remain available through Elyndrax’s exclusive Dual Finale rules. Their real hit sequences and living Aura requirements still apply; merely fielding the elements does not automatically trigger normal Finales.
Harmonic Pulse deals 95 AoE damage every 6 seconds. This phase retains 32% direct elemental resistance, 18% Pair resistance and no extra Triple resistance; the Finale damage bonus becomes 10%, with 6% more boss Attack and 4% Haste.
TACTICAL HINT
Watch the requested family and protect the dragons that enable it. A wrong-family Finale cannot solve the verdict, even when it deals substantial damage.
PHASE III 35% → 0% HP
TRUE ASCENSION
MECHANICS
At 35% HP, True Ascension begins a final 30-second window. Healing received by allied dragons is reduced by 35%; shields do not receive this penalty.
World Pulse strikes every 5 seconds, starting at 105 AoE damage. Each subsequent Pulse increases its damage by 10%.
Direct elemental resistance rises to 38% and Pair resistance to 22%. Triples have no extra resistance, and Finales gain a 20% damage bonus. Boss Attack increases by 15% and Haste by 10%.
When the 30-second timer reaches zero, The First Convergence wipes the entire Raid. Finish Elyndrax before the deadline.
TACTICAL HINT
Enter with the dragons that sustain your Finales alive and your offense functioning. Positioning, shields and survival still matter; reduced healing leaves little room to recover a collapsing formation.
MASTER EVERYTHING
RECOMMENDED APPROACH
Build the combined 4 + 4 formation together: one Water, Lightning, Earth, Fire, Wind, Ice, Light and Dark dragon. Choose by element rather than by a specific dragon name. Both Light and Dark are required for the opening Eclipse; duplicating an element while omitting another makes the Raid impossible to complete.
Perfect Convergence unlocks Eclipse, not a guaranteed victory. Use its opening damage window, then sustain the real Water → Lightning → Earth and Fire → Wind → Ice hit sequences. Eclipse does not consume normal Convergence cooldowns or traces, and does not replace Elyndrax’s Dual Finale. Family cooldowns remain 6 seconds, with a 2-second interlock between families.
After Eclipse, normal Finales use the existing Aura resolution; there is no new hybrid Light + Dark Finale. Losing either Aura dragon does not undo Eclipse, restore the crown or allow another Eclipse. Subsequent Finales follow the surviving Aura conditions. If both Light and Dark dragons die, new Triples no longer become Finales.
Protect the formation with positioning, tanking, healing and shields. Answer the alternating verdicts in Harmonic Judgment, then commit to the final 30-second damage race. There is no special immortality after Eclipse: survival and consistent Finales remain essential.
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