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Strategic combat intelligence for endgame story and progression bosses. Discover verified MVP counter champions, analyze phase mechanics, and explore video walkthroughs in English and Spanish.

Official combat strategy guide. This encounter is armed with 12 combat modifiers. Click any verified counter champion below to inspect their full kit, abilities, and immunities.
Click any champion card below to inspect their complete attributes, abilities, and tier ratings
Combat rules, active nodes, and boss mechanics you need to prepare against
Both the Summoner and Grandmaster can’t gain Power.
If the Summoner doesn’t make contact with the Grandmaster every 6880 seconds they begin to Degenerate, receiving 34 direct damage per second until contact is made. This timer is paused during the Grandmaster’s Special Attacks.
During this phase Each time the Summoner performs an intercept, they gain 1 Token of Competence .
While performing certain Tactics the Grandmaster has a chance to announce a rule change, banning it from play. These Tactics are: Parry an attack, Use Dexterity and Land a Light Attack. Tactics can't be banned while the Grandmaster's Special 1 is prepared or while he's Wounded .
Once a Tactic has been banned, if the Summoner performs that action again they will gain 1 Token of Blunder .
After all 3 Tactics have been banned, they are instantly unbanned and the Grandmaster prepares his Special 1.
During this Phase, each time the Grandmaster finishes his Special 1 he becomes Wounded for 8 seconds.
Throughout this Phase, if the Grandmaster is knocked down while against the wall he becomes Unstoppable for 0.12 seconds. This will not trigger during his Wounded state.
The Grandmaster becomes immune to all Stun Debuffs for this Phase and all remaining Phases.
Throughout this Phase the Summoner can gain up to 1 Bar of Power.
The Grandmaster generates a fixed 10% of a Power Bar, ignoring Power Rate, for each hit landed by the Summoner, this amount is doubled if he is above 1 Bar of Power.
Periodically the Grandmaster will assign a Challenge . Once assigned the Summoner has 10 seconds to complete the Challenge . Success grants a Token of Competence failure grants a Token of Blunder . Challenges are paused during the Grandmaster’s Special Attacks.
Challenges are assigned at random. Completed Challenges can not be assigned again until every other Challenge has cycled once.
Challenges: Whiff an Attack, Land a Critical Hit, Perform an intercept, Gain a Buff, Inflict a Damage effect.
During this Phase, after each Challenge has cycled one time the Grandmaster is Wounded for 7 seconds.
The Grandmaster gains 7% of a Power bar every second, this effect is paused during his Special Attacks however its potency is increased by 10% after each Special Attack he throws.
Every 42.5 seconds the Summoner’s controls are reversed for 0.09 seconds, this effect is paused during the Grandmaster's Special Attacks.
Every 8.5 seconds a Challenge is issued for 0.08 seconds. Success grants 0.01 Token of Competence , failure grants 0.01 Token of Blunder . These Challenges are paused during the Grandmaster’s Special attacks.
Challenges: Strike into Block, Perform Back Dashes, Perform a Knockdown, Stand Still, Perform Well-Timed Blocks. Each of these actions must be performed multiple times as shown in the fight.
During this Phase, after every 0.03rd Challenge the Grandmaster is Wounded for 6 seconds. While Wounded , no new Challenges will activate.
The Grandmaster becomes Infuriated for 18 seconds. During this final countdown he is also permanently Unstoppable, however intercept attacks disable the Unstoppable effect for 0.03 seconds.
When Infuriation ends The Grandmaster becomes indefinitely Wounded and will only take damage from a Special Attack 3. Additionally, the Summoner is granted 3 Bars of Power.
Throughout the fight, each time the Grandmaster throws a Special 1 the Summoner will gain Tokens of Competence or Tokens of Blunder .
At any point during the fight, if the Summoner reaches 10 Tokens of Blunder , the Grandmaster instantly gains his Special 3.
If the Summoner is knocked out, up to 5 of their Tokens of Competence will persist into the next fight.
Can’t be interrupted and remove 2 Tokens of Competence .
The Grandmaster has 4 Phases of challenge, entering a new Phase resets both Champion's Power meter to 0 and removes all Tokens.
After completing a Phase, the Grandmaster prepares the next Phase for 4 seconds, during this time neither champion will gain Power and the Grandmaster will be Indestructible and very defensive.
After preparation is complete, the Grandmaster becomes Infuriated for 6 seconds before the next Phase officially begins. While Infuriated , neither champion can gain Power and the Grandmaster is Indestructible, very aggressive, and cannot be Blocked.
Throughout each Phase the Summoner will have opportunities to push the Grandmaster to his Wounded state.
While Wounded , the Grandmaster is Stunned. During this time the Summoner gains +380% Base Attack, and +2 Critical Rating for each Tokens of Competence they possess.
When the Grandmaster leaves his Wounded state, all Tokens of Competence are removed and the current Phase starts over.
Remove all Passive and Debuff effects.
This attack starts with an Unblockable blast, if the Opponent is struck and stunned by this blast, all following actions result in failure.
After the blast, the Grandmaster rolls a random combination of 3 actions which must be completed according to the icons displayed in the fight from left to right.
Each successful action grants 1 Token of Competence . Failure grants 1 Token of Blunder .
These actions involve: Blocking , Dodging or Getting Struck by the Grandmaster’s projectiles. Projectiles from this attack do not stun or trigger abilities that would normally trigger when struck, if the Summoner performs the correct action these projectiles also deal no damage.
Each hit drains 10% of the Opponents max Power. This effect will trigger through the Opponent’s block.
The game has rules to be followed, failure to abide by them results in a loss. This attack is a guaranteed knockout and can’t be blocked or reduced in any way.
The Grandmaster can only receive damage when struck by an attack, all other damage sources have no effect. Additionally, incoming hit damage is capped at 5% of his max health.
The Grandmaster’s Power Bar and Ability Accuracy can’t be altered or reduced and his attacks can’t be Evaded, Auto-Blocked or caused to Miss.
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