2 Sanctuary Guards will <span style="color:#3168b9;">accumulate energy</span>.
* <span style="color:#3168b9;">Energy Accumulation</span>: Gains 2 energy per second and DMG dealt (up to 80 emergy).
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2) Fusion
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When energy reaches its maximum, merges into <span style="color:#3168b9;">Twilight State</span> and continuously <span style="color:#3168b9;">consumes energy</span>. When dealing DMG, gains <span style="color:#FF6549;">1 stack of Decree</span>.
* <span style="color:#3168b9;">Twilight State</span>: When attacking, gains a shield and reduces the enemy's speed. Creates Energy Storm to deal DMG to enemies for every 20s energy consumed.
* <span style="color:#3168b9;">Energy Consumption</span>: Consumes 2 energy per second while in Twilight/Bishop State.
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3) Leader
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When reaching <span style="color:#FF6549;">8 stacks of Decrees</span>, materializes into <span style="color:#3168b9;">Bishop State</span> and regains 60 energy and 30% of max HP.
* <span style="color:#3168b9;">Bishop State</span>: Inherits Energy Storm and perfroms cluster strike. Attacks will restore HP.
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4) Legacy
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When exiting a fusion state, Sanctuary Guard will <span style="color:#3168b9;">recover HP</span> based on the remaining HP in that state.
* <span style="color:#3168b9;">Health Recovery</span>: Recovers HP equal to 40% of the remaining HP in the fusion state. For instance, Santuary Guard will recover 20 HP if it has 50 HP when exiting the fusion state.
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5) <span style="color:#3168b9;">Dead Zone</span>
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Transcendents recommended.
|-|BP-2=
<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span>
Initial Target: Defeat the Corrupted and protect the <span style="color:#3168b9;">Grizzly members</span> on the way to the evacuation point.
* <span style="color:#3168b9;">The Grizzly members</span>: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. <span style="color:#3168b9;">Their Movement Speed will greatly increase</span> when allied Constructs are near them. <span style="color:#FF6549;">They will be unable to move when their HP drops below 50%</span>.
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2) Last Barrage
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Final Target: <span style="color:#FF6549;">Last Barrage</span> will be triggered when all the Grizzly members <span style="color:#3168b9;">retreat from battle</span>. Defeat the enemies to win your battle.
* <span style="color:#3168b9;">Retreat from battle</span>: All the Grizzly members have <span style="color:#3168b9;">retreated</span> or <span style="color:#FF6549;">died</span>.
* <span style="color:#FF6549;">Last Barrage</span>: A boss wave on a high difficulty level. Defeat the enemies to clear this stage.
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3) Reinforcing Grizzlies
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When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand <span style="color:#3168b9;">Support Field</span>. Constructs inside the field will gain bonuses.
* <span style="color:#3168b9;">Charging Support Field</span>: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.
|-|BP-3=
<span style="color:#FF6549;"><big>Team Requirements for Support Points:</big></span>
When hitting enemies with Red Orbs, increases the DMG dealt by 6 / 4 / 2% (up to 30%) based on the number of orbs pinged. 5s cooldown. Switching the member will reset this effect.
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<span style="color:#FF6549;">Wings β:</span>
When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged.
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<span style="color:#FF6549;">Wings Δ:</span>
When hitting enemies with Yellow Orbs, gains Super Armor and receives 20% less DMG for 5s. 7 / 8/ 10s cooldown for a 3 / 2 /1-Ping.
Machivelli will summon 2 <span style="color:#3168b9;">Iron Thorns</span> for every 25% HP lost. The Iron Thorns will destory the platform in 35s.
* <span style="color:#3168b9;">Iron Thorn</span>:
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2) Agent of Willpower
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Machiavelli will create a <span style="color:#3168b9;">Mirror Image</span> to protect Iron Thorns while in the Judgement phase.
* <span style="color:#3168b9;">Mirror Imgae</span>: Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed.
* <span style="color:#3168b9;">Mirror Image - Violence</span>: When dealing DMG, reduces the duration of the Judgement phase by 1s and has a chance to Burn the enemy for 4s.
* <span style="color:#3168b9;">Mirror Image - Law</span>: When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s.
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3) Phase II - Purge
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After being defeated, Machiavelli will revive and create a Mirror Shard for every 15s. The Mirror Image will imitate Machiavelli's attack pattern.
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4) Cognitive Overload
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When ther are 3 shards, 1 of them will turn into an <span style="color:#3168b9;">Enhanced Mirror Image</span>. The more shards/Mirror Images exist, the weaker Machiavelli will be.
* <span style="color:#3168b9;">Enhanced Mirror Image</span>: Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed.
* <span style="color:#3168b9;">Enhanced Mirror Image - Violence</span>: When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s.
* <span style="color:#3168b9;">Enhanced Mirror Image - Law</span>: When dealing DMG, affects the target's movement for 4s and has a chance to imprison them for 2.5s.