Bubble Mew

UMAD — Phase 1 (Party Finder)#

PF-standard resolution for this phase, based on the community guide at yan-flash.com. Mechanic names below use our in-game terms; where the Japanese guide's name is useful for cross-referencing a PF listing it's noted in parentheses. For our team's version see the Bubble Mew strat. Role abbreviations (MT/ST/H1/H2/D1/D2/D3/D4) are explained in the fundamentals.


Boss Overview#

Phase 1 is mechanic-dense and built around a recurring true / false "deception" theme: a telegraphed AoE either resolves as shown (true) or does the opposite (false). Layered on top are statue line mechanics, tower soaks, and timed debuff-passes. PF convention pushes hard damage here — see the DPS note at the bottom.

Mechanic Timeline#

MechanicNotes
Opening Tankbuster (Barrir Ruin Ga)90° cone, hits enmity #1 then #2 — tank swap
Graven Image 1 (Gods' Statues 1st)Line lineup + Fire/Ice deception rings (? orbs)
Towers + Beams4 take beams in a line, other 4 soak towers
Confetti pass (Next Next Trap)1 support + 1 DPS timed debuff — role split
Judgment LightRaidwide
Hyperdrive3× sequential tankbuster
Graven Image 2 (Gods' Statues 2nd)Gravity-bomb lines + half-room cleave
Confetti pass #2Second role-split debuff pass
Ruin IIIHalf-arena cleave
Graven Image 3 (Tele-Portent)Sleep/Confusion teleport arrows → P2 at ~14.9%

Opening Tankbuster#

90° frontal cone that hits enmity #1, then enmity #2 in sequence. Standard tank swap so each tank eats one hit; face the boss away from the party.


Graven Image 1 — Lineup + Fire/Ice Deception#

Graven Image 1 — Fire/Ice rings

A statue tethers all Supports or all DPS and the party lines up while resolving a pair of elemental rings (Fire + Ice/Lightning). The ? orb rule flips the displayed mechanic:

  • ? Fire orb → reverse the shown Stack/Spread.
  • ? Ice orb → stand inside the AoE instead of dodging the cone.

PF lineup (community standard): Supports West, DPS East.

← West (Supports)East (DPS) →
H1 · H2 · MT · STD1 · D2 · D3 · D4

Towers + Beams#

Graven Image 1 — Laser spread + towers

The boss fires beams at 4 players in a horizontal line (the source describes a support + DPS split); the 4 players who did not take a beam soak the towers. L > R SOAK.


Confetti Pass (Role Split)#

Graven Image 1 — Towers and Confetti knockback

One support and one DPS receive timed debuffs that explode at 0 seconds, applying a knockback and passing to a new player. The party divides by role to share the knockback and stack damage:

  • Supports → West
  • DPS → East

Use the resulting knockback to set up for the following mechanic.


Judgment Light#

Unavoidable raidwide. Healers top the party; pop a party mitigation.


Hyperdrive#

Three sequential tankbusters. Plan tank cooldowns across all three; tank swap as needed so neither tank takes consecutive hits unmitigated.


Graven Image 2 — Gravity Lines + Half-Room Cleave#

Source diagrams, in sequence (read left-to-right, top-to-bottom):

1. Lines + quadrants2. TH on puddles, gravity South
3. Gravity stack South + cleave4. Two stacks placed N/S
5. DPS on puddles6. Role split
7. Final stacks N/S

A second statue gives every player a line, split by role (tank/healer one direction, DPS the other) — check which line you hold. One gravity bomb headmark is then resolved as a stack in the South (頭割り):

  • Gravity-bomb holder(s) → move South and stack to share the hit.
  • Everyone else → move to the center / middle.

Your line orientation decides where you scatter once gravity resolves — the guide shows two patterns (e.g. a lower-right line vs. an upper-left line break to different spots). The statue also fires a half-arena cleave during this window — read the safe half and dodge into it.


Confetti Pass #2#

A second role-split debuff pass, resolved the same way as the first: Supports West, DPS East, share the knockback and stack.


Ruin III — Half-Arena#

Half-room AoE cleave. Dodge to the safe half; tank swap if it is paired with a buster.


Graven Image 3 — Tele-Portent (Sleep / Confusion Arrows)#

Graven Image 3 — Arrow placement

Each player receives two arrow debuffs that place a teleporter on expiry, plus a Sleep or Confusion debuff. The party is split into tank/healer one debuff, DPS the other (the source shows both pairings: TH Sleep / DPS Confusion and TH Confusion / DPS Sleep).

Graven Image 3 — Arrow gaze / role positions

Positioning by arrow match:

ArrowsPosition
Matching arrowsInner ("red box")
Different arrowsOuter ("blue box")

The source's key tip: place yourself on the corners of the field-marker squares (フィールドマーカーの四角の角っちょ) for consistency — this is the most common failure point.

Clearing this resolves the phase; Phase 2 begins at ~14.9% boss HP.


DPS Note#

PF convention runs a 0-second burst opener to maximize uptime against the phase's damage check.


Differs from our strat? See the Bubble Mew P1 strat for comparison.