Tal Kasha

General room mechanics

In addition to the effect common to all monsters within the pyramid, there are a couple additional effects that are new to the final room. First and foremost, all mobs within the fight will have a revive mechanic similar to the one seen in Sylargh. Monsters killed within the dungeon will revive immediately after the player that killed the mob ends their turn. After being killed, the revived mob will skip their following turn. When revived, the mob will spawn a glyph on their location that can be used to remove Tal Kash'a invulnerability. Additionally, the first time a mob is revived and every instance thereafter, the mob will revive with half it's base hp. It's important to note that the hp of the revived monster can be further reduced with erosion.

While stripping the mp of enemies can be immensely useful for this fight, doing so to Tal Kasha must be done with caution as any attempt to take mp from her will make it so that the caster swaps positions with her. From my experience, this swap can happen only once though this, too, needs confirmation.

At the beginning of Tal Kasha's turn, she is capable of of channeling her own spells through other mobs on the map. Typically this will include a linear pull and a high damage melee nuke that can hit around 1800 neutral (needs confirmation). As a result, it is highly recommended that you avoid ending in a position where you will be linear to an enemy (including Tal Kasha) when Tal Kasha begins her turn.

Vulnerability Mechanic

To remove Tal Kasha's invulnerability, players must place her on the glyphs created by fallen mobs. Once she has started her turn on the glyph of each mob, she'll become vulnerable. This can either be done by putting her on the glyph with pushes, panda throws, or the swapping mechanic mentioned above.

After becoming vulnerable Tal Kasha gains the ability to jump 4 (needs confirmation) cells every other turn.

Strategy

Erode

Swap with tal kasha

enu, panda