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Nocturnal Creeper

Shadow Roots and Razorthorn

All: Stationary shadow tendrils accompany every boss pre-pull, spawn if a Welkynar Shade or Gryphon dies while its partner is still alive, and appear continuously during Z'Maja from forty percent health onward. Each creeper sends burrowing roots toward the farthest player, immobilizing them for heavy damage over time and applying a silence upon breaking free whose duration scales with how long they stayed rooted. Dodge roll immediately to break the root and prioritize killing Nocturnal Creepers first in every pull.

Yaghra Monstrosity

Lunging Slash and Corpulence

Tank: Yaghra Monstrosities are immune to crowd control, accompany every boss pre-pull, and spawn in the center arena on Veteran whenever a Shadow Realm portal is cleared (or flood out in numbers if a portal fails). Hold them off to the side facing away from the group, and always block their heavy Corpulence slam rather than dodging it — dodging Corpulence triggers a conical knockdown and stun across nearby players.

Dps: Stay clear of the Yaghra Monstrosity's front arc while the tank holds it off to the side, as its basic Lunging Slash kills a non-tank outright on Veteran and its Corpulence heavy slam knocks down anyone in front if dodged.

Healer: Stay clear of the Yaghra Monstrosity's front arc while the tank holds it off to the side, as its basic Lunging Slash kills a non-tank outright on Veteran.

Baneful Barb

Tank: When the Monstrosity raises its front claws, it strikes its target with Baneful Barb, dropping your health to twenty percent on Veteran and reducing all healing received and self-healing by eighty percent until you are healed back to full health or the Monstrosity dies. Pop a defensive cooldown or shield and call for burst healing.

Healer: Baneful Barb drops the tank to twenty percent health and applies an eighty percent healing-received reduction that only clears once the tank reaches one hundred percent health or the Monstrosity dies. Focus immediate burst healing onto the tank to strip the debuff.

Dps: Focus down Yaghra Monstrosities second after Nocturnal Creepers, and kill the center Monstrosity promptly whenever one spawns after a Shadow Realm portal closes so its Baneful Barb healing debuff does not overwhelm the tank.

Shade of Galenwe and Shade of Falarielle

20m Boss Separation, Portal Teams, & Hoarfrost: Assign two tanks to hold Galenwe and Falarielle at least 20 meters apart and monitor both health bars so they die together. Pre-assign two alternating 3-DPS Shadow Realm portal teams (plus an upstairs Spear of Light caller), call out Hoarfrost drops and immediate pickups, and call a loose spread below 60% health for Aspect of Winter meteors.

Proximity Enrage, Gryphon Bleed, and Paired Kill

Tank: Keep Galenwe and his gryphon Falarielle at least twenty meters apart on Veteran or both glow red and empower each other's damage. Every claw light attack from the gryphon applies a stacking bleed that ignores resistances — dodge its light attacks where possible or swap between tanks when stacks climb, keep its lethal frontal cleave turned away from the group, and block its takeoff knockback when it takes flight.

Healer: Keep strong healing over time on whichever tank is holding Falarielle to counter the stacking gryphon bleed, and stay behind both bosses so you are never caught in the gryphon's frontal cleave.

Dps: Balance damage between Galenwe and Falarielle so both die at roughly the same time; killing one early spawns Nocturnal Creepers around the arena and allows the surviving partner to resurrect the fallen one. When Falarielle takes flight, avoid the two rows of stunning wind circles left by her barrel roll and block her takeoff.

Hoarfrost

All: Falarielle rears back and afflicts a random non-tank player with a white frost circle underfoot that deals ramping frost damage and slows movement until it shifts into Overwhelming Hoarfrost after seven seconds. Press the Shed Hoarfrost synergy promptly near the group (without standing directly on top of allies, as dropping it deals Surging Hoarfrost splash damage) before it kills you. Another player without Hoarfrost Scar must immediately walk over the wandering white circle to pick it up so it stops firing Hoarfrost Shards across the room; after three players have held and shed Hoarfrost, it disappears.

Shadow Realm Portal

Dps: When the center portal opens, the assigned three-player portal team (alternating between two teams, since entering applies a two-minute Dark Contamination debuff that kills anyone who re-enters early) takes the synergy into the Shadow Realm and destroys the three Tenebrous Vessel crystals. Each broken crystal exposes a Malevolent Core that fires oblivion projectiles until one player picks it up via synergy, replacing the projectiles with a doubling oblivion damage-over-time effect on the carrier. Carry each core into the golden Spear of Light sent down from upstairs; once all three cores are delivered, the portal closes.

Tank: While the portal team is inside the Shadow Realm, watch for golden Spears of Light thrown into the upstairs arena by Olorime and press the synergy immediately to send them down to the Shadow Realm. Be ready to taunt the Yaghra Monstrosity that spawns in the center on Veteran as soon as the portal clears.

Healer: Watch for golden Spears of Light upstairs and activate their synergy immediately so the portal carriers below can deposit their Malevolent Cores before the doubling oblivion damage kills them.

Savage Winds, Ice Spike, and Ice Cage

All: When Galenwe plants his sword into the ground to channel Savage Winds, interrupt him immediately to stop damaging ice spikes from erupting under random players. Step out of the landing circle or block when he leaps to the farthest player with Ice Spike, and dodge roll out if trapped inside his Ice Cage frost ring.

Aspect of Winter

Dps: From sixty percent health onward on Veteran, Galenwe performs an uninterruptible channel that marks three non-tank players upstairs with growing frost circles before calling down meteors on them. Spread out away from allies so meteor circles never overlap and block the impact to avoid being knocked down and stunned.

Healer: From sixty percent health onward on Veteran, three non-tank players are targeted by Aspect of Winter meteors. Spread out so your circle does not overlap another player's meteor and block the impact.

Shade of Siroria and Shade of Silaeda

20m Boss Separation, Roaring Flare Soak, & Portal Teams: Hold Siroria and Silaeda at least 20 meters apart and balance their health for a simultaneous kill. Call every Roaring Flare target into the main group stack so at least 3 players split the blast, call out when Siroria drops Dragonknight Standard so the tank pulls her clear, and rotate the two 3-DPS portal teams.

Proximity Enrage, Gryphon Bleed, and Paired Kill

Tank: Keep Siroria and her gryphon Silaeda at least twenty meters apart on Veteran or both glow red and empower each other's damage. Dodge Silaeda's claw light attacks where possible or swap tanks to manage the stacking gryphon bleed, keep her lethal frontal cleave turned away from the group, and block her takeoff knockback.

Healer: Keep strong healing over time on the gryphon tank to counter Silaeda's stacking bleed, and stay out of her front arc.

Dps: Bring Siroria and Silaeda down together so neither dies long before the other, preventing Nocturnal Creeper spawns and boss resurrections. Avoid Silaeda's barrel-roll wind trails when she takes flight.

Roaring Flare

All: Silaeda rears back and marks a random player with a growing orange fire circle that follows them and detonates after five seconds. On Veteran, at least three players total (the marked player plus at least two allies) must stand inside the circle when it explodes to split the damage, or everyone inside is killed outright. Bring the flare into the main group stack and hold still while healers top everyone up before and after the blast.

Shadow Realm Portal

Dps: When the center portal opens, the assigned three-player portal team (alternating teams to avoid dying to the two-minute Dark Contamination debuff) enters the Shadow Realm, destroys the three Tenebrous Vessel crystals, picks up each exposed Malevolent Core via synergy, and runs it to the Spear of Light sent down from upstairs before the doubling oblivion damage-over-time effect becomes fatal.

Tank: Synergize Olorime's golden Spears of Light upstairs as soon as they appear to send them down to the portal team, and pick up the Yaghra Monstrosity that spawns in the center on Veteran when the portal closes.

Healer: Synergize Olorime's golden Spears of Light upstairs immediately so the portal carriers below can cleanse their Malevolent Cores.

Dragonknight Standard, Scalding Sunder, and Dark Talons

Tank: Block Siroria's Scalding Sunder heavy attack (which kills a non-blocking tank outright), keep her Fiery Breath flame-vulnerability cone turned away from the group, and pull her out of her Dragonknight Standard circle immediately — while standing inside her Standard, her attacks are empowered enough to kill a tank through block.

Dps: Step out of Siroria's Dragonknight Standard circle immediately, dodge Scalding Sunder if she targets you, and stay out of her frontal Fiery Breath cone.

Healer: Purge Dark Talons when Siroria roots nearby players, step clear of her Dragonknight Standard circle, and keep extra mitigation on the Siroria tank.

Fulminate and Burgeoning Blaze

All: From sixty percent health onward on Veteran, Siroria leaps into the air and slams down onto the spot where the farthest player was standing, dealing a heavy shockwave and releasing four roving fire tornadoes (Burgeoning Blaze) that spin outward across the arena. Move away from her landing target and sidestep the four fire tornadoes as they fan out.

Shade of Relequen and Shade of Belanaril

20m Boss Separation, Voltaic Bar-Swaps, & Interrupts: Hold Relequen and Belanaril at least 20 meters apart and pace their health evenly. Call out every Voltaic Overload cast so cursed players swap weapon bars immediately for 10 seconds, assign an interrupter for Relequen's Direct Current, and remind healers to top any Mage's Wrath target to 100% health.

Proximity Enrage, Gryphon Bleed, and Paired Kill

Tank: Keep Relequen and his gryphon Belanaril at least twenty meters apart on Veteran or both glow red and empower each other's damage. Dodge Belanaril's claw light attacks where possible or swap tanks to manage the stacking gryphon bleed, keep her lethal frontal cleave turned away from the group, and block her takeoff knockback.

Healer: Keep strong healing over time on the gryphon tank to counter Belanaril's stacking bleed, and stay out of her front arc.

Dps: Bring Relequen and Belanaril down at roughly the same time so Nocturnal Creepers do not spawn and neither partner resurrects the other.

Voltaic Overload

All: Belanaril rears back and curses two players' active weapon bars; after a three-second spark warning on their bodies, they glow bright blue for ten to twelve seconds. Swap to your opposite weapon bar immediately and stay on that bar until the blue glow fades completely — remaining on the cursed bar or swapping back early pulses rapidly ramping shock damage to yourself and everyone nearby, reaching forty times base damage and killing players on Veteran. If a player dies with Voltaic Overload active, the remaining unreset curse jumps instantly to another player without warning.

Shadow Realm Portal

Dps: When the center portal opens, the assigned three-player portal team (alternating teams to avoid dying to the two-minute Dark Contamination debuff) enters the Shadow Realm, destroys the three Tenebrous Vessel crystals, picks up each exposed Malevolent Core via synergy, and runs it to the Spear of Light sent down from upstairs.

Tank: Synergize Olorime's golden Spears of Light upstairs as soon as they appear to send them down to the portal team, and pick up the Yaghra Monstrosity that spawns in the center on Veteran when the portal closes.

Healer: Synergize Olorime's golden Spears of Light upstairs immediately so the portal carriers below can cleanse their Malevolent Cores.

Direct Current and Shockwave

All: When Relequen channels Direct Current, tethering lightning lines to random players that detonate for heavy area damage and stun, interrupt him immediately and spread out so targeted players' circles never overlap. Block or step out of his long frontal Shockwave cone to avoid being knocked back.

Flux Burst, Shocking Smash, and Mage's Wrath

Tank: Relequen teleports instantly to the farthest player in range with Flux Burst, leaving a shock pool behind, and spins his staff before slamming it down with Shocking Smash to send stunning lightning orbs fanning outward in a starburst. Re-position him cleanly after each teleport.

Healer: If any player drops low on health, Relequen marks them with Mage's Wrath; heal that player back to one hundred percent health within the five-second grace period or the execute burst will detonate for full lethal damage even if they were partially healed.

Dps: Sidestep the starburst lightning orbs that fan out when Relequen casts Shocking Smash, and stay within medium range so Flux Burst teleports remain predictable.

Z'Maja

Hard Mode: Engage Z'Maja directly in the central Aerie without defeating any of the three Welkynar Shades in their side wings (Veteran +3; achievement: Cloudrest Vanquisher). Leaving one or two Shades alive creates the intermediate +1 and +2 difficulties, while leaving all three alive activates full +3 Hard Mode.

Portal Teams, 80% Darkness Kiter, & 10% Execute Stack: Pre-assign two alternating 3-DPS portal teams (50s cycle, 80s wipe timer) and a ranged kiter (typically a healer) to bait the farthest Crushing Darkness beam from 80% health onward. Call immediate switches onto Dark Orbs and Nocturnal Creepers (40%+), warn nobody to resurrect a dead player until their Shadow of the Fallen is killed, and at 10% health stack tightly behind the Shade of Z'Maja to heal through Baneful Mark.
+1 / +2 / +3 Shade Thresholds & Execute Doubling: On +3, call a full DPS stop on Z'Maja at 75% (Siroria, west), 50% (Relequen, south), and 25% (Galenwe, north) so the group burns each Welkynar Shade completely before pushing Z'Maja to the next threshold. Call out persistent Gryphon mechanics throughout the fight, and prepare two separate Roaring Flare soak groups during execute when all Gryphon mechanics double.

Mind Blast, Nocturnal's Favor, and Dark Canal

Tank: Z'Maja's basic Mind Blast cleaves everyone in a frontal cone, splashes nearby players with Cognitive Comber, and applies an unpurgeable Leeching Shadow damage-over-time effect on every fourth hit, while her heavy Nocturnal's Favor channels a massive shadow orb that cannot be dodged and kills any non-blocking target. Hold Z'Maja at the edge of the arena faced away from the group, block every Nocturnal's Favor with high health and mitigation, and re-orient her promptly whenever she teleports to a new edge via Dark Canal.

Dps: Always stay behind Z'Maja and out of her frontal arc so you are never clipped by Mind Blast or Nocturnal's Favor, and reposition with the group whenever she teleports across the room via Dark Canal.

Healer: Keep the main tank topped up before every Nocturnal's Favor heavy cast and sustain them through Leeching Shadow, as Nocturnal's Favor hits hard enough to kill a low-health tank through block.

Crushing Darkness

Tank: From eighty percent health onward, Z'Maja spawns two tracking shadow beams underfoot — one following you and one following the farthest player from her. Move slowly around Z'Maja's edge to kite your beam without turning her frontal cleave into the group.

Dps: Stay stacked closer to Z'Maja than the designated kiter so you do not accidentally bait the ranged Crushing Darkness beam into the group; if a beam crosses your path, dodge roll through it.

Healer: A healer or designated kiter typically stays farthest from Z'Maja below eighty percent health to bait the ranged Crushing Darkness beam and kite it around the perimeter away from the group stack.

Shadow Splash

All: Z'Maja waves her hands in an extended channel that pulls three random players into a vortex and drops them from high in the air for lethal fall damage on Veteran. Interrupt Z'Maja immediately as soon as she begins channeling.

Dark Orbs and Sinister Beads

Dps: Z'Maja periodically summons three purple Malicious Spheres that drift across the arena and cannot be taunted; from forty percent health onward, Nocturnal Creepers also spawn alongside them. Prioritize destroying all three Dark Orbs and any Nocturnal Creepers immediately — if an orb touches a player, collides with another orb, or is left alive long enough to charge a target, it bursts into arena-wide Sinister Beads that stun and deal heavy damage over time.

Healer: Sidestep any Dark Orbs drifting near the group and heal through any outgoing orb damage while damage dealers focus them down.

Tank: Dark Orbs are immune to taunt; avoid letting one drift into your position while holding Z'Maja or a Welkynar Shade.

Shadow Realm Portal, Winds of the Welkynar, and Shadow Cone

Dps: Every fifty seconds a Shadow Realm portal opens in the center and must be cleared within eighty seconds or Shade of Z'Maja wipes the raid with Dark Detonation; because entering applies Hollowing Torment (Dark Contamination) for over two minutes, two three-player portal teams must alternate. Inside, break Tenebrous Vessel crystals to find three Malevolent Cores and run each core into the Spears of Light sent down from upstairs. Twenty-five seconds after the portal opens, Shade of Z'Maja channels a lethal floor explosion — use a glowing Winds of the Welkynar corner synergy to launch onto the upper ledge, then drop back down immediately before her two-second upper-ledge explosion finishes. Upstairs from sixty percent health onward, step out of the large shadow cone extending from the portal so you are not sucked inside.

Tank: One tank (or designated portal tank/support) can enter or support portal mechanics depending on group strategy, while upstairs players must synergize Olorime's Spears of Light immediately, step out of the sixty-percent shadow cone extending from the portal, and taunt the Yaghra Monstrosity that spawns in the center on Veteran each time a portal clears.

Healer: Upstairs, synergize Olorime's golden Spears of Light as soon as they appear so the portal team below can deliver their Malevolent Cores, and step out of the shadow cone extending from the portal below sixty percent health.

Shadows of the Fallen and Grievous Retaliation

All: On Veteran, whenever a player dies, a Shadow of the Fallen spawns from their corpse and teleports around attacking the group while the dead player's body glows purple. Never resurrect a dead ally while their Shadow of the Fallen is still alive, as doing so inflicts lethal Grievous Retaliation damage on the reviver; chain or focus down the Shadow (or soak a Roaring Flare on top of it to kill it instantly) until the purple aura vanishes from the corpse.

Shade of Z'Maja and Baneful Mark

All: At precisely ten percent health, Z'Maja scurries to the center of the arena to channel a massive portal, summoning the Shade of Z'Maja while Dark Orbs, Nocturnal Creepers, and Chaotic Fusillade ground bombs continue throughout execute. Every twenty to thirty seconds she afflicts her tank and the five closest players with Baneful Mark, dropping them to twenty percent health, reducing their healing received by eighty percent, applying a ramping damage-over-time effect, and doubling Ultimate cost until they are healed back to one hundred percent health. Stack smoothly behind the Shade, clear Creepers and Orbs immediately, and push heavy area healing and mitigation ultimates to top marked players to full health.

Welkynar Shade Spawns (+1 / +2 / +3)

Tank: Any Welkynar Shade left alive in their side wing spawns into the Z'Maja arena in a fixed order and location relative to the north entrance: Shade of Siroria (west) at seventy-five percent of Z'Maja's health, Shade of Relequen (south) at fifty percent, and Shade of Galenwe (north) at twenty-five percent on +3 (sixty-six and thirty-three percent on +2; fifty percent on +1). The off-tank must taunt each Shade immediately and hold them away from Z'Maja and the group.

Dps: Whenever a Welkynar Shade spawns (+1, +2, or +3), stop damaging Z'Maja immediately and focus all single-target damage onto the Welkynar Shade until it is dead. Pushing Z'Maja to the next health threshold while a previous Welkynar Shade is still alive causes the surviving Shade to heal to full health and enrage.

Healer: Position carefully between the main group and the off-tank holding the active Welkynar Shade, watch for Siroria's Fulminate leap, Relequen's Direct Current and Mage's Wrath, and Galenwe's Aspect of Winter meteors, and sustain the off-tank through heavy Shade damage.

Persistent Gryphon Mechanics and Execute Doubling (+1 / +2 / +3)

All: Each skipped Welkynar's Gryphon casts its signature mechanic across the main arena throughout the entire fight even after its rider is defeated — Roaring Flare from Silaeda (+Fire), Voltaic Overload from Belanaril (+Lightning), and Hoarfrost from Falarielle (+Ice). During the Shade of Z'Maja execute phase, all active Gryphon mechanics double simultaneously (two Roaring Flares, four Voltaic Overloads, and two Hoarfrosts per cycle), requiring strict flare-soak groups, clean weapon-bar swaps, and immediate Hoarfrost pickups alongside Baneful Mark healing.

Malicious Strike Orbs and Shadow Realm Scaling (+1 / +2 / +3)

All: With one or more Welkynar Shades active (+1, +2, or +3), every destroyed Dark Orb fires three Malicious Strike projectiles at random players that deal heavy impact damage and apply a severe Dark Drain bleed — dodge the projectiles or block the impact and heal through the bleed. Inside the Shadow Realm, each active Welkynar adds an extra empty Tenebrous Vessel crystal (up to six total crystals on +3 until each rider is killed) and permanently removes one of the four corner Winds of the Welkynar jump pads, leaving only one randomized pad on +3.