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All 7 Original Version 3.0 Void Storm Zones in Wuthering Waves: Locations, Bosses, and Rewards

October 26, 2026 13 min read

There are seven Void Storm Zones in the original Version 3.0 Lahai-Roi group in Wuthering Waves. They are distributed across Etching Plains, Fangspire Chasm, Giant’s Gaze, and Stagnant Run. The route below lists every reported arena, boss variant, level, and reward package, then explains the two-wave rules that make these fights different from ordinary overworld encounters.

That seven-zone count is specific to the Version 3.0 Lahai-Roi content. Later updates added other regions and Void Storm-related entries, so do not assume seven is the permanent all-region total. Use the current in-game map marker, arena prompt, and reward panel as the final authority if your client shows different names, levels, or payouts.

What does “all seven Void Storm Zones” mean in Wuthering Waves?

This guide covers the seven-zone set introduced around Lahai-Roi in Version 3.0. It is a version- and region-scoped list, not a claim that the live game currently contains only seven Void Storm encounters everywhere. Community map listings and later regional content can show additional Void Storm mechanics or areas.

Each listed encounter is a marked arena with two enemy waves. The fights apply a persistent environmental penalty, so a team that succeeds in ordinary exploration can still run out of health here. The practical route is to clear the zones by regional cluster rather than zigzagging across Lahai-Roi.

  • Etching Plains: Zones 1 and 5
  • Fangspire Chasm: Zones 2 and 3
  • Giant’s Gaze: Zone 4
  • Stagnant Run: Zones 6 and 7

Zone numbers are the labels used by the original guide set. If your current map displays a different marker name or encounter title, follow the live marker and the boss prompt rather than forcing the old numbering.

Where are all seven original Lahai-Roi zones?

The table gives the reported locations and bosses in a low-backtracking order. Reward quantities are secondary-guide reports, not a guarantee that every current client displays the same values; inspect the reward screen before treating a number as definitive.

Zone Reported area Reported boss Level Reported first-clear reward list
1 Borderland between Etching Plains and Fangspire Chasm Twin Nova: Void Revenant 100 50 Astrite; 5 Premium Tuners; 80 Union EXP; 5,000 Shell Credits; 2 Medium Sealed Tubes
2 Expospine Barrows, also called Emberfall Barrows, in Fangspire Chasm Mech Abomination 100 10 Astrite; 20 Premium Tuners; 80 Union EXP; 15,000 Shell Credits; 4 Medium Sealed Tubes
3 Lowlands near the Riseway-Sundermere Corridor, Fangspire Chasm Hyvatia 120 10 Astrite; 20 Premium Tuners; 70 Union EXP; 12,000 Shell Credits; 4 Medium Sealed Tubes
4 Giant’s Gaze Lampylumen Myriad: Mistfield Tunes 100 10 Astrite; 20 Premium Tuners; 70 Union EXP; 12,000 Shell Credits; 4 Medium Sealed Tubes
5 Borderland between Etching Plains and Startorch Academy Impermanence Heron: Death Incarnate 100 5 Astrite; 5 Premium Tuners; 80 Union EXP; 15,000 Shell Credits; 4 Medium Sealed Tubes
6 Northeastern Stagnant Run near Jetrified Ridge Reactor Husk 120 5 Astrite; 5 Premium Tuners; 30 Union EXP; 15,000 Shell Credits; 4 Medium Sealed Tubes
7 Near Atuja Camp, Stagnant Run Tempest Memphis: Mourning Thunder 100 5 Astrite; 5 Premium Tuners; 80 Union EXP; 15,000 Shell Credits; 4 Medium Sealed Tubes

For a visual route, the original community video orders the arenas as Zone 5, Zone 1, Zone 4, Zone 2, Zone 3, Zone 7, then Zone 6. That sequence is useful for seeing the arenas, but it is not an official map order. On your own map, clear both markers in each cluster before moving to the next region.

How do Void Storm Zone mechanics work?

The defining rule is attrition: your Resonators lose HP over time, incoming healing is reduced, and every mistake can make later hits more dangerous. The encounter contains two enemy waves, and Tune Break is the main way to turn the hazard back in your favor.

Two waves, not one continuous boss pull

Wave 1 is followed by Wave 2 inside the same arena. Treat the first wave as a chance to preserve cooldowns and positioning rather than spending every defensive tool immediately. The second wave is where Tune Break matters most, because using it on an enemy deals substantial damage, restores Resonator HP, and removes Warp.

Why healing feels unusually weak

Void Storm rules halve received healing and Healing Bonus. A healer’s normal rotation therefore restores less than it would outside the zone. Enter with enough health to survive the opening and avoid relying on a single emergency heal after every mistake.

What Warp does

Taking hits applies Warp, which increases damage taken. Warp makes repeated small errors compound: a strike that was survivable at the start of the wave can become lethal after several stacks. Tune Break on Wave 2 enemies removes Warp while also restoring HP, so it is both an offensive damage window and a defensive reset.

How to use Tune Break

  1. Watch the enemy’s break or tune state instead of attacking on autopilot.
  2. Save the required interaction for Wave 2 when possible, because that is the wave in which the tutorial specifically ties Tune Break to healing and Warp removal.
  3. Trigger it when the boss is committed to an animation or when your team has accumulated Warp; the damage and recovery then solve two problems at once.
  4. After the break, reposition before resuming your normal rotation. The HP restoration is not a reason to stand in the next telegraphed attack.

How should I prepare before entering a zone?

Preparation is less about a special element and more about surviving the HP drain long enough to reach the Wave 2 reset. Build a team that can interrupt, dodge, and maintain damage while healing is impaired.

  • Bring a dependable sustain option: healing still works, but its output is halved. Shields, damage reduction, interruption resistance, or a second defensive source can cover the gaps between heals.
  • Keep a breaker available: Tune Break is your strongest answer to Warp, so avoid entering Wave 2 with every relevant ability on cooldown.
  • Use a controlled rotation: Do not spend all burst skills on the first wave if doing so leaves you unable to punish the boss or recover in Wave 2.
  • Learn the arena edge: Continuous HP loss means a long recovery run is costly. Know where the boss can corner you and keep a clear escape lane.
  • Check the displayed level: The reported list includes level-120 fights as well as level-100 fights. Your damage and survivability should be judged against the level shown by your client, not only the old guide label.

What is the best way to clear a Void Storm Zone?

  1. Confirm the marker and encounter prompt. Open the current map, select the Void Storm marker, and read the arena’s boss name. This catches renamed landmarks or changed variants.
  2. Enter with full practical resources. Set your team, weapon skills, resonance liberation, and consumables before crossing the arena boundary. The environmental drain starts the fight on its terms.
  3. Control Wave 1. Group ordinary enemies when safe, avoid unnecessary hits, and preserve the tools that enable your Wave 2 Tune Break.
  4. Track Warp rather than only HP. A nearly full health bar can be misleading if several hits have increased incoming damage. Disengage briefly when the boss is not vulnerable.
  5. Use Tune Break in Wave 2. Time it for meaningful boss damage or after Warp has accumulated so the HP restoration and debuff removal have immediate value.
  6. Read the reward panel after the clear. The panel is the authoritative source for your client’s current Astrite, tuner, experience, credit, and tube quantities.

Where is Zone 1 and how do I beat Twin Nova: Void Revenant?

Zone 1 is reported on the border between Etching Plains and Fangspire Chasm. Its listed boss is Twin Nova: Void Revenant at level 100.

The border location makes Zone 1 a natural companion to Zone 5, the other Etching Plains-area encounter. Approach from whichever unlocked waypoint leaves the shorter climb, then confirm the arena prompt because the zone sits between two named regions.

Twin Nova: Void Revenant is the reported variant for this arena. Keep both the environmental HP drain and Warp in view while learning its attack cadence. Do not trade hits simply to maintain a rotation; the increased damage taken from Warp makes those trades progressively worse. Save a Tune Break interaction for the second wave, then use the recovery to stabilize before finishing the boss.

Where is Zone 2 and how do I beat Mech Abomination?

Zone 2 is reported at Expospine Barrows, also called Emberfall Barrows, in Fangspire Chasm. The listed boss is Mech Abomination at level 100.

The guide specifically warns about spinning attacks and grab attacks. Stay outside the spin’s immediate reach, and avoid committing to a long animation when the boss has a clear grab tell. If a grab begins, prioritize the evade or interruption that your team can execute reliably rather than trying to finish one more attack.

Because Fangspire Chasm also contains Zone 3, clear both before leaving the region. After the first wave, check your cooldowns and health; a controlled first phase leaves more options for the grab-heavy second phase.

Where is Zone 3 and how do I beat Hyvatia?

Zone 3 is reported in the lowlands near the Riseway-Sundermere Corridor in Fangspire Chasm. Hyvatia is listed at level 120, making this one of the higher-level encounters in the original seven.

Hyvatia’s reported threats are lasers and sword waves. Watch the floor and the boss’s weapon line rather than focusing only on its health bar. Lasers reward lateral movement, while sword waves punish standing in a predictable lane; short, deliberate dodges are safer than repeated panic rolls that empty your stamina or positioning options.

The guide recommends Tune Break for this fight. Treat the break as a planned phase transition: preserve the interaction for Wave 2, remove Warp when it has built up, and use the resulting HP restoration to avoid wasting your healer’s reduced output while the sword-wave pattern is active.

Where is Zone 4 and how do I beat Lampylumen Myriad: Mistfield Tunes?

Zone 4 is in Giant’s Gaze. Its reported boss is Lampylumen Myriad: Mistfield Tunes at level 100.

The notable warning is a jumping downward slash. The danger is the landing point, not only the jump itself, so do not remain directly beneath the boss while waiting for it to come down. Move out of the marked landing area, then return during the recovery window if the arena is clear.

Use the same two-wave discipline as elsewhere: keep your first-wave damage clean, watch Warp stacks, and trigger Tune Break in Wave 2 when it can both interrupt the boss plan and restore your team. Giant’s Gaze is its own route cluster, so it is efficient to clear Zone 4 between the two Etching Plains and Fangspire Chasm stops.

Where is Zone 5 and how do I beat Impermanence Heron: Death Incarnate?

Zone 5 is reported on the border between Etching Plains and Startorch Academy. The listed boss is Impermanence Heron: Death Incarnate at level 100.

The reported fight is mobile and focused on a single target. Keep your camera and target lock under control so the boss cannot leave your effective range while your team’s strongest attacks are active. Chase only when the route is safe; following every movement through a hazard can create more Warp than the extra damage is worth.

Zone 5 is close enough to the Etching Plains side of Zone 1 that the two can be treated as one travel block. If you begin with Zone 5, you can then cross to the Etching Plains–Fangspire Chasm border for Zone 1 before continuing east.

Where is Zone 6 and how do I beat Reactor Husk?

Zone 6 is reported in northeastern Stagnant Run near Jetrified Ridge. Reactor Husk is listed at level 120.

The reported attack warnings are slashes and a pounce preceded by a step back. When the boss retreats a short distance, expect the pounce rather than assuming it is giving you free space. Hold your dodge or defensive answer until the leap is committed, then punish the landing if your team has a safe opening.

This is the final stop in the route video’s chapter order, but it can be cleared immediately after Zone 7 because both are in Stagnant Run. The level-120 listing makes health management especially important: avoid entering Wave 2 with Warp already elevated, and plan your Tune Break so it restores HP before the pounce pattern forces another defensive sequence.

Where is Zone 7 and how do I beat Tempest Memphis: Mourning Thunder?

Zone 7 is reported near Atuja Camp in Stagnant Run. Its listed boss is Tempest Memphis: Mourning Thunder at level 100.

The boss can turn invisible, according to the guide. Do not waste your full burst while the target is unavailable; keep a defensive stance, watch for the reappearance cue, and be ready to parry or counterattack when the strike comes back into range. A successful counter is safer than swinging blindly through an invisible phase.

Clear Zone 7 and then move northeast toward Jetrified Ridge for Zone 6, or reverse that order if your unlocked waypoints make the opposite direction shorter. The two markers belong to the same Stagnant Run cluster, so either order avoids a return trip across Lahai-Roi.

What rewards do Void Storm Zones give?

The reported per-zone packages contain Astrite, Premium Tuners, Union EXP, Shell Credits, and Medium Sealed Tubes. The quantities differ by encounter, as shown in the route table, and should be checked against the reward panel in your current client.

What happens on the first clear?

The tutorial text reproduced by a fan wiki says a first clear awards rare Tidal Heritages. The one-time completion payout is therefore different from simply farming the arena again, even when the ordinary reward categories look similar.

What happens on repeat clears?

The same tutorial text says enemies respawn daily and that repeat challenges grant Expedition Motorbike Modding EXP. A Version 3.0 guide also reports Frontier Renewal materials on reruns. Because repeat terminology and quantities can change with updates, use the in-game panel to see the current reset timing and payout.

Why do reported reward lists differ?

Secondary guides can preserve the values visible in an earlier version, while a live client may change a quantity, item name, or reward category. Treat the table as a route reference and the game’s own completion screen as the final record for what your account receives.

How can I verify a zone when my map looks different?

Use three checks together rather than relying on a single old screenshot.

  • Map region: confirm whether the marker is in the reported cluster—Etching Plains, Fangspire Chasm, Giant’s Gaze, or Stagnant Run.
  • Encounter prompt: read the boss name and level after selecting the marker. This is the quickest way to catch a changed variant.
  • Reward panel: inspect the payout after the fight, especially if your Astrite, tuner, experience, or material count does not match a guide.

If the marker is absent, check whether the relevant regional content is unlocked in your version and whether the map filter is hiding challenge icons. Do not infer that an encounter was removed solely because an old route video uses a different label.

What are the most common Void Storm mistakes?

Spending every defensive skill in Wave 1

The first wave can feel easy enough to justify an aggressive rotation, but doing so leaves no answer for Wave 2’s boss pattern. Keep at least one reliable defensive or breaking option available for the second wave.

Ignoring Warp because HP is still high

Warp increases damage taken, so the danger is cumulative. A clean dodge that prevents the next stack can be more valuable than a low-damage attack made from a bad position.

Expecting normal healing numbers

Received healing and Healing Bonus are halved. If your team normally survives through repeated small heals, add spacing, shields, interruption resistance, or a second sustain tool instead of assuming the same rotation will work.

Chasing an invisible or highly mobile boss

Tempest Memphis can disappear, and Impermanence Heron is reported as mobile. Hold your strongest attack until the target is available and use the arena’s open space to keep your team out of avoidable hits.

Publishing an old reward as a guarantee

Reward tables in guides are snapshots. The displayed completion panel in your own game is the only safe basis for a current exact quantity.

Which order should I use for all seven zones?

For the least regional backtracking, group by map area:

  1. Clear Zone 5 at the Etching Plains–Startorch Academy border.
  2. Clear Zone 1 at the Etching Plains–Fangspire Chasm border.
  3. Travel to Giant’s Gaze and clear Zone 4.
  4. Enter Fangspire Chasm for Zone 2 at Expospine/Emberfall Barrows.
  5. Continue to the Riseway-Sundermere lowlands for Zone 3.
  6. Move to Stagnant Run and clear Zone 7 near Atuja Camp.
  7. Finish at Zone 6 near Jetrified Ridge.

This is the order used by the available route video, not a mandatory progression. If your unlocked teleport points favor another sequence, keep the same principle: finish neighboring markers together and let the current map prompt override an old chapter label.

Frequently Asked Questions

Can I clear a Void Storm Zone more than once in the same day?

The tutorial description says enemies respawn daily, so repeat attempts are tied to a daily reset rather than unlimited immediate farming. Check the encounter’s current timer or reset text in your client, since the exact repeat wording can change between versions.

Does Tune Break restore my entire party to full health?

The tutorial description only establishes that Tune Break restores Resonator HP; it does not promise a full-party heal or a fixed percentage. Read the combat feedback and health bars after activation to see how the current encounter applies the restoration.

Are the level-120 zones intended for a particular Union Level?

The available zone reports identify the encounters as level 100 or 120 but do not establish a required Union Level or an account-level gate. Use the level shown on your own encounter prompt and judge entry by your team’s survivability under the HP-drain rules.

Why is a Void Storm marker missing from my Lahai-Roi map?

First clear map filters and zoom into the named subregion, then verify that the relevant Version 3.0 content is available in your client. If the marker still does not appear, the live map or an unlock condition may differ from the original route guide.