Turn Shadowbeak's four Ice attacks neutral with Dragon and Fire carries, then feed the active pal up to 150% Attack and Defense.
Victor and Shadowbeak on Hard is a typing exam disguised as a damage race: level 80, 570,000 HP, five minutes on the clock, and a move list built to punish the counter most players bring. Shadowbeak is Dark and weak to Dragon, so the reflex is a pure Dragon party, and that reflex is what its four Ice attacks are there for, because Ice is super effective into Dragon. This party keeps the Dragon offense the weakness demands and takes the Ice on a Fire secondary instead. Eidrolon Ignis and Blazamut Ryu are both Dragon and Fire, which turns incoming Ice neutral: a defensive typing decision that costs no damage. Behind them, Blazamut Ryu adds 25% to 40% Dragon damage on weakness hits, Jormuntide Ignis adds 50% to 65% against a burning target, Orserk feeds the active pal up to 150% Attack and Defense off your bullets, and Silvegis cuts shield damage by up to 80%. Each multiplier carries its own condition, and the playbook below keeps all of them true at once.
Core slots load at rank 1; use the open slots and rank controls to adapt the party.
5Party members
7Effects surfaced
5Max partner rank
1.0Dataset synced
// 01
The encounter
Victor and Shadowbeak, Hard Mode
The final tower on Hard is a pace check wearing a Dark type. Level 80 and 570,000 HP inside five minutes asks for 1,900 damage a second, sustained, from a party that is also dodging three 600-power attacks. Runs die two ways: to the timer, from a carry that spent the fight recalled, or to Ice, from a party built pure Dragon because the weakness said so. The launch-build bug where the boss vanished after a teleport was fixed in the July 29, 2026 v1.0.2 patch, and this page is checked against our v1.0.3 catalog.
Target encounter
Victor and Shadowbeak, Hard Mode
Level
80
HP
570,000
the hard tower runs a 100 HP rate against normal mode's 28
Elements
Dark
Weakness
Dragon
Time limit
5:00
1,900 damage a second, sustained
Ice attacks
4 of 9
the coverage that punishes pure Dragon parties
Unique mechanic
Summons a clone at low HP
The 1,900-a-second check570,000 HP in 300 seconds is 1,900 damage a second on average, recall downtime included. No single layer passes that. The build holds four at once, each with its own condition: Blazamut Ryu pays on weakness hits, Jormuntide Ignis pays while Burn is up, Orserk pays while bullets land, and Eidrolon Ignis brings its own 24%. The playbook exists to keep every condition true at the same time.
Ice coverage aimed at the obvious counterShadowbeak is weak to Dragon and carries four Ice attacks, and Ice is super effective into Dragon: the set exists to punish exactly the party the weakness invites. Dragon and Fire dual types break the trap, because the Fire half takes the Ice at neutral while the Dragon half keeps hitting the weakness. This is a defensive typing decision, not a damage one, and it is the most load-bearing choice in the comp.
The low-HP cloneNear the end of its bar the boss summons a duplicate, and damage into the clone does not advance the real health bar. It arrives exactly when the timer is least forgiving, so a carry left on autopilot dumps its long cooldowns into a copy. The real target is the one bound to the boss bar at the top of the screen; re-mark it with Attack That Enemy the moment the copy spawns.
// 02
The lineup
5 core members
Every slot has a job. The cards below show the exact synergy, its rank range, who it affects, and a mapped route to recruiting that pal.
Gains 2% to 6% Attack and Movement Speed for each other Dragon or Fire pal in the party. All four teammates qualify, so a rank 5 copy fights with 24% more Attack, and its Fire half takes Shadowbeak's Ice at neutral instead of super effective.
Attack per Dragon or Fire ally2% →6%This pal
Movement Speed per Dragon or Fire ally2% →6%This pal
Recruitment route
Catch it in the wild. Only spawns on the World Tree region.
Raises Dragon damage from you and your pals by 25% to 40% when the hit lands on an elemental weakness. Shadowbeak is weak to Dragon, so it pays on every Dragon cast, and the same Dragon and Fire typing makes it a safe second carry.
Dragon Damage on Weakness Hits25% →40%You and palUnique effect · does not stack
Recruitment route
Summon it at a Summoning Altar. Blazamut Ryu is a raid boss: build a Summoning Altar, use its slab, and beat the summon. Mapped tiers run at level 55 and level 80.
Raises player and pal damage against Burning enemies by 50% to 65%. Burn here is a switch, not a damage source: every recommended carry skill applies it, and the multiplier is dead in any second Shadowbeak is not burning.
Damage to Burning Enemies50% →65%You and palUnique effect · does not stack
Recruitment route
Catch it in the wild. Spawns at levels 66 to 67 across 21 points on the main island.
Every bullet you land gives the active pal 1% to 5% Attack and Defense for 5 seconds, stacking to 30. At rank 5 that tops out at 150%, which is why the Drone Launcher stays in your hands instead of a bigger gun.
Attack and Defense per Bullet Hit1% →5%Active palUnique effect · does not stack
Recruitment route
Catch it in the wild. Only spawns on the World Tree region.
Cuts shield damage by 65% to 80% and shield-regeneration delay by 30% to 60%. You spend five minutes inside laser lanes and vortex clusters holding a launcher, and your shield is the health bar that decides whether that is sustainable.
Shield Regeneration Delay Reduction30% →60%YouUnique effect · does not stack
Shield Damage Reduction65% →80%YouUnique effect · does not stack
Recruitment route
Start with the mapped field-boss encounter. The lowest mapped encounter is level 62.
TipThe short version
Deploy Eidrolon Ignis, mark the boss with Attack That Enemy, and put a Megaboost Gun round into the carry. Hold the Drone Launcher until 30 Orserk stacks are live, then run the Plasma Rifle with drone refreshes woven in so the five-second stacks never lapse. Keep Shadowbeak burning through the carry's Dragon skills, recall through Divine Disaster II, Diamond Rain and Blizzard Spike, and when the clone appears late, re-mark the real boss and ignore the copy.
// 03
Condensation scaling
Rank 1 → Rank 5
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
Pal / role
Partner effect
Affects
Rank 1
Rank 5
Eidrolon IgnisPrimary Dragon carry
Attack per Dragon or Fire ally
This pal
2%
6%
Eidrolon IgnisPrimary Dragon carry
Movement Speed per Dragon or Fire ally
This pal
2%
6%
Blazamut RyuAmplifier and backup carry
Dragon Damage on Weakness HitsUnique
You and pal
25%
40%
Jormuntide IgnisBurn amplifier
Damage to Burning EnemiesUnique
You and pal
50%
65%
OrserkStack engine
Attack and Defense per Bullet HitUnique
Active pal
1%
5%
SilvegisShield mitigation
Shield Regeneration Delay ReductionUnique
You
30%
60%
SilvegisShield mitigation
Shield Damage ReductionUnique
You
65%
80%
Values verified against current partner-skill rank curves
// 04
Passives to implant
5 core · 5 total
Two jobs, one spread each. The carries take a damage kit with one defensive anchor, and the three reserve supports take the player-facing boosters (Vanguard, Stronghold Strategist, Reload Master, Idiosyncratic) because they never leave the sphere. Both carries run Serenity, Immortality and Divine Dragon; the fourth slot is where safety and speed diverge. Diamond Body is the card below and the safe answer. Demon God is the aggressive swap on faster, less forgiving runs, and it has no card here because our committed catalog carries no effect text for it: community rank tables are the only source for its Attack figure and we cannot confirm one. What you verifiably give up is the flinch immunity. It rolls in the standard pool.
Serenity
All five slots
Rank 3 · Standard pool
Active skill cooldown reduction 30% Attack +10%
30% active-skill cooldown reduction plus 10% Attack. The carry kit runs on 12 to 30 second Dragon cooldowns, so this is the closest thing to a fourth attack slot, and it keeps Burn uptime from depending on the backup bow.
How to get it
Standard-pool passive: it can roll on wild catches and carries through breeding lines.
Immortality
All five slots
Rank 4 · Mutation
Absorbs 100% of damage dealt and restores Health. Pal Auto Health Regeneration Rate +100%. Attack +15%.
Restores Health equal to 100% of damage dealt, doubles auto regeneration, and adds 15% Attack. On a carry that is always attacking it converts the damage check into a sustain engine, buying back the chip damage recalls do not prevent.
How to get it
Mutation-pool only, so it never rolls on an ordinary wild catch. Breed for it or pull the implant from the ancient relic recycler.
Divine Dragon
All five slots
Rank 3 · No roll pool
30% increase in Dragon attack damage.
30% Dragon damage across the carry's whole kit, which is every skill this build asks it to cast. The cleanest damage passive available for this fight.
How to get it
It does not roll in the standard pool; breed it across from a line that already carries it.
Diamond Body
All five slots
Rank 4 · Standard pool
Defense +30% Immune to Flinch Immune to Knockback
30% Defense with immunity to flinch and knockback. The immunities are why it beats a raw Attack line here: Shadowbeak's barrages otherwise interrupt Comet Barrage and Blazing Beam mid-animation, and an interrupted 30-second cooldown is damage the timer never refunds.
How to get it
Standard-pool roll, catchable and breedable.
Vanguard
All five slots
Rank 3 · Standard pool
10% increase in Player Attack.
10% player Attack per carrier, and it works from the sphere. Load it on Jormuntide Ignis, Orserk and Silvegis with Stronghold Strategist, Reload Master and Idiosyncratic beside it: the reserve trio exists to buff you, and your bullets are what hold Orserk stacks.
30% player Attack across the three reserve supports
How to get it
Bounty officers sell the implant for bounty tokens; buy it once, then apply it to each support for gold.
// 05
Gear and loadout
14 picks
Every weapon here has a job in the stack economy, and only one of them is primarily about damage. The item chips carry the catalog stats; the notes say when each piece is in your hands. Unlock levels run from 63 to 78, so the rack is an endgame project, not a shopping trip.
Weapons
Three guns and a bow. The Plasma Rifle deals the damage; the other three exist to keep buffs alive.
Nine autonomous drones, each hit feeding an Orserk stack. It opens every deployment and comes back out whenever the count wobbles. Drones stop connecting when you drift too far, so treat proximity to the boss as a resource.
A launcher that fires drones which perform autonomous attacks. Capable of deploying up to 9 units, enabling sustained suppression.
Paloxite Ingot ×70World Tree Holy Water ×40AI Core ×8Ancient Civilization Core ×5
The damage-per-second weapon once stacks are established, and its chaining discharge keeps feeding stacks between Drone Launcher refreshes. Unlocks at technology level 78.
A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.
Shoot your own carry with it: the improved boost raises the active pal's attack and defense and lasts longer than the base model. Fire it at deployment and again after every swap.
Firing it at an allied Pal boosts their attack and defense, while hitting an enemy deals damage. Thanks to improvements, the boost is stronger and lasts longer, and it deals more damage to enemies.
The contingency for a dropped Burn: one arrow relights it when every carry skill is on cooldown. Do not run it as a main weapon here; its one-shot cycle starves Orserk stacks.
A bow crafted from Soralite Ingots. With greatly enhanced initial velocity and piercing power, this high-precision weapon excels at ranged combat.
Soralite Ingot ×40Carbon Fiber ×20Paldium Fragment ×200AI Core ×3
Fire Arrow, singular, is the catalog item; guides listing "Fire Arrows" mean this. Craftable at a workbench and cheap enough that a full stack outlasts any five-minute fight.
Fire Arrows for use with bows. Deals Fire damage on contact. Can be crafted at Primitive Workbench.
Wood ×2Stone ×2Flame Organ ×1
Accessories
Four slots. The two defensive picks lead because the party already multiplies damage; rotate toward the Baton and Emblem when clears get comfortable.
The Elphidran Ring cuts the active pal's incoming Dark damage and raises its Dragon damage: this fight's exact profile, both directions, in one slot.
An accessory that greatly reduces incoming Dark damage of the Pal fighting alongside you. It also significantly increases the Dragon damage of the Pal fighting alongside you.
Refined Ingot ×20Bone ×20High Quality Pal Oil ×20Ancient Civilization Parts ×5
Jetragon's Talisman raises the active pal's Defense alongside more Dragon damage. The carry does the fighting, so pal-facing slots outrank player-facing ones.
An accessory that raises the Defense of the Pal fighting alongside you. It also significantly increases their Dragon damage.
Refined Ingot ×20Leather ×30High Quality Pal Oil ×30Ancient Civilization Parts ×10
The Dogen Emblem raises your Attack and the active pal's together, the only pick here that also scales your Plasma Rifle damage.
An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.
Refined Ingot ×20Bone ×30Paldium Fragment ×35Ancient Bone ×30
Armor and consumables
The armor rows are rules rather than items because the right answer scales with whatever you can currently craft.
Armor
Highest-rarity armor you own
Rarity first; between equal pieces, take the attack roll. Nothing in the comp replaces armor, because Silvegis protects the shield, not the health bar behind it.
Shield
Highest shield you can craft
Silvegis multiplies the shield: an 80% damage cut on a bigger pool is strictly more mitigation, so shield rarity pays twice in this build.
Mammorest Curry is worth 25% ranged Attack. Eat it at the tower door, not after the first wipe.
A dish made by simmering vegetables and meat with spices. The rich flavor is highlighted by large chunks of tender meat. Eating it will increase your Attack by 25% for a period of time.
Broncherry Fried Noodles give 20% for a far cheaper recipe. The 5% gap never decides this fight; eating something every attempt does.
A dish made by stir-frying noodles with vegetables and meat. The rich seasoning pairs perfectly with the thick cuts of meat. Eating it will increase your Attack by 20% for a period of time.
An ordering, not a budget: endgame points eventually cover everything, and this fight tells you what to fill first. It skews toward the stats that keep bullets landing, because your gun is the metronome the whole buff structure ticks to.
1AttackFirst. Your bullets hold Orserk stacks and your Plasma Rifle damage counts toward 1,900 a second like everything else. Vanguard, the Dogen Emblem and attack food all multiply this stat.
2HealthSecond. Silvegis protects the shield, not what is behind it, and three of the nine attacks land at 600 power when a telegraph catches you flat.
3StaminaThird. Lethal Laser and Icicle Line are both answered with sustained lateral movement, and escaping an Apocalypse cluster is a sprint, not a step.
4Weight and work speedLast. Neither fires a bullet nor dodges a beam. Fill them after the fight stats are done.
// 07
How to play it
7 steps
This is the repeating loop the phase plan assumes. Steps one and two repeat after every recall and every swap, which is why recalls are budgeted in the fight plan instead of treated as free.
1Mark the boss before anything else
Issue Attack That Enemy on Shadowbeak at deploy. The boss teleports, and an unmarked carry wastes seconds reacquiring after each blink. The mark matters double once the clone exists, because it is the only thing keeping the carry pointed at the real bar.
2Buff the carry with the Megaboost Gun
One round into your own pal at deployment and after every swap. It is the cheapest buff in the loop and the easiest one to forget while the boss is charging you.
3Build to 30 with the Drone Launcher
Hold it until the stack counter is pinned. Each stack lives 5 seconds on its own clock, and nine drones landing hits is what keeps the count at 30 while you dodge or reload. Stay close enough for the drones to connect.
4Hold stacks with the Plasma Rifle
Main gun once the count is full. Its chaining discharge lands bullets fast enough to sustain stacks on its own for stretches; go back to the launcher the moment the count slips instead of after it hits zero.
5Keep the Burn lit
Blast Cannon, Beam Slicer and Comet Barrage all apply Burn, which is the switch for Jormuntide Ignis's 50% to 65% multiplier. If Burn lapses while every skill is cooling down, one Fire Arrow from the Mechanical Bow relights it.
6Recall, redeploy, rebuild
Recall through the three big telegraphs rather than betting the carry's AI finds the exit. Every redeploy costs a Megaboost round and a full stack rebuild, so start the drones the instant the pal lands.
7Swap to Blazamut Ryu on your terms
When Eidrolon Ignis drops under half health, swap at a moment you choose, not the moment it dies. Do not assume Orserk's accumulated stacks carry to the replacement: rebuild them for the new carry immediately.
// 08
Fight plan
6 phases
Five minutes against 570,000 HP means the bar has to move at 1,900 a second on average, and every recall and every clone mistake borrows from that budget. The windows below assume the rotation's loop is running. The checkpoints tell you whether a run is on pace or already dead, which is worth knowing at 2:30 rather than 4:50.
1
0:00 to 0:30Mark, buff, build
Deploy Eidrolon Ignis, issue Attack That Enemy on Shadowbeak immediately, and put a Megaboost Gun round into the carry. Then hold the Drone Launcher: nine drones landing hits climb Orserk stacks fast while the carry opens with Blast Cannon and Beam Slicer, which also light the first Burn.
All 30 Orserk stacks are live and Shadowbeak is burning before the clock reads 0:30.
2
0:30 to 1:30Settle the loop
The Plasma Rifle becomes the main gun, with Drone Launcher refreshes woven in before stacks lapse. Strafe through Lethal Laser and Dark Laser without stopping fire; both are answered with movement, not recalls. Keep the carry cycling its Dragon skills so Burn never drops.
Shadowbeak at or below 450,000 by 1:30.
3
1:30 to 2:30Survive the Ice turn
Diamond Rain and Blizzard Spike start deciding runs here. Recall the carry out of any committed animation inside a telegraph, redeploy behind the boss, and rebuild stacks immediately. Freeze Walls persist as terrain, so reposition before they box you against an Icicle Line lane.
Under 285,000, half the bar, by 2:30.
4
2:30 to 3:30Swap while it is cheap
If Eidrolon Ignis is under half health, bring Blazamut Ryu now rather than in the final minute: a swap costs a Megaboost round and a full stack rebuild, and this is the last window where that rebuild is affordable. Dragon Kaiser never left, it works from the party slot either way.
5
3:30 to 4:15Push to the clone
Spend the long cooldowns on cooldown: Comet Barrage from the carry, Magna Crush if Blazamut Ryu is fielded, the Plasma Rifle holding stacks between casts. Do not bank anything for a finish line, because the boss summons help before it dies and banked damage becomes wasted damage.
Under 150,000 when the clock reads 4:00.
6
4:15 to 5:00The clone window
At low health the duplicate spawns. Ignore it entirely: damage into the clone does not advance the real bar. Re-issue Attack That Enemy on the target bound to the top-of-screen boss bar, keep drones connecting so stacks hold, and let the timer pressure your aim, not your target choice.
// 09
Attacks and counterplay
9 attacks
Nine attacks are in the hard-mode set, and the chips below carry their power and cooldowns from the catalog. Three land at 600 power, and four are Ice, not the five some guides quote. What organizes them is not element but the response they force: three demand a recall decision, three are beams and charges you strafe, and three exist to control where you are allowed to stand.
Recall on the telegraph
The three that kill a committed carry. The answer is a recall you decide on early, not a dodge you hope the AI finds.
Divine Disaster IIDarkPower 60030s cooldown
The charge trails homing rays that pursue your pal. Recall the carry the moment the charge starts, sidestep the rays yourself, and redeploy behind the boss once the run ends.
Diamond RainIcePower 60030s cooldown
The ice drops track the target from above, and a carry committed to a long cast inside the telegraph will eat all of it. Recall rather than trusting the AI to walk out, then rebuild stacks on redeploy.
Blizzard SpikeIcePower 45020s cooldown
One thrown mass with splash on impact. Recall if the carry is mid-animation; otherwise strafe wide and open distance from your own pal, because the splash punishes standing beside it.
Strafe and keep firing
Beams and charges with a readable wind-up. Movement answers all three, and each is a damage window if you move without stopping fire.
Lethal LaserElectricPower 60030s cooldown
Aimed lightning lasers after a lock-on. Move decisively sideways through the whole firing sequence; one dodge followed by standing still puts you back in the line.
Dark LaserDarkPower 45020s cooldown
A long charge into a single beam. The charge is your free damage window: keep the Plasma Rifle firing, then commit to one lateral sprint as it releases.
Divine DisasterDarkPower 40020s cooldown
The weaker charge, orbs instead of rays. Step off the charge line early and stay off the flight path; the orbs pick targets on proximity, so distance is the whole defense.
Control where you stand
Area denial. None of the three is a burst threat alone; together they build the corner you die in during the next Diamond Rain.
ApocalypseDarkPower 40020s cooldown
Dark vortexes spawn around the target. Walk out of the cluster immediately and never fight from inside an overlap; two vortexes stacked against an arena edge is how runs end.
Icicle LineIcePower 30016s cooldown
Three lanes of advancing ice pillars. Cut between lanes at an angle instead of backpedaling; retreating straight keeps you inside one lane for its entire length.
Freeze WallIcePower 20012s cooldown
The hit is soft, then the wall stands as terrain until broken. Reposition around it rather than shooting through it, because a wall at your back during Diamond Rain removes your exit.
// 10
What this build turns down
3 considered
Each of these shows up in clear compilations and works in the right hands. They are turned down here for what they cost in consistency, which is the axis this page optimizes.
Pure Dragon speed party
The case for it Jetragon carries a 140 attack stat, Shadowbeak is weak to Dragon, and full legendary Dragon parties post the fastest recorded hard-mode clears.
Four of the nine attacks are Ice, and Ice is super effective into every mono-Dragon fielded. The comp wins when nothing goes wrong and loses a carry to one caught Diamond Rain. 570,000 in five minutes does not require the gamble: this party's multipliers clear the check while taking that Ice at neutral.
Celesdir Noct over Silvegis
The case for it Blessing of Chaos feeds the active pal a large Attack increase, and speed clears happily pay the gradual Health drain it charges.
Its own description prices the trade at 40% Attack, and in our v1.0.3 catalog the per-rank effect value is zero on all five ranks, so we cannot confirm it scales with condensation at all. Community figures above 40% have nothing behind them. The drain also fights Immortality's sustain, and dropping Silvegis gives up the 80% shield cut the whole plan leans on.
God of Destruction on the carry
The case for it 40% Attack and 20% Defense from a single passive slot, the largest attack line on any passive in the pool.
It also halves max Health, against a boss with three 600-power attacks. Orserk already supplies up to 150% Attack and Defense while bullets land, so the passive buys a smaller version of a buff you have and doubles the price of every caught telegraph. Speed-run tech, not counter tech.
// 11
Where to get everything
6 stops
Nothing here depends on a lucky drop except the mutation passives. The rest is a checklist: one breeding project, one condensation grind, four technology unlocks and four schematics.
Breed the carry with Comet BarrageEidrolon Ignis comes from breeding Eidrolon with Suzaku, and Comet Barrage is breeding-exclusive: inherit it from an Eidrolon parent that knows it. Until the line is ready, run Blazing Beam (learned naturally at 50) or Dragon Meteor in the third slot.Eidrolon Ignis pal guide
Fill the rest of the kitEidrolon Ignis learns Blast Cannon naturally at level 15; Beam Slicer comes from a Skill Fruit. Blazamut Ryu learns Beam Slicer on its own at 30 and its exclusive Magna Crush at 50, so the backup carry needs at most one fruit for Blast Cannon.
Condense all five to rank 5The gap is not marginal. Orserk pays 1% per bullet at rank 1 and 5% at rank 5, Jormuntide Ignis goes 50% to 65%, Blazamut Ryu 25% to 40%, Silvegis 65% to 80% on the shield cut, and Eidrolon Ignis 2% to 6% per qualifying ally.
Invest the carry to endgame thresholdsLevel 80, awakened, soul upgrades at +20 across HP, Attack and Defense, trust level 7 or higher, strong IVs. Community clear reports treat these as the reliable floor; below them it is usually the timer, not the boss, that ends runs.
Unlock the weapon rackMegaboost Gun at technology level 63, Mechanical Bow at 67, Drone Launcher at 77, Plasma Rifle at 78. The launcher and rifle both want Paloxite Ingots and AI Cores, so start the material grind before the tower attempt, not after.
Chase the four accessory schematicsThe Elphidran Ring, Jetragon's Talisman, Divine Dragon's Baton and Dogen Emblem all unlock through schematics rather than the technology tree. The Ring and Talisman are the default pair here; the Baton and Emblem are the upgrade path.
// 12
Alternates and flex picks
3 viable swaps
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Why not use Jetragon against Victor and Shadowbeak hard mode?
Shadowbeak is weak to Dragon, but its hard-mode set carries four Ice attacks (Diamond Rain, Blizzard Spike, Icicle Line, Freeze Wall) and Ice is super effective into pure Dragon pals. Eidrolon Ignis and Blazamut Ryu keep the Dragon offense while their Fire secondary takes that Ice at neutral. It is a defensive typing choice, not a damage one: you give up Jetragon's 140 attack stat to stop taking super-effective hits from a third of the move list.
How do Orserk stacks work in Palworld?
Each bullet you land gives the pal fighting beside you 1% to 5% Attack and Defense for 5 seconds, stacking up to 30 times, so a rank 5 Orserk tops out at 150%. Every stack runs its own five-second clock, which is why the Drone Launcher matters: nine drones landing hits hold the count at 30 while you reload or dodge. The buff sits on the active pal, so rebuild from zero after every recall or swap.
Should I attack the clone Victor and Shadowbeak summons?
No. Damage dealt to the duplicate does not advance the real boss's health bar, and it appears at low HP, exactly when the timer is tightest. The real target is the one bound to the boss bar at the top of the screen. Re-issue Attack That Enemy on it the moment the copy spawns, so your carry does not dump Comet Barrage or Magna Crush into a decoy.
Does Burn damage matter against tower bosses?
Not as damage over time; the tick is a rounding error against 570,000 HP. Burn matters as a condition: Jormuntide Ignis raises player and pal damage against a burning enemy by 50% to 65%, so every second Shadowbeak is not burning switches that multiplier off. All three recommended carry skills apply Burn, and a Fire Arrow from the Mechanical Bow is the backup when a lapse lines up with your cooldowns.
Does Shadowbeak have five Ice attacks in hard mode?
No, four: Diamond Rain, Blizzard Spike, Icicle Line and Freeze Wall. Some guides quote five while their own attack tables list four, and our v1.0.3 catalog confirms four Ice entries across the nine-attack set. The count matters because four of nine is exactly the fraction of the move list this party's Fire secondary typing takes at neutral instead of super effective.
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