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There are many strategies that can be used in [[CrossCode]]. Here are some strategies that can be used on the current [[bosses]] in the game.
This page collects some strategies for fighting [[Bosses]] in CrossCode. While there are many ways to fight enemies in CrossCode, most bosses have special strategies that can be used to defeat them efficiently. This page collects those strategies for easy reference.


== '''[[Training Turret]] Strategy''' ==
''NOTE: This page is currently very outdated and mostly incomplete. Use at your own risk. Or better yet, help update it.
This is technically the first boss battle in the game so as a result it's pretty easy. You don't even have to beat it completely. Its entire purpose is to make sure the player knows how to dash and guard. When the battle starts you want to guard. The turret will first fire a charged ball attack at you and his second move will be a swarm of balls that can only be guarded. Between each of these attacks there are some brief moments where you can attack the turret. While melee attacking does more damage its generally safer just to throw balls at it. Repeat this until it turns on its shield. Now you can't damage him between his attacks since his shield is on. However his shield will eventually overheat if you continue to attack him, and you will be able to land a few hits in. I recommend hitting him with melee since that does more damage and it shows you when hes going to come out of overheating. Do this until the turret has about 25% health and the boss battle should be over.  


== '''[[Cargo Crab]] Strategy''' ==
== Main Plot Bosses ==
This is the first real boss battle in the game. It can be a bit hard on your first try but you should be able to master this boss pretty quickly. Don't bother with attacking the boss until his weak point is shown. All attacks that are not on the weak point do no damage. The boss will start with hitting his fist onto the ground, creating a shockwave that will chase after you. This can be pretty hard to dodge if you are trying to manage with his other attacks at the same time but just use dash and you should be able to dodge it. Remember, you can only use dash 3 times in a row! Running out of dash here can cause serious damage. Another attack he may use is a swarm of bubbles that fill the whole are and move towards you. There isn't really anywhere to dodge to here, so shield when this happens to keep from taking damage. Eventually he will begin jumping about. The lower his health is, the faster he jumps so be careful since he can jump pretty fast in the final stage of the boss. At some point he will jump really high and that container on his head will smash down on him, making the crab unable to move for a short while. The container opens up and now their should be a way to run on top of it and hit the crystal. The crystal is the only way of damaging the crab. Make sure you run up here and hit it with melee as fast as possible! If you're too slow the boss will get up again and you will have to wait it out until you can get back on the crystal. Watch for blue sparkles around the crystal because these mean the boss is about to wake up and when he does, he'll blast you if you're still standing on top of him. When you hit the crystal enough times you will break the boss through one of his stages. Every time you do this, you get some HP so it's a good way to heal. Keep repeating this until the boss is defeated.


== '''[[Turret Boss]] Strategy''' ==
=== [[Huge Hostile Crab]] Strategy ===
This boss is very similar to the Training Turret, and during the first part of the fight, you can use the same strategy. Once he reaches the second stage, he will start using a move where everything goes dark and he sweeps across the arena with bullets. You can shield through this attack, or hit one of the switches to raise a block to hide behind, but don't try to dodge it as it is very damaging if it hits you. In the third stage, he has a shield as well, and you have to shoot him in the back to break it. There are bounce blocks behind him so you can do this, but aim carefully or you'll waste your shot. He also shows his back briefly when charging his big attack, and you can hit him then if you're quick.
This is the first real boss battle in the game. It can be a bit hard on your first try but you should be able to master this boss pretty quickly. Don't bother with attacking the boss until its weak point is shown. All attacks that are not on the weak point do no damage.


== '''[[Blue Hedgehag]] Strategy''' ==
The crab will start hitting its claw onto the ground, creating a shockwave that will chase after you. To avoid this attack, run away from it until the shockwaves disappear.
When you start fighting this boss, there will probably be a crowd of weaker [[hedgehag]]s around him. Try to hit them with combat arts to thin out the crowd, and run away if the blue hedgehag starts to attack. He does two rolling attacks where other hedgehags do one, but these can be avoided by dodging sideways. His jumping attack is very dangerous as it is much longer and more powerful than the ones used by other hedgehags. Start running right when you see him starting the attack so you can get out of range. Once you kill the weaker hedgehags, start attacking him. He has really high health so this could take a while, but keep hitting him and he'll die eventually. Be careful not to hit other hedgehags when doing this, because they can respawn around you if this fight takes a really long time.
If you are in front of the crab, it may release a swarm of bubbles that will home in on you. Use your shield to minimize the damage taken from this attack.


== '''[[Upgraded Cargo Crab]] Strategy''' ==
Eventually the crab will begin jumping about. The lower its health is, the faster it jumps so be careful since it can jump pretty fast at the final stage of the battle. At some point it will jump so high that the crate on its head will crash down on it, stunning the crab for a short while. The crate also opens up, revealing a crystal; this is the boss' weak point. Run up to it and hit it with melee attacks as fast as possible! When blue sparkles start to appear around the crystal, get off the crab or else you will be blasted off.
This fight is basically the same as the one against the Cargo Crab, so you can use the same strategy you used there.
 
Once you have hit the crystal enough times you will break the boss through one of its stages. Every time you do this, you will be healed by a percentage of your max HP. Keep repeating this until the boss is defeated.
 
=== [[Rhombus Heavy Turret 2.0]] Strategy ===
This boss is very similar to the 1.0 version on the Cargo Ship, and you can use the same strategy for the first part of the fight.
 
Once the turret reaches its second stage, it will start using an attack where it sweeps across the arena with bullets. You can shield through this attack or hit one of the switches to raise a block to hide behind. Don't try to dash through the stream as it is very damaging if it hits you.
 
In its third stage, the turret generates a frontal shield. Shoot it in the back to break it. There are bounce blocks behind the turret so that you can do this, but aim carefully or you'll waste your shot. The turret also disables its shield while using its sweeping attack, so you can hit it then if you're quick enough.
 
=== [[Apollo#First duel|Apollo (First Duel)]] Strategy ===
Apollo is a skillful Spheromancer with the same abilities as you. He throws VRPs, melees you with a chakram and even uses Combat Arts.
 
He will dash to dodge your attacks, but it is possible to deal some damage to him between his own attacks. He will also become exhausted after using a Combat Art, flashing red while being unable to dodge your attacks. Alternatively, you can stun Apollo by perfect guarding against a melee attack; be ready to guard when he runs up to you.
 
=== [[Infected Digmo]] Strategy ===
Like the other digmos you have fought in the Temple Mine, the Infected Digmo is vulnerable to attacks from behind. Fire your shots through a heat orb to stun the boss.
 
=== [[X01 Driller H.F.S.]] Strategy ===
At this point you have acquired the heat element. One of the ways you have used it is to ignite bombs and send them flying.
 
For this boss fight, activate Heat Mode when the driller steps back to deploys bombs onto the ground. Then launch the bombs into its core to expose the boss' weak point and briefly stun it. But wait until the boss finishes walking back. Otherwise, you won't be able to safely melee away at its unprotected core. Once the shield is repaired, turn off Heat Mode to cooldown your elemental load and avoid taking increased damage from the driller's cold-based attacks.
 
To avoid the boss' cold and heat sweeping attacks, stand near the edge of the arena.
 
=== [[Ti'im]] Strategy ===
The process of defeating this red sand worm is the same as the other worms, [[Tim]]s: overheat it with heat attacks then hit it with non-heat melee attacks. However, you and [[C'tron]] have to defeat the Tims first to make platforms appear so that you can climb up to the same height as the boss to hit it. Be wary of the Ti'im's attacks as you ascend, because they can knock you down if you get hit.
 
After the middle HP break, you and C'tron will have to climb higher to reach the Ti'im again.
 
=== [[Apollo#Second duel|Apollo (Second Duel)]] Strategy ===
Apollo now has the heat element and more Combat Arts. He uses a "secret strategy" where he plants four mines in succession. He can also use Bullet Inferno, a level two neutral art that is difficult to avoid or defend against. Both of these moves leave Apollo exhausted.
 
=== [[Pinzo'jrahrrrn]] Strategy ===
This fight is difficult, even at level 27. The ground is quicksand and you have to stand on platforms in a circle. By the time you encounter this antlion, you have learned that bursting bubbles with fire can stun enemies. Hit the boss with two bubbles to stun it. The quicksand will solidify, allowing you to easily melee away at the antlion's abdomen. Once the boss falls to half health, it gains a new attack and four of the platforms will be destroyed.
 
The antlion launches boulders at you, much like the Tim's attacks. Just keep moving, and you'll be fine. While in its break state, the antlion launches molten boulders which after landing, roll after you. The best method to avoid them is to run around the boss, as they cannot turn.
In its second phase, the boss attacks you with its scythe-like claws while underground. There's nothing you can do here to hurt the boss, so just keep running and dashing between platforms.
 
=== [[Master Magmoth]] Strategy ===
Master Magmoth must be hit in the head with cold-based attacks to become vulnerable. But unlike stunning the Padamoths or Darth Moths you have fought in the Faj'ro Temple, you don't need to charge up your ice shots. All of the boss' attacks are heat-based, meaning that they will deal extra damage to you if you're in Cold Mode. You can consume Bergen Ice Cream to partially offset this.
 
At first, the moth can use four different attacks: a slow-moving fire tornado, a flame charge, a large fireball, and a barrage of smaller fireballs. Once its HP drops to 2/3, it uses a fifth attack where it tracks you with a laser beam, similar to a Darth Moth. This is the boss' only attack that actively tries to home in on you.
 
To damage Master Magmoth, shoot cold VRPs at its head through the pipe in the middle. Each cold hit fills the moth's break meter and once full, it will fall onto a platform. While resting, it will try to heal; melee away at its head before it can restore HP. For maximum damage, cast Frozen Star when its HP is almost down to a breakpoint.
 
=== [[Hologram Frobbit]] Strategy ===
This boss tests your skills with the heat and cold elements. The Hologram Frobbit starts in Cold Mode and uses only cold attacks. You and your allies [[Emilie]] and C'tron have to use the opposite element to damage the frobbit. After taking enough damage, the frobbit will switch to Heat Mode and use heat-based attacks instead. Be careful when you activate heat/cold mode, since you become weak to attacks of the opposite element.
 
=== [[Big Pillar]] Strategy ===
Multiple big pillars are fought during your first team raid in [[Autumn's Fall]]. The only way to damage the pillars is to defeat the two baby pillars of the same color (referred to as "blocks" by the competitors) that are instructed.
 
=== [[Designer#First fight|Blue Avatar]] Strategy ===
It is impossible to defeat the Blue Avatar at this point in the game. You are guaranteed and required to lose this battle to advance the game's plot.
But if you want to get his health down as low as possible before the battle ends, this section is for you.
 
The Blue Avatar surrounds himself in either a cold or heat shield which can only be broken with attacks of the opposite element. Breaking the shield also stuns the Blue Avatar in place, open to your attacks. For every 1/16 of his HP you deplete, he will smash the ground twice to attack you and a third time to destroy a chunk of the arena. His attack pattern then changes.
 
=== [[Apollo#Third duel|Apollo (Third Duel)]] Strategy ===
You and Apollo now have the heat and cold elements. Both of you also have access to Level 2 heat and cold Combat Arts.
 
The most significant change to Apollo in this duel is guard arts. He can now use Recoil Trumpet or Frozen Stance to counter your melee attacks, leaving you vulnerable to a devastating Blizzard Hawk. In addition, if you activate a guard art too early when Apollo is about to do a melee combo, he will back off to avoid your trap.
 
=== [[Plasma Phantom]] Strategy ===
 
=== [[Sir Blobus Starnikus]] Strategy ===
See strategies section under [[Sir Blobus Starnikus|S'''ir Blobus Starnikus''']]
 
=== [[Son of the East]] Strategy ===
 
=== Son of the East and [[Ancient Guardian]] Strategy ===
 
=== [[Twilight Master]] Strategy ===
 
=== [[Shizuka]] Strategy ===
Unlike the duels against Apollo, you only need to defeat Shizuka once for a trophy.
Shizuka uses all four elements and Level 3 Combat Arts. She also regenerates HP overtime while in Wave Mode.
 
=== [[Final Turret IX]] Strategy ===
 
=== [[Designer#Second fight|Designer]] Strategy ===
 
When he is knocked down, your best attacks are Level 3 Combat Arts of whichever element he is currently weak to.
 
* Ragnarök is much less effective than Vermilion Echo since the boss cannot be lifted by the Fire Whirls.
 
* Eternal Winter is by far the most damaging cold art against him.
 
* All of the Level 3 shock arts are effective, but the Level 2 melee art Battery Assault might be more effective than Song of Storms.
 
* Wave Motion Beam may be preferred over Eternal Snipe, because there are no walls to increase its damage output.
 
=== [[The Creator]] Strategy ===
 
==Sidequest Bosses==
 
=== [[Blue Hedgehag]] Strategy ===
Thanks to a recent game update, this fight is much easier. After defeating all [[Hedgehag]]s in the area, he'll spawn. Once you get closer, a laser wall will appear so you can't escape. The [[Blue Hedgehag]] has two attacks: one where he rolls twice, and one where he bounces twice. The best methods to avoid him is to wait till he is coming at you(Not prepping the attack) and dashing at the last second. Also bringing Emilie with you slightly throws off his targeting and he'll sometimes attack between you both instead of attacking either of you.
 
=== [[Hillkat Bandleader]] Strategy ===
Keep your distance and wait for an opening.
 
=== [[Meister Karotto]] Strategy ===
 
=== [[Peng King Dakara]] Strategy ===
 
=== [[Guard Billston]] Strategy ===
 
=== [[Cursed Sharkster]] Strategy ===
 
=== [[Blazehoof]] Strategy ===
 
=== [[Henry]] Strategy ===
 
=== [[DON'T USE THIS]] Strategy ===
 
__NEWSECTIONLINK__

Latest revision as of 03:08, 12 September 2022

This page collects some strategies for fighting Bosses in CrossCode. While there are many ways to fight enemies in CrossCode, most bosses have special strategies that can be used to defeat them efficiently. This page collects those strategies for easy reference.

NOTE: This page is currently very outdated and mostly incomplete. Use at your own risk. Or better yet, help update it.

Main Plot Bosses

Huge Hostile Crab Strategy

This is the first real boss battle in the game. It can be a bit hard on your first try but you should be able to master this boss pretty quickly. Don't bother with attacking the boss until its weak point is shown. All attacks that are not on the weak point do no damage.

The crab will start hitting its claw onto the ground, creating a shockwave that will chase after you. To avoid this attack, run away from it until the shockwaves disappear. If you are in front of the crab, it may release a swarm of bubbles that will home in on you. Use your shield to minimize the damage taken from this attack.

Eventually the crab will begin jumping about. The lower its health is, the faster it jumps so be careful since it can jump pretty fast at the final stage of the battle. At some point it will jump so high that the crate on its head will crash down on it, stunning the crab for a short while. The crate also opens up, revealing a crystal; this is the boss' weak point. Run up to it and hit it with melee attacks as fast as possible! When blue sparkles start to appear around the crystal, get off the crab or else you will be blasted off.

Once you have hit the crystal enough times you will break the boss through one of its stages. Every time you do this, you will be healed by a percentage of your max HP. Keep repeating this until the boss is defeated.

Rhombus Heavy Turret 2.0 Strategy

This boss is very similar to the 1.0 version on the Cargo Ship, and you can use the same strategy for the first part of the fight.

Once the turret reaches its second stage, it will start using an attack where it sweeps across the arena with bullets. You can shield through this attack or hit one of the switches to raise a block to hide behind. Don't try to dash through the stream as it is very damaging if it hits you.

In its third stage, the turret generates a frontal shield. Shoot it in the back to break it. There are bounce blocks behind the turret so that you can do this, but aim carefully or you'll waste your shot. The turret also disables its shield while using its sweeping attack, so you can hit it then if you're quick enough.

Apollo (First Duel) Strategy

Apollo is a skillful Spheromancer with the same abilities as you. He throws VRPs, melees you with a chakram and even uses Combat Arts.

He will dash to dodge your attacks, but it is possible to deal some damage to him between his own attacks. He will also become exhausted after using a Combat Art, flashing red while being unable to dodge your attacks. Alternatively, you can stun Apollo by perfect guarding against a melee attack; be ready to guard when he runs up to you.

Infected Digmo Strategy

Like the other digmos you have fought in the Temple Mine, the Infected Digmo is vulnerable to attacks from behind. Fire your shots through a heat orb to stun the boss.

X01 Driller H.F.S. Strategy

At this point you have acquired the heat element. One of the ways you have used it is to ignite bombs and send them flying.

For this boss fight, activate Heat Mode when the driller steps back to deploys bombs onto the ground. Then launch the bombs into its core to expose the boss' weak point and briefly stun it. But wait until the boss finishes walking back. Otherwise, you won't be able to safely melee away at its unprotected core. Once the shield is repaired, turn off Heat Mode to cooldown your elemental load and avoid taking increased damage from the driller's cold-based attacks.

To avoid the boss' cold and heat sweeping attacks, stand near the edge of the arena.

Ti'im Strategy

The process of defeating this red sand worm is the same as the other worms, Tims: overheat it with heat attacks then hit it with non-heat melee attacks. However, you and C'tron have to defeat the Tims first to make platforms appear so that you can climb up to the same height as the boss to hit it. Be wary of the Ti'im's attacks as you ascend, because they can knock you down if you get hit.

After the middle HP break, you and C'tron will have to climb higher to reach the Ti'im again.

Apollo (Second Duel) Strategy

Apollo now has the heat element and more Combat Arts. He uses a "secret strategy" where he plants four mines in succession. He can also use Bullet Inferno, a level two neutral art that is difficult to avoid or defend against. Both of these moves leave Apollo exhausted.

Pinzo'jrahrrrn Strategy

This fight is difficult, even at level 27. The ground is quicksand and you have to stand on platforms in a circle. By the time you encounter this antlion, you have learned that bursting bubbles with fire can stun enemies. Hit the boss with two bubbles to stun it. The quicksand will solidify, allowing you to easily melee away at the antlion's abdomen. Once the boss falls to half health, it gains a new attack and four of the platforms will be destroyed.

The antlion launches boulders at you, much like the Tim's attacks. Just keep moving, and you'll be fine. While in its break state, the antlion launches molten boulders which after landing, roll after you. The best method to avoid them is to run around the boss, as they cannot turn. In its second phase, the boss attacks you with its scythe-like claws while underground. There's nothing you can do here to hurt the boss, so just keep running and dashing between platforms.

Master Magmoth Strategy

Master Magmoth must be hit in the head with cold-based attacks to become vulnerable. But unlike stunning the Padamoths or Darth Moths you have fought in the Faj'ro Temple, you don't need to charge up your ice shots. All of the boss' attacks are heat-based, meaning that they will deal extra damage to you if you're in Cold Mode. You can consume Bergen Ice Cream to partially offset this.

At first, the moth can use four different attacks: a slow-moving fire tornado, a flame charge, a large fireball, and a barrage of smaller fireballs. Once its HP drops to 2/3, it uses a fifth attack where it tracks you with a laser beam, similar to a Darth Moth. This is the boss' only attack that actively tries to home in on you.

To damage Master Magmoth, shoot cold VRPs at its head through the pipe in the middle. Each cold hit fills the moth's break meter and once full, it will fall onto a platform. While resting, it will try to heal; melee away at its head before it can restore HP. For maximum damage, cast Frozen Star when its HP is almost down to a breakpoint.

Hologram Frobbit Strategy

This boss tests your skills with the heat and cold elements. The Hologram Frobbit starts in Cold Mode and uses only cold attacks. You and your allies Emilie and C'tron have to use the opposite element to damage the frobbit. After taking enough damage, the frobbit will switch to Heat Mode and use heat-based attacks instead. Be careful when you activate heat/cold mode, since you become weak to attacks of the opposite element.

Big Pillar Strategy

Multiple big pillars are fought during your first team raid in Autumn's Fall. The only way to damage the pillars is to defeat the two baby pillars of the same color (referred to as "blocks" by the competitors) that are instructed.

Blue Avatar Strategy

It is impossible to defeat the Blue Avatar at this point in the game. You are guaranteed and required to lose this battle to advance the game's plot. But if you want to get his health down as low as possible before the battle ends, this section is for you.

The Blue Avatar surrounds himself in either a cold or heat shield which can only be broken with attacks of the opposite element. Breaking the shield also stuns the Blue Avatar in place, open to your attacks. For every 1/16 of his HP you deplete, he will smash the ground twice to attack you and a third time to destroy a chunk of the arena. His attack pattern then changes.

Apollo (Third Duel) Strategy

You and Apollo now have the heat and cold elements. Both of you also have access to Level 2 heat and cold Combat Arts.

The most significant change to Apollo in this duel is guard arts. He can now use Recoil Trumpet or Frozen Stance to counter your melee attacks, leaving you vulnerable to a devastating Blizzard Hawk. In addition, if you activate a guard art too early when Apollo is about to do a melee combo, he will back off to avoid your trap.

Plasma Phantom Strategy

Sir Blobus Starnikus Strategy

See strategies section under Sir Blobus Starnikus

Son of the East Strategy

Son of the East and Ancient Guardian Strategy

Twilight Master Strategy

Shizuka Strategy

Unlike the duels against Apollo, you only need to defeat Shizuka once for a trophy. Shizuka uses all four elements and Level 3 Combat Arts. She also regenerates HP overtime while in Wave Mode.

Final Turret IX Strategy

Designer Strategy

When he is knocked down, your best attacks are Level 3 Combat Arts of whichever element he is currently weak to.

  • Ragnarök is much less effective than Vermilion Echo since the boss cannot be lifted by the Fire Whirls.
  • Eternal Winter is by far the most damaging cold art against him.
  • All of the Level 3 shock arts are effective, but the Level 2 melee art Battery Assault might be more effective than Song of Storms.
  • Wave Motion Beam may be preferred over Eternal Snipe, because there are no walls to increase its damage output.

The Creator Strategy

Sidequest Bosses

Blue Hedgehag Strategy

Thanks to a recent game update, this fight is much easier. After defeating all Hedgehags in the area, he'll spawn. Once you get closer, a laser wall will appear so you can't escape. The Blue Hedgehag has two attacks: one where he rolls twice, and one where he bounces twice. The best methods to avoid him is to wait till he is coming at you(Not prepping the attack) and dashing at the last second. Also bringing Emilie with you slightly throws off his targeting and he'll sometimes attack between you both instead of attacking either of you.

Hillkat Bandleader Strategy

Keep your distance and wait for an opening.

Meister Karotto Strategy

Peng King Dakara Strategy

Guard Billston Strategy

Cursed Sharkster Strategy

Blazehoof Strategy

Henry Strategy

DON'T USE THIS Strategy