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	<title>Mushin&#8217;s Tower Guides &#8211; Gamerstips</title>
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		<title>BnS Mushin&#8217;s Tower Floor 16-20 Guide</title>
		<link>https://gamerstips.com/bns-mushins-tower-floor-16-20-guide/</link>
					<comments>https://gamerstips.com/bns-mushins-tower-floor-16-20-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 11:18:05 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Mushin's Tower Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=139</guid>

					<description><![CDATA[Mushin’s Tower Floor 16-20 By: Litewarior Corrections by Shadovv Mushin’s Tower has expanded further, where a divine&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/YupuUNbZlHMBPM2rhl2lwagBxpkJnkkpKAO5eEzoZATg27VwUcGTPBM42egJNwgDIIwclOAZRgK1228qsyi4J-8nRv_ho960V3N0BIsZDbl7MS-5C08AMZnrChCOoUuvsDm1oAzi" alt=""/></figure>



<p><strong>Mushin’s Tower Floor 16-20</strong></p>



<p><strong>By: Litewarior</strong></p>



<p><strong>Corrections by Shadovv</strong><br></p>



<p>Mushin’s Tower has expanded further, where a divine ray of light waits atop the twentieth floor. The sixteenth through nineteenth floors now possess not one, but two enemies, who will combine their strengths to complement their weaknesses and overwhelm you. On the twentieth floor awaits a monastic monk, willing to share his spiritual enlightenment with you.<br></p>



<p>Floor 16 is directly accessed from Mushin&#8217;s Hall &#8211; First Floor. Unlike Floors 1-8 and 9-15, there are no floor tickets to skip some of the floors in 16-20.<br></p>



<p>Enemies in Floors 16 and 19 can gain a 7 second True Sight buff that lets them see Assassins in stealth, while Floors 17, 18, and 20 have True Sight as permanent passives.<br></p>



<p>Unique to Floors 16, 17, and 19 are enemies with 1x CC bar, where unlike those without CC bars, these enemies are immune to stun, daze, or knockdown at specific points in their attacks and are immune to CCs that aren’t counted as Joint Attacks. However, they retain their vulnerability to pulls, knockbacks, phantom grips, or aerials.<br></p>



<p><strong>Floor 16: Searstrike Sisters Sulha, Yungha &amp; Minah</strong></p>



<p><strong>HP: 776,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC Bars: 1x</strong><br></p>



<p>This floor will have two out of three potential NPCs: Sulha the Force Master, Yungha the Kung Fu Master, or Minah the Assassin, the combination is random.<br></p>



<p>Most of their attacks can be ignored fairly easily, however each has something you will need to watch out for:</p>



<ul class="wp-block-list"><li>The Force Master may either Phantom Grip, drain three times to heal, and drop you on the ground; or charge Chi Bomb, and if it lands it will do a lot of damage and stun you.</li><li>The Kung Fu Master may use Tremor and Leg Sweep, but both are blockable and have long wind up times.</li><li>The Assassin may SS away from you and use Highwire even if you aren’t CC’d, or will do it if you are too far from her. They follow this up with immediate High Voltage, which will stun you. The Highwire is blockable.</li></ul>



<p>Kill this floor fast and move on, grouping and AoE works, or if you do not have good AoE, your priority should be Assassin -&gt; Force Master -&gt; Kung Fu Master.<br></p>



<p><strong>Floor 17: Master Warlock Ik Hun</strong></p>



<p><strong>HP: 1,610,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC Bars: 1x</strong><br></p>



<p>The enemy on this floor is a single Warlock, using Quell (block), Repulse (linear unblockable pulse that knockback, triggers from hitting Quell), Bombardment, Rupture, Dimensional Volley, Incantation/Mantra, Tether Blade (projectile knockdown), and dashing through you or Backstepping 8 meters with iframes.<br></p>



<p>At some point he will cast Soul Shackle to root you, 5-hit area of effect Imprison over a set area, and finally Dragoncall. All three attacks are unblockable.<br></p>



<p>At another point he will cast Leech which stuns briefly, Wingstorm consisting of three unblockable linear pulses that knockback, and then summon a Thrall. This will either be blue or red and will constantly fire projectiles and periodically charge Nether Pulse to stun you. If you don’t kill the Thrall within a minute, the blue will sacrifice itself and grant Ik Hun the “Soulburn” buff healing him 30% of his HP and giving him a stacking attack buff, while the red will self-destruct to cast Obliterate which is a field-wide unblockable area of effect that does very high damage with knockback and knockdown.</p>



<p></p>



<p><strong>Floor 18: Hwonku &amp; Baiku</strong></p>



<p><strong>Hwonku HP: 1,680,000</strong></p>



<p><strong>Baiku HP: 1,270,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC Bars: 1x</strong><br></p>



<p>The enemies you fight in this floor are very similar to Ken and Gen of Sogun’s Lament, with the exact same attack patterns, but the mechanics are slightly different.<br></p>



<p>When you attack one or the other, a random one will jump to the center and begin attacking you, and the other will jump to the edge of the room, become invulnerable and start throwing pots of goo at you. The goo has a very long delay after targeting you before it lands, so it is easy to avoid. Try to keep it grouped, as the goo sticks around for a while.<br></p>



<p>Periodically the enemy you’re fighting against will roar, and can be CC’d here. CC’ing them will swap them with the other baby. Not CCing them will give you and enemy the “Golden/Silver Deva Strength” buff which increases Attack Power by 90, but on 3 stacks transforms into “Galvanize/Silver Deva” and&nbsp; immobilizes you for a few seconds (does no damage) while the baby gains 99% damage reduction for 30 seconds.<br></p>



<p>The enemy you’re fighting will also periodically say a voice line, put its hammer on its back, and tries to Phantom Grip you. This will deal an immense amount of damage and remove your stacks, and likely kill you if you do not iframe it.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Floor 19: Kismet Fighters Jorak/Rorung &amp; Hina/Aela:</strong></p>



<p><strong>Jorak/Rorung (Blade Master) HP: 1,680,000</strong></p>



<p><strong>Hina/Aela (Gunslinger) HP: 1,270,000</strong></p>



<p><strong>Enrage: None</strong></p>



<p><strong>CC Bars:</strong> 1x</p>



<p>This floor has two out of four potential enemies you can fight: a Jorak the White Blade Master, Rorung the Blue Blade Master, Hina the Pistol Gunslinger, and Aela the Minigun Gunslinger. The enemies are random, but will always be one Blade Master and one Gunner.<br></p>



<p>The White Blade Master is fairly simple. If he knocks you down with Anklebiter, he’ll follow it up with Divebomb. Two blockable linear Flickers, a 3-hit Multislash that doesn’t CC, followed by an attempted Aerial that doesn’t knockup. He will then use a daze slash followed by Flash Step, Shoulder Charge and repeat. After some time, 5 swords will appear on his back, he will use Lightning Rod area of effect puddle, just walk out of it. Very little of his rotation CCs, and it doesn’t do much damage.<br></p>



<p>The Pistol Gunner will mostly just backflip away from you if you are too close, or just shoot at you with her guns doing damage. If you are too far for too long, she will throw a grenade which knocks you back.<br></p>



<p>The Minigun Gunner attacks are very similar to Poharan of Blackram Supply Chain. She does a cone of bullets that will daze if it hits at the start. She will occasionally prepare to charge for a knockup, which the Blade Master will extend while she shoots at you. She’ll also shoot grenades that leave a burning puddle, just avoid them.<br></p>



<p>The Blue Blade Master has many annoying attacks. One is a Multislash that staggers you with each hit, and knocks you up on the last one doing significant damage. A Five-Point Strike that just dazes and doesn’t knockup. An unblockable stun line attack. If you aren’t confident you can burst him down quickly, otherwise just reset until you don’t get him, all the other enemies are very easy.<br></p>



<p>This floor is mostly a gear check: kill the enemies before they kill you and regen through their attacks. If you’re having trouble, focus on blocking or iframing the CC attacks. Burst down the gunner first, as it has significantly lower HP, and then you only have one enemy to worry about. If the Blue Blade Master appears, you can reset the enemy combination by running back down to Floor 18 and going through the door.<br></p>



<p><strong>Floor 20: Yunsang</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/v7L3TonexkJYpEcJ_LJubLmlXlv8XB5a18LPElq7dXCiuiUgDEA6WMKHAw7XQc5qNDHFw53BNGxZYbEK1x_cbANx9KKpprlhRaZ1e3M-ScHPSPqBoPpGh3zXdleOM5rGovWZ6UeG" alt=""/></figure>



<p><strong>HP: 6,010,000</strong></p>



<p><strong>Enrage: 6:00</strong></p>



<p><strong>CC Bars: 1x</strong><br></p>



<p>The leader of the Lumang Syndicate who had become a retired monk has now returned to test his own enlightenment against you.<br></p>



<p>Like Floor 15’s Naksun, Yunsang has no visible attack indicators.<br></p>



<p><strong>Shockwave:</strong></p>



<p>When you engage Yunsang, he will jump and land in front of you, which creates his shockwave attack. This is his most dangerous attack, and shows up throughout the entire fight. The attack is very fast and with very little warning, so always be prepared to react.<br></p>



<p>On landing, a circular shockwave will expand outward from him, covering the entire field, and is unblockable. <strong>You must physically avoid this attack by jumping, </strong>getting hit by or iframing the shockwave or Yunsang’s landing zone will stun you and apply the “Internal Iron Plating Injury” debuff for 60 seconds, dealing 3,300 damage per 2 seconds and can stack. The specific timing for when you should jump depends on your ping and distance from Yunsang’s jump location. It is also possible to avoid the shockwave by using a charge skill on Yunsang as the wave is expanding.<br></p>



<p>If you are stunned by the shockwave, Yunsang will grab you, smack you a few times, and either spin you around and throw you away with Hurl or slamming you into the ground with Power Slam. Both can be grab countered.<br></p>



<p><strong>Rotation: 100%-41%:</strong></p>



<ol class="wp-block-list"><li>Stab: A simple forward stab, unblockable and knocks back, just side step it.</li><li>One of the following:<ul><li>Slam: Swings his spear and slams it in front of him, knocking you down. Blockable, but is easier to just sidestep.</li><li>Spin: Spins 8 meters forward, knocking you away with each hit. If you attack into this, you will be deflected and stunned. This can be blocked as long as you’re facing Yunsang, but you can also sidestep it.</li></ul></li><li>One of the following:<ul><li>Uppercut: Charges toward you and sweeps his spear once which just does damage, then sweeps again which causes launch. If the launch connects, Yunsang follows it with Piledriver which deals significant damage and reduces movement speed by 80%, then he’ll do a knockdown sweep after. Both uppercuts can be blocked.</li><li>Shockwave</li></ul></li></ol>



<p>If you stand 10 meters or farther away, Yunsang will instantly dash grab you with almost no warning, and then release you after a second, applying the “Heart Stealer” debuff for 60 seconds which reduces recovery by 90% and <strong>kills you on two stacks</strong>. This grab cannot be blocked or escaped from, so iframe this. If you are knocked down, you can iframe the grab with a delayed Retreat. Summoners, Warlocks and Assassins have to be very careful with the distance caused by their Retreats and Second Winds.</p>



<p><strong>Emberstomp:</strong></p>



<p>During 100%-41%, roughly a minute and a half into the fight, and then every minute after, Yunsang will do a brief shout animation and quickly flip over your head, damaging and stunning you, this is blockable if you’re facing him before he jumps. Afterwards, he will stomp the ground, creating an 8 meter eruption puddle under him; stand 9 meters to be out of range while not exceeding the “too far” range.<br></p>



<p>After the Emberstomp, Yunsang will perform both of the following in a random order:</p>



<ul class="wp-block-list"><li>Counter: He may raise his arm in a defensive stance. This is a Counter, if you hit into it he will kick you into the air and Piledrive you. <strong>The counter will not trigger when attacked from behind.</strong></li><li>Drink: He may try to take a swig of his drink, <strong>this is the only time he will become CC’able.</strong> If this isn’t interrupted, he will gain the “Blessing of the Golden Dragon” buff for 20 seconds which makes him immune to damage and increases his damage, along with a permanent “Rage” buff that makes him enrage and instantly kill you on two stacks. He will also resume his attack, even if he hasn’t used the Counter.</li></ul>



<p><strong>Dragon Cyclone 80%/60%/40%/20%:</strong></p>



<p>Yunsang jumps to the middle, creating a shockwave. A message warns <strong>&#8220;Yusang uses Dragon Cyclone&#8221;</strong> and he will spin his spear, creating a field-wide vacuum that dazes and cannot be iframed unless you have a skill that specifically resists daze (e.g. Destroyer’s Hurricane, Blade Dancer’s Vortex), before causing a field-wide explosion that knocks back and deals a lot of damage. You can either Retreat the vacuum and time an iframe for the explosion, time Second Wind for the explosion, or use a persistent iframe bubble (e.g. Summoner’s True Friend, Warlock’s Bastion).<br></p>



<p>Afterwards, Yunsang will parry spin in your direction and go until he hits the wall. Unlike the spin in his rotation, this spin can be stopped with a Block/Counter/Parry/Deflect skill, leaving him stunned for a bit. Once the spin is finished, he will jump at you and create a shockwave, and his attack pattern resets.</p>



<p><strong>Rotation 40%-0%:</strong></p>



<p>Once Yunsang is pushed to 40% HP, he will stop whatever attack he is doing, and jump to 9 potential spots around the room (eight being on the circle line, and one being in the center of the room) chosen at random 3 times, creating a shockwave at each location. After the third jump, he will do Counter/Drink in a random order. He will repeat this every 30 seconds since the last.<br></p>



<p>After he finishes the Counter/Drink, he will either resume his normal attack rotation or Dragon Cyclone, whichever comes first. His attack rotation resets, however the 2nd attack in his normal attack rotation gains a new attack in a stun knee, and his slam is replaced by a quick slam. He may still do the spin, and alternate between these three.<br></p>



<ul class="wp-block-list"><li>Quick Slam: Significantly faster than the normal slam, being much harder to sidestep.</li><li>Knee: Quickly knees and stuns you, very fast and no warning, but it can be blocked or iframed. If you get hit by this and do not Second Wind, Yunsang will grab you.</li></ul>



<p><strong>Rewards:</strong></p>



<p><em>Yunsang’s Prayer Beads</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/UTucHXtT7iTxDV6MNEHpTxYntiC4i-bspg5WSk-gZbOZA8NFIRayKYbuBDJccRqyr908NAABEY4_ABmZlqqXC9eow5y4m3W4ppVxBfFJGByLUSve_eqqNUvq48ld_2BZCNF9fCPL" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/0jZwGl8r8yrhpAJJAerHqyIAe3SspRFr24H-qz7mujQGg7BA7aAz6Q-qHdejrfKym1Yqi0j_Ed2PLg_FnKKbuAS12sIigxVlxyibw9yls0cbUgd-G1jw2mdIBDO7m-LOMNEpu5fc" alt=""/></figure>



<p>Each floor has a chance to drop a Yunsang Prayer Bead or a full set of Prayer Beads. 10 individual beads can be combined to create a full set, this is the currency used for Kangcha’s Shop.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><em>Shop</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/3TcMK8tvH1drXYttgCuZvBSKNNvtoBXgZz7rnwEz95Mt9d1XtHPdOomU8NgipV_8wsqICeY79j9WMtZUHLo5d4hKrZLl62KgVJPitmj74cGmhi1EAMTdf-inavRry9LLr7m9P-qb" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/OREYYs1538r5xgBX7nsWE4d7_Ha3ftYbZFrE62Vt16hxpMfru9d9it174VP9sPrlFqBbOErW2JCeDk2oXsrxlvfCWqTE_dXOPvBcAc7t82zr_O1syCHxdRgw-1tRHY62wDY6q6N8" alt=""/></figure>



<p>Items are sold by Kangcha at Mushin’s Tower Hall &#8211; First Floor.<br></p>



<p>Mystic Monk and Lion’s Mane Hair require the Yunsang 100-kill achievement.</p>



<p></p>



<p></p>



<p><em>Unrefined Divine Dragon/Tiger Bracelet</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/S1lfq-upAk63Ofj-IoUGI4B2POUiv4xNwWMDFX4Vq7dFHT1B3UYKYSfBYuf20cqgg6tosoapJn8P1PTsImerQeYAR7JvHqaE1b7y-aS0zVhqywdRhFmfHezUJ56Bu9p4Xkf9XbC4" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/o3DojQhAO-pz1KB70D5yR5icKsMcB90XifMVcTMO0-RRyy1wPiTt3NqCZf266mE1YNs345xo5KGaaG7UVzSJlCG4Wk58c1z-pU-DUz2EFQt4F7c68UlnSG7js55bv7XAdZXQIAvo" alt=""/></figure>



<p>Each floor has a chance to drop an Unrefined Divine Dragon or Unrefined Tiger Bracelet. These bracelets are used to open a Divine Beast Bracelet Chest from Naryu Sanctum to their respective bracelet, or convert their Stage 10 form to the other bracelet form.<br></p>



<p><em>Eternity/Transcendence Soul Badge:</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/yr993SD5UHxO8tI98uTdyOvCaceRtgmsNueKR28-iTpFhIh6UKu7QJQwVJBhhfcMZcyR8ArUZn31KHPtQ4165s1MRiU7_t3LCJQU7s_qB1Y0mxOb7eTxmuDiKkXzyvIwgyATFS7n" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/H--ExYmQExrzwMOMw_EWW08jtOeJtuHTPvGNDVjEqGLAq_-7cDcV3ydTuE3yITkoWtxKdfC5Oxyi_TZM6JfXy48QV8TZcR7NyTX_8iIMMqGDL0dLwz4gwsq52FicoEWORvXalhRE" alt=""/></figure>



<p>These are Soul Badges with unique class-specific effects, see <a href="https://docs.google.com/spreadsheets/d/1tpgl2YdB6cNjsb2CTrIRqesa1wVs4x0fHfAnzLtgisw/edit#gid=0" target="_blank" rel="noopener">Meldas’s spreadsheet</a> for all the effects.<br></p>
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			</item>
		<item>
		<title>BnS Mushin&#8217;s Tower Floor 9-15</title>
		<link>https://gamerstips.com/bns-mushins-tower-floor-9-15/</link>
					<comments>https://gamerstips.com/bns-mushins-tower-floor-9-15/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 11:17:38 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Mushin's Tower Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=137</guid>

					<description><![CDATA[Mushin’s Tower: Floors 9-15 By: Shadovv Guidance Video by Praetor19 The Tower has expanded and continues to&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/KbxFmKQMZTNifI4FLUMbDKTXjP_XxwfdKyJzLoUP8HXeyOQd2gOJ2Y3ZSZ1efa7QNMfH5W1qFbqF_7YPbqQYJkr5xPL7TMCrsDOMYz0Sg-Ap8UFmNHqPMCgHVi8kO3tTi4CG8WYO" alt=""/></figure>



<p><strong>Mushin’s Tower: Floors 9-15</strong></p>



<p><strong>By: Shadovv</strong></p>



<p><a href="https://www.youtube.com/watch?v=lXRaCSHuaXo" target="_blank" rel="noopener"><strong>Guidance Video</strong></a><strong> by Praetor19</strong><br></p>



<p>The Tower has expanded and continues to hold stronger enemies. They say a demigod sits atop the fifteenth floor; though his fighting style may seem erratic and laughable, care not to underestimate him, or you may find yourself off your feet as he drinks in celebration of your defeat.<br></p>



<p>All floors of Mushin&#8217;s Tower are solo-only.<br></p>



<p>Before you ascend the tower from Jakdan&#8217;s Room, the gatekeeper Chungsil asks if you&#8217;d like to start from Floor 9. There is a quest on clearing Floor 12 that allows the option to start from Floor 13 directly; this option requires a ticket that is dropped on Floors 12-15, with Floors 12 and 13 having the highest rate for this.<br></p>



<p><strong>Floor 9: Chochunka/Kurakan</strong></p>



<p><strong>HP: 833,000</strong></p>



<p><strong>Enrage: 4:00</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>The 9th floor boss has a random chance to be one of two monsters. While their attack patterns are different, both have the HP, enrage timer, and mechanics.<br></p>



<p><strong>Chochunka: </strong>A Chuanka boss similar to those in the Shiverstone Range.</p>



<ol class="wp-block-list"><li>Targeted claw swipe.</li><li>Two targeted claw swipes.</li><li>Linear frost breath, stacks Chill and Freeze on 3 Chill stacks, unblockable.</li><li>3-hit area of effect Spin, the last hit inflicting Knockback and Knockdown.</li><li>Flies up and throws three frontal 180 degree gusts, each hit inflicts Knockback.</li></ol>



<p>If you stand 9 meters or farther away, Chochunka throws a snowball projectile. If you’re still too far, he’ll jump on you, producing a unblockable area of effect slam inflicting Knockdown.<br></p>



<p><strong>Kurakan: </strong>A Jomu Chieftian similar to those in the Shiverstone Range.</p>



<ol class="wp-block-list"><li>Targeted punch.</li><li>Frontal 180 degree sweep into a linear ground pound, the latter inflicts Knockdown.</li><li>Linear frontal shout with windup, inflicts Knockback and Knockdown.</li><li>Area of effect ground pound, inflicts Knockdown and Chill, unblockable. Can&#8217;t be CC&#8217;d.</li></ol>



<p>If you stand 9 meters or farther away, Kurakan throws two snowball projectiles with a small unblockable area of effect. If you’re still too far, he’ll jump on you, producing a unblockable area of effect slam inflicting Knockdown.<br></p>



<p><strong>Corruption Orb Dispenser 75%/45%:</strong></p>



<ol class="wp-block-list"><li>The boss does a shout. Chochunka does a blockable area of effect while Kurakan&#8217;s is unblockable with Knockdown.</li><li>The boss cleanses all debuffs, jumps to the middle (does no damage), and does a shout animation. A message warns <strong>&#8220;The Corruption Orb Dispenser has been activated.&#8221;</strong></li><li>Afterward the shout, the four nodes in the corners of the room will light up. Standing on them will cause the large sphere hanging up in the middle of the room to drop down on the boss, dealing 15% of their health and produces a 5 second Knockdown, instantly ending the mechanic.</li><li>If the Corruption Orb Dispenser is not activated, numerous icicles from the ceiling will fall in random places. At the same time, the boss gains 5 second True Sight that sees Assassins through Stealth Stance (if they are out of stealth prior), Chochunka throws four snowball projectiles while Kurakan throws three, and both then charge around the room three times inflicting Knockback and Knockdown.</li><li>The boss jumps back to the middle of the room and repeats the entire phase until the Corruption Orb Dispenser is activated.</li></ol>



<p><strong>Floor 10: Mifu</strong></p>



<p><strong>HP: 680,000</strong></p>



<p><strong>Enrage: 4:00</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>This Ironclad-type enemy is a large hulking brute armed with a demonic-looking gauntlet, and fights similarly to Linam/Muso from Lumang Stronghold and Yong/Ugum/Yeomchul/Hwang Po of Soulstone Plains.<br></p>



<p>Rotation:</p>



<p>All his attacks have a lot of windup and usually leave him slumping on the floor.</p>



<ol class="wp-block-list"><li>Targeted arm swing.</li><li>Three-hit frontal rectangular ground pound, the last hit inflicting Knockdown.</li><li>Long-range wide rectangular arm thrust. Can&#8217;t be CC&#8217;d.</li></ol>



<p>Periodically during his attacks, Mifu gains 5 second True Sight and does a unblockable area of effect ground pound, which then spawns six flaming puddles, five in a pentagonal formation around him and one in the middle. He then fires four projectiles. Can&#8217;t be CC&#8217;d throughout the entirely of this attack.<br></p>



<p>If you stand 9 meters or farther away, Mifu fires an unblockable area of effect cannon. If you’re still too far, he’ll jump on you, producing a unblockable area of effect slam inflicting Knockdown.<br></p>



<p><strong>Flaming Palm 75%/45%:</strong></p>



<ol class="wp-block-list"><li>Mifu jumps to the middle (does no damage).</li><li>A message warns <strong>&#8220;Mifu is about to cast Flaming Palm&#8221;</strong>; he casts a field-wide unblockable area of effect slam. As he does this, four “Hajoon&#8217;s Belonging” boxes spawn around Mifu and grant a 5 second “Guard Barrier” when destroyed, providing immunity to the Flaming Palm attack. Flaming Palm is cast four times in total.</li></ol>



<p><strong>Floor 11: Pal Haemo</strong></p>



<p><strong>HP: 667,000</strong></p>



<p><strong>Enrage: 4:30</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>A Dokkaebi King similar to Durlock of Pilfered Treasury.<br></p>



<p>Rotation:</p>



<ol class="wp-block-list"><li>Targeted hammer swing.</li><li>Frontal 180 degree hammer swing. Has windup.</li><li>Long-ranged wide linear downward hammer swing, inflicts Knockdown. Has windup.</li><li>3-hit area of effect spin, each hit inflicts Knockback and Knockdown.</li></ol>



<p>If you stand 9 meters or farther away, Pal Haemo throws a flame projectile. If you’re still too far, he’ll teleport next to you with a shoulder bash.<br></p>



<p><strong>Dokkaebi Weapon Rack 75%/45%:</strong></p>



<ol class="wp-block-list"><li>Pal Haemo gains 5 second True Sight and generates a unblockable area of effect flame explosion inflicting Knockback and Knockdown.</li><li>Pal Haemo gains immunity to damage, teleports to the middle of the room, and does a shout animation. As this happens, a message warns <strong>&#8220;The Dokkaebi Weapon Rack has been activated&#8221;</strong>; pick up one of the hammers on the two sides of the room.</li><li>Multiple flaming puddles are planted on the field, and Pal Haemo fires five flaming projectiles (does no damage). As this happens, three Gourds spawn in a triangle formation around Pal Haemo; use the Dokkaebi Weapon to destroy them instantly. Each destroyed Gourd grants a 2 minute &#8220;Fervor&#8221; for 10% critical rate and stacks. When all Gourds are broken, they grant 15 second &#8220;Blessings of the Gourd&#8221; which grants immunity to damage.</li><li>After the projectiles, the puddles will then disappear and Pal Haemo loses his damage immunity. He will shoot unblockable linear flame outwards in eight directions around him, with a flaming puddle under him as he does this. If the Gourds are not destroyed, they hatch into Hammer Dokkaebi to harass you.</li></ol>



<p></p>



<p></p>



<p><strong>Floor 12: Yuri Defense &amp; Pytheon</strong><br></p>



<p><strong>Yuri Defense:</strong></p>



<p>You are presented with a crystal called Yuri, it has 371,000 HP and must be defended in a similar manner to Darkglimpse/Tainted Lab/Awakened Necropolis from four waves of Yeti and Naga adds.<br></p>



<p>To aid you, there two nodes: a red node to the left of Yuri provides a bead to be placed on one of the two sets of five empty slots on both sides of the Yuri that spawns a Gunner Golden Training Dummy to occupy the mobs and fully heals out of combat, while the right node heals Yuri back to full health. The nodes can be interfaced with twice from the beginning and once again after each wave. <strong>If Yuri is destroyed or you have been defeated, the entire fight is reset back to the first wave.</strong><br></p>



<p><strong>Pytheon:</strong></p>



<p><strong>HP: 739,000</strong></p>



<p><strong>Enrage: 4:00</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>Once all four waves are defeated, Yuri and the Golden Training Dummies despawn as the floor&#8217;s boss Pytheon appears, a who fights similarly to Bladescale Naga King from Lair of the Frozen Fang. You do not need to defend Yuri again should you lose to Pytheon.<br></p>



<p>Rotation:</p>



<ol class="wp-block-list"><li>Targeted swing.</li><li>Frontal 180 degree swing with windup. Can&#8217;t be CC&#8217;d.</li><li>Blindside behind his target.</li><li>Unblockable linear downward sword slam with windup, inflicts Knockdown.</li><li>Puts its shield in front of it and blocks frontal attacks, then does a frontal unblockable 180 degree shield bash inflicting Knockback and Knockdown.</li><li>3-hit area of effect spin, each hit inflicting Knockback and Knockdown.</li></ol>



<p>If you stand 9 meters or farther away, Pytheon spits a poison puddle at you. If you’re still too far, he’ll jump at you, producing a unblockable area of effect slam.<br></p>



<p>Periodically, Pytheon does another pattern in the middle of his rotation:</p>



<ol class="wp-block-list"><li>Area of effect ground shield slam with windup, produces Knockdown.</li><li>Twirls his sword in the air and drops six swords in random locations producing a unblockable area of effect slam. This is done three times.</li></ol>



<p><strong>Floor 13: Sekjin/Koujin</strong></p>



<p><strong>HP: 998,000</strong></p>



<p><strong>Enrage: 4:30</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>Here is a Wheel of Fate that has a 50/50 rate of spawning either <strong>Sekjin</strong> or <strong>Koujin</strong>, which fight identically to Fujin and Raijin respectively from Naryu Labyrinth. Take an Ancient Guardian&#8217;s Essence from Chungsil for 10 silver to spin the wheel; unlike Floor 6 there is no recall device, but going back down to Floor 12 and back up will despawn the summoned monster.<br></p>



<p>Chungsil also sells Kaoliang Ju damage immunity potions that can be quite handy on Floor 15.<br></p>



<p><strong>Sekjin</strong> Rotation:</p>



<ol class="wp-block-list"><li>Frontal 180 degree sweep into a linear Punch, the latter inducing Knockback and Daze. Can&#8217;t be CC&#8217;d.</li><li>Frontal 180 degree Leg Sweep inducing Knockdown.</li><li>Holds his hands in front of him. This is a Counter, if hit into, he&#8217;ll induce Stun, and then try to grab the stunned person and smack them around for a bit.</li><li>Frontal 180 degree sweep into a linear Punch. Unlike the first one, this can be CC&#8217;d.</li><li>Teleports away from his target, is immune to damage while doing so.</li></ol>



<p>If you stand 9 meters or farther away, Sekjin does a dashing uppercut inducing Daze.<br></p>



<p>If Sekjin is Knocked Down, he will do a very fast 360 spinning wind kick inflicting Knockdown.<br></p>



<p>After 90%, Sekjin periodically spawns tornadoes that slowly travel to you, they will bounce around the room if they hit the walls and inflict Aerial.</p>



<p>At 81%, 61%, 41%, and 21%:</p>



<ol class="wp-block-list"><li>Sekjin does an area of effect gust with a lot of windup, inflicts Knockback and Knockdown.</li><li>Sekjin throws four wind kick projectiles, each inflict Knockback and Knockdown.</li><li>At 61%, 41%, and 21%, Sekjin throws a long-ranged wide linear crescent gale inflicting Knockback and Knockdown.</li><li>At 61%, 41%, and 21%, Sekjin throws four wind kick projectiles.</li><li>At 41% and 21%, Sekjin does a three-hit martial dance combo on random people, the first and second hits inflicts Knockback and Daze, and the last hit inflicts Aerial.</li></ol>



<p><strong>Koujin</strong> Rotation:</p>



<ol class="wp-block-list"><li>Channels lightning in a cone with windup, inflicts Knockback and Knockdown. Can&#8217;t be CC&#8217;d.</li><li>Channels lightning in an area of effect with windup, inflicts Knockback and Knockdown. Can&#8217;t be CC&#8217;d.</li><li>Channels a lightning wall in front of him, inflicts Stun. Unblockable.</li><li>Channels a linear lightning burst with windup, inflicts Knockback and Knockdown. Can&#8217;t be CC&#8217;d.</li><li>Channels a linear lightning burst</li></ol>



<p>If you stand 9 meters or farther away, Koujin uses Phantom Grip and electrocutes his victim multiple times.<br></p>



<p>If Koujin is Knocked Down, he will do a very fast 360 lightning area of effect inflicting Knockdown.<br></p>



<p>After 90%, Koujin spawns lightning spheres that slowly travel to you, they will bounce around the room if they hit the walls and inflict Stun.<br></p>



<p>At 81%, 61%, 41%, and 21%:</p>



<ol class="wp-block-list"><li>Koujin prepares a field-wide unblockable area of effect lightning. This can be interrupted with CC.</li><li>Koujin throws an electric sphere that deals three hits, each inflicting Stun.</li><li>At 41%, Koujin drops six lightning bolts at random locations six times, each with a unblockable area of effect on impact.</li></ol>



<p></p>



<p></p>



<p></p>



<p><strong>Floor 14: Ironheart</strong></p>



<p><strong>HP: 1,040,000</strong></p>



<p><strong>Enrage: 4:30</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>Hongsil spent a fortune to reconstruct this Naryu Automaton who fights similarly to Ironsides from Talus Dungeon. A new gimmick to this fight has <strong>all attack indicators being invisible.</strong><br></p>



<p>Rotation:</p>



<ol class="wp-block-list"><li>Targeted swipe.</li><li>Two frontal drills with a very small area of effect, inflicts Knockdown.</li><li>Fires a linear spray of bullets inducing Knockback and Daze.</li><li>Fires a long unblockable linear laser inducing Knockback and Knockdown.</li><li>Unblockable area of effect electric pulse inducing Knockback and Knockdown. Can be CC’d.</li></ol>



<p>If you stand 9 meters or farther away, Ironheart fires a volley of missiles that leave a flaming puddle. If you’re still too far, he’ll jump at you, producing an unblockable area of effect slam.<br></p>



<p>If Ironheart is Knocked Down, it will do an area of effect spinning get-up attack, inducing Knockback and Knockdown.<br></p>



<p><strong>Missile Barrage 85%/55%:</strong></p>



<ol class="wp-block-list"><li>Ironheart gains 5 second True Sight and does a field-wide unblockable area of effect slam.</li><li>Ironheart gains 5 second True Sight and fires three missile volleys.</li><li>Ironheart curls up into a ball and charges three times around the room, bouncing around the walls, inflicting Knockback and Knockdown. <strong>This can be stopped with a Block/Counter/Parry/Deflect skill which leaves him Dazed for 5 seconds.</strong></li><li>If the charge is not stopped, Ironheart uncurls and endlessly cycles between three missile volleys and charging.<ul><li>A Force Master, Summoner, Warlock, or Gunslinger can cheese the fight by engaging from range and not block the charge while kiting his missiles and attacking.</li></ul></li></ol>



<p></p>



<p><strong>Spirit Power 70%/40%/25%:</strong></p>



<ol class="wp-block-list"><li>Ironheart gains 5 second True Sight and dashes to the middle.</li><li>Ironheart curls up and becomes untargetable and unattackable. A message warns <strong>“Ironheart erects a Static Shield around him” </strong>and an electrical barrier is formed around it, knocking you back on contact.</li><li>A message warns <strong>“Ironheart recovers his Spirit Power by transforming himself” </strong>and three Repairbots are summoned around it, all untargetable/unattackable as well. During this phase the Repairbots will be giving Ironheart a buff, indicated by the message <strong>“Ironheart recovers 25%/50%/75% of his Spirit Power”</strong> every 15 seconds; you have a minute to complete the mechanic before it reaches 100%, else he will repeatedly use a unblockable area of effect slam that instantly kills you. He will also fire a missile volley at 50%.</li><li>After summoning the Repairbots, Ironheart fires a Fightbot, which produces a unblockable area of effect on landing. The Fightbot has 147,200 HP, 1x CC bars, inherent True Sight, and the same attacks as Ironheart except the area of effect electric pulse, a get-up attack on Knockdown, and the missile volley. <strong>The Fightbot will self-destruct if Ironheart reaches 100% Spirit Power.</strong></li><li>Once the Fightbot is destroyed, it will drop a Shock Orb; pick it up and throw it at Ironheart. A message warns <strong>“The Static Shield around Ironheart dissipates” </strong>and the electrical barrier will be removed, inflict 10% HP damage, and the Repairbots will no longer be shielded, but Ironheart will still be unattackable. The three Repairbots can be destroyed in a single hit from any attack, which will then stop it from recovering Spirit Power and come out of its immunity phase. <strong>If the Orb is not thrown after 15 seconds, it will explode and become unusable.</strong></li></ol>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Floor 15: Naksun</strong></p>



<p><strong>HP: 1,240,000</strong></p>



<p><strong>Enrage: 5:30</strong></p>



<p><strong>CC: None</strong><br></p>



<p>Dubbed as &#8220;the Tharama/Demigod&#8221; and the &#8220;Nightmare of the East&#8221;, and was once the final boss of the Dreadtide Arena, Naksun proves to be one of the biggest challenges in Mushin&#8217;s Tower with his drunken fist martial arts. He has the highest health of Floors 9-15, has no visual attack indicators, and unlike the previous floors he periodically gains 5 second True Sight even when an Assassin is in Stealth Stance. Fortunately his lack of CC bars means he is vulnerable to a single CC during most of his attacks, which may be of some relief.</p>



<p><strong>Rotation 100%-92%:</strong></p>



<p>All his attacks in this phase stacks Chill, and causes Freeze on 3 Chill stacks that trigger a damaging Ice Coil.</p>



<ol class="wp-block-list"><li>Single targeted punch.</li><li>Shadow Dance behind you.</li><li>Frontal 180 degree Leg sweep inflicting Knockdown. If you don&#8217;t escape, he&#8217;ll grapple you and snap your neck. Can be grab countered.</li><li>Holds his hands in front of him. This is a Counter, if you hit into it, he inflicts Stun, and if you don&#8217;t escape he&#8217;ll air combo you for massive damage and likely kill you.</li><li>Long-ranged linear punch with Knockback and Knockdown. Can&#8217;t be blocked or CC&#8217;d.</li><li>Backstep inflicting Freeze. The Freeze stack can&#8217;t be blocked.</li><li>Long-ranged linear punch.</li></ol>



<p>If you stand 9 meters or farther away, Naksun does an area of effect jump on you.<br></p>



<p>If Naksun receives a Knockdown, he does an area of effect spinning kick get-up inflicting Stun, which can lead into an air combo if not escaped from. This is done for all phases.<br></p>



<p><strong>Rotation 91%-47%:</strong></p>



<p>A message warns <strong>“Naksun drinks a bowl of rice wine.”</strong> He takes a swig from his cup before performing a field-wide unblockable area of effect explosion. This can’t be CC’d, so iframe it.<br></p>



<p>A message then warns <strong>“Naksun’s Drunken Boxing Skills have improved to Stage 1”</strong>, he will lose the ability to cause Chill stacks, but gains the “Drunken Boxing &#8211; Stage 1” buff which increases his attack and evasion.<br></p>



<p>Naksun’s rotation will change, but he loses his ability to cause Chill stacks.</p>



<ol class="wp-block-list"><li>Two targeted punches.</li><li>One targeted punch.</li><li>Lies down and drinks. This is actually a Counter.</li><li>Frontal inear flame breath with Knockback and Knockdown. Can&#8217;t be blocked or CC&#8217;d.</li></ol>



<p>If you stand 9 meters or farther away, Naksun throws four cups that stacks Ember and does an explosion on 4 stacks. Can be blocked but not CC&#8217;d.<br></p>



<p><strong>Soju/Kaoliang Ju:</strong></p>



<p>Periodically a message warns <strong>“Naksun drinks a bottle of Soju/Kaoliang Ju”.</strong> He will take a swig from his cup before performing a field-wide unblockable area of effect explosion. Unlike the rice wine from the start of this phase, Naksun can be CC’d out of this, and it is imperative that you do so.<br></p>



<p>He then does a combo below, regardless of whether you CC&#8217;d him or not.</p>



<ul class="wp-block-list"><li>If you don&#8217;t CC him and he does the explosion, he’ll will gain “Drunken Boxing &#8211; Stage 2” (Soju) or “Drunken Boxing &#8211; Stage 3” (Kaoliang Ju), granting him even more attack and evasion. He also gains immunity during his following combo.</li><li>If he drinks <strong>Soju</strong>, he will throw four cups.</li><li>If he drinks <strong>Kaoliang Ju</strong>, he does a four-hit martial dance combo, the last hit inflicts Aerial. All hits are blockable.</li></ul>



<p><strong>Rotation 46%-0%:</strong></p>



<p>At the start of this phase, he casts a blue fire unblockable area of effect that inflicts Stun. He loses his Drunken Boxing buffs, but regains the ability to create Chill stacks.</p>



<ol class="wp-block-list"><li>Linear energy wave inflicting Knockback and Daze. Can&#8217;t be blocked or CC&#8217;d.</li><li>Dash through punch inflicting Daze. Blockable but can&#8217;t be CC&#8217;d.</li><li>Long-ranged linear punch inflicting Knockback and Knockdown. Can&#8217;t be blocked or CC&#8217;d.</li><li>Counter.</li><li>Single targeted punch.</li><li>Shadow Dance behind you.</li><li>Frontal 180 degree Leg sweep inflicting Knockdown.</li><li>Backstep with Freeze and Ice Coil.</li></ol>



<p>If you stand 9 meters or farther away, Naksun performs a four-hit martial dance combo, the last hit inflicts Aerial.<br></p>



<p><strong>Freezing Mist:</strong></p>



<p>Periodically Naksun does a special attack:</p>



<ol class="wp-block-list"><li>Naksun jumps to the middle and casts a field-wide unblockable two-hit area of effect after a grunting noise and the ice swirl around his feet are at 270 degrees. The first hit is a Phantom Grip and the second is a knockback.</li><li>Naksun performs a four-hit martial dance combo, the last hit inflicts Aerial. At the same time, icicles fall on random spots, producing an unblockable area of effect that inflicts Knockback and Knockdown and leaves a frost puddle that inflicts Chill.<ul><li>If you have bought a Kaoliang Ju damage immunity potion from Chungsil on Floor 13, it is recommended to use them before the icicles fall.</li></ul></li></ol>



<p>Note that his health cannot be brought down to 0; when hit at 1 HP, he will have a little dialogue and end the fight.<br></p>
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		<title>BnS Mushin&#8217;s Tower Floor 8 Guide</title>
		<link>https://gamerstips.com/bns-mushins-tower-floor-8-guide/</link>
					<comments>https://gamerstips.com/bns-mushins-tower-floor-8-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 11:17:06 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Mushin's Tower Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=135</guid>

					<description><![CDATA[Mushin’s Tower: Floor 8 By: Shadovv During his training, Mushin had to overcome three challenges, born in&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/jq7Lmdqm6rmg-7CiScR9IsAsqL7BdI0wCXrdtrPxQkOMf_yAF4RDjc0es4KrxFze8eGBCMLesQaHLjy7QS_dC4kT-iIjc-_WPR4bSrKXpE8BUgBy75u1ptRWRy-ziFmCoBVvta-m" alt=""/></figure>



<p><strong>Mushin’s Tower: Floor 8</strong></p>



<p><strong>By: Shadovv</strong><br></p>



<p>During his training, Mushin had to overcome three challenges, born in the darkness of his heart. These challenges have manifested into Phantom projections of himself, and now serve as your adversaries on the 8th Floor of Mushin’s Tower for a godlike test of skill. While nowhere near the level of the Divine Fist, each of Mushin&#8217;s Phantoms are truly a force to be reckoned with.<br></p>



<p>Floor 8 continues directly after Floor 7.</p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Mushin’s Pain:</strong></p>



<p><strong>HP: 226,000</strong></p>



<p><strong>Enrage: 2:30</strong></p>



<p><strong>CC: None</strong><br></p>



<p>The first of three of Mushin&#8217;s phantoms. He is entirely stationary throughout the fight and immune to grabs, but is of relatively no threat to ranged. He will periodically gain True Sight even while not attacking, letting him attack Assassin players in stealth.<br></p>



<p>First Mushin will start with a field-wide Phantom Grip that can&#8217;t be iframed, and proceed to apply a stack of Searing Palm (does no damage) which will kill the player when it expires (which spans over his enrage timer, and therefore does nothing). He is immune to damage until after his initial Phantom Grip. This occurs in the start of all phases.<br></p>



<p>Rotation:</p>



<p>Pain doesn’t follow a specific set of order of attacks.</p>



<ul class="wp-block-list"><li>Two hit punch, inflicts chill.</li><li>A wide cone sweep inducing knockdown. Unblockable.</li><li>A linear fire punch inducing knockback and knockdown. Unblockable.</li><li>Linear Phantom Grip which is unblockable, follows into a knockback punch if the grip connects.</li><li>Leaps into the middle of the room and gains a damage nullifying barrier that is removed after a number of hits.</li><li>Leaps into the middle of the room and produces ice puddles in a pentagon formation around him, with one ice area of effect erecting directly from him after.</li></ul>



<p>If Mushin receives a Knockdown, he will do a blockable area of effect spinning kick as he gets up, which inflicts Stun. He will do this for all phases.</p>



<p></p>



<p><strong>Mushin&#8217;s Rage:</strong></p>



<p><strong>HP: 329,000</strong></p>



<p><strong>Enrage: 4:30</strong></p>



<p><strong>CC: None</strong><br></p>



<p>The second of Mushin&#8217;s phantoms. Unlike Pain, Rage is not stationary, and has more attacks to deal with.<br></p>



<p>Rotation:</p>



<ul class="wp-block-list"><li>Two hit punch, inflicts chill.</li><li>Teleports to your right.</li><li>Counter. Inflicts stun if hit into it, after which Mushin unleashes a highly damaging air combo.</li><li>Frontal 180 degree punch inflicting stun, leads into a highly damaging air combo after stun. Unblockable. Can&#8217;t be CC&#8217;d while performing this.</li><li>Teleports away.</li><li>A linear fire punch inducing knockback and knockdown. Unblockable.</li><li>Linear Phantom Grip which is unblockable, follows into a knockback punch if the grip connects.</li><li>Leaps back and performs a 3-hit kick combo, second hit causes aerial.</li><li>Create ice puddles in a pentagon formation around him, rise into the air and throw five projectiles, and a ground slam that inflicts knockback.</li></ul>



<p>If you stand 9 meters or farther away, Mushin performs a four-hit kick combo.<br></p>



<p>At 80%, 60%, 40%, and 20% of his health, Mushin cleanses all debuffs, jumps into the center (is immune to damage while doing so) and drops a flaming puddle in the middle, and an unblockable fire field that expands outward four times; stand near the walls and then iframe the final field. Mushin then teleports to you after. He can&#8217;t be CC&#8217;d while jumping and while casting the fire field, but can be CC&#8217;d in between right after he lands.<br></p>



<p><strong>Mushin&#8217;s Darkness:</strong></p>



<p><strong>HP: 624,000</strong></p>



<p><strong>Enrage: 4:30</strong></p>



<p><strong>CC: None</strong><br></p>



<p>The final and strongest form of Mushin&#8217;s phantoms, essentially fighting the same way as Rage,. Key differences are his attacks are much stronger, and his unblockable stun punch comes out much faster.<br></p>



<p>Periodically Mushin will project a field around him that, if you&#8217;re standing in it, gives you &#8220;Mushin&#8217;s Might&#8221; buff which increases your Attack Power by 30 but deals damage over time for the duration of the fight, and stacks multiple times; Mushin is immune to damage and CCs while casting the field.&nbsp;<br></p>
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		<title>BnS Mushin&#8217;s Tower Floor 1-7 Guide</title>
		<link>https://gamerstips.com/bns-mushins-tower-floor-1-7-guide/</link>
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		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 11:16:45 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Mushin's Tower Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=133</guid>

					<description><![CDATA[Mushin’s Tower: Floors 1-7 By: Shadovv A long ascending tower where the Divine Fist, Mushin, was believed&#8230;]]></description>
										<content:encoded><![CDATA[
<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/odRZNq1tcY6QKZfho_o8Cyf16xik5_uC4zUCDjLn_OrlVtm33T8N1GA4E67bS-q-Jsb2fP1joZGsjpSrxuafM5XxX_gBrzj4nKcBTUREtufbArbUyHZp0ES4YWs2wLlWkd1Z-q73" alt=""/></figure>



<p><strong>Mushin’s Tower: Floors 1-7</strong></p>



<p><strong>By: Shadovv</strong><br></p>



<p>A long ascending tower where the Divine Fist, Mushin, was believed to have subjected his training to. Many warriors from around the world strive to reach the top of the tower. On the seventh floor, a seasoned samurai has bested all the challengers who dare cross his blade.<br></p>



<p>All floors of Mushin&#8217;s Tower are solo-only.<br></p>



<p>Before you ascend the tower in Podan&#8217;s Room, the gatekeeper Hongsil asks if you&#8217;d like to start from Floor 1. There is a quest on clearing Floor 4 that allows the option to start from Floor 5 directly; this option requires a ticket that can be bought from the merchant Kangcha for 30 silver, or dropped from Floors 4-8.<br></p>



<p><strong>Floor 1: 6 Warriors</strong></p>



<p>There are 6 banners to interact with, which will spawn a human NPC representing Blade Master, Kung Fu Master, Force Master, Assassin, Destroyer, and Archer (uses the Summoner banner). Each class uses standard blockable attacks and can summon unblockable timed area of effect circles around the room. All enemies have no CC bars.<br></p>



<ul class="wp-block-list"><li><strong>Taehorn:</strong> Blade Master with 134,000 HP</li><li><strong>Samja:</strong> Kung Fu Master with 122,000 HP</li><li><strong>Sochon Gamyung:</strong> Destroyer with 127,000 HP</li><li><strong>Ku Yi:</strong> Force Master with 108,000 HP</li><li><strong>Dark Striker:</strong> Assassin with 122,000 HP</li><li><strong>Shuvu the Keen:</strong> Archer with 108,000 HP</li></ul>



<p>Of the six, you are tasked to defeat two of these in a 1:1 battle.<br></p>



<p><strong>Floor 2: Silver Deva</strong></p>



<p><strong>HP: 204,000</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>This boss is the silver cousin of the Golden Deva field boss in The Cinderlands. His attacks don&#8217;t follow a set pattern, but are relatively slow and predictable to a degree.</p>



<ul class="wp-block-list"><li>A targeted hammer swing from the right.</li><li>A targeted hammer swing from the left.</li><li>A 5-hit spin, the last hit inflicts Knockback and Knockdown.</li><li>A hammer swing downward in a rectangle causing Knockdown. If you are hit by this, even if you block/iframe/passively evade/etc., a permanent fire puddle spawns on where you&#8217;re standing.</li><li>A faster hammer swing downward&nbsp; in a rectangle causing Knockdown, but doesn&#8217;t leave a fire puddle.</li></ul>



<p>If you stand 9 meters or farther away, Silver Deva jumps at you producing an area of effect hammer slam. Also leaves a fire puddle.<br></p>



<p><strong>Floor 3: Rag-Tag Warriors</strong></p>



<p>There are 16 adds of Blade Masters, Kung Fu Masters, Gunners, and Artillery Men. In the middle of the room is a miniboss with three more adds behind him. Once the miniboss is dispatched, the adds accompanying him will disappear, and another miniboss will arrive from the entrance take his place with his own set of adds. There are three minibosses in total, with one main boss after who does not have any adds, but causes the other 16 adds to jump into the fight. All enemies have no CC bars.<br></p>



<p>Picking off the side adds will cause the miniboss to attack, but not attract the rest of the adds. However, trying to pick off anyone in the room while the boss is in play will cause everyone in the room to come after you. Ideally you want to pick off the miniboss first, then work your way around defeating the other adds before the next miniboss arrives.</p>



<p>On reset, the side adds will not respawn, but the miniboss adds will.<br></p>



<ol class="wp-block-list"><li><strong>Oh Tak:</strong> Kung Fu Master with 34,730 HP.</li><li><strong>Tanghong:</strong> Rifle Gunslinger with 30,820 HP.</li><li><strong>Grave Robber Boss Han Woomul:</strong> Kung Fu Master with 34,730 HP.</li><li><strong>Bomani:</strong> Kung Fu Master with 122,000 HP. Unlike the other Kung Fu Master adds he actively makes use of Shadow Dance, Counter, Leg Sweep, Grapple, etc.</li></ol>



<p><strong>Floor 4: Stalker Jiangshi</strong></p>



<p><strong>HP: 354,000</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>The very first field boss you&#8217;ve faced has returned to haunt you.<br></p>



<p>Here, Chungsil will sell you various consumables of Tower Training Dumplings and immunity potions. What you want is the HP Pill for 50 Copper. The 6 Warriors from Floor 1 are also on this floor, and you may only recruit one to aid in the fight with the Stalker Jiangshi. It is recommended to pick the Kung Fu Master Samja, as he will automatically joint Knockdown on his own; the rest don&#8217;t do anything special. Once you have picked your choice, the Jiangshi awakens.<br></p>



<p>Rotation:</p>



<ol class="wp-block-list"><li>Targeted two hit swipe, blockable.</li><li>Targeted one hit swipe, blockable.</li><li>Jumps behind its target and performs multiple 180 degree swipes in front of it, all hits are blockable.<ul><li>It will also do this if its target is standing 9 meters or farther from it.</li></ul></li></ol>



<p>As its health gets lower, the Stalker Jiangshi will do the following:</p>



<ul class="wp-block-list"><li>The Jiangshi will raise its hands up, and summon two 17,000 HP Bloody Jiangshi to harass you. The summoning can be interrupted with 1x crowd controls.</li><li>The Jiangshi performs a blockable area of effect roar. If the Kung Fu Master was picked, he will automatically perform a 1x Knockdown on his own</li></ul>



<p></p>



<p><strong>Floor 5: Hulking Augerite</strong></p>



<p><strong>HP: 368,000</strong></p>



<p><strong>Enrage: Roughly 5:00 (hidden)</strong></p>



<p><strong>CC: 1x</strong><br></p>



<p>A familiar face from Sentinel Ruins and Augerite Caverns. This boss formally introduces the Enrage mechanic, where it will instantly kill you if you don’t kill it within a specified amount of time.<br></p>



<p>To help you meet the enrage, there are four nodes in the room to provide buffs. These nodes can only be used once per minute and the same node cannot be used twice.</p>



<ul class="wp-block-list"><li>Red: +50% Crit rate, +200 Additional Damage, +50 Piercing for 30 seconds.</li><li>Blue: +50% Crit rate for 30 seconds, heals 2% HP once per 15 attacks for 20 seconds.</li><li>White: +50% Crit rate for 30 seconds, +5% Defense for 40 seconds.</li><li>Green: +50 Attack Power, +100 Piercing for 40 seconds.</li></ul>



<p>Rotation:</p>



<ol class="wp-block-list"><li>Targeted arm swing.</li><li>Staff swing in a frontal cone.</li><li>Linear staff slam inducing knockdown.</li></ol>



<p>If you stand 9 meters or farther away:</p>



<ol class="wp-block-list"><li>Chucks a single rock projectile.</li><li>Does a rolling charge.</li></ol>



<p>As its HP dwindles, the Augerite will do the following:</p>



<ol class="wp-block-list"><li>Field-wide Phantom Grip pull, but does not induce a crowd control effect after. Unblockable.</li><li>Readies itself for a single spin. Unblockable.</li><li>Multi-hit spin, the last hit inflicting Knockback and Knockdown.</li></ol>



<p><strong>Floor 6: Moonwater Epic 4</strong></p>



<p>Here is a Wheel of Fate that spawns the main bosses of the four Moonwater Epic Dungeons:</p>



<ul class="wp-block-list"><li><strong>Chief Hogdonny</strong> of the Pigsty, has 295,000 HP</li><li><strong>Dokumo</strong> of Skittering Tunnels, has 295,000 HP</li><li><strong>Ape King Ogong</strong> from Hall of Ogong, has 295,000 HP</li><li><strong>Azure Lord</strong> of Brightstone Ruins, has 307,000 HP</li><li>There is also a low chance to spawn <strong>Waddles the Fortune Pig</strong>, which has 19 HP and is essentially a &#8220;freebie&#8221;.</li></ul>



<p>Take a Life Essence from Hongsil for 2.50 silver to spin the wheel. You may use the Recall Device next to the wheel to play the Wheel of Fate again.<br></p>



<p>Hongsil also sells Kaoliang Ju immunity potions, which are quite handy for the 7th and 8th floors.<br></p>



<p><strong>Floor 7: Junghado</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/nHsK0X_2WZRPfiMPhEGzXTmYy9WnyNMgTeYG04qeyXjAcVbcDnsUE4POCbq8XUFGp9bdSK6CsaGNF_2KQBWIw7V5lPhgST3p2EQylgBy15qXjYW_IoHlgj6uRSE30YoTAjQCIQ_q" alt=""/></figure>



<p><strong>HP: 299,000</strong></p>



<p><strong>Enrage: 4:30</strong></p>



<p><strong>CC: None</strong><br></p>



<p>Yumna Fei&#8217;s elite bodyguard and right hand, Junghado, awaits as the final boss of Floors 1-7.<br></p>



<p>Despite having relatively low health compared to the previous floors, and no CC bars which makes him vulnerable to a single CC at any point, all his attacks have the inherent ability to create Chill for movement speed reduction and approach disable and 3 Chill stacks transition into Freeze for a root and a damaging Ice Coil. Some of his attacks grant 5-second True Sight that sees through Assassin&#8217;s Stealth Stance, indicated by a blue flower on his head.<br></p>



<p><strong>Rotation 100%-82%:</strong></p>



<p>Junghado uses the following attacks in no set pattern at this phase:</p>



<ul class="wp-block-list"><li>Single targeted swipe.</li><li>Two hit targeted swipe.</li><li>A thrust with a bit of wind-up. This creates Freeze instantly.</li><li>Blideside to your back.</li><li>Anklebiter for knockdown, followed by Divebomb, the latter of which pierces defense.</li><li>At 91%, Junghado casts &#8220;Black Tiger Sword, Claw of the Tiger&#8221;, which is Backstep into a Five-Point Strike.</li></ul>



<p>If Junghado receives a Knockdown in any phase, he will use an 180 degree sweep Whirl as he gets back up; attacking him as he casts this will put him in Knockdown again and he will get up normally.<br></p>



<p>If you stand 9 meters or farther from him in any phase, he will cast &#8220;Black Phoenix Sword, Wing of the Phoenix!&#8221; and cast Flock of Blades, uses Lightning Rod to throw a lightning puddle, and then a Five-Point Strike.<br></p>



<p><strong>Rotation 81%-52%:</strong></p>



<ol class="wp-block-list"><li>Two linear Flickers.</li><li>Blindside to your back.</li><li>Another Flicker.</li><li>Holds his hand up with his sword behind his back in reverse grip. This is a Counter and lets him teleport to your right if you hit into it.</li><li>Shoulder Charge into a unique stun that cannot be escaped from. Also triggers Freeze.</li><li>Linear Lightning Draw through you, inflicts Daze.</li><li>Walks up to you and Fissure, throwing a linear energy wave that inflicts Daze. Has a bit of wind-up. Unblockable.</li><li>Walks up to you and then Backsteps 8 meters.</li></ol>



<p>At certain HP thresholds, Junghado may do one of the two:</p>



<ul class="wp-block-list"><li>&#8220;Umbra Sword, Breath of the Turtle!&#8221; which is multiple ice area of effect exploding flowers on the field.</li><li>“Black Dragon Sword, Roar of the Dragon!&#8221; Junghado gains True Sight and casts an unblockable area of effect around him, then a three-hit Multislash, the last hit being a knockup. If this connects he will do a single air combo, then Divebomb. He is immune to damage throughout the entirely of this skill, even if an Assassin remains in stealth after the Multislash he will still be immune.</li></ul>



<p><strong>Rotation 51%-0%:</strong></p>



<ol class="wp-block-list"><li>Three Flickers.</li><li>Backstep.</li><li>Raid, an approaching stab.</li><li>Counter.</li><li>Shoulder Charge.</li><li>Lightning Draw.</li><li>Fissure.</li><li>Backstep.</li></ol>



<p>Junghado will randomly cast &#8220;Black Dragon Sword, Roar of the Dragon!&#8221; in the middle of his rotation.<br></p>



<p>Once Junghado reaches past his enrage timer he will repeatedly use &#8220;Black Dragon Sword, Roar of the Dragon!&#8221;, essentially becoming immune, until you are dead.&nbsp;<br></p>
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		<title>BnS Outlaw Island Guide</title>
		<link>https://gamerstips.com/bns-outlaw-island-guide/</link>
					<comments>https://gamerstips.com/bns-outlaw-island-guide/#respond</comments>
		
		<dc:creator><![CDATA[alext96]]></dc:creator>
		<pubDate>Sat, 07 Sep 2019 11:15:43 +0000</pubDate>
				<category><![CDATA[Blade and Soul]]></category>
		<category><![CDATA[Mushin's Tower Guides]]></category>
		<guid isPermaLink="false">https://bnsguides.com/?p=131</guid>

					<description><![CDATA[Author: Dreamslayer Editor: Litewarior and Shadovv Fair credit attribution: This is an expanded, written version of the&#8230;]]></description>
										<content:encoded><![CDATA[
<p><strong>Author: Dreamslayer</strong></p>



<p><strong>Editor: Litewarior and Shadovv</strong></p>



<p>Fair credit attribution: This is an expanded, written version of the video guide made by LucidDream, aka Licod Games.<br>I’ve extracted highlights from the video, but also added additional information, clarifying notes, and attack descriptions for notable attacks.</p>



<p>Original video can be found at the following link:<br><a href="https://www.youtube.com/watch?v=MUHcJzLKij8" target="_blank" rel="noopener">https://www.youtube.com/watch?v=MUHcJzLKij8</a></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/kQfcP3452S77oPL9YZVFRdeHxfsg4KNQPB17XX4bumGAJAxHERk1NUCPREGPEguDpn19IKuodXpBSp4_6qyj6tiHWQfrPUrVF2xQskLxzPwdHAyXKWR1bZgNiy2Q6oHjBJrhvpLP" alt=""/></figure>



<p><strong>Outlaw Island</strong></p>



<p>Admiral Hae Mujin is hosting a tournament, but a strange character resembling Poharan has come to crash the party&#8230;</p>



<p></p>



<p>	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.</p>



<p></p>



<p></p>



<p></p>



<p><strong>Boss 1: Bomani</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/QQeRacOsxXhtwGP5VG3QIpe1AmfYR4bTvUB1FkLPvuUdQWh_7Au5DH2GEm1d3ZzfNANH4RiNEHwXDNKZoFZe_7IDp_SmDoAahxkZpx-hOdwbB_LQrbWusy_oh5zajPd9YvoQKenV" alt=""/></figure>



<p><strong>HP: 3,470,000</strong></p>



<p><strong>Enrage: 3 Minutes</strong><strong><br></strong><strong>Phases: 70% and 40%</strong><br></p>



<p>	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.<br></p>



<p><strong>Rotation</strong></p>



<p><strong>Right Punch Combo -&gt; Ground Ripple -&gt; Repeat</strong><br></p>



<p><em>Ground Ripple &#8211; Windstorm Airborne Combo (AoE, Unblockable)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/QMOkr4ks6Ns4XRiVqAyut1zlIM8uR6Ncq-eZLfnP0K-MTHb1OEzwAy7NcUL7panQeMGh2j4Y6L6U0vF8cT4aqY_Ku0_-vvaQEMO6nt1C6qTnvlZBGymr5gnRirHUHcMJBgUi1W6W" alt=""/></figure>



<p>	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.<br></p>



<p><strong>Phase Mechanics</strong></p>



<p>	At the specified HP thresholds, Bomani will teleport to the middle and a message warns <strong>“Bomani is preparing a Powerful Attack”</strong>. 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.</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/jeZfRR4TiWmKBz3QHbaAwarAkxYvosR1I-okA0xLBBn9hr-yx6EveHA-HWSxGYFXpFw55C9OLOD_qtN6lxSfZCSGjYMzD-mX89Zzsjl4_8vhPsn3Yy6505WnipzliGeUYA4ffSyL" alt=""/></figure>



<p>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.</p>



<p><strong>Boss 2: Maksun (Naksun 2.0)</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/9GGBmZMdIAiHMy0u4WAaTJfjNmegfM-s1iVGif_xbLTPEdeCB-n1NMjFGwjrZ9lK0M5oaQKdEXqjd33PmWSIhmhGwTBQCqhDG2pvoitu3IJF1SzDw240zkjRqG_r4B4Dh5xE2ajm" alt=""/></figure>



<p><strong>HP: 5,850,000</strong><strong><br></strong><strong>Enrage: 4 Minutes</strong></p>



<p><strong>Phases: 80%, 60%, and 40%</strong><br></p>



<p>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.</p>



<p><strong>Attack Patterns:</strong></p>



<p><strong>100-80%</strong></p>



<p>Punch -&gt; Dash through -&gt; Leg Sweep -&gt; repeat</p>



<p><strong>80-60%</strong></p>



<p>Fire Breath -&gt; Counter -&gt; Fire Breath -&gt; Repeat</p>



<p><strong>60-40%</strong></p>



<p>Double Punch (knocks back) -&gt; Double Punch -&gt; 4x Kick (aerials on last hit, leads to aerial combo)</p>



<p><strong>40-0%</strong></p>



<p>Punch -&gt; Dash Through -&gt; Leg Sweep -&gt; Slide Through -&gt; Counter</p>



<p></p>



<p><em>80%</em></p>



<p>	A message warns <strong>“Maksun drinks a bottle of Soju” </strong>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.</p>



<p><em>60%</em></p>



<p><strong><em>	</em></strong>A message warns <strong>“Maksun drinks a bottle of Kaoliang Ju” </strong>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.&nbsp;</p>



<p><em>40%</em></p>



<p>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.&nbsp;<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/xCcWAH4XmIxlYmycFsClt3Q9g8SvwIxtx28TNxeZwoY_D-1EsEosQGuHH5p4ystOIBBpzyfSpMte6rY1Gtpo3Ae674FXqzxV8FigY9q-R5RABP56g5Lk8rYrNj7332Gs7o3b-OOn" alt=""/></figure>



<p>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.</p>



<p><strong>Boss 3: Slashimi</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/41o6cd13BrSaximHoL48CBlmFRSw8f3FaaXIOx66ZIQsGVyUvesYA41pmm_vKj7BNQ7_IDZilOXbiimiCDEQWq5xRucjn9eMLoGh-Yo8ZGi9dDIlDrjOf9qGwLoXYZcIMWtkleMY" alt=""/></figure>



<p><strong>HP: 14,100,00</strong><strong><br></strong><strong>Enrage: 5 Minutes, 20 Seconds</strong></p>



<p><strong>Phases:</strong><strong><br></strong><strong>Minion Charge: 95%, 55%, 15%</strong></p>



<p><strong>Armor Up: 80%, 40%</strong><br></p>



<p>Slashimi has returned once more, with a new trick up his sleeve. He’s the most mechanically challenging of all five bosses.<br></p>



<p><strong>Rotation:</strong></p>



<p>Stab -&gt; Double Slash -&gt; Cone Slash (knocks back far if hit) -&gt; Stab -&gt; Lightning -&gt; Repeat<br></p>



<p>Any time he is knocked down, he will do a blockable AoE get-up that causes knockback.<br><br></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Notable Attacks</strong></p>



<p><em>Lightning Storm (CC Cancel, AoE, Unblockable)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/Gyu28XEuKf6-T2UkE11VReBUdevK9ChesQ_V2WPaCgqCfMNn2yREmEQOymBdrsdqidtz87eVcJlVKtjRj6PsU7CuIfx6UK-EG4ovVnJSEfp90yRzvHlFmmgpXo0mL-artd8fJ7wi" alt=""/></figure>



<p>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.<br></p>



<p><strong>Minion Charge</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/99avI7pPQwm8B2BRokuifInyR-vGNxClSZlC5m3eWH5wmV1JLTeRKGYCFf41AVprytQjjmGmjTWNqTz0k5KAlzY4k5oZiGa6KGOg_mmGcjSSea1kbDFUDrc7uXMts2JcFFhHcfsS" alt=""/></figure>



<p>	At the specified thresholds, a message warns <strong>“Slashimi is summoning his minions” </strong>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.<br></p>



<p>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.&nbsp;</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/6PLPbk4TLbQhvKk2Fi1er8spiKLFuqtxaT9Say1TSJxI7B94AbmE-o1dUynHQzK2q9XjrVcuG_Y1kWsZMd86KKULaKHOww4n1AhAyhda0REzYz7l_SOkpMNU5NfQ7Y9dMWnmRsRu" alt=""/></figure>



<p><strong>Armor Up:</strong></p>



<p>	The adds/water wall will despawn and a message warns <strong>“Slashimi Armors Up” </strong>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.</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/sh-2fGwsVsxqEc6RuwonozQlnzCNq041vvP48LUJrU72k6BAwTWn9Zb0E91XAkHuafm64T5qZ8Pts17-RVd_vlFEKdmfqk1a5bbdt6sNalDHiR2XhvBJ4vjs5FoLKQpkpyssKyGr" alt=""/></figure>



<p>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.&nbsp;<br></p>



<p>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.</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/8pRNphdci0IVTWsLKXlvUZGA815VujWGtjeZFSOnZlC3yd-cv9aWVy9wgCjXAwTY-rc5WGWiO6ZdKD297oMk2PVyc_IzxMDxn_for4dxd_QqZFf-tDO0zjA4obWA7_cl5gnyvGqE" alt=""/></figure>



<p>	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.</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/RRoZotk6ZR8AOjeOOZh7vXTpBbHB7_7QV9c1awR2L7FmhLGta1uJtmmbMulCg68XlDPetI2tsdm7wWpiLly4MebaCO-PhdqbX7MCNmWbU9QHnMbjiLO6uCOTlPWbPbjdySvry3oc" alt=""/></figure>



<p>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.</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/jt2nxmA5P_eip2oxE7TlhI1_8346pzSBa1Qqo5bEXjOnsyhUbJM2u-nIgeTBO0fpi8MaXMVsyCcIs3GvsAnDKPe3ZkOy8TBQ27cKjk-QJObwmxBlevPncpquuuphfspJzJPtQ0q3" alt=""/></figure>



<p>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.<br></p>



<p><strong>Boss 4: Juna</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/xCo9zIQwy3X8sfXDL02jNCVYj7Q45FdKUhOYW8C6SmHYVXYUxUul2rupYk_60dbEdp-VUifI4__w9DcTKLAl1JzHJ3dFCXSATMBtIP_seBZx9ySWbQRfulTSb-qwrnzC2QHwnH9z" alt=""/></figure>



<p><strong>HP: 6,650,000</strong></p>



<p><strong>Enrage: 3 Minutes</strong></p>



<p><strong>Phases: 75%, 50%, 25%</strong></p>



<p>Juna does not have a fixed rotation. Most of her blockable attacks have a significant windup and will not be covered.</p>



<p><strong>Notable Attacks</strong></p>



<p><em>Stun Grenade (AoE, Unblockable)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/T0dBQbsJ27kgAonPhV-sK6zydsBAIIf_P11T-XwKlMUUywpYUaWn5RmldfKjZ2TnFyCMDk2LDaL5vOGkE5VGzcWCNOpfJ6ITChFeelhGmgFQTbEM-gHxyp9m8tjTl_hw_Ked_3Z2" alt=""/></figure>



<p>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.&nbsp;<br></p>



<p><em>Crescent Kick &#8211; Shoot ‘Em Up</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/08vrrLHlPEVJixS4PQiGR5q1iPFEVWMtKTUchSUObHnsqpOB5bHjUeWeckQlC_ln3-z7ah1jtO3XB2TWxpRA59Q-LhqDs-3WokLxb7zn4JnvIeCnLdFEuDcVZMsV2P33mfMlN-RB" alt=""/></figure>



<p>	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.<br></p>



<p><em>Shark Cross (Unblockable)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/veEUaEYY6dfcmuVCLZN6AXD_A9-spQaf3uMynUHSAPWn4Diw8wIbBU3ukPtOIShL3NyElmn6C4MxIggnvmvRhW0gdKs7GsTaajthgE4iuiEt-97W9U-GAwjLIdbPUI8yMwSxQmrZ" alt=""/></figure>



<p>	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.</p>



<p><strong>Phase Mechanics</strong></p>



<p>	For each phase, a message warns <strong>“Juna fires a Blinding Flare” </strong>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.</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/zV5j-gMQZjMceDPpvEKY29jRNt42-6qpoyoWnDtgUtZbpkf-rwWScMDe4w1a40r9DpMAuRN-5b5skXqgKl-PTmk1XExVEMS8A1frMSS7h_R1U6To-JISbfl8IH2Oct9zPLG-Y6Dj" alt=""/></figure>



<p>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.<br></p>



<p>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.&nbsp;</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/Vy_h0uMXkqPFdz4CByeRxp6hpfAObT7Gb64bf9x1bwFJKIdfEWXatcq_Pk4Zrv9CeivaTqB-v5r1xCxVek3vH41JI2-TU_DKFH7HF13Ui-_bXyNh1cRfO8nndJvEk9yGne48coip" alt=""/></figure>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p></p>



<p><strong>Final Boss: Yeoharan</strong></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/CZokgn8OpYtR3o9hP_8_fa-iVzzh09QVl2kS-2oPdVO8pUbmLFQun8fR9E5djMoe9i39fWzCMIFesKiqmt5Sm-lBsooOgr_rLK-ow34oKlPGrs4pHy2FugohxfRr4PhHWHPczre_" alt=""/></figure>



<p><strong>HP: 12,200,000</strong><strong><br></strong><strong>Enrage: 7 Minutes</strong><strong><br></strong><strong>Phases:</strong></p>



<p><strong>Turret: 90%, 40%</strong></p>



<p><strong>Sniping: 75%, 25%</strong></p>



<p>Poharan’s self-proclaimed big sis and Captain of the Mewtineers has come to crash the party!<br></p>



<p><strong>Attack Pattern:</strong></p>



<p><strong>100%-76%:</strong></p>



<p>Rapid Fire (Targeted Projectiles) -&gt; Bullet Storm (Circular AoE) -&gt; Triple Shot (Targeted Projectiles) -&gt; Bullet Rain (Semi-circle AoE, Daze on final hit) -&gt; Leap Away + Hauling Anchor (Unblockable Linear AoE, Knockback + Persistent Traveling Object) -&gt; Dash Behind -&gt; Cross Snipe (Unblockable Linear AoE)<br></p>



<p><strong>75%-26%:</strong></p>



<p>Triple Shot -&gt; Cross Snipe -&gt; Bullet Rain -&gt; Dash Behind -&gt; Anklebiter (Semi-circle AoE, Knockdown) -&gt; Rapid Fire or Bullet Storm -&gt; Leap Away + Hauling Anchor -&gt; Dash Behind -&gt; Counter (Knockback on hit) or Root Anchor (Pull + Root)<br></p>



<p><strong>25%-0%:</strong></p>



<p>Cross Snipe -&gt; Giant Mine (Expanding AoE, unblockable) -&gt; Triple Shot -&gt; Rapid Fire -&gt; Leap Away + Hauling Anchor -&gt; Dash Behind -&gt; Counter or Root Anchor -&gt; Bullet Rain -&gt; Dash Behind -&gt; Anklebiter -&gt; Bullet Storm</p>



<p><strong>Attack List</strong></p>



<p><em>Blast Grenade (Unblockable, AoE)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/Hcoc4WHZu69IDrrFeBGbpO2QTgFatUomg7b5-zDztr8ugdMTuE6-NeMSBF0HDMb6y0-DwAZ6zqhY4CdSt-oxkw7snldqz67ghLTvuhdfOMASrVQwre42Rvtss3p0_-hfgTS_l5l6" alt=""/></figure>



<p>	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.<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/7E0wDMX6Lb4KZQun4_gx5q-u3gjASp7RvC9a9tbl19ghrluAtpcfYyy8mzs-Ww4Nb0WSR2Ps8dxf0XNMKNP_c1BA14pUrh1xLq6vozVKeUR0ur-TyMxIKgFUOAvOKECMcDumxLCr" alt=""/></figure>



<p><em>Bullet Storm (Circular AoE, slight pushback, blockable)</em><br></p>



<p>Spins around rapidly firing with five hits of damage and slight pushback on each hit.</p>



<p><em>Bullet Rain (Semi-circle AoE, Daze on final hit, blockable)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/klxYghIvnEwS8mBor33TkwjVx3DVdvmLplY0aHYb2VkVmtPK07xwI0mDXMVMESxH8dC5dFK7i2rF3QMPDb3UDshMxv0qPIY6a_Wd8WEV-kwIPzCX3sgpdnLJ3AMPjCkfnIYlSCLB" alt=""/></figure>



<p>Jumps up and rains bullets in a semi-circle in front of her dealing five hits of damage, just walk through and behind her.<br></p>



<p><em>Cross Snipe (Unblockable, Linear AoEs)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/xIgPu9u2i39hHjZC7hl4Hh4yTW_7tq7YTlPAe4FiG7WWqu_Y-QCsh4OM18v8EIUjYX13cr-5MKBS312e9LnFK4Wb9zqBoRQEHalsfOq7iG0y9BUJLPzATzGS8cxTW7BdArdzHkRh" alt=""/></figure>



<p>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.<br></p>



<p><em>Anklebiter (Semi-circle AoE, Knockdown, blockable)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh3.googleusercontent.com/2gsKALJGDWWtBg2g176CwzSXLeJL7iWld0WytRO4N19XVJkWRZsSshg-LlwExWFkmaxIewkFcClNKcaQUz6OgFC6HhDHrEmkEvb2Hsbr_Gi9RURvGXqFjltgQL8DfeSP0tURsgga" alt=""/></figure>



<p>	Yeo quickly dashes you, winds up and releases a huge frontal swipe, causing knockdown. Just walk through and behind her.<br></p>



<p><em>Hauling Anchor (Unblockable, Persistent)</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/bePcCBPL0ioU-5YbI0f7F0b9qkc__63DzW7g5SJk9e_AYpwCzFuiaR5FC4VgL25Io0sJ9bQuZ1Smg-34wCw_gPXxCmN66J3JuSL_XV0OsEPTHOio9pNtqhoA47hz7QGJoBl6GNeb" alt=""/></figure>



<p>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.<br></p>



<p>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.<br></p>



<p>At 100%-26%, there is only one traveling anchor. At 25%-0%, there are two.<br></p>



<p><em>Counter (Knockback if hit into)</em></p>



<p>	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.<br></p>



<p><em>Root Anchor (Pull + Root)</em></p>



<p><em>	</em>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.<br></p>



<p><strong>Deploy Turret</strong>:</p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/IgASTzFqNOMCgijhUXjjUPA0dUzY6woBmMBLKEor7vLcE5nOmde9isb3Qxls6McwD_QKL2OPzpb1iW523-gA3X6Y7h4WUSMwhvb6aTWtx95WC3R2EUCkurEAiaaZXTK_v61ModFQ" alt=""/></figure>



<p>	A message warns <strong>“Yeoharan deploys Portable Turrets” </strong>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.<br></p>



<p>After deploying the third turret, Yeo dashes behind you immediately and drops a giant mine. It’s a wide, expanding AoE; iframe it.<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/6GYVxbbTQJE0A__lgE7Rv_wrTbNpeQ-GOUhOSROdLhzVrgETNTaI7A_YxTAG_-mh-x7s3Ux12LXLoJruvCaY6-S2ugFMA8W8n2XDURAEcVZGKiXeyc0NPa9QihDceq9mB8v-ab7M" alt=""/></figure>



<p></p>



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<p></p>



<p><strong>Sniping:</strong></p>



<p>Yeo’s turrets will despawn and a message warns <strong>“Yeoharan is sniping from above” </strong>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)<br></p>



<ul class="wp-block-list"><li>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.</li><li>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.</li><li>Saltwhiskers has 373,000 HP and doesn’t attack but simply heals the other two cats.</li></ul>



<p>Take Clawson out first, then Saltwhiskers, then Cutlass.<br></p>



<p>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.<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/iQS8nDOO6VceM-APLyqLCVEMBYjWN7HUKshNRo3frDL80L50qr0ldrFC4oSQmgrQxoyCYRWhFrf4RpfCNXa6UhT8xVi9djsGDpnJXz446flAkM6FHaDF7N2uj-6VS3yQLcxUmULp" alt=""/></figure>



<p>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.<br></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/TWr-cCX7ykkPOv7HyildYMS-HWxvngZ0HPhrSwzrkRHmYpykeqtMvBzri-BsVoCsm3nwl02hjNiuxda61xPpG6YpLsCFgmrytIANYQlqy2v0ET4XlNx4bA8Em1UE1m06J0O9xKyd" alt=""/></figure>



<p>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.</p>



<p></p>



<p></p>



<p><strong>Rewards:</strong></p>



<p><em>Mewtineer’s Coin</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/xvWzbKowrVhkh0n0dXtGN2cXllaA_KGkYKUrcxF7P6pG9CFK5T0UAJCg6MZri2GyLivYkmgqBCwmiN_ix1Aeix2xmbIWDvx2PGVX95RSjEe3jddOEYZGw7MG2U4GcesGKJvqQSlS" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/yrXUtI6dv7PoaHl3n830XlkZ1aBfwiXEj4MHH2EL_XYidckPlRssnmCwOeIyXDk7Q_EITrvMTN89ySBdgc_w7jVue0G3QvLn6aolt7Sk-qKH3vaO-wSZGGJ4_-fJaNwWbQdiafVl" alt=""/></figure>



<p>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.<br></p>



<p><em>Yeoharan Gloves</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/5v1mj1BntdDq122vj9GMNT57FnUtlzz65w_eVTKy3aT5RLoiQMBtnUxz7yLh2Oe24KhSGVxsirfCGn8t6jximYvLQwDQ8rT7poSuXX480zABM-L2Gvv8RCkWlaxDK_UUgW2VNXTL" alt=""/></figure>



<p>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.</p>



<p><em>Navigator Belt</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh4.googleusercontent.com/UC7aHXhfNOGp2rdL_VmH81Qw1tcNhCxJujHzocfeFO33ffxNqclg-qSKorkgDnqUKZK2xMSuq5h2t6FSKKvfVfEnJyPcq0UHeNgEEL0U35oxNZCtnXqdPd3HI1sSmQb_0ZAeTnDh" alt=""/></figure>



<p>This is a breakthrough material used to evolve the Hellion Belt from Drowning Deeps into the Skybreaker Belt.<br></p>



<p><em>Shop</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/GNJQnrwGVksHzaOwAOkPNJRHtuFaoazC46tY_GkQQLD7KLUyXeG_ysFysBvSmk9KbsUlCGI8dZp_GrhJhjD4jkfoP26HilDL-Zth8ukr2pjNpeoEtQeYz1hd00P00RbEF3e3yLgS" alt=""/></figure>



<p>Items are sold by Kangcha at Mushin’s Tower Hall &#8211; First Floor.<br></p>



<p>The Bullet Time and Hat require the 2 minute and 30 second Yeoharan speed kill achievement.</p>



<p></p>



<p></p>



<p><em>Sky Vault Bracelet</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/gJ85E3YtglLwheApjfxzjunUETlSKBTkqYNcfU6B4xH_a_7Y0flpG1IDiSqjT58Euw_TsArC97jEeS6z2eJnAlFHRvG0JP59gNIDKdMfjhvHDQK-3zduT5vxODwNWI8F9t7ZrYr1" alt=""/></figure>



<figure class="wp-block-image"><img decoding="async" src="https://lh6.googleusercontent.com/dbBFtFwliwZ51MFjMTPAMggY1vb44yNdfCvxYihJp9nL37gkO2Rb68kq4InboJ4oODNts-VsU5esBID26H35JxUFUZDLUQ96Qvtf1aDMyCQssfepubXHbQaOicQpoaN18MovyT9W" alt=""/></figure>



<p>The Sky Vault Bracelet is a legendary bracelet that evolves into the PvP Subjugator Bracelet. It has different class-specific effects.<br></p>



<ul class="wp-block-list"><li>Blade Master: Sword Shroud/Winged Protector grants the “Subjugation” buff for 10 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350 at Stages 1-3, 4-6, 7-9, and 10 respectively</li><li>Increases Damage Reduction by 10%/12%/15%/25%</li><li>Increases Defense by 80%/100%/120%/200%</li><li>Adds an Attack Power Bonus to:<ul><li>Honed Slash by 80%/130%/175%260%</li><li>Dragontongue by 60%/110%/150%/220%</li></ul></li></ul></li><li>Kung Fu Master: Tremor grants the “Subjugation” buff for 10 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Adds an Attack Power Bonus to:<ul><li>Flame Comet Strike by 105%/160%320%/520%</li><li>Wind Comet Strike by 80%/120%/240%/400%</li></ul></li></ul></li><li>Force Master: Inferno &#8211; Move 2 grants the “Subjugation” buff for 10 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Adds an Attack Power Bonus to:<ul><li>Dragonchar/Blazing Beam by 100%/150%/300%/500%</li><li>Glacial Beam/Dragonwhorl by 60%/95%/185%/310%</li></ul></li></ul></li><li>Destroyer: Typhoon grants the “Subjugation” buff for 10 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Adds an Attack Power Bonus to Typhoon by 40%/60%/120%/200%</li></ul></li><li>Assassin: Decoy grants the “Subjugation” buff for 4 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Increases Heart Stab attack speed</li><li>Heart Stab refunds 1 focus on critical hit</li><li>Adds an Attack Power Bonus to Heart Stab by 70%/105%/210%/350%</li></ul></li><li>Summoner: Grasping Roots/Strangling Roots grants the “Subjugation” buff for 6 seconds:<ul><li>Increases Debuff Damage by 55/110/175/350</li><li>Adds an Attack Power Bonus to:<ul><li>Rumblebees by 35%/70%/110%/220%</li><li>Sunflower/Super Sunflower by 40%/75%/125%/250%</li></ul></li></ul></li><li>Blade Dancer: Vortex grants the “Subjugation” buff for 6 seconds:<ul><li>Increases Debuff Damage by 24/48/70/80, stacks up to 5 times</li><li>On an enemy that is stunned, dazed, or knocked down; adds an Attack Power Bonus to:<ul><li>Rolling Typhoon by 120%/180%/360%/600%</li><li>First hit of Lightning Flash by 90%/135%/270%/450%</li></ul></li></ul></li><li>Warlock: Repulse/Soul Shackle grants the “Subjugation” buff for 4 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Adds an Attack Power Bonus to:<ul><li>Dragoncall by 70%/110%/220%/360%</li><li>Dragon Helix by 65%/110%/200%/340%</li></ul></li></ul></li><li>Soul Fighter: Displace/Rising Dragon Strike grants the “Subjugation” buff for 4 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Adds an Attack Power Bonus to Windstorm by 80%/120%/240%/380%</li></ul></li><li>Gunslinger: Firefall/Moonshine/Sidewinder grants the “Subjugation” buff for 6 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Adds an Attack Power Bonus to:<ul><li>Quickshot by 60%/90%/180%300%</li><li>Flame Unload by 180%/270%/540%/900%</li><li>First hit of Flame Bullet Storm by 400%/600%/1,200%/2,000%</li><li>First hit of Darkshot by 45%/70%140%/230%</li><li>First hit of Shadow Bullet Storm by 50%/75%/150%/250%</li></ul></li></ul></li><li>Warden: Blade Ward &#8211; Move 2 grants the “Subjugation” buff for 8 seconds:<ul><li>Increases Debuff Damage by 100/200/300/350</li><li>Increases Defense by 30%/50%/70%/100%</li><li>Adds an Attack Power Bonus to:<ul><li>Juggernaut by 420%/700%/980%/1,400%</li><li>Seismic Strike by 540%/900%1,260%/1,800%</li><li>Sever by 540%/900%/1,260%/1,800%</li></ul></li></ul></li></ul>



<p><em>Divine Grace Stone</em></p>



<figure class="wp-block-image"><img decoding="async" src="https://lh5.googleusercontent.com/1bE3KilV1IBnaXCt97aapp839L2VKg31GCn4uAe6IHOT6HB7hqqQGI75rcDjKcobqkJm8gha0eaXNDIJY8P4xpN-6jCxtlHzlQHoyoaZUZCde0sNTtvCYypPjtMb-Tdcqm1IxbOt" alt=""/></figure>



<p>5 of these are needed to combine Soul Badges. Also used to upgrade Mystic Badges.<br></p>
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