A high-difficulty raid that rotates every Sunday. The cycle runs 12 weeks, and
you can clear each boss once per week (you may retry as often as you like after a loss).
Defeating one gives a chance to recruit it as a 5-star ally, and Apex evolution takes it to 6 stars.
Their HP runs from 72 million to over 100 million — far above the final story boss at 40 million —
so stacked multipliers and high-value jewels are what actually get you there.
Week 1
Crimson Dragon General
FireLv 72
HP
78,000,000
Normal attack
9,635every 3 drops
Charge attack
24,0882.5× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Week 7
Ember Songstress
FireLv 73
HP
80,000,000
Normal attack
9,536every 3 drops
Charge attack
23,8402.5× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Week 2
Azure Phoenix
WaterLv 73
HP
85,000,000
Normal attack
9,536every 3 drops
Charge attack
23,8402.5× every 5 normal attacks (about 15 drops)
Hazard
Freeze (jewels cannot merge)8,500 damage
Week 8
Tidal Swordmaiden
WaterLv 74
HP
88,000,000
Normal attack
9,439every 3 drops
Charge attack
23,5982.5× every 5 normal attacks (about 15 drops)
Hazard
Freeze (jewels cannot merge)8,500 damage
Week 3
Verdant Beast General
WindLv 70
HP
72,000,000
Normal attack
9,840every 3 drops
Charge attack
25,5842.6× every 5 normal attacks (about 15 drops)
Hazard
Garbage jewel injection9,000 damage
Week 9
Gale Dancer
WindLv 71
HP
75,000,000
Normal attack
9,737every 3 drops
Charge attack
25,3162.6× every 5 normal attacks (about 15 drops)
Hazard
Garbage jewel injection9,000 damage
Week 4
Aurora Maiden
LightLv 75
HP
90,000,000
Normal attack
9,343every 3 drops
Charge attack
22,4232.4× every 6 normal attacks (about 18 drops)
Hazard
Inflicts a status ailment9,000 damage
Week 10
Radiant Saint
LightLv 76
HP
92,000,000
Normal attack
9,250every 3 drops
Charge attack
22,2002.4× every 6 normal attacks (about 18 drops)
Hazard
Inflicts a status ailment9,000 damage
Week 5
Shadow Fiend
DarkLv 77
HP
95,000,000
Normal attack
9,158every 3 drops
Charge attack
23,8112.6× every 5 normal attacks (about 15 drops)
Hazard
Bottom row push-up9,000 damage
Week 11
Eclipse Witch
DarkLv 78
HP
97,000,000
Normal attack
9,069every 3 drops
Charge attack
23,5792.6× every 5 normal attacks (about 15 drops)
Hazard
Bottom row push-up9,000 damage
Week 6
Ether Serpent
EtherLv 80
HP
100,000,000
Normal attack
8,774every 3 drops
Charge attack
23,6902.7× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Week 12
Astral Sage
EtherLv 81
HP
102,000,000
Normal attack
8,690every 3 drops
Charge attack
23,4632.7× every 5 normal attacks (about 15 drops)
Hazard
Meltdown (lowers jewel values)10,000 damage
Note: the attack values above are design baselines. Actual damage taken also includes enemy level
scaling and the global combat buffs (2× on normal attacks, 1.3× on charge attacks), so it lands
considerably harder than the numbers shown. An unmitigated charge attack will wipe
an unprepared party outright.
How to approach a raid
Charge attacks hit hard enough to end a run on their own, so surviving them is not optional.
Watch the "turns until charge attack" counter on the enemy card and make sure you have
damage reduction, a barrier, or a guts effect up before it lands.
On offense, stack two multiplier leader skills (leader plus sub-leader) so they multiply together,
then fire a high-multiplier active on a drop that meets its chain and element conditions.
The full build is covered in the maximum damage guide.