So, a lot of people seem to be struggling with this new boss. I, too, thought it was impossible at first, but I tried a few team comps and once I figured it out, it turned out to be pretty easy and fast, with not too much required. I tried to upload a video, but Lobi seems to be broken or something, so I'm gonna try to explain my strat and maybe see if I can upload some screenshots later. Here's a video of me doing the run: My team (in order): Ami ^ Gego ^ Cami ^ with Cami O otomo (super important) Lewto ^ Odin ^ Ma'curi The general strategy is as follows: Use Cami ^ as your mover, because she is immune to the kinetic traps. The people she swaps with DO take damage, however, so what you need to do is focus on making double pincers with Ami ^ in them. Your team will take a lot of damage, but even if you just ignore the traps as I do they won't outright die, just be on super low hp, and then Ami^'s heal all with a double pincer will heal them to full. You just need to make sure you're double pincering on the right side each time, as the boss alternates between row and column attacks, and if you start a turn with any of your characters damage, then they WILL die when they touch traps. The boss uses Sever (all) once he gets low on hp (I think it's like 20% or something). You need to burst him to dead from above this using a double pincer and a PP. However, even if you don't and he does this once it's not the end of the world. This happens to me all the time and usually just Gego^. Just carefully make a pincer with Cami^ and Macuri and it should be enough to finish off the boss. Here's a play-by-play of how a usual run goes: Spoiler Turn 1: I use Cami ^ to make a pincer with her and Gego on the top right add, also using cami to line up the 3 chars in the bottom right corner so they're in the chain. This won't kill the add, but it does damage it. Turn 2: Make a pincer on one or both of the adds, with Ami ^ in the chain for at least one, but ideally both. It's OK if Ami and/or Cami are positioned such that they get hit by the bosses attack this round - Cami doesn't take any trap damage, and Ami^ can stay way out towards the side in a chain anyways. Turn 3: Finish off the remaining add if it's alive, or go to turn 4: Turn 4: First double pincer on boss, making sure Ami^ is in chain for both Turn 5: Second double pincer, have to make sure that PP is not in the chain or it will reduce boss to sub 20% Turn 6: Third double pincer with PP, boss dies At some point the runner will spawn, and you need to make sure that the Z mage is in a chain and the runner will get hit by it. I generally have no trouble killing it. Hopefully this guide helps you guys out - all you really need is 1 char immune to the traps and a healer. Gegeo^ just makes things easier by giving you more time to move, and the Z mage just makes killing the runner easy. Macuri and Odin ^ are just damage, and can be replaced with any other spear dps that you have. EDIT: Some more tips for you guys: It's helpful to put healing buddies on characters other than ma'curi - the extra healing helps a TON, especially if you don't have Ami^ there to heal for you Ma'curi should probably have a damage otomo equipped though, as he's going to be the one bursting the boss from half health to dead in one turn Tap characters can be brought if you want to make it easier to burst down the boss past his "Sever: All" Phase Remember that the usual "Strikes Back" damage rules apply to this boss too - Non-spear damage is reduced by 90%, so celestial envoys and the like are useless - spear attack otomos or Skullsplitters are the way to go If the boss is at all damaged when one of the "Gorf" enemies takes their turn, they will heal the boss instead of attacking. This means that if you only have one of them still alive or the boss is sufficiently damaged, they won't damage anyone on their turns Good Luck guys!