Dromi/Advanced Information

Battle Information
Blade Attacking Tips:

 Short Blade


 * A great option for agility as well as dealing damage since its part Pierce attribute makes it easier to break all of Dromi’s bonds. Be aware as its shorter range will force you to play defensive as Dromi is attacking. Its collection of Burst Arts can boost the weapon’s agility and damage, giving it a better performance in battle.

Recommended Burst Arts: 


 * Rising Shock and Specht with a spark short blade or the Lightning Storm engage works well against Dromi due to their high damage output.
 * Scwalbe and Whirling Death are agility based options that help you close the distance between yourself and Dromi, as well as distancing while Dromi is attacking.
 * Dead End has a big advantage against Dromi due to its armor piercing capabilities, mainly when it enters Burst Mode where it is heavily armored.
 * Licht Kreuz can deal great damage to Dromi whilst helping you distance yourself from Dromi right after with its retreat.
 * Lightning Scourge and Stinging Flare can make shorter work in breaking Dromi’s bonds due to their great damage output, mainly when Dromi is downed.

 Long Blade


 * A weapon with balanced stats, and also one of the stamina friendly weapons due to its Zero Stance. It’s generally best to ignore its head since it is the only part resistant to pure crush. It also has Burst Arts that shouldn’t be underestimated.

Recommended Burst Arts: 


 * Void Cutter is a really good pick against Dromi due to its high damage output, as well has having armor piercing capabilities that may be really useful against Burst Dromi.
 * Flame of Purgatory can deal great damage against Dromi while it’s downed, especially when its legs are broken as its broken legs are less resistant to Oracle Crush compared to most of its body parts. Its downed damage is also really powerful when you hit Burst Dromi’s core. Note that OP conservation is mandatory for effective use for this Burst Art.
 * Sacred Edge with a spark weapon or the Lightning Storm engage is a great choice against Dromi due to its high damage output, mainly when it connects to either its tail or legs. You can use it to boost the process of breaking its legs faster.
 * Aspara Wings plays a big role in breaking Dromi’s legs as it deals high damage per hit, as well as making it easier to transition to aerial attacks to punish it even further.
 * Soulsplitter can deal massive damage to Burst Dromi, given that it has a high risk as you have use weak shields (preferably Shields of the lowest rank) to make this Burst Art powerful and that you’ll take more damage during the parry.
 * Whirlwind Sword is a useful pick for its high OP absorption, which is really useful when paired with Impulse Edge based Burst Arts.
 * Shining Ray can be a powerful pick against Burst Dromi as long as you can aim it to its core.

 Buster Blade


 * One of the attack-defense based picks for Dromi as you can switch between offense and defense pretty quickly through advanced guarding whenever Dromi starts to attack. It is also one of the good options for breaking all of Dromi’s bonds, mainly the head due to its Crush-Slash damage hybrid. It also has powerful picks for its Burst Arts that can be used to your advantage, mainly when fighting it in Burst Mode.

Recommended Burst Arts: 


 * Anathema’s huge damage and armor piercing works very well against Dromi as it will aid you in breaking parts more easily, provided that you carry out a successful parry while it is attacking. Precise use of Advanced Guard with a buckler can allow you to land two Parrying uppers during the shock-waves of Dromi's devour attack. (PU the first, guard the second and PU the third)
 * A Stage 3 Overkill can make a short work of Burst Dromi when it’s downed, as core hits are easier to manage. Even if it misses the core, it can still deal a big amount of damage to its head or legs as it has armor piercing, which makes it way easier to break them.
 * Sky Cleaver is a fast and safe option with an elemental bonus that can be landed very reliably thanks to Dromi's size.
 * Nemesis is an excellent option as it deals great damage per hit as well as piercing through Dromi’s defenses, which is mainly useful for dealing with it in Burst Mode.
 * Dividing Edge works well against Dromi due to its high damage per hit when Dromi is downed. However, this becomes an issue when dealing with Burst Dromi as its defenses can nullify a big portion of Dividing Edge’s damage unless its legs and head are broken since it is hard to land hits to Dromi’s core from its downed positions.
 * Spinning break can be landed reliably on Dromi's legs and provides a wide range attack the gives additional OP recovery.
 * Rising Crush can be a powerful Burst Art against Burst Dromi as its upward swing makes it easier to land hits on Dromi’s Core.

 Boost Hammer


 * With the only effective hitting spot being the heads, Boost Hammers are great for staggering Dromi as its damage values can reach numbers high enough to stagger it often, as well as inflicting downed on it numerous times. Its Burst Arts also help in making quicker work in killing it.

Recommended Burst Arts: 


 * Grand Finale can deal huge damage to Dromi’s head, which may be powerful enough to stagger it if you use high-damaging Boost Hammers. You can use it to your advantage as some of Dromi’s attacks provide wide openings for Boost Drive before performing the Burst Art blow. It also gives you a boost in damage whenever Dromi is downed.
 * Doom Hammer’s vertical slams towards its head can make staggering Dromi easier, in which stagger-locking it can be possible if you have high-damaging hammers.
 * Armor piercing Burst Arts such as Unstoppable, Lost Memory and Calamity Nova work really well against Dromi, especially when it is at Burst Mode as they make breaking its armored bonds much easier.
 * Chaos Impact with a spark hammer or the Lightning Storm engage can deal high amounts of damage when hitting its head (unbound in Burst Mode) or its core in Burst Mode, making it one of the powerful picks for damage dealers.
 * Howling Soul has a niche use against Dromi, especially when it’s wide open. It is more effective when dealing with Burst Dromi as its upward swing direction makes core hits easier to carry out.

 Charge Spear


 * Due to Dromi’s lower resistance to Pure Pierce compared to the other damage types, Charge Spear is one of the best melee options. It also has a set of useful Burst Arts that help in defeating Dromi more quickly with the combinations of attack and mobility.

Recommended Burst Arts: 


 *  Deadly Blitz with a spark spear is a simple but effective option that enhances standard heavy attacks with boosted elemental damage.
 * Brave Soul with a spark spear or Lightning Storm Engage works well against Dromi due to its high damage output. There is also a chance where you can hit Dromi’s head with it, which can give you an opening to try breaking Dromi’s head as it will stagger when it suffers enough damage.
 * Spear Requiem, Fallen Tear and Stardust Rain have downed damage bonus advantage that can make short work of Dromi.
 * Mocking the Gods has an armor piercing bonus that can be really useful against Burst Dromi. However, this Burst Art should be used with care as its retreat can leave you wide open for a short while.
 * Ground Zero is a very effective choice for dealing with Dromi Burst or not as its combination of downed damage bonus and armor piercing can deplete Dromi’s health at a fast rate.
 * Deathbringer is a great option for dealing high amounts of damage and also escaping some of Dromi’s attacks as it covers a long-enough distance as well as being steerable.
 * Akashic Breaker can help in mobility as you can use it to escape Dromi’s attacks while dealing damage beforehand. It also can extend dive distance, making it one of the Burst Arts capable of outrunning Dromi’s devour attack without wasting excess stamina.

 Variant Scythe


 * One of the safest options as its Extended Bite allows you to attack it on a far-enough range. As a pure slash weapon, focusing for its legs and tail is the best move. It also has a strong arsenal of Burst Arts that may be very beneficial for use.

Recommended Burst Arts: 


 * Reaper’s Call and Hell’s Gate with a Spark Weapon or the Lightning Storm Engage work well against Dromi as they deal high amounts of damage.
 * Soul Eater and Bloody Claw are great options for survivability as they can steal HP when landing hits.
 * Dystopia is a great choice due to its high damage output, especially when Dromi is downed.
 * Trinity Spin can be a useful option to offset the leaked debuff that Dromi can inflict, benefiting gunners and supports.
 * Inferno Rush can decimate Dromi as its diagonal swings allow you to hit multiple parts much more easily, as well as dealing massive damage in total. This can also decimate Burst Dromi given that its head or legs are broken first or you can only benefit core hits which is less effective in general (Try positioning yourself so that the edge of the scythe hits either the core or the legs to make it work).
 * Heaven or Hell’s heavy armor piercing makes it easy to break Dromi’s breakable parts much more quickly, especially when Dromi enters Burst Mode. Its heavy damage can also make a short work of the Ashborn.

 Biting Edge


 * Having a slash-pierce hybrid damage type, this weapon is suitable for breaking all of Dromi’s bonds without much of a difficulty. It also has powerful Burst Arts that boost the process of breaking its bonds.

Recommended Burst Arts: 


 * Stinging Storm with a Spark Biting Edge or the Lightning Storm Engage works well against Dromi as it is easy to use and deals high damage at the same time.
 * Lethal Flash can deal massive damage to Dromi while it is downed.
 * Halo Assault works well against Dromi as its high DPS value can make bond breaking easier. It works better against Burst Dromi as good positioning with it can let you hit its core multiple times.
 * Cosmic Bolt’s armor piercing makes breaking Dromi’s bonds easier, as well as being highly effective against Burst Dromi as it can pierce through its high defenses.
 * Soaring Sky and Seraphim Edge helps in transitioning to aerial attacks, which can be transitioned to aerial attacks to punish it even further.
 * Phantom Pain is a powerful option that deal great damage against Dromi, though less effective against Burst Dromi unless its legs are broken.
 * Dual Shock can deal high amounts of DPS once Dromi is downed.
 * Biting Thrust and Angel’s Fall helps in closing the distance between yourself and Dromi which allows follow-up attacks, as well as dealing high amounts of damage to Dromi.

 Heavy Moon


 * As its normal combos are more towards slash damage, aiming for its legs and tail is one of the primary focus for Heavy Moon users. Breaking the head would require the use of Moon Axe or Raging Moon as the Crush-Slash damage ratio is the same. It also has powerful Burst Arts that enhance the weapon greatly.

Recommended Burst Arts: 


 * Fatal Upper’s aerial transition helps in punishing either Dromi’s legs or tail more depending on your position after the uppercut.
 * Moon Tempest and Lunar Rage can be used effectively against its legs once Dromi is wide open from ‘exhaustion’ after some attacks.
 * Lunar Feast can break Dromi’s head more effectively as its final slash can punish Dromi’s head with very high damage. Note that this Burst Art will be less effective when Dromi enters Burst Mode unless you hit its core or its head is already broken. It also consumes 100 OP, making OP Conservation important.
 * Apocalypse Axe can make a short work of Dromi once its downed, breaking its head more easily as well as dealing massive damage to its tail. It can also be effective against Burst Dromi once its head is broken and if you can land consistent hits to the core with it.
 * Lunar Orbit with a Spark Heavy Moon or the Lightning Storm engage is a great choice due to its combination of easy usage and high damage output.
 * Twilight Moon’s armor piercing can be used to your advantage against Burst Dromi as it can pierce through its high defenses.
 * Tempest Step’s Super Armor can help in closing the distance between yourself and Dromi while it’s attacking.
 * Moonlight Blade serves as a powerful option for softening the legs, especially when Dromi is downed.

Gun Attacking Tips:

General


 * While easy to hit, Dromi has quite high gun resistance to bullets unless you can reliably hit the Abdomen or have broken it's legs/tail. Burst Dromi in particular can wall out gunners that can't reliably hit the core due to it's immense bullet resistance increase and minimal defence decrease on broken bonds.
 * Of the Bullet types, pierce is generally the better option as they can at least take advantage of Dromi's broken tail and legs more effectively.
 * Dromi's most vulnerable areas to bullets are its Abdomen and its broken tail/legs. Once broken they are more susceptible to pierce bullets, being only slightly more resistant to pierce bullets than they are to melee hits.
 * If you are Dromi's target as a gunner, you will often bait out Dromi's long range attacks, which can be easier to react to and can leave Dromi open for much longer.
 * When Dromi is in burst, aiming for the core is much easier from the side or behind.
 * Custom bullets that can hit the core easily can be useful if Burst Dromi is a necessary encounter.
 * Dromi's susceptibility to ailments may be worth taking advantage of when you can't close in for melee attacks. It takes the most poison damage of the standard Ashborn; it's hold tolerance is quite below average for Ashborn, meaning that repeated holds will take less time to inflict and bind will decrease the defence of Dromi's bonds which is especially useful when fighting Burst Dromi due to it's greatly increased defenses.

Assault


 * Assault Guns can allow you to easily distance yourself from Dromi with drawback shot due to Dromi's low speed and slow ranged options.
 * Standard rapid shots for prolonged shooting and X-lasers for quick bursts of pierce damage are the recommended options for raw damage.
 * Assault has a good set of ailment bullets if you want to take that route.
 * Homing bullets aim for Dromi's centre but will generally hit the head from the front which is heavily resisted. They are not recommended here but if you do bring them, they are best used from the side of behind Dromi where they are more likely to hit the legs or tail.

Sniper


 * Can land strong shots on Dromi's legs and tail fairly easily due to their size and it's range allows you to strike hard from a distance while possibly baiting out Dromi's long ranged attacks.
 * Critical shots are only available on burst Dromi's core but this is also when Dromi is at it's bulkiest so focusing on critical shots is definitely an option worth considering if you can land them consistently.

Shotgun

Raygun
 * Has good power and mobility but limited targeting options. Since buckshots are best used at point blank, Dromi's legs are the only target that can be hit from the ground. Thankfully these are the most vulnerable part to buckshots but Dromi's high crush bullet resistance does hamper them somewhat.
 * Buckshots and Slugs are the recommended options since tracker torpedoes specialise in Crush damage, which Dromi resists.
 * The legs should be the primary target on normal Dromi due to their lower resistances. Buckshots to Burst Dromi's core can do solid bursts of damage if aimed correctly and should be the main target if you try to attack burst Dromi with gunfire.
 * Shotgun has the most potent ailment Bullets of the Gun types so take advantage of them as best you can, especially on burst Dromi as it can be the most effective use of OP due to Burst Dromi's immense gun resistance.

Elemental
 * Due to Dromi's large size and slow movement speed, maintaining fire with beams is fairly easy. Just make sure that you are always ready to react to Dromi's long ranged attacks or attempts to close distance by diving away or cancelling the beam.
 * Radials are not recommended due to Dromi's high crush bullet resistance.


 * Dromi is weak to spark exclusively but any double weaknesses on broken bonds are single weaknesses when Dromi is in burst mode.

Status Resistances:

Enraged Effects:

Rage Indicator


 * When enraged, Dromi deals more damage and moves slightly faster. It will also carry out devour attacks.
 * Like the other Ashborns, Dromi has tiny ash particles surrounding it while enraged.

Unbounding Tips:

Head


 * Crush and Pierce melee weapons are reliable for breaking the head. Armor piercing Burst Arts works well too as it not only boosts the process for Slash melees but also increases the damage output for Crush and Pierce melees. This is usually a simple task while Dromi is wide open as it staggers easily even when you don’t hit its head much.
 * Dromi’s head is an important part to be broken albeit being risky as its defense boost for said part in Burst Mode will be much less effective once broken and it is a weakspot for pure Crush melee weapons (Boost Hammer).

Legs


 * In its normal mode, this part is the hardest to break out of all the three breakable parts. Only Crush weapons have a disadvantage on breaking this part, which makes armor piercing Burst Arts really useful. Powerful Burst Arts for Slash and Pierce weapons are also useful in breaking it more quickly.
 * The legs are the most prioritized bonds to break as Dromi’s Burst Mode defense increase will be much less effective for said bond once it’s broken and that this part is easily accessible to every melee weapon type. It is also a weakspot for pure Pierce melee weapons (Charge Spear).

Tail


 * Slash and Pierce melee weapons have the most advantage for breaking the tail. However, armor piercing Burst Arts become a necessity when dealing with Burst Dromi as its tail is heavily armored, even if it’s broken. Also, hitting its tail will not stagger Dromi but you can inflict downed on it if you hit its tail enough.
 * Keep in mind that Dromi's tail is not any more vulnerable when broken while Dromi is in Burst, retaining the same defense value.

Attacks:

Normal Attacks


 * Moving Slam: Dromi slams its head to the ground 3 to 6 times, creating a shockwave on the ground that can damage its targets. It starts its first slam on its left and the following to the right which repeats in as the slam count increases. It will move its way towards where its target is standing so caution is advised.
 * Bite: Dromi tilts its head to its right before lunging forward towards its target for a bite.
 * Turn Bite: Dromi swings its head in a 180 degree turn clockwise, damaging those that were unfortunate enough to contact its head.
 * Roar: Dromi slowly tilts its head to the bottom right, before unleashing a shockwave from its roar in a shape of a dome.
 * Homing Ice Pillars: Dromi slams its head to the ground, which causes ice pillars to erupt from the ground of its target for 3 times with one second interval. Inflicts Leak. Long distance attack type.
 * Rush: Dromi tilts its head to its right side before charging towards its target while swinging its head. Once it is done with this attack, it will appear 'out of breath' for a short while before proceeding to its next attack.
 * Jump Bite: Dromi jumps towards its target, creating a shockwave around it once it lands. Dromi can not be inflicted with hold while using this attack. Long distance attack type.
 * Ice Machine Gun: Dromi focuses on a target for around a second, shooting a barrage small icicles from its side heads. Only actives when Dromi's HP is 40% or below. Long distance attack type.

Devour Attack:


 * Dromi tilts its head to the left, emitting black particles, before unleashing 3 deafening shockwaves that get bigger with each roar. It will stay stationary for a short while before suddenly opening its mouth wide to devour its targets. It will chase down its chosen target until it manages to grab a bite out of them. The chase will last for 12 seconds. If its target gets too far away, Dromi has the ability to change targets to someone closer.

Burst Mode Attacks:

Dromi retains all of its attacks and all of them are faster and deadlier in Burst Mode, with most inflicting leak or fatal leak. Its side heads' mouths will open wide, making it look like it has 3 heads. Most of its attacks will be followed by red ice, which may damage its targets as well. Attacks with significant changes and new attacks are shown below:


 * Moving Slam Burst: Dromi slams faster than its normal mode but instead of a shockwave it leaves a line of ice spikes. The maximum number of slams is increased from 6 to 7.
 * Bite Burst: Instead of only lunging its way forward, it does a forward roll that causes a circle of red ice to erupt from the ground, dealing extra damage to its targets.
 * Roar Burst: Dromi unleashes a shockwave faster than its normal mode, and it shoots (somewhat homing) ice rubbles after the shockwave. The ice rubbles inflict leak.
 * Turn Bite Burst: Dromi turns faster than its normal mode.
 * Homing Ice Pillars Burst: The ice pillars spawn 5 times instead of 3. This attack not only focuses on just one target but all the targets present in the area. Inflicts fatal leak. Long distance attack type.
 * Burst Rush: Dromi rushes faster than its normal mode. It will leave a trail of Frozen Pillars that inflict fatal leak. Its 'out of breath' state will last shorter, making it harder to exploit this opening.
 * Burst Jump Bite: Dromi jumps faster than its normal mode. Instead of a shockwave, it creates an ice blast around it. Long distance attack type.
 * Ice Machine Gun Burst: Dromi shoots a barrage of icicles faster than its normal mode, and for longer. Activates regardless of its current HP. Inflicts leak. Long distance attack type.
 * Ice Bullet: A Burst Mode exclusive attack. Dromi raises its head up before releasing 3 large icicles in a slightly different direction, which will turn into multiple sharp icicles once near the ground. One of those will usually land on where its target is standing so take caution. Inflicts leak.
 * Turn Head Attack: A Burst Mode exclusive attack. Dromi slams the ground clockwise 5 to 9 times, releasing a small area of ice with every slam. Be warned as its final slam will release a bigger area of ice.
 * Float Mine: A Burst Mode exclusive attack. Dromi moves back while releasing a stream of floating ice bombs that approach you if you are close enough, exploding on impact. Inflicts leak.
 * Absolute Zero: A Burst Mode exclusive attack, as well as its deadliest attack. Dromi prepares itself before opening its 3 mouths wide up, collecting particles of ice. When ready, Dromi will shoot a long stream of icy particles from its main head while its side heads will shoot the stream in a circular pattern. After 6 seconds, Dromi will release more icy particles around it before going 'out of breath'. Long distance attack type.

Dealing with Attacks:

 Moving Slam 


 * Due to this attack’s hitboxes, it will be dangerous to stay too close to it. Make sure to keep a safe distance while Dromi is attacking. This method is only recommended for Scythe users as they can attack Dromi from a distance using Extended Bite.
 * Going to the left and circling around Dromi is a good way of getting yourself a cheeky devour.
 * Shooting its heads will cause Dromi to stop the attack after the third slam.
 * Perfect Guards or parries with Parrying Upper or Soulsplitter are the best option for counterattacking measures.

 Bite 


 * You can evade this attack by quickly positioning yourself behind Dromi.
 * Guarding or performing parries is also a good alternative for performing counterattacks as quickly as possible.
 * Since this attack covers a short range, you can perform long ranged attacks with Scythe’s Extended Bite or gunfire.

 Roar 


 * Guarding or Parrying is a great option for continuously attacking Dromi after the shockwave as you’ll have no need to cover some distance to attack it.
 * Dive guards are also recommended if you are a distance away as you can close the distance between yourself and Dromi and continue your assault.
 * Scythe’s Extended Bite takes a big advantage of this attack as you can safely carry out a combo of Round Fangs to attack it.
 * Boost Hammer users can also punish Dromi’s head as they can carry out a Boost Drive right after Dromi unleashes its shockwave, making it open for Boost Impact.

 Homing Ice Pillars 


 * As long as you are always on the move, this attack should be relatively easy to evade but be careful to not bring the pillars to unsuspecting allies.
 * Stepping backwards once as the ground below you changes and then diving through the pillar will result in a dive perfect guard and allows you to close distance between you and Dromi whilst avoiding the other pillars.
 * Keep in mind that the pillars erupt once every second after the attack starts.
 * While this entire attack can be perfect guarded from a standstill with every shield type, this should be a last resort as the erupting ice may obscure your vision and makes it more likely for Dromi to blindside you with another attack.

 Rush 


 * Guarding the attack is a great option for counterattack measures as you can swiftly switch from the defensive to the offensive as Dromi is wide open after its attack.
 * You can go behind Dromi and dive towards it for the best evasion method. Just be careful of its legs as it can still kick you back if you are too close to it.
 * Be warned as Dromi will still try chasing you if you are far away and you’re either on the left or right side of Dromi’s path if it were to go on a straight line.

 Jump Bite 


 * To avoid the attack, you can step sideways as Dromi is about to jump and perform a quick devour right after it lands.
 * Guarding the attack allows you to quickly counterattack Dromi after it lands, landing several good hits as it will be open while it tries to get back on its feet.
 * Dive Guard is also a possible method for dealing with this attack.
 * Parrying with Parrying Upper or Soulsplitter works too for counterattacking measures. Make sure to look at your HP and Stamina Bar to check if it is safe for you to carry out this tactic.
 * If you are good at positioning, you can position yourself near where Dromi is landing and charge up a charged devour.
 * If you are very close to Dromi, be ready when it jumps as the hitbox will take effect once Dromi leaps.

 Turn Bite 


 * This is Dromi's reversal attack so it will only use this attack when it's target is behind it so it can be predicted fairly easily.
 * This attack is fairly slow so it can be avoided or blocked fairly easily. Perfect Guarding this attack will put you in the best position to maintain offense.

 Ice Machine Gun 


 * Evasion is the best option for this attack. Just keep moving or jumping over the attack if necessary and try not corner yourself or lead it to allies.
 * Best way to avoid this attack is by immediately go besides it, leaving an opportunity to attack.
 * Blocking this attacks is not recommended. The attack will chew through stamina if blocked normally due to the large number of hits. If you want to block the rapid icicles, be sure to jump first as the attack is about to be fired and guard once you are falling to the floor (Demonstration is shown in the Attack Gallery).
 * Perfect Guarding this is possible but will lock you in place since you only have I-frames to rely on to not get hit. Undo the guard after a successful Perfect Guard will immediately leave you vulnerable for a hit so it is not recommended, unless you Perfect Guard with dive.

 Devour Attack 


 * Perfect Guarding, normal or dive, is the best way to deal with Dromi’s devour attack as it lasts for a very long time and that they reduce the risks of other party members getting devoured. Point Blank Guards are better since it can nullify the chances of Dromi devouring allies.
 * Perfect guard with dive is the most consistent way and relatively easier to stop the devour attack. You can position yourself (in front of Dromi) at exactly in range of its second roar wave, walk 2 steps in, (make sure you lock in to Dromi) and as Dromi fully open its mouth dive immediately.
 * You can also try to position yourself by going beside Dromi and walking slightly forward in the direction it’s heading for in the first few seconds so that it circles around you as it tries to devour you only to be in vain. However, this is not recommended in Multiplayer as Dromi can aim towards another target.
 * Running in circles does the trick as well, only when you’re alone. Doing it in Multiplayer will not work as perfectly as Dromi can change its devour target unexpectedly.
 * Diving away and following up with Burst Arts that cover distance such as Akashic Breaker right after can outrun Dromi’s devour attack. This is also not recommended for Multiplayer play for the same reason as the previous two methods.
 * Under most circumstances, You can not outrun Dromi's devour attack. However, through a combination of Lulu's Core Engage Candlelight, The Lightning speed Engage Effect and the movement speed increases from the Sonic install skill, you can outrun it. This is not recommended as it is much faster to just perfect guard the attack and Dromi has the potential to change targets if someone else is closer.

 Moving Slam Burst 


 * Due to this attack’s hitboxes added with the extra stream of ice, it will be dangerous to stay too close to it. Make sure to keep a safe distance while Dromi is attacking. You can perform gun attacks or play supportive in this case.
 * Going to the left and circling around Dromi is a good way of getting yourself a cheeky devour, like its normal mode variant.
 * Perfect Guards or parries with Parrying Upper or Soulsplitter are a good but risky option due to the added ice stream.

 Bite Burst 


 * If you are very close to Dromi you can guard Dromi’s bite before it rolls and move forwards (away from Dromi). Otherwise, stay away from it as you can get hit twice.
 * By great positioning, you can try guarding the impact it creates after it rolls. This way, you’ll have more room for counterattacking.
 * Be careful when approaching Dromi after the ice is unleashed since there is a lingering hitbox ~1 second after the ice disappears.
 * You can also perform a counter by parrying once Dromi unleashes its ice.
 * Scythe users may take advantage of this situation by staying a good distance away and carrying out Extended Bite attacks. This method will be more effective if you have Heaven or Hell equipped as Dromi’s body is heavily armored when Bursted.

 Turn Bite Burst 


 * Dromi typically does this attack after Moving Slam. But also anytime the player is behind Dromi.
 * Since this attack is quicker in Burst Mode, try to make sure that you are ready to avoid or guard the attack. Don’t focus too much on the offensive as it will leave you wide open.
 * This attack punishes players when they devour carelessly, but it is safe to devour after Dromi does this attack.

 Homing Ice Pillars Burst 


 * The 2 major upgrades this skill has over the default ice pillars is an increase from 3 pillars to 5 and the ability to target multiple characters in its range at once. Most methods of handling the original ice pillars still work but you must be more alert, even if you aren't Burst Dromi's primary target.
 * The timing for the pillars is still roughly once a second so consider that if you need to defend against it.
 * This move cannot target God Eaters behind Burst Dromi.
 * Stepping backwards once as the ground below you changes and then diving through the pillar will result in a dive perfect guard and allows you to close distance between you and Burst Dromi whilst avoiding several more of the pillars.
 * Blocking the attack from a standstill should be an absolute last resort as Dromi has many powerful ranged options in burst that will hit you as you defend against the pillars.

 Burst Rush 


 * With the only difference with the normal variant of this attack being increased speed and added ice pillars on its path, you still can deal with this attack the same way as you do as its normal mode.
 * For the diving approach, it is best to perform a dive once you are close enough to the ice pillar and perform a dive guard.

 Burst Jump Bite 


 * The same methods as its normal mode can be used to deal with this attack. However, do be careful as Dromi has an extra hitbox from the ice that surrounds it when it lands.

 Ice Machine Gun Burst 


 * The same methods to deal as its normal mode can be used as the attack behavior is the same as its normal counterpart.

 Ice Bullet 


 * As Dromi's sides and back are wide open for a short while at a very close range, when doing this attack, you can punish it with either a quick devour or Burst Art strikes.
 * If you are within its attack proximity, you can either evade the attack by moving away or guard the attack.

 Turn Head Attack 


 * As Dromi slowly rotates as it is performing the attack, be sure to stay on its tail and get a quick devour. If possible, armor piercing BAs can be used to your advantage in dealing as much damage to it as possible. Burst Arts such as Long Blade’s Void Cutter or Buster Blade’s Nemesis work well here.
 * Make sure not to attack its head even if you are distancing yourself since there is no telling when Dromi will do its final slam with a bigger ice blast.
 * Scythe users have a lower risk of getting hit as they can perform Round Fangs while preparing a Cleave Fang from a distance that this attack can't reach (works better with Heaven or Hell).
 * If you feel safer away from it, get your gun ready. This is your chance to inflict ailments on it. If you have allies trying to combat this attack in close range, at least you can prepare heals more easily.
 * Parrying Upper or Long Blade’s Soulsplitter will only be safe to use when you’re at the left side of Dromi’s slams or when it does its final slam.

 Float Mine 


 * As this attack lingers for a very long time, make sure you get rid of it as quickly as possible as it might be an additional burden to have them around.
 * You can get rid of the ice mine by running beside it or diving beside it.
 * Guarding the attack is risky as you’ll be left wide open for Dromi’s next attack as you’re busy dealing with the ice mine.
 * A combo of Charge Spear’s backflip, a jump and a sideways dive is a good way to get rid of the ice mine as you’ll be high enough for the ice to directly hit you without them homing towards you.
 * Since the ice bomb explosion animation is hardly visible, it is recommended to stay away from the mine at least 2-3 seconds even after it explodes.
 * Making contact with the mines (getting hit, guarding, PG) while Dromi does the Moving Slams attack will end its slams combo after the third slam.

 Absolute Zero 


 * As this attack travels to the front for a very long distance, Dromi is wide open for attacks coming from behind it. Be careful as it can release icy dust around it once it finishes its long-lasting icy breath.
 * The deadliest part of this attack is when Dromi does this attack after it spawns floating mines around it, making it unapproachable and covering its blind spot. In this case, the safest option is to dive away as far as possible, or hide behind a wall.
 * The long stream of projectiles is more likely to miss if you stand on its right-hand side (the left from your screen) as it will linger above you for most of the time. In fact, it serves as a big opening long enough for you to charge up a Stage 3 Overkill as long as there’s no hungry ice lingering around. However, do be careful of the stream coming from its right head as it spews the ice in a circular manner.
 * For the incredibly daring, you can do a sequence of dive (perfect) guards from one side to the other to prevent yourself from taking damage as much as possible. However, this method is incredibly risky as you still have its two side heads to worry about.
 * You can equip the Phantom Acceleration Trigger to make attack evasion through steps easier as it gives you invincibility frames when you perform steps.
 * If your allies are caught in the line of fire, shoot healing bullets. Remember that since this attack lasts for quite a while, try shooting them at a slower rate (Around Sniper speed) to conserve OP or Custom Heal Bullets.
 * Buster Blade and Soulsplitter Long Blade users can counter the final burst of Ice for additional damage. This damage will be armour piercing for both Soulsplitter and Anathema.

Other Useful Tips: 
 * Since some of Dromi’s attacks leave it wide open, mainly the ones that make it look ‘exhausted’, use those moments to seize the advantage and try breaking at least one of its bonds as quickly as possible.
 * Dromi has a unique interaction with restore posts. If it spots one, it will run after it and try to eat it. If the post is consumed by either Dromi or the God Eaters, Dromi will get enraged instantly. Take this into consideration when using restore posts in front of Dromi. However, it can also be used to lure it into traps and mines or simply to get Dromi away from you briefly.

Defensive Attributes
Normal={| class="wikitable" width="100%" cellspacing="0" cellpadding="1" border="0" ! rowspan="2" scope="col" |Part ! colspan="2" rowspan="1" scope="col" style="text-align: center; " |Gun ! colspan="3" rowspan="1" scope="col" style="text-align: center; " |Blade ! colspan="4" rowspan="1" scope="col" style="text-align: center; " |Elemental ! scope="col" style="text-align: center; " | Crush ! scope="col" style="text-align: center; " | Pierce ! scope="col" style="text-align: center; " | Slash ! scope="col" style="text-align: center; " | Crush ! scope="col" style="text-align: center; " | Pierce ! scope="col" style="text-align: center; " | Blaze ! scope="col" style="text-align: center; " | Freeze ! scope="col" style="text-align: center; " | Spark ! scope="col" style="text-align: center; " |Divine ! rowspan="2" scope="col" |Part ! colspan="2" rowspan="1" scope="col" style="text-align: center; " |Gun ! colspan="3" rowspan="1" scope="col" style="text-align: center; " |Blade ! colspan="4" rowspan="1" scope="col" style="text-align: center; " |Elemental ! scope="col" style="text-align: center; " | Crush ! scope="col" style="text-align: center; " | Pierce ! scope="col" style="text-align: center; " | Slash ! scope="col" style="text-align: center; " | Crush ! scope="col" style="text-align: center; " | Pierce ! scope="col" style="text-align: center; " | Blaze ! scope="col" style="text-align: center; " | Freeze ! scope="col" style="text-align: center; " | Spark ! scope="col" style="text-align: center; " |Divine
 * style="white-space: nowrap; text-align: center; " |Head
 * style="text-align: center; " |90
 * style="text-align: center; " |90
 * style="text-align: center; " |85
 * style="text-align: center; " |60
 * style="text-align: center; " |40
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Head (Broken)
 * style="text-align: center; " |60
 * style="text-align: center; " |75
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | oo
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Side Heads
 * style="text-align: center; " |60
 * style="text-align: center; " |90
 * style="text-align: center; " |85
 * style="text-align: center; " |60
 * style="text-align: center; " |60
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Back
 * style="text-align: center; " |85
 * style="text-align: center; " |85
 * style="text-align: center; " |80
 * style="text-align: center; " |90
 * style="text-align: center; " |50
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Abdomen
 * style="text-align: center; " |40
 * style="text-align: center; " |40
 * style="text-align: center; " |40
 * style="text-align: center; " |50
 * style="text-align: center; " |70
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Legs
 * style="text-align: center; " |75
 * style="text-align: center; " |60
 * style="text-align: center; " |50
 * style="text-align: center; " |85
 * style="text-align: center; " |50
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Legs (Broken)
 * style="text-align: center; " |50
 * style="text-align: center; " |40
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | oo
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Tail
 * style="text-align: center; " |90
 * style="text-align: center; " |60
 * style="text-align: center; " |50
 * style="text-align: center; " |85
 * style="text-align: center; " |50
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Tail (broken)
 * style="text-align: center; " |60
 * style="text-align: center; " |40
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | oo
 * style="text-align: center; " | -
 * -|Burst={| class="wikitable" width="100%" cellspacing="0" cellpadding="1" border="0"
 * style="text-align: center; " |40
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " |35
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | oo
 * style="text-align: center; " | -
 * -|Burst={| class="wikitable" width="100%" cellspacing="0" cellpadding="1" border="0"
 * -|Burst={| class="wikitable" width="100%" cellspacing="0" cellpadding="1" border="0"
 * style="white-space: nowrap; text-align: center; " |Head
 * style="text-align: center; " |95
 * style="text-align: center; " |95
 * style="text-align: center; " |95
 * style="text-align: center; " |90
 * style="text-align: center; " |80
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Head (Broken)
 * style="text-align: center; " |60
 * style="text-align: center; " |75
 * style="text-align: center; " |50
 * style="text-align: center; " |30
 * style="text-align: center; " |40
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Side Heads
 * style="text-align: center; " |80
 * style="text-align: center; " |80
 * style="text-align: center; " |90
 * style="text-align: center; " |80
 * style="text-align: center; " |80
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Back
 * style="text-align: center; " |90
 * style="text-align: center; " |90
 * style="text-align: center; " |95
 * style="text-align: center; " |90
 * style="text-align: center; " |80
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Abdomen
 * style="text-align: center; " |60
 * style="text-align: center; " |60
 * style="text-align: center; " |60
 * style="text-align: center; " |70
 * style="text-align: center; " |80
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Legs
 * style="text-align: center; " |80
 * style="text-align: center; " |90
 * style="text-align: center; " |80
 * style="text-align: center; " |80
 * style="text-align: center; " |85
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Legs (Broken)
 * style="text-align: center; " |60
 * style="text-align: center; " |75
 * style="text-align: center; " |50
 * style="text-align: center; " |40
 * style="text-align: center; " |30
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Tail
 * style="text-align: center; " |80
 * style="text-align: center; " |95
 * style="text-align: center; " |80
 * style="text-align: center; " |90
 * style="text-align: center; " |80
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Tail (broken)
 * style="text-align: center; " |80
 * style="text-align: center; " |95
 * style="text-align: center; " |80
 * style="text-align: center; " |90
 * style="text-align: center; " |80
 * style="text-align: center; " | -
 * style="text-align: center; " | xx
 * style="text-align: center; " | o
 * style="text-align: center; " | -
 * style="white-space: nowrap; text-align: center; " |Core
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " | oo
 * style="text-align: center; " | oo
 * style="text-align: center; " | oo
 * style="text-align: center; " | oo
 * }
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " |0
 * style="text-align: center; " | oo
 * style="text-align: center; " | oo
 * style="text-align: center; " | oo
 * style="text-align: center; " | oo
 * }
 * }

Aragami Materials
The following is a list of all the materials that are available a rewards when this aragami is present in a standard mission. These can all be devoured from the appropriately ranked aragami and any material with the "Complete with 6+ endurance" acquisition condition are also available as bond break rewards. Rank 6={| border="0" cellpadding="1" cellspacing="0" width="100%" class="wikitable" ! width="50%" |Material Name ! width="17%" |Reward Rate ! width="33%" |Condition ! width="50%" |Material Name ! width="17%" |Reward Rate ! width="33%" |Condition
 * style="text-align: left; "  |Material 6 GE3.png Mammon Pebble
 * style="text-align: center; " |29%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Armour Level 6 GE3.PNG Mammon Scale
 * style="text-align: center; " |29%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Armour Level 6 GE3.PNG Moloch Fork
 * style="text-align: center; " |14%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Tissue 6 GE3.png Moloch Rope
 * style="text-align: center; " |10%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Vial 6 GE3.png Extremely Corrupted Cells
 * style="text-align: center; " |10%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Weapon Level 6 GE3.PNG Mammon Jaw
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Head Bond Break Reward
 * style="text-align: left; "  |Armour Level 6 GE3.PNG Mammon Thorn
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Leg Bond Break Reward
 * style="text-align: left; "  |Tissue 6 GE3.png Mammon Scourge
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Tail Bond Break Reward
 * style="text-align: left; "  |Tissue 6 GE3.png Mammon Scourge
 * style="text-align: center; " |25%
 * style="text-align: center; " |Complete within 10 minuites
 * -|Rank 7={| border="0" cellpadding="1" cellspacing="0" width="100%" class="wikitable"
 * style="text-align: left; "  |Tissue 6 GE3.png Mammon Scourge
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Tail Bond Break Reward
 * style="text-align: left; "  |Tissue 6 GE3.png Mammon Scourge
 * style="text-align: center; " |25%
 * style="text-align: center; " |Complete within 10 minuites
 * -|Rank 7={| border="0" cellpadding="1" cellspacing="0" width="100%" class="wikitable"
 * style="text-align: center; " |Complete within 10 minuites
 * -|Rank 7={| border="0" cellpadding="1" cellspacing="0" width="100%" class="wikitable"
 * -|Rank 7={| border="0" cellpadding="1" cellspacing="0" width="100%" class="wikitable"
 * style="text-align: left; "  |Material 7 GE3.png Mammon Stone
 * style="text-align: center; " |27%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Armour Level 7 GE3.PNG Mammon Coin
 * style="text-align: center; " |27%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Armour Level 6 GE3.PNG Moloch Fork
 * style="text-align: center; " |14%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Tissue 6 GE3.png Moloch Rope
 * style="text-align: center; " |10%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Vial 7 GE3.png Fully Corrupted Cells
 * style="text-align: center; " |10%
 * style="text-align: center; " |Automatic
 * style="text-align: left; "  |Weapon Level 6 GE3.PNG Mammon Jaw
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Head Bond Break Reward
 * style="text-align: left; "  |Armour Level 6 GE3.PNG Mammon Thorn
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Leg Bond Break Reward
 * style="text-align: left; "  |Tissue 6 GE3.png Mammon Scourge
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Tail Bond Break Reward
 * style="text-align: left; "  |Armour Level 7 GE3.PNG Moloch Bell
 * style="text-align: center; " |3%
 * style="text-align: center; " |Complete within 10 minuites
 * }
 * style="text-align: left; "  |Tissue 6 GE3.png Mammon Scourge
 * style="text-align: center; " |15%
 * style="text-align: center; " |Complete with 6+ endurance/ Tail Bond Break Reward
 * style="text-align: left; "  |Armour Level 7 GE3.PNG Moloch Bell
 * style="text-align: center; " |3%
 * style="text-align: center; " |Complete within 10 minuites
 * }
 * style="text-align: center; " |Complete within 10 minuites
 * }
 * }