Preparation

Ursa is fought in Starfall Tower Zone and Acid is its supported weakness. Bring Acid ammunition or another reliable source, defensive upgrades, and enough healing for a two-stage endurance fight. Ursa's large body can hide the start of an attack when Emma stands too close, so choose a weapon and skills that do not require remaining underneath it for long.

A compact high-damage skill is preferable to stacking several slow actions. Koo's control can extend a completed recovery, but should not be issued while Ursa is still advancing. Refill ammunition before entering so Acid buildup can continue during spacing resets. The Monster Index lists supported rewards; this guide does not add speculative drops.

Read the forelimbs

Keep Ursa's shoulders and forelimbs in frame. Its slower swings can be parried once their timing is learned, but dodging is a safer first approach. A single stomp usually offers a clearer short punish than a broad two-limb action. Move to the side, attack briefly, and leave before the body turns.

When both forelimbs hit the ground and a danger cue appears, create distance or jump away from the area rather than continuing the punish. Flora can erupt from beneath Emma and catch anyone who treats the slam as a free opening. Acid ranged pressure remains useful while you wait for the ground effect to clear.

Stagger and second phase

Use Entanglement Overdrive or your longest skill only after a single stomp recovery, a confirmed binding, or a full stagger. Approaching during an uncompleted body movement risks being trapped under Ursa. When the boss is down, attack from the flank and leave time to recover before it rises.

The second phase increases the cost of missed timing but does not change the central plan. Maintain Acid buildup, keep the forelegs visible, and reduce ordinary melee to one reliable sequence. Preserve a partner action for regaining control after a bad camera angle instead of spending every command at the first opportunity.

Healing and troubleshooting

Heal after Ursa has completed a long movement and remains at distance, or while a verified control effect holds it. Do not heal beneath the chest or immediately after the two-limb slam, because the ground attack may still be resolving. If you are hit after every punish, shorten it and begin from the side rather than the front.

If the arena boundary is causing camera problems, stop attacking and lead Ursa back toward open ground. If Acid application is inconsistent, use ranged shots during travel instead of forcing them inside melee. The fight rewards the same repeatable order every time: read the limbs, avoid the committed action, apply one safe response, and reset.

For a focused practice run, separate the single stomp from the two-forelimb slam. The single action can lead to a brief side punish; the double action requires respect for the delayed ground eruption. Naming those two cues while playing helps prevent an automatic attack after every impact. Once the distinction is reliable, add Acid shots only during Ursa's travel and use Koo only after the body is stationary. If you are losing health beneath the model, widen the starting distance. If you are running out of supplies, stop firing during blocked or unclear angles. A stable attempt should reach the second phase with healing, ammunition, and at least one control option intact.

Watch the status gauge rather than firing Acid continuously. When buildup is already progressing, spend the interval on positioning and camera control. This preserves ammunition and keeps Emma ready for the next forelimb cue. After a stagger ends, retreat diagonally so the whole upper body returns to view. If Ursa follows, let it travel into open ground before restarting the cycle. The safest attempts are not passive: every reset prepares the next supported weakness application and the next short punish while denying the boss a hidden attack beneath its own model.

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