The Dancer, the West Incursion Zone Resonant, presents a significant challenge at the end of her namesake mission in Control Resonant. This boss fight is notably faster than previous encounters, particularly after facing The Artist. The Dancer's unique two-phase structure, with a distinct shift in aggression and mechanics, requires careful strategy to overcome. It is recommended to visit The Gap for any last-minute upgrades and talent point allocations before engaging.
The Dancer Phase 1 Strategy
The first phase of the fight sees The Dancer primarily focused on evasive maneuvers rather than direct aggression. Her attacks include a baton thrust, a short forward attack with spinning batons, and a spinning attack that can be stationary or mobile. Mid-way through this phase, she may also incorporate a jump attack.
During this phase, the key is to observe her movements and dodge effectively. Your offensive approach will depend on your unlocked Combat Abilities. If you've chosen Barrage, you can attack from a distance and weave in hits to restore power. Those with Shield can engage directly before activating defensive measures. Both the Strike and Glaive weapon forms are effective; Strike allows for quick hits and retreats, while Glaive offers ranged combat. It is advisable to conserve as much health as possible during this phase, as the subsequent phase significantly increases the boss's aggression.
The Dancer Phase 2 Strategy
Phase two introduces a new health bar and a markedly more aggressive The Dancer. Her attacks become more potent and frequent. Initially, she may levitate and throw audience members, followed by ground slams. As the fight progresses, she will employ quick baton swings, a larger ground slam, and eventually a dangerous combination of baton swings and floor slams. Towards the end of the battle, she may initiate a spotlight mechanic where prolonged exposure outside the light triggers a dangerous pull and attack.
The primary challenge in this phase is managing her rapid attacks and the new spotlight mechanic. Exploit the brief pauses in her attacks, such as after a ground slam, to deal damage. Be prepared for her quick sidesteps, which can make some attacks less reliable. When the spotlight mechanic activates, carefully weave in and out of the light, attacking when safe. Quickly re-entering the spotlight or performing dodges can sometimes cancel the attack. The goal is to stay within range to attack her while avoiding the detrimental effects of the spotlight mechanic.
Combat Ability Choice: Push vs. Ground Slam
Upon defeating The Dancer, players can choose between two Combat Abilities: Push or Ground Slam. Push, with a lower power cost, sends enemies flying backward and can be effective for environmental kills. Ground Slam, while consuming more power, delivers significant area-of-effect damage, especially when executed from higher ground.
Ground Slam is generally recommended. While Push can be situationally useful for crowd control or specific environmental hazards, its effectiveness can be limited in Control Resonant's fast-paced combat, especially against flying enemies. Ground Slam's higher damage output and broader area of effect often prove more valuable, even with its higher power cost. Players who find they dislike their choice can respec their abilities later in the game.