KO: Challenge mode
Kaineng Overlook · The trio · Sniper and mech
All raid guides
This guide focuses on mechanics added or changed in challenge mode.
Kaineng Overlook

Recommended damage type: condition damage.
CM removes the arena's railings, so you can fall to your death.

Green circles now appear periodically from the start of the fight.
(Each green needs at least three players. Failure deals potentially lethal damage to the entire squad.)
Five players now receive numbered targets instead of three. Fire areas appear at their locations.
Intermission: the Canthan trio
Assign two players to tank the trio's side bosses. They stand close to the left and right bosses as they spawn to take aggro.
When two players receive the orange circles shown, they move to the edge, place five ground effects, then return.
(The triangular fire area in the center now applies a 25% healing reduction per stack. At four stacks, you cannot be healed. Avoid taking damage from it.)
When everyone receives orange circles, you can spread out, time a dodge for the detonation, or use defensive skills to block the damage.
That covers the trio's mechanics.
The bomb areas (orange circles) are also larger.
In phase two, two players receive green circles. The greens can stack together as shown.
Intermission: sniper and mech
The sniper climbs a pillar to shoot. The player handling the yellow laser can stay in place with healing support, as shown. (The shot also damages nearby players, so allies should stay clear. If you are not the kiter and receive an orange laser, move to the heart marker.)
When the laser turns red, the healer brings crowd-control skills, climbs the pillar, breaks the sniper's defiance bar, then takes the teleport back.
(Failure instantly kills the targeted player.)
Players numbered by the mech must spread out far enough to keep allies outside their attack areas.
(As shown, being hit twice by the mech's fist kills you instantly.)
Mech tank
After each mech attack, its tank must stand in front of it within its field of view, as shown. (If the tank is outside its view after an attack, the mech fires several powerful missiles at the squad.)
If the mech and sniper's health differs by 20 percentage points, their health equalizes. (For example, a mech at 100% and a sniper at 80% both become 90%.)
The debuff gains one stack for each percentage point of health difference. At 20 stacks, their health equalizes and a 30-second aura damages the entire squad every three seconds.
Attack the sniper until the debuff shown reaches 15 stacks, then switch to the mech. Once the mech reaches 15 stacks, switch back to the sniper.

When bombs (orange circles) and greens overlap, keep only one bomb carrier near the boss and stack the greens together, as shown, to avoid accidents.