Clan Boss (Demon Lord)
A damage race against a boss that cannot be controlled. Debuffs that tick, debuffs that reduce his damage, and a way to survive his AoE.
Reading your account…
Bring
PoisoncoreThe bulk of most teams' damage.
HP BurncoreBig ticks every turn.
Decrease ATKcoreHalves the damage the team takes.
Decrease DEFcoreMultiplies every hit and tick.
WeakencoreMultiplies every hit and tick.
UnkillableusefulThe basis of every unkillable comp.
Block DamageusefulAlternative survival tool for tuned comps.
CounterattackusefulFree extra hits and debuff chances.
Ally ProtectionusefulSpreads his single-target hits.
- Healuseful
Sustain in non-unkillable teams.
- Reviveuseful
Insurance for the stun target.
Avoid
- Decrease SPD or Turn Meter effects on the boss: they break speed tunes.
- Stun, Freeze, Sleep, Provoke: he is immune.
Stats
- Speed tuned to a known pattern
- ACC 200+ for Nightmare, 230+ for Ultra-Nightmare
- HP and DEF to survive the stun turn
Notes
- Use a speed tune checker before changing any speed on the team.
What Clan Boss (Demon Lord) does
Skill text straight from the game client. Numbers are the base difficulty; higher stages scale them up.
- Crushing ForceBasic
Attacks 1 enemy. Places a [Stun] debuff for 1 turn. This debuff cannot be resisted. Damage inflicted is proportional to enemy MAX HP.
- Swirling DarknessCooldown 3
Attacks all enemies 2 times. Places a 25% [Decrease ACC] debuff for 2 turns.
- Crash ThroughCooldown 3
Attacks all enemies 4 times. Places a 25% [Increase ATK] buff on the Demon for 2 turns.
- Infernal Resilience [P]Passive
Decreases the damage the Demon Lord receives from [HP Burn] and [Poison] debuffs, as well as Skills that inflict damage based on enemy MAX HP. Immune to [Stun], [Freeze], [Sleep], and [Decrease SPD] debuffs, as well as MAX HP destruction effects, Turn Meter reduction effects, and HP exchange effects.
- Gathering Fury [P]Passive
Starting from the 10th turn, the damage inflicted by all Skills increases each Turn. Damage increases by the same percentage each Turn, and accumulates over multiple Turns. Starting from the 20th Turn, damage is increased by a greater amount. Starting from the 50th Turn, all attacks will ignore any Block Damage and Unkillable buffs on each target.
- Almighty Immunity [P]Passive
Immune to [Stun], [Freeze], [Sleep], [Provoke], [Block Active Skills], [Block Passive Skills], [Fear], [True Fear], [Petrification], [Berserk], [Enfeeble], [Nullify], [Ensnare], [Fatigue], and [Hunter's Gaze] debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
- Unfaltering Speed [P]Passive
Immune to [Decrease SPD] debuffs and Turn Meter reduction effects.
Speed tune and comps
Check a speed tune before you touch a single piece of gear, and see which known unkillable comps your roster can already field.
Speed tune checker
Enter final in-battle speeds: base plus gear, sets, masteries, Great Hall and aura. Turn-meter skills are not simulated; this checks the underlying tune.
Within 1 speed of each other: Champion 1 and Champion 2; Champion 2 and Champion 3; Champion 3 and Champion 4; Champion 4 and Champion 5. A speed buff or aura flips these.
| Boss turn | Who acts before it |
|---|---|
| 1 | (nobody) |
| 2 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 3 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 4 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 5 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 6 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 7 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 8 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 9 | Champion 5 → Champion 4 → Champion 3 → Champion 2 → Champion 1 |
| 10 | Champion 5 → Champion 4 → Champion 3 → Champion 2 |
| 11 | Champion 1 → Champion 5 → Champion 4 → Champion 3 |
| 12 | Champion 2 → Champion 1 → Champion 5 |
Comps you can build
Connect your account to see which of these you already own the champions for.
Sir Nicholas Unkillable
verifySir Nicholas's A3 places Unkillable and a 15% Continuous Heal on all allies for 2 turns, on a cooldown of 6 that books bring to 4. Pair him with a cooldown reset and damage.
Pattern: Tuned so his A3 is up on every boss turn
Needs: Sir Nicholas
Demytha Block Damage
verifyDemytha's team-wide Block Damage on a short cooldown, kept every boss turn with a cooldown-reduction partner such as Pain Keeper.
Pattern: Demytha at 1:1 with Block Damage up on every boss turn
Needs: Demytha
Maneater + Pain Keeper Unkillable
Maneater's A3 keeps the whole team unkillable for 2 turns; Pain Keeper's A3 takes a turn off every ally cooldown so it comes round in time. Fill the other three slots with damage dealers who also want speed.
Pattern: Maneater at 2:1, Pain Keeper at 1:1, damage dealers at 1:1 or 2:1
Needs: Maneater, Pain Keeper
Double Maneater Unkillable
Two Maneaters alternate their unkillable buff so every boss hit lands on an immortal team. Books on Maneater's A3 are mandatory.
Pattern: Both Maneaters at 2:1, offset so their unkillables alternate
Needs: Maneater, Maneater
Roshcard + Warcaster Block Damage
verifyBlock Damage from two sources covers every boss turn without needing Maneater. Cheaper to book than most unkillable comps.
Pattern: Both at 1:1 with alternating Block Damage
Needs: Roshcard the Tower, Warcaster
Exact speeds for these tunes depend on books and turn-meter skills; use the checker above to confirm turn order once you have candidate speeds.