-( Story related, cannot be missed )-
Chapter 5: There are two bosses to this chapter. The first is the culmination of the Warriors of Hope in the form of the Mage Robot, Black Suspirion. Many of the same attack patterns that the previous bosses had are repeated here, her weaknesses not as obvious. Throughout the robot's body, you will see many of its joints flashing. These are weak joints and you have to hit all of them in order to expose its weakest spot: Kurokuma. If he doesn't pop out and you think you've hit all of them, try getting behind it when it does the Fighter's cleave attack. This will give you much more time to aim compared to the Hero's drill charge.
Unleash as much as you can on Kurokuma, as this robot has the most health of the Warriors of Hope. After you deal enough initial damage, she'll start dropping diamond mines that hover about the arena. They don't cause any damage when she runs into them, but they will hurt you if you run into them. As the battle goes on, you will find more weak joints lighting up, including the one on her back doubling to two. Simply hit them all (using BURN would probably be faster, if you're short on time) and then hit Kurokuma with BURN or BREAK repeatedly to break the control unit and finish the fight.
The second boss is a surprise, so I won't spoil it too much. However, I will say that you will be getting extensive use out of BURN, BREAK, PARALYZE, and KNOCKBACK. The weak spot (the only spot you can actually hit it) will change color relating to the bullet you have to use on it, and each has a specific status to it, too: RED will jump back and start charging at you; YELLOW will shoot a ray on the field which can paralyze you twice from attacking; BLUE will telegraph its attack spots by slamming down on the battlefield; and CYAN will summon two large balls that you must knock back. With enough damage, you can end up stunning it, having it lurch forward, which gives you an opening to deal additional damage with Genocide Jack. If it tries to start charging up one attack in its left hand (you'll know what I mean when you see it), switch to Genocide Jack to not only prevent damage on Komaru, but you'll also block it from affecting the field in general. One of its later phases will see it getting ready with RED, but switching to CYAN (jumping back to charge but sending two homing balls after you from afar). As it gets closer, it's eye will shift colors, meaning you can deal some with BURN early on and then switch to Knockback as it or the balls get closer.