ALL PHASES ​

Spider legs

Beholders

Origin Guardians

PHASE 1 ​

Stab

Swipe

Push

Special: Tornado

Eye of Chaos

PHASE 2 ​

Stab

Swipe

Push

Fakeouts

Special: Spiderweb Summon

Dash

Spider Summon

PHASE 3 ​

Special: Stomp

Body posture

Number of legs

Stab

Swipe

Push

Poison Host

Like most modern bosses, Will eases up on the 100%HP attacks (the only such attack in Normal is the screen crack mechanic) but chooses to fight with a thousand cuts. 10% and 20% HP attacks seem rather threatless, but the sheer amount of them combined with the 5-second potion cooldown can easily overwhelm weaker players., so let's learn the animations and avoid them.These spawn frequently and dealdamage whilefor a few seconds. People may not realise it, but getting stabbed by these frequently is the main cause of dying in Phase 2, since the loss of regeneration often amounts to more than the Moonlight loss by getting hit by Beholder pellets., including during the segment test in Phase 2.Spawn basically as frequently as spider legs. They shoot pellets out in 5 directions. Pellets dealandThe pattern of pellets is very predictable. They always shoot out 5 pellets first in the green directions, then in the pink directions (only the downward directions are shown to reduce clutter here):Over time it's easy to get a sensing of which spots are safe, because you only need to read the positions of the beholders spawning to know exactly where the pellets will go. The beholders don't always spawn in the same place so the safe spots vary, but their pattern is always the same, so one of the subtleties to gitting gud is knowing instinctively where the pellets are going to go and moving in advance.I don't know what to call these, but they match the appearance of the anti-afk monsters in Esfera so that's what they'll be.Four of these spawn at a time and make a beeline straight for yo ass. Upon reaching thine ass, they start a short explosion animation. If you are in the explosion, you takeIt doesn't sound like a lot, but considering that four of these spawn at a time, tanking them willy-nilly is a no-go especially in Phase 2. They can be avoided simply by moving across them to dodge the explosion animation, since the damage is delayed. The explosion animation is pretty short, so most of the time flash jumping or rushing or teleporting would be good to remove them harmlessly.Most of Will's attacks across the three phases can be categorised intoand a90%HP attack, and other than the last one, do exactly the same things, so I'll refer to them by the same names.Note that, so a general tip in Phase 1 is just to stay behind him as much as possible., short-ranged, long windup. His most common attack., long-ranged, shorter windup. Less common attack., long-ranged, super-knockback, inflicts(reverse controls) for 5 seconds. His second-most-important attack to avoid, since it will easily lead to death when combined with the next attack.Will summons a tornado that moves across the map, dealingin its path. The most common cause of death in Phase 1.This attack has a very distinct casting animation (it's the only one where he closes his eyes). Because of that, it's very easy to read him and avoid this attack by just moving behind him.Note also that Willturns around before casting a tornado, so any party members who are proactive in staying behind him will find themselves very safe from tornadoes, which always go the other way.If you're not a class that can easily get behind him, however, the main method of avoiding it is to just. The Moonlight skill doubles as invulnerability in Phase 1, so it's a very good panic button to press.Other ways of avoiding this attack include flying over it (Illium, Ark, Xenon), teleporting past it (Evan, Shadower, Phantom, Kaiser) or just i-framing it. Battlemage/other teleports don't have enough range to avoid it.Note that occasionally Will does a one-two-punch and sends a tornado across the map just as the test starts.if the eye machines have already appeared, so everyone absolutely needs to be on high alert when the test starts.Harmless, but he does this a LOT, and will likely avoid a lot of burst cooldowns because of it. Will hardly walks, and will simply teleport to any party members out of range. Because of this, party members should generallyto avoid situations where he teleports to one end of the map and send a tornado barrelling down to the other side, wiping out the entire map. Keeping him in the middle makes it easier for the party to avoid this by staying behind him.When this graphic appears above your character, after a few seconds you will be teleported randomly. It could be in the same dimension but elsewhere on the map, it could be into the other dimension completely. The issue with this is thatand hence will probably die to any stray tornados where you're landing. Be particularly cautious when this is about to occur.Unique to Phase 2 are fakeout attacks where his physical form appears to ready an attack in front, but instead he attacks behind him using the Mirror World. The attacks themselves are otherwise identical to Swipe and Push attacks, with the same damage and status effect (for Push)..This is why Melang warns you to "Beware his true form reflected in the mirror"; both of these fakeouts appear to be doing a Stab animation in the Real World. The distinguishing factor is his Mirror World form; an actual Stab would have the Mirror form prepare an attack as well, but the fakeouts have the Mirror World Will stand still.Will summons two spider webs, one on each side of the map. They appear only in the reflection, but that doesn't make them any less dangerous. If your reflection touches them, you will takeas damage. The webs last exactly 10 seconds.This attack is the reason why his Push and Fakeout Push attacks are particularly lethal in Phase 2. Again, the party would probably prefer to play in the middle of the map to avoid being pushed into the spiderwebs as much as possible.The webs appear on the sides of the map, but are positioned such that someone hugging the walls of the map won't get hit. They'll just be trapped and unable to move past.The way this attack is coded is such that it is actually an untargetable monster that deals touch damage.both neutralise the webs, making them safe for your party to pass through. Dark Sight works for the thieves that have it, too.Will's physical form appears to teleport, but his Mirror World form actually dashes past, applyingalong withdamage.Unlike Phase 1's teleports, throughout the animation of this attack Will is, even when his physical form appears to be gone.Will occasionally just lets loose an Aranea in the Mirror world, letting it rampage across the map in a straight line dealingdamage. Compared to the tornado this is relatively harmless, but still you would probably want to avoid it which is as easy as flash-jumping over it.In Phase 3 Will is completely immobile; he doesn't teleport or move at all. While this makes it easy to DPS-race him down combined with the fact that there are no segment tests, the phase isn't any easier than the previous phases, because of the following attack which he uses reasonably often.When Will stomps his front leg(s) down into the ground, spikes will appear, dealingdamage. The difference in animation makes the difference in where the spikes appear. Will isand hence invulnerable during the entire animation of this attack, so stop attacking and focus on avoiding, or use the opportunity given during yellow-eyes to buff up.With theattack, spikes appear everywhere on the mapnear your character. With theattack, however, a single spike appears where your character is.The position of the spike is determined when Will stomps down; the spike itself appears about 0.3 seconds later. Because of this, the white-eyes attack is called out by parties saying "MOVE", because you have to use a mobility skill when the leg touches the ground in order to not get hit by the spike.In contrast, the other attack is called out by saying "STAY" because anyone using a mobility skill will run into the spikes and out of the safe zone.Characters can choose to teleport, rush or flash jump (in order of difficulty, from hardest to easiest) to dodge white-eyes.Sometimes, the difference in eye colour can be hard to see due to projectiles cluttering the screen. When that fails, there are many other indicators whether it's stay or move:: White-eyes arches its body much higher than yellow-eyes, which kinda lurches the body backwards.: White-eyes raises only one leg (because it summons only one spike), yellow-eyes raises two legs to cover the map.In practice, yellow-eyes is basically harmless while white-eyes is the main cause of deaths in Phase 3, especially combined with the fact that spiderwebs Sealing skills prevents the use of mobility skills. When that fails, however, it turns out that white-eyes can be dodged by literally any class simply by doing an ordinary jump:Similarly to Phase 2, Push is particularly deadly when combined with spiderwebs.to prevent situations like getting pushed into a web before a white-eyes stomp.Wlll selects one of the party members to be a host for his poison, damaging the area around the party member periodically. The damage increases starting fromover time to, but the host himself is unaffected.. Co-ordinate with your party members to quarantine the host from the rest of the party to avoid griefing. Generally, to avoid situations where you get pushed into poison, the host will be on one side of Will while the rest of the party on the other side.If a host dies for whatever reason, another poisonous area is created at his tombstone, while the poison gets transferred to another host, causing there to be two hosts for poison where there was 1 previously.The poison lasts a total of 15 seconds, and once this time is up the poison gets removed from all hosts.Note that any host who doesn't attack for a long period of time (~8 seconds-ish) will die, taking 100% HP damage.