0% found this document useful (0 votes)
1K views13 pages

Kalos

This document provides information about the boss Kalos in two phases. Phase 1 has 4 watcher systems that can be disabled, and Kalos uses attacks like slams and lasers. Phase 2 adds segment tests where parts of Kalos break off after surviving rampage modes in different damage zones. Kalos' attacks become more powerful and frequent in Phase 2, and additional body parts attack players after segments are cleared. Precise coordination is needed to disable systems, survive tests, and damage Kalos across both challenging phases.

Uploaded by

donutshop
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views13 pages

Kalos

This document provides information about the boss Kalos in two phases. Phase 1 has 4 watcher systems that can be disabled, and Kalos uses attacks like slams and lasers. Phase 2 adds segment tests where parts of Kalos break off after surviving rampage modes in different damage zones. Kalos' attacks become more powerful and frequent in Phase 2, and additional body parts attack players after segments are cleared. Precise coordination is needed to disable systems, survive tests, and damage Kalos across both challenging phases.

Uploaded by

donutshop
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

BOSS INFO

Phase 1 Phase 2
AUT Req 250 300
Level 275 280
HP 336T 50B 720T
PDR 330% 380%

PHASE 1

Watcher Systems
● There are 4 different watcher systems during the Kalos boss fight
● T-Boy will hack into one random system every minute starting from 28:50
○ i.e. 27:50, 26:50, 25:50, etc
● Additionally – Kalos can cast his special attack to activate a system as well
● Each system has their own attacks and disabling mechanic explained below
● When all 4 systems are activated – system message [Intensified interference of T-boy
heightens the atmosphere of the skyscraper] appears
● If all 4 systems are activated for 1 minute consecutively, the fight will end instantly

Kalos’ Will
● Player skill - use NPC chat key to activate a moving aiming target
○ Use NPC chat key again to shoot based on where your target is aiming
○ Shot is fired upon NPC chat key release
○ You can move/use skills even when aiming
○ Utilise it to disable watcher systems
○ The moving aim always swing downwards first, plan your shots around this info
● Gauge regenerates once every 20s
● Will auto-fire after 10 seconds, will not regenerate during death
Laser Carrier [Top]
Commonly referred to as the top system – lights up upper left of gauge

Disable mechanic
Aim Kalos’ Will at the beam structure at top of map – it will shoot a beam downwards –
your aim is to the beam the horizontal moving UFO structure
● There is a beam recharge cool down – beam is ready if structure has blue light on
● Party should coordinate and aim at different structure for efficiency
● Requires (party size x 2) successful beams at the UFO structure

Beam Structure UFO Structure

Shoot this to generate a downwards beam to hit the UFO Don’t shoot this – beam this!

Attacks
Phase 1
● Stops every 15s to shoot vertical laser beams for 3s
● Continuous 40% HP tick
Phase 2
● Stops every 25s to shoot vertical laser beams for 3s
● Continuous 40% HP tick

Odium Orb [Bottom]


Commonly referred to as the bottom system – lights up bottom right of gauge

Disable mechanic
Aim Kalos’ Will at the structures at the bottom of the map to generate a small shield for 2s
around it for the Odium Orb to collide into
● There is a shield recharge cool down – shield is ready if structure has blue light on
● Party should coordinate and aim at different structure for efficiency
● Requires (party size x 2) successful orb/shield collides

Attacks
● Odium Orb will zig-zag vertically across map
● 30% HP touch damage
○ You don’t take touch damage from it when
the orb is colliding into the shield >>
● Movement is faster in phase two
Eye of the Abyss [Right]
Commonly referred to as the right system – lights up upper right of gauge

Disable mechanic
Aim Kalos’ Will at the chakram-core in structure
● Requires (party size x 3) successful aims

Attacks
● Shoots dark arrows every 15s
● This attack is shared not instanced, i.e. teammates can block it (even in invul state)
Phase 1
● 20% HP + 3s Darkness
● 3 arrows | HP <50% - 6 arrows
Phase 2
● 30% HP + 5s Darkness
● 3 arrows | HP <75% - 6 arrows | HP <50% - 9 arrows | HP <25% - 12 arrows

Shooting from a lower platform in phase 2 Bad example: dying to arrows while trying to shoot
Eye of Redemption [Left]
Commonly referred to as the left system – lights up bottom left of gauge

Disable mechanic
Aim Kalos’ Will at the chakram-core in structure
● Requires (party size x 3) successful aims

Attacks
● Shoots a laser beam at one random party member every 15s
● Try to have this disabled before burst - don’t want this to lock your party during burst
Phase 1
● 15% HP per tick + Movement lock (similar to Slime lasers)
● HP <50% - 2 laser beams
Phase 2
● 15% HP per tick + Movement lock
● HP <75% - 2 laser beams | HP <50% - 3 laser beams
Kalos Attack Patterns

Slam (CD: 12s)


● 30% DMG + knock back + 1s stun
● Can be dodged by moving halfway past Kalos body

Eye Beams/Lasers (CD: 15s)


● 70% DMG
● Can be dodged by up jumping/staying platform above him

Back-Bomb (CD: 8s)


● 40% HP
● Cannot be dodged by up jump – can still hit you even if you are on the platform above Kalos
● Can be dodged by move halfway past Kalos body
Kalos Special Attack – “FMA”
Missile Barrage
● Commonly referred to as FMA
● Skill lock (seal) his surroundings before firing the missile barrage
● Missile barrage does 999% HP
● Thereafter, activate a Watcher System
● Happens every 2m 30s – first at 27:20*
● Recommended to have a timekeeper
● Get away from Kalos when near the time for next attack

* Special note
As of Ignition patch v219, credits to Brandon M and my party’s internal testing – it is verified that binds will delay the FMA
timing. If your party is running kanna’s foot bind (15s) + lucid bind (9s), your FMA should happen around every 3m – first
at ~27:00. If your party has a Zero (like mine), Zero’s repeatedly crit bind + dmg may extend the FMA timing almost
indefinitely – hence making it impossible to timekeep. This issue is fixed in KMS during the Saviour patch.

Environmental Hazard
Bombs
● 30% DMG
● Possible to get hit by more than one and take multiple damage
● Phase 1 – every 10s, timer resets whenever HP threshold hits 75/50/25%
● Phase 2 – every 10s
● Spawns around you and your party members – higher chance to get hit by multiple if
your party is clumping, advised to spread out when not bursting

Example of jumping to avoid getting hit by bombs that will hit the platform above it

Teleport
● Teleports to a random player
PHASE 2
Watcher Systems
● Same as phase 1
● T-Boy will hack into one random system every minute starting from when you enter Phase 2, or every minute
after you clear from all systems activated

Segment Test – Parts Breakage


● There are 4 HP segments similar to Will
● Segments: 75 / 50 / 25%
● Have to survive rampage mode to unlock segment
● Whenever a segment is unlocked, one part of Kalos will break off and attack the players
(+1 more attack pattern basically)

Phase 2-1 Phase 2-2 Phase 2-3 Phase 2-4

100 - 75% HP 75 - 50% HP 50 - 25% HP 25 - 0% HP


- 1 Shoulder Wing - 2 Upper Wings - 1 Arm Guard

Rampage Mode – “Test”


When HP segments are met – rampage mode will begin. Out of the 5 yellow circled zones below, one will be a safe zone
randomly – there will be a yellow shield at the safe zone. You have ~6s to get to the yellow shield safe zone.

● 999% HP for areas out of the safe zone – can be iframe-d; you are invulnerable in the safe zone
● Safe zones DO NOT repeat within the same test
● Any party member’s death will end rampage mode immediately + Kalos will heal 5% of his HP back
● After surviving 5 waves, Kalos will be stunned for 15s and shed a body part
Kalos Attack Patterns

Eye beam/lasers (CD: 15s)


● 75% DMG
● Leaves behind lingering flames that does 20% DMG ticks + can knock back continuously
○ The flame’s knock back can be resisted by super stance, such as Steadfast Core
● Due to this attack pattern you almost never want to play on the same platform as Kalos

Double Slam (CD: 12s)


● Slams 2 spots with his hands
● First slam: 35% DMG + Knockback | Second slam: 35% DMG + 2s Stun

Thunder
● Summons 3 thunderbolts – take note the thunderbolts can hit platform above him
● 30% DMG each
Hyper beam
● 10 x 100% DMG
● Will hit the platform above it as well → can be dodged by jumping/floating (See below)
● >75% HP: 60s cooldown | >50% HP: 45s cooldown | <49% HP: 30s cooldown
● Can be cancelled with bind

Flash Strike/Diving
● Targets and chases a player – 3 x 100% DMG when landing
● If Kalos is debuffed, can tell his landing location based on the debuff icons on him, if any
○ He will appear on either the right or left of the debuff icons based on when he is last facing
● Or just move away from everybody’s original position when he casts; safest is to up jump from top platform
Teleport
● Teleports to a random player
Kalos Special Attack — “FMA”

Missile Barrage
● Same as Phase 1 but hitbox is way bigger in phase 2
● Timing same as Phase 1 but count from when you enter Phase 2

Body Parts

2-2: Shoulder Wing (CD: 15s)


● Targets players for bombard + its surrounding
● There is an extra tick of DMG after animation ends (see GIF below)
● 35% DMG x 2 (Initial boom and final tick – see below)

Dodged the initial explosion, but teleported back and took damage from the final tick of DMG
Animation have to fully end to be considered safe

2-3: Upper Wing (CD: 15s)


● Targets players for bombard + its surrounding
● 20% DMG + 3s weakened
2-3: Kalos’ Servant
● Flies slowly towards players and self-destructs when near – similar to Bomb Slime
● 20% DMG
● Starts spawning ~ 60s after groggy state, respawns every 60s thereafter
● Can damage you even when you’re in the invincible shield/bubble during Rampage
Mode/Test – learnt it the hard way 😭
2-4: Arm Guard
● 1 curse will be applied to players every minute from 2-4
● Curse(s) disappears upon death
● The arm guard is planted in the centre of the map as an altar to cleanse your curse
stacks – similar to Damien
● Each curse increases DMG taken by 20%
● 3 curse stacks = instant death, cuts through iframe and door
○ BOD will block the instant death but your curse remains at 3/3 - the instant
death will trigger again if you survive another minute (unless your BOD is up
again)
Extra Info Dump

Clear status
100-67%: red | 66-34%: violet | 33-1%: indigo | 0%: blue

6 man party numbers


left/right - 6 x 3 = 18 shots needed
0-5 shots: red
6-11 shots: violet → turn violet = 12 more shots to clear
12-17 shots: indigo → turn indigo = 6 more shots to clear
18 shots: blue
top/btm - 6 x 2 = 12 shots needed
0-3 shots: red
4-7 shots: violet → turn violet = 8 more shots to clear
8-11 shots: indigo → turn indigo = 4 more shots to clear
12 shots: blue

Party comms should have


1. When Kalos is diving → followed up by Kalos’ location
2. When Kalos is teleporting → followed up by Kalos’ location
3. Hyper beam timer – don’t need this if you’re moving correctly based on Kalos’
location (i.e. stay top when he’s at bottom, stay bottom when he’s at mid, etc)
4. Which system to shoot now, to shoot next, etc.
5. T-Boy watcher activation timer (Lower priority if party is good at shooting)
6. FMA timer

More random notes


1. Similar to Slime boss, always try to just play 1 platform above or below Kalos due to his attack patterns (double
slam, eye beams) outside of burst
2. Try to communicate beforehand with the party which is the system to clear when all 4 systems light up
3. When all 4 systems light up – if your party is competent at shooting – try to shoot once elsewhere first to
continue prepping before clearing the system your party decided in point #2
4. Different types of bombs (i.e. env hazard bomb, 2-2 bomb, 2-3 bomb) do not spawn simultaneously. Therefore if
their cooldowns align, one will spawn first, followed up by the other.
Credits
● TMS 協奏’s video for the original translated guide –
【新楓之谷】最新BOSS-- 監視者卡洛斯 現有情報之機制講解 為團隊攻略而誕生的BOSS現身! /Watch…
○ Guan for helping with some Chinese terminology!
● Namu wiki for the pictures and details
● My party (AoiSayuri, InverseAbyss, Mavlon, NLGXenon, PuaPehNurse2) ❤️
Changelog 16 Jan 2023
● Clarified top watcher’s mechanics
● Noted importance of disabling eye of redemption before burst
● Noted that safe zones do not repeat in P2 tests
Changelog 3 Feb 2023
● Noted that hyper beam can be cancelled by binds
● Noted on FMA / bind timing interactions
Changelog 7 Feb 2023
● Revamped the guide layout to add more info translated from Namu wiki
● Added info dump section cause I’m lazy to edit the layout for now
Changelog 8 Feb 2023
● Added GIFs for certain parts for clarity
● Fixed some typos/erroneous numbers
Changelog 12 Feb 2023
● Added phase 1 environmental hazard (bomb) timing update when HP is 50%
Changelog 20 Feb 2023
● Added Flash Strike/Diving extra info thanks to AoiSayuri
● Clarified Phase 2-2 Shoulder Wing Bomb → 2 ticks of DMG instead of lingering DMG
● Added random info dump
● Added that Kalos’s eye beams’ lingering flame’s knock back can be resisted by super stance – thanks to
AoiSayuri for testing!
Changelog 21 Feb 2023
● Confirmed that hyperbeam cannot be ducked
● Confirmed that Kalos’ Servant spawns every 60s
Changelog 19 Jul 2023
● Added info that the stupid Kalos’ Servant (2-3 summon) can damage you even in test
● Removed bomb timers from party comms – this will clutter comms, just take extra note during burst can alr
● I most probably won’t update this anymore – moving on to Carling!

If you have any new mechanics or tips that you’d like me to include, feel free to suggest within this document, DM
Ashlera#0001 on discord, or leave a note to Sally on MapleSEA Aquila – thanks!

You might also like