Mech Boss Guide
Your 6 fighters face 4 minions + 1 main mech boss. Practically 6v1 since minions are fragile and cleared early.
Fighter Priority
Indispensable, 100% of comps
Essential for Kotaro/Karma mechs, works in 3 modes
Dax preferred — more complete, 3 modes
Zemus first
Buffers, pick by resource availability
Team Progression
Early
Zura or Lucius as primary support
Mid
Mid-Late
Spekkio block build
Late
Teryx replaces Necro at 280+. Spekkio block build.
Endgame
Chancer block build (Chancer A1+)
Peak
Lily must be FASTEST fighter (frontline). GM3+ Dax, GM4/A1+ Lily (werty_99 2026-01-06).
Endgame+Dax
Dax = consistency (stable 7 skills), Ruby = higher ceiling (8-9 skills). Do NOT pair Dax+Ruby.
Counter Framework
Burst damage
Bosses: Kotaro, Safros, Scythe, Rocco
Counter: Komodo + Necro layered damage reduction
Energy-dependent abilities
Bosses: Fenrus, Dax, Pyra, Safros
Counter: Leene + Pyra energy denial
Karma mech (hardest)
Bosses: Karma
Counter: Karma fighter (240+), Leene + Raja
CC-heavy mechs
Bosses: Spike, Talon, Pyra, Laguna
Counter: Karma (general CC), Ruby (freeze), Pyra (petrify)
DoT-heavy mechs
Bosses: Fenrus, Zemus, Rocco
Counter: Leene + Zura, Remove Khopesh from carries, Yinglong S+ dragon
Energy Denial (Pyra+Leene)
Pyra+Leene combo restricts boss to ability on turn 2 and 7 only.
- Only give energy dragon to Laguna (not other supports)
- Pyra MUST be faster than Spekkio (apply energy reduction before Spekkio gives boss energy)
- Leene MUST be slower than Spekkio (steal energy after Spekkio attacks)
- Leene MUST stay below level 270 (otherwise steals too much energy, uses own ability instead)
- Do NOT use Ruby with this combo (extra Spekkio abilities = boss fires more abilities)
- Does NOT work against Kotaro (always fires ability turn 1)
- Alternative: Pyra+Pocky works as decent Kotaro counter
Boss Database (19 bosses)
Kotaro
Threat: Burst + Bleeding + Burning
Counter: Komodo, Spike, Pyra+Pocky
- Always uses ability turn 1
- Gains crit chance every time your team heals — Komodo alone not enough at 315
- Okami NOT effective (Kotaro gains ATK from skills, counteracting reduction)
- Face (50% hit chance reduction) is viable Komodo alternative — 200-500M → ~2B consistent
- Swap Pyra→Necro for this boss
Karma
Threat: Stun + Burning + Healing
Counter: Karma (fighter), Leene + Raja
- HARDEST mech boss in the game
- Karma fighter needs 240+ for counter role (200 not enough)
Lucius
Threat: Stun + Shielding minions
Counter: Tomahawk on 2nd damage dealer
- Lucius minions shield each other — sometimes don't die turn 1
Nova
Threat: Stun + Low damage output
- Very low damage output against Nova mechs — difficult fight
Fenrus
Threat: Poison + Energy-dependent
Counter: Okami (260 with Mingshe+Toronbo), Komodo
- Okami counters via attack reduction — no weapons needed
Zemus
Threat: Curse
Counter: Okami (260 with Mingshe+Toronbo), Komodo
- Same counters as Fenrus mech
Rocco
Threat: Burning + Burst
Counter: Okami, Karma
- Not as bad as Karma mech
Scythe
Threat: Curse + Burst
Safros
Threat: Silence + Petrification
Counter: No Ruby or Dax, Remove energy dragons
- Remove energy dragons to prevent Safros using ability turn 1
- Keep both damage dealers using ability on same turn — Safros only silences when they're already using skills
- Use Komodo instead of Ruby
- Don't use Pyra (messes up energy)
Dax
Threat: Energy disruption
Counter: Zemus attacks first (no energy dragon), Pyra second, Energy reduction
- Kill all mini Dax → boss gets half energy
- Then rely on Short Circuit RNG
Hana
Threat: Sleep
Counter: Prevent boss full energy round 1
- Small Hana death gives big Hana purple shield — hitting shield puts fighters to sleep
- Wake-up mechanic inconsistent — sometimes boss hit doesn't wake up
- Strategy: prevent boss from getting full energy round 1 so Scythe can buff control resist round 2
- Tomahawk does NOT counter sleep
Mogu
Threat: Removes ALL stat buffs
Counter: Necro debuff, Zura torment
- Active skill removes buffs every 2 rounds
- Laguna ATK buff NOT removed (doesn't show as visible buff icon)
- Laguna SD buff IS removed
- Pyra+Leene energy reduction not worth it against Mogu specifically
- Necro debuff works (debuffs enemy, not ally buff), Zura torment works
Xeno
Threat: Silence + Freeze
Vex
Threat: Silence + Tanky
- Can silence fighters occasionally
- Damage output similar to Teepo mech — not as hard as initially thought
Magus
Threat: Threatening basic attack
Counter: Dax
- Dax counter recommended
Spike
Threat: Petrification
Counter: Spike+Matsu on Spekkio for control resist
- Not losing much damage with 3 skills vs 5 skills with control resist build
Talon
Threat: Petrification
Pyra
Threat: Petrification
Laguna
Threat: Random CC
- All CC effects applied randomly
Minions
Petrify: Zedd, Zen
Stun: Guerra, Kenshi, Troy
Mech Status Immunities
Works: Poisoned, Cursed
Immune: Bleeding, Frozen, Petrified
- Mechs immune to Bleeding (therealgandhi69 2024-03)
- Mechs immune to Frozen and Petrified (cannot be CC'd)
- Burning applies as debuff (armor reduction) but exact DoT behavior unclear
- Exception: Cyborg mech is immune to Poison (__doby 2023-10-28)
Key Mechanics
Damage Cap: 9000% vs mech bosses (normal: 4000%)
Round Limit: 10 rounds per fight
Starting Energy: 50
Key Principle: Keep all 6 fighters alive — Katar buff, Spekkio hit count, and many support abilities depend on full team survival.
Positioning: 2 rows of 3 fighters (front row + back row)
Front: Positions 1-3: Zura (ALWAYS pos 1 with block build) + 2 supports/counters
Back: Positions 4-6: Laguna + Spekkio + Otto/Scythe
