Planetcrusher Blitz/Strategy

From PSO2: New Genesis Wiki

Gear requirements vary from class and player skill. One of the first clears on Global Ship 1 involved a Waker still using Octo Armors, a Hunter with no Exdis, an Abandac Braver playing on console, and a Ranger using LC Augments on a Fatale 1 Reyaar.

Before you begin

Consider using 8 meat, 1 vegetable, and 1 seafood instead of 10 meat. This boss deals a lot of damage, and even with maxed out armors, some classes will be outright OHKOed without the extra bulk gained from seafood and vegetable stats.

Make sure to take all buffs from Alliance Mag as well, as you can choose more than one buff at a time.

Finally, if your party has a Ranger, all other players should consider subclass Ranger to take the Blight Rounds Self Benefit skill.

Encounter overview

This boss encounter is broken up into three main phases - Summon phase, Cannon phase, and End phase.

Summon phase

Players must split up to stay within range of each summoned puppet. Before the battle begins, all players should pick a corner and do their best to stick to it.

If any puppet does not have a player within range, then it will fire powerful elemental bullets!

While battling the summons, keep an eye out for cubes and lasers fired by Dalion itself. Cubes are forecasted through circles on the ground and strike a consistent time after appearing, while lasers are linear area markers that strike once when the line traveling down the box reaches the ground.

While the summoned puppets can be stunned via both Physical and Elemental Downs, these do not count as real down states. This means class skills such as Technique Domination do not work on them, and Tech Arts Customization effects that grant additional damage to downed enemies do not apply, as Dark Falz Dalion itself is not stunned.

The first summon set will only consist of a Fire and Ice puppet. Defeating both of them will trigger two large area attacks covering the arena., followed by a third attack aimed at each corner. These attacks can be sidestepped and parried by watching Dalion's hands as it detonates the area markers.

The second summon set will consist of four puppets - Fire, Ice, Lightning, and Wind - one in each corner. The Ice and Wind puppets have less health compared to the Fire and Lightning ones, so players in your group with lower DPS should be assigned to those, while stronger players should be assigned to the Fire and Lightning puppets.

This phase also introduces new attacks that cannot be sidestepped or guarded. These attacks will have orange area markers, and you must begin moving as soon as the markers appear to safely avoid them.

While one of these attacks are being prepared, you cannot deal damage to the puppet performing it. However, if you exit the area in time and have access to ranged attacks, you can attack another player's summon until yours can be targeted.

A single summoned puppet will float away from the arena before performing an orange corner burst, while all puppets float away before Dalion deals two orange slashes.

After an orange attack finishes, return to your summon immediately or else it will begin firing high power projectiles! In the case of Dalion slashes, try to position yourself as close to your corner as possible. If you don't mind trading HP for positioning, you can use a Codeck weapon to stay in your corner.

As summons are defeated, players can meet up with others to help clear their puppets faster. After all summons are defeated, Cannon phase begins.

Cannon phase

Players are equipped with a special Mobile Cannon for this phase. While your gear's Potency Up will not matter, things like Potency Floor will, so having a Xover series weapon with Potency Floor Augments on it is a valuable asset to deal more damage in this phase.

If you create a weapon for the Cannon phase, do not use it during other phases of the battle! Equip it when the Cannon phase begins, and swap back to your main damage weapon upon the End phase beginning.

A weapon used for this purpose does not need to have its Potential Ability unlocked, nor does it need to have a Preset. You simply need to enhance it to +80 and add abilities such as Ability (NGS) C/Dolz Soul III.

This Mobile Cannon also grants an additional +30% Potency Floor, so it requires less investment to reach 90% or even 100%.

  • If your Damage Adjustment stat is at 69.3%, then the Mobile Cannon will take you over 90% floor.
  • If your Damage Adjustment stat is at 76.9% or higher, then the Mobile Cannon will take you to nearly 100%.

The normal attack of this Mobile Cannon grows stronger when held longer, so you want to avoid attacks by moving out of the way with normal movement abilities rather than with sidestep if you can help it.

Summoned puppets will have crystals as shields, and one summon will have a weak point hidden behind its shield. Dealing enough damage to a shield will break it, and dealing enough damage to the shield protecting the weak point will cause it to glow. Upon discovery, all attacks should go towards the weak point.

A summon will periodically appear on the field, and must be attacked as soon as possible. If left alone for too long, it will detonate dealing massive damage to all players. However, destroying it grants a charge of the Oneshot Blaster, which is used for dealing burst damage.

Oneshot Blaster is best used at the start of a new wave of summoned puppets, as it can deal enough damage to immediately crack the armor and let you check where weak points are. If each player in the instance is assigned to checking one specific summon, you can quickly locate the weak point.

In general, try to stay in the back part of the arena to have the most time to react to moves. Move forward during certain attacks, such as the triple shockwave, and weave between them before moving back. During puppet dashes, you can sidestep through them to use the melee attack and deal high burst damage.

After dealing enough damage, Dalion will be stunned. Close the gap and begin using the Cannon's melee attack on it until it gets back up, and repeat this process through the BREAK phase, up until the End phase begins.

If you are far out of position, you can usually dash twice, jump twice, and start slashing - while the first slash will whiff, it will be a faster variant and close the gap while preparing the stronger second slash.

End phase

At around 25% of its HP left, Dalion will land on the edge of the arena and begin attacking in a last-ditch effort to defeat you.

Ideally, you will reach this phase with at least two minutes left on the clock. The more time you have upon reaching it, the safer you can play until you know the attacks. Anything less and you will need to play riskier, and may not be able to clear.

It has three attacks in this phase: Cube rain (stage left arm), a triple slam (stage left arm), and a sideswipe (stage right arm). Watch how it moves its arms and act accordingly.

The first stun you see will only stagger it, so do not commit to any risky attacks just because you see it!

After enough damage, it will be entirely immobilized, so attack it at full force.

Of note in the end phase is that a well positioned Ranger can stay above the arena and safely attack with Fear Eraser, maintaining Blight while dealing steady damage.