Gate of the Setting Sun

Elsword and Raven go to seek answers from Solace. Up to four players will face Solace in a wide arena with a few lengthy platforms set on three heights.

Basic Mechanics

Solace has no ability to teleport in this version of his fight. He will also respond to hitstun, but can attack out of hitstun at will, and will usually do so rather quickly.

All of Solace's attacks are capable of inflicting the Sunlight debuff on players they hit. The Sunlight debuff will lower your movement and jump speeds while you are afflicted by it. If you receive a second stack of the Sunlight debuff, both stacks will be consumed and a mark will be added to Solace's awakening gauge (seen under his health bar). This won't occur if Solace already has 5 marks, the maximum he can have. The Sunlight debuff has a duration of 30 seconds, so you can avoid giving Solace a mark by avoiding his attacks for that period of time.

Note that Solace's behavior will be based on his awakening gauge as seen by the host's client. Slight amounts of lag could mean that other players in the group will see an incorrect mark count on Solace's awakening gauge (due to a person's client seeing a player getting hit by an attack they actually dodged, for instance). If you aren't the host, rely on Solace's actions to figure out an accurate mark count.

All of Solace's attacks ignore I-frames. Paired with the above regarding the fight's debuffs, moving out of the way will be required if you don't want to strengthen Solace.

A large number of Solace's moves can't be used unless he has a certain number of marks obtained from inflicting Sunlight debuffs on players. This means that Solace grows more dangerous the more marks he has.

Solace raises into the air, his upper body stretched back, and glows orange

Additionally, should Solace reach 5 marks, he will be allowed to awaken, which boosts his attack and defense for a fixed duration, and applies some other modifiers to his attacks. This defense buff will be in effect even if Solace enters a fatigue state. After the duration ends, Solace will end his awakening buffs, and his awakening gauge will be set back to zero marks.

Some of Solace's moves utilize scaled HP burn: the attacks themselves do little standard damage, but will burn HP equal to a large portion of the player's current health.

The difficulty of this battle ultimately depends on how many players are in the group, and how willing each player is to evade Solace's attacks. Solo players will find it easier to manage Solace's gauge and prevent him from becoming dangerous, while groups are more likely to build his gauge quickly and see his more threatening moves. Master Solace's fight can range from fairly easy to fairly dangerous depending on these factors.

Attacks

This section will be organized based on the marks Solace requires to use each move.

No Requirements to Use

Sun Slash - Solace will perform a singular, forward slash that hits anyone in front of him.

Rotating Strike - Solace will spin around once to put force behind his blade before performing a two-swing combo forwards. Players hit by the second strike will be launched.

Ray of Light: Focus - Solace will raise his sword into the air. A ray of light will fall from the sky, either targeting a single player or each player.

Ray of Light: Barrage - Solace will raise his sword into the air and cause a ray of light to target a single player. Solace will perform this five times in a row with only slight pauses between each.

Sun's Gate - this is Solace's ultimate attack, seen only in phase 2 of Hell mode. Solace will teleport to the centermost platform and cause a large number of marks to appear, evenly scattered about the arena. There are three mark types: cross, orb, and triangle. These marks can only be hit by command attacks, and explode when broken, giving any player in range that mark. (The explosions don't do damage to players.) When Solace executes his attack, a flash of light will fill the screen, consuming either two of the three marks available, or all three. Any player who did not have one of the consumed marks will be killed instantly. Solace will enter a fatigue state after this, and all remaining marks on the field will explode.

2 marks or more

Sun Orb - Solace will ready himself in place before spinning and releasing a small sun projectile that homes in on players. This projectile does not expire until it hits a player, and will gradually speed up until it hits someone.

3 marks or more

Solace stands in place with his shield in front of him, as he sprouts wings of light

Shield Stance - Solace will go behind his shield, and wings of light will appear behind him. If any players attack Solace while he is in this stance, he will periodically counterattack with homing light swords. Attacks will also cause the wings on Solace's back to grow, potentially forming a shield behind him if he takes enough hits. If Solace is hit too many times, he will generate a Shield of Light to protect himself from damage. Solace cannot take health damage until the Shield of Light is destroyed.

Shield Flash - Solace will quickly raise his shield and gather light energy into it before releasing it forwards in a cone. This flash of light is capable of stunning anyone hit for several seconds (with the stun duration being affected by your light resistance).

4 marks or more

Dividing Light - Solace will perform a skill cut-in, and a pillar of light will form on the battlefield, vertically dividing the arena. Any person who runs into this pillar will take massive damage.

Shield Wall - Solace will perform a skill cut-in, stand in place, and become invincible. A number of shields will appear on the left side of the screen, slowly moving toward the right wall. These shields will physically push any players they touch, and a highly damaging stream of light follows each shield. These shields can be damaged and destroyed. If any shields reach the right wall, they will fade away in a horizontal explosion that does lethal damage to anyone it touches.

Strategies and Notes

If Solace has under two awakening marks, every attack he has can be avoided by jumping behind him (the slashes will whiff, and you'll be out of the way of any Rays of Light targeting you). Solace does recover rather quickly from attacks, however. Unless you have no intention of dodging Solace's moves and want to focus on damaging specials, you'll have to keep your counterattacks brief (with the exception of his Rotating Strike, which grants you a solid window of assault). Careful management of Solace by abusing this fact can prevent Solace from ever reaching two awakening marks, severely limiting his moveset and threat to you. This is highly beneficial to solo players and anyone trying to make the fight easier/safer.

Keep monitoring Solace's state and attacks in order to react accordingly, or reduce the harm he could pose to other players. Run into sun orbs if you're low health (and aren't debuffed by Sunlight) to prevent others from being heavily harmed. Try to keep baiting Rays of Light away from other players in a predictable fashion, so others won't be caught off guard and run into them on accident. Don't attack Solace while he's in shield stance (unless the damage will be enough to defeat him); if others in the party are attacking Solace during this time and you don't see the swords, get behind Solace to protect the party member who would otherwise be in serious danger. Group up with party members during the shield wall (to focus your attacks on one area of the wall) and during Sun's Gate (so the buffs from the mark explosions can be shared, getting the party to safety much faster).

A sample battle against Master Solace in Hell mode can be found here.