Phase 1 of the fight has the most mechanics in the encounter and is also the blocking point for most runs.
If you cannot reach the transition to Phase 2 (51.3 bars) with at least 50 seconds to 1 minute left on the clock, your chances of clearing the fight are extremely low.
At ~50 seconds left, your clear can be as low as 1–2 seconds remaining. It is almost worth resetting by that point to not waste time if you aren’t even close.
Nihilister’s attack pattern goes as follows:
Losing cover is one of the most important things to avoid, if at any point you lose cover on any unit, it is 100% a guaranteed loss of that unit and isn’t worth continuing the fight.
If you are having trouble breaking the circles and have low investment in unit skills, it is possible to cycle your bursts around.
Each part break does a lot of damage to the boss, the legs being the safest and easiest to break.
If number 2 is failed and you are unable to break the circles at any point, she will fire a series of missiles multiple times, targeting a single Nikke at random.
The rocks thrown at the beginning of the fight deal damage to both Nikke and cover, they also are very sturdy for a projectile, so concentrated fire is necessary to break them.
The fire breath is the 1 attack you 100% have to avoid, getting a single tick of it applies 15-second damage over time debuff on the units and does Max HP % damage.
This will kill any unit not getting burst/sustained healing or the debuff removed. This is why you MUST have cover HP during the entirety of the first phase.
Bringing a healer is actually 100% optional, if you are comfortable knowing when units can take hits and how often during the fight.
If you are further below the power level, then you have no choice but to only bring DPS units in, as you will not have enough to get through the fight. You’ll end the fight with very low hp and potentially a lost unit or two, but the clear is more possible.
If you got through Phase 1, you are at the home stretch.
This phase is much more simple than the first and is really a home stretch phase for after you get through the painstaking amount of HP the first phase has.
There is still always a chance you lose units or run out of time if you aren’t careful.
There is a lot less to deal with in this phase, but getting complacent is a definite possibility when you feel so close to ending the fight.
All of her attacks feel like they do a lot more because of how critically close she is to dying.
If you have any AOE burst (Scarlet, Privaty, Modernia etc.) those will clear the missiles instantly, they are extremely easy to destroy and can be dealt with fine.
Leaving those up is arguably more dangerous than anything else in the fight (excluding the fire breath).
The Breakable parts in the phase are its heads, realistically if you have enough damage to break one head, you can clear the fight with a burst soon afterward.
If you got through it all, then congrats! This fight is one of my favorites in the entire game. With insanely good music and a charismatic Heretic pilgrim unit to unlock afterwards makes the fight worthwhile.