Eclipse Bloom

| Base health | 5000 |
|---|---|
| Phases | 3 (transitions at 60% / 25%) |
| Breakable parts | 4 petals |
| Sector range | 0.6–13 m · 60° |
| Encounter | Jeff introduction and a normal raid to Area 37, or compatible Boss pools |
| Drop | 1 Residual Sun Shield Shard per victory |
Eclipse Bloom is a three-phase Boss intended for stronger equipment. Four metal petals veined with molten gold surround an obsidian sun core. Fan-shaped light on the ground announces each attack. Read the warning, then choose whether to break a petal or pressure the core.
Starting the Challenge
Take the Bloom introduction quest from Jeff at base, then enter Experimental Area 37 on a normal raid. Open the map and approach the marked area: the Bloom appears on clear ground nearby, on every raid while the quest is active and at most once per raid. Defeat it and return to Jeff to complete the introduction. After that, roughly 30% of normal raids to Experimental Area 37 will meet it again.
This challenge is optional. If you die before handing in the quest, it is automatically abandoned and the objective and current encounter are cleared. Return to Jeff when better equipped to accept it again; other maps and story progress remain accessible. The Residual Sun Shield Shard is a combat drop and is not consumed by the quest.
The Bloom also joins the compatible Boss pool and follows its filtering settings in supported wave modes. There is no separate arena bud entrance. Modes with incompatible faction combat rules exclude it from their selections.
Petals and Safe Gaps
- Core: 7500 base health, affected by the current Boss stat multiplier. Attacking the central obsidian sun advances its phases.
- Petal ward: in phases one and two, each unbroken petal reduces damage to the core by 18%, so with all four intact the core takes only 28% and flashes a pale corona ward when hit. Each broken petal removes one layer; once the petals fall in phase three, the ward is gone.
- Four petals: each has separate health equal to 7.5% of the Boss's maximum health. Guns and melee attacks can break them. Petal damage does not directly reduce core health, but it opens the ward.
- Sectors: each spans 60 degrees, from roughly 0.6 to 13 metres away from the core. The illuminated outline and fill mark the current danger area, with gaps between sectors.
- Breaking a petal: immediately cancels its current attack. Later petal patterns preserve that gap. Once every petal is broken, the core starts a fresh warning and takes over.
Three Phases
- Phase one, above 60% health: petals take turns attacking a single sector. The warning lasts about 1.45 seconds, giving you time to learn the rhythm and focus one petal.
- Phase two, at 60% health or lower: intact petals unfold and the crown slowly rotates, alternating opposite pairs with larger combinations. Warnings last about 1.65 seconds. Safe gaps move with the crown, and broken petals stay broken.
- Phase three, at 25% health or lower: remaining petals fold outward and fall away as the core descends. The core alternates two opposite-sector pairs with about 1.8 seconds of warning. A safe position on one attack can become dangerous on the next.
Breaking every petal also starts the core pattern early. Every core attack receives a fresh, complete warning.
The sectors aim at you: for roughly the first 0.45 seconds of each warning, the crown turns its nearest attacking sector toward you, then locks in place with more than a second of warning left. Standing still in a gap is no longer safe; read the locked sector, then move.
The Bloom stops during warnings and damage windows. During a rest, it moves closer if you are more than 6 metres away with no wall blocking the path, at full speed beyond 12 metres.
Solar Flares
If you are more than 9.5 metres from the Bloom when a new warning starts, solar flares also fall at your feet: 1 in phase one, 2 in phase two and 3 in phase three, with the extra flares leading your movement. Each warning circle is about 2.4 metres wide; once its inner fill burns out to the edge (about 1.35 / 1.2 / 1.05 seconds) a pillar of sunfire strikes and damages you once inside it (26, or 34 in phase three, scaled by Boss damage). In phase three a flare also falls on every other attack even at close range. Keep moving if you fight from a distance.
Exclusive Drop
Every victory awards 1 Residual Sun Shield Shard. Collect it from the Boss's corpse; if a corpse inventory cannot receive it, it drops on nearby ground. Equipped in a totem slot, it opens a brief frontal shield when you dodge. A successful block empowers your next direct attack with an afterglow riposte.