Asgard Bosses and Minions: Details

Asgard bosses and their minions are challenging opponents that call for a special strategy: each boss and minion has its own strengths and skills, and their vast amounts of health make them difficult to defeat.

Success in a battle comes with careful preparation, coordination from the whole Guild, and understanding the boss's mechanics. This article covers detailed information about the abilities of Asgard bosses and their minions.

Table of Contents

Osh

osh_splash.jpg

Osh, the Eternal Keeper, summons defense spheres that you need to destroy. If you fail to do so in time, a sphere turns into a nightmare. One nightmare randomly chooses one hero and puts them to sleep. The only way to wake them is to destroy that nightmare. If nightmares put all your heroes to sleep, you automatically lose the battle.

Here is detailed information about his skills.

Stardome. The Stardome is orbited by the Defense Spheres it generates. The spheres are activated on approach, attacking nearby heroes. At the same time, they can be attacked to deal significant damage to the Stardome.

osh_skill_1.png


Wormhole. Osh creates a Wormhole that pulls in everything around it and dematerializes the remaining Defense Spheres on the battlefield. Each sphere that enters the Wormhole damages all heroes.

osh_skill_2.png


Planet Parade. All Defense Spheres remaining on the battlefield line up for a Planet Parade for 5 seconds. If all spheres are destroyed before the Parade ends, Osh awakens and boosts the remaining heroes for 5 seconds (increasing physical and magic attack).

osh_skill_3.png


Nightmare Visions. The Defense Spheres that are not destroyed during a Planet Parade force the heroes to fall asleep, unleashing Nightmare Visions that attack allies.

To awaken the heroes, their nightmares must be defeated. Once the nightmares perish, Osh awakens and boosts the remaining heroes for 5 seconds (increasing physical and magic attack).

If all your heroes fall asleep, you automatically lose the battle.

osh_skill_4.png


Meteor Shower. A Meteor Shower blazes across the battlefield, dealing damage to all heroes for 5 seconds. Each meteor strikes a hero randomly, resulting in uneven damage across the team, with some heroes potentially taking more hits than others.

osh_skill_5.png


The Phantom Orchestra

maestro_splash.jpg

The Phantom Orchestra is led by a conductor, Maestro, who summons phantom soloists. Battles take place in the material and astral worlds, which you can identify by the icon in the lower-left corner of the battle screen:

material_state.png
Material world
astral_state.png
Astral world

The boss's abilities depend on the current world and even on switching between them at the right time. For example, Maestro deals physical damage in the material world and magical damage in the astral one. So make sure to build your strategy based on these details. If you need to refresh your memory on damage types, you can find more information in this article.

You can switch between the material and astral worlds using the following options:

  1. Auto. If you enable auto-battle, the world's state switches automatically on a timer.
  2. Manual. You can switch between worlds by pressing the corresponding icon when it is charged.

    asgard_boss_button.jpg

Here you can find information about Maestro's skills:

Retribution. Maestro uses its basic attacks against the hero that dealt it the most damage since the last use of Retribution. The attacks deal physical damage in the material world and magical damage in the astral one.

maestro_skill_1.png


Harbinger's Barrier. In the material world, a barrier around Maestro blocks 20% of incoming damage. The barrier's strength increases each second, up to 100% of incoming damage. When a transition between worlds occurs, the barrier's strength resets to its initial value.


Musical Staves. Maestro uses sound vibrations to deal massive damage in several bars. It deals physical damage in the material world and magical damage in the astral one.

maestro_skill_3.png


Deafening Motif. Maestro summons a Thundering Horn that can only be attacked in the astral world. The Horn inflicts stun and damage over time on the three closest heroes. This effect lasts until a certain percentage of these heroes' health is restored.

maestro_skill_4.png


Enervating Motif. Maestro summons an Exhausting Harp that can only be attacked in the astral world. The Harp drains heroes' main stats until they reach zero. This effect lasts until the Harp is affected by at least 5 control effects.

maestro_skill_5.png


Requiem. In the astral world, Maestro assumes its true form, which is immune to physical damage. All heroes' healing effectiveness is reduced by 20% and continues to decrease each second, up to 100%. In this form, Maestro has additional hands that area-of-effect abilities can target.

maestro_skill_6.png

You can also learn more about how to fight this boss in the following video.


Minions

There are special minions with a higher amount of health and unique abilities:

Rah-Ozu, Hand of Eternity. His ability, Quasar Light, activates the maximum number of Defense Spheres around himself and lines them up in front of himself for 5 seconds, dealing extra damage to all heroes. If all spheres are destroyed while the skill is active, Rah-Ozu is deactivated, taking extra damage for 5 seconds.

osh_minion_skill_1.png


Naos the Doomherald. His skill, Wormhole Generator, conjures Defense Spheres and begins charging. In 5 seconds, he unleashes his energy to create a wormhole that pulls in everything around it and dematerializes the remaining Defense Spheres on the battlefield. Each sphere that enters the wormhole damages all heroes.

osh_minion_skill_2.png


Merida, Goddess of Oblivion. Her spell, Inflicted Slumber, casts the nearest hero into sleep, unleashing a Nightmare Vision that attacks other heroes. To awaken the hero, their nightmare must be defeated. The number of heroes Merida casts into sleep increases after each use.

osh_minion_skill_3.png


Exhausting Harp. His ability, Enervating Motif, inflicts an effect that drains heroes' main stats until they reach zero. The effect lasts until the Harp is affected by at least 5 control effects.

maestro_minion_skill_1.png


Thundering Horn. Her skill, Deafening Motif, inflicts stun and damage over time on the three closest heroes. The effect lasts until a certain percentage of their health is restored.

maestro_minion_skill_3.png


Step into the Astral Plane. In this node, heroes can enter the astral world once the ability is charged.

step into the astral plane.jpg
  • In the material world, opponents are protected by a barrier that reduces all incoming damage and grows stronger with every passing second.
  • In the astral world, the barrier does not exist, but physical attacks deal no damage at all, and healing is less effective.
Was this article helpful?
2 out of 2 found this helpful