
Terrormaton Boss Guide
Terrormaton is the very first boss you will face in Etheria: Restart’s Threshold, a content area specifically focused on farming Modules to enable your Matrix Bonuses.
You can face Terrormaton on Normal, Hard, Nightmare, Hell and lastly, Inferno difficulties – there are 3 stages for each difficulty jump.
When you reach Hell I difficulty, Terrormaton will deal 30% Increased Damage to [ODD] Element Animus, which increases to 100% on the final stage, [Inferno]!
Originally an engineering robot, it went out of control after being infected by [Genesis]. To become stronger, it destroyed countless machines and attached their parts to itself, eventually becoming what it is now.
In this guide, we will break down Terrormaton’s Skills, how to face this encounter, as well as recommending what we would consider an ideal progression team to help you along the way.
Terrormaton Skills

Scorched Earth
Terrormaton fires massive lasers to attack all enemies, dealing 450% damage, and there is a 70% chance to set Turn Meter back by 30% and inflict a 1-turn [SPD-].

Reconstructive Strike
Terrormaton fires massive lasers to attack all enemies, dealing 600% damage to permanently increase 30% Basic ATK; after the attack, each surviving beast head will automatically follow up on the enemy with the lowest HP percentage, dealing 360% damage.

Combat Resolve
Whenever an enemy dies, the Terrormaton immediately starts the next turn.

Prepare for Battle
At the start of the battle, all allies gain a 3-turn [Immunity].

Reform – Guarding Hand
The beast head grants a 2-turn [DEF+] and 45% Turn Meter to Terrormaton.

Reform – Attacking Hand
The beast head fires at the enemy with the lowest HP percentage, dealing 360% damage with a 100% chance to inflict a 2-turn [DEF-]; the lower the target’s HP, the higher the DMG Dealt.
How to beat Terrormaton

Terrormaton is the first Threshold Boss that players face. His kit revolves around scaling damage, heavy Turn Meter disruption, and follow-up attacks from his beast hands. Most critically, he punishes teams that aren’t prepared to manage both his buffed main body and his side units, which provide extra support, damage, and utility. If left unchecked, Terrormaton becomes an unstoppable force, particularly at higher difficulties where he deals increased damage to [Odd]-type units—up to 100% more on [Inferno].
His Skill 1, Scorched Earth, is a full-team AoE that applies [SPD-] and sets back Turn Meter by 30% with a 70% success rate. The safest and most consistent counter is to bring [Immunity]-focused support units like Helkid, Lingluo, or Cachi the Guard. On top of that, Terrormaton’s Skill 2 deals even more AoE damage and permanently increases his Basic ATK every time it’s used—so the longer the fight goes, the more oppressive his damage becomes. He also gains extra turns via his passives when enemies die, so keeping your team alive is crucial.
The Beast hands are another major priority. The Guarding Hand gives Terrormaton [DEF+] and Turn Meter, while the Attacking Hand targets your lowest-HP unit with a powerful [DEF-]-inflicting hit that scales based on missing HP. This makes it important to either remove buffs from Terrormaton (via Veronika or Kazami) or prevent them outright with [Block] (Heinrich). To keep the Attacking Hand from sniping squishy allies, you can use Rin to apply AoE [Taunt], directing the attack to a tankier unit who can handle the hit. Rin’s shield and [DEF+], paired with purifiers like Dorothy or Chiaki the Echo, make her a standout pick here.
In terms of team building, Turn Meter management is essential. Terrormaton reduces yours and boosts his own—so bring support units like DokiDoki, Chiaki the Echo, Marvell and Kloss to keep your team rotating quickly and keep the boss locked down. Your core team should also cover [DEF-], [ATK-], [SPD-], and ideally have multi-role value. For example, Helkid provides [ATK-], [Immunity], and [Shield]; Kloss brings [DEF-] and Turn Meter control; Rin offers tanking, [Taunt], and [DEF+]. A strong lineup like Dinah, Heinrich, Freya, Victor, and Diting can handle even the toughest version of this fight without relying on any [Odd]-type units—perfect for avoiding the boss’s Absolute Counter passive on higher difficulties.