The Pit (Challenge)
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Overview
Tier | Tickets | Raid Points |
Roster Refresh |
Daily Attempts |
Time Limit |
Unit Rarity |
Unit Level |
Gear Level |
---|---|---|---|---|---|---|---|---|
Challenge | 180K | 200 | Never | Unlimited | 2 Days | 7 | 85 | Relic 5 |
Health
Tier | Total | Phase 1 | Phase 2 | Phase 3 | Phase 4 |
---|---|---|---|---|---|
Challenge | 155,024,800 | 41,193,988 | 36,425,856 | 39,461,352 | 37,943,604 |
Phase 1
Pig-like brutes known as Gamorreans stand as the first line of defense toward the inner sanctum of The Pit. Their captain, heavily guarded by his seemingly-endless waves of reinforcements, must be defeated to breach the sanctum door.
Gamorrean Captain - Gear 1
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Gamorrean Captain |
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Mighty Thrust Deal Physical damage to target enemy, plus bonus damage equal to 30% of their Max Health, and damage another random enemy. If the target had 25% Health or more, also call an ally to Assist. This attack can't be Evaded or countered. | |
Rally the Guards (7 Turn Cooldown) Call all Gamorrean allies to Assist, then summon up to two Gamorrean allies to the battle. This ability is on cooldown when the battle begins. | |
Bestial Roar (3 Turn Cooldown) All allies gain 50% Turn Meter and Offense Up for 3 turns, and other allies recover 50% of their Max Health. | |
Kill Order (4 Turn Cooldown) Inflict Deathmark and Healing Immunity on target enemy for 5 turns. This ability can't be Resisted or Evaded. Deathmark: Enemies will target this unit, -50% Health if damaged by attack, can't revive, dispelled if the unit gains Stealth. | |
Pit Fighter II This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects. For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time. | |
Fearsome Foe IV As long as this unit isn't Toppled, it has +75% Tenacity and gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as Cooldown increases. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter. Fearsome Foe begins a 15 turn countdown when the encounter begins. When it competes, all enemies will become Enraged until the end of the encounter. |
Gamorrean Brute - Gear 1
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Gamorrean Brute |
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Heavy Chop Deal Physical damage to target enemy and inflict Heal Immunity for 2 turns. This attack will critically hit if able. | |
Head Splitter Deal Physical damage to target enemy and inflict Buff Immunity, Ability Block, and Speed Down for 2 turns. | |
Impede Gamorrean Brute Taunts, gains Defense Up and Critical Hit Immunity for 3 turns, and gains 70% Turn Meter. |
Gamorrean Guard - Gear 1
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Gamorrean Guard |
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Hack and Slash Deal Physical damage to target enemy and inflict five Damage Over Time effects for 3 turns. | |
Muscle In Gamorrean Guard Taunts and gains Retribution for 2 turns. | |
Punch Through Deal Physical damage to target enemy and Expose them for 2 turns. |
Phase 2
The terror residing within the inner sanctum has been unleashed. Riled from the sounds of battle, the Rancor's enduring defenses are nearly impenetrable. Beware of its insatiable appetite!
Rancor - Gear 1
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Rancor |
---|---|
Crushing Claw Inflict Healing Immunity for 2 turns to the target and another random enemy, then deal Physical damage to them and reduce their Max Protection by 50% (stacking). Dispel all buffs from all enemies. This ability can't be countered. | |
Rancor Slam (4 Turn Cooldown) Deal Physical damage to all enemies and inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 60% Health. | |
Bellow (5 Turn Cooldown) The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. Inflict Daze on all enemies for 2 turns. | |
Devour (7 Turn Cooldown) Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins. | |
Monstrous Endurance The Rancor has +125% Armor as long as it isn't suffering any negative status effects. | |
Pit Fighter II This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects. For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time. | |
Fearsome Foe IV As long as this unit isn't Toppled, it has +75% Tenacity and gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as Cooldown increases. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter. Fearsome Foe begins a 15 turn countdown when the encounter begins. When it competes, all enemies will become Enraged until the end of the encounter. |
Door Control Panel - Gear 1
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Door Control Panel |
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Lockdown When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn. After being disabled, this device is temporarily inactive. |
Phase 3
Taking on a more aggressive nature, the Rancor is more susceptible to damage. Sometimes, however, the best defense is a strong, debilitating offense.
Rancor - Gear 1
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Rancor |
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Crushing Claw Inflict Healing Immunity for 2 turns to the target and another random enemy, then deal Physical damage to them and reduce their Max Protection by 50% (stacking). Dispel all buffs from all enemies. This ability can't be countered. | |
Rancor Slam (4 Turn Cooldown) Deal Physical damage to all enemies and inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 60% Health. | |
Bellow (5 Turn Cooldown) The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. Inflict Daze on all enemies for 2 turns. | |
Devour (7 Turn Cooldown) Instantly defeat target enemy. This ability can't be Evaded, and the defeated target can't be Revived. This ability is on cooldown when the phase begins. | |
Debilitating Wounds The Rancor takes 75% less damage from enemies suffering a negative status effect. | |
Pit Fighter II This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects. For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time. | |
Fearsome Foe IV As long as this unit isn't Toppled, it has +75% Tenacity and gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as Cooldown increases. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter. Fearsome Foe begins a 15 turn countdown when the encounter begins. When it competes, all enemies will become Enraged until the end of the encounter. |
Door Control Panel - Gear 1
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Door Control Panel |
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Lockdown When this device is disabled, the pit door will close on the Rancor, Toppling it for 1 turn. After being disabled, this device is temporarily inactive. |
Phase 4
Wounded but not tiring, the Rancor's rage during its final stand is unquestionable.
Rancor - Gear 1
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Rancor |
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Crushing Claw Inflict Healing Immunity for 2 turns to the target and another random enemy, then deal Physical damage to them and reduce their Max Protection by 50% (stacking). Dispel all buffs from all enemies. This ability can't be countered. | |
Rancor Slam (4 Turn Cooldown) Deal Physical damage to all enemies and inflict Health Down for 2 turns. Then, Devour's cooldown is reduced by 1 for each enemy that is below 60% Health. | |
Bellow (5 Turn Cooldown) The Rancor roars, Dispelling all positive status effects from all enemies, and removing 75% Turn Meter from each enemy that did not have a positive status effect. Inflict Daze on all enemies for 2 turns. | |
Rancor Rage The Rancor may no longer use Devour, but it has +100% Speed and its ability cooldowns recover 100% faster. | |
Pit Fighter II This unit has +50% Tenacity while it isn't Toppled and is immune to Turn Meter Reduction effects. For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time. | |
Fearsome Foe IV As long as this unit isn't Toppled, it has +75% Tenacity and gains 15% Turn Meter whenever it takes damage, and uses 3 abilities per turn. It takes reduced damage from percent Health damage effects and massive damage effects, and takes massive damage from destroy effects. Its Turn Meter gain can't be prevented, and it is immune to Ability Block, Daze, Fear, Health Down, Shock, Stagger, and Stun, as well as Cooldown increases. Enemies can't recover Health with Health Steal, recover Protection, or gain bonus Turn Meter. Fearsome Foe begins a 15 turn countdown when the encounter begins. When it competes, all enemies will become Enraged until the end of the encounter. |
Rewards
Tier | Reward | 1 | 2-5 | 6-10 | 11-25 | 26-40 | 41-50 |
---|---|---|---|---|---|---|---|
Challenge | Mk I Guild Event Tokens | 900 | 800 | 725 | 650 | 550 | 450 |
Mk II Guild Event Tokens | 900 | 800 | 725 | 650 | 550 | 450 | |
Aeromagnifier | 7 | 7 | 7 | 7 | 7 | 3 | |
Credits | 1.5M | 1.35M | 1.15M | 900K | 800K | 700K | |
Prize Box | C1-01 |
C1-01 |
C1-02 |
C1-02 |
C1-03 |
C1-04 |
Prize Box Rewards
All prize boxes have a set number of pieces that can drop per box and the chance of receiving Mk 12 Gear and fully crafted pieces increase with each Prize Box. All gear share the same loot table which means any gear listed below has a chance to fill all drop slots that prize box contains. Salvage has up to 4 different quantities; 10, 15, 25, and 30. The average quantity obtained when all 3 slots are salvage is 50, with the lowest quantity for salvage being 30 (rare) and the highest Being 75 (very rare).
Notes
Removed from the game on 5-3-2023.