Unlock the rematch, not the world preset
In official 1.0.3.101283, the first eight Hard rematches, from Zoe through Auri, use the configured Auri/Shaolong (SorajimaBoss) defeat flag. World Tree Hard instead requires at least one Normal clear of that same World Tree boss. Select the labeled Hard encounter at the entrance; the world difficulty preset is separate.
Nine fights and their known lanes
| Leader / partner | Reported element lane | Raw HP field | HP-rate field |
|---|---|---|---|
| Zoe / Grizzbolt | Ground into Electric | 105 | 100 |
| Lily / Lyleen | Fire into Grass | 110 | 100 |
| Axel / Orserk | Ice and Ground | 100 | 110 |
| Marcus / Faleris | Water | 100 | 110 |
| Victor / Shadowbeak | Dragon | 120 | 100 |
| Saya / Selyne | Dragon and Dark | 130 | 93 |
| Bjorn / Bastigor | Fire; avoid a fragile unfavorable hybrid | 140 | 75 |
| Auri / Shaolong | Ice and Electric | 120 | 88 |
| Zenara / Astralym | No exported element; use mechanics | 288 | 405 |
Prepare for the selected timer
The first eight Hard encounters have a configured 300-second (five-minute) battle limit. World Tree Hard is level 100 and has a 600-second (ten-minute) limit. The source’s blanket five-minute limit and Auri-only unlock route do not cover this final rematch.
These two raw fields are source tuning values, not final displayed boss HP. Do not multiply them into a promised health total. Enter repaired, supplied with ammunition, food and climate protection, and with five trained Pals. Keep a stable player-damage core and swap matchup specialists rather than rebuilding everything.
Turn a failure into one change
At roughly half the timer, compare remaining boss health with the expected halfway mark. A large timeout gap calls for output or accuracy; a near clear calls for fewer reload/recall gaps; early losses call for safer movement, defenses or recall timing. Rotate before lethal telegraphs while keeping player fire active. Use the World Tree charge, phase and status rules below to diagnose that final encounter.
Audit the reward
Official 1.0.3.101283 selects the reward list for the chosen encounter difficulty. All nine matching hats in the checklist have a fixed one-item award on a successful Hard result; those hats are absent from the corresponding Normal reward lists. The tower distributes them to players who are alive or in the dying state when the successful result is processed. These hat awards are not restricted to a first clear.
Check the selected encounter difficulty and your equipment or cosmetic inventory after the result.
Configured Hard levels, timers and access
These are encounter settings from official 1.0.3.101283. They establish the selected encounter’s level, timer and access predicate. The World Tree charge and second-form rules below complete the separately checked phase mechanics.
| Hard rematch | Stable encounter ID | Level | Battle limit | Access predicate |
|---|---|---|---|---|
| Zoe / Grizzbolt | GYM_ElecPanda_2 | 72 | 300 seconds | Auri/Shaolong defeat flag |
| Lily / Lyleen | GYM_LilyQueen_2 | 74 | 300 seconds | Auri/Shaolong defeat flag |
| Marcus / Faleris | GYM_Horus_2 | 78 | 300 seconds | Auri/Shaolong defeat flag |
| Axel / Orserk | GYM_ThunderDragonMan_2 | 76 | 300 seconds | Auri/Shaolong defeat flag |
| Victor / Shadowbeak | GYM_BlackGriffon_2 | 80 | 300 seconds | Auri/Shaolong defeat flag |
| Saya / Selyne | GYM_MoonQueen_2 | 80 | 300 seconds | Auri/Shaolong defeat flag |
| Bjorn / Bastigor | GYM_SnowTigerBeastman_2 | 80 | 300 seconds | Auri/Shaolong defeat flag |
| Auri / Shaolong | GYM_BlueSkyDragon_2 | 80 | 300 seconds | Auri/Shaolong defeat flag |
| Zenara / Astralym | GYM_WorldTreeDragon_2 | 100 | 600 seconds | Own Normal clear |
Handle the World Tree charge and form change
Official 1.0.3.101283 uses staged HP floors at 60% and then 10% for this encounter, releasing the lock before Supernova. Damage cannot push health below the currently active floor; continue the encounter’s phase sequence.
During the Paldium Explosion and Big Bang charge windows, target the six charged parts: upper, middle and lower on each side. Each has its own health. Their hit areas temporarily replace the matching original body-part hit areas, which return when the charge is cleaned up. Breaking all six distinct targets cancels that charged action; repeated hits on an already broken target do not count as another break.
The second form blocks nine specific status effects: Poison, Burn, Stun, Freeze, Electrical, Darkness, Wetness, Ivy Cling and Muddy. This status list does not establish immunity to all damage. Plan around the charged targets and phase transitions without inventing an elemental weakness.