Welcome to our Blooming Snag Lich Guide! This guide seeks to comprehensively cover the mechanics of the Earth-element Expedition Boss!
Note that while this boss is not in the current expedition rotation, it may return in the future.
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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 Blooming Snag Lich will grant Expedition Depot Reward Points, which will accumulate over each period. 2,100 points are required for all rewards, averaging around 40 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 ~1/6th of the damage, so that only 1 run is needed per player.
Blooming Snag Lich has 3 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.
It alternates between a strong single target attack dealing damage to the frontline, and AoE attacks that deal high damage.
An ideal setup for Blooming Snag Lich involves a mono-Fire team, with one Knight as a tank in the front, a strong healer, and AoE DPS heroes. Single target damage is heavily reduced in this fight, while AoE damage is given a significant buff. Defense Break is highly recommended to supplement your damage.
Blooming Snag Lich will cast a permanent team-wide Restrict debuff on your team, preventing the use of CR-pushing mechanics. As such, units like Tamarinne are weaker here.
The Lich will be accompanied by a Gold Klineode, whose function is to protect your team against the 90% damage mechanic from the Lich. This requires careful management to ensure your team is protected during the battle.
Blooming Snag Lich Stats
- Health: 900,000
- Speed: 165
- Effect Resistance: 70%
- Health: 1,650,000 (1.65 million)
- Speed: 180
- Effect Resistance: 100%
- Health: 2,300,000 (2.3 million)
- Speed: 210
- Effect Resistance: 130%
Effect Resistance scales with levels, starting at 70% (Level 1), 100% (Level 2), 130% (Level 3). As such you’ll need 55% (Level 1), 85% (Level 2), 115% (Level 3) Effectiveness to maximize your chances of debuffing.
Blooming Snag Lich has immunity against the above CCs. Notably, it is immune to %HP based damage, such as Daydream Joker or Sol’s S2/S3.
Blooming Snag Lich 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.
Note: Kayron’s S2 passive can proc on the enraged attack, allowing him to get in one-additional turn.
Blooming Snag Lich’s Elemental Advantage passive is extremely strong, starting at 60% (+10% per Level) increased damage vs non-Fire Heroes, and taking 50% increased damage from Fire Heroes. This highly incentives mono-Fire teams, as this will reduce the amount of damage taken and increase damage dealt.
At the start of the battle, your team will be debuffed with an uncleansable permanent Restrict debuff, preventing CR manipulation on your team members.
In addition to this, single target attacks are significantly weaker, having their damage reduced by 70%. However, AoE attacks have their damage increased by 70%. This makes conventional single target Fire DPS such as Cermia and Sol significantly weaker.
The Gold Klineode will spawn with a permanent immunity buff and a 5-hit Skill Nullifier. To gain the Immunization buff, the Klineode must be hit 5 times to break the Skill Nullifier, and a single last attack will often kill it, as it has very low health and defense.
Note that Uberius Tooth, and other additional damage procs do not work on Gold Klineode.
Blooming Snag Lich’s attack focuses the front row first and restricts the Hero to be a Knight, as it otherwise deals great damage. It is important to keep the tank’s HP above 50%, as the extra attack can easily kill the tank.
Soul Exploit deals AoE damage and grants the Lich Attack Buff.
At Level 3, this attack also inflicts Poison on your team. This Poison should be cleansed off if possible, but can also be tanked through as well.
At lower levels, Soul Exploit does not inflict poison.
On a 3 turn cooldown, Blooming Snag Lich’s S3 dispels, deals a heavy amount of damage, and inflicts the debuff Neurotoxin. As Neurotoxin deals 90% current health damage, in most cases this will be a near fatal debuff. To prevent Neurotoxin, it is critical to defeat Gold Klineode for its Immunization buff to either prevent or cleanse Neurotoxin.
This fight is relatively straightforwards, and scoring will be mostly dependent on gear. As you’re trying to maximize damage done in the 11 turns you are given, the general strategy is simply to attack the boss as often as possible, while your AoE attacks reduce the Skill Nullifier on the Gold Klineode. Ensure that your team has the Immunization buff before Blooming Snag Lich casts it’s S3 to prevent your team from receiving Neurotoxin.
Blooming Snag Lich highly favours mono-Fire teams due to its elemental advantage passive. Team compositions are limited to mostly Fire heroes for higher levels, but at Level 1 non-Fire Heroes are acceptable solutions.
Lilias, A. Ras, Charlotte, Cecilia
As the main tank, this slot must be filled by a Fire Knight, as otherwise, the damage sustained will be too great. This leaves a very small pool of viable units.
Lilias: The premier choice for this slot, with her strong S1 Dual Attack trigger adding DPS while having a strong barrier to protect herself from damage. Her S3 cleanse can be used to remove poisons as well.
A. Ras: Another very strong option, bringing Defense buff for additional mitigation, Defense Break and Dual Attack on his S2, helping to aid both defensively and offensively.
Charlotte: A very high DPS option; however she tends to be built lower bulk and may have trouble staying alive at higher levels.
Cecilia: With a 50% chance, 2 turn Defense Break and decent mitigation through Attack Down and a self-barrier and team-wide Immunity, Cecilia is another strong option.
Aside from these, other options for those lacking these units are Maya and Chaos Inquisitor.
NOT Daydream Joker: The % Health Damage of Daydream Joker does not work on Expedition bosses.
Victorious Flag/Uberius Tooth/Kal’adra/Portrait of the Saviors/Ancient Sheath: These artifacts provide additional damage for your Heroes to do more damage.
Alexa’s Basket: Notable on Kayron, Alexa’s Basket allows him to reliably keep up buffs.
- Fire Knight Frontline Tank
- AoE DPS
In general, all teams will need to meet these requirements, as they’re essential to clearing. These requirements, however are loose enough to open up a variety of team compositions.
- Attack Buff
- Defense Break
Attack Buff and Defense Break are recommended for dealing additional damage, as the short time-window makes DPS important for clearing efficiently.
Choose a team composition that best fits your Hero roster. Below are some examples of viable teams.
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