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Any questions and Feedback about the guide and posts would be really helpful, ty!
(in my opinion) Before nerfs this was the hardest boss in TT, but right now and in further updates will be much easier (2018/5/13 based)
Besides the Normal Phase, there are 4 Stages of Phases to go through, which will require all 12 to synchronize together for clears.
100%~91%: Basic Phase
90%~Until Phase Ends: Phase 1
~66%: Basic Phase
65%~Until Phase Ends: Phase 2
~36%: Basic Phase
35%~Until Phase Ends: Phase 3
~0%: Phase 4
Phase 1~3 will act like Stage 1, 2, 3, each getting harder. Phase 4 is totally different, but also not to be overseen like SC 10%~.
It is very important, for every single one to know their roles and execute it properly for a clear, more than any other boss (maybe except 4th boss)
Also, before starting I highly recommend to just read through this guide, and try the boss yourself, and construct the team's guide yourself and only refer to this guide.
2. Patterns & Guide
Front Attack-AoE Knockback x2-Bombard(Furthest 2 Person)-Laser (to the furthest person)-[Back Tail Sweep-Shield+Flamethrower or the other way around(Random Pattern)]-Front Laser-AoE
Front Attack: Nothing Special
Aoe Knockback x2: this attack is unblockable and also knockbacks, which can make problems with the next pattern.
Everyone except the tank should be in 90 degrees position from the tank and evade it by sidestepping.
(in the GIF, we used party iframe but it is evadeable by sidestepping and recommended)
Bombard: as the boss dances like the left GIF, the boss will drop 4 bombs for each of the furthest 2 people.
These bombs do a lot of dmg and dazes you which are not even rollable (only escape is allowed) and has aftershock with the same effects.
Also, it is not resistable either so the 2 people who lure this attack should do it like the above right GIF, with the rest of the team in melee range.
Laser to the furthest person: Getting hit by the initial Laser shoot will instantly kill you, but the aftershock just gives dmg.
Because the pattern before this is Bombard which the target is also the furthest people, one of the two who lure bombard must lure this too.
Remind that This Pattern will only appear after the 1st Phase, so in the 100%~91% phase you will not see this pattern happen.
Tail sweep-Shield+Flamethrower: Tail Sweep has Knockdown but is blockable, and Shield Deflects attacks from front and Flamethrower Dazes but is also blockable too.
The problem is the order of these two are random, so Flamethrower can come before Tail Sweep.
if possible (when Flamethrower comes first and you can expect Tail Sweep to go next), the tank should lure Tail Sweep to the opposite direction.
ALSO, there is a bug that when the boss goes into hiding right after Tail Sweep->Flamethrower, after hiding the boss will use Tail Sweep again.
This does not happen when the boss goes into hiding right after Flamethrower->Tail Sweep, so the Tank must be acknowledged about it.
Front Laser: this will also Instakill, but doesn't create aftershock.
The tank won't get hit if he's in melee range either.
3 Attack+AoE: the initial 3 Attacks has Knockdown, and the last AoE has Knockback.
Will mention this again, but the tank should lure this attack to the opposite direction, same as Tail Sweep.
Besides these Basic Patterns, the Boss will go into hiding about every 30 seconds during Basic Phase.
Hiding Patterns: Hiding-Laser (to the furthest person)-Shield+Flamethrower
Hiding: the boss will move to one of the close corners. The place where he comes out of the ground airknocks so be careful.
Laser~Flamethrower: The Laser should be lured to a safe location as well, possibly by a class with good mobility.
After this the boss will continue the Basic Pattern he ended.
**Guidelines/Rolls to answer these patterns**
1. Tail Sweep and 3 Attack AoE attacks the behind, so the tank should lure those attack on the opposite side.
2. For the Last attack of the 3 Attack AoE, most teams use SUM/SIN iframe.
3. Our team uses BM/BD iframe at the 2 hit knockback AoE, but most teams just use it at the first Random Pattern, regardless of what it is, mainly because if the Tail Sweep goes first the tank can't lure it and is critical to the team.
4. One person (with good mobility) MUST keep luring the Hiding Laser to a safe location.
Everything else should be practiced and be get used to rather than copying everything (such as laser angles), as the team prefers.
The answer to the pattern is pretty complicated, so the patterns will be explained first and then I will explain the guide for it.
Move to Center-Apply "Ember"-Throw explosives to Ember 1 and 2-Bombard-90 Degree Clockwise Rotation-Nearby Knockback+Missile fire-Wheelwind AoE-Absorb Scorch-Laser Fire-Absorb Scorch-4 Hit AoE
1. As the Boss HP hits 90%, the boss will move to the Center (same as the hiding pattern, has knockup)
2. After moving to the center, the boss will give a mark called "Ember" to 2 furthest people.
3. After giving marks, the boss will throw explosives to the marked people one by one, where the Marked person gets Airknocked and a 2 hit AoE in the Circle area happens.
The initial blow that knocks up the Marked Person has Knockback, and the next attack dazes (again, not rollable) and connects a line with the marked person.
This line will connect to max 4 people, and it will SPLIT the 2nd hit dmg, the more people the less dmg.
If this dmg is not split, it will do immense dmg to the marked person and possibly kill him.
(the Pet shield proc can be used, if controlled perfectly)
and this line connected must be disconnected by getting away, or else it will kill you.
The Knockback and Daze are not resistable (not sure about CC immunes like sanctum and emberstomp), so the people who connect and split the dmg must wait for the initial knockback and then walk/SS in the circle to correctly do it.
The order the boss shoots the multiple Marked people is the further person first, so this must be called beforehand as well.
If the Marked person survives, the "Ember" will change to "Flame" with 12 second duration, which is the key to the mechanics, and will be explained later.
4. After shooting the 2 marked people, the boss will dance and use Bombard to the 2 furthest people (same as Basic Pattern) and Summon Cross Field that moves clockwise, and explodes 5 times.
This will make the whole team move 90 degrees clockwise.
5. After the explodes, the boss will Knockback the near people (the range is about 8M), and shoot total 8 missiles that can be blocked.
the specific deployment will be explained later as well, and if a block fails and a missile hits the wall, the Boss will gain a "Outer Fissure" Stack, where 2 Stacks will wipe the team.
6. After the missile fire, the Boss will try to use a Wheelwind Pattern that must be Stunned (or KD, whichever the team prefers, doesn't have a KD specific Pattern anyways).
If CC fails it is likely to be wiped.
7. After the Stuns, the Boss will Phantom Grip the nearest target, and if the target has "Scorch", the Boss will take approximately 3.5% health.
"Scorch" is the buff that is made by the "Flame" buff, which will be explained later.
If the target doesn't have "Scorch" the boss will wipe the team.
The Boss will Phantom Grip 2 times in 90% Phase, same as the Flame Buff he gives initially.
Between every Phantom Grip, he will shoot a Instakill Laser at the Furthest Target.
8. Finally the Boss uses a 4 Hit AoE (has Knockback as well), FM/DES iframe Recommended.
and goes back to the Basic Patterns.
When it does, it will Cleanse all "Outer Fissure", "Heat" Stacks from the boss and the team.
*How to make Scorch*
After disconnecting the dmg Split Lines, the "Flame" can be given to another person by standing near him, same as Wolf Dungeon, but it connects a line too.
If this Line Disconnects, both will take big dmg and the boss will gain a "Sense Burn" Stack, several Stacks of these will wipe the team. So it should not be disconnected, and the people connected must move together as a group.
The initial Flame buff has 12 second duration as mentioned, and the 2nd and 3rd people get a 10 second duration.
The 4th person to be connected gets the "Scorch" Buff, which also has a 10 second duration.
Since there is a Time Gap between the initial "Flame" buff and the "Scorch" Absorption, the mechanics must delay the connecting and extend the duration of each buff, instead of connecting instantly and just making a Scorch quickly.
Also, if Scorch Runs out of Duration, it will explode and wipe the team.
Now, I will introduce how to do Phase 1.
this really differs for every team, the one I will introduce is how our team does it, and remember there are more efficient ways to do it as you progress, no need to 100% mimic this guide whatsoever.
Phase 1 Rolls:
Scorch 1 Group: 4 People (Ember-Flame 1-Flame 2-Scorch)
Scorch 2 Group: 4 People (Ember-Flame 1-Flame 2-Scorch)
2 Missile Blockers
Group 1 and 2 shall take care of the Ember~Scorch Transition, and they will also take care of the missiles of each quadrant.
2 Group consisting of 1 Missile Blocker and 1 Bombard will take care of the opposite side Missiles and take care of the Bombard as well.
When the Boss goes to the Center, the team should get their position like above
As the Phase starts, 1 specific Person from each Group 1 and 2 should go in range to get "Ember", with the person from group 1 furthest and the person from group 2 next (For instance, 20m and 16m)
as the boss throws explosives to the "Ember"s, all the people in each group must split the dmg for each group's "Ember".
This can also be helped by the nearby Missile Blockers too, but the Bombards should not do this because after the 2nd explosive the boss instantly gives Bombard, so they must be already out of range at this point.
Now, after the Boss Dances the whole team should move left 90 degrees on the map.
Remind that the Bombards should get ready to lure them before the dance, so they should be already far enough, and take care of them by moving left.
2)Connecting Lines for "Scorch"
Both Groups have similar timing, but Group 2 should be a little late than Group 1, since the Ember Apply and Scorch Absorb is more late.
Right after Rotating Starts
Right after Rotating Starts
Right after Rotating Ends
Right after Rotating Ends
Right before the boss Shoots the Missiles
After Blocking the Missile
This requires more practice than explaining, and it is relevant to the Missile blocking as well so you should read more and see a lot of PoV Clips to understand this fully.
Remind that the Boss will Phantom Grip and absorb Scorches one by one, and since Group 1 gets Ember first, Group 1 Scorch must be absorbed first as well.
Also when connecting, usually the person who will be connected Stays Still, and the person who will connect sticks to the person when his Flame is at 3~4 secs.
3) Missile Blocking:
Also, above is the 8 Missiles, with Orange and Yellow Arrows showing the directions.
The Orange Arrow-Missiles go first, and the Yellow Arrow-Missiles go after.
For the Missile Blockers, remind that the right missiles of each quadrant goes first, and block it like the gif above.
In the case of Group 1 and 2, they have different Scorch-making timing, so it differs:
1) Group 1: the Group will group at the first(right) missile and make scorch at that position, and as soon as Scorch is made, 1 person will immediately move to the left and block the 2nd (left) missile. the 1st missile can be blocked by any of the people remaining.
2) Group 2: Since Scorch is made AFTER missile blocking, the "Scorch" person will block the 1st (right) Missile, and one of the other people connected with lines will block the 2nd Missile. the "Scorch" person must immediately gain Scorch after Blocking the 1st Missile.
ALSO, between every Scorch Absorption, the boss will shoot an instakill Laser(Green Line) to the Furthest Target, and this should be done by 1 person from Group 1. This is because Group 1 makes the Scorch first, and only has the time to get ready to lure the Lasers.
the Phase is very similar to 90% Phase, but the only difference is that there are 3 Embers, instead of 2. The order of patterns can be a little awkward:
Move to Center-Apply "Ember"-Throw explosives to Ember 1 and 2-Bombard-Throw explosives to Ember 3-90 Degree Clockwise Rotation-Nearby Knockback+Missile fire-Wheelwind AoE-Absorb Scorch-Laser Fire-Absorb Scorch-Laser Fire-Absorb Scorch-4 Hit AoE
Thus, Group 3's Flame is made much later than Groups 1 and 2, and since there is an additional pattern, Group 1 and 2's connection should delayed a little more.
Also, Group 3 must be settled. the roles should look like:
Group 1: 4 People (Ember-Flame 1-Flame 2-Scorch)
Group 2: 4 People (Ember-Flame 1-Flame 2-Scorch)
Group 3: 4 People (Ember-Flame 1-Flame 2-Scorch)
1 Missile Blocker
-Basically, the Missile Blocker 1 and Bombard 1, 2 in Phase 1 becomes Ember-Flame 1-Flame 2 of Group 3.
and The Red Boldfaced Scorch of Group 3 shall be the same Scorch of Group 1.
The biggest problem is the 2 Bombards. There are many other ways to handle it, but I recommend this:
Bombard 1) the "Flame 2" Person in Group 3 getting Bombard, and splitting dmg at the same time (the GIF above)
Bombard 2) Group 1 "Ember" getting Bombard right after splitting dmg, and connecting while rotating and taking care of bombard at the same time.
This can seem ineffective and way harder, but Phase 3 has 4 Embers, and doing this will make things easier, if the 2 people are good players.
If not, the 1 Missile Blocker may also take care of it too.
Right before Rotating Starts
Right after Rotating Starts
About 5 secs after Rotating
Right before Rotating Ends
Right after Rotating Ends
After Blocking Missiles
Right before Blocking Missiles
After Blocking Missiles
During 2nd Scorch Absorb
As mentioned, the Scorch from Group 1 should be thrown to Group 3's direction, and get another Scorch and absorb it again.
Blocking Missiles for Group 3 is the easy too, as the "Flame 2" person blocking the 1st(Right) Missile and the Ember+Flame 1 blocking the 2nd Missile.
everything else is the same as Phase 1.
If you have come to this point, it will need no big explanation but here's how our team does it
there are 4 Embers, and the order of patterns look like this:
Move to Center-Apply "Ember"-Throw explosives to Ember 1 and 2-Bombard-Throw explosives to Ember 3 and 4-Nearby Knockback+Missile fire-Rotation-Nearby Knockback+Missile fire-Wheelwind AoE-Absorb Scorch-Laser Fire-Absorb Scorch-Laser Fire-Absorb Scorch-Laser Fire-Absorb Scorch-4 Hit AoE
So, it is quite different from Phase 1 and 2, and requires much more duration of the flames, and the missiles appear 2 times.
Also, bombard only happens during the Group 3 and 4 Explosives fires, and doesn't happen during rotating.
-The Missiles will help the team through this, blocking each missile will give the connected people the above buff: "Combustion"
and 2 Stacks of "Combustion" will reset the timer of "Flame"
Group 1: Flame 1 Connect During Group 3's Explosive fire - Flame 2 Connects Right before Missile Fire - Flame 1 Stands in the middle while Flame 2 and Ember Blocks each missile (Flame Timer Reset) - Rotate - Right before Rotate ends Flame 2 Connects - Scorch Connects right before 2nd Missile fire
Group 2: Flame 1 connects during Group 3's Explosive fire - Ember and Flame 1 block both missiles (Flame Timer Reset) - Rotate - Right before Rotate ends Flame 2 Connects - Scorch Connect After 2nd Missile blocking
Group 3: Flame 1 Connects Right before 1st Missile Fire - Ember and Flame 2 Block both missiles (Flame Timer Reset) - Rotate - Right before Rotate ends Flame 2 Connects - Flame 1 stands in the center and Ember and Flame 2 Blocks each Missile (Flame Timer Reset) - Group 1 Scorch connects after getting thrown to Group 3
Group 4: Ember Blocks both Missiles (Flame Timer Reset) - Rotate - Right before Rotate ends Flame 1 Connects - Ember and Flame 1 Blocks both Missiles (Flame Timer Reset) - 1 Person from Group 1 comes (Group 1 Scorch is ended by this time) and connects - Group 2 Scorch connects after getting thrown to Group 4
as you can see, the Missiles are used to reset the Flame Timers for each group. This can be used for Phase 1 and 2 as well, but our team does not do it so you must help yourself.
Same as Phase 2, the Bombard can be a problem:
Bombard 1) Flame 2 from Group 1 can easily take care of the Bombards before connecting to Flame 1.
Bombard 2) Flame 2 from Group 3 can also take care of the Bombards, but he must split dmg for the Ember thus he must do it like GIF in Phase 2.