Tarukus portrait
Phantom Blood Infinity Boss Friday rotation

Tarukus

The weekly endgame raid from Phantom Blood. It scales across 5 difficulties, from Normal up to Hell, and acts 5 times per cycle at the hardest setting.

5 Attacks / cycle
10,000 Damage Reduction
20,000 Secondary Defense
Active in 2 days — rotation pinned to Friday.
  1. Sun Cool Ice
  2. Mon Akira Otoishi
  3. Tue Notorious Chase
  4. Wed Risotto Nero
  5. Thu F.F.
  6. Fri Tarukus
  7. Sat Wamuu
TL;DR — Friday Infinity Boss

Phantom Blood brawler tagged as Vampire/Zombie. Every Hamon user lands a built-in damage rider on him.

⚠ The danger

Chain Death Match — he locks your highest-damage ally into a 2%-Max-HP-per-second bleed until your team frees them by attacking the chain. Glass carries die before they're freed.

How to beat Tarukus

The whole fight is two damage levers: Hamon riders and Stance break timing. Every Hamon user (Lisa Lisa hits hardest at the +300% ATK cap) rides a passive damage rider on his Vampire/Zombie tag. Dump your full Ult chain when the Stance Bar breaks — that's the +100% damage window. His 20-second team-wide Silence is the only real survival problem: skill-cycling kits go silent, so a Cleanse keeps the rotation alive. CC kits don't lock him, they just speed up the Stance break.

Damage levers

Infinity Bosses have infinite HP — the only thing that matters is how much damage you can squeeze out. These are the levers that scale damage in this specific fight.

  • Every Hamon user — Vampire/Zombie tag triggers their passive damage rider. Lisa Lisa's +300% ATK cap is the strongest.
  • DoT and CC kits — they don't control him, but they pile on Stance damage to force the burst window faster.

Boss skills

4 skills. Every description below is the in-game skill text exactly as the game presents it — no paraphrasing, no fan summaries.

Active CD 10s

Tarukus deals damage equal to 500% of Attack to enemies in a cone-shaped area within 6 tiles in front of him and inflicts 3 stacks of Bleed.

Ultimate CD 30s

Tarukus roars, dealing damage equal to 800% of Attack and Silence all targets for 20 seconds.

Alternate Ultimate

When his Energy is maxed, Tarukus initiates Chain Death Match against the enemy who has dealt the highest damage until the Chain breaks or the target is defeated. During Chain Death Match, both Tarukus and his target are unable to take any actions. The target loses 2% of their Max HP per second, with the rate increasing over time, while Tarukus gains a damage bonus equal to 1% of his Max HP. During Chain Death Match, basic attacks from other units must target the Chain.

Passive

When Tarukus's Stance Bar depletes, he takes 100% more damage from all sources for 5 seconds, and his next Chain takes 10% more damage.

Stance Bar — the only burst window that matters

Infinity Bosses have infinite HP. Your score is your total damage output, not a kill. Every boss has a Stance Bar above its health bar. Empty it and the boss is stunned for 5-10 seconds and takes +100% damage from all sources — that window is the entire game. Crowd control (Stun, Freeze, Silence, Banish, Suppress) does NOT actually control the boss. Bruno's Zipper Space banish, Mariah's Magnetic Force Stun, Joseph's Hermit Purple bind — none of them lock the boss in place. They earn their slot because CC effects deal bonus Stance damage, which shortens the time to break.

  • Save every Ultimate for the Stance break — the +100% modifier doubles the burst.
  • CC kits are useful for Stance damage contribution, not for shutting the boss down.
  • Don't burn damage during invulnerability phases (Cool Ice flight, F.F. split, etc.) — Stance can't drop there either.

⚠ Don't bring

  • Glass top-DPS carry — chained turn-1 and bled out before the team can free them.
  • Heavy skill-cycling kits without a Cleanser — his 20s Silence shuts them off mid-rotation.

Weather: Indoor

Indoor — no terrain effects.

Indoor

Increases all units' Defense by 5%.

Characters that benefit from this terrain

These playable heroes have a passive bonus that activates on Indoor. Slotting one of them adds free utility the boss can't disable.

Boss numbers explained

Tarukus's combat stats at Hell, the top difficulty. Each card says what the number does and whether it's unusual for an Infinity Boss — so you can see at a glance what makes this fight different.

Attacks per cycle (Hell)
5
In line with a typical Infinity Boss.
Damage Reduction
10,000
In line with a typical Infinity Boss — it shrugs off a flat chunk of every hit.
Secondary Defense
20,000
In line with a typical Infinity Boss — a second defense layer on top of normal Defense.
Crit Resistance (Hell)
40,968
How well the boss resists YOUR crits. To reach the +90% Crit Boost cap your attacker needs Crit ≈ 47,468, which no realistic build hits — so for Hell content lean Crit Damage % + Final Damage % over raw Crit Boost.
Crit Damage (Hell)
34,140
The boss's own Crit Damage multiplier — used when the boss crits you. Most Infinity Bosses don't deal real damage from their Attack stat, so this only really hurts on F.F. (the only boss in the rotation with a real Attack value).

How the difficulties scale

Climbing from Normal to Hell only grows two things: Crit Resistance (how hard it is for YOU to crit the boss) and Crit Damage (its own crit multiplier). Defense, attack pattern and speed never change. So a higher tier is the same fight where your crit chance suffers more — pick the highest row your team can survive.

Tier Difficulty Crit Resistance Crit Damage Attacks
T1 Normal 1,071 714 5
T2 Advanced 10,861 6,760 5
T3 Difficult 10,861 12,672 5
T4 Nightmare 23,744 23,744 5
T5 Hell 40,968 34,140 5
Crit Resistance grows, Normal → Hell ×38.3
Crit Damage grows, Normal → Hell ×47.8

The full weekly rotation

Every Infinity Boss and the day it's available. Tarukus is highlighted — tap any other to jump straight to its guide.

Authored by JoJoGS Editorial
Last updated
Source In-game skill text + verified stats

Every boss skill on this page is the in-game description exactly as the game presents it. Stats, weather and skill text are all pulled straight from the game's own tables — no fan summaries, no guesses. Tactical advice is hand-authored against the real kit. See the full mechanics reference for the damage pipeline and crit curve behind every claim.