[Ultimate] Labyrinth Normal Raid Guide for Beginners
![[Ultimate] Labyrinth Normal Raid Guide for Beginners](https://epic7x.com/wp-content/uploads/2019/04/labyrinth-2.png)
Table of Contents
Overview
Welcome to the normal raid guide for Labyrinth! It is the first end game content that gives you a nice challenge once you get to player rank 60 with some decent rewards. Unlike the other regular labyrinths, you need 2 labyrinth compasses to enter it.
Most people will run hell raid once they have a good team with decent 70-85 gear. The normal raid is where you will farm until you can take on hell mode. Even after that, you will still farm normal as the Queen drops a free hell key.
For the hell raid guide, click here.
Basics and Mechanics
You will need to beat World Mode 5-9 to unlock Azmakalis Raid. In raid, you get to take on 4 raid bosses and the Queen Azumashik. Once you have defeated 2 raid bosses, you will unlock the top path to fight the Queen. For starters, the easiest raid boss is Arakahan. The other raid bosses’s difficulty will depend on your team composition. Each boss has a unique mechanic that can make it very hard for certain teams if you don’t have specific skills, buffs or debuffs. All the 5 major bosses here are immune to stun, poison, sleep, silence (except Karkanis) and provoke.
When to Attempt Normal Raid
You can attempt normal raid when your team does not die to the mini bosses on your way to the raid bosses. The stats you need from your team are:
- 7000+ hp
- 500+ def
For the Queen, you will need:
- 10000+ hp
- 600+ def
Queen Azumashik hits a lot harder, especially if any member from your team goes below 50% health. Things go downhill fast from there.
Rewards
The rewards for completing normal raid includes the following:
- Epic gear (random substats + each specific boss drops a certain set)
- Tokens to buy shop items
- Free hell raid key when defeating Queen Azumashik
- Ancient Coins
Below are the shop items that you can use tokens to purchase:
- Heart of Hyprocrisy x1
- Nightmare Mask x1
- Black Curse Powder x1
- Azimanus Dagger (Immunity) x1
- Azimanus Armor (Speed) x1
- Azimanus Necklace (Unity) x1
- Epic Necklace Charm x1
- Epic Ring Charm x1
- Queen Azumashik’s Gift x1
This is the drop rate chances for the Azimanus Chest:
Queen Azumashik’s Gift | |
Gold Transmit Stone | 10% |
Galaxy Bookmark x1 | 10% |
Molagora | 15% |
Covenant Bookmark x10 | 15% |
Skystone x100 | 25% |
Gold x200,000 | 25% |
I suggest purchasing the speed armor as the first item as it has all the useful stats for any speed focused unit. Red charms are also great if you want to upgrade your accessories quickly.
Map and Pathing
Upon entering the map, the route to Queen Azumashik is locked until you defeat 2 raid bosses. You always start off with 70 morale. Here is how morale works.
- Above 30 = +10% health bonus
- 0 to 30 = +5% health bonus
- -1 to -30 = No bonus
- -31 to -49 = -85% stats
- -50 = -90% stats
Each box you move costs 1 morale. A battle costs 7 morale. Teleporting costs 3 morale.
Reddit user tlpachi has made an excellent text guide for raid. You can check them out here. Below is the map for the normal raid:
If you are just starting out, you can fight the mini bosses and trash mobs as sometimes the mini bosses can drop good purple gear that you can use for your team.
Also, if you can assemble a team that can at least gain 34 morale when camping, you can do all 5 bosses in 3 labyrinth runs, which is 6 tickets every week. The rest you can use it on regular labyrinth for more spirit stone drops to enhance your accessories.
You can also use this wonderful site to check your top morale team -> Click here.
Devourer Arakahan

Eerie Spider
This is probably the easiest boss for most players. Drops tier 5 epic items:
- Critical Rate Set Armor
- Attack% Rage Set Boots
- Unity Set Weapon
The battle consists of the following enemies:
- Devourer Arakahan (Dark Element) – 90,000 Hp
- Azimanmus Hunter x2 (Flame Element) – 11,000 Hp initial, 7,000 Hp when summoned again
Arakahan Skills
Crisis Response (Passive) – Caster is granted an extra turn and skill cooldowns are reduced by 3 turns if attacked when Health is less than 50%. Corrupted Web’s skill cooldown is also reduced by an additional 1 turn after it is used if Health is less than 50%.
Note: This happens when you get him to below 50% health. He gets a full reset on all his skills, allowing him to stun a member of your team + re-summon the Azimanmus Hunters. Arky or any Guardian does not trigger this.
Incubate Venom (Passive) – Increases Attack and Speed of the Caster at the end of each turn. If Corrupted Web can be used, caster is granted stackable increased Attack and Critical Hit Chance.
Note: He becomes stronger as he gets to use his ultimate often. As long as you have enough damage, this will not be an issue. It is a DPS check on your team.
Stance Chance (Passive) – If Corrupted Web can be used, grants immunity that cannot be dispelled and dramatically decreased damages received. If Corrupted Web cannot be used, all enemies are inflicted with an unable to be buffed debuff that cannot be dispelled and is not affected by immunity. Cannot receive Combat Readiness increase effects.
Note: This is the annoying part about him. Each time he uses Corrupted Web, he will apply an anti-buff debuff that sticks with you for 3 turns until he uses Corrupted Web again. You need to time your buffs and use them on the last turn before he uses Corrupted Web for your buffs to work.
Dash (Active) – Dashes towards the enemy and attacks,with a 75% chance to stun for 1 turn.
Note: This can be annoying if you don’t have debuff immunity. Your frontline tank will usually get stunned unless he/she has high effect resistance.

Corrupted Web
Corrupted Web (Active)[3 Turn Cooldown] – Sprays a Corrupted Web at all enemies, decreasing Speed for 2 turns and decreasing Combat Readiness by 50%, before summoning two Azimanmus Hunters. This skill can only be used after all allies except for the caster have died.
Note: Aside from the anti-buff debuff that cannot be cleansed, you are mostly likely to get hit with the speed debuff and -50% combat readiness if your team doesn’t have high effect resistance. A cleanser will be vital here if you want get a turn after the attack.
Battle Tips
For this fight you will always want to clear the 2 Azimanmus Hunters first. They can apply 1 turn defense break and if they all hit a single target, he/she is most likely dead.
At the start of the battle, Devourer Arakahan will use his Corrupted Web as the opener. He has incredibly high defense and is immune to debuffs when he has Corrupted Web ready to use. You won’t be dealing much damage to him when that skill is up. Arky Guardian does bypass the defense though, so you can use it as the opener as well.
He loses his defense and immunity buff once Corrupted Web is used. This is where you want to start attacking him to deal damage. Having 2 AoE attackers will help you kill the mobs and deal damage to him easily.
You will want to start watching out when he is ready to use Corrupted Web again. That will be the turn to use all your buffs and combat readiness push before he applies the anti-buff on your team.
Team Composition
For guardian, you will want to take Arky. He ignores his defense buff to deal full percentage damage. To make this fight easier, you want to bring an attack buffer, an AoE attacker, a defense breaker and a healer. I will exclude 5 star units unless it is easily obtainable. Below are some examples (F2P in mind):
AoE Attacker
Clarissa works wonders in this fight. She has defense break and AoE kill reset, which allows her to deal even more damage. I left out wind units as they can miss. But if you start getting better gear, bringing someone like Bellona or Vildred won’t be an issue despite elemental disadvantage.
Defense Breaker
A defense breaker will make your job easier to deal more damage. Enott is another option but I left him out as he isn’t used often.
Attack Buffer
Yuna and Hazel are the most F2P choices. I would suggest Hazel as she can specialty change to Mascot Hazel and she is used in other areas like Golem Hunt and Abyss.
Healer
Mascot Hazel will suffice here. Montmorancy and Aither are budget choices and they can be used as starter Wyvern Hunt 11 healers if you don’t have Angelica. And of course, Angelica is good here due to debuff immunity, barrier and big heals.
Secretary Vera

Miss Worm
Vera is a hard hitting boss. Drops tier 5 epic items:
- Health Set Armor
- Critical Hit Set Helmet
- Immunity Set Hp% Ring (Best Drop)
The battle consists of 3 phases and the starting enemies are:
- Secretary Vera (Earth Element) – 105,000 Hp
- Azimanus Watcher -> Azimanus Scout (Light Element) – 6,900 Hp Egg / 11,000 Hp Hatched
Here are the skills of Vera and her monsters depending on the battle phases:
Phase 1
Vera – 105,000 Hp
Mystery of Life (Passive) – Increases Attack and Speed of the caster each time an Azimanus Watcher hatches, and increases Combat Readiness of the caster each time an Azimanus Water takes damage.
Note: This passive means you cannot run 4 healers and auto it as he will become stronger over time.
Prepare Evolution (Passive) – Transforms into a huge cocoon and summons two Karax Chargers if attacked when Health is less than 50%.

Spew Rock – Basic Attack that Stuns
Spew Rock (Basic Active) – Spits a pile of stones at two random enemies, with a 50%
chance to stun for 1 turn.
Note: This attack can be deadly if the stun lands on your key healers or DPS at the wrong time.
Incubate Egg (Active)[2 Turn Cooldown] – Summon Azimanus Watcher. If a summoned monster already exists, decrease its skill cooldown by 3 turns and grants an extra turn.
Azimanus Watcher
Hatching (Active) – Summons an Azimanus Scout and inflicts all enemies with a random debuff for 3 turns. The caster dies after using this skill.
Note: This can be deadly if a silence lands on your healer or defense break lands on your damage dealer. If you let 3 hatch, it usually means at least one of these will happen to your team.
Phase 2
Vera (Cocoon) – 62,400 Hp
Fetal Movement (Active) – Recovers the caster’s Health. If the caster is already at max Health, grants continuous healing for 1 turn instead.
Complete Hatching (Active)[4 Turn Cooldown] – Summons Secretary Vera with increased Attack, Defense and Speed. If the caster dies before using this skill, Secretary Vera is summoned with decreased Attack, Defense, Speed and max Health.
Note: This is a DPS check. If you lack damage, you won’t kill the cocoon in time. This means the more powerful version will hatch and she does a lot of damage.
Karax Charger – 30,900 Hp
Headbutt – Butts the enemy, decreasing the enemy’s Combat Readiness by 100%.
Note: Delays any of your team members a turn. Having good effect resistance or debuff immunty will help with these. Having a combat readiness pusher also helps.
Phase 3
Vera (Hatched) – 49,000 Hp (If Killed)
Final Evolution (Passive) – Grants the caster stackable Attack, Defense, and Speed increases every turn after hatching from a cocoon.
Note: Prevents you from bringing too many supports. Damage dealers is necessary.
Spew Rock (Active) – Spits a pile of stones at two random enemies, with a 50% chance to stun for 1 turn.

Boulder Vortex
Boulder Vortex (Active)[2 Turn Cooldown] – Stirs up a Boulder Vortex to attack all enemies, with a 75% chance to decrease Attack for 2 turns.
Note: This hits harder as the battle goes on.
Battle Tips
https://www.youtube.com/watch?v=OO2x7eARVQk
In this battle, having the following will help a lot:
- Debuff Immunity
- Debuff Cleansing
- AoE Attacks
- Defense Break
- Attack Down
- Target Debuff
The goal is to have enough damage to take Vera down before she re-hatch into a more powerful version. If that happens, it is pretty much game over. Letting the Azimanus Watcher hatch on the first phase can also be deadly as they apply random debuffs on your team. This happens when you attack the eggs and it gives Vera increased combat readiness to get his turns faster. If all 3 hatch at the same time, the odds of your team getting wiped is high as defense break or silence debuff is deadly.
Debuff immunity is godlike in this fight, with cleanse coming in a close second. Having defense break helps as you can burst down Vera faster. You can start the battle by getting rid of the hatched eggs first. Do keep in mind that if you attack them, Vera gains combat readiness.
Having units that can slow Vera or decrease his combat readiness will be helpful here. The first phase ends when you get his hp below 50%. All eggs will be destroyed if you haven’t destroyed them.
The second phase will turn her into a cocoon and spawn 2 Karax Chargers that will reduce any target’s combat readiness by 100% when they attack. They also provoke with their special ability. Their sole purpose is to delay you for 4 turns until the cocoon hatches into a powerful worm in phase 3.
It is recommended to just go after the cocoon since you only have 4 turns to get it to 0% health. The Karax Chargers have 30k hp, so it is a waste of time to kill them unless you have crazy burst damage. As long as you have a decent DPS unit and a defense breaker unit, you should be able to burst it down. Debuff immunity and cleanse will be clutch here as well, with debuff immunity making your life easier.
Phase 3 begins when you deplete her HP to 0 in phase 2 or after the boss takes 4 turns. This is a DPS race as she will get stronger each turn. Her AoE attack hits for a lot of damage, so you want to make sure you have your healer ready to sustain that. The other alternative is to burst her down quickly so she won’t get the chance to do that as the battle drags on.
Team Composition
For guardian, you will want to take Zeaon if you don’t have a reliable defense breaker. If you do, Arky will be the better choice as you can spam Arky often due to it consuming less souls.
You will want a team with a defense breaker, attack buffer, at least 1 good DPS and a cleanser/debuff immunity support. I will exclude 5 star units unless it is easily obtainable. Below are some examples (F2P in mind):
Defense Breaker
Bringing water DPS (Karin/Clarissa) is not recommended as the boss is earth element, so there will be a 50% miss chance and therefore lowering your chance to land a defense break. Thankfully, Falconer Kluri’s defense break bypasses elemental disadvantage, so you don’t have to worry about missing. However, it can be still be resisted.
DPS
Regular Lorina is also viable as long as she is geared decently. She is the most commonly used DPS for many F2P players that don’t have a solid DPS. Cidd is also good here as he fills the role of DPS and defense breaker. Carminerose is a sleeper unit that is very good here. She can delay the bosses’s turn due to her slow debuff and -35% to 50% combat readiness on her skill 2. She also brings her own defense and attack buff to compensate for her low health.
Attack Buffer
This role is optional and can be excluded if you have reliable defense breakers.
Hazel/Mascot Hazel is the best slot for this as she fills the role of healer and attack buffer. Pair her with any fire DPS and you deal even more damage to the boss. She also has unhealable, which is useful in phase 2 against the cocoon regen. Helga is also and option. She is also a viable Arena attack buffer in cleave teams due to her speed imprint. She also has a defense break on her skill one. Yuna can also be used here, but she won’t output that much damage due to her at an elemental disadvantage.
Healer/Cleanser
F2P options include Montmorancy (AoE cleanse and debuff immunity) and Hazel for Attack Buff/Heal. If you don’t have a reliable cleanser like Achates, Destina or Diene, then the above options will serve you well here. Having a Wondrous Potion Vial can help with provoke debuff.
Executioner Karkanis

Looks like Scyther from Pokemon
A stealth monster that hits like a truck. Drops tier 5 epic items:
- Rage Set Armor
- Speed Set Speed Boot (Best Drop)
- Immunity Set Helmet
The battle consists of the following enemies:
- Executioner Karkanis (Flame Element) – 108,900 Hp
- Karax Scout x2 (Earth Element) – 71,000 Hp
Calmness (Passive) – When attacking, caster is granted stackable increased Attack and Speed. Increases chance of evading attacks from debuffed enemies, and counterattacks following a successful evasion while dispelling any debuffs inflicted on the caster. Counterattack will make a Critical Hit.
Note: Don’t bring earth units against him.
Death Sentence (Passive) – Increases Attack and Speed of the caster permanently when Health falls below 40%. Activates Crush after using Slice if cooldown of Crush is reset.

Shadow (Gains Stealth)
Shadow (Passive) – If the caster’s Health is less than 70%, caster is granted an extra turn and casts stealth for 2 turns at the end of the turn. If the caster is stealthed at the beginning of the turn, recovers Health and grants permanent stackable Attack and Speed increases. Stealth effect can only activate once every 2 turns.
Slice (Basic Active) – Cuts the enemy, decreasing Defense for 2 turns.
Crush (Active)[2 Turn Cooldown] – Rushes towards the enemy and attacks, stunning for 2 turns. If the target’s Health is less than 50%, they will lose 99% of their current Health. If silenced, this skill will not be activated and cooldown will be increased. The skill only activates when the caster’s Health is less than 40%.
Note: Very deadly when your character is defense debuffed.
Battle Tips
Karakanis and his minions are actually very fast and you will need speed (about 150+ should be good) on your team or else you will get lapped and they end up getting 2 turns before you get one. Having a speedy combat readiness pusher will help here. Arky is also the preferred guardian for burst damage. You also need to bring at least one AoE attacker to break his stealth.
There are basically 2 phases in which Karkanis will get stronger:
- Under 70% Hp: he will stealth at the end of every 2 turns. If stealthed at the start of its turn, it will heal a large amount of HP and gain a stacking attack buff.
- Under 40% Hp: he will gain an extra turn and use its ultimate (unless silenced). Stops going into stealth.

Hard hitting basic attack + ultimate
The 2 Karax Scout are pretty much invincible so it is pointless to try and kill them. They can dispel up to 2 buffs and apply attack down at a 75% chance. So that means your buffs will be stripped quite often in this fight.
Only focus on the boss and use the scouts as a punching bag when you are debuffed. They key gimmick here is the boss will counter attack at a very high chance when you “miss”. That happens when he has elemental advantage and when any of your characters attack him while having a debuff on. His counter attacks always is a critical hit and cleanses any debuff off him. His basic attack applies defense debuff for 2 turns.
Once you get him to 70% health, he will start to stealth and this is where you need an AoE attacker to take him out of it. It is best to bring 2 AoE attackers so in case one of them gets debuffed, you still can use the other one to get him out of stealth. If you cannot do that, then he will heal and get stacking attack and speed buff, making the fight harder.
When under 40% Hp, he will use his ultimate and it will stun the target. If target is under 50% Hp, they will be put to 1% Hp. Keeping your team healthy and having about 8000 hp and about 550+ defense will help stay above the 50% threshold.
The key tip here is to get him to about 45% heath, activate Arky guardian to get it below that threshold. It will not activate his passive + ultimate until one of your team members hit him with an attack.
Team Composition
It is best to bring 2 AoE attackers, 1 cleanser/debuff immunity support and a healer. Defense breaker is not necessary but it helps. Attack down debuff is also useful here to reduce the damage Karkanis deals. The Wondrous Potion Vial artifact is also useful in clearing debuffs.
I will exclude 5 star units unless it is easily obtainable. Below are some examples (F2P in mind):
AoE Attackers
Elson is the most budget choice. His second skill is an AoE attack that can do a minor heal on your team + attack debuff on skill 1. Schuri can help with combat readiness push passive when he crits. His skill 3 can also pushback Karkanis when it has more than 3 focus.
Clarissa is an excellent choice here as she also has defense break on her skill 1. Axe God (Chaos Sect Axe) also fits the bill here with his AoE attack on skill 2 (with attack down debuff) and a reliable skill 3 defense break.
Rikoris, Romann, Zerato and Mercedes are also viable options if you have invested in them. They are niche units and not as popular.
Healer/Cleanser
The healer/cleansers you use to fight Vera and Arakahan can also be used here. As mentioned before, having Wondrous Potion Vial on healers with no cleanse such as Mascot Hazel and Doris is really helpful in keeping the debuffs at bay. Otherwise, Montmorancy is the most budget option to get the job done as she has both AoE cleanse and a debuff immunity heal.
DPS (Optional)
Arky can help you get the job done, so any form of single target DPS is a bonus.
Commander Lorina provides pure single target DPS and some combat readiness pushback. Carmainerose has more utility and can slow down the boss. Mistychain has the nifty attack down debuff that can reduce the damage dealt by Karkanis. However, both Mistychain and Carmainerose have low base health, so they can be easily killed if they get targeted.
Juleeve Council

Bees!
A poison focused boss that can cleanse and dispel.
Drops tier 5 epic items:
- Attack Set Weapon
- Unity Set Helmet
- Speed Set Hp% Necklace (Best Drop)
The battle consists of 2 phases and the following bosses:
- Juleeve Council (Light Element) – 157,300 Hp
- Juleeve Split x3 (Light Element) – 25,600 Hp each
Black Death (Passive) – Caster splits into three when Health falls below 70% and 40%. Deals damage to all enemies proportional to the max Health of the target and dispels one buff from all enemies every time the enemy begins a turn if the core monster is not killed. When reappearing after splitting, reappears with the 70% or 40% Health they had before splitting.
Note: AoE attacks and strong single target DPS is great here.
Inflict Curse (Passive) – If the caster is attacked while debuffed, grants random buffs for 2 turns before dispelling all debuffs. Number of buffs granted increases proportional to the number of debuffs, up to a maximum of three buffs.
Note: Bring characters with low debuff chance will give him less buffs.
Plague (Passive) – Poisoned enemies will poison another enemy for 2 turns at the beginning of the turn. Effect does not occur while splitting.
Note: Wonderous Potion Vial artifact will help with the poison spreading.
Spread Disease (Active) – Attacks the enemy, inflicting poison for 2 turns, and granting stackable increased Attack and Speed to the caster. Grants the caster an extra attack with the same skill.

Group Attack
Group Ambush (Active)[3 Turn Cooldown] – Attack all enemies, dispelling all buffs, and extending the duration of debuffs by 2 turns. Damage dealt increases proportional to the number of debuffs.
Note: This attack doesn’t do big damage but it will negate any buffers you bring + extend any poison debuff by 2 turns.
Battle Tips
This battle is about heal sustain and DPS. Bringing a defense breaker is good during the split phase but not very good when fighting Juleeve in the main phase. The common guardian choice here is Arky, but if you don’t have a defense break unit for the split phase, you can bring Zeaon.
Juleeve gets a random buff (Speed/Defense/Attack Up) when you debuff it + cleanses it as well. The battle will take a bit longer if Juleeve keeps getting the defense buff. The “cannot be buffed” debuff will prevent it from getting any buffs though.
Since Juleeve can always attack twice in a row and apply poison debuffs, it is vital to bring a cleanser/ debuff immunity or a Wondrous Potion artifact. Letting the poisons stack up will make the poison spread and get out of control if you don’t clear it. His ultimate will extend those poison debuffs. Thankfully, his basic attack doesn’t hurt as much as the other bosses.
The split phase will happen at 70% and 40%. It will split into 3 and you need to find the real one to make it return back to the base form. It is random and its just a guessing game. During the spilt phase, you will:
- Take a small percentage of the characters max health as damage after a teammate moves EACH turn (buffs also get dispelled and all teammates take damage)
- The mini Juvleeves can also poison you with their attacks
As mentioned before, immunity or Wonderous Potion Vial artifact + cleanse is highly recommended. Barrier can also be used in the spilt phase to soak up 1 turn of damage. AoE damage is very good during this phases, as is high burst single target damage. As long as you can deal about 50,000 damage to 2 mini Juleeves in a 3-4 turns, you should be able pass the damage check. The longer this phase drags on, the more heal and sustain you need.
Once Juleeve transforms back to the original form from phase 2, it will gain more speed as the battle progresses.
Team Composition
Bring at least one healer/cleanser is recommended unless you have very strong burst damage. Buffers or Attack buffers are optional as that doesn’t help during the split phase.
Healer/Cleanser
Any healer you bring should equip Wondrous Potion Vial if available, especially Hazel/Mascot Hazel/Aither. Montmorancy is not as good here during the split phase as she only has her skill 3 single target heal. Regen healers are also not as useful due to the regen buff getting dispelled during split phase.
Attackers
Commander Lorina will again be F2P top choice. Mistychain is useful here with skill 1 mini heals and her attacks actually hurt if you geared her well.
Utility
Falconer Kluri deserves a mention here as her 2% passive team heal from the specialty change skill tree will help reduce the overall damage taken during the split phase and the poison debuff. Her defense debuff can also be used at will without having to worry about debuffing big Juleeve.
Queen Azumashik

Crazy Queen
The toughest fight in the map. She hits hard and things can go bad quickly when any of your teammates are below 50% health.
Drops tier 5 epic items:
- Rage Set Helmet
- Attack Set Atk% Necklace
- Health Set Hp% Ring (Best Drop)
- Critical Set Weapon
Here are the enemies you will be facing:
- Queen Azumashik (Light Element) – 160,700 Hp
- Azimanus Watcher (Light Element) 13,200 Hp -> Devourer Arakahan (Dark Element) 24,400 Hp
- Azimanus Manager (Light Element) 13,200 Hp -> Raqix Flying Troop (Light Element) 30,200 Hp
Here are the skills of the enemy:
Queen Azumashik
Queen’s Servant (Passive) – After taking damage for the first time, attacks all enemies before hatching two eggs to summon two Devourer Arahakans. If the caster’s Health is less than 50% after taking damage, uses Death Trap before hatching two eggs to summon Raqix Flying Troop. Queen Azumashik absorbs some of the damage taken by the summoned Devourer Arahakan and Raqix Flying Troop. Raqix Flying Troop has a 30% chance to counterattack whenever Queen Azumashik takes damage. Eggs are invincible and immune before hatching.
Note: Debuff immunity and cleanse makes it easier during the opening battle.
Queen’s Terror (Passive) – Decreases the target’s Attack, Hit Chance, and Speed as the Health of enemies decreases. At the beginning of the caster’s turn, stuns targets with less than 30% Health for 1 turn.
Note: Debuff immunity really will save you on this one when under geared.
Queen’s Authority (Passive) – Grants increased Attack and Defense for 2 turns at the beginning of every turn, and grants a stackable Attack increase buff at the end of each turn. If attacked when inflicted with more than three debuffs, the caster is granted an extra turn and all debuffs are dispelled.
Note: Having someone to dispel this when Queen is under 50% will help a lot.
Hellish Cut (Active) – Decreases the target’s Attack, Hit Chance, and Speed as the Health of enemies decreases. At the beginning of the caster’s turn, stuns targets with less than 30% Health for 1 turn.

Death Trap
Death Trap (Active)[2 Turn Cooldown] – Attack all enemies, inflicting stackable Defense and Speed decreases. Damage dealt increases proportional to the caster’s lost Health. This skill can only be used when the caster’s Health is less than 50%.
Note: This hurts as the battle progresses.
Battle Tips
This is the toughest fight in the normal raid. Queen Azumashik hits hard and has a lot of mechanics you have to pay attention to compared to the other bosses. Let’s break down the various phases and mechanics:
- The battle starts with her and 4 eggs unhatched and they are invincibile
- The bottom 2 eggs are Devourer Arakahans that can stun you (hatches after you hit the Queen for the first time)
- When the Queen gets to less than 50% health, she gets an extra turn, cleanses all debuffs and uses her ultimate AoE attack on the team.
- The top 2 eggs are Raqix Flying Troops that hatch once Queen goes below 50% health
- When eggs hatch, they apply random debuffs on your entire team
- The max number of debuffs you can land on the Queen is 3. She will cleanse it and get an extra turn after that.
- Each time she attacks, she gets a 2 turn attack and defense buff, which is problematic when stacked with her stackable attack passive.
The best guardian for this fight is Arky. If you don’t have enough burst damage, he will come in handy when the Queen is under 50% health.
The first phase of the fight is when the Queen is at 100% health and the second phase starts when you get her below 50%.
Debuff immunity and cleanse are 2 key skills you need here to make your life easier. Having a strong tank that can take hits is also a bonus for survival. Attacking the 2 Devourer Arakahans will also damage the Queen. You have a few decisions to make here in terms of battle strategy:
- Go straight for the Queen and ignore the minions
- Kill the two Devourer Arakahans, then focus on the Queen
- Kill all minions and focus on the Queen
I suggest only going for the Queen if you have enough DPS to burst her down in 3-4 turns when she is below 50% hp and at the same time being able to take hits from the Devourer Arakahan’s and the counter attacks from Raqix Flying Troops.
Before attacking the Queen at the start of the battle, it is vital to have either debuff immunity or cleanse ready as the hatching of the Devourer Arakahans will apply random debuffs on your entire team.
It is a lot safer to kill the two Devourer Arakahans as they can stun you every 3 turns. It can be deadly alongside all the Queen’s attacks. Since the Queen will attack the frontline tank most of the time and dispel buffs + reducing tank’s skill cooldown by 1, it is safer to bring at least 1 other healer if you choose to use a healer as the tank. Keeping everyone above 50% health will ensure the Queen does not get any additional surprise AoE attacks.
You also have to pay attention to the Queen when she reaches 50% health. She will hatch the 2 remaining eggs and they will apply random debuffs on your entire team + use her ultimate. If you are unlucky and any of your members get the defense debuff, they will most likely take lethal damage. The Raqix Troops will counter attack that can poison if you attack the Queen.
As long as you can keep everyone above 30% health, you will avoid any of your characters getting stunned and take an additional AoE attack from a Queen basic attack. Immunity buff also stops that from happening. Having high effect resistance(50%+) will help you resist more debuffs, but it can be very random.
Team Composition
Your team composition will depend on how well geared your DPS units are. With a strong DPS that can output 20k damage when the Queen is defense broken, you can get away with only bringing one DPS.
Ideally, it is best to bring at least 1 defense breaker, a team attack buffer, a DPS and another support healer. Having a dispeller to strip the Queen’s buff or apply attack down debuff will help reduce the damage your team takes. Having Aurius on a tank will also mitigate some damage for your team.
A F2P team will look something like this:
If Kluri is tanking, then be aware that your defense break will not be as reliable due to Queen constantly resetting Kluri’s skill cooldown. Mascot Hazel has moderate heal and the team attack buff for the main DPS Lorina. Defense break becomes vital when Queen drops below 50% health. With attack buff and defense break, as long as your Lorina can do 15k+ damage, adding Arky 3 times will be able to take her down.
Now let’s go over the other options (excluding 5 star units):
Tank Frontline
Pyllis is another alternative due to her passive. Getting hit 4 times will prompt an auto cast of team defense buff. Her ultimate will give your entire team a barrier, which is useful in mitigating some damage against Queen’s AoE attack. Check out this video of Pyllis tanking the Queen.
Healer/Cleanser
Angelica would be the best here due to how good her debuff immunity is. However, Achates or Montmorancy can do the job sufficiently due to their low cooldown team cleanse. I personally use Achates to tank. Doris is one of the healers with team defense buff. If you only have Hazel/Mascot Hazel, then having the Wondrous Potion Vial here really helps out with the debuffs.
DPS
Again, Commander Lorina is the easiest choice for F2P players. An alternative option would be Taranor Guard as he has defense break and also a useful member in Wyvern 11.
Clarissa and Karin are strong water DPS, where one is AoE while the other is single target respectively. Both of them also have defense break.
Chaos Sect Axe is also very versatile as he is also great against the other mini bosses due to him not having elemental disadvantage and brings defense break and AoE attack down.
Buffers
Mascot Hazel is also a healer so she is very good here. Helga is another alternative if you use her in Banshee or in the Arena cleave team.
Yuna is a good substitute if you don’t have Diene and want an offensive AoE attacker. Her AoE attacks does come in handy here. However, you will need to make sure you bring strong supports or healers to make sure Yuna survives the Queen’s damage.
Dispeller (Optional)
Not necessary but it can help mitigate damage by stripping the Queen’s attack and defense buff. It is best to use someone with a dispel that has low cooldown since the Queen gets her buff every turn.
Sources