Last updated: 30/07/2026

The figures on this page come directly from gamevika's internal game data store (counted/read straight from the real records), not an estimate or copy from elsewhere.

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Harbinger of Death: Swarm Nightmare (Complete)

Harbinger of Death: Swarm Nightmare (Complete) Elite Boss Complete

"Complete" variant from Simulated Universe — fought across 3 consecutive phases.

Physical Fire Wind Toughness: 600 Speed: 144~190.1 Attacks With Element: Fire Deals: Fire Faction: The Swarm
Deals Damage Over Time
Elite BossEnemy rank
600Toughness
3Elemental Weaknesses
144~190.1SPD
Elemental Weaknesses

Harbinger of Death: Swarm Nightmare (Complete) is weak to Physical · Fire · Wind. Bring characters of these elements to break its 600 Toughness fastest.

⚠ Dangerous moves to watch out for

Rend, Putrefy, Engorge

This skill is flagged as a dangerous, telegraphed move in the game's source data — prepare to guard or dodge when you see the wind-up.

Primordial Tide, Swarm of Death

This skill is flagged as a dangerous, telegraphed move in the game's source data — prepare to guard or dodge when you see the wind-up.

Summoned minions

Juvenile Sting

Base stats (multiplier base)

Base values before mode multipliers — the enemy's real stats in each mode are these numbers times the multiplier shown in the versions table below.
HP HP 1,488
ATK ATK 18
DEF DEF 210
SPD SPD 144

Elemental RES

Higher RES means the enemy takes less damage from that element. Negative RES means bonus damage taken. 0% = a weakness, full DMG lands · 20% = not a weakness, DMG reduced 20% · 40%+ = this enemy strongly resists that element.
Physical Physical 0%
Fire Fire 0%
Ice Ice 20%
Lightning Lightning 20%
Wind Wind 0%
Quantum Quantum 20%
Imaginary Imaginary 20%

Best counters

Characters matching this enemy's weaknesses — they break Toughness fastest. Break 600 Toughness points before you can deal Weakness Break DMG.

Calculate Anaxa's damage vs this enemy →

How to beat it

Derived straight from this enemy’s own numbers — not generic advice.
  • Bring Physical · Fire · Wind characters to break its Toughness — other elements barely dent it.
  • It resists crowd control by 75% — binds, imprisons and turn-delays mostly fail. Don’t build around control.

Skills

Straight from the game — knowing what it is about to do is how you prepare for it.
Malignform Elytra Ability

Deals minor Fire DMG to one designated target.

Rapacious Appendages Ability

Deals minor Fire DMG to one designated target and any adjacent targets.

Encroach, Mangle, Sate Ability

Deals Fire DMG to one designated target.

Rend, Putrefy, Engorge Ability

Enters "Gene Duplication" state, increasing this unit's SPD. Summons "Juvenile Sting" and apply "Rapid Evolution" state to it. A target character and their summoned target can immediately take action and enter the "Nemesis" state, increasing their Break Effect. When targets not in the "Nemesis" state attack friendly units in the "Rapid Evolution" state, they cannot deal CRIT Hit effects.

Primordial Tide, Swarm of Death Ability

Deals massive Fire DMG to all targets.

Primal Hunger Ability

Increases the SPD of "Juvenile Sting" summoned by this unit.

Whirling Carapace Ability

When "Harbinger of Death: Swarm Nightmare" is attacked, a portion of its reduced HP is converted into "Corrosion." When "Harbinger of Death: Swarm Nightmare" uses "Primordial Tide, Swarm of Death," it will recover HP equal to the corrosion amount.

Symbiosis, Swarm, Gnaw Ability

After entering the "Gene Duplication" state, the field enters Combustion. "Gene Duplication" is dispelled when all summoned "Juvenile Sting" are eliminated. When "Gene Duplication" is dispelled, "Harbinger of Death: Swarm Nightmare" receives increased DMG, dispels the "Corrosion" state, and all ally Skill Points are restored.

Universal Blight, Howl of the Life Eater Ability

After entering the "Gene Duplication" state, whenever this unit uses an attack, it additionally deals minor Fire DMG based on the number of "Juvenile Sting" remaining. When any "Juvenile Sting" uses an attack, "Harbinger of Death: Swarm Nightmare" gains a stack of "Mortal Instinct" and additionally slightly increases the DMG dealt by this unit. When "Mortal Instinct" reaches a certain number of stacks, "Harbinger of Death: Swarm Nightmare" will immediately take action, uses "Primordial Tide, Swarm of Death" and clear all "Mortal Instinct" stacks. "Juvenile Sting" will prioritize attacking ally characters in the "Nemesis" state.

Stats By Level

Real HP/ATK/DEF at common level milestones, derived from base stats × level-scaling ratios published by the developer.
LvHPATKDEF
1 1,190 12 210
20 4,502 53 400
40 14,173 155 600
60 78,454 338 800
80 220,240 552 1,000
100 541,394 773 1,200

Debuff resistance

These numbers decide whether your crowd control lands at all.
Crowd Control Resist 75%

FAQ

What is Harbinger of Death: Swarm Nightmare (Complete) weak to?

Harbinger of Death: Swarm Nightmare (Complete) is weak to Physical · Fire · Wind — hitting this element breaks its Toughness faster.

What rank is Harbinger of Death: Swarm Nightmare (Complete) and how much Toughness does it have?

Harbinger of Death: Swarm Nightmare (Complete) is a Elite Boss with base Toughness 600.

What faction does Harbinger of Death: Swarm Nightmare (Complete) belong to?

Harbinger of Death: Swarm Nightmare (Complete) belongs to the The Swarm faction.

Profile

A complete projection produced by compromised codes. The referenced entity is Harbinger of Death: Swarm Nightmare. As though the Glamoth Iron Cavalry armor was corroded by Propagation, beneath the shell covered in strange matter lies only a wish twisted by the Stellaron. Deep within the dreamscape, the Swarm Disaster resurfaces in this form.

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