Author: Dreamslayer
Editor: Litewarior and Shadovv
Fair credit attribution: This is an expanded, written version of the video guide made by LucidDream, aka Licod Games.
I’ve extracted highlights from the video, but also added additional information, clarifying notes, and attack descriptions for notable attacks.
Original video can be found at the following link:
https://www.youtube.com/watch?v=MUHcJzLKij8
Outlaw Island
Admiral Hae Mujin is hosting a tournament, but a strange character resembling Poharan has come to crash the party…
Outlaw Island is a solo dungeon consisting of five consecutive boss fights. The fights vary greatly in mechanical difficulty, but are all easily possible with around 700 AP.
Boss 1: Bomani
HP: 3,470,000
Enrage: 3 Minutes
Phases: 70% and 40%
Bomani went from a Kung Fu Master to an Ice-type Soul Fighter who specializes in long range combat. You will need to stay close to him throughout the battle to avoid being stunned and launched. If you’re more than 5m away, he will use an unblockable AoE ice rain to CC you and gapclose to you and stun you. Any time you are stunned he will launch you into the air.
Rotation
Right Punch Combo -> Ground Ripple -> Repeat
Ground Ripple – Windstorm Airborne Combo (AoE, Unblockable)
Bomani will cast Ground Ripple as a unblockable AoE around him. If you are hit by it, you will be stunned and he will knock you into the air, followed by Windstorm which deals very heavy damage.
Phase Mechanics
At the specified HP thresholds, Bomani will teleport to the middle and a message warns “Bomani is preparing a Powerful Attack”. He will first try to cast Chi Burst and heal 10% of his max HP; you must CC him out of this; he only has one bar, so any Jointed CC will do.
Regardless of whether or not you CC him, he will use Lightning Fist (gapclose stun) and perform Frost Storm (extremely damaging AoE), just iframe these.
Boss 2: Maksun (Naksun 2.0)
HP: 5,850,000
Enrage: 4 Minutes
Phases: 80%, 60%, and 40%
Remember Naksun? Well, here’s a copy of him who goes by “Maksun”. His rotation is similar, but slightly different and occurs at different percentages.
Attack Patterns:
100-80%
Punch -> Dash through -> Leg Sweep -> repeat
80-60%
Fire Breath -> Counter -> Fire Breath -> Repeat
60-40%
Double Punch (knocks back) -> Double Punch -> 4x Kick (aerials on last hit, leads to aerial combo)
40-0%
Punch -> Dash Through -> Leg Sweep -> Slide Through -> Counter
80%
A message warns “Maksun drinks a bottle of Soju” and Maksun will drink alcohol similarly to Naksun. CC this, or else he will gain an attack and defense buff. He’ll then perform the four-cups ranged attack, regardless of your range at the time. He then switches to his drunken rotation.
60%
A message warns “Maksun drinks a bottle of Kaoliang Ju” and Maksun will try to drink more alcohol; cc him out of it to prevent another buff. Regardless of your success, he’ll switch to a new rotation of drunken martial arts that hits harder and inflicts knockback on any successful hits.
40%
Maksun will become sober and jump to the middle of the map, and perform the pull-push ice vortex from the near-end of the Naksun fight. A large amount of red aoes will appear, indicating where giant icicles will fall. After these hit the ground, they then explode into a damaging frost coating on the ground that will inflict freeze. The coating lasts for 10 sec.
After 10 sec, a new set of icicles will fall. This repeats until the end of the fight. Unlike Naksun, though, these AoEs are deterministic and will just respawn on top of where they last were.
Boss 3: Slashimi
HP: 14,100,00
Enrage: 5 Minutes, 20 Seconds
Phases:
Minion Charge: 95%, 55%, 15%
Armor Up: 80%, 40%
Slashimi has returned once more, with a new trick up his sleeve. He’s the most mechanically challenging of all five bosses.
Rotation:
Stab -> Double Slash -> Cone Slash (knocks back far if hit) -> Stab -> Lightning -> Repeat
Any time he is knocked down, he will do a blockable AoE get-up that causes knockback.
Notable Attacks
Lightning Storm (CC Cancel, AoE, Unblockable)
Occasionally, Slashimi will charge up an unblockable circular AoE which emits a wave of lightning with several follow-up lightning strikes, which will stun you if it connects. CC him out of the charging animation to cancel it.
Minion Charge
At the specified thresholds, a message warns “Slashimi is summoning his minions” and Slashimi will summon two minions, both of whom are untargetable and invincible. These minions spawn at approximately 3 o’clock and 9 o’clock, and cause an unblockable knockback AoE when they spawn. They then pick a completely random direction and charge to the wall in that direction, then despawn. They’ll launch you if you’re hit.
After the adds despawn, walls of water will appear from either 12 or 6 o’clock and move slowly towards the opposite side of the map. They are unblockable and have a singular gap through which you can pass safely. You can either move through this gap, or iframe through the walls. If they hit you, they will inflict high damage and knock you back.
Armor Up:
The adds/water wall will despawn and a message warns “Slashimi Armors Up” and the boss will jump into the air and dive into the water and equip a suit of armor, gaining massive damage reduction. Four harpoons will spawn around the area when he does.
He will then charge repeatedly toward the player, inflicting knockup on contact. Unlike previous encounters, this is now unblockable; the harpoons are required to deal with this.
Whenever he hits the wall, he will create two ground waves of water that will move across the map. They’re straight lines, and must be jumped over. If they touch you, you’ll take damage and gain a stackable “Cold Feet” debuff for 30 seconds, which will deal 1,556 damage every 2 seconds.
The harpoon guns have four usage options. LMB to Fire, 1 to Wind, 2 to Unwind, and 3 to Hook. To deal with the armor, you must first fire the harpoon into Slashimi. When Slashimi is over 16 meters from you, use Wind. When he is less than 16 meters from you, use Unwind. The correct Wind/Unwind usage inflicts the Biting debuff on Slashimi. When Biting reaches 6 stacks, use Hook to rip his armor off, destroying your Harpoon in the process.
Finally, run over to the armor you just ripped off, pick it up, and use LMB with it to block. You must then block his charge attack with his armor, knocking him down, damaging him by 15% of his max HP, ending the phase.
He will conclude the phase by doing an AOE get-up and launching a series of four water bullets that deal high damage and knockback. Iframe, block, or projectile resist.
Boss 4: Juna
HP: 6,650,000
Enrage: 3 Minutes
Phases: 75%, 50%, 25%
Juna does not have a fixed rotation. Most of her blockable attacks have a significant windup and will not be covered.
Notable Attacks
Stun Grenade (AoE, Unblockable)
Juna will quickly center an unblockable AoE on you and toss an exploding grenade. This is fast enough that walking out of it is not an option, so you should SS, dash away, or iframe it.
Crescent Kick – Shoot ‘Em Up
Juna will crouch down, preparing to quickly take off. She will then gapclose rapidly to you and perform a linear backflip kick. If this hits you, it will launch you. She’ll then fill you with bullets while you’re in midair. Block, iframe, or simply strafe out of range.
Shark Cross (Unblockable)
Juna will spin her guns in a circle as a + shaped AoE spreads out from her. She’ll then perform a short hop and stomp the ground, releasing a shark in each direction.
Phase Mechanics
For each phase, a message warns “Juna fires a Blinding Flare” and Juna will jump to the center of the map, and launch eight flares. These flares have a countdown number indicating when they will land, and explode as soon as they hit the ground after 5 seconds, blinding you if you’re looking at them. You cannot iframe the flares.
If you are blinded by the flares, all your commands will be disabled, Juna will dash behind you and then instantly kill you execution-style.
She will then proceed to shoot three long, linear, blockable shots, then pull out 3 poison grenades in a row and throw them. Each grenade is unblockable and applies the stackable “Poison” debuff for 12 seconds, dealing 4,400 damage every 3 seconds. This poison will be applied even if iframed and cannot be purged by abilities that cure status effects.
Final Boss: Yeoharan
HP: 12,200,000
Enrage: 7 Minutes
Phases:
Turret: 90%, 40%
Sniping: 75%, 25%
Poharan’s self-proclaimed big sis and Captain of the Mewtineers has come to crash the party!
Attack Pattern:
100%-76%:
Rapid Fire (Targeted Projectiles) -> Bullet Storm (Circular AoE) -> Triple Shot (Targeted Projectiles) -> Bullet Rain (Semi-circle AoE, Daze on final hit) -> Leap Away + Hauling Anchor (Unblockable Linear AoE, Knockback + Persistent Traveling Object) -> Dash Behind -> Cross Snipe (Unblockable Linear AoE)
75%-26%:
Triple Shot -> Cross Snipe -> Bullet Rain -> Dash Behind -> Anklebiter (Semi-circle AoE, Knockdown) -> Rapid Fire or Bullet Storm -> Leap Away + Hauling Anchor -> Dash Behind -> Counter (Knockback on hit) or Root Anchor (Pull + Root)
25%-0%:
Cross Snipe -> Giant Mine (Expanding AoE, unblockable) -> Triple Shot -> Rapid Fire -> Leap Away + Hauling Anchor -> Dash Behind -> Counter or Root Anchor -> Bullet Rain -> Dash Behind -> Anklebiter -> Bullet Storm
Attack List
Blast Grenade (Unblockable, AoE)
If you’re too far from Yeo, she will center a large AoE on your position. If this hits you, it inflicts Knockdown. The grenade is fairly quick, so it would be best to ss/dash/iframe.
Bullet Storm (Circular AoE, slight pushback, blockable)
Spins around rapidly firing with five hits of damage and slight pushback on each hit.
Bullet Rain (Semi-circle AoE, Daze on final hit, blockable)
Jumps up and rains bullets in a semi-circle in front of her dealing five hits of damage, just walk through and behind her.
Cross Snipe (Unblockable, Linear AoEs)
Yeo takes aim with a thin, extremely long linear series of shots on both sides of her, then rotates in a random direction and performs it 3 more times in succession.
Anklebiter (Semi-circle AoE, Knockdown, blockable)
Yeo quickly dashes you, winds up and releases a huge frontal swipe, causing knockdown. Just walk through and behind her.
Hauling Anchor (Unblockable, Persistent)
Yeo will jump very far away from you, wind up, and throw a gigantic anchor at you. It is unblockable and inflicts Knockback if it connects, just sidestep it.
A smaller anchor will then spawn from a corner and travel to you, bouncing off any walls it hits and continue to spin around the field for a while. The smaller anchor merely deals damage, but applies the stackable “Scar” debuff for 10 seconds which deals 4,140 damage per second.
At 100%-26%, there is only one traveling anchor. At 25%-0%, there are two.
Counter (Knockback if hit into)
Yeo will dash behind you and briefly block with her rifles, creating a shield. This is a counter, if you hit into it, she will knock you back.
Root Anchor (Pull + Root)
Yeo will dash behind you and throw a smaller anchor and pull you in, rooting you in place. Blockable, but you can also CC it.
Deploy Turret:
A message warns “Yeoharan deploys Portable Turrets” and Yeo will toss out three turrets, one at a time. Their landing zone is indicated by a red AoE, but the AoE itself does no damage. Approximately one second after each turret hits the ground, it will send out a room-wide unblockable shockwave. Jump over the shockwave; good timing for this is just as the red AoE from the turret landing fades away. The turrets each have 55,000 HP and can be dispatched quickly.
After deploying the third turret, Yeo dashes behind you immediately and drops a giant mine. It’s a wide, expanding AoE; iframe it.
Sniping:
Yeo’s turrets will despawn and a message warns “Yeoharan is sniping from above” and she will jump out of the battlefield and prepare to snipe you. She will summon three cats: Captain Clawson (the Warrior), Kitty Cutlass (the Tank), and Saltwhiskers (the Healer)
- Clawson has 794,000 HP and throws unblockable bombs that knockback if you’re far away, and will dash behind you and do a blockable knockup if you’re standing close.
- Cutlass has 1,310,000 HP, frequently stays very close to you, and tends to go into a crouched stance to reduce damage taken. You can CC him out of the crouched stance, unlike when fighting Summoner players.
- Saltwhiskers has 373,000 HP and doesn’t attack but simply heals the other two cats.
Take Clawson out first, then Saltwhiskers, then Cutlass.
As you are fighting the cats, Yeo will take aim and then fire five unblockable shots at your location, the first is unavoidable so iframe that, but the rest have long delays and can be maneuvered around. Then she will attempt to drop a rocket on you: a large AoE will appear on you, and a second larger ring will appear outside this AoE, and slowly close in on it.
Once the two rings overlap, the AoE will lock in place and a rocket will descend on the marked spot. Quickly dash/ss/iframe to avoid the explosion.
Eliminate the three cats quickly as you can to end the phase and force Yeo to return to the field. If you don’t dispatch the cats after three rounds of sniping, she will automatically return and attack in tandem with her cats.
Rewards:
Mewtineer’s Coin
Similar to Yunsang’s Prayer Beads, these are used to buy items from the shop. Each boss has a chance to drop a Coin Piece while the final boss guarantees one, 10 of which can be combined into a full Coin.
Yeoharan Gloves
This is a breakthrough material used to evolve the Quickgrip Gloves from Hollow’s Heart into the King Gloves. Can also be salvaged into a whole Mewtineer’s Coin.
Navigator Belt
This is a breakthrough material used to evolve the Hellion Belt from Drowning Deeps into the Skybreaker Belt.
Shop
Items are sold by Kangcha at Mushin’s Tower Hall – First Floor.
The Bullet Time and Hat require the 2 minute and 30 second Yeoharan speed kill achievement.
Sky Vault Bracelet
The Sky Vault Bracelet is a legendary bracelet that evolves into the PvP Subjugator Bracelet. It has different class-specific effects.
- Blade Master: Sword Shroud/Winged Protector grants the “Subjugation” buff for 10 seconds:
- Increases Debuff Damage by 100/200/300/350 at Stages 1-3, 4-6, 7-9, and 10 respectively
- Increases Damage Reduction by 10%/12%/15%/25%
- Increases Defense by 80%/100%/120%/200%
- Adds an Attack Power Bonus to:
- Honed Slash by 80%/130%/175%260%
- Dragontongue by 60%/110%/150%/220%
- Kung Fu Master: Tremor grants the “Subjugation” buff for 10 seconds:
- Increases Debuff Damage by 100/200/300/350
- Adds an Attack Power Bonus to:
- Flame Comet Strike by 105%/160%320%/520%
- Wind Comet Strike by 80%/120%/240%/400%
- Force Master: Inferno – Move 2 grants the “Subjugation” buff for 10 seconds:
- Increases Debuff Damage by 100/200/300/350
- Adds an Attack Power Bonus to:
- Dragonchar/Blazing Beam by 100%/150%/300%/500%
- Glacial Beam/Dragonwhorl by 60%/95%/185%/310%
- Destroyer: Typhoon grants the “Subjugation” buff for 10 seconds:
- Increases Debuff Damage by 100/200/300/350
- Adds an Attack Power Bonus to Typhoon by 40%/60%/120%/200%
- Assassin: Decoy grants the “Subjugation” buff for 4 seconds:
- Increases Debuff Damage by 100/200/300/350
- Increases Heart Stab attack speed
- Heart Stab refunds 1 focus on critical hit
- Adds an Attack Power Bonus to Heart Stab by 70%/105%/210%/350%
- Summoner: Grasping Roots/Strangling Roots grants the “Subjugation” buff for 6 seconds:
- Increases Debuff Damage by 55/110/175/350
- Adds an Attack Power Bonus to:
- Rumblebees by 35%/70%/110%/220%
- Sunflower/Super Sunflower by 40%/75%/125%/250%
- Blade Dancer: Vortex grants the “Subjugation” buff for 6 seconds:
- Increases Debuff Damage by 24/48/70/80, stacks up to 5 times
- On an enemy that is stunned, dazed, or knocked down; adds an Attack Power Bonus to:
- Rolling Typhoon by 120%/180%/360%/600%
- First hit of Lightning Flash by 90%/135%/270%/450%
- Warlock: Repulse/Soul Shackle grants the “Subjugation” buff for 4 seconds:
- Increases Debuff Damage by 100/200/300/350
- Adds an Attack Power Bonus to:
- Dragoncall by 70%/110%/220%/360%
- Dragon Helix by 65%/110%/200%/340%
- Soul Fighter: Displace/Rising Dragon Strike grants the “Subjugation” buff for 4 seconds:
- Increases Debuff Damage by 100/200/300/350
- Adds an Attack Power Bonus to Windstorm by 80%/120%/240%/380%
- Gunslinger: Firefall/Moonshine/Sidewinder grants the “Subjugation” buff for 6 seconds:
- Increases Debuff Damage by 100/200/300/350
- Adds an Attack Power Bonus to:
- Quickshot by 60%/90%/180%300%
- Flame Unload by 180%/270%/540%/900%
- First hit of Flame Bullet Storm by 400%/600%/1,200%/2,000%
- First hit of Darkshot by 45%/70%140%/230%
- First hit of Shadow Bullet Storm by 50%/75%/150%/250%
- Warden: Blade Ward – Move 2 grants the “Subjugation” buff for 8 seconds:
- Increases Debuff Damage by 100/200/300/350
- Increases Defense by 30%/50%/70%/100%
- Adds an Attack Power Bonus to:
- Juggernaut by 420%/700%/980%/1,400%
- Seismic Strike by 540%/900%1,260%/1,800%
- Sever by 540%/900%/1,260%/1,800%
Divine Grace Stone
5 of these are needed to combine Soul Badges. Also used to upgrade Mystic Badges.