(Set 1, Attack 1: Slow Beams) | Seraphim summons six celestial anchors which he moves outward from him. These anchors summon celestial beams in eight directions which, once they activate, deal a huge amount of damage if the player remains in their path. Throughout this phase, Seraphim is also releasing small, exalted feathers from himself which shoot outward and deal contact damage, as well as larger feathers that are shot out from two sides of the arena. He summons the anchors four times before the phase ends.
(Set 1, Attack 2) | Seraphim teleports to the centre of the arena and pulls the player with him. He then splits the arena into two rings; the largest ring deals damage, and the player must remain in the medium ring. He then proceeds to start releasing two types of projectiles from himself in all directions; slower, blue feather-like projectiles with small gaps in between them, as well as black feather-like projectiles which are faster and are meant to confuse the player. Throughout this phase, Seraphim receives 50% less damage.
(Set 2, Attack 1: Fast Beams) | Seraphim flies above the centre of the arena before flooding it with celestial beams, only leaving small diamond-shaped pockets that the player must stand in to not receive damage. He also summons feather-like projectiles in the edges of the arena which move slowly and deal contact damage.
(Set 2, Attack 2: Rain) | Seraphim begins hovering around the arena while throwing down poison onto the floor. This is indicated by a line of action from Seraphim as well as an indicator to what area they will affect. Additionally, eyes will periodically spawn on the outer ring of the arena which, when stabbed with a holy cross, will release feather-like projectiles in all directions which deal damage on contact.
100% to 80% (Phase 1) | Seraphim teleports to five areas of the arena (the four cardinal directions as well as the middle), each time firing three sets of seven feather-like projectiles in all directions after a brief delay of teleporting. In addition, there are five white balls in the outer ring of the area which periodically shoot out three projectiles. Both of these projectiles can bounce off of the arena's wall once before despawning.
80% to 50% (Phase 2) | Seraphim flies across the arena in a straight line dealing contact damage to the player if caught in his path. Upon reaching the edge of the arena, he creates an expanding shot of feathers. Seraphim then begins cycling through his Set 1 attacks listed above in order to damage the player, but always beginning with Attack 1, Slow Beams.
50% (Phase 3: QR Code) | Seraphim teleports the player into a different dimension; the Seraphic Dimension. He then begins selecting random places in the small arena to summon celestial anchors which summon celestial beams in all directions, which after a small delay, deal huge damage if the player remains in them. Throughout this phase, Seraphim informs the player what colored block they must stand on in order to not receive damage. In addition, two sides of the arena will release a line of feather-like projectiles which deal contact damage.
50% to 20% (Phase 4) | Seraphim cycles through his Set 2 attacks listed above in order to damage the player.
20% to 0% (Phase 5: Desperation) | Seraphim hovers over the arena and encloses it in beams. He then targets a player and forms a line of action towards them which, after a brief delay, will release red feather-like projectiles in all directions which deal a high amount of contact damage. In addition, blue feather-like projectiles are released periodically from the edges of the arena throughout the fight.