Alterasia was a more persistent and hardy plant than you thought. You brace yourself to enter the Contaminated Area in the Transport Tunnel that is filled with contagious spores.
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Description:
The Alterasia infestation that you have encountered back in Transporting Tunnel B4-1 has intensified. The air became polluted and entering is impossible without the Anti-Alterasia Capsule. Elsword's team returns to this tunnel to find the source and eliminate it.
Have an Anti-Alterasia Capsule in your inventory. (Enhanced Anti-Alterasia Capsule is needed when entering Hell mode)
Must be Level 50 or higher.
Complete all dungeons in Altera on Very Hard.
Have a Luto's Pass in your inventory. (2 Luto's Passes is needed when entering Hell mode)
Must be Level 60 or higher.
Recommendations:
The difficulty of this boss is more gear dependent than any other boss in the game due to both the time limit and the healing spores.
It is strongly recommended that you are equipped with a decent late-game weapon like a +6 high grade weapon near the current level cap or better before considering attempting Hell difficulty even in a party.
If the mobs that are reanimated by the spores are attacked at all they have a high chance of sparking. This does minor damage and induces KD.
A few of the monster's attacks can curse, it may be best to memorize which ones since they are all generally telegraphed\predicable despite being especially potent.
5 Piece Mechanized Mk.II set will act like an auto-manabreak if you get caught by Storm Blade if you can assemble the set.
500 Nature resistance will protect you from getting poisoned if you run out of time. (source : fr.elsword.org, tested by Aleyra)
With the Get Rid of Weeds title and 24 Nature Shards you can get 500 Nature resist cheaply with any 4 piece set of armor.
Mobs:
Monster Image
Monster Description
Corrupt Nasod Scorpion - Same as Nasod Scorpion, but will super armor during certain attacks.
Corrupt Nasod Guardian - Same as Elite Nasod Guard (Shield), except that it is now bigger, and its stun baton will induce Curse.
Corrupt Nasod Blader - Same as Nasod Blader, except it is much faster, only found in Hell and Luto Modes.
Corrupt Nasod Guard Type-ICE - Same as Nasod Guard Type-ICE, except that it super armors during certain attacks and will poison instead of frostbite when shooting a cannonball.
Corrupt Nasod Scout Type-L - Same as the Nasod Scout Type-L aside from that the zap attack deals Curse rather than stun. The zap attack can now also be used while its being combo'd and gives it super armor frames during the animation.
Corrupt Elite Cannon - Same as the Elite Nasod Guard: Cannon; however, its horizontal triple-shots now cause Curse and penetrate multiple times. Also will super armor during it shot a cannon that no longer inflict Confusion.
Corrupt Nasod Assault: Type-W9 - Same as the Assault Nasod Type-W9 except bigger (as big as Corrupt Nasod Guardian) and with higher attack speed.
Evolved Alterasia - Same as the regular Alterasia.
They will lose a negligible amount of HP per each spore spawned.
Evolved Alterasia Spore - Same as the Alterasia Spores, all mobs can absorb these on contact to regain HP.
In Luto Mode these spores will emit an electric field that will inflict Curse on anyone hit.
After The Fields update the spores are now easier to push around and so less difficult to prevent from reaching Type-H.
They have also had their ability to phase past players\attacks removed, simply staying grounded will prevent them from getting past.
General
Monster Image
Monster Description
Infected Nasod Excavator - This mob's attack virtually similar to Nasod Excavator.
Infected Nasod Driller - This mob's attack virtually similar to Nasod Driller.
Infected Wally No.9 - This mob's attack virtually similar to regular mob have.
Infected Nasod Scorpion King - This mob's attack virtually similar to Scorpion King.
Obstacles:
Monster Image
Monster Description
Poisonous Air - While the Anti-Alterasia Capsule keep the poisonous air from affecting you at first, its effects are only temporary and after 10 minutes (12 on Hell) the poisonous gases begin to take their toll, dealing non-lethal DoT damage (This debuff cannot kill you unlike other debuff).
Press - Same as the presses in Nasod Foundry, but it does more damage and the flattened effect will last longer.
Electrifying Tong - Same as the Electrifying Tongs in the Altera Plains, except it springs up with much greater frequency.
Boss:
Alterasia Type-H
The boss's attacks are basically mixture of Elsword's Sword Knight and Magic Knight. Knows >>^XXX, XXZ, >>ZZX, ZZZ >>^XXX and >>^XZ.
Moves
Wind Blade: Same as Magic Knight's Wind Blade skill, causing moderate damage to target. Type-H usually uses this move to finish off his combos.
Armageddon Blade: Larger and longer than Sword Knight's version (more than half the screen), causing enormously high damage on activation.(During activation you're unable to move.) Type-H will use this whenever he has full mana.
Sometimes he will refuse to use it unless he feels he can hit someone with it on activation.
Storm Blade: Same as Magic Knight's Storm Blade skill, dealing extremely high damage. Be warned that it is tall enough to reach the top platforms from the bottom of the stage. After being reduced to a certain amount of HP, Type-H will automatically perform Storm Blade. In addition, Type-H will retain stoic for several seconds preventing him from being immediately caught right after this skill.
Has higher resistance to all elements than most other monsters. (Roughly 200/500 resist to everything)
Assuming level 60:
The spores in the boss room have roughly 200k HP on Normal difficulty and 220k HP on Hell difficulty and will be produced every ~10 seconds by the Alterasia(s) on the ceiling.
Type-H has roughly ~3.75M HP on Normal Mode (15 Life-bars), and ~5.5M HP on Hell Mode (27 Life-bars).
Type-H's defense will reduce damage by approximately 28% on Normal Mode and 47% on Hell Mode. (needs more testing)
Spores have just slightly less defense power than Type-H itself.
After The Fields update, his attack damage has been significantly reduced while the Spore spawn rate was increased from every 15 seconds to every 10 seconds.
Basic Tactics:
Split your team into two groups, one on spores and one on Type-H.
Lure Type-H onto the right platform away from the spores and fight him there.
Always watch its health bar; at certain HP thresholds Type-H will unleash Storm Blade.
Type-H will Storm Blade at 13.5, 11.1, 8.7, 6.4, 3.9, and 0.5 life bars on Normal and in Henir.
Type-H will Storm Blade at 24.5, 20.9, 17.3, 13.8, 10.4, 6.8, and 3.4 life bars on Hell Difficulty.
Type-H will Storm Blade at 28.8, 25.7, 22.6, 19.5, 16.4, 13.3, 10.2, 7.1, and 4.0 life bars on Luto Difficulty.
After Secret Dungeon Revamp, Type-H will Storm Blade at 40.7, 34.8, 28.8, 22.9, 17.3, 10.4, and 5.6 life bars on any difficulty.
If you get hit by it, quickly MP Break as fast as you can before you take serious damage.
Triple Frozen Master is recommended due to Type-H's fast movement and high defense.
Never have everyone on boss unless you're confident in your team's attack power.
After The Fields update spores can no longer phase through players, so as long as the blockers remain grounded it is possible to block the spores without doing anything.
This allows them to be 'saved' for building MP\Awakening later should that be desired, they additionally have very low resistance to dark element.
Tactics
Advanced Tactics:
This is much more difficult after The Fields update due to Freezing status not being extended by skill delay.
Focus everyone on Type-H.
Have someone freeze him either with Blizzard Shower, Freezing Arrow, or use a Water Orb. Freezing Arrow is more difficult to work with due to its extremely short duration on Type-H.
Have someone use a Wind Orb on him to break his defenses.
Chain Special Actives against him to keep him frozen and defenseless, he cannot Storm Blade while frozen.
Repeat starting off with a freezing attack again until he dies.
If any of his HP thresholds are exceeded while he is frozen he will fail to use Storm Blade, this will additionally put him into super armor for roughly 10 seconds during which he is unable to use Storm Blade again until it wears off.
During this super armor phase he is unable to attempt Storm Blade again if HP thresholds are exceeded, even if frozen status wears off.
This allows the party to safely skill chain him for the duration of his super armor state, skill delays will further extend his super armor frame's duration.
If he is hit by a non-freezing attack after surviving until his super armor ends there is a chance he may use Storm Blade after every hit due to the HP thresholds exceeded.
Exceeding HP thresholds while frozen\SA will often cause him to 'forget' to ever use Storm Blade for that threshold, but this is not 100%, especially if you exceed multiple in one skill chain.
"Run away" by not attacking and just letting the spores spawn (jump on the upper platform, go right, wait until he comes, press down, go left and jump on the platform again.
Use Middle Kick to slow down his attacks and hit recovery.
Use Nature's Force and combo him while keeping an eye on his HP bar.
If a spore approaches, Sharp Fall when it is in range for you to hit both it and Type-H.
(After 6/4/2013 patch, you need only maintain your grounding to prevent spores from coming in contact with Type-H and don't need to Sharp Fall every approaching spore anymore.)
Escape backwards and attack him from a safe range when he is about to Storm Blade to trigger it safely.
After 6/4/2013 patch, you can simply just ZZZZ kick spam them.
Prepare Siege to the right of where it spawns when you hear a spore spawning.
Siege Z to knock it down to the platform on the left.
Siege X to kill the spore.
Charge mana for next spore.
Solo Method: Sharp Fall (Must have at least near enough damage to OHKO spores)
Get Type-H to the right, onto the platform if Hell Mode.
Catch and combo Type-H until close to a Storm Blade threshold while Sharp Falling approaching spores.
After 6/4/2013 patch, you need only maintain your grounding to prevent spores from coming in contact with Type-H and don't need to Sharp Fall every approaching spore anymore.
Type-H will heal if he eats the spores generated by the (inaccessible and invincible) Alterasia(s) at the top of the level (1 in normal, 2 in hell). It would be wise to have at least 1 person on spores.
Sometimes the Alterasia plant will fail to generate spores, dying and reviving will sometimes fix this.
The timing on spore release has been altered after the Hunting Fields patch reducing the occurrence of this glitch.
Type-H has a fast hit recovery. 20% Attack Speed strongly recommended.
In the earliest versions of 4-X there were no spores and Type-H would automatically stoic and use Storm Blade after every 10 hits outside of stoic frames with a cooldown on Storm Blade of 15 seconds, it would also have stoic active at almost all times unless it was falling from a platform. There was a timer but upon reaching 0 the player would instantly be defeated regardless of remaining HP instead of becoming poisoned. Elsword NA used to have that version of Type-H in the previous version of Henir as a secret stage boss.
Later versions would remove the timer and then even later modifications would re-add it but the system was altered so that the player would instead be poisoned once time ran out instead of automatically failing. Type-H would also no longer be stoic while moving, and Storm Blade activation would be triggered by HP thresholds instead of hits.
The healing spores came with the latest updates to the 4-X dungeon, the initial version though only dropped them down once every couple minutes instead of every ~15 seconds.
When the Type-H execute a skill,there is deaf sound clips from Elsword's voice clip modified to sound like a monster.
Type-H is not the first boss to have this feature, Crow Rider from 4-5 also has a robotized clip voice of Raven.
Type-H is one of the few bosses to have a skill cut-in inside the .kom files that contain the character skill cut-ins, but was never used for some reason.