Bloody Cleave
A frontal half-circle cleave after a brief wind-up. At 1 or more Misfortunes, it also applies Hemorrhage, a heavy 18-second bleed. Block or dodge roll it, or sustain through the bleed with strong self-healing.
A frontal half-circle cleave after a brief wind-up. At 1 or more Misfortunes, it also applies Hemorrhage, a heavy 18-second bleed. Block or dodge roll it, or sustain through the bleed with strong self-healing.
Melitus winds up for 2 seconds as a circle expands around him, dealing unblockable, undodgeable damage inside before firing six projectiles outward that stun and snare on contact. Step out of the circle, then sidestep the projectiles.
Melitus channels for 5 seconds, erupting a blood geyser beneath your feet once per second. Keep moving until the channel ends.
If you have a companion active, Melitus periodically stuns your companion and channels a 3.5-second execute on them. Interrupt him immediately (he never casts this without a companion).
Archers spawn at 50% and 30% health (and also at 80% health from 1 Misfortune upward). Step out of their unblockable Volley ground circle, and at 1 or more Misfortunes, interrupt or dodge roll their 4-second Taking Aim shot.
Bloodcallers spawn alongside the Archers. Block or dodge roll their Crushing Leap heavy attack. At 1 or more Misfortunes, interrupt their 2.4-second Enraging Howl channel, which otherwise creates a mobile circle that increases enemy damage by 20 percent.
At 80%, 45%, and 15% health, the Guardian awakens Spriggans around the arena (up to 5 per wave at higher Misfortunes) that heal him back toward 75%, 50%, and 20% health. Kill every Spriggan immediately; each dead Spriggan leaves a 5-second pool that restores 5 percent of your maximum Magicka and Stamina per second.
A 4-second channeled frontal cone that pierces through hedges and stuns if unblocked. Move out of the cone before the channel finishes, or block or dodge roll the hit.
A 1.5-second heavy attack that stuns if unblocked. Block or dodge roll it, or step behind the Guardian during the wind-up to cancel the cast.
The Guardian stomps and sends chasing roots along the ground that root you for 6 seconds with heavy ongoing damage. Dodge roll before the roots reach you; if caught, dodge roll immediately to break the root.
A 1.35-second swipe that applies a 9-second bleed if unblocked. Block the hit.
At 1 or more Misfortunes, Wildbriar Senche spawn at 72%, 38%, and 17% health. Focus them down quickly and block or dodge roll their Double Strike heavy attack.
At 2 Misfortunes, a Wildbriar Bear joins the 17% wave; at 3 Misfortunes, a Bear joins every Wildbriar wave (up to two at 17%). Block its 2.2-second Slam heavy attack, or step behind the Bear during the wind-up to cancel it.
A 1.5-second heavy attack that stuns and applies a 10-second bleed if unblocked. Block or dodge roll it.
Mylenne winds up for 0.5 seconds and pounces on you, stunning you for 1.4 seconds. Dodge roll the pounce or Break Free immediately.
Shock Wardens spawn at 80%, 50%, and 20% health (up to 3, 3, and 4 at 3 Misfortunes), placing unblockable Lightning Storm circles beneath you. Kill them quickly and step out of the damaging, snaring Resonating Pool each Warden leaves behind on death.
Shock Wardens hurl a projectile at Mylenne that triggers Lunar Rage for 10 seconds, causing her to spawn unblockable Lightning Rage circles around herself (and granting her 15 percent increased damage done and 15 percent reduced damage taken at 2 or more Misfortunes). Avoid the ground circles while focusing down the Wardens.
Mylenne periodically summons Dire Wolves (1 per call at 0 to 1 Misfortunes, 2 at 2 Misfortunes, and 3 at 3 Misfortunes). Cleave or focus them down quickly.
At 80%, 50%, and 20% health, symbol rings appear on the floor while a rotating symbol above Ernarde's head locks in and the matching ring glows gold. You have 5 seconds to stand inside the glowing ring that matches his symbol to avoid heavy ongoing damage and a stun.
Ernarde channels lightning on you for 3 seconds while a circle fills beneath your feet, detonating when full. Block the final burst when the circle fills.
Ernarde places a damaging, snaring lightning circle beneath you. Step out of it immediately.
Strikers and Cleavers spawn at the start of the fight, after the first Symbols of Xarxes, and at 50% and 20% health. Step out of their 2.5-second Whirlwind circle, and block or dodge roll their Assassinate and Heavy Strike heavy attacks.
Ernarde transforms a living Striker or Cleaver into a Werewolf Behemoth over an 8-second animation. Kill the adds before or during the transformation; if one finishes transforming, avoid its stunning frontal Roar cone and point-blank Slam circle.
Vykosa starts in her ranged phase, switches to her melee phase at 80% and 40% health, and returns to her ranged phase at 60% and 20% health.
In her ranged phase, step out of or block her 1.2-second Surging Gale frontal cone (which stuns if unblocked), and move out of the unblockable Fire Rune circle she places beneath you.
In her melee phase, block or dodge roll her 2-second Rending Slash heavy attack and her Claws of Torment swipe, which applies a 9-second bleed (plus Major Defile at 2 or more Misfortunes).
In her melee phase, block Brutal Pounce if you are at range so it does not stun you, and step out of or block her 2.1-second Deafening Howl frontal cone.
Vykosa's two wolves fight you one at a time and cower at their wall when brought to 0 health (reviving every 30 seconds at 2 Misfortunes and every 20 seconds at 3 Misfortunes). Bring the active wolf down to 0 health when it engages, and block or dodge roll its 1.5-second conal Lunge heavy attack.
At 1 and 2 Misfortunes, a Werewolf Berserker spawns at the start of each melee phase (80% and 40% health). Step out of its stunning Flurry cone and block or dodge roll its Crushing Leap heavy attack.
At 3 Misfortunes, a Werewolf Bloodcaller spawns at 80% and 40% health. Interrupt its 2.4-second Enraging Howl channel immediately and block or dodge roll Crushing Leap.
At 3 Misfortunes, Vykosa summons a Totem of Terror in her ranged phase that fears anyone inside its circle after 2 seconds, and her Primeval Roar in the melee phase also fears you. Step out of the totem circle immediately.