Alpha Wave 3, Stage 120 Guide

Stage 120 in Alpha 3 is the hardest wall yet, and it’s meant to test whether your heroes are fully built. The Golden Guardian brings heavy debuffs, crowd control, and a brutal ultimate that wipes you if he isn’t dropped to zero first. To succeed, you’ll need a mix of sustain, Divinity control, and steady damage. There isn’t one single solution—different strategies work depending on what heroes you’ve built.

Understanding the Boss

The fight revolves around three dangers. First, his Divinity bar fills quickly, and if it reaches full, his ultimate will kill you outright unless his HP is already gone. Second, he applies a stream of debuffs and disables that make raw damage racing a bad idea. And third, his sustained damage means your team needs more than glass-cannon stats—you need defensive layers and healing to endure.

The battle is essentially a check of both team comp and gear investment. Enter with cooldowns ready after the waves, and be prepared to balance offense with control.

Stat Breakpoints

Numbers matter here. At least one of your heroes should reach around 170+ Speed to act before the boss. Accuracy is equally vital—landings debuffs or damage effects reliably requires 160+. Defenders and supports should be stacked with HP% and DEF%, as their job is to soak pressure and keep the squad upright. One standout tool is Isolde’s Imprint, which heals your whole team whenever a Defender is hit. On a high-HP hero, it can carry your sustain almost by itself.

Path One: Bleeds and Acid

One consistent strategy is to lean into damage over time. A Bleed or Acid hero with enough Accuracy and Speed can win the fight slowly but steadily. These units don’t need massive gear; they just need to survive and land their debuffs. Supporting them with double Defenders running Isolde’s Imprint creates a constant healing loop, while a shield or revive support adds another safety net. The beauty of DoTs is that they keep ticking while you play defensively, forcing the boss down over time.

Path Two: Enemy Max HP Damage

If you’ve built a hero who deals damage based on the enemy’s max HP, this fight becomes far quicker. These units don’t rely on their own offensive stats; their power comes from the boss’s health pool. Pairing Guan Yu with a hero who can apply Drain ensures that the max HP effect triggers every turn. Green Knight is particularly useful here, combining Drain with survivability and even a potential Taunt trick. Because the damage does damage based on enemy max HP, you can load your carry with HP% chest to keep them alive while still shredding the Guardian.

Path Three: Pure Control and Sustain

Some teams may not have the right DoT or Max HP options, but can still win by suppressing the boss’s Divinity gain and outlasting him. Abilities like Divinity steal or Initiative Down slow his gauge, giving you time to cycle shields and healing. Defenders with Isolde’s Imprint double up on sustain, while a barrier-focused support prevents spikes from breaking through. It’s a risky strategy, largely due to the limitations on the amount of divinity the boss can lose in a turn. But can work if built properly.

Handling the Waves

wave fights

The waves leading up to the Guardian are dangerous if you waste resources. Focus on removing sustain units like Isolde first, then handle disruptive controllers such as Green Knight and Mordred. In the second wave, target Ra and Anubis before worrying about Horus. Save your major cooldowns—shields, ally protection, Initiative Down—for the boss so you enter with your best tools ready.

The Taunt Trick

At the moment, there’s a powerful quirk you can use: the Guardian can be taunted to delay his ultimate. Green Knight has a three-turn Taunt that can stop the ult outright, buying you extra turns to land bleeds or max HP hits. Other taunts generally don’t last long enough to trigger this effect, but if you have access to this option, it acts as a fail-safe. If not, you’ll need to rely more heavily on controlling Divinity and landing consistent damage.

Putting It Together

example team for 120

Successful teams often share a similar shape: two Defenders to anchor healing, one support for shields, heal or revive. A damage dealer (either DoT or max HP), and a controller to manage Divinity. Adjust the exact heroes depending on your roster, but aim for the stat thresholds and synergies outlined above.

Final Thoughts

Stage 120 feels punishing at first, but it’s also one of the most rewarding clears in the alpha. Whether you bleed him out slowly, cut him down with max HP damage, or grind him into the dirt with sustain, the fight is meant to show you the value of fully built heroes and well-tuned stats. Once you push through, you’ll know your team has truly stepped into the late game.

Which teams did you use? Let us know in the comments!