GW2. A complete guide to the eigth Guild Wars 2 raid wing, Mount Balrior, which includes the bosses Decima, Greer, and Ura.
Getting Started
Begin by opening Mount Balrior through the raid portal in the Lions Arch Aerodrome.
Decima (First/Second Encounter)
Decima is the lightning titan encounter. To succeed your party requires quite a bit of organization and splitting up with individual responsibilities for each player to manage the lightning rods mechanic neatly to prevent your squad from being overwhelmed later in the fight.
Find this boss by traveling up the road (avoid the monsters on the road if you wish) and take a left at the fork in the road to go down into a valley. Here you will face a mini-boss that will show some of the mechanics of Decima, but mostly you just need to avoid the orange circles on the ground.
Compositions
- Ranged damage is required for at least half of the squad.
- Stability is preferred so players don’t need to dodge every ground smash which can knock them back.
- Teleport Utilities will help to perform the mechanics which require precise positioning despite the electric fences and other mechanics that will force you to split up.
Roles
Kiter – The furthest player from the boss will be the focus of specific mechanics, allowing one player to take charge of these mechanics and specifically manage them by always being the furthest player out. They will still be able to damage the boss and don’t need much personal survivability, but will want some mobility. A class that can deal damage from range, has access to teleports, and can sustain itself while alone is ideal for this job.
Melee – These four players will stack near the boss and handle the Green Circle mechanic while staying at maximum melee range since they don’t want to stand directly beneath the boss. Heals and Boons should be organized within this group.
Ranged – These five players should stand slightly at range to be further than the melee group so they will be targeted by the arrow mechanic. They should not be too far but far enough away to be further than the melee. Heals and Boons should be organized within this group.
Mechanics
There are three phases to this fight, triggering the next at 75% and 40%. No tank is required for this fight as the boss will direct its attacks in many directions.
Phase 1 (100-75%)
The squad can stack for this phase as it is mostly introducing mechanics, but the kiter will still need to be the furthest out to do their job.
Lightning Bolt (Kiter) – Throughout the fight the boss will target the furthest player with an arrow and this arrow will follow that player for several seconds until shooting them with a jolt of electricity. This attack alternates between a orange and a red arrow. The orange arrow does not do much damage, but the red arrow will instantly kill anyone it touches. It is necessary for the kiter to line-of-sight the red arrow behind one of the lightning rods around the arena. This will protect them from the instant kill, but will charge the lightning rod, causing Green Orbs to spawn from the area around it. It is not necessary to line-of-sight behind a lightning rod for the orange arrow, so the kiter must alternate between hiding behind the rods and standing in the open depending on which arrow color the arrow is.
Green Orbs (Melee) – As the fight progresses and more lightning rods are charged, Green Orbs will spawn nearby the charged rods. These orbs will move towards the boss. If they reach the boss, it will empower Decima, and at 10 stacks of empowerment it will enrage and wipe the squad. Players must stand in these orbs to dissipate their charge until they finally go away. They can wait until the orbs get near the boss and spread out to catch the orbs while still damaging the boss.
Depending on the size of the orb, it will require more players to stand in them to dissipate their charge. One is needed for small orbs, two for medium, and three for the largest orbs. The orb sizes are dependent on how many times a lightning rod has been charged. This is why the kiter must spread out the charges but ideally charge the rods near but not on top of the melee group so they can easily catch them. Being hit by the lightning prevents you from doing the Green Orb mechanic. This means that later in the fight when there are more lightning bolts to soak, there will be less players available to dissipate the Green Orbs. The main objective in this fight is to avoid charging the lightning rods as much as possible to minimize how many Green Orbs spawn.
Smashes – A common attack Decima uses is a series beginning with a hit to one half of the arena and then the other half. Then the boss will smash the melee group and finish with a final smash that creates a cascading effect around it. You can move out of the half of the room for the first two attacks. The melee group can dodge the third attack, but this is not necessary if heals are available. The final attack in the series is a cascading attack around Decima which should be dodged as it deals the most damage, but the timing is important as you want to dodge towards the direction it is coming from rather than away. This mechanic is not much pressure if you have heals nearby, but later on when splitting is required you may want to use blocks or evades to minimize damage taken.
Stomp – Decima stomps to create a shockwave on the outer ring of the arena, then a stomp to create a shockwave on the inner ring of the arena. This stomp pulls from the outside and pushes from the inside. This attack will also instantly kill anyone directly underneath the boss so it is important that the melee stay at the edge of the boss hit box. Share stability to allies to prevent them from being knocked backwards potentially into electrified fences.
Orange Circles (Melee) – Orange circles will spawn on the melee group. Try to spread out to avoid overlapping these. You can run through the boss hit box to create more space, just make sure to get back outside to avoid the instant kill from the Stomp.
Break Bar – At 75% the boss will gain a break bar and will summon Green Orbs. Your squad must break the bar to progress the phase faster while also soaking the Green Orbs. Bring one heavy CC which will only need to be used twice in the entire fight. Spread out to capture the Greens but try to maintain protection and barrier on the squad because after a moment the boss will destroy all the lightning rods, damaging the entire squad for how many rods were charged. Then phase 2 begins with new lightning rods that aren’t already charged.
Phase 2 (75-40%)
During this phase the melee and ranged groups will need to split because of exclusive mechanics.
Arrows (Ranged) – The five furthest players from the boss, excluding the absolute furthest which is the kiter, will also periodically be targeted with arrows. The ranged group should stack together and lure these away from the melee group while also looking behind them to avoid luring the bolt to a lightning rod. The damage will be staggered so a healer in the ranged group can keep them alive over the duration of this mechanic. These arrows will only ever be orange, so they should always be pointed away from the lightning rods.
The ranged group will get a debuff when hit by this mechanic. This debuff prevents you from dissipating the Green Orbs because you will take significant damage every second you are inside a Green Orb. This is why the Ranged and Melee groups should split up and handle these mechanics separately.
Violent Winds – During the Arrow mechanic, a wind will pick up in the arena (shown by the circular arrows) which will push players either clockwise or counter-clockwise. There is a wind nearby the boss and an even further wind that will go in the opposite direction. These winds will require you to quickly correct your positioning so that you can aim your lightning bolts correctly, but with proper stability you can prevent any movement from the wind.
Phase 3 (40-0%)
During this phase the ranged cannot stack together as tightly and the melee will need to split up much more, making it harder to support each other and provide stability. Players may need to dodge more.
Phase 3 Orange Arrows (Ranged) – In this phase the arrows are more dangerous because they all hit at the same time instead of being staggered in an order. Stacking them together will cause the ranged group to take too much damage. They must split up which can make it harder to prevent lightning rods from being charged. However, they can still stand relatively close to each other to get heals and boons since the the lightning bolt hit boxes are very precise. It is also possible to aim a lightning bolt between two lightning rods that look close to each other.
Green Arrows (Melee) – Starting in this phase and alternating every other arrow mechanic (the red arrow is staggered with this one) the boss will target one of the lightning rods across from the kiter with a Green Arrow. This lightning rod will be supercharged if three players do not stand in front of it. This is the job of three melee players to stand in this to take damage to prevent the rod from being charged. If three do not stand in this, many green orbs will spawn and this can easily wipe the attempt.
Strategy for the Third Phase
The first two phases are a build up to the final phase, and the real difficulty is being able to push through the final phase. If previous phases don’t go so well, that’s fine because each phase resets the state of the lightning rods. Therefore your composition and strategy should be geared toward completing the final phase. The best strategy is to have the potential for wide range support for when groups are split up in the final phase, and to have reliable DPS to be able to push through that phase faster since it will only get more messy as more lightning rods get charged and more green orbs spawn as a result. While the mechanics are extremely important, also efficiency and minimizing movement to kill the boss faster is required.
Melee – Watch the green orbs and split up to make sure none reach the boss. Remember that they spawn where rods are charged which is near where your kiter is. Put a squad symbol on your kiter to know where they are and where the green orbs will be spawning. Also this will tell you where and when the Green Arrow is spawning, and melee need to get at least three in there. To be prepared melee should keep an eye on the kiter and after the Red arrow they know that the next arrow will have a green arrow across from the kiter. Otherwise, melee are keeping their eyes on the boss to dodge the knockback from the Stomp in case they don’t get stability. If a large Green Orb is heading toward the boss, it is fine to allow it in as long as 10 total orbs don’t. Small orbs count for just as much as large ones. Choosing which Green Orbs to ignore can be better than trying to allow none in but spreading out so much that your party becomes overwhelmed. The highest priority for melee is getting three in the green arrow, then preventing small green orbs, then large green orbs.
Kiter – Stay close to where the ranged group is but still behind them. Your positioning dictates the Green Arrow for the melee group but also you need to keep rotating to avoid stacking too much charge on one rod.
Ranged – Preferably have a secondary stability source to prevent the wind gusts from complicating this phase. One player can apply stability for the Wind and another for the Stomp knockback. Since splitting up is necessary due to the lightning bolts hitting simultaneously (too much damage to heal through), but you want to avoid charging any lightning rods, ranged should stand side by side and look behind them to see where the lightning rods are. If they are in front of a rod they should adjust, but if two players stack on each other it won’t be the worst. Three lightning bolts stacked can be dangerous.
To avoid panic, ranged players should zoom their camera out to the maximum and position the boss on the right or left side of their screen and the lightning rods at the opposite side to see both at the same time. Then after every arrow mechanic, the ranged group should adjust and move with the kiter toward the next lightning rod that the kiter will use for their next Red arrow. Rotating around the arena inside the electric fences allows the melee group to be opposite the ranged group for the Green arrow while still allowing the kiter to spread out the electricity evenly.
Rather than quickly adjusting after the arrow mechanic appears, you can preemptively plan where you will stand so you have more time. Then when the mechanic appears you can quickly glance and finely tune your positioning. The mechanic takes priority over DPS in this phase, but when the boss gets to around 5 to 10% (depending on your DPS) you can focus on finishing it since the punishment for failing mechanics is harsh but a bit delayed.
Greer (First/Second Encounter)
Greer is the corruption titan encounter. Unlike Decima which is more structured and mechanic focused, this fight is chaotic survival focused. The boss will try to separate you from your team and pressure you while you are isolated. Staying with your team is crucial to success.
Reach this boss by taking the right path at the fork in the road up the cliff. Take out the lesser groups of titans and the mini boss, then continue through the valley.
Compositions
- Projectile Destruction or Reflects are necessary to stop the orbs from reaching the boss which will buff its damage throughout the fight. A revenant with the Corruption trait and Ventari stance can use for great effect in this encounter.
- Condition Cleanse will make surviving many of the mechanics much easier because they can corrupt your boons and apply many other conditions.
- Revival Utilities which instantly revive allies from range are extremely valuable because this fight is long and losing any players will result in losing momentum to finish the fight. Players can often be downed in lingering area attacks which can make reviving them manually by pressing F much more risky and difficult. These revival utilities should lower that risk greatly.
- Boon Removal can help your squad do more condition damage to the boss because it will gain Resolution from time to time, but this isn’t necessary.
- Stun Breaks may not normally be on your build, but they are extremely powerful for keeping your team together while moving to avoid mechanics so no one dies after getting stunned. Stability is also useful but situationally because it can be corrupted into fear.
- CC is necessary at a few points in the encounter.
Mechanics
The mechanics for this fight are less structured around phases and will happen at all points in the encounter. There are still phases, but they barely change the flow of the encounter.
Tanking – The player stood closest and in front of the boss will get the attention of the boss. However, this is a very dangerous place to stand due to the fact that most of the boss attacks happen in front of it. Everyone should try to stay behind the boss and constantly move if the boss changes the direction it is facing. One player can build to be a tank, but surviving will be difficult as you will be corrupted of boons often. Specific niche builds may be able to do it, but your average healer won’t be able to. With no tank your squad will need to keep rotating and moving back the boss to avoid being in its frontal cone where most of its attacks are.
Empower – All throughout the fight, the lesser titans will shoot orbs towards Greer. If these reach the boss Greer will gain a stack of Empowered. For each stack the boss will deal 5% more damage and at 99 stacks all attacks become unblockable. These stacks last the entire fight, so preventing them is important. Players should use projectile reflects and blocks to destroy these orbs before they get to the boss. The orbs originate from the lesser titans, so look in their direction to see where the orbs are coming from.
Targeted Orbs – Players will be sometimes be focused by moving orbs which are determined by the blue reticle over their head. The orb will behave like a homing missile toward them. When the orb reaches them it will corrupt their boons and knock them down then stay there and pulse out smaller orbs in all directions that can pressure your party. However, if this orb passes the target without hitting them it will lose its targeting and continue moving until it dissipates rather than creating a lingering effect. Targeted players should lure the big orb slightly away from the group, dodge through it right before impact to prevent the lingering effect, then return to the group.
Green Circles – Multiple of these will spawn around party members. At least 2 players must be within each circle when the color fully fades, but you cannot stack these. Split them up slightly then look to see how many are in each and adjust if necessary.
Break Bar – The only way to remove stacks of Empower from the boss is to break the Stagger bar when it appears at 80%, 50%, and 20% of Greer’s health.
Empowered Beasts – After the break bar mechanic, whether you succeed in breaking it or not, titans will spawn nearby which must be taken out quickly or they will empower Greer by hurling more orbs at the boss. Use projectile reflects and blocks between the Beasts and Greer or CC them to prevent the empowerment. Then use boon removal to get rid of their Protection and finish them off.
Barrage – Many orange circles will appear underneath squad members. These are projectiles that will deal heavy damage when hitting multiple times but can be reflected to mitigate the damage. If your squad is stacked tightly most of the time, it is more likely that this mechanic will all target one location which makes it more dangerous because it can instantly wipe the party. However, this also makes it easier for one reflect from a power DPS to get high value. Regardless of whether you have reflects, it is a good idea to dodge out of the way of this attack just in case.
Stomp – A massive orange circle will appear before the boss leaps into it. Players in the center will be instantly killed. The outer circle is not quite as lethal but is still good to avoid. Afterwards a patch of dead plants will grow outwards, knocking players back.
Overgrowth – A ring of branches will grow around Greer after the Stomp, creating terrain you can’t pass through. There are small openings between the overgrowth that you can pass through, but try not to touch the branches while passing through or you can be shoved back. This terrain limits your positioning to avoid mechanics. Remember that you can run directly through the boss to avoid mechanics if there isn’t enough space. The pulsing damaging area underneath the boss hurts, but not nearly as much as getting hit by any other mechanic.
Shockwave – A series of three attacks will occur with the first two shown by a large orange circle and deals moderate damage but the final attack in the chain creates a shockwave that will corrupt and knock back players it hits. Jump over or dodge through this wave.
Lingering Clouds – These purple clouds pulse damage and conditions over time. The group should expect these to last for several seconds and take up much of your available space so plan your positioning around avoiding these areas while also giving yourself room to avoid other mechanics. Standing in between these three areas is much more dangerous than standing behind them entirely, so try to move through the boss to reach a safer area.
Phases
Reeg and Gree – At 66 and 33% Greer will become invulnerable to attack and you must fight the lesser titans Reeg and Gree to progress to the next phase. Once both of the lesser titans reach 50% health you can begin fighting Greer again until 33% where you will need to finish off the lesser titans.
Reeg and Gree perform less powerful versions of the same mechanics Greer does, but they can overlap while both of them are out. This can be potentially more dangerous when both of the lesser titans are stacked on top of each other, but at least during this phase you don’t need to worry about orbs empowering the boss.
Once both of the mini bosses are finished off, you fight Greer for the last 33% of its health. This is more simple because there are less mechanics to deal with now, but the stacks of Empower that have accumulated throughout the fight will result in much harder hitting attacks if you haven’t managed the orbs well.
Strategy
There is no enrage timer for Greer, meaning you have many different viable strategies for defeating this boss so long as you survive and prevent the Empower from stacking too high. There are two main ways to do this.
- Stacking
- Splitting
Stacking all 10 players together makes it easier to keep everyone alive as there are generally two healers at any point to help someone who gets blasted with conditions and knocked down into dangerous areas. However, this strategy also makes it more difficult to prevent the orbs that Empower the boss. There can be mechanics or even the boss obscuring your vision. When using this strategy, players need to be more aware and utilize ranged projectile blocks to stop the orbs coming in from both sides. This strategy also allows you to have a dedicated tank to face the boss away from the 9 other players.
Splitting into two self-sustaining groups can be more risky since there are less players to help revive if someone gets caught, but it helps to manage the stacks of Empower much more easily. Each group can be assigned a lesser titan and they can stand between either Reeg or Gree and the boss so that any orb that reaches the boss will first have to pass through one of the groups. This makes it much easier to see the orbs but also much easier to manage projectile reflect and block skills since they can be used on top of that group to stop the orbs and to protect the group from other mechanics at the same time.
Alterations can be made to the strategy by combining splitting and stacking situationally such as splitting when Gree and Reeg are able to move to prevent them from meeting up and stacking their mechanics. The boss can be attacked at the start instead of the lesser titans to make sure it goes to the 66% invulnerability phase sooner (and therefore it cannot collect orbs anymore). You can even add mesmer portals to facilitate faster transitions between phases.
Regardless of which strategy you prefer, the overall strategy can be boiled down to this simple priority.
- Survive – Watch for mechanics and constantly move together with your team behind the boss while using dodges to avoid being stunned by mechanics.
- Stop Empower – Keep an eye on the place where the orbs come from whether it is Gree, Reeg, or the Empowered Beasts. Use reflects and projectile blocks during the windows of time that orbs approach Greer. Whenever Greer can be attacked, orbs can be directed towards the boss. Whenever there are Empowered Beasts, more orbs will be directed toward the boss from them.
- Deal Damage – Depending on the state of the encounter, there will be multiple targets to attack at a specific time. Take out the Empowered Beasts as soon as possible, then work on the lesser titans, then focus on Greer. Killing the additional enemies simplifies the fight to make the higher priorities easier to manage.
Hybrid DPS classes are also great for Greer in general because optimizing DPS is not necessary to succeed. Classes like Tempest, Vindicator, and Specter have team support built into their class, so they can deal damage when it is safe to do so and support allies when mechanics get dangerous or there’s unfortunate positioning that gets punished. Since this fight can go on for very long, there are many opportunities for things to go wrong. Having versatile builds or options to recover will greatly increase your odds of success.
Ura (Third Encounter)
After defeating Decima and Greer, ascend to the top of the mountain where you will find the final boss, Ura. This boss requires management of Geysers to prevent the pressure from building too high. There are two Bloodstone Shards on the ground which must be picked up to begin the fight.
Compositions
- CC is needed in large amounts all throughout the fight. Bring many low cooldown CCs.
- Stability and Aegis are great to minimize the effect of knock downs and heavy attacks, but are not necessary.
- Healing is needed more than usual on this fight due to the constant aura the boss gives off, the extra damage over time from geysers, and the stacking buffs and debuffs that add more pressure over time.
Mechanics
Rising Pressure – As the fight progresses, Ura will gain stacks of this buff which grants 5% more damage and damage reduction to the boss. Failing mechanics will also give these stacks to the boss faster.
Break Bar – Every 5% of Ura’s health, a break bar appears. Successfully breaking it reduces the stacks of Rising Pressure, reducing the damage your party will take and increasing the damage dealt to the boss.
Bloodstone Shard – Pressing F to pick up these will grant the player a Special Action Key ability which will be used to break allies out of a few incapacitating mechanics. Using this ability drops the shard on the floor. Shards will also become unstable if left on the ground for too long, creating a pulsing damaging area. Pick them up frequently to prevent this.
Picking up a Bloodstone Shard will also give you a debuff of Bloodstone Saturation. One stack of this is harmless so you can hold it forever, but if you pick up the Bloodstone Shard while you have the debuff already it will raise to two stacks and deal a decent amount of damage to you every second. The more stacks you get the more damage this will deal to you so avoid picking it up if you have that debuff. Instead try to rotate through everyone in the party to pick up these shards to allow the debuff to run out.
Float – Two orange circles spawn on party members. These two players must run out of the group before they become encased in a bubble which floats into the air. A designated location to run to should be established so that both players can stack together outside the group and be freed at the same time. Someone must use the Special Action Key after picking up the Bloodstone Shard inside the White Circle beneath these players to break them out. The longer it takes to do this the more falling damage they will take.
Geysers – Many geysers will spawn during this encounter. They debuff the squad and buff Ura. These can generally be destroyed with CC, but don’t waste CC trying to remove Geysers far across the arena. Only take out Geysers near the boss or
Toxic Geyser – These spawn around the room at any point causing damage over time to players who stand in them and granting Ura stacks of Rising Pressure. CC to remove them.
Rock Ring – One player will be targeted by a large Orange Ring which will spawn a formation of rock around them, isolating players inside it from the rest of the group. The rocks cannot be moved through and will reflect any projectiles back at the squad. Shadowsteps cannot get through the wall, but portal skills can ferry allies out of the ring. However, it is not a big deal if the rock formation is around your squad, so ideally the player with the Orange Ring stands still in the middle of the squad since handling the other mechanics does not require much space anyway.
Stomp – When players are distant, Ura targets the furthest player and leaps in their direction. Dodge the landing or stay away from the destination area. This can move Ura near other Geysers which can complicate the fight. Therefore, always CC and clear out any Geysers that are behind where your squad is in relation to the boss so you don’t need to handle them in a panic if the boss leaps into them.
There is also another leap Ura does in place shown by a large orange circle. Dodge this to avoid taking unnecessary damage which can add up when Geysers are pressuring the squad.
Whirlpool – At 70% the boss will pull everyone into a whirlpool around Ura. After this finishes, everyone will be gathered in the same spot and floated. If a Bloodstone Shard is not used, everyone will be downed. You should always have both shards picked up so just use the Special Action Key to break out of this once it ends. After this point the boss will summon different types of Geysers.
Sulfuric Geyser – Ripples will form around one player and after a while a geyser will spawn underneath them. This creates a shockwave that can be dodged or jumped over, and Sulfuric Geysers left to persist outside of the immediate proximity of the boss will also send out shockwaves periodically across the arena.
Sulfuric Geysers cannot be removed easily because CC does not work on them and they take very little damage. Dropping the Bloodstone Shard on top of a Sulfuric Geyser allows you to deal damage to it. Letting this geyser persist for too long will apply an Exposed debuff to nearby players, increasing damage taken significantly. Placing these on top of your squad can be risky because of how much pressure it creates, but it also allows you to more easily dispose of them because no one needs to move to drop a Bloodstone Shard or to cleave them afterwards.
Titanspawn Geyser – These Geysers will spawn around the arena periodically. A titanspawn will crawl out of it and attack the group. At first the titan will be very weak, but the longer the geyser is left alone the stronger the titan becomes. Use CC to quickly dispose of the Geyser then cleave the titanspawn.
Strategy
Since this fight lacks structured phases, the strategy is mostly how you prepare to react to the next mechanic. Most mechanics can be handled without moving, and so the squad should stack together tightly to provide healing because there are many damage over time effects. Some mechanics can overlap each other, but there are different people who can handle these mechanics simultaneously. For example, a Geyser may need CC while two players are slightly off the group Floated and one person needs to drop the Bloodstone Shard on them. Most mechanics can be done by just a few people at a time, but everyone needs to contribute at some point. Here are some strategic priorities:
- Bloodstone Shards – DPS should always pick up the Bloodstone Shards when possible. Never leave them on the ground. One of the two players who are freed from the Float should pick up the Bloodstone Shard and bring it back to the group so less movement is required. After using Shards on the Sulfuric Geysers or Whirlpool, everyone should be stacked so anyone can pick it up. Be proactive.
- CC – There are tons of targets to CC and only a limited amount of CC you can do. Always prioritize a Geyser if it is on top of the group because that can get out of control fast, then save CC for the boss every 5% to keep Ura’s stacks under control, then allow healers or ranged CC to take care of any nearby Geysers rather than spending time and risking your positioning for a mechanic that may not be relevant in the near future.
- Stack – When in doubt, stay with your team and give them support, healing, or DPS the boss. The more DPS on the boss the more you can CC and remove stacks from Ura which makes the fight easier.
Achievements
Decima the Stormsinger – 10AP – 1MP
Defeat Decima.
Greer, the Blightbringer – 10AP – 1MP
Defeat Greer.
Ura the Steamshrieker – 10AP – 1MP
Defeat Ura.
Undefeated: Mount Balrior – 15AP – The Eternal of Mount Balrior
Defeat all three bosses of Mount Balrior without any party members being defeated. Each boss has a separate credit than the other so you can work on this over multiple raid weeks. Also each attempt is separate, your kill attempt is the only one that matters.
Mount Balrior: Taker of Titan Trinkets – 6AP – Taker of Titan Trinkets
Unlock all 3 unique skins from Mount Balrior either from drops or by purchasing them from the vendor outside the instance entrance in Janthir Syntri.
Mount Balrior: Raid Expert – 6AP – Mount Balrior Raid Expert
Help 100 players complete each of the three bosses of this raid for the first time.
Mount Balrior – Wing 8 Raid Guide
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