Ground Pound
All: Block through his repeated ground-slam effect. Not heavy damage individually, but it accumulates alongside everything else.
All: Block through his repeated ground-slam effect. Not heavy damage individually, but it accumulates alongside everything else.
Dps: He uppercuts and stuns a random player, throwing them airborne. Interrupt him immediately, or the pinned player takes a follow-up hit that is likely lethal.
All: Do not run away from him. Putting distance between yourself and him triggers a jump attack that lands on you no matter how far you run.
All: He hurls a boulder at a random player that cannot be blocked. Dodge roll out of the impact zone, but not too far, or you trigger his Jump Attack instead.
Tank: Taunt and hold the Ice Wraiths that spawn in waves, at roughly 90%, 75%, 50% and 30% health, off the group. They charge, heavy-attack and stun.
Dps: Kill the Ice Wraiths first in each add wave, at roughly 90%, 75%, 50% and 30% health. The accompanying Spiders are much less dangerous and can wait.
Tank: Block Wrecking Blow; this is routine for you.
Dps: If Wrecking Blow targets you instead of the tank, block or dodge roll it. An unmitigated hit is instantly lethal.
All: He periodically charges a random non-tank player. Block or dodge roll when you see him charging at you.
All: His basic whirlwind attack deals moderate damage. Block it or take the hit; it is not a priority to dodge.
All: At roughly 70% health he leaps away and crashes back down; everyone gets a personal fire circle that follows them. Stand still and stay spread out so the circles do not overlap and double someone's damage.
Dps: Focus down the damage shield he gains during Flame Rage, at roughly 70% health, quickly.
All: At roughly 30% health, two whirlwinds circle the outer edge of the room, so follow along behind them, while another whirlwind grows outward from the boss in the centre. Stay near the outer perimeter and clear of the middle for the rest of this phase.
All: If a whirlwind locks onto you specifically during the 30% phase, lead it around the outer edge. Do not bring it back through the rest of the group.
All: If you see tethered, you and another player are linked by a beam. Both move apart immediately, or the tether explodes and kills you both.
Tank: Block his heavy attack, Steam Cleave, and do not reposition him. Its frontal cone hits the group if you turn him toward them.
All: Rapid lightning bolts rain down and land on the floor. They are easy to sidestep; watch your footing while circling the boss.
Dps: Kill the small spider adds quickly. Left alive too long, they power up the Dwemer Spheres to deal more damage, and they explode on death, so do not stand close when they die.
Dps: Kill each Dwemer Sphere the instant it spawns. Its channeled ground effect on a random player is almost certainly fatal without heavy mitigation, such as resistance buffs or shields, already up.
All: Avoid the rolling Dwemer balls entirely. Contact deals heavy shock damage and stuns you and anyone standing near you.
All: At 75% (one laser), 50% (two lasers), and 25% health (four lasers), he shields himself in a dome while Dwemer automata slide around the wall firing tracking lasers. Keep the dome between yourself and the lasers at all times; touching a beam kills you outright. The rotation direction stays consistent for the whole phase once it starts.
Tank: Keep him centered during the Laser Dome phase. Corner-pull strat: immediately following a laser phase, tanks can pull the boss into a corner quadrant to stack incoming tracking automata directly in ground AoE cleave and make the laser rotation easier to read.
Dps: He periodically teleports to a new spot and channels a devastating frost bolt attack. Interrupt him immediately, or the group does not survive it.
All: Watch your footing around the rolling spiked iceballs. Block if one gets close; they explode for moderate damage on contact.
All: His uninterruptible mass stun locks everyone in place a couple of seconds before a small effect explodes under each player. Spread out fully beforehand; overlapping circles kill anyone caught in more than one.
All: Stay out of the large static icestorm fields scattered around the arena. They are easy to see and avoid, but a near-certain kill if you stand in one.
Tank: Taunt and tank Avalanche, Rizzuk's companion, well away from the group. Its heavy attacks are dangerous and the group should never be near it.
Tank: Avalanche drops a massive circle that spawns an outer ring of ice pillars. The tank must remain inside this circle—stepping outside triggers a severe, usually lethal damage-over-time effect.
Tank: While confined inside the Glacial Cage, Avalanche unleashes rotating 'pizza slice' cone AoEs. Dance and step sideways within the boundaries of the outer ring to avoid the slices without stepping into the lethal perimeter.
All: At low boss health, spinning ice tornadoes appear around the edges of the room. Stay away from the outer edges for the rest of the fight; the safe space shrinks rather than relocating.
Dps: Focus all damage on Rizzuk, not Avalanche; killing Rizzuk kills Avalanche too.
Hard Mode: Activate the Veracity Verifier, a Dwemer interactable, before the fight (Veteran only; achievement: Relentless Raider).
Tank: Block his rapid-fire face-laser beams at all costs; they are fast and deal heavy damage.
Tank: He applies a heavy healing-received debuff to you throughout the fight. Lean on self-sustain; do not rely on the healer alone.
All: Stay out of the small effect ring around his base. Contact deals damage and stuns.
All: Focus down his right arm, the Rotary Blades Gauntlet, first. The boss is immune to real damage until both arms are destroyed, and you need to stay out of the arm's spinning-blade range while it is up.
Tank: His left arm, the Flame Bellows Gauntlet, directs a flame cone at you. Plant your feet and block through it rather than turning the boss.
Dps: Kill the Dwemer Spiders that spawn one at a time during each arm phase. Low health individually; do not let them pile up.
Tank: The instant an arm is destroyed, a Centurion spawns. Taunt it immediately, or it can kill whoever it lands on outright.
Dps: Kill each Centurion that spawns after an arm dies as top priority. Do not let it linger.
All: From 100% to roughly 55% health, once both arms are down, he rotates in place and spits fire from his empty arm sockets; touching it is instantly lethal. Stay with his rotation without touching the flame. Being in front of or behind him does not matter; just do not touch it.
All: At roughly 55% health, four glowing pads light up. Everyone stands on one and transforms into a Skeevaton for a timed three-minute side-challenge. Charge your ultimate together first, then split up and follow the blue lines to a Shock Conveyor each; use your ultimate on it to disable it. Avoid the Fire Blasters and rotating blade traps along the way, and use your speed buff to get through safely.
Tank: Hard Mode only. Quickly identify your Skeevaton role from its skills (the Tank has a group Energy Shield), then pair with a DPS. Go in two groups of two (Tank and DPS, Healer and DPS), charge ultimates together, split up, and each pair destroys its own Shock Conveyor using both ultimates.
Healer: Hard Mode only. Quickly identify your Skeevaton role from its skills (the Healer has a close-range Heal and a Speed Buff), then pair with a DPS. Go in two groups of two, charge ultimates together, split up, and each pair destroys its own Shock Conveyor using both ultimates.
Dps: Hard Mode only. Quickly identify your Skeevaton role from its skills (the DPS has Frost Mine and Volatile Spheres), then split into the two pairs (Tank and DPS, Healer and DPS). Charge ultimates together, split up, and each pair destroys its own Shock Conveyor using both ultimates.
All: After the Rat Race you are teleported back and both arms, and their Centurions, return. Repeat the same arm-priority routine as before.
All: Random rotating blades now circle the room as well. Dodge roll or shield through them to take no damage; otherwise they apply a bleed. If one crosses through the flame arm's fire, it turns the flame into homing fireballs, so block those and bring that arm down quickly.
Tank: Chain in the Dwemer Spheres spawning at the edges of the room during damage phases so the group can kill them safely, or coordinate a knockback effect to shove them off the edge, which kills them instantly.
Dps: Kill, knock off the edge, or interrupt each Dwemer Sphere before its channeled spreading effect goes off. Dodge rolling at the exact moment it goes off also avoids the damage if you are caught in it.
All: Do not touch the rolling spheres heading toward the boss. Contact damages and stuns you and anyone nearby.
All: During execute (~30% HP), the boss unleashes a conal steam blast. While the tick damage is manageable on Veteran, the powerful knockback blows players off the narrow platform or into fire traps for an instant death. Avoid the cone or hold block.
All: Around 30% health, meteors start landing randomly with a spreading effect, alongside steam and fire cones from multiple spots. Do not stand in any of it.
Tank: At roughly 25% health a final Centurion spawns. Taunt it immediately, like the others.
Dps: Kill the final Centurion that spawns at roughly 25% boss health; it must die.