Frontal Charge: When the walls turn red, the boss will use this skill twice unless it rams directly into the red wall. Randomly target a party member. Induce knockback. If the boss charges into the red wall, it will enter a weaken state for 9sec. Deal damage to the boss as much as possible; only grab or seize the boss 1 sec before it wakes up.
Aura Burst: circular 7~8m aoe; induce knockdown; boost the boss’s attack.
Stampede: Summon 5 minotaur clones which charge in the frontal direction until they hit the wall; induce knockdown.
Iron Wall: surround itself with blue buff, which increases its defence. The buff is stackable; every time the buff stacks Blade And Soul Gold, a laser beam is generated and travels across the room. The boss goes into berserk when he accumulates 4 layers of buff. The buff is dispelled when the boss ram into Blade and soul gold a red wall.
Double Chop: Often use after frontal charge; 1st hit knockback and knockdown players behind the boss; 2nd hit knockdown the players in front.
Laser beam: temporarily paralyze players upon contact. Players can jump over the laser beam or use other dmg resist skill. Appears after phase 2, and as the number of red wall decreases, the number of laser beam increases. However, as the boss ram into the red wall, the buff and laser beam will be dispelled.