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Boss strategy

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The Following boss strategies are for the survival and beating the bosses in a quick or difficulty-free matter. The threads you wear are free for you to choose. I only can give strategy for post game, though, so I need someone to give strategies for first play-throughs. Also feel free to add more decks or decks for specific bosses.

Decks To UseEdit

I highly recommend seeking out the Darklit Planets as soon as you possibly can. For each boss, there are different decks that need to be created.

For Stationary BossesEdit

First of all, you shouldn't use any pins with psychs such as Black Hole, or any pin that says "May not affect all enemies" or "some enemies may be immune" in the information tab, because they will not work. For some stationary bosses such as Ovis Cantus or Draco Cantus, you can disregard any danger a psych may have being slow (for example, Massive Hit, Nexus Ray, or Explosion). Time Bomb tends to work well too. Here is a deck I would recommend and that I use against Anguis Cantus (all pins should be mastered):

Pin 1:Lightning Rook

Pin 2:Lightning Rage

Pin 3:Anguis (set to sub)

Pin 4:Dope Line(set to sub)

Pin 5: Rhyme

Pin 6:Peace Full (or) Visionary Blend

Strategy: When you get a chance, repeatedly use Lightning rage on the enemy by repeatedly blowing into the mic. To pass the puck and easily get a Blazing puck pass, have the puck reach you in the middle of Lightning Rook's duration. For attacking with the puck at a high multiplier, use Anguis when puck power is at its maximum, Dope Line after Anguis (either one's charge can be stopped by releasing the sub slot button), or Rhyme (the pin) when you can't charge without interruption. Peace Full should be used with the puck in hand for a full recovery and even a quick puck pass.

For Mobile BossesEdit

Mobile bosses sacrifice the ability to resist knockback for the ability to move. This being said, these bosses are able to be repeatedly knocked back with attacks and render them unable to strike back. Here is a deck that utilizes this fact in such a way, and is particularly useful for keeping Tigris Cantus off balance during the second stage of the fight, a strategy for which you will see below.

Pin 1: Velocity Attack (set to sub)

Pin 2: Lightning Rook

Pin 3: Boomer

Pin 4: Lightning Rage

Pin 5: Rhyme

Pin 6: Peace Full (or) Visionary Blend

Strategy: Use Lightning Rook to pass the puck. At first, use a repeated barrage of Velocity Attacks to knock the opponent up. Then, continuously use Boomer, then either use Lightning Rage if it has little uses left or another Boomer if it has only been used 1 or 2 times. When Boomer has pushed the enemy to the edge of the screen, repeatedly use Lightning Rage. Use Rhyme as a puck passer at high 4 or 5-ish.


Another good set of psyches to use against mobile bosses is as follows:

Pin 1: Shockwave

Pin 2: Stellar Fury

Pin 3: Entanglement

Pin 4: Splash Core

Pin 5: Turbo Reboot

Pin 6: Aqua Barrier

Strategy: Use Entanglement to wall the boss in. If it is easily stunned, it will be helpless for a Stellar Fury barrage, and if not, attack it with Shockwave to keep it in place. Place water orbs in strategic places or simply attack with them until another pin reboots. Do not use the barrier unless your health is critical or you desparately need to block an attack, and when you use it, use all of it so it can begin rebooting.


Here's another:

Pin #1: Velocity attack (or any pin like it)

Pin #2: Shockwave (or any pin like it)

Pin #3: Vulcan Uppercut (or any pin like it) [set to sub]

Pin #4: Grave Marker (or anything like it) [set to sub]

Pin #5: Vortex Saber (or anything like it)

Pin #6: Any (preferably a healing pin just in case you take damage or)

Pin #7 (optional): Piercing Pillar (or any pin like it)

Strategy: Use either pin 3 or pin 4 (preferably 3) to momentarily stop the enemy in its tracks. When its stopped, use either shockwave or grave marker to attack and further keep them from attacking. IF they begin moving again, use grave marker or Vulcan uppercut (again, preferably the latter) to stop them again, then continue pummeling them with shockwave and grave marker once more, occasionally throwing a vortex saber once in a while for good measure (and easy damage), preferably when Neku has the puck in his possession.

If you wish to use the other pins to attack them, then go ahead. When you've stopped the enemy with pins 1, 3, or 4, use any combination of pins 1 through 5 to attack, though its best to rely on pins 2-4 and use the rest for when pins 2-4 need recharging, using the remaining pins to hold the enemy off until the the original pin trio recharge and continuing the combo.

Also, you can use pin #7 either in place of pins 1-5, or in conjunction with them by using it as pin #6.

Clothes to WearEdit

There are 3 main choices here:

  • Clothes that increase Attack
  • Clothes that increase Defense
  • Clothes that increase Health

While you may think it would be better to go for an all out attack and finish off the boss before they can do major damage, the most times you verse bosses are when you are going for the black planet pins or for 100% completion. All out attack is a fine choice for mobile bosses that you can juggle the whole time, so as to avoid getting damage at all, but in the long run, health is a wise choice to make for any long boss fight. Post-game (or really rich normal game players) can easily afford major health-increasing clothes, and equipping 2-3 on each character will make you nigh-upon invulnerable to most bosses. With this, you can then forgo a healing pin, or keep one in, just in case you end up on the receiving end of some major hurt. Defense is also a good choice as some bosses can do major damage. Pick the character that usually takes the most damage during battle and give them some defensive clothing so that you don't have to worry about them when focusing on the other character.

There are clothes that have special abilities, such as, ones that heal when you're health starts to get low, and ones that give you fusion stars at the start of the battle. Pick clothes that have good special abilities, and increase the type of stats you want, which are sutied for your fighting style.

BossesEdit

No.44: ProgfoxEdit

Progfox fights just like other Fox Noise, growing tails to gain new attacks. It copies a lot of the noise you have faced. However, do not let it grow nine tails. If you do, well...better hope you have plenty of defense. See, once it gets nine tails, it uses a fusion-like attack basically to transform into a demon god fox thing, and shoots a laser at you and your partner. Luckily for you, it is an extremely predictable attack. Fireballs start to spin rapidly around it as it before it transforms, and like your fusions, it freezes time on execution. Before it attacks, if you start a dash with Neku, he will be invincible. The same applies to Joshua (Progfox can be found on the first playthrough during week 2), who can sidestep it (I do not know if Shiki and Beat can block it). The screen fades white just before it attacks, so dash/sidestep when that happens. If you want to destroy the fireballs (if possible), you should use middle-long distance attack, because it harms at the contact. Other than that, it moves around a lot by teleporting, so use pins that are effective against high-speed Noise or just do your best to try juggle it. When it teleports it may leave behind fireballs that damage you when you touch them. It can transform into a frog Noise, a raven Noise, Neku, where it'll use it's own Piercing Pillar and Stellar Flurry attacks that can lower your Attack. It can also become a big stone that looks like an Easter Island head and fall on either you or your partner in much the same way the kangaroo noise do and a mushroom that hides in the corner of the screen. Finally, on the bottom screen, it can turn into a skeleton form. If you attack it, it'll heal itself. The only way to hurt the skeleton form is with a fusion attack. Overall, the only attacks that really hurt are the dropdown statue and the fusion. When it transforms into Neku, its Piercing Pillar attack can also cause a lot of damage.

No.47: Goth Metal DrakeEdit

Use all the knockback pins like Piercing Pillar so that you can to make sure the boss on the bottom screen does not attack. A floating Joshua will avoid most of the Drake's attacks on the top screen, otherwise you can block carefully on the top screen while passing the puck when possible. Use your strongest attacks while it charges, and always try to stay on his back. If you´re fighting with Beat, be careful when he use his megaflare (hardly difficult to avoid in the air). If you fight with Joshua, make him levitate.

No.66: Woolly AOREdit

This one is extremely difficult due to the fact that it constantly stomps on the ground, interrupting whatever command you use. And since most healing items take a few seconds to use, if you plan on healing, the best way to go would be to use an auto heal pin such as Archangel, and to stack it with as many Supply Boost pins as you can fit in. Also, attacks where you blow or shout into the screen work wonders, since the best strategy is to get close and avoid the moving footprint attacks. Also, since it's your partner that gets hurt the most, it's best to just move Neku close to it and blow or shout at regular intervals while paying attention to the top screen to avoid attacks. Pass the puck as much as you can, and use the fusion attacks immediately to get a minor health boost.

At first, Woolly AOR won´t attack you, so use these seconds to hurt him more, get stars for fusion attacks (whatever was the partner you use) or pass the puck all you can. Wolly AOR has only two attacks, but each of them are really dangerous. The first is hitting you with his trunk, easily to avoid by Neku (this attack always hits your partner and drags him to the floor, unless you protect or avoid). The second one is the most dangerous, and the main reason of failure in this fight. Woolly will stomp on the ground, creating shades of his feet. These shades harm on contact, and each time they move, the shake will interrupt every attack you use. In the partner zone, the stomp will drag your partner to the floor, and interrupt his comands. Normally your partner has lower attack and defense stats, so before this battle increase his attack and defense.

There is a better and easier way to kill this noise. You must wait until you end the game. Then you'll have access to the Lazy Bomber pin at the shop in Udagawa. This pin, if fully mastered, will work wonders against any enemy that doesn't move (not the same when the enemy moves, however). Lazy Bomber is a Time Bomb psych, and it will help greatly against Elephant noises, Ovis Cantus, Anguis Cantus and Draco Cantus.

If you want the pins he drops, but you cant kill him, you should use a 4-chain battle or superior. Each battle increases the probability of dropped pins, and in these, you can get stars to the fusion attacks easily, and when the battle against Woolly AOR comes, use the maxed fusion and you´ll defeat him without problem

No.80: Reaper BeatEdit

In the maingame, you don't have to bother with him - all fights are merely survival. When it comes to the post-game matches, though, the player may wish to utilize psychs that can attack in a radius around Neku, such as Tin Pin Blade, or fast psychs that can keep up with his speed. On the bottom screen, focus on dodging or countering his aerial finisher (which has a circular area of effect), while continually pounding him. On the upper screen, focus on his position, and if possible, use Joshua's levitating ability to deal damage - the ground finisher may be stronger, but it's a one-shot deal per combo, and Beat is likely to dodge to the other side of the screen before the combo finishes--Joshua's beams do not have this problem, as they stunlock.

As a reminder, Beat's aerial finisher moves Beat on the other side of Neku before attacking. This may be trouble with slower pins, such as Lightning Rook.

No.81: Uzuki YashiroEdit

When you fight her solo, Yashiro likes to switch between screens when you hit her on the bottom screen, leaving her shadow in her place. However, she also likes switching out when you hit her shadow on the bottom screen, meaning that if you use pins with fast attacks and boot times, you can keep her too busy switching screens to actually attack you. She fights by shooting you with bullets from her gun and creating a light blue star that hits you directly. She can also create a purple or pink colored star that can split into multiple stars and cause a lot of damage. Don't worry if you have a Light-Puck powered character on the screen opposite to where Pinky is, you can still attack her shadow and do damage to her. The only catch is that her shadow is harder to see than herself. She can also heal herself using her wings if you leave her alone for a short while. This is actually a great chance for you to attack her.

In addition, you can equip pins such as "Vortex saber", "Vulcan Uppercut", "Grave Marker", and "Velocity Attack" for when her shadow appears on Neku's screen, in which case, have Beat defend (or attack) the real Uzuki on the top screen. Use Vulcan to stop it, then follow it up with grave marker and vortex saber. If she runs away, use velocity attack to catch up with her and stop her once more. This way, you should be able to keep the shadow from attacking and/or switching out. As a beneficial side effect, using short range pins such as the ones mentioned above will do more damage than if they had hit the real Uzuki, the reason being that the shadow and all enemies like it are weak against short-ranged attacks.

No.82/84: Koki Kariya and Uzuki Yashiro (Non-Berserk [Week 3 - 4 Days Left] and Berserk)Edit

This is one of the toughest fights in the game due to the fact that, as a properly "synced" duo, Kariya and Uzuki have their own light puck when both are in battle and they have a fusion attack too. Use evasive action for Beat when Uzuki gets the puck, and try and interrupt Kariya's attacks when he has the puck. If you aren't hit for a while, it goes away just like your light puck. On the bottom screen, use the same strategy as you would use for Kariya. A decent strategy is to keep chasing Kariya on the bottom screen, this will make him constantly try and move away from Neku, and never actually attack. On the top screen, defend whenever necessary and try to rack up a good fusion combo. Keep at it and they should go down pretty easy. Lollipop and Pinky use the same attacks they did when you fought them previously, so you know what you're up against. The most surprising thing you will see during this battle is their fusion attack.

No.83: Koki KariyaEdit

Use long range pins at all times on Lollipop and make sure to move out of the way (dodge on the top screen) when Kariya shoots a yellow blast from the air since it explodes and has a large blast radius and inflicts a lot of damage. Kariya also attacks by shooting normal energy blasts on the ground, creating a lightning orb around himself, and throwing shuriken stars.

You can also use the second strategy mentioned above for Uzuki on Kariya.

Another strategy is to use a Pyrokinesis pin and move it back and forth on Kariya. It constantly damages him making him go the other way.

No.85/92: Sho Minamimoto/Leo CantusEdit

Part 1Edit

At first, Sho Minamimoto will appear at the very center of the top screen, making it impossible to attack him. When he sends out Taboo Noise, immediately take advantage of them to max out Joshua's fusion. After defeating two or three waves of Taboo Noise, Pi-face comes out of hiding so you can wail on him. He basically attacks you by shooting shuriken stars in a spinning motion. Don't use any direct attacks, because he teleports away whenever you touch him with the stylus; instead, use area attacks such as Vortex Blade or Pyrokinesis. When he goes to Joshua's screen, send him up and attack Minamimoto some more.

During the whole fight, Pi-Face sends out Taboo noise to deal with your otherwise unoccupied character. Use them to keep the light puck going.

Part 2Edit

Once you do enough damage, Pi-Face becomes Leo Cantus. He behaves mostly the same except he has some new attacks. He likes kicking you around a lot and charging at you as well. He also picks up Joshua and slams him on the ground sometimes. So you should use the same strategy except for two things:

  • First, he's very easy to dodge with Joshua. Just go up, then down, and repeat until you see an opening.
  • Second, Leo Cantus behaves like a Taboo Noise, in that you can deal almost no damage to him without the light puck. Now it really becomes crucial to keep it going.

Another Strategy is to always be on the opposite part of the screen with Joshua, (when Leo Cantus is on the ground, levitate and attack and when he is in the air, go on the ground and use your normal moves) and keep attacking until he moves up or down, but you have to be quick, especially when his HP is below 50%.

Another Strategy to beat the first half of Leo Cantus (before he gets to half health) is to get him on bottom screen with Neku, and have Joshua beat all enemies except one on top screen. If it's a crab, if you don't attack, there is no way for the crab to hit you! Provided you didn't damage the last enemy very much, you can wait until the light puck expires (or not if you want to risk killing the last enemy), and attack the enemy to pass the light puck to neku so he can hit Leo. Then, on bottom screen, if Neku stays a little in front of his kicks, he will kick in place for a while, leaving you open to attack with ranged pins, such as big bang / big crunch, piercing pillar, natural puppy, etc.

No.86: Sho Minamimoto (Taboo)Edit

Use some kind of knockback attack pin (Lightning Rook is best because of its homing capabilities) then attack Sho in the air with a projectile attack to deal extra damage. If you can't quite land a hit, use microphone attacks. Use a healing pin like Splish Splash Barrier if your dual HP gets low. Use Beat's fusion pin if you get it. In his taboo form, Sho may seem very tough and hard to hit because he teleports a lot. His only real attack is summoning shuriken stars, however the pattern in which he summons them may differ from time to time.

No.87: Megumi Kitaniji and Shiki MisakiEdit

Most of Megumi's attacks hit a large area, but are quite weak, so if you have enough defense, you don't have to worry about those attacks. Dash away when Megumi is about to use his Serpent Arm attack; it does a lot of damage and knocks Neku back. When he says "Time be still", quickly use an attack with knockback or juggling capabilities to interrupt his time freeze, like Piercing Pillar. If you are not able to stop the time freeze (either because you couldn't get your pin off in time or you don't have that type of pin), always ready yourself for a quick dodge because Megumi will follow up the attack with his Serpent Arm. Megumi also attacks by creating fireballs, energy stars, and shooting a light beam at you.

Another technique is to continuously attack him without giving him time to attack, to do this have at least 2 pins that have short loading time, or lasts for a long time, cause then when yours first pin is reloading, use your other pin to cover for it until it finishes loading.

Finally, be careful with Beat, for as Shiki does a lot of damage to him since it's not easy to make him dodge/block her attacks when your focusing on Neku, I surgest regularly checking how he's doing every now and then and also healing of course.

No.88: Vespertilio CanorEdit

The Canor series of Noise are pretty simplistic. Here, have Shiki attack the bat Noise on top, while having Neku just move around on the bottom screen. While the lights are off, Neku is barred from attacking the Noise. By attacking specific bats, the lights will slowly turn on. Activating one side fully (by clearing all bat Noise on the lights) will render the boss vulnerable on the bottom screen, and cause it to send more bats to the top screen. Destroying all of the bats covering the lights will render the boss very vulnerable, stunning it and doubling the damage of all attacks it takes. Eventually, if the battle takes too long, the boss will summon (while invincible) a cloud of bats, which immediately latch onto the lamps, obscuring the stage.

No.89: Pteropus CanorEdit

Practically the same as Vespertilio, but this time with Beat. The same strategy applies here, but make sure Beat's cards don't get too long, and late in the battle, the Noise will turn into a golden bat which sometimes swaps screens.

No.90: Cornix CanorEdit

First off, clear the two Noise however you feel like. Leave Shiki to deal with the lesser Noise. This is a good time to have the volume up, as before the boss goes down to the lower screen, it makes a very distinctive shriek. Pyrokinesis and Psychokinesis pins are useful when you first face this Noise, as the former doesn't really need any sort of aiming, and the lesser Noise sometimes drag obstacles to the bottom screen for you to use. If the Noise gets away with picking up an object, it generally moves up to the top screen to strafe Shiki, from left to right. Shiki is allowed to destroy the object, but she will take damage unless she blocks. If the Noise safely gets up to the sky with an object, it will generally attempt to drop it on Neku. However, this is very easily dodged. You can also use your fusion attack if you want to destroy the object that it tries to drop on you. The best times to use your fusion attacks are when Cornix Canor is passing by on your screen. Not only will this damage it, but it will also destroy the object that it is holding.

No.91: Ovis CantusEdit

Equip: - Force Rounds - Cure Drink - Thunderbolt or any other long-range pins that don't require you to move. Stand in either the bottom-right or bottom-left hand corners of the screen, and rapidly and constantly tap the boss, which should constantly activate all of your pins. His first attacks will be unable to hit you. However, he can create a special black hole which absorbs all of your psychs. In other words, while this black hole is present, avoid using any of your attacks or else you'll just waste your time attacking. Neither Neku's nor Shiki's attacks will work when he uses it. As his HP lowers, he will begin using new attacks, such as spitting out blue energy balls, or side swiping the battlefield. Dodge these if possible, but return to the corners of the screen. If you aren't comfortable with Shiki's attacks yet, repeatedly hammer the left button. This will allow her to constantly attack, faster than in auto-play, while you can focus on Neku. (to make it faster you can hit both the left and Y button to make combos at least four times faster)

After you end the game you'll gain access to Lazy Bomber, a really good pin for static bosses and noises like Ovis.

No.93: Tigris CantusEdit

Part 1Edit

Initially, Tigris teleports when Beat tries to attack, but can be hit by using Air Cancel after the initial combo panel, and then finishing the air combo when she reappears. If Neku leads the Taboo Noise into the large white area on the bottom left of the bottom screen, Tigris will recieve damage and be stunned long enough for Beat to use a direct combo. However, if normal Noise is sent into the area, Tigris will be healed, and obstacles that are sucked in will damage Beat. This phase lasts for the first half of her yellow HP bar.

Part 2Edit

Tigris is now easier to hit on the top screen (and shows up on Neku's screen, due to his location comparative to Beat). When Beat uses a finisher on her, the clone she has on the bottom screen will turn into Tigris herself. When she appears on the bottom, attack her relentlessly and quickly. If you don't, she will disappear from the bottom screen (leaving the dummy Tigris) and go back to the top screen. If you do, she will be unable to attack you for the rest of this stage of the battle. If you somehow have a Fusion ready to go, unleash it before you drain her yellow HP bar for best effect. You may also want to use any healing pins.

Part 3Edit

During part 3, Neku won't be able to use any of his pins because Tigris takes them away. This includes the Fusion Pin and all of your Fusion Stars. Then Tigris will attack Neku by moving into his shadow to cause damage, while attacking Beat with a combination of clones and her standard attack. Have Neku move into Tigris' shadow to hinder her (by destroying the clones she creates) and have Beat attack Tigris repeatedly on the top-screen.

Part 4Edit

Tigris Cantus will disappear from both screens, leaving only her clones. On the bottom screen, go in the direction opposite Neku's shadow (because Tigris is depicted as a light source in this part of the fight). When you find a light, hit it with Rhyme. Tigris (as a light source) will then appear on the top screen so you can hit her with Beat. After a while, Tigris will go back to the bottom screen. Keep repeating these steps until you beat Tigris Cantus.

No.94: Anguis CantusEdit

ShikiEdit

Focus on the head of the snake at all times; when it is on the top screen, use Shiki's aerial combo to inflict a lot of damage. When it is on the bottom screen after taking enough damage focus on the head again using Neku's most powerful psychs (projectile weapons are advised since Anguis can do a lot of damage to you if you are too close to the head). Take advantage of the fact that the head cannot harm Shiki or Neku unless it is on their respective screen. Skilled players may be able to take advantage of the fact that Shiki cannot be harmed for most of her finisher, and time it so that she is either winding up or performing the finisher just as the attack comes in.

His fireballs are each different colors, three of them dealing a status ailment. Red deals Attack Down, blue deals Defense Down, and purple inflicts HP Drain. Later, he may create an orange bubble which, if you allow yourself to be caught by it, will drag Neku into range for a deadly bite. Enough damage will break the bubble.

Note that when Anguis' head is on the top screen, Neku can only attack the quickly-withdrawing body. When it's on the bottom screen, Shiki is still permitted to attack, as the body remains on her screen. This also applies to the next part. There is also a safe spot from the flames, but is fairly hard to reach, despite the fact that the body on the upper-left or -right can push you into that position for the rest of the battle (barring the orange sphere).

BeatEdit

Same strategy as Shiki's part except make sure to use Beat's ground combo since it is stronger and try to get rid of all your cards quickly if they are close to hurting Beat.

No.95: Draco CantusEdit

Megumi now absorbs Joshua, Shiki, and Beat to beef himself up. They'll be incapacitated for most of the fight. Focus on Neku, attacking one of the 5 heads at all times. Eventually, Shiki's "Level 2 Fusion" cinematic comes up, which signifies that you can press buttons to create a light puck. The same things happen with Beat and Joshua as you continue causing damage to Draco Cantus. Note that failing to execute the button command will cause Draco to regenerate a significant amount of HP. However, the game will remind you to look up at the top screen by either the aforementioned screen (which also breaks any orange spheres on the field), or a flash of light and sound. Push the button you are told (right, left or up) to get a permanent puck. An alternate possibility is to continually press all of the buttons (right, left and up).

Any pin that can hit more than one head at the same time is recommended, such as Vortex Saber or Lightning Arrester. Time Bomb (Lazy Bomber specially) will make the battle a really short one.

Also any pin that can heal you and sheild you at the same time is highly recomended for healing, like splish splash barrier.

Once his HP bar is depleted a four-starred fusion pin appears on the screen; press it to end the fight.

No.96: Panthera CantusEdit

Preparation: Know Your Enemy and What To DoEdit

This fight is really long and tough. Panthera Cantus is a combination of Leo Cantus (bottom screen) and Tigris Cantus (top screen). The "Leo" version will attack the same way that Leo Cantus would. He basically just kicks and charges into you. The only difference is his attacks are stronger, faster, and much more frequent. The "Tigris" version creates clones of itself to block your attacks on the top screen and attacks by launching a shadow at you. Just as with the Leo version's, the Tigris version's attacks are stronger and happen a lot more times than usual.

Top ScreenEdit

On the top screen, you will be fighting a blue-colored version of Tigris Cantus. In order to win, you need to, carefully, decide which partner you're going to use. Okay, so let's say Joshua is your favorite, but you're not good at playing with him. If you still want to use him in battle then you should train with him until you think you're ready. If you don't have a favorite or don't care which one you choose, then pick the partner that you're the best at using.

Joshua - Immediately, when the battle starts, have him levitate into the air. Spam attack the boss and try to concentrate on getting a fusion.Use Joshua's extra combo map attack (which can only be used by equipping a thread item like Pi-face's Jeans) so that you can attack both sides of the field for massive damage. This is useful in getting rid of the clones the boss creates. Try to do this as quickly as possible because this is the hardest boss fight in the game. If you see one of the clones trying to attack then immediately teleport down to save time. However, if you're playing on Ultimate/Hard difficulty, the tactic would change. It would be better to dodge as much as you can as Joshua (If Panthera [blue] goes up, move Joshua down, if Panthera is down, move Joshua up), and instead of trying to use the beam where he hits both sides (you can if you're brave), you would want to use short, correct combos to get more fusion stars. The higher fusion ability is better because of the instant healing and damage being dealt on Panthera. Sometimes the healing badge on Neku may not be ready to use so using a fusion would be your best choice. This tactic may take a while, but should be as long as your first time fighting Draco Cantus. Focus on picking threads that increase Joshua's fusion stars and attack. Leave the defense and health to Neku since he can't levitate and dodge attacks like Joshua can.

Shiki - Shiki has a beautiful invincibility frame at the end of her ground combo that will prevent her from taking any damage as long as you finish the combo on time (it's when she jumps into the air at the end). Stay on the ground with Shiki, and don't go for air attacks. When Panthera is on the ground, start the combo, and judge if you need to use the shortest combo path, or if you can take the middle, or longest one. Block when you don't think you can complete a combo in time. When you whittle the boss' health down to half, be prepared to start blocking a lot more. This method works on all modes, though on easy and normal you can be more aggressive and go with the longer combo paths. The threads are up to you, but Mr. Mew is recommended. Unless Shiki's attack is high, you're going to have problems causing a large amount of damage. So any threads you have her wear should give her a lot of Fusion Stars (with Shiki's Card System, you should get you're Level 3 Fusion Attack faster if she already has some fusion stars at the start of battle) and increase her attack.

Beat - Remember that blocking is the key to finishing this battle. Just block Panthera's (blue) attacks and wait for an opening to strike. If you don't block then you're going to take a lot of damage in only a short amount of time. The threads you wear should increase your attack, defense, and health to a pretty high level. It's easy to lose this fight with Beat as your partner, especially if you're too busy paying attention to Neku. Also, try to wear some threads that give Beat some Fusion Stars. This will help you get your fusion faster, so you can save it for when you really need it.

Bottom ScreenEdit

Neku's side of the fight is much more annoying for some people. First of all, depending on which strategy you're going to use, the threads you wear will determine the outcome of the battle. If you're going on the offensive (attacking with your partner) with Neku then wear threads than increase his health and attack. Defense is important too, but you're probably going to take some damage in the middle of your attacks so having a lot of health will allow you to ignore it for a while before you eventually have to heal. If you decide to attack at close-range then pick some pins that allow you to attack quickly so you can make an escape if you need to. Also, pins with a knockback are good in this situation. If you decide to attack at long-range then use pins that allow you to stay away from Panthera (red) so that you don't have to worry about being hit. Pins such as Thunderbolt and Piercing Pillar would work. No matter what range you decide to fight at, ALWAYS HAVE AT LEAST ONE HEALING PIN. The healing pin should fill your HP bar well and have a lot of uses. Monkey Leisure (which can be used 6 times when fully leveled up), is a good example.


If you're going on the defensive (using your partner to attack, while you either run around dodging and/or only attack once in awhile) then you should wear threads that increase your defense and health. Make sure you have at least one good healing pin. You should also have one good attack pin just in case you need to cause some damage quickly. If you do decide to wear an attack pin, then it should be able to do a quick combo that can cause a lot of damage.


Below are some decks recommended for your use.


A good idea is to equip Neku with:

1. One Jump From Eden

2. One Skip From Eden

3. One Hop From Eden

4. One Step From Eden

5. Eden's Door

6. Splish Splash Barrier/ Visionary Blend

This will allow Neku to become invincible when the Light Puck attaches on to him. It also allows you to concentrate on your partner's fight. If your partner is ever low on HP, pressing and holding on the Neku will trigger the barrier. It's not a good idea to use up Black Saturn/Splish Splash Barrier because if it gets spent, the Light Puck will travel to your partner which will cause Neku to lose his invincibility. If that ever happens, dash around like crazy until you can finish a combo on with your partner to send the Light Puck back down to Neku.


A different approach is to use Wolf or Velocity Tackle, and two other healing pins.Peace Full (mastered), and Monkey Leisure (mastered) are good choices due to the number of uses they have. Adding support pins that add extra uses or increase health regained would also be good, seeing as how your sole attacking pin is Wolf/Velocity Tackle (which isn't a bad thing).

Step 1. Touch Neku.

Step 2. Drag Neku.

Step 3. Keep dragging him, and try to juggle Panthera with Wolf/Velocity Tackle.

Step 4. Heal if necessary.

Step 5. Never stop doing steps 2 and 3 unless you need to do step 4.


Another approach to this battle relies on mostly Gatito pins. Equip the Over the Top set, Speed Factor, Black Uranus, and whatever you feel like for the sixth pin (either Tin Pin Thrift to take advantage of SOS or a healing pin in case one screen takes a cheap shot and you see an opportunity to use it). The combination of Over The Top and Turbo Reboot will allow Black Uranus to recharge in just a little over the time it takes for a juggle to finish (meaning, the enemy lands). While this requires much attention unconsciously as you need to keep slashing upward on Panthera, it allows you to focus on the top screen, dodging or attacking as the situation changes.

A similar approach replaces Speed Factor with Her Royal Highness (which increases the amount of times a pin can be used by 30%) and makes the remaining pin Black Venus. This allows you to use 2 attacks from Black Uranus followed by 24 attacks from Black Venus in a never-ending combo, as the time it takes for the pins to boot is less than the time it takes to use them up. If done correctly Panthera never hits the ground. Joshua is a good choice, as you will find it easier to avoid the top screen attacks (due to his levitation ability) and on higher difficulties should not attack at all as his finisher leaves him vulnerable to attacks from behind. If you're using another partner then blocking at the right time will make this battle go more smoothly, but you have to pay attention. This is important because there is no space for a healing pin in this pin deck, meaning there isn't any room for careless mistakes. This means that the action on the top screen should be all about dodging up and down to the horizontal plane that Panthera isn't on, or blocking Panthera's attacks.. Like the previous strategy, this also allows you to focus solely on the top screen while slashing and tapping Panthera and is a relatively easy way to beat him without taking a single point of damage.

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