JoJo Golden Spirit Co-op Raid Guide: Dual Conquest Boss Strategies
Updated October 12, 2026
Welcome, JoJo's Bizarre Adventure: Golden Spirit players, to the Dual Conquest Co-op Raid! This special guild event challenges your team-building skills and coordination, as you'll be deploying two separate squads across two distinct boss encounters, with the added benefit of borrowing a powerful unit from a guildmate. Success hinges on strategic planning and understanding each boss's unique abilities and weaknesses.
Event Overview
Dual Conquest is a guild-centric challenge where each boss encounter consists of two sequential battles. You will assemble two teams for these fights, leveraging your own roster alongside a borrowed support character from a guild member. The event runs for a limited time, with specific dates often announced in-game (e.g., October 24th to 31st for version 1.2).
Escalating Difficulty
Be aware that the enemies in Dual Conquest grow stronger over time. Their Health Points, Attack, and Defense stats will incrementally increase daily, mirroring the difficulty scaling found in Tactical Simulation events. This means that a strategy that works on day one might need adjustments as the event progresses.
Encounter 1: Johngalli A. and Vivano Westwood
This first pair of battles tests your ability to manage snipers and persistent debuffs within a strict 75-second time limit for both fights combined.
Battle 1: Johngalli A.
Johngalli A. is a dangerous sniper who consistently targets your furthest unit. His abilities are centered around high burst damage and enhanced basic attacks, especially when targets are near his 'Manhattan Transfer' point. Some battles against bosses with extremely high HP (999,999,999) are scored solely on damage dealt, rather than defeat.
Key Mechanics:
- Farthest Target Priority: He always aims for your backline, so consider unit placement carefully.
- Rush State Requirement: Enemies in this fight have significant damage reduction, which can only be bypassed by units in the Rush state. Maintain Rush state on your damage dealers as much as possible.
- Disarm Threat: A guard gunner will disarm Johngalli A.'s target. Use a designated tank or support unit to draw this attention.
- Reinforcement Spawns: Defeating any enemy triggers the backline sentry to summon reinforcements. Plan your eliminations to avoid being overwhelmed.
Johngalli A. Abilities:
- HP: 8,286,368
- Attack: 9,969
- Defense: 2,485
- Ultimate: Channels for 3 seconds (reduced to 0.5 seconds by passive) for a massive 1600% Attack shot. Can be interrupted by crowd control or target defeat.
- Skill: Deploys 'Downtown Transfer' to the furthest enemy, enhancing his next basic attack (300% Attack).
- Passives: Increases Attack/Max HP by 10%. Enhances every 3 basic attacks (2 if near Manhattan Transfer). Gains Crit Rate bonus and Stealth dispel when near Manhattan Transfer. Reduces Ultimate channeling time.
Battle 2: Vivano Westwood
Westwood applies heavy debuffs and controls the battlefield with ranged attacks and meteor showers.
Key Mechanics:
- Damage Reduction/Healing Reduction: Westwood's attacks greatly weaken your units' damage output and healing received.
- Positional Damage: Your units deal more damage the further they are from Westwood.
- Target Swaps & Knockback: He frequently knocks back his current target and selects a new one. Protect your ranged damage dealers by keeping him engaged by a front-liner.
- Meteor Strikes: Calls meteors on distant units, dealing damage and inflicting control effects.
- Rush State Control: Units in the Rush state can inflict control effects on Westwood.
Vivano Westwood Abilities:
- HP: Untargetable (damage scored)
- Attack: 5,538
- Defense: 4,143
- Ultimate: Strikes a target (80% chance to Stun for 2s), then hits all enemies within 2 tiles for 600% Attack and 5 stacks of 'Block Down'.
- Skill: Summons a meteor for 360% Attack. Deals additional 150% Attack if target is Burning.
- Passives: Increases Attack/Max HP by 10%. Gains 3 'Attack Up' stacks on skill cast. 30% chance to inflict 'Burn' and 'Effect Res Down' on skill damage. After 3 skills, an additional strike to a random enemy.
Encounter 2: Pet Shop and Rubber Soul
This pair focuses on freeze mechanics, debuffs, and unique healing for the second boss.
Battle 1: Pet Shop
Pet Shop is a formidable ice-user, capable of freezing multiple units and dealing substantial area damage.
Key Mechanics:
- Initial Freeze: At the start of battle, the two nearest units are frozen.
- Ultimate Freeze: After casting its Ultimate, all unshielded units are frozen.
Pet Shop Abilities:
- HP: 8,286,368
- Attack: 9,969
- Defense: 2,071
- Ultimate: Icicle storm (800% Attack) to all enemies within 5 tiles in a line, freezing all Chilling enemies for 2s. Enters Enhanced state for 5 enhanced basic attacks (300% Attack + 30% splash). Subsequent Ultimates reset charges.
- Skill: Freezes an area (400% Attack) and inflicts 'Frostbite' every second for 5 seconds.
- Passives: Increases Max HP/Attack by 10%. 20% base chance to 'Chill' targets with skills. Chilled enemies take 6% more damage. Enhanced basic attacks have a 40% chance to inflict 'Frostbite'. Deals additional damage to Chilled enemies.
Battle 2: Rubber Soul
Rubber Soul utilizes the 'Yellow Temperance' debuff, which significantly reduces Attack Speed, and heals based on its stacks or when affected units are defeated.
Key Mechanics:
- Attack Speed Reduction: Units afflicted by 'Yellow Temperance' have drastically reduced Attack Speed.
- Yellow Temperance Generation: This debuff is applied whenever 'Yellow Temperance' deals damage or Rubber Soul takes melee damage.
Rubber Soul Abilities:
- HP: Untargetable (damage scored)
- Attack: 2,215
- Defense: 5,386
- Ultimate: Deals 400% Defense damage to all enemies within 2 tiles and applies 'Yellow Temperance'.
- Skill: Absorbs 'Yellow Temperance' stacks from nearby enemies, healing Rubber Soul for 20% of his Defense per stack. Removes all absorbed stacks.
- Passives: Increases Defense/Max HP by 10%. Takes 6% less damage from melee attacks. Restores 6% Max HP when a unit with 'Yellow Temperance' is defeated. Heals for 30% of damage dealt by 'Yellow Temperance'.
Encounter 3: Prosciutto and Pesci
This final duo involves managing 'Senility' stacks and dealing with high burst damage from Pesci, along with a support enemy.
Battle 1: Prosciutto
Prosciutto inflicts 'Senility' stacks, which can lead to prolonged stunning. Crowd control is your best defense here.
Key Mechanics:
- Continuous Senility: Prosciutto constantly applies 'Senility' to unshielded targets.
- Ultimate Stun: Units with 8 or more 'Senility' stacks will be stunned for an extended duration when Prosciutto casts his Ultimate.
- Crowd Control Clears Senility: Inflicting any crowd-control effect on Prosciutto will remove all 'Senility' stacks from your units.
Prosciutto Abilities:
- HP: 10,572,736
- Attack: 900
- Defense: 4,143
- Ultimate: 'Thankful Death' deals 140% Attack damage to all enemies and has a 60% chance to inflict 1 'Senility' stack every 0.5s for 5 seconds. All 'Senility' stacks are removed upon his defeat.
- Skill: Deals 300% Attack damage, inflicts 3 'Senility' stacks, and removes 1 buff from the target.
- Passives: Increases Attack/Max HP by 10%. Inflicts 1 'Senility' stack on all enemies at battle start. Can execute enemies with low HP (below 30% of Prosciutto's Attack) if they have at least 1 'Senility' stack.
Battle 2: Pesci
Pesci is a high-damage threat, particularly against your highest Attack unit. His energy is continuously restored by a special enemy.
Key Mechanics:
- Ultimate Priority: Every 35 seconds (and at battle start), Pesci targets your highest Attack unit with his Ultimate, dealing massive damage and crowd control.
- Energy Supporter: A special enemy continuously restores Pesci's Energy. This enemy must be damaged sufficiently to stop the energy regeneration.
Pesci Abilities:
- HP: Untargetable (damage scored)
- Attack: 9,969
- Defense: 2,071
- Skill: Entangles a target, dealing 270% Attack damage with an 80% chance to Stun for 1 second.
- Passives: Increases Attack/Max HP by 10%. Restores 60% Max Energy at battle start. 10% of damage taken during Ultimate channeling is transferred to his Ultimate target.
Quick Tips
- Borrow Wisely: Choose a guildmate's character that complements your team's needs for a specific encounter.
- Team Synergy: Build teams that can handle multiple mechanics simultaneously, especially debuffs and crowd control.
- Prioritize Threats: Identify which enemies pose the biggest immediate danger (e.g., energy generators, disarmers, freezing units).
- Rush State Management: For Johngalli A., keep your damage dealers in Rush state to bypass damage reduction.
- Crowd Control is Key: For Prosciutto, use any crowd control to clear 'Senility' stacks from your team.
- Positional Play: Pay attention to boss abilities that depend on unit positioning, like Johngalli A.'s sniper attacks or Westwood's meteor showers.