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Overfiend

Heavy attack / jump

Tank: Block the jump and knockdown heavy attack.

Dps: Move out of the jump landing.

Flurry

Tank: Block Flurry, a frontal cone; it kills an unblocked tank. Hold the boss still; do not let it spin.

Adds

Tank: Chain the adds in and hold them on the boss.

Dps: Kill the adds before returning to the boss.

Curse (ground effect)

All: Move out of the curse ground effect.

Harvester

Tank: At 50% health a Harvester joins. Grab it immediately so it does not free-cast on the group.

Dps: Focus the Harvester down and dodge roll its consecutive ground effects.

Ibomez the Flesh Sculptor

Uppercut

Tank: Block Uppercut, the heavy knock-up attack.

Inmates / green goo

Dps: Split to the corners, take the green goo synergy piles, and throw them at the caged inmates. Failure spawns Flesh Atronachs.

Flesh Atronachs

Tank: Stack any Flesh Atronachs on the boss.

Dps: Kill Flesh Atronachs as top priority; their enrage is instantly lethal. Block if one targets you.

Sprays

All: Sidestep the cone spray effect.

Tenderize

All: When he grabs a player for a beatdown, interrupt the finishing blow or that player dies.

Gravelight Sentry

Necromancers

Dps: Kill the five necromancers around the room and interrupt their casts, or they raise skeletons.

Spin knockback

All: His spin knocks everyone outward into the floor poison. Get back out of the poison immediately.

Beams

Tank: Three converging green beams target the tank. Block or dodge them.

Poison Bombs

All: Poison bombs are an environmental hazard for the whole fight. Block rather than dodge rolling to take the stun and save stamina.

Flesh Abomination

Hoarvors

Dps: Kill spawning Hoarvors one at a time; never let two be alive, as their poison effects stack lethally.

Heavy attacks

Tank: Block the constant heavy-attack barrage; expect occasional knockdowns.

Hoarvor Splat

All: During the Poison Well phase, the Flesh Abomination plunges its arms into the ground and remains immobile while calling Hoarvors onto group members. Spread out in a square formation to the corners.

Lingering ground effect

All: One player gets a persistent donut-shaped poison effect. Stay in the safe center of it and avoid crossing its lethal outer perimeter.

Undead minions

Tank: While the boss is stationary in the poison phase, anchor outside the group's trajectory to block and recover resources. Keep your tracking poison AoE away from the DPS/healer lane, and never cross the lethal outer edge of the donut poison ring.

Dps: Kill the undead minions that spawn during the poison phase.

Lord-Warden's Council

Necromancer / totem

Dps: The Necromancer summons skeletons and a totem. Destroy the totem quickly, with ultimates, or every enemy takes 90% reduced damage.

Berserker spin

Tank: Block the Berserker's steel-tornado spin; he has low health.

Knight charge

Tank: Block the Knight's charge knockdown.

Healer: Sidestep the Knight's charge.

Dps: Sidestep the Knight's charge.

Healer casts

Dps: Kill the Templar (Healer) first to halt massive enemy healing. Recommended kill order: Templar -> Berserker -> Knight -> Necromancer last (safest phantom AoE).

Afterlife

All: Each bodyguard immediately spawns as an untargetable shade upon death (they do not wait for all four to die). You cannot taunt, block, or damage them, only dodge their abilities (phantom Steel Tornados from the Berserker, charges from the Knight); healer ghosts cannot be interrupted.

Lord Warden Dusk

Hard Mode: Read and burn the Warden's Tome located between the two entry gates before starting the fight (Veteran only).

Teleport jump attack

Tank: He teleports to the aggro holder, stuns, then heavy-attacks. Break Free and block on landing.

Healer: Break Free quickly if you are caught by the teleport stun.

Dps: Break Free quickly if you are caught by the teleport stun.

Drain Bubbles

All: Blue orbs spawn around the arena. They snare and drain your health on contact, so avoid them.

Meteors

All: Meteors target random players. Block rather than dodging to cut the damage and ignore the stun. Frequency increases over the fight.

Machine Gun

Tank: Body-block the Machine Gun barrage for the targeted player.

Dps: If the boss locks a rapid magic barrage onto you, get behind the tank for line-of-sight cover.

Portals / Darklight Burst

All: When he flies up and flaps his wings, a room-wide Darklight Burst is coming. Split into the two portals, two players each, and use the synergy for protection. Do not enter the portals early.

Shades

Tank: At 65% and 35% health four shades appear. Taunt all of them; they have large hitboxes and are tauntable from range. Use an absorb-Magicka ability repeatedly to self-heal and absorb their magic shots.

Dps: Only the solid shade takes damage. Find it and focus it down; build ultimate on the others.