Aniimo Co-op Gauntlet

Boss Rush

Boss Rush is the co-op gauntlet, and it is not on the world map: a rotating trio of level 60 bosses, an affix you pick between rounds, a star grade at the end and a badge for whatever you did best. Every boss below carries the elements the game itself recommends against it, and the playstyle it rewards or punishes.

Season Departure with the Wind: Part 1

  • 9 bosses in rotation
  • 50 run affixes
  • 60 boss level
  • Eliminate top grade

The bosses, and what beats them

Each boss is a known Aniimo in one of its forms, scaled to level 60. The recommended elements and the favoured or punished playstyle are the game’s own, shown on its own stage card.

bouldus in the Boss Rush arena Recommended WaterGrass

bouldus

Snowfield Form EarthIce
  • 60 in every cycle
  • 1 stage

Rewards High-Frequency Damage, Fly

geoclaw in the Boss Rush arena Recommended FireEarth
  • 60 in every cycle
  • 1 stage

Rewards P.DMG Punishes Magical Damage

irisal in the Boss Rush arena Recommended FireWindDark

irisal

Highland Form Grass
  • 60 in every cycle
  • 2 stage variants

Rewards Fire Debuff, Tunnel

luminelle in the Boss Rush arena Recommended IceDark

luminelle

Rainstorm Form LightningWater
  • 60 in every cycle
  • 1 stage

Rewards Heal, Basic Attack Damage

minespine in the Boss Rush arena Recommended WaterGrass

minespine

Earth
  • 60 in every cycle
  • 1 stage

Rewards High-Frequency Damage, Pound

panpanta in the Boss Rush arena Recommended LightningGrassIce

panpanta

Nighttime Form Water
  • 60 in every cycle
  • 1 stage

Rewards P.DMG Punishes Magical Damage

scorchhowl in the Boss Rush arena Recommended WaterEarth

scorchhowl

Highland Form FireEarth
  • 60 in every cycle
  • 1 stage

Rewards Water Debuff, Rock

tubster in the Boss Rush arena Recommended LightningLight

tubster

Beach Form WindWater
  • 60 in every cycle
  • 3 stage variants

Rewards Melee Punishes Ranged

Rewards Basic Attack Damage Punishes High-Frequency Skills

Rewards Sustained Skill, Shield Break

tuckin in the Boss Rush arena Recommended FireWindDark

tuckin

Mountain Form GrassEarth
  • 60 in every cycle
  • 1 stage

Rewards P.DMG Punishes Magical Damage

The rotation

A cycle puts three of them up at once, left, middle and right, and puts one Aniimo forward as the pick of the run.

The affixes

Between rounds you take one. They come in families: some change the ground you fight on, some change what your own team does.

Special

  • Element Affinity Field βWhile on terrain matching the Aniimo’s element, magical damage dealt +50%. This effect expires 5s after leaving the terrain.
  • Charged ImpactThe more EP a skill costs, the higher the next damage dealt, up to 75%. (For every 10 EP spent, damage +15%.) Can trigger up to once every 5s.
  • Resonant ComboUsing the same skill repeatedly increases damage by x% for 1s. Stacks up to 5 times.
  • Rain of BlessingIncreases Aniimo’s healing by 15%. After healing, own damage dealt +50% for 10s.
  • Ultimate EnhancementIncreases Aniimo’s Ultimate damage by 60%.
  • Strike and MoveBasic attacks used while moving deal 100% increased damage.
  • Basic Attack EnhancementIncreases basic attack damage by 100%.
  • BattlebondDamage +15%.
  • ResurgenceUpon being defeated for the first time, revives with 30% HP.
  • Overflowing PowerStarts with more Ultimate Points.
  • Breaking ForceThe Alpha starts with % less BREAK value.
  • Unstoppable MomentumFor the first s of battle, all players deal % increased damage. After s, all players deal % reduced damage.
  • Essence LeechFor every 10 EP spent, restores 1% of own max HP.
  • Primary Attacker RuneA rune appears on the field. When a player interacts with it, they gain the rune’s power and become the Primary Attacker. The Primary Attacker deals % increased damage, while all other players deal % reduced damage. Each time the Primary Attacker is at critical HP, all other teammates lose % of their max HP, and the Primary Attacker fully recovers HP.
  • BlessingIncreases Aniimo’s damage dealt and healing done by 15%.
  • Crushing MomentumWhen the Alpha enters the Break State, it accumulates 1 stack of Vulnerability. Each stack increases damage taken by an additional %, up to stacks.
  • Element MasteryWhen Aniimo deal elemental counter damage, damage increases by 20%. Non-counter damage is reduced by 10%.

Interaction

  • Pulse CrystalAt the start of battle, a Pulse Crystal appears on the field. It periodically locks onto a player unit and fires a pulse after a short delay. The pulse damages and knocks back players it hits. The Alpha can block the pulse, taking a large amount of BREAK.
  • Chain SnareAt regular intervals, chains link 2 random players on the field. Linked units continuously lose HP. When the chains touch the Alpha, they bind the Alpha for 1s, briefly stopping it and dealing BREAK damage. The chains then break.
  • Time BombTime Bomb periodically appears on the field and detonate automatically after a short time. They also detonate immediately when attacked. Explosions deal heavy damage to players within range, and deal damage and heavy BREAK damage to the Alpha. If no target is within the blast radius, a secondary explosion triggers, dealing heavy damage to players in a much larger area.
  • Trick BombEffect: Every 45s, a bomb seed appears on a random Pathfinder. After 5s, the seed lands and generates a bomb warning. After 2s, the bomb explodes and permanently creates a damage zone on the ground.
  • ChainbotEffect: Every 45s, 1 robot appears on the field (up to 3 at a time). It fires a chain to link 1 Pathfinder who is not currently linked. Linked Pathfinders are Stunned. Destroying the robot breaks the chain and removes the status.

Environment

  • Magical ShellAfter taking magical damage a certain number of times, the Alpha creates a spiked shell that deals counter damage to players who deal magical damage to it.
  • Frequency OverloadEach time EP is consumed, 2 seconds of Overload will be gained. When Overload is stacked three times, it will be removed and you will gain Turbulence, which suppresses automatic energy regeneration for a period.
  • Reflective FieldThe Alpha periodically deploys a force field that reflects ranged projectiles.
  • Call LightningWhen a single skill cast lasts longer than 2s, summons a thundercloud at the caster’s location. After 0.5s, lightning strikes, dealing damage and reducing player damage by 30% for 5s. Can trigger once every 10s.
  • TurfAll terrain generated by Aniimo is treated as Turf.
  • Vein ResonanceWhen an Aniimo is on terrain matching its own element, it gains Vein Resonance, increasing damage dealt by 15%. This effect persists for 5s after leaving the terrain. When not on elemental terrain or when the terrain does not match its element, it gains Vein Rejection, reducing damage dealt by 10%. Vein Rejection cannot be gained while Vein Resonance is active.
  • Anomaly SparkWhen an Alpha accumulates stacks of Fire Debuff, it enters an “Overflowing Debuff” state. In this state, each additional stack of Fire Debuff causes the Alpha to drop an Energy Orb that can be touched. Touching the orb restores Energy.
  • Multi-CastWhen the Aniimo deals skill damage, it accumulates 1 point of “Casting Energy.” Reaching points of “Casting Energy” makes the next skill cost no energy and skip its cooldown.
  • Kinetic RecoveryThe Aniimo’s Energy cap increases by points. When Energy is below %, gain Energy for every Energy consumed.
  • BREAK CritDamage dealt to Alphas in BREAK state is always treated as Crit Damage.
  • Water Pressure ImbalanceWhen the Alpha has more than stacks of Water Debuff, stacks are consumed to enter the “Water Pressure Imbalance” state for s. In this state, each Crit Hit taken triggers 1 instance of Water damage equal to % of current Attack. Minimum trigger interval: 5 seconds.
  • UnscathedWhen the Aniimo’s HP is above %, basic attack speed increases by %, and REGEN speed increases by %.

Assist

  • GrenadierIn battles against the middle-lane and left-lane Alphas, an invincible Termite Nest Aniimo appears. It has a bombing skill and keeps bombing its target. Bombing damage increases over time.
  • Rolling AniipodIn battles against the middle-lane and right-lane Alphas, a giant dung ball appears periodically. Attack it to make it roll. When it hits a target, it triggers a huge explosion and deals massive damage. Rolling ball damage increases over time.

General

  • Coordinated StrikeDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Coordinated OffensiveDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Coordinated OffensiveDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Coordinated OffensiveDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Coordinated OffensiveDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Coordinated OffensiveDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Coordinated OffensiveDamage dealt by team members increases by %, and increases by an additional % with countering element.
  • Joint DefenseDamage taken by squad members is reduced by %. If they take Damage from an element countered by their own element, it is further reduced by %.
  • Joint DefenseDamage taken by squad members is reduced by %. If they take Damage from an element countered by their own element, it is reduced by an additional %.
  • Joint DefenseDamage taken by squad members is reduced by %. If they take Damage from an element countered by their own element, it is further reduced by %.
  • Joint DefenseDamage taken by squad members is reduced by %. If they take Damage from an element countered by their own element, it is further reduced by %.
  • Joint DefenseReduces Damage taken by squad members by %. If they take Damage from an element countered by their own element, Damage taken is further reduced by %.
  • Twine DefenseDamage taken by squad members is reduced by %. If they take Damage from an element countered by their own element, it is further reduced by %.
  • Twine DefenseDamage taken by squad members is reduced by %. If they take Damage from an element countered by their own element, it is reduced by an additional %.

Star grades

A run is scored in stars, up to Eliminate. Each step is a fixed slice of score, so the grade is a damage race against the clock, not a difficulty setting.

  • 0☆
  • 1☆
  • 2☆
  • 3☆
  • 4☆
  • 5☆
  • 6☆
  • 7☆
  • 8☆
  • 9☆
  • 9☆+1
  • 9☆+2
  • 9☆+3
  • 9☆+4
  • 9☆+5
  • 9☆+6
  • Eliminate

End-of-run badges

One is handed to each Pathfinder when the run ends, for the thing they did most of.

  • Best DPSTotal Damage Dealt
  • Best StrikeBest Strike Damage
  • BREAK ExpertTotal BREAK Damage
  • Last StrikeDealt the Last Strike
  • ReaperTargets Defeated
  • I Took It AllMost Damage Taken
  • Help the woundedMost Healing
  • Always meMost Hits Taken
  • FlexibleLeast Hits Taken
  • Best SupportMost Support Provided

FAQ

Is Boss Rush on the world map?

No. It is a separate co-op mode with its own arena, so it has no map marker at all. The bosses with map markers are the Alpha and Omega world bosses, a different tier entirely.

What level are the Boss Rush bosses?

Level 60 in every cycle currently in the client, whichever trio is up.

Which element should I bring?

Each boss carries its own recommended elements, shown on its card above. They are the game’s own recommendation for that boss, not a community guess.