The First Descendant Void Intercept Colossi: Tiers, Mechanics, and DPS Checks
Void Intercept Colossi in The First Descendant: the tier ladder, weak-point breaks, Extreme Critical Points, and the DPS checks that decide runs.
Void Intercept is where The First Descendant stops teaching and starts checking your build. Eight Colossi, a time limit, a death limit, and the best reactor and module loot in the game. If you’ve been cruising Hard mode, this is the wall.
The ladder
- Normal difficulty unlocks through the story: Grave Walker first (after Humanity’s Scourge), climbing through Stunning Beauty, Executioner, Dead Bride, Devourer, Pyromaniac and Swamp Walker to Hanged Man at level 94.
- Hard difficulty chains off itself — beat the previous Hard Intercept to unlock the next, from Executioner at 102 up to Molten Fortress at 130.
- You queue from Seneca in Albion or the world map.
- As of Season 4, the structure has changed: the July 15, 2026 update merged Hard Intercept and Void Abyss into one tiered system, topped by Void Intercept Battle: EXTREME, where Critical Points empower the Colossus or stack penalties against you. An official leaderboard arrived in August 2026. More points, better farming efficiency — until it isn’t.
Mechanics that decide runs
- Weak points. Every Colossus has them, and breaking them is how you actually kill the thing. Highlight them and focus fire — scattered damage across the body does nothing.
- Breakable parts stun the boss. Destroy a piece of armour or a limb for a stagger window, and save your burst for it.
- Grapple breaks. When a part turns yellow, one player can grapple on and attempt a part removal — the biggest opening in the fight. Coordinate who grapples; the rest of the squad keeps the boss busy while they manage stamina and timing.
- Immunity phases. When the boss goes immune, stop shooting the body and destroy the marked adds, pylons or objects the phase wants gone. Most wipes happen here, with four players emptying magazines into an invulnerable Colossus.
Squad and output checks
Standard Intercepts are four-player as of Season 4, and a balanced comp beats four random damage dealers:
- One single-target boss melter, one player on adds and area control, one support. Ajax’s safe zones, Yujin’s healing, Bunny’s add clear and Gley or Lepic burst on staggers all show up constantly for a reason.
- Match the element. Bring the damage type the Colossus is weak to and resistance modules for the type it hits you with — Grave Walker, for example, deals fire and is weak to chill.
When runs fail, the fix is diagnostic, not “farm more”:
- Timer expired? Damage check — weak-point focus, weapon enhancement level, and whether your modules actually scale the damage you deal.
- Dying constantly? Survivability check — resistance modules, Max HP, and cover instead of face-tanking.
- Squad losing control? Assign one player to adds before the next attempt. Most failed Colossi are mechanics failures wearing a gear costume.
If you want the eight-player version
Standard Intercepts cap at four players. The eight-player Colossus fight is Wall Crasher in Axion Plains — hourly, with loot that leans Trigger Modules rather than reactors. The Wall Crasher guide covers that rotation — bigger squads go there.
Intercept rewards feed the whole endgame: rare and ultimate reactors, modules, and Amorphous material patterns. For modding direction, see the modding guide; for who to invest in, the tier list is the shortcut.