Ice Pillars: The boss raises its arm to summon an ice pillar from the ground. The area an ice pillar will spawn is telegraphed by a dark gray magic circle, and it remains on the field afterward. They can only be hit by command and active attacks.
Aiming Shot: The boss aims at a party member and shoots 3 light orbs that will track them until they get hit, inflicting a stack of the "light" debuff on them per hit.
Orb Release: The boss releases 9 light orbs and then 9 dark orbs in a circle around itself. After being released, the orbs will initially slow down slightly before accelerating again. Players hit by the light orbs will receive a stack of the "light" debuff per hit. Players hit by the dark orbs will receive a stack of the "dark" debuff per hit.
Mass Orb Release: The boss teleports to the top-left platform and immediately performs an enhanced version of Orb Release, sending out two sets of each orb. It will then repeat the attack after teleporting to the center platform and the top-right platform respectively.
Demon Lasers: The boss raises its hands and marks the map with lines, both horizontally and vertically. After a small pause, light and dark rays will spawn there, dealing huge damage on contact. This move is always used twice in a row above 150x HP, and 4 times in a row below 150x HP, interchangeably with the delayed variant below. The rays can either spawn in a grid or horizontally and vertically separately.
Orb Call: Two orbs will fall from the sky in two separate locations. Players can absorb the effects of these orbs by standing on the location where they hit the ground. They will not be absorbed while they are travelling through the air.
Light Orb: Removes both the "light" and "dark" debuffs from the player and grants the player a Light Aura buff. The light aura buff grants immunity to the two debuffs for 20 seconds, and allows the player to deal damage to the Dark Cage.
Dark Orb: Traps players in a Dark Cage 3 seconds after absorbing the orb's effects, inflicting 15 seconds of Potion Sickness and constantly draining their HP by 10% per second, rendering them unable to act. The cage can be broken by commands and active skills by players with the Light Aura buff.
Heal: The boss raises its hands and a yellow aura appears below them. It will heal itself by 15x HP if no one has absorbed the Dark Orb the last time it spawned.
Flame: The boss will go into the background and use Orb Call, while charging up a flame attack that will kill anyone who makes contact with it. Players who are trapped inside the Dark Cage will create a barrier which prevents people inside it from dying. Players with the Light Aura buff will kill anyone inside these barriers should they enter them, and will not receive protection from the flame attack. Players will be freed from the Dark Cage automatically after this attack.
When below 150x HP:
Dance of Light and Darkness: An enhanced version of Mass Orb Release. The light orbs from both sets will start to spiral clockwise, while the dark orbs from both sets will start to spiral counter-clockwise. Immediately after releasing the second set of orbs, the boss will then send out an additional 2 rings of bright light spheres that move outwards past the light and dark orbs rapidly, after which they slowly return towards to the boss to form 2 rings around it. The rings then move outwards again after some time. At the same time as the bright light spheres, smaller light particles will flow out of the boss in a spiral like pattern until the bright light spheres have formed a ring around the boss. A visual representation of the entire attack can be found here. As before, the boss performs this 3 times, on the top-left, center and top-right platforms.
Delayed Demon Lasers: Areas are marked for lasers to appear like before, but the indicators appear 4 times first, before any lasers are fired. Then a few seconds after, lasers will appear in the marked locations in order, requiring players to memorize each of the 4 patterns' safe spots.
Attacks highlighted in red bypass Invincibility frames.
Note:
"Light" debuff reduces attack power by 2% per stack, unlimited duration. (Up to 30 stacks)
"Dark" debuff reduces movement speed by 2% per stack, unlimited duration. (Up to 30 stacks)