
Wyrm Disorder Boss Guide
Wyrm Disorder is one of three Union Bosses that you will face in Etheria: Restart, which serve as the game’s Clan Boss in essence.
The Wyrm Bosses are a Union Wide progression boss, where you will gain more rewards based on the damage you deal to it.
Born from the Etheron Turbulent Stream, this extremely dangerous meltdown creature, empowered by special Disorder particles, possesses strength beyond limits. This is a catastrophe from which no one can escape.
In this guide, we will break down Wyrm Disorder’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.
Wyrm Disorder Skills

Spatial Whirlwind
Condenses otherworldly energy to deal 2 hit(s) of 250% damage to all enemies; if the unit has fewer than 2 debuff(s), increases the damage multiplier by 400%.

Converging Stream
Summons otherworldly beams to deal 600% damage to a single enemy and gain a 2-turn [ATK+].

Black Hole
Simulates a black hole space to deal 450% damage to all enemies, purifying 2 debuff(s) from self before attacking.

Digital Calibration
Detonates countless space turbulences to deal 600% damage to all enemies, ignores 100% of target’s DEF; for every 1 type(s) of debuffs the unit has, the DEF Breach ratio decreases by 33%.

Data Blockage
For every 1 debuff(s) inflicted on Wyrm, increases DMG Taken by 25%.

Weak Point
When Wyrm is attacked by units of countering type, increases DMG Taken by an additional 100%.

Self-Upgrade
For every 2 skills Wyrm uses, gains 1 stack(s) of [Self-Upgrade].
How to beat Wyrm Disorder

This version of the Wyrm Union Boss flips the mechanics on their head compared to the buff-based counterpart. Here, debuff uptime is the name of the game. The Wyrm starts with 100 HP bars, and your final score is based on how many times you can reduce that bar to zero. You’ll need to aim for a Triple S (Tier 100) run to secure the highest score, but even partial clears can still reward solid ranks. The breakdown is generous—80+ for SSS, 60–79 for SS, 40–59 for S, and so on—meaning consistency and smart team building matter more than just going the distance.
The fight’s design heavily rewards consistent and diverse debuff application. The Wyrm’s Spatial Whirlwind hits harder if it has fewer than two debuffs, and Digital Calibration completely ignores defense unless you counter it by stacking debuffs—each one reduces the defense ignore by 33%. The real value comes from Data Block (Passive): for every debuff on the Wyrm, it takes 25% more damage, with no visible cap. Meanwhile, Light units (the Wyrm’s counter element) deal double damage, so bringing Light heroes is a big plus. Keep at least three debuffs active at all times to stay alive and maximize damage, but don’t overdo it at the cost of team sustainability.
Importantly, Wyrm is immune to all control and DoT effects, and you cannot manipulate its action bar or skill cooldowns. That means no freezes, stuns, poisons—and even speed down, while it doesn’t functionally affect the boss, can still be used to help meet your debuff quota. Focus on non-DoT, non-control debuffs such as Attack Down, Defense Down, Anti-Heal, and stat-shifting effects.
Two absolute standouts in this fight are Kloss and Heinrich. Kloss brings core utility with Defense Down and her unique Hacking Progress stack, which eventually evolves into Hack In, a monster debuff that increases the Wyrm’s damage taken by 25% and reduces its damage dealt by 45%—and it’s unpurifiable. Heinrich adds Block and Anti-Heal, and his Last Words stacking debuff provides up to 28% Crit Rate and increased Crit Damage to your entire team. The synergy between them gives you five consistent debuffs and massive teamwide value.
While Kloss and Heinrich form the core, other heroes can support the strategy with speed, strike prep, or extra debuffs. Consider units like Lilith or Khloros for more unique debuff coverage. Though Constant (Light) units like Massiah, DokiDoki, and Dorothy have the advantage of bonus damage, don’t bring them just for the element—only include them if they bring solid utility. For team tempo, DokiDoki, Chiaki the Echo, Lily, and Kazami Kazuyo all offer excellent speed or strike prep boosts to help you rotate skills faster and maintain your debuff count.
In short, the debuff Wyrm fight is a damage race and debuff juggling act. Load your team with non-DoT debuffers, prioritize units with strong utility and survivability, and ensure you maintain a baseline of three or more debuffs at all times. With smart picks and steady rotations, you’ll be on your way to Tier 100 and the SSS rank.