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.
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.
Phantom Blood brawler tagged as Vampire/Zombie. Every Hamon user lands a built-in damage rider on him.
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.
Tarukus roars, dealing damage equal to 800% of Attack and Silence all targets for 20 seconds.
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.
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.
⚠ 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.
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 |
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.
- Skills5
- Dmg Red10,000
- Sec Def20,000
- Skills5
- Dmg Red10,000
- Sec Def20,000
- Skills5
- Dmg Red0
- Sec Def20,000
- Skills5
- Dmg Red12,000
- Sec Def12,000
- Skills4
- Dmg Red0
- Sec Def10,000
- Skills5
- Dmg Red10,000
- Sec Def20,000
- Skills6
- Dmg Red10,000
- Sec Def20,000