In this guide for Kotama and Academy Citadel, we will break down Dreamweaver Klara’s moveset and the tips to beat her.
Dreamweaver Klara in Kotama and Academy is the second major boss in the story, who resides deep within the Art Academy. The fight is choreographed well, but the damage she deals is enormous, and her moveset is bewildering.
Wondering how you can take her down without dying repeatedly? This guide will help you.
Table of contents
Kotama and Academy Citadel: Dreamweaver Stage Device Moveset

Before you can witness the main stage, Klara releases her four small metallic orbs, called “Stage Device”, on the stage.
| Attack Name | Effect | How to Counter |
| Spinning Circle | The four Stage Devices form a circle and spin around the entire arena from either direction. | Either make correct character placement and attack the devices or play it safe by parrying and jumping in the middle. |
| 2:2 Wall Boost | From one end to the other, the four devices will do a successful speed boost. | Parrying the devices is your best bet to avoid them without receiving any damage. Jumping works too, but there’s a risk due to the device’s massive speed. |
| 1:1:1:1 Sweep | Individually, the devices do sweeps on Kotama. | Jump on all the devices or parry them to initiate a window for a successful attack. |
| Smash | The Stage Devices individually rise and drop on Kotama’s head. | To avoid them, dash in either direction or parry them. |
| Floor Dance | All four stage devices drop on the floor and move around at maximum speed. | There are two purple flower walls on both the left and the right. Avoid touching the ground as the stage devices dance around by using wall jump, double jump, and dash. |
Beating the Stage Devices isn’t as painful as their leader, Klara. To conquer them, it’s mandatory to be patient as they don’t have a swift attacking rate, providing you with a huge attack window to capitalize on!
Kotama and Academy Citadel: Dreamweaver Klara Moveset

Once the Stage Devices are out of the way, it’s time for the real show to begin. Dreamweaver Klara jumps onto the stage to have the anticipated show off against Kotama.
| Attack Name | Effect | How to Counter |
| Stage Device Mixup | As soon as the fight begins, you will see a warning message on the screen, and Klara will control all the Stage Devices. | Run to either end of the stage and keep doing wall jumps on the purple flowers until the attack ends. |
| 2:2 Wall Boost (Enhanced) | In Klara’s fight, the Stage Device wall boost attacks have increased damage, and Klara follows it up with a dash towards Kotama. | Similar to the previous battle, parry the Stage Devices. Klara’s attack is an instant follow-up and requires utmost attention; jump over it. |
| Floor Dance (Enhanced) | The enhanced version of the Floor Dance attack increases its speed. Unlike the normal version, the dance happens with a short delay in between. | Follow the same tactic you applied in the battle with Stage Devices. |
How to Beat Dreamweaver Klara in Kotama and Academy Citadel
To beat Dreamweaver Klara in Kotama and Academy Citadel, it’s important to utilize every ability and weapon the game has provided you with so far.
As soon as you enter the main stage, Dreamweaver Klara controls the Storage Devices. Before they attack, use Whip Hammer’s normal attacks, as they come with a longer range compared to Umbrella Spear.

Be cautious of Storage Device attacks. Parry them to open a strike window, and don’t stop hitting them unless they return to their normal state.
Keep a distance and attack the devices while they execute the Spinning Circle attack. If they arrive too close, spam your parry button to avoid being hit efficiently.

After beating the Stage Devices, Klara will jump onto the stage and control the devices directly. What makes this fight easier compared to Arrowhead Alpha Sailfish is that the majority of attacks are simply enhanced versions of Stage Device’s move set.
Once Klara joins the battle, you can easily get two or three hits before she initiates the Stage Device Mixup attack. As the warning message appears, that’s the cue to run into the corner and use wall jumping on the purple flowers.

Return to the ground when their attack ends and hit them with the Whip Hammer. Umbrella Spear also works, but considering how deadly Klara is at close range, you might want to keep a distance from them.
To beat them quickly, remember the Storage Devices attack pattern, and you’re good to go. Dodge, parry, and attack repeatedly to take them down.

Dreamweaver Klara Rewards

Beating Dreamweaver Klara rewards you with an enhanced ability of the Wall Jump. Now, Kotama can hold onto the wall instead of sliding down instantaneously.
This concludes our Dreamweaver Klara Boss Fight for Kotama and Academy Citadel. For more walkthroughs, check out or Kotama’s Walkthrough Hub right here.
Looking for more game tips and guides? Check these out:
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- Kotama and Academy Citadel Walkthrough – Central District
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