Welcome to our Destructive Gigantes Guide! This guide seeks to comprehensively cover the mechanics of the Dark-element Expedition Boss!

Please check out our Pherus (Fire) ExpeditionLich (Earth) Expedition, and Symaqus (Ice) Expedition guides >as well!

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Expeditions can be accessed through the Hunt menu, or Garo in the Lobby whenever your friends or guildmates have begun an Expedition.

One of the 3 Expedition bosses, defeating the Destructive Gigantes will grant Expedition Depot Reward Points, which will accumulate over each period. 2,000 points are required for all rewards, averaging around 35 clears.

The goal of each Expedition entry should be to maximize the number of points gained, as while each member in the party is given 3 entries, they cost energy and do not provide additional rewards. Ideally, each member should be able to contribute at least ~1/6th of the damage, so that only 1 run is needed per player.

Gigantes Mechanics

Destructive Gigantes has different levels, which scale its stats and mechanics. Each level is more difficult, with Level 1 oriented around newer players, Level 2 suitable for midgame players, and Level 3 currently being difficult for even endgame players.

Destructive Gigantes uses single target and AoE attacks, and will on every 4th turn apply Electrocute, a Damage over Time debuff.

Paired with Destructive Gigantes is a Inpectio Cannon which is permanently invincible and frequently increases the cooldowns of your Heroes by 1 turn.

Destructive Gigantes Stats

Level 1:

  • Health: 900,000
  • Speed: 160
  • Effect Resistance: 70%

Level 2:

  • Health: 1,650,000 (1.65 million)
  • Speed: 170
  • Effect Resistance: 100%

Level 3:

  • Health: 1,800,000 (1.8 million)
  • Speed: 180
  • Effect Resistance: 100%

Effect Resistance scales with levels, starting at 70% (Level 1), 100% (Level 2), 100% (Level 3). As such you’ll need 55% (Level 1), 85% (Level 2), 85% (Level 3) Effectiveness to maximize your chances of debuffing.

Destructive Gigantes has immunity against the above debuffs. Notably, it is immune to %HP based damage, such as Daydream Joker or Sol’s S2/S3. 

Destructive Gigantes will enrage at the end of its 11th turn, and on it’s following turn wipe your team and inflict Extinction, preventing Revive. This places a short window of time for your team to deal maximum damage. 

 

Destructive Gigantes’ Elemental Advantage passive starts at 60% (+10% per Level) increased damage vs Light Heroes. As this limits the survivability of Light Heroes, they should be avoided. 

An permanently Invincible Inpectio Cannon will aid the Destructive Gigantes in this fight, dealing sizable damage, in addition to having a strong AoE attack, which increases the cooldowns of your team. While Invincible, Inpectio Cannon can still be debuffed. Inpectio Cannon has 0% effectiveness.

Destructive Gigantes’ attack focuses the front row first and restricts the Hero to be a Knight, as it otherwise deals great damage. Limit the buffs to 3 or less, as otherwise this attack can easily kill your tank.

Quake deals high damage, and triggers an extra attack from Inpectio Cannon. At Level 3, this grants Destructive Gigantes increased Defense as well.

At the start of the battle, and then on a 4 turn cooldown, Destructive Gigantes’ Area Fire cleanses his team, deals a heavy amount of damage, and inflicts the debuff Electrocute

Electrocute is 4 turn debuff that deals 8% max Health as damage per turn, to all Heroes on your team. This can be dispelled only through using a non-attack skill.

General Strategy

The primary goals of this fight are to manage Inpectio Cannon through debuffs, and using both non-attack skills and healing to manage the Electrocute debuff. If your team lacks a way to deal with the Inpectio Cannon, Immunity is a must have. The rest of the fight is then keeping up Defense Break and healing, outputting maximum damage for a high score.

Heroes

Destructive Gigantes highly discourages Light Heroes due to its elemental advantage passiv

Tanks:

F. Kluri, Rose

As the main tank, this slot must be filled by a non-Light Knight, as otherwise, the damage sustained will be too great. Highly preferred are units able to cleanse Electrocute.

F. Kluri: While her S3 cooldown is rather high, her fast turn cycling and constant sustain make F. Kluri an excellent tank. 

Rose: A more offensive option, Rose brings Attack buff, and barriers for additional sustain.

DPS:
Landy, Schuri, Luna
 
Landy: With strong multipliers, Speed buff, and powerful turn cycling Landy’s DPS is unrivaled. 
 
Schuri: Another strong DPS option that provide continual CR pushing for other members of your team. While his multipliers are not the best, his turn cycling works excellently. 
 
Luna: A powerful single target DPS that can contribute with additional Defense Breaks.
 
Other DPS: Any Single Target DPS is viable here, although if survivability is a concern, Cermia/C. Dominiel, and other DPS with non-Attack skills may be preferred. 
Supports:
Cerise, RT. Roozid, Tenebria
  
Cerise: Her fast turn cycling allows her to keep Speed Down active on Gigantes, while her S1 triggers additional Dual Attacks, supplementing DPS. Paired with Ms. Confile, Cerise also excels as a Defense Breaker.
 
RT. Roozid: Decrease Speed, Attack Down, team-wide CR increases, and supplemental self-healing, make RT. Roozid a very potent support. A strong alternative for those without access to Cerise. 
 
Tenebria: Her AoE sleep and decreased Speed debuff help greatly in managing both the cannon and Gigantes, while her Defense Break and decent damage make her a powerful secondary DPS.
Healers:
Tamarinne, M. Hazel, Achates, A. Montmorancy
 
Tamarinne: As the premier healer of choice, her fast turn cycling, increased Attack buff, strong healing, and Dual Attacks, make her the best healer for this expedition.
 
M. Hazel: M. Hazel is an accessible and strong choice for healing, providing Greater Attack, reliable healing, and other Fire Hero synergies. 
 
Achates: Achates is a very powerful Healer, able to alternate between her S2 and S3 for strong AoE heals every other turn, and capable of applying Invincibility to the tank.
 
A. Montmorancy: A pure healing option, her insane healing output provides incredible sustain at the cost of not providing any other support.
 
Any other healer works as an alternative.
 

Artifacts

NOT Daydream Joker: The % Health Damage of Daydream Joker does not work on Expedition bosses.

Uberius Tooth/Rosa Hargana/Dux Noctis/Portrait of the Saviors/Ancient SheathThese artifacts provide additional damage for your Heroes to do more damage. Notably, Portrait of the Saviors can always be active during the early parts of the expedition fight.

Bloodstone: With a Ranger DPS, Bloodstone can act as an excellent source of healing for teams that are struggling to stay alive.

Team Compositions

Example Teams

F. Kluri/Tamarinne/Landy/Cerise

The standard meta team for Dark Expedition 3. it’s good just run this

Acknowledgements

Hi! Thank you for reading this guide, and I hope it helps you <3 Thanks too to my proof readers, editors, and those that provided feedback.