Tactical Strategies
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 deal increased damage to them, and 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NOTE: This page is currently very outdated and mostly incomplete.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 the third stage, the turret has a shield as well, and you have to shoot it 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. The turret also disables its shield while using its big 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 deploys bombs onto the ground. Then launch the bombs into its core to expose the boss' weak point and briefly stun it. 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 its ice and fire carpeting 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 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 each 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 will have learned that you can ignite bubbles to stun enemies with the burst. Hit the boss with two bubbles to stun it. The quicksand will solidify and you can run up and attack it. Once the boss falls to half health, it gain a new attack, and four of the platforms will get destroyed.
In phase one, the antlion launches boulders at you, much like the Tim's attacks. Just keep moving, and you'll be fine. When you get break, he launches the molten boulders and after landing, they'll roll after you. The best method to avoiding them is to run around the boss, as they can't turn. Its second phase attack consists of swiping 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 in a circle on the platforms. After a bit, it'll continue the phase 1 attack, so you can resume as normal.
Master Magmoth Strategy
The Master Magmoth has 4 attacks that get incrementally stronger, as well as a fifth attack upon entering phase 2. Its primary attack is a dash while engulfed in flames. It will flash red before doing said attack, so you can prepare. The best strategy to avoiding this, is to go to the corner of the opposite side, and dashing to the opposite corner once he strikes. Ex: He's on the left side, so you go to the upper right corner, and dash to the lower right corner. He can't turn while dashing so you'll be fine. His second attack is launching an energy ball at you, you can try to dodge, but it doesn't do much damage, so you need not worry. His 3rd attack is shooting a bunch of fireballs at you. You can dash to avoid these, or block WHILE IN HEAT MODE. You'll take more damage if you're in cold, but you take less while in heat. His 4th attack is a fire tornado, which is easily avoidable because it's so slow. To damage him, you have to shoot cold VRP's at him using the pipe in the middle. every hit will fill his break meter, and once full, he'll fall and you can attack him. MAKE SURE TO HIT THE HEAD. It's the only place where he takes damage. Once he enter's phase two his attacks get slightly stronger. He now dashes twice, but you'll have enough time between to dash again. In his 5th attack, he goes to the front and charges a beam, similar to Darth Moth's attacks. After charging, he shoots the beam all over he platform. The best way to avoid damage here is to guard in heat mode. Once his bar fills, he goes down on the platform next to you. You have to freeze the bubbles that get shot at you, so you can cross the lava. He has a meter in phase 2 and 3, that you have to fill while he's down, then you can continue you attack. Not much changes in phase 3, he just gets another dash, and his laser beam is stronger.
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 Emile and C'tron have to use the opposite element (heat) to damage the frobbit. But be careful when you activate heat mode, since you become weak to cold. After taking enough damage, the frobbit will switch to Heat Mode and use heat-based attacks instead.
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. ...
Apollo (Third Duel) Strategy
You and Apollo now have the beat 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
Final Quad Turrets Strategy
Final Boss 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.