Endgame raid
Train No.7 Raid Guide: All 11 Bosses and Phase Mechanics
Train No.7 is not a damage check with a train skin. It is eleven bosses built around two verbs: break the shield and kill inside the window. The fixed route runs through an opening mob, He Yuchen, the fat boss, Yuan Tao and True Yuan Tao, with two named bosses rotating in each week. This page covers every published phase rule, the four-pillar break, and the final-test change that ended the old static hiding spot.
At a glance
- Boss count
- 11, with two weekly rotating
- Core loop
- Shield break, then a timed kill
- Squad size
- Four players
- Yuan Tao pillars
- 4; break near-simultaneously
- True Yuan Tao
- Moves and follows one squad member
- Enrage
- Below 30% HP
- Enrage answer
- Wang Ye formation: 4-second stun, about 8% HP
- Voice
- External chat; in-game voice is unreliable
How the raid is built
Train No.7 is the final test's high-difficulty team dungeon, aimed at players who have already learned the combat system. It contains 11 bosses, and its phase goals are explicit: break a shield, kill before a timer, survive a mechanic that can delete the group. The eleven include the fixed phase fights and the rotating candidates; every boss with a published final-test mechanic is covered below. The train is a sequence, but not a straight line. A fixed opening and a fixed Yuan Tao finale sit around a weekly rotating pair, which is why a route that worked last week can fail this one.
Two habits decide most pulls. The first is resource discipline: awakenings are not free, and the opening of the raid is designed to make you spend them early. The second is assignment: every lethal mechanic in the raid asks a specific player to do a specific job, and a group that improvises will usually assign the same job to nobody. If you are new to the raid, farm Area Investigation first to learn your character's recovery and shield-break timing; Train No.7 assumes both.
Shield breaks are the through-line. White shields do not fall to raw damage; they fall to the right route, and the combat system explains the guard-break and throw logic behind that. Once the shield is down, the timed kill begins, and every damage cooldown you saved is now worth double. The artifact guide covers the loadout pieces that make those windows count.
The phase route at a glance
| Phase | Boss | Goal | Must-know | Wipe risk |
|---|---|---|---|---|
| Opening | First mob | Clear fast | Do not use the awakening here | Wasting burst before He Yuchen |
| Phase 1 | He Yuchen | Full burst | Let the ball lightning hit a player; eat the orbs | Feeding the ball to the boss heals him |
| Phase 2 | Fat boss | Bait the grab, survive two shields | No awakening on the first shield; support qi skill then team awakenings on the second | Eye marker below 1,000 HP |
| Phase 3 | Yuan Tao | Break four pillars | Near-simultaneous break; catch orbs; do not touch the bubble | Missed orb at 4,000 HP |
| Final | True Yuan Tao | Survive mechanics, then damage | Suction, ice, rings, chains, colored shield, water orbs; he follows one player | Static hiding and late chain breaks |
| Every boss | Enrage | Control the last 30% | Wang Ye formation on the startup | Burning the formation early |
Phase 1: skip the first awakening, spend everything on He Yuchen
The opening mob is a resource test, not a boss. Kill it quickly and do not use your awakening skill. The mob dies to ordinary pressure, and the awakening you save is the burst you need on He Yuchen. Groups that open with a cinematic spend the next two minutes paying for it.
He Yuchen is the opposite instruction: full burst, no holding back. His fight is where the saved cooldowns go. The mechanics are manageable if the group reads two tells. Lightning attacks stack a vulnerability and fire attacks stack a burn, so track both debuffs. When He Yuchen charges in the center and produces ball lightning, let the ball hit a player. That hit grants a double-damage buff. Do not let the ball reach He Yuchen, because that heals him and undoes the burst window. When he discharges orbs, eat them; dodge the small skills normally. The phase is a damage race with a self-inflicted healing trap.
Phase 2: the fat boss and the two shields
The fat boss opens with a grab. Bait it: one player draws the grab, then dodges, and the group stays off the bait. A clean opening keeps the healer's resources for the shields.
There are two shield breaks, and they are not the same instruction:
Break it with normal pressure and do not use awakenings. This is the trap; the second shield is the real burst window.
The support uses the qi-source skill first, then the rest of the group releases awakenings together. The order matters: awakenings before the support skill waste the window.
The boss starts a heal. An eye marker appears over a player's head; that player runs to a corner immediately. Staying in the group risks the kill and lets the boss recover.
The eye marker is a targeted lethal mechanic with a heal attached: leave the stack before the cast completes. If the marked player is the healer, call it.
Phase 3: Yuan Tao and the four pillars
Yuan Tao starts invincible and reflects damage. Hitting him before the pillars fall is self-damage. Four pillars surround the arena, one per mini-boss, so the pillar phase compresses the earlier route.
Break the pillars simultaneously or near-simultaneously. Leave a few bars on each, stop damage, then finish them together; an early break gives Yuan Tao a window. Assign one player or pair per pillar and hold the last sliver until the countdown.
Do not touch the bubble around Yuan Tao; touching it produces orbs. When the old man spits an orb, the healer catches it. When an orb comes diagonally from a pillar, someone must catch it. If Yuan Tao eats an orb, the group wipes. At 4,000 HP, a missed catch is a guaranteed wipe, so the last phase is a catching drill, not a damage race.
Dodge the wires while you do this. They force movement exactly when a player must stand still to catch. Once the pillars are down, Yuan Tao becomes attackable; switch to full damage, but keep handling orbs and wires.
True Yuan Tao: the final-test movement change
Yuan Tao's defeat leads directly into True Yuan Tao. This is the longest mechanic list in the raid, and the final test added one change that breaks the old guide route.
True Yuan Tao opens with a strong pull that deals no damage. The pull is effectively unavoidable on foot; use a dodge or a movement skill to break it. Do not spend an awakening to escape.
Three parallel red circles appear on the ground. Time your dodge; a hit is lethal. The circles are the tell, not the boss animation.
Fixed rings and moving rings both deal continuous damage. Stay out of the blue lines and the blue circles. The moving ring is the one that catches players who only watched the first pattern.
Before the chain triggers, it can be transferred to a teammate. After it triggers, it has a health bar; an assist skill breaks it. A chain that is not broken kills its holder, so call the transfer instead of silently dumping it.
The shield reflects all damage. Break the four colored artifacts around the arena before you attack the boss. Any damage into the shield is damage into your own group.
Three black water orbs are launched; a hit is lethal. Hide behind True Yuan Tao to let the orbs pass. This is the mechanic the final test changed.
The change is simple and brutal: True Yuan Tao moves, and he follows one squad member. He is no longer a fixed landmark. The old advice to stand behind him and DPS no longer works as written, because the cover moves with him. The group has to track which player he is following and reposition the hiding line continuously. Assign that player to call his movement, and do not assume last week's safe spot is still safe.
The fight rewards patience: break the colored artifacts before damaging the boss, keep chain assignments explicit, and treat the water orbs as a movement check. The phase ends when the mechanics are clean, not when the group outdamages them.
The 30% enrage and Wang Ye's formation
Every Train No.7 boss enrages below 30% HP. The answer is the same across the raid: save Wang Ye's formation for the enrage window, place it on the boss's startup, and interrupt the skill. A successful interrupt produces a 4-second stun, and the final test measured roughly 8% of the boss's HP of damage inside that stun. That is the difference between a clean finish and a last-phase wipe.
Do not use the formation at the pull; it answers one problem, and the problem starts at 30%. Protect Wang Ye in the last phase and call the formation before the boss commits. The Wang Ye guide covers the formation states, the 3A cancel, and the placement habits that make the stun reliable.
Treat the formation as a single-use resource for the final 30%. A group that spends it early reaches the enrage with no answer.
The weekly rotating pair and their counters
Two named bosses rotate in each week. Learn each counter rather than one route. He Yuchen also anchors phase 1, so his orb rule is worth learning even when he is not in the pair.
| Boss | Counter |
|---|---|
| He Yuchen | Lightning stacks vulnerability, fire stacks burn. Let the ball lightning hit a player for the double-damage buff; never let it hit the boss. Eat the orbs when he discharges and dodge the small skills. |
| Blood Butterfly | Entering the smoke triggers invincibility and spawns clones in the four corners. Dodge the blood-drop projectiles and break every clone; do not chase the boss through the smoke. |
| Li Si | Counter the ambush the instant it starts; a counter during the clone attack breaks that clone. Four players each stand beside one clone. When Li Si exposes his true body with a skill, a basic attack breaks the clone. Break all five and he is weakened. |
| Zheng Mengping | Any attack can knock the qi orb back. The giant fireball must be continuously attacked until it breaks; if it lands, it knocks the whole group down, and failing to break it is lethal. Save the ultimate for the Heart Demon map and burst there. |
| Mu Ziyi | For the Tang blade ultimate, find the red clone. For the heavy sword ultimate, move to the left and right sides of the arena. Kill the clones first; when the red bar fills and a clone is still alive, it deals heavy damage. |
| Bian Min | The opening grab kills nearby players. Dodge that first attack and the artifact loses its effect, which is the window to start damage. |
| Zhong Qiang | Hide behind the cargo boxes for Destruction Strike. When the Heart Demon Shadow summons his clone, dodge on the time call rather than reacting to the animation. |
| Xue Pan | Controllable whenever he is not invincible: Golden Light Prison, Heaven-Earth Burial and Eight-Trigram Freeze all work, and the freeze lasts long enough to chain control. Bring Eight-Trigram for efficiency. Break the beads during the grave-crying summon to end the invincibility early; leftover beads become traps, so clear the mid-field first and leave the corners if time is short. In the soul-orb phase, break every orb. When a light-pillar shackle holds a player, a teammate must break it; stay mid-field so the break is not a cross-map run. |
The rotation changes the order of the work, not the fundamentals. A group that knows the counters can clear either pair; a group that learned one script will spend the first two pulls of the week re-learning the fight. If you are pugging, ask which pair is active before the pull and assign the counter jobs in voice.
Team roles, voice chat and the pug problem
The raid is a four-player fight with practical roles. Most groups bring one healer or support, one Wang Ye for the enrage formation, and two damage dealers. The healer owns the phase 2 qi-source skill and the phase 3 orb catches; Wang Ye owns the last 30%; the damage dealers hold cooldowns for the shield window rather than spending them on the approach.
Use external voice chat. In-game voice has known problems, and every lethal mechanic is a call: the eye marker, pillar countdown, orb catch, chain transfer and enrage formation. A group on external voice can assign those in one sentence; a group typing cannot.
Pug groups should not start with Yuan Tao. Farm Area Investigation until recovery and shield-break timing are automatic. Yuan Tao's four pillars correspond to four mini-bosses, and the fight is hard without a group that has practiced the countdown. One strong player cannot carry the pillar break or the orb catches.
What you take out
Train No.7 is the endgame source of epic equipment blueprints, character breakthrough materials and set pieces. That makes it the natural next step after the weekly gates on the progression guide. If your group can clear the fixed phases but not the rotating pair, keep running the fixed route for blueprints and treat the pair as the stretch goal.
The raid is also where the artifact and inscription advice gets tested. A basic-attack package that looks strong in a dungeon can fall apart in a timed kill if the group does not hold burst for the shield window. Check the artifact guide for the loadout logic, and the dungeon guide for the other endgame loops that feed the same gear. The Abyss of Tao is a different test, covered on its own Abyss of Tao page.
Built from test-build data collected on October 25, 2026; the final test opens November 4. Anything marked Unconfirmed is provisional. Corrections and newer first-hand data are welcome — see the about page.