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  3. OUTERPLANE>
  4. Special Request Bosses

All 10 Special Request Bosses and Their Drops in OUTERPLANE

Updated on November 1, 2026 (3 days ago)

Special Request bosses are a set of optional boss fights in OUTERPLANE, found under the Challenges menu. They are an early source of strong gear, so they matter if you are still building up your heroes. Knowing how the stages, drops and boss tricks work will help you spend your stamina wisely.

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Special Request

Ecology Study

5 items

Masterless Guardian

A guardian that needs steady debuffs before its Weakness Gauge can be broken.

Element
Fire
Key Mechanics
Continuous debuffs are needed to deal Weakness Gauge damage.; Mini Guardians remove two debuffs from the boss when they act.; Non-critical hits increase the boss's speed and shorten its cannon cooldown.
Stages
Stages 1–13; Stage 13 boss Lv. 120
Gear Dropped
Attack Set; Critical Hit Set; Mitigation Set; Effectiveness Set

Tyrant Toddler

The fight starts with three debuffs on every unit, so cleanse early and keep the team alive.

Element
Water
Key Mechanics
The fight opens by inflicting Poisoned, Bleeding, and Shocked on the party, even through Immunity.; Burst, Dual, and Chain attacks are needed to reduce its Weakness Gauge.; A fallen ally can trigger a large boss recovery, so protect the team and cleanse early.
Stages
Stages 1–13; Stage 13 boss Lv. 120
Gear Dropped
Life Set; Defense Set; Resilience Set; Lifesteal Set

Unidentified Chimera

A barrier-heavy fight that becomes a damage race as the Chimera's health falls.

Element
Earth
Key Mechanics
Its barrier prevents Weakness Gauge damage until the barrier is removed.; The Chimera's attacks and pressure increase as its health falls.; It enrages every four turns and recovers 50% HP when that enrage ends.
Stages
Stages 1–13; Stage 13 boss Lv. 120
Gear Dropped
Counterattack Set; Fortification Set; Speed Set; Critical Strike Set

Sacreed Guardian

An orb keeps giving the boss buffs, which can trigger a team stun and invulnerability.

Element
Light
Key Mechanics
The orb grants buffs to the boss during the fight.; If the boss ends its turn with a buff, it stuns the party and becomes invulnerable.; Removing, stealing, reversing, or preventing buffs can stop this sequence.
Stages
Stages 1–13; Stage 13 boss Lv. 120
Gear Dropped
Penetration Set; Revenge Set; Patience Set; Pulverization Set

Grand Calamari

The boss's buffs increase its damage and shut down Weakness Gauge damage.

Element
Dark
Key Mechanics
It cannot take Weakness Gauge damage while it has a buff.; Its buffs increase its damage, and their potency is increased in higher stages.; The boss shortens the duration of its debuffs at the end of its turn.
Stages
Stages 1–13; Stage 13 boss Lv. 120
Gear Dropped
Immunity Set; Swiftness Set; Weakness Set; Augmentation Set

Special Request

Identification

5 items

Dek'Ril & Mek'Ril

The pair punishes non-chain area attacks and poison with defense buffs and counters.

Element
Earth
Key Mechanics
Area attacks other than Chain attacks grant Dek'Ril Increased Defense.; If a target is Poisoned after an enemy action, Dek'Ril recovers Weakness Gauge and counters.; Mek'Ril protects and strengthens Dek'Ril; defeating Mek'Ril makes Dek'Ril invulnerable and stronger.
Stages
Stages 1–13; Stage 13 boss Lv. 130
Gear Dropped
Weapon: Violent Sledgehammer; Weapon: Token of the Supreme Witch; Weapon: Meteor Mashers; Weapon: Thumping Odyssey; Weapon: Iron Messiah; Accessory: Dancer's Necklace; Accessory: Charmer's Golden Chalice; Accessory: Clear Mind; Accessory: Memento Mori; Accessory: Saint's Ring

Glicys

Summoned Ice Revenants freeze units and change how Glicys takes damage.

Element
Water
Key Mechanics
Glicys summons Ice Revenants that can freeze units.; It takes greatly reduced damage when no underling is alive; single-target hits on Glicys while an underling lives restore its Weakness Gauge.; At 60% HP, it enrages and summons a larger Ice Revenant.
Stages
Stages 1–13; Stage 13 boss Lv. 130
Gear Dropped
Weapon: Twin B; Weapon: Force Field Generator; Weapon: Rampaging Caracal; Weapon: Noblewoman's Guile; Weapon: Emblem of Dominance; Accessory: Clock Up; Accessory: Combination Simulator; Accessory: Search and Destroy; Accessory: Resurrection Token; Accessory: Chalice of Longing

Blazing Knight Meteos

A fire knight counters after every five hits and punishes some ally deaths with a team attack.

Element
Fire
Key Mechanics
Meteos applies Unhealable and restores Weakness Gauge when allies use non-attack skills.; Every fifth hit taken triggers a counterattack against the party.; At 80% and 30% HP it enters enrage phases; certain ally deaths can trigger a powerful team attack.
Stages
Stages 1–13; Stage 13 boss Lv. 130
Gear Dropped
Weapon: Surefire Greatsword; Weapon: Talisman of Animosities; Weapon: Heartunder's Blade; Weapon: Fire Grimoire; Weapon: Royal Stinger; Accessory: Death's Hold; Accessory: Coward's Treasure; Accessory: Burning Soul; Accessory: Spirit of Unification; Accessory: Overdrive

Ars Nova

Inferior Cores add fixed damage each turn, while high Chain Points block Weakness Gauge damage.

Element
Light
Key Mechanics
It summons Inferior Cores that add fixed damage each turn while they remain alive.; Ars Nova cannot take Weakness Gauge damage while the party has at least 150 Chain Points.; It removes counterattack buffs from the party.
Stages
Stages 1–13; Stage 13 boss Lv. 130
Gear Dropped
Weapon: Snow-white Embrace; Weapon: God Hand Crush; Weapon: Legacy of the Dream; Weapon: Last Hope; Weapon: Barrage of Truth; Accessory: Glorious Radiance Legacy; Accessory: Fool's Dawn; Accessory: Starlight Road; Accessory: Queen of Prism; Accessory: Physical Exorcism

Amadeus

The boss needs a debuff to take Weakness Gauge damage and uses lethal enrage attacks.

Element
Dark
Key Mechanics
It cannot take Weakness Gauge damage unless it has a debuff; some of its random debuffs ignore Immunity.; Critical hits grant Amadeus an extra turn and Weakness Gauge recovery.; Its 70% and 30% HP enrage phases can end with a lethal party attack.
Stages
Stages 1–13; Stage 13 boss Lv. 130
Gear Dropped
Weapon: Phantasm Necrosis; Weapon: Exquisite Death; Weapon: Immortal Pride; Weapon: Sublime Melody; Weapon: Fierce Soloist; Accessory: A Prima Vista; Accessory: Unholy Exsultet; Accessory: Obsidian Oath; Accessory: Dies Irae; Accessory: Absolute Music

What Special Request Bosses Drop: Ecology Study vs. Identification

The bosses are split into two groups, and the group you pick decides what you walk away with. Ecology Study bosses drop armor, while Identification bosses drop weapons and accessories.

Special Request bosses are a source of 6-star gear, so the choice isn't between low-tier and high-tier rewards. It comes down to which piece your heroes need. The boss also matters for accessories, since each one only allows certain main stats. Pick the boss whose accessories fit the stats your hero is missing.

The missions also give six 6-star Talismans, so clearing them pays off beyond the gear.

How Special Request Stages Work

Each boss has 13 stages to clear. Stage 10 is the milestone that matters most. Gear farming is a lower priority until you have cleared it, and it becomes a real priority after that.

Higher stages also raise your odds of the best gear, so pushing forward is worth it once your team can handle it. You can borrow friends' units to help clear stages, which is handy while your roster is still growing.

Boss Mechanics That Trip Players Up

Many of these bosses punish the same few habits, so learning them once goes a long way. Buffs are the biggest one. Sacreed Guardian stuns your whole team for a turn and becomes invulnerable if it still has a buff when its turn ends, and Dek'Ril & Mek'Ril gets buffed by area attacks that aren't chain skills.

Some bosses are immune to effects that stop buffs from landing, so you often need skills that actively strip buffs. Many of them also enrage, either when their health drops to a set level or after a set number of turns, and they hit harder while it lasts.

Each boss has its own element, so one team won't handle every boss well. Check the element before you pick your attackers. In general, a safer plan is to control the boss and focus single-target damage before it builds up, and to be careful with area attacks, since they can hand the boss buffs.

Which Special Request Bosses to Farm First

For armor, Unidentified Chimera is the best first target. Its Speed set suits almost any role, so it's the safe pick when you aren't sure what your team needs. Sacreed Guardian's Penetration set is the stronger choice for damage dealers, and Masterless Guardian's Attack and Critical sets stay in steady demand.

Grand Calamari's Immunity set matters most in PvP, so it's worth a look if you fight other players.

Identification doesn't have one clear top pick. Choose the boss whose weapons or accessories fit the hero you're building, then check that hero's recommended gear to see which stats to chase.

FAQ

Q.

Can you stun or freeze Special Request bosses?

Not always. Dek'Ril is immune to stun, freeze, petrify and silence, along with taunt and unbuffable effects. Glicys is also immune to several status effects, including stun, freeze, petrify and poison, so check each boss's immunities before building a plan around one effect.

Q.

Do counterattack and revenge skills still work on Sacreed Guardian?

Not in the later stages. From Stage 12, Revenge, Agile Response and Counterattack start healing the boss, and at Stage 13 they stop working entirely.

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