High Midgardsormr Guide

Video Guide

Note from Notte

Note: This guide is out-of-date. The additions of Void Weapons, new Adventurers, new Flame Dragons, and Double Wyrmprints have all made meeting the prerequisites for this fight much easier. For a better picture of whether your Adventurers make the cut, see the Sources at the bottom of the page.

The Endgame

At launch, the most difficult content in Dragalia Lost was the battle against High Midgardsormr. A prohibitive amount of progression and resources are needed to even survive the boss, but several Japanese players achieved the first clear. From the battle-- which was captured on video-- it becomes evident how to conquer the challenge.


Massive thanks to ツクヨミ(Tsukuyomi) and すみけん (Sumiken) for sharing video footage and discussing the fight! Their Twitter accounts can be found @Gilgames_alice and @SUM1TA.

Equipment

Glorious Tempest Wyrmprint

The High Midgardsormr fight has many barriers to entry:

  • Glorious Tempest Wyrmprint
  • 45-50 Mana Circles
  • Crafted Elemental Weapon (4★ max unbound, or 5★)
  • Max unbound Pele OR partially unbound 5★ Gacha dragons
  • Level 30 Altars and level 15+ Dojos

All of these things amount to an incredibly long grind. Imperial Onslaught will be the main target for Jade Insignias, but upgrading Flame Adventurers and facilities will also have high costs in Flame orbs and Flamewyrm scales. Large quantities of crafting materials will also be needed to create the elemental weapon of choice, and various colored insignias for building weapon Dojos.

HP Thresholds

(Damage is slightly random, so it's possible to survive when under these HP values-- they represent the amount required for a 100% survival rate).

HP HP with +7% def from Axe Co-Ability HP with +11% def from Axe Co-Ability HP with +15% def from Axe Co-Ability
Melee (Flame) 1624 1518 1463 1412
Ranged (Flame) 2029 1897 1828 1765
Melee (Neutral) 3246 3034 2925 2823
Ranged (Neutrall) 4058 3792 3656 3529

While there is no Strength requirement, the goal to aim for is about 2000 to avoid timing out. For comfortable clears, shoot for around 2100 Strength if playing a DPS character.

Minimum Builds

Combinations found using Dragalia Lost Stats Calculator by Jun Li.

For the purposes of this table, Cerberus is interchangeable with Agni, having identical stat bonuses. Tip: to get the single unbind on 5★ dragons, use a Sunlight Stone.

These build lists aren’t exhaustive, but are displayed to demonstrate what kind of equipment is needed at minimum to survive the battle independently. Tradeoffs can be made between the various methods of raising stats, but in general, unbinding dragons and 5★ weapons is the most effective way to raise stats. Because these builds leave little room for error, continuously upgrading bonuses while learning the rotations is recommended.   

Basic Builds

HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
1630 2187 45

30 30 20 20
1627 2184 45

30 30 22 20
1626 1948 50

30 30 22 22
1643 2343 45

30 30 18 18
1655 2183 45

30 30 20 20
Info
Mikoto is the main DPS of the party with high Strength, fast attacks and a powerful shapeshift during Break. Because the Blade has such large hitboxes, he can also stand back a safe distance without sacrificing damage.
HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
2061 1301 45

30 30 16 16
2558 1336 45

20 20 10 10
2053 1165 45

30 30 16 16
2032 1173 50

30 30 16 16
Info
Maximizing HP is the goal for boosting Verica’s healing potency. For her, it’s a balancing act between Ark Voyager-- which gives an additional heal skill- and Staff of the Red Emperor which, being the 5★ weapon, has better stat bonuses. Those wishing to start out as Verica should aim for as many Phoenix unbinds as possible and make the Dojos high priority.
HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
1622 2073 45

30 30 25 25
1627 2074 50

30 30 16 16
1636 2246 50

30 30 20 20
1638 2074 45

30 30 16 16
1626 1867 50

30 30 18 16
Info
Euden’s Sword has excellent Force Strikes, so he’ll be the designated Overdrive punisher of the group. Compared to other characters, his natural stats are low, so the required equipment (and grind) is greater than if using another character. The Sword’s short range will also necessitate vigorous dodging.
HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
1625 1982 45

30 30 20 18
1624 2137 45

30 30 20 20
1627 1827 50

30 30 26 26
1629 1973 50

30 30 28 28
1624 2012 45

30 30 16 16
1626 2207 45

30 30 16 16
Info
Vanessa helps the entire team substantially with her Defense Co-Ability, and has robust HP for taking a few hits. Her damage will be a mixture of broad Force Strikes and attack Skills.

Special Builds

HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
1654 1728* 45

30 30 16 16
1653 1670* 45

30 30 16 16
1630 2009 45

30 30 20 18
1729 2043 45

30 30 16 16
1724 2198 45

30 30 18 18
Info
No Stun Res: A single hit to this character could throw the battle. Only play Ezelith with complete confidence in the rotation and familiarity with the battle.
*Compared to Mikoto, Ezelith has higher HP but low Strength, which will need to be supplemented with her weapon and Dragon.
HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
1645 1961 45

30 30 16 16
1626 1900 50

30 30 16 16
1640 2110 45

30 30 16 16
1624 2266 45

30 30 24 24
1628 2271 50

30 30 16 16
Info
No Stun Res: A single hit to this character could throw the battle.
Thanks to the Defense boost from Radiant Bauble, Naveed can cheat the HP requirements a bit. Still, his sword and lack of Stun immunity will make for a tough fight.
HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
2095 1509 45

30 30 16 16
2035 1291 45

30 30 16 16
2072 1882 50

30 30 20 20
2062 1740 45

30 30 16 16
Info
No Stun Res: A single hit to this character could throw the battle.
A bit of a risky fun build, Sinoa adds variety to runs with Custom Concoction. Rolling offensive buffs in the first half of the battle and defensive ones during Overdrive is key-- thus playing as Sinoa is only worthwhile for players willing to take the risk. If running her, she’ll need either Phoenix or the split High Brunhilda to reach the ranged HP threshold.
HP STR Mana Circles Dragon Weapon Altars Lv. Dojos Lv.
3264 1184 50

30 30 25 25
Info
No Stun Res: A single hit to this character could throw the battle.
For those who absolutely want to run Hildegarde, it’s possible. However, she needs maxed equipment to survive, and even then will rely on the defensive Skill of the Astrolabe Staff to live through Calamitous Storm.

Rotations

Enemy Stats

HP863,164Rank: 1 / 840
STR7,230Rank: 1 / 840

Calamitous Storm

This is the initial all-encompassing burst of wind that acts as a survival check for the quest. Because it can’t be dodged, the only way to get through this is by having high HP and carrying the Glorious Tempest Wyrmprint. It also inflicts Stun, which is why Adventurers with Stun Resistance are ideal for the battle.

  • Jump Back

Trident Tempest

This attack is a barrage of three tornadoes covering a 90 degree wedge. Purple indicators mean this one needs to be dodged manually, but luckily it can be avoided my moving outside the “quadrant” of the screen his attack covers. There are also small spaces in between the tornadoes, which will suffice when getting completely outside the attack isn’t possible.

HMS will fire in the direction of the closest adventurer. Melee adventurers should bait this attack away from the party’s ranged adventurers by hugging the top half of the map.

  • Charge, Spin, Jump Back

  • Spit (x3)

HMS will target the closest adventurer and “spit” a ball of wind in a linear fashion. After a short distance or upon hitting a wall, the ball will detonate into a small tornado. These attacks can be iframed.

A baiter should hug HMS and face him away from the rest of the party, while other melee adventurers attack from maximum range. Baiters are ranked based on their weapon class, with Axe, Sword, and Dagger users performing best due to their range and forward momentum.

Trident Tempest (8-Way)

HMS will exclaim “I shall rend you asunder!” This version covers a full 360 degrees, shooting out eight tornadoes total. To create the largest zones of safety, HMS should be led into a corner prior to this attack. Upon windup, players should maneuver along the radius towards the side directly opposite to HMS to avoid getting pinched into a miniscule safe zone.

Trident Tempest OD

Tattered Sky

This is a homing attack in which Midgardsormr will choose target the closest and charge up a massive column of wind. The final attack’s damage (being a fixed amount) is divided amongst players hit, becoming survivable when the whole team takes it. Once the crosshairs and red indicator appear, gather around that spot and stay within the circle to split the damage and save the targeted teammate.  

Verica should activate Blessings of Destiny just before Tattered Sky completes so as to heal the team to sufficient levels for HMS’s following attack.

Tattered Sky Attack

Storm Chaser

Purple circles will appear centered underneath each Adventurer and move with them-- the AoE “chases” the player. Once the indicator reaches the edge, this skill does damage that stacks where circles overlap. Players should respond by promptly scattering across the map to isolate each circle and avoid taking multiplied damage.

Most groups will leave Mikoto or another DPS character near the boss while healers and support move away.  

Storm Chaser
  • Charge, Spin

  • Spit (x3)

  • Jump Back

  • Trident Tempest (3-way)

HMS should enter Overdrive around this time.

  • Charge, Spin

  • Spit (x3)

  • Jump Back

  • Trident Tempest (8-way)

  • Charge, Spin

Summon Help

HMS will summon three golems at the center of the map, the larger of which will remain motionless as it begins winding up. After about 15 seconds, the large golem will execute a lethal team wipe attack that cannot be iframed, so focusing it down takes top priority. The two smaller golems attack with small, quick charging ground pounds that can be iframed.  

  • Spit (x3) - Do note that HMS will begin these attacks immediately after Summon Help. The team will have to juggle the spits and golems simultaneously.

  • Charge, Spin, Jump Back

  • Trident Tempest (3-way) - Standard teams should break around this point

  • Charge, Spin

  • Trident Tempest (8-way)

  • Spit (x3)

  • Jump Back

Gale Blast

HMS will exclaim “Tempest come forth!”, after which four tornadoes appear in a semi-circle on the top half of the map, then consecutively follow a straight path across the map. The first tornado to move will be denoted by a swirl of dust surrounding either the leftmost or rightmost tornado. Players should position themselves below this initial tornado then move along the top edge of the map until all tornadoes have completed their course.  

  • Jump Back

  • Spit (x3)

  • Trident Tempest (8 way)

  • Tattered Sky, Storm Chaser

  • Trident Tempest (3-way)

  • Charge, Spin

Second Gale Blast, Tattered Sky, Storm Chaser

Immediately after the semicircle of tornadoes is summoned, the closest player to HMS will be marked for Tattered Sky. This player, usually the healer, should move away from the team, transform, then iframe Tattered Sky with their Dragon Skill.

  • Spit (x3)

  • Trident Tempest (8 way) - Around this time, HMS should be nearing death and/or enter Overdrive a second time. Any remaining transformations should be used to finish off the Windwyrm.

  • Charge, Spin

  • Trident Tempest (8 way)

  • Storm Chaser

  • Tattered Sky

Rewards

High Midgardsormr
  • ‘Conqueror of Wind’ Epithet
  • High Midgardsormr 5★ Dragon (copies bought with Windwyrm’s Greatspheres)
  • Wind Fafnir Statue
  • Dragonfruit, Windwyrm’s Squallscales, Talonstones

Sources

“Dragalia Lost - Stats Calculator” by Jun Li, accessed January 04, 2019. See: https://junlico.github.io/dragalia-lost/