Combat Codex

Mech Boss Guide

Your 6 fighters face 4 minions + 1 main mech boss. Practically 6v1 since minions are fragile and cleared early.

Fighter Priority

1
Spekkio

Indispensable, 100% of comps

2
Scythe

Essential for Kotaro/Karma mechs, works in 3 modes

3
Dax or Ruby

Dax preferred — more complete, 3 modes

4
Zemus, Lily, or Chancer

Zemus first

5
Laguna and Necro

Buffers, pick by resource availability

Team Progression

Early

Front: Zura/Lucius, Ruby, Zemus
Back: Laguna, Spekkio, Scythe/Otto

Zura or Lucius as primary support

Mid

Front: Zura, Zemus, Ruby
Back: Laguna, Spekkio, Otto (or Scythe)

Mid-Late

Front: Zura/Necro, Komodo, Zemus
Back: Laguna, Spekkio, Scythe

Spekkio block build

Late

Front: Teryx, Komodo, Zemus
Back: Laguna, Spekkio, Scythe

Teryx replaces Necro at 280+. Spekkio block build.

Endgame

Front: Teryx, Dax, Zemus
Back: Laguna, Spekkio, Chancer

Chancer block build (Chancer A1+)

Peak

Front: Lily, Teryx/Dax, Zemus
Back: Chancer, Spekkio, Laguna

Lily must be FASTEST fighter (frontline). GM3+ Dax, GM4/A1+ Lily (werty_99 2026-01-06).

Endgame+Dax

Front: Necro/Zura, Ruby/Dax (GM3+), Zemus
Back: Spekkio, Laguna, Otto/Scythe/Teepo

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

BleedingBurning

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

StunBurning

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

Stun

Threat: Stun + Shielding minions

Counter: Tomahawk on 2nd damage dealer

  • Lucius minions shield each other — sometimes don't die turn 1

Nova

Stun

Threat: Stun + Low damage output

  • Very low damage output against Nova mechs — difficult fight

Fenrus

Poison

Threat: Poison + Energy-dependent

Counter: Okami (260 with Mingshe+Toronbo), Komodo

  • Okami counters via attack reduction — no weapons needed

Zemus

Curse

Threat: Curse

Counter: Okami (260 with Mingshe+Toronbo), Komodo

  • Same counters as Fenrus mech

Rocco

Burning

Threat: Burning + Burst

Counter: Okami, Karma

  • Not as bad as Karma mech

Scythe

Curse

Threat: Curse + Burst

Safros

SilencePetrification

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

Sleep

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

SilenceFreeze

Threat: Silence + Freeze

Vex

Silence

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

Petrification

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

Petrification

Threat: Petrification

Pyra

Petrification

Threat: Petrification

Laguna

Various CC

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