Sea Dragon Nest

*This article is about the 8-player dragon nest. For the event dungeon, see Sea Dragon Defense War. For the guild nest, see Guild Nest.*

**Sea Dragon Nest** is the first dragon nest in the game.

To enter Sea Dragon Nest, players must be level 40, completed  Episode 3, Chapter 4: To the Forest of Fascination
, and have a minimum CP of 44,000. Clearing Sea Dragon Nest will reward players with Sea Dragon Soul Stone, Sea Dragon Gear,  Dragon's Scales, and at a low chance,  Geraint Seal.

Players can enter this nest through the Time and Space portal at Saint Haven, and will only proceed once a full party of 8 is ready.

## General Tips

Although the minimum entry CP is 44,000, it is recommended for players (especially those joining public parties) to have at least 55,000 to 60,000 CP to form a public party with more ease.

The recommended party configuration is 2 Defense, 4 Offfense and 2 Supports. Support Archers are especially wanted due to their ability to do a large Area-of-Effect Cleanse.

Players should also have an ample supply of potions to recover HP, as well as red diamonds if they choose to revive in the Nest. You can also consider to proc a Freeze Resist mount food before the fight (this works in dedicated party fights with fewer cleansers), and DPS food.

## Phase 1: Cannon Stage

The main mechanic of this phase is the cannons, as firing them at the monsters will lower their high DEF (notably the Ogre Armor Soldier and Queen Harpy), making them easier to kill.

Cannons closer to the center spawn point are short-ranged cannons, while the ones further away are long-ranged cannons.

Have a few players be in charge of firing cannons while the others lure the monsters to the cannon range. The party should ensure that the monsters do not get to the cannon area as the cannon range does not reach that far.

## Phase 2: Cerberus

### Notable Mechanics

Cerberus will summon **two** black stones, one on the outside, and one within the island. The party will split into two smaller teams, with one in charge of the Black Stone with Cerberus, and the other in charge of the Black Stone within the island (along with many mobs).
Players can access the second Black Stone by entering the portal located at the same spot as the Black Stone. Once 4 players have entered the portal, it will no longer be accessible.
The party has a time limit of **30 seconds** to destroy *both* Black Stones. Failure to do so will result in a party wipe. For this reason, it is important to not compromise damage prior to entering the nest.
 x4 to x3
* After the sucking animation, just as the purple circle starts to grow,  Support Archers can choose to use **Spirit Boost** to clear the Slow debuff for easier escaping.
* Slayers can choose to bring Back Rush to instantly evade backwards over a large distance, making escape easier.
* The Poison debuff can deal considerable damage, which can even kill if the player's HP is not enough if they do not manage to escape in time. Thus, it is important to have some potions on standby so that players can recover HP to a healthy amount.
* Timing dodge moves to prevent the pulls near the end will allow you to take much less damage.

## Phase 3: Sea Dragon

The final phase of the nest. Timing of role skills and evades are of utmost importance. When done right, this is actually the easiest phase in the entire Nest. However, missing crucial mechanics will result in massive casualties.

### Basic Attacks

 Head Lunge
 Ice Breath (Side)
 Ice Breath (Front)
 Ice Stomp
* Getting hit by this will not only damage the player, but also render the player frozen for a period of time. This may be fatal if Sea Dragon decides to cast an attack in the same area and the player is unable to evade.
* To dodge this, tumble towards the middle of the circles when the area is almost filled up.

### Notable Mechanics

Before this point, all players should try to gather as close as possible.
Sea Dragon will freeze everyone in the area, and will only naturally wear off just before the wipe attack. There are **three** ticks during this action;
* First tick - push all players far away from each other
* Second and third tick - Freezes everyone *twice* while pushing everyone away.
	+ Support members should NOT use debuff-cleansing skills until both animations have taken place.
	+ Classes with more than one invincibility frame can dodge the entirety of this stage. A good example would be Archers on  Attack role, where they can pretty much ignore the mechanic entirely by timing their Trampoline and dodge.
	+ It is possible to dodge the freezing phase entirely by timing their evade after the first tick, and immediately follow up with another tumble to dodge the freezing animation.

***"Sea Dragon is about to spew its rage."***
Only at this point should  Support party members remove the Freeze debuff on allies.
* Archer's  Spirit Boost only works for allies within range of the archer(s), so it is important to be as close as possible for the debuff to be successfully removed.

Once the debuff is removed, everyone should gather in a single spot, as a yellow safe zone will be generated around one of the **surviving** party members.
* Players should also keep an eye out for any party members who did not manage to receive the debuff clear and should go towards them if possible.
 x3
Three magic circles will appear, producing wisps that will fly towards several members.
Surviving members should spread out as far as possible and away from the circles, before chasing the wisps to trigger the ice flakes attack. When making contact with the wisp, players should stand at where the wisp is - the center area is safe, but will kill anyone who is around it.
* Players should be as far as possible from each other so as to avoid being killed by the attack.
* Due to the nature of the boss, it is possible for "Sea Dragon is raging" to happen right after this mechanic. As such, it is especially ideal for players to adopt an outer to inner strategy, where players start in the outer perimeter before heading back to the center to continue DPSing the boss. The wisps have a homing effect, so make sure you do not stand too close to each other.

## Videos

* A thorough guide of SDN from an archer's POV (contains commentary)
* Clearing SDN from a warrior's POV (contains commentary)