Arknights: Earthlight is a game with multiple gameplay elements, featuring not only the popular factory simulation and management games that everyone enjoys, but also boss battles, each with different mechanisms. In this article, we will share a guide for the Arknights: Earthlight boss battle, using "Chalk Guard" as an example. Its mechanism is relatively complex, and to successfully challenge it, you need to know its specific mechanics and what moves it has in different phases. Let's take a look!

Phase 1:
In P1, two tentacles appear, one being a ranged tentacle and the other a melee tentacle. The ranged tentacle will twist its body into a spiral and release a three-shot ranged bullet attack, which can be dodged by moving around. Prioritizing the destruction of the ranged tentacle helps to alleviate pressure. When the tentacle is far away, it will release a circular AOE attack; simply move out of the red circle to avoid it. Note that this move generates a black mud trap on the ground, which continuously deals damage if you stand on it.

The melee tentacle has a more straightforward attack pattern. It will first approach the target and slam the ground, doing so five times, with the fifth hit always targeting the main character. Remember to use this to your advantage for dodging. It also releases a circular AOE, which has a quick damage judgment, so dodge immediately when you see the prompt. If the tentacle flashes red, it means it is about to perform a sweeping attack, so quickly move away or use a dodge. It's worth noting that both types of tentacles can use this move. Additionally, the tentacle will use a red circle skill, and attacks within the range are suggested to be interrupted by skills.

After defeating the two tentacles, the boss's core will be revealed. If you directly destroy it, you can enter the second phase; otherwise, the tentacle phase will repeat. At this point, the number of tentacles will increase to four, including two ranged and two melee tentacles, so adjust your perspective to ensure you can see the ranged tentacles and prioritize their destruction.

Phase 2:
After destroying the core, you enter the second phase, where the boss's skill tempo noticeably speeds up. Here are some key skills:
Javelin Throw: The boss jumps and throws a javelin, with a larger range than expected. Use a dodge to avoid it.
Lance Thrust: The boss charges up and then thrusts forward with a lance. Moving to the right can avoid this, and it may follow up with additional actions, but they are not very threatening.
Triple Lance Strike: If the boss does not charge up for a long time, it will directly release a triple strike. The first hit is faster, while the next two are slower. Observe the timing and dodge accordingly, especially since the third hit may sometimes be replaced by a ground smash, which can be handled with a dodge.

Turning Action: When the boss turns, it becomes vulnerable, providing a good opportunity to attack. Go all out with your attacks.
Triple Sword Slash: When the boss holds a small sword, it is about to release a triple slash. The initial action is very fast, making it difficult to react. It is recommended to prepare a dodge or move away in advance.
Side Step Triple Slash: When the boss side steps and holds a sword, it will also release a triple slash. Moving to the right can avoid this.
Jumping Slash Followed by Lance: After jumping, the boss performs a double jump slash followed by a lance thrust. Continue to dodge as needed.
Ground Slam Followed by Red Circle Skill: When the boss enlarges its arm and slams the ground, it causes large-scale damage, and it is recommended to dodge. Next, it will release a red circle skill, a 360-degree sweep, which can be interrupted by a skill. Interrupting it can cause the boss to stagger, making it easier to deal damage.

In addition, the boss will use some extra skills:
Double Ground Slam: The boss enlarges its arm and slams the ground. Move away or dodge to avoid it.
Five-Strike Ground Slam: The boss strikes the ground continuously five times in front, with fairly quick movements. You can avoid this by circling around to the back or moving away from the boss. Note that after the ground slam, it might follow up with a spinning attack, so remember to dodge.
Ground Slam Followed by Javelin Throw: Similar to the double ground slam, but followed by a javelin throw. Be aware that spikes will appear on the ground, so do not approach prematurely.
Backward Jump Attack: When the boss crouches, it indicates that it is about to jump backward and fire two waves of ranged bullets. Observe the timing and dodge as needed.

Aerial Skills:
Besides regular moves, the boss has two aerial skills:
First Aerial Skill: The boss flies up, and several red circles appear on the field. Players need to move to avoid them. The damage judgment is very fast, so it is recommended to run as much as possible and use a dodge if necessary.
Second Aerial Skill: The boss flies up, crashes down towards the player's position twice, and then performs a full-screen earthquake attack. Before the earthquake, vertical warning lines will appear on the screen. Jump when you see the warning lines to avoid it.

In summary, Chalk Guard has a very interesting mechanism, with clear ways to counter its moves. Through continuous practice, you will gradually become familiar with the actions and reactions of the Arknights: Earthlight boss. Additionally, you can pair different teams based on your needs, utilizing the synergy between skills to create stronger combo effects, enhancing the fun and strategic aspects of combat.