Past the Hamel capital, we have arrived at a town where the power of water is weakening. Resiam Outskirts is crumbling into ruins, head further down the road to uncover the aura of darkness.
A city being flooded by the power of water. Demons started to appear from within the city.
Required Combat Power
Shadow Walker - This is the basic Shadow monster.
Claw Attack: A basic 3 hit combo with their claws.
Recover Claw: When knocked down, spring back on its feet with an overhead claw slash.
Shadow Charger - A large Shadow monster.
Charge: It will run forward, damaging any players within its path.
Grab: It can also grab onto any players, immobilizing them. You can escape from their grasp by rapidly tapping the left and right arrow keys.
Shadow Defender - A Shadow monster will a sharper less humanoid build.
Shadow Spear: It will launch spears in and arc towards you. When a player gets hit by the spears, they will be Cursed and will gradually lose mana over time.
Dark Aura: Emit a dark aura that increases the defense of monsters within range. It will also cause Shadow Charger's Grab to drain HP and MP at a significant rate.
Crescent Slash: When knocked down, recover by swinging its thorn like arms ins a circle.
Laguz - This Water Spirit mermaid.
Bubble Attack: She can release 3 bubbles in front of her and popping them, which will damage and inflict Frostbite.
Bubble Aura: They can also release a bubble aura to encase any players in range in a bubble.
Self-Destruct: After killing one, they will trap any players close to them in a bubble. When trapped in a bubble, you will not be able to move.
Shadow Sniper - This Shadow monster attacks by slowly charging up their laser and then firing it.
Light Beam: Slowly charges up their laser and then fires it. The laser will travel across the entire stage.
Shadow Stinger - A deadlier creature of the shadows. Has spikes on it.
Forward Spikes: Jabs you with a few spikes when you stand in front of it. Hits multiple times and pushes backwards for some distance
Spike Ball: Extends all the spikes on it, impaling anything nearby. Induces KD.
Spike Fall: Jumps into the air and turns upside down as it's turning its head into a giant spike before making a sharp fall, tends to do this to attack players through platforms. Induces KD.
Crystal Stinger: Brings forth a crystal in its chest to poke you with it. Does moderate damage. Induces KD.
Spike Roll: When knocked down, roll forwards with its spikes extended outwards.
Black Flower - Black Flowers are plants located on the bottom of various platforms. They will attack by emitting poison gas downwards to poison any players directly under them. After killing one, they will emit a toxic cloud to poison any players that are close to it.
Water Flow - Fast moving water that pulls you the direction it flows.
Pitfalls - A gaping hole in the ground, falling down one of these will result in a percent loss in HP.
Shadow Master - The powerful force of darkness and dark energy forms this burst of dark, spiritual manifestation.
Shadow Swipe: He will drag you towards him and then swipes at you. Throws you upwards for some distance.
You are not able to use any actives or special actives while being pulled by this move.
Fire Path: Leaves a few dark fireballs in his path every time he moves. Can be easily avoided but deal high damage over time.
Dark Explosion: Puts a bomb on you and blows you up as he clenches his fist. Impossible to avoid unless a Skill or Awakening is carried out.
Shadow Link: Shadow Master links his dark ball to you, reducing your attack speed.
This leaves him very open to combos.
Can be broken by running away from him.
This may not be convenient as it requires you to run about 2/3 the room's width away from him and have him not follow.
Shadow Storm: Happens right after his stoic. Summons spheres of darkness that fall from the top of the stage. Can be avoided by standing on the platforms on either side of the stage, or using any move that has invincibility frames. Does moderate damage and has a cooldown of around 30 seconds. He is invincible during this move.
This skill starts out in cooldown when he spawns so if you put him into stoic in the first ~30 seconds he will stand frozen and do nothing until his stoic ends.
Shadow Orbs: Usually used right after Shadow Storm, summons shadow orbs that will blow up after a few seconds. Can be destroyed by hitting them (good for Hypersonic Stab).