GW2. A complete guide to the sixth Guild Wars 2 raid wing, Mythwright Gambit, which includes the bosses Conjured Amalgamate, Twin Largos, and Qadim.
Begin by opening the Mythwright Gambit through the raid portal in the Lions Arch Aerodrome. A basic mount will get you across the gap towards the first boss.
Conjured Amalgamate (First Encounter)
Conjured Amalgamate has a lot of health and requires good DPS to defeat within the enrage timer, but much of the encounter is not spent hitting the boss. Performing the mechanics properly is more important because they will increase your DPS significantly.
Power damage is more effective because of the smaller windows of time to deal damage to the boss, the damage modifiers provided during the fight, and the condition removals during phase changes.
CC is needed to damage the Conjured Shields. Preferably wide-range CCs and pulls because the Shields can be split apart but need CC simultaneously.
- Mesmer Focus
- Revenant Shiro Stance
- Druid Celestial Avatar
- Guardian Shield
Team revival or death preventing abilities can help to survive through a Thunderclap or Junk Wall
- Tempest Elite
- Warrior Vengeance + Elite
- Guardian Downed Symbol
- Ranger Elite
- Revenant Jalis Stance
Sword – One or two players need to pick up the Greatswords and use them on the boss and arms while also cleaving Shields. Usually DPS players will pick these up since their ability does massive damage.
Shield – One or two players must pick up the Shields and use them to help their squad survive the Junk Wall and Thunderclap mechanics.
Arm Slam – The boss will be invulnerable at the beginning of the fight and you can only damage the hands which will slam the area that the majority of the squad is in, dealing moderate damage and knocking down players. Keep damaging the hand while dodging or blocking this, and stay in the same area so that the same arm comes down and you can focus on killing that one arm. When the slam occurs, weapons will come flying out of the arm which must be used to fight the boss.
Greatswords – The first set of weapons to come out of the arm after the slam are Greatswords. When these hit a player they add a Fractured debuff which will increase the damage they take. Pull these in towards the hand to continue damaging the hand while damaging the Greatswords. Players should walk over them after they fall to the ground with a Green Circle indicating how long they last on the ground.
After picking up the Greatswords, players will gain a Special Action Key ability to attack with the sword which will also grant the Fractured debuff to enemies hit. This will help to kill the hands faster but should also be saved to hit both the hand and the Shields at the same time.
Shields – Every other slam, Shields will come out of the arm, so it alternates Greatswords and Shields. Shields will pulse damage, chill, and slow around them. They will have a protective white bubble around them preventing them from being damaged, and damaging players who hit them. Break their defiance bars so that they can be damaged safely and picked up. Save the Greatsword Special Action Keys to use on them to instantly break their bars.
The Special Action Key ability will create a purple circle that reduces damage taken by party members inside the area. This is necessary to survive the Thunderclap and Junk Wall damage which will do more than your entire health bar. The area will also knock back any Conjured Weapons that try to cross it.
Collecting multiple stacks of a weapon will increase the effect of the special action abilities. The amount of stacks each player has can be seen as a buff or by the image of a shield or sword above them. You can only collect stacks for one weapon so if you need another, quickly use them to be able to pick up the other.
Warriors – Damaging the weapons quickly is not only necessary to using their abilities to defeat the boss, but also if left up they can merge. A greatsword coming in contact with a shield will create a Warrior. Warriors have the abilities of both shields and swords which is much more dangerous because they move towards party members like Greatswords with the pulsing area and break bar of the Shields. These must be dealt with by CC and then damaging them. Using one stack of a shield or sword ability can also help fend off Warriors.
Thunderclap – After three arm slams, or two sets of Greatswords and one set of Shields, and while both arms are intact Conjured Amalgamate will raise both hands and smack them together. This will down everyone in the raid because it deals much more damage than they have health. The only way to avoid this is by collecting Shields and activating their ability right before the Thunderclap. If your party does not have enough Shields to survive the Thunderclap, it isn’t over yet. Having revive abilities will allow your party to reduce the damage further or to get back up from the downed state.
Orb Phase – Once one of the arms is destroyed (health displayed in the top right UI), Conjured Amalgamate will spawn orbs to bolster itself. The party should use Greatswords on the boss to be able to damage it while the four designated weapon collectors go around collecting orbs. There are purple orbs which will deal damage to you, just avoid those. Then there are light green orbs in between the purple orbs which need to be collected. The light green orbs with the white orb surrounding them are Shields and the light green orbs with a white line are the Greatswords.
If these orbs reach the boss they will empower it. Any shield orbs that reach the boss will create a purple bubble, making the boss immune to damage and retaliating, dealing damage back to any players who hit into the bubble. Use a sword ability to break the bubble if any shields reach the boss. Any sword orbs that reach the boss will give it a damage increasing buff which will counteract the shield buff during the Junk Wall and Thunderclap. If the boss collects enough Swords, it will be impossible to survive no matter how many Shields you use. The weapon collectors MUST do their job to allow the rest of the party to do damage and survive.
There is a pattern to follow which allows you to collect all of the orbs. You will face your camera away from the boss to see where the orbs spawn. The Shields will start on the left side facing away, and Greatswords will start on the right side. They will both cross paths through the middle and then hit the other side where they will reverse back towards the middle. There are a total of 15 Greatswords and 15 Shields, but one player can only hold up to 10 stacks. Two players can work together to get stacks of the orbs or one player can get all of them depending on the composition. The rest of the party stacks in the center to damage the boss and buff up. Use a few Greatswords at the start to break any shield orbs that the boss may absorb.
Junk Wall – Once the orbs finish, the boss will begin spewing junk out of the area where it is missing an arm and across the platform. This means that the attack begins on the side that you destroyed the arm. When it crosses a player it will deal more damage than you can handle, similarly to the Thunderclap but in multiple hits. To survive this your squad will need to place down the Shield ability and stack in it.
Since you can hit the boss anywhere on the platform, stack on the side furthest from the starting point of the Wall, or the side you destroyed the arm to give the most time until the wall passes. This is important for the Junk Walls that occur when the boss has two missing arms because it will do two Junk Wall passes. The party can survive both passes by overlapping the duration of the Shield buff at the side of the platform where both passes occur in a short window of time.
DPS – After the Junk Wall finishes, the boss will present its head to the party for 20 seconds. Any remaining Greatswords should be used now and the party should burst it down.
Junk Fall – While missing an arm, the boss will no longer do a Thunderclap but will instead throw Junk at the platform, shown by orange circles, which will make you drop stacks of the Greatsword and Shield abilities if hit.
At 25% the boss will stop the Orb or DPS phase and regenerate both arms. It will also regenerate both arms after two DPS phases. Whenever both arms regenerate the boss will do a Thunderclap. It is important to have two sets of Shields for this because the boss may reach 25% after a Junk Wall pass, so you will need to survive a Junk Wall and then a Thunderclap. Also it is possible that your squad reaches 25% by killing an arm (because killing an arm will deal 10% damage to the boss). In that case you would know ahead of time because the boss will be 35% or below HP and you should prepare shields for the Thunderclap to happen right after the arm is destroyed.
After 25% both arms will spawn at reduced health and attack while simultaneously spawning many more conjured weapons. You must focus one of them to reach the orb phase. However, since there will be many more conjured weapons spawning, you will likely need to deal with Warriors. Try to use one stack of Shield to keep any Warriors off and focus the arm. The entire party can help collect swords and shields at this point because the boss should not survive the final DPS phase. Just survive by ensuring there are enough shields for the Junk Wall and stay to one side to not aggro any Warriors unnecessarily.
Start out by stacking in one of the quadrants and prepare to dodge or block the first Arm Slam. Afterwards pull in the Greatswords and cleave them on top of the arm. Players who grab the Swords should wait until the second Arm Slam to use the special action key to maximize the uptime of the damage debuff on the arm and to cleave the Shields to break their protection and quickly damage them and collect them to prevent any Warrior spawns. While the arm is up focus on cleaning up the conjured weapons. Repeat this process until the arm is destroyed, but remember that there is a Thunderclap after three slams, so the Shield collectors need to use them on the squad. Don’t hesitate to use one stack of shield if there are Warrior spawns because it can greatly reduce pressure and there will be plenty of Shield stacks to gain during the orb phase.
Once the orb phase begins, a clear plan is needed. There are two main strategies:
- Solo Collectors – One player is assigned to each weapon type, so only two collectors. They will reach the maximum on Swords and Shields, but more than 10 stacks of either is not necessary. Two sets of shields might be useful, but if the group has revive utilities or enough DPS to reach 25% quickly they will only need one set of shields for the Thunderclap.
- Double Collectors – Two designated shield collectors go to the left and two sword collectors should go to the right. With two per orb, it leaves room for error and they can ensure that enough shields are available to survive the Junk Wall and the Thunderclap when they happen back to back. The Shield/Sword 1 will go slightly in front of the Shield/Sword 2 so they get most of the Shields/Swords, and Shield/Sword 2 can catch any they miss. Alternatively, Sword/Shield 1 can catch all of the orbs until they hit the middle (five total) then Sword/Shield 2 can collect the rest (ten total).
While the orbs are collected the rest of the group can stack and damage the boss. If shield orbs get through, use one special action Greatsword to break the bosses shield to deal damage to it again. Once the orbs finish, the collectors should stack with the rest of the party on the boss and deal damage while preparing for the Junk Wall. Shield 1 should place the special action ability down right before the Junk Wall arrives and players with revival skills should prepare to use them in case the Shields go wrong. After surviving the Junk Wall, damage the boss and use any remaining Greatsword abilities.
Depending on your party’s damage, the 25% phase may occur sooner or later. You may need a second set of shields for the Thunderclap that happens after 25% or finishing a second orb phase. You can also use revive utilities to remove the need for a second set. After 25% stay together and focus one arm. The party needs to cleanly perform the orb phase while potentially handling any leftover Warriors to finish off the boss.
During the Orb Phase, which side your party stacks on depends on which arm you destroy and what the state of the fight is. The first Junk Wall can just be stacked in the middle. The second Junk Wall before 25% should be stacked on the far side opposite the last arm destroyed. The Junk Wall after 25% should be stacked on the same side that the arm is destroyed to avoid luring extra conjured weapons, but not too close to give the shield abilities time to react and put them up before the wall passes.
Conjured Amalgamate Challenge Mode
The Arms will only stay on the platform for 8 seconds instead of 10, giving less time to DPS them and speeding up the rest of the mechanics. More conjured weapons will also spawn when an arm slam occurs, which can be more pressure but also more power because more stacks of the abilities.
Light Beams – After the first DPS phase and around every 30 seconds after, one player will be targeted with a Locked On debuff and their screen will get a Yellow Border which may be hard to see with the already golden environment. They will then have light beams shoot them from different angles. These will do significant damage and if the player reaches 0 health due to the beams, they die with no down state. These beams can be blocked using skills or standing in the way of the beams. The conjured weapons can also be used to hide from the beams. This mechanic is not difficult if the party stacks together which is already a good strategy.
Often the best strategy is to play very aggressively with a high damage composition to reach Orb Phase before the Thunderclap because the longer the encounter goes on the more beams and the more risky it becomes. Getting to the orb phase sooner also allows you to leave up some conjured shields to block the beams without the risk of them fusing into Warriors.
After defeating Conjured Amalgamate, enter the Jackal Portal using the Shfting Sands mastery. You must follow Zommoros and the Skritt through the portals to reach the next boss. There will be a few potential encounters you can experience while traveling through the portals.
Sorting and Appraisals
There is a beam of light that you must either pull or CC a mob into. Once it is in the beam it will lose its barrier and you can damage it. Repeat this process until finished.
An ectoplasmic Conglomeration will be in one room. Damage it until eventually the ectoplasm will split into four Ectoplasmic Masses. Do not attack any Ectoplasm Mass unless it is the one bouncing. Use CC to break its bar and then kill the several Ectoplasmic Blobs that spawn from it. Attacking the blocking ectoplasms will punish your squad with retaliatory damage.
Watch the piles of gold to see where the Dreg Shark is. Pick up the Dreg Shark Extractor and then throw the bomb at that pile of gold to be able to damage the Dreg Shark. Break the defiance bar before it returns to the piles to allow more time to damage it.
Twin Largos (Second Encounter)
Twin Largos is a unique encounter requiring squads to split up evenly, which requires compositions with more self sufficiency. Individual mechanics and reacting with dodges is more important than strategy here.
Split Compositions are required for the symmetrical strategy that has two teams of five, meaning 10 target buffs are not as useful. Role compression or self buffing is much more valuable here. With less players on each side, you can’t rely on your team to CC for you or revive you if you mess up.
Boon Removal is good for handling the Kenut largos because she gains might and protection periodically and has the ability to steal boons from the party.
Ranged Damage is great because many of the bosses attacks are punishing to melee range. Also there is less reason to stack when the composition is split.
Condition Damage will still stack up while the boss gains barrier, and Confusion will trigger more often due to the fast attack speed of the largos.
Evades/Blocks or Condition Cleanses are needed for surviving many of the mechanics.
Stun Breaks/Stability will prevent being knocked off the platform or taking massive damage from Nikare’s float attack.
- Firebrand Elite
- Tempest Utility
- Ranger Utility
During this encounter you will fight either Nikare or Kenut at a time. As you progress through the platforms you will need to adapt to which largos is on the platform. Each platform will descend slowly into the water and after 2 minutes it plunges into the water and the party wipes. Jump into the water spouts between the platforms to return to a platform or to proceed to the next.
Falling off of the platforms into the water or being hit by any of the water mechanics of this encounter will stack a debuff Waterlogged. Any player that reaches 10 stacks of Waterlogged will die. Any player going down in any of the water mechanics will surely die unless they can be revived instantly.
The Largos attack the player with the most toughness, so two tanks are needed for when groups split.
Tidal Pool – Every 14 seconds a player besides the tank will have a yellow border around their screen and receive a notification that a Tidal Pool is going to appear at their location. After 5 seconds the pool will be placed at their location. This pool grows slowly over time and will grant the Waterlogged debuff to any players who stand in it. Try to place these at the south edge of the platform, since the north side should be somewhat clear to progress to the next platform. They will disappear before they grow too large, so it isn’t necessary to be greedy with space. Place them wherever it is safe to do so.
Float – Small orange circles will spawn around Nikare. Players hit by these will be floated for 5 seconds and receive pulsing damage. Move out of or stun break out of this rather than dodging to conserve dodges. While you are floating you will also tank many of the other mechanics which can compound to down you. This is one of the easier mechanics to avoid but very punishing if you are hit.
Dash – Nikare will dash three times dealing moderate damage. The first two dashes are aimed at the player furthest from him and the third is aimed at the tank. Getting hit by this multiple times will be punishing so try to stay out of the middle area where most of the dashes will pass through and dodge the ones you cannot use positioning to avoid.
Splash – Large orange circles will spawn on the platform. When they fill a giant splash will damage and knock players far enough that they can be blown off of the platform. Use your dodges to avoid this.
Whirlpools – Three whirlpools will move across the platform, giving chill and the Waterlogged debuff to any players who stand in them. They do not change directions until they hit the edge of the platform. Stand behind their path rather than in front of it.
Stealth Attack – Ocassionally Kenut will enter stealth and appear behind the player furthest from her then perform a stealth attack shortly after in a rectangle in front of her. There is only a split second from the time you see the orange rectangle and the actual attack hitting, If it hits, she will steal all boons from the players, making her attacks much more deadly. Bring boon removal just in case someone does get hit, but this attack can be easily avoided since it is so telegraphed by the boss entering stealth.
Dragonhunters can use the Big Game Hunter trait to keep up reveal on Kenut, giving much more time for the group to react to Kenut’s new positioning. A ranged DPS or support player can kite this mechanic by moving away from the boss every 15 seconds to bait the mechanic on them which would move it away from the group and make it less likely to hit anyone.
Wave – A quick and subtle orange wave will expand from Kenut, signaling that the Wave attack is coming, then the thicker wave attack will come out. Players hit by the second wave will take damage, get knocked back, and grant protection to Kenut. Dodge or jump the wave.
Torment – Orange Circles will spawn all around Kenut periodically, granting five stacks of Torment if a player is hit by them. Don’t waste your dodges on these because they aren’t much pressure. Cleanse or move out of the way. Don’t stand still with torment.
After getting each boss to 50%, proceed to the next platform.
Break Bar – After the platforms split off, the bosses will periodically gain a break bar and barrier. Break this as soon as possible as it will constantly pressure your and the other platform as well as prevent any damage.
Enrage – When one of the Largos has been defeated on the final platforms, the remaining Largos will become enraged, dealing significantly more damage. The tank should kite the boss around rather than stand still to delay the Largos from attacking while enraged, and remaining players should be careful not to get hit by any mechanic. Take the water spout in between the final platforms to regroup with your entire party to finish off the enraged Largos or delay to finish them off simultaneously. Delaying for too long can be dangerous because the break bar may reappear.
The most important part of the Split Strategy is deciding who goes where to counter each specific boss. Parties should have evenly matched DPS so enrages don’t become a problem, but each platform has different needs and mechanics.
Kenut’s mechanics are much less punishing because they are more spaced out, whereas Nikare does most of his mechanics in a sequence. Organize more melee builds in the designated group to fight Kenut and send more ranged builds to Nikare. Boon Rip and Thieves to Kenut. Stun Breaks and Aegis to Nikare.
Because Nikare is more punishing while enraged, the group that finishes him off may want to speed up and the group that finishes Kenut may want to slow down. Adjust your groups as necessary to compensate.
There is a different strategy involving the use of a portal and high DPS. Essentially the squad will not split at all during the encounter except for one mesmer with a portal. After the second platform when the party would normally split, the squad would all go to the right to face Kenut while the mesmer goes to place a portal at Nikare. Place the portal as close to the nearest edge as possible because the distance is almost at the range threshold. After Kenut progresses to her final platform, take the portal to Nikare. At this point Kenut’s final platform timer is ticking so it is necessary to finish her next. Progress from Nikare’s final platform to Kenut using the water spouts since her platform has less time left on it, then return to Nikare and finish him. With 10 players it should not be too difficult to handle an enraged Nikare.
Twin Largos Challenge Mode
Besides gaining more health, the Largos only gain one more mechanic on challenge mode. Every 20% health the Largos will gain barrier and perform a Wipe Mechanic shown by a growing orange circle that will kill any players still on the platform when it fully fills the circle. Prepare for this attack by standing near the sides of the platform, jump off towards the water spouts and then back on the platform after the attack ends. Look at the map to see where the nearest spouts are.
If you take the water spout too early you can always glide to delay landing on the platform before the wipe mechanic occurs. Portal Strategy is not as efficient as Split Strategy on CM because there are more time gates. When a boss gets the break bar and you need to leave the platform for the wipe mechanic, it is good value. Portal strategy would spread these out rather than stack them.
After defeating the Largos Twins, proceed up the stairs while avoiding any bouncing fire orbs and destroying the pyres to open Qadim’s room.
Qadim (Third Encounter)
Qadim is one of the most complicated bosses, requiring many individual player roles and having many different mechanics. Coordination and preparation are key to success.
Power Damage is preferred because you change targets so often in this encounter and the Resolution Pyre can be ignored with a mostly Power composition.
Daredevils/Thieves get very powerful stolen abilities from the Mini Bosses, Pyres, and Qadim. Using the Improvisation trait can provide great utility to your team here.
Pulls and Cleave can dispose of the Magma and Flame Elementals cleanly.
- Thief Steal Throw Magnetic Bomb
- Mesmer Focus Pull
- Necromancer Utility
Portals are great for covering distance and skipping risky platform jumping puzzles.
- Thief Utility
- Mesmer Utility
Fast and strong CC is needed for all phases of the encounter.
Aegis will block many of the devastating mechanics
Tanks – One tank is required to stand closest to the legendary mobs and face them away from the squad. Another tank is required during the Wyverns to tank the Matriarch.
Kiter – One or two players need a survivable build that can kill Flame Elementals while surviving Qadim’s attacks during the legendary mob phase.
Lamp – One or more players need to go into the lamp to find a legendary mob. DPS builds with self-buffing and sustain are ideal.
Pyres – During the Pyre Phase the squad needs to split up. Designate with squad markers where each party should go, and if using portal strategies organize one portal user into each group.
The entire Qadim encounter consists of three main sections, three legendary mini boss phases with a highly organized role system of lamp, kiter, and a mini boss; then a split phase where Pyres must be destroyed to weaken Qadim, then the entire squad groups to attack Qadim. The specific roles will be listed separately below for organization sake, but know that there is a constant changing of phases and regrouping between the roles.
Qadim cannot be damaged until the legendary mini boss has been defeated. However, he will absorb flame elementals on one side of the platforms if they are not killed in time, giving him more and more stacks of a buff increasing his damage. If no one kites Qadim, he will rapidly destroy platforms and grow stronger until he finds the group which will be almost impossible to survive. The kiter is the most important role because if they fail the entire group wipes. Often only one or two players are allotted to handle this mechanic. The kiter should be able to survive the attacks of Qadim while also preventing as many of the elementals as possible from reaching him. Condition cleanse can help remove burning and weakness.
There are two different methods of kiting Qadim depending on the range of your build. With a long range build such as a Rifle Deadeye or a Longbow Soulbeast, you can stand still in one location and only dodge to survive. With less range but more survivability you can run around the platform to reach each elemental. There are safe spots to kite in, but there are still some mechanics that can’t be ignored.
Flame Wave – A ring of fire will spawn as Qadim lifts his arms. The fireballs will then be shot directly at the kiter with a wave following them which will knock back. Dodge out of the way to avoid this sequence of attacks.
Plasma Beam – Qadim will also occasionally shoot a beam into the sky and raise his arms. This will create a red circle on the ground where the beam will land. Dodge this or move out of the way.
Other than those two mechanics, there is a fiery slash which hits enemies close to Qadim and Lines of Fire created on the pattern of the platform. You can avoid the fiery slashes that Qadim does by keeping a safe distance and avoid the lines of fire by staying on the blue parts of the platform. Once the platform shows a growing red animation, move to the next and repeat until your team defeats the legendary mob.
The Qadim attack pattern looks like this:
2 Slashes > Flame Wave > Slash > Line of Fire
2 Slashes > Flame Wave > Slash > Line of Fire
4 Slashes > Plasma Beam > Destroy Platform
Make sure to angle your camera upwards to see Qadim’s animations and target the elementals at the same time. You only need to dodge the Flame Wave if you are at a certain distance, the Lines of Fire can be avoided by not standing on the gold lines, and Qadim will move to the next platform after the Plasma Beam anyway, so you can just get up and leave. If you are using a melee oriented kiter, you will need to survive the Slashes with more sustain or more dodges.
If you struggle to kill the elementals, don’t overcommit. Skip an elemental to get back on track with the rotation. Qadim gaining a few stacks of the buff won’t mean the attempt is over, but if you die it will be over.
You will need to regroup with the squad when the other phases begin, but return to kiting at 66% and 33%. Always follow Qadim to know where kiting will take place.
Full Kiter PoV:
At the beginning of every legendary mini boss phase at 100%, 66%, and 33%, at least one player needs to head into the lamp by standing within the Green Circle at the center of all the platforms. The lamp player should be a DPS with a self-buffing, sustainable build such as a Daredevil, Reaper, or Holosmith. Bring pulls to cleave the mobs quickly and to provide as much utility to your team during the Qadim phase as possible. It is important that the mini boss team does not break the lamp until they are ready to come out, so don’t leave any turrets or shoot any stray attacks near the lamp.
Once inside the lamp they must navigate through Qadim’s Menagerie to enlist the help of an allied legendary mob. Finding the path of least resistance is important to getting through the maze as quickly as possible. Make your way to the exact opposite corner of the menagerie to find the legendary. After killing all of the mobs in one zone, you will be given choices of which direction to take. Generally for the first two lamps you can take a path avoiding all veteran or elite mobs.
Once at the legendary at the other end of the menagerie, the Lamp player or team should communicate that they are done whether it is through voice communications or by spamming chat with a designated code phrase like “X” or just CTRL-clicking to link your mount. At this point the mini boss team should send one person to break the lamp at which point a player in the lamp will have an expanding green circle around them. Everything inside this green circle will be brought out of the lamp, so it is necessary to have the lamp team stack on the legendary mob or it will not be brought out.
The allied legendary mob will attack the legendary mini boss that your team is fighting, stunning it and removing 80% of the Hydra and Destroyer bosses health, usually ending the phase. When freeing Zommoros from the lamp, he will deal 75% of each Wyvern’s health. The more efficient the lamp team, the less pressure the rest of the raid including the kiter will take because it speeds up the phase.
The Lamp at 66% is at the same location. The final Lamp at 33% is on the middle couple of platforms. This one is much harder because you can’t avoid veteran mobs entirely. Usually there will be two or three DPS players sent to the lamp. They will have to face Veteran Giants which will taunt and then do a massive stomp attack. Blinds and Stability are great for handling the Giants.
Full Lamp PoV:
Legendary Mini Bosses
Everyone besides the Kiter and Lamp team will take on a legendary mini boss. The tank should face them away from the group because they can do extreme damage quickly but generally their attacks hit their front. The tank is decided by proximity, so everyone who is not the tank should stand at maximum range of the hitbox and let the tank stand closer to maintain aggro. Tanking can be risky because of how much pressure you can take and healers can only help from afar since they don’t want to be in front of the mini boss.
Port – Every mini boss will have a port mechanic that aligns with the Kiter’s Qadim mechanics. Every time Qadim damages the platform the kiter is on and moves to the next, the mini boss will gain a subtle red circle inside its hitbox porting any inside it to Qadim. These can be very difficult to see, but if you are inside the danger zone your screen will gain a yellow border, indicating you to move further away or you will be ported.
Legendary Hydra Mechanics (100%)
The hydra’s main attack will bite the tank twice, giving them bleeding, poison, or chill. After two of its main attacks, it will channel a beam in front of it that will deal massive pulsing damage and knock back. The tank shoud position slightly to one side of the Hydra and then dodge or move to the other side so dodges do not take them outside the hit box.
After another two bites the hydra will gain a break bar. If this is not broken within a short time, it will create a meteor on every player on the main platform including the kiter. After another two bites the Hydra will teleport to the platform closest to the tank and repeat.
The attack pattern looks like this:
2 Bites > Beam > 2 Bites > Break Bar > 2 Bites > Port
The second time the hydra uses the beam attack, the port mechanic happens and anyone inside this red circle within a few seconds will be ported to Qadim and need to run back. The circle cannot be dodged or blocked, only moved out of. If the tank gets ported it can be bad for the group because the Hydra will face towards the group. It is very important that the entire group stands as far out of the hitbox as possible so that the tank can also stand out of this circle but still get aggro quickly after the beam ends. If the tank does get ported, one of the more evasive or survivable players should cover the tanking role by moving in front of and closer to the mini boss only until the tank can return. Only 20% of the Hydra’s health must be depleted by the squad since the Lamp team will release an Ancient Hydra which will finish off the other 80%. Have anyone with ranged damage open the lamp when called for it.
Legendary Destroyer Mechanics (66%)
Tanking the Destroyer is much easier than the Hydra, but the rest of the party will still need to avoid attacks and clear out adds. The first thing the Destroyer will do when spawning is summon Reapers of Flesh which will pressure party if left alive. These adds and the Legendary Destroyer gain a break bar. If the Destroyer’s bar is not broken, it will summon more destroyers, even on the kiter.
The destroyer will do a sweeping attack in a wide frontal cone towards whichever player is closest to it, so it is important that the group stay at maximum melee range so the tank can keep the attacks off the main group. The tank should not waste dodges to avoid this, move slightly to the right while facing it. There is also a stomp attack which will create a shockwave. All players on this platform need to avoid this by dodging or jumping.
The attack pattern looks like this:
Break Bar > 2 Sweeps > Stomp/Shockwave > 2 Sweeps > Stomp/Shockwave > 2 Sweeps > Break Bar
During the second Break Bar, the subtle red circle will port anyone inside it to Qadim. Watch the Yellow Border around your screen to see if you’re inside the port, move out then make sure to CC.
Legendary Wyverns Mechanics (33%)
There is a need for two tanks for the Legendary Wyverns, because there are two separate platforms, one with the Matriarch and one with the Patriarch. They are dangerous to tank because most of their attacks will disable you and deal heavy damage, but they are slow and telegraphed and you can just side step them by running through the Wyvern, Usually warriors are great for this second tank role on the Matriarch because they can survive by themselves.
For the Patriarch, the tank must stand as far into the hitbox as they can because facing the Patriarch towards the rest of the raid will be extremely bad. Everyone should be ready to dodge and get behind the Wyvern if it needs to be repositioned. Also face each Wyvern away from the other platforms so their Flame Breath and Wing Buffet do not affect others. Always break the defiance bar or they will destroy the platform, taking all of the players out on that platform.
There is a Tail Swipe attack which creates a few orange cones around the back, right, and front side of the Wyvern that will damage and knock back any players hit. If you are tanking the Wyvern, you can move slightly to the right and if you are behind the Wyvern you can move slightly to the left to avoid this. It is important you don’t waste dodges and move out of this attack, because you will need the dodges for the Slash attack. The slash will swipe players in front of the Wyvern, knocking them to the side where a secondary slash will occur. This second slash hits a very small area so it’s easy to avoid by standing close to the Wyvern or behind it. If you get hit by the first slash you will definitely get hit by the second, so the tank should dodge or block the first and then move towards the Wyvern to avoid the second.
The Wyvern attack patterns look like this:
Patriarch – Tail Swipe > Slash > Fire Breath > Tail Swipe > 2 Slashes > Break Bar > Move
Matriarch – Tail Swipe > Slash > Fire Breath > Tail Swipe > 2 Slashes > Wing Buffet > Fire Breath > Move
The subtle red porting circle will appear after the Patriarch’s second Fire Breath. Move out to prevent being ported to Qadim. If the tank gets ported, one person should move in front of the Wyvern to avert its attacks away from the group.
Once one of the mini bosses is defeated, Qadim will float to the middle of the platforms, dismantle a few of the platforms, and summon three Pyres which will grant him boons and toss fiery orbs that will bounce and down anyone hit by them. Dodge or share aegis to block these. If someone is downed and they get hit by an orb, they will instantly die. Focus on sharing aegis and reviving any downed before an orb lands on them. The squad must split up to destroy these Pyres to prevent pulsing these boons on him. Organize the squad to split among these Pyres, take them out, then return to fight Qadim.
A group can go west to the Arrow shown on the map below to take out the Protection Pyre. A group can go east to the Circle to take out the Stability Pyre, and the south Resolution Pyre is not as important so the squad can ignore it if they take a power DPS composition. If running a condition composition, or the bouncing orbs are causing too many problems, you can split between three parties.
Return to the center to fight Qadim once the Pyres have been destroyed. At 66% repeat the Pyre Phase with the platforms to each Pyre rotating slightly counter-clockwise. The Arrow and Circle markers are placed in between the two spots that each Pyre will be located.
Once the Pyres are destroyed, the squad can return to Qadim. There will be Magma Elementals (golems) and Flame Elementals (slugs) moving towards Qadim as well. The Flame elementals cannot reach Qadim or he will gain massive damage modifiers. However, they cannot be killed easily because the Magma Elementals will make the Flame Elementals invulnerable while they are near them. Either push the Magma Elementals so they fall behind or pull the Magma Elementals together to separate them from the Lava Elementals and quickly cleave them. Then finish the Flame Elementals while they are vulnerable and before they reach Qadim.
Damaging the boss during this time is not important, focus on cleaving the mobs first. The Thief/Daredevil stolen ability from Qadim Magnetic Bomb , Mesmer Focus , or any long range pulls are great here. Save your burst damage for right as the pulls happen because there is a small window of time where the Magma Elementals are in range to be pulled before the Flame Elementals can reach Qadim. Slow cleave or sloppy pulls will give the boss many stacks which may be impossible to handle.
After disposing of the Magma and Flame elementals, your party can focus on killing Qadim and avoiding his mechanics. Positioning is key to avoiding most of the mechanics during this phase. The tank can stand on another platform to the side of the group and closer to the boss without being inside the damaging aura to avert Qadim’s attacks away from the group. Here are all of the attacks that you need to avoid:
- Do not stand inside Qadim’s hitbox, he throws flames at whoever is closest and has a pulsing damaging aura. Let the tank be the closest and face Qadim away.
- Block, dodge, or move away from any fiery bouncing orbs if Pyres are left up – They instantly down or instantly kill downed players.
- Do not stand on the gold lines that create the pattern of the platform – Flames travel through them.
- Dodge the shockwave – The tell is a subtle orange expanding circle.
- Break the defiance bar with CC quickly – Qadim does a massive Riposte attack otherwise.
Aegis, cleansing, support, and instantly reacting to revive allies is very important during this phase because the party takes heavy pressure. At 66% Qadim will return to invulnerability and you repeat the legendary mini boss phase. If Qadim does not reach 66% before more elementals spawn, you may need to pull and cleave them again. If you are close to 66%, you can ignore the elementals and phase it.
Final Pyre/Qadim Phase
Once the Wyverns are dead, regroup at Zommoros. All other platforms besides his will be destroyed. Standing in the blue aura around Zommoros will grant cleansing, healing, and protection. Once the platforms reappear, follow Zommoros and wait for the rotating platforms to align before jumping to the next one. The squad can destroy the Pyres so that Qadim does not get boons one final time, or decide to ignore them. There are only two Pyres this time – Stability and Resolution. The pathing can be confusing at first but stick together and follow Zommoros and the Pyres.
The final encounter with Qadim takes place on a single platform. All of the prior mechanics to avoid are the same. At around 13% Qadim will travel to another platform. Pursue him and be ready to CC/Pull the Magma Elementals and cleave the Flame Elementals. If you opted to ignore the stability Pyre and Qadim gains a break bar, back off to take refuge in Zommoros’ protective bubble.
Make sure all of the roles are defined before beginning the encounter. Minimize deaths on the legendary mini bosses group with two main priorities:
- Make sure every player except the tank is at the very maximum melee range so the the mini bosses do not turn around and strike the group when the tank needs to move out from the port or to avoid an attack.
- Everyone needs to be ready to CC instantly when the break bar appears.
The Lamp and mini boss team need to work together to kill the legendary mob. Someone with ranged damage should be ready to break the Lamp open when the call is made to do so. If the DPS is low and 80% isn’t reached before the lamp team comes out, the mob will enrage and deal double damage after it recovers from the stun. Finish it quickly but carefully.
After the Pyres, if a few elementals reach Qadim it isn’t the worst, but well-timed pulls and cleave can prevent any Flame Elementals from reaching Qadim. If your pulls are sloppy or your cleave is slow, consider having a player CC the Magma Elemental long before reaching your squad at Qadim so that the Flame Elementals are already exposed by the time your squad can begin pulling. A preemptive pull or CC can really save your team because then there is no need to awkwardly cleave all three Magma Elementals from all three sides and then the Flames right after which often gets players killed because they need go too close to Qadim’s hitbox which will kill them. Only pulling two Magmas together is much more convenient and forgiving.
Stack tightly when fighting Qadim but don’t hesitate to move away from the stack momentarily to avoid being blasted by the Flame Slashes, Fiery Orbs, or to position to dodge the Shockwave. Healers should use all their cooldowns during this phase to keep everyone up since it is the most pressure. Use CC fast here as well.
When it is time for the Wyverns, send a few more DPS players into the lamp but not more than three. keep at least a few players with good CC on the Patriarch because the break bar must be broken. Also you want some DPS on the Wyverns before the Lamp finishes because it is less time you will have to fight them while they are enraged. Stay together and support each other at this point and it should be a success. Read below for details on portal strategies.
Bringing portals for Qadim can reduce travel time, allowing your squad more time to handle certain mechanics, help your team stay together and more safely, and remove the risk of jumping around moving terrain. While they are not necessary, portals can provide many benefits to any strategy and since thieves and mesmers are already great on this fight for their ability to pull enemies in and do burst damage, their and skills can be taken for little tradeoff.
Because the platforms disappear and reappear but the portals remain in the same place, it can be unintuitive where to place portals during this fight and newer groups may avoid portal strategies. However, portals will only help newer groups because they simplify the fight so long as you learn their locations. Below are some of the portal locations and timings that can really benefit your squad during this fight.
Pyre Phase 1/2 Portal
This one is simple to do and understand. Once the legendary boss is defeated, Qadim will rush towards the middle platform and the Pyre Phase begins. Technically you can begin fighting Qadim at this point but it is beneficial to take out the Pyres. Place a portal down right in front of Qadim and then head to your designated Pyre location. Once the Pyre is finished, open the portal and take all of your party back to Qadim.
This allows your party to take out as many Pyres as necessary, keeps them together to prevent anyone being picked off, and allows you to get in place to prepare for the Magma Elementals with plenty of time to buff up. This speeds up the process so much that you won’t need to worry about the second set of Magma Elementals, which creates many more unnecessary risks.
Third Pyre Phase Portal
After defeating the legendary Wyverns, your squad regroups at Zommoros. A portal can be placed on the platform right before jumping across the blue circles to Zommoros. Then regroup with Zommoros and wait until the platforms are destroyed and reappear, then open the portal. This will place your squad in between both Pyres and Qadim, covering a lot of distance and cutting out the potential mistakes of jumping across the moving platforms.
From here your squad can decide to ignore the Pyres and just finish off Qadim while he has Stability and Resolution, or your squad can take out the Pyres to play safe and remove the fiery orb mechanic as well as Qadim’s boons.
This one is the least helpful, but can save some time. If you have multiple portals or your mesmer has they can use it right before opening the portal, and it will allow double portals. Use Mimic on the Third Pyre Phase Portal, then once everyone is through the portal (placing the next portal early will reduce the duration of the first) place the second portal a bit further down the platform in the opposite direction of Qadim. Regroup with your squad to fight Qadim. Once he flies away at around 13%, open the portal and finish him.
Qadim Challenge Mode
There are several differences in the Qadim encounter on Challenge Mode:
- There is no longer an updraft that will lift you back up when falling off of the platforms. You die instead.
- Enemies inside the lamp will deal 50% more damage and attack slightly faster. Blinds and CC are powerful here.
- Platforms will be destroyed instead of just being covered with lava when Qadim or a Pyre is finished with that platform.
- Qadim will perform his break bar mechanic Riposte after every shockwave instead of after every other shockwave. Stability pyre must be destroyed to be able to CC these.
- Pyres will burn players who get near them for slight damage over time.
- A large bouncing fiery orb will land on platforms even during the legendary boss phase. Well-timed dodges or blocks are needed constantly.
None of these changes alter the flow of the fight or the general strategy, it just makes everything much more punishing and expects your team to perform the mechanics more cleanly. However, because the normal encounter has so many things that can go wrong already, these few changes can add up to overwhelm the squad if the mechanics are not performed perfectly.
If possible, slot in plenty of Aegis and Vigor into your composition because there are many mechanics your squad will need to dodge or block. Bring extra CC and coordinate who uses it when so that one break bar doesn’t use all of your CC. Be much more careful when jumping from platform to platform, employ portal strategies, and use heavy burst power compositions to optimize further.
Full Tank PoV:
A Thunderous Fall – 10AP
Defeat the Conjured Amalgamate.
Some Disassembly Required – 15AP
Defeat the Conjured Amalgamate on Challenge Mode.
Stacking Swords and Shields – 5AP
Defeat the Conjured Amalgamate after gaining full 10 stacks of the Sword and Shield buffs. Be one of the designated players to collect either Swords or Shields during the Orb Phase and don’t miss too many. You have 15 to collect and only need 10.
Hard Hats Required beyond This Point – 2AP
Get hit by all the falling debris. There are four locations of falling debris at the start of the instance, and one behind the Ley Rift through the first Sand Portal after defeating Conjured Amalgamate.
Acquatic Assassins – 10AP
Defeat the Twin Largos.
Don’t Go in the Water – 5AP
Defeat the Twin Largos without ever falling in the water.
Let’s Not Do That Again – 15AP
Defeat the Twin Largos on Challenge Mode.
The Fire Djinn Extinguised – 1MP – 10AP – title: Professional Skritt
Heroes of the Forge – 15AP
Defeat Qadim on Challenge Mode.
Taking Turns – 5AP
Defeat Qadim without one player ever going into the Lamp more than once. This is a simple task if many of your DPS players have self-sustainable builds. Send 1 in the first, another in the second, and then send in another 2 or 3 the last lamp.
Manipulate the Manipulator – 5AP
Defeat Qadim without ever letting him get within 2,000 range of a legendary mob. This achievement relies mostly on the party’s DPS and the speed of the lamp team. Because the legendary mobs and Qadim will constantly destroy platforms over time, they will eventually get close enough to each other to fail this achievement.
The Legendary Hydra and Destroyer should be finished within one platform swap to prevent failing this achievement, but these are the easy ones. The Legendary Wyverns are much harder to fulfill because the lamp team requires more and there are two Wyverns which must be damaged to 75%.
After Zommoros escapes the Lamp, he will deal 75% damage to each Wyvern and then fight Qadim. This will fail the achievement. For this reason, the party should split their damage equally among the Wyverns and try to get them both to 75% so that when Zommoros comes out he will finish off the Wyverns and then proceed to the next phase rather than going towards Qadim. You also can’t send too many DPS into the third Lamp because then the Lamp will finish much sooner than the Wyverns reach the right health.
Mythwright Scholar – 2AP
Read all of the books inside the Mythwright Gambit. Their locations detailed below:
1. On a ledge under a waterfall on the middle platform when climbing up the Grand Causeway before Qadim’s room.
2. Through a maze of portals in Sorting and Appraisals. Starting from the Ley Rift room with the five portals (only the middle three are usable) take the right portal, then take the right portal again. Now you are in the mini-boss room. From here take the left sand portal and then the left sand portal again.
3. Between some rocks in the water beneath the entrance of the Mythwright Gambit.
4. Starting from the Sorting and Appraisal Ley Rift, enter the left portal (of the three center ones), then the right portal, then the right portal. Order shown below.
5. After the Arcane Springs but before the Grand Causeway, on the side of the path near some ferns and bulbous plants.
6. Under the water between the second platform and the one split off to the left in the Largos encounter room.
Regulars on the Tour – 1MP – 25AP – title: Champion of Zommoros
Complete every other achievement in the Mythwright Gambit listed above.
You will also receive a novelty chair which looks like you are sitting on a throne of gold coins
Special thanks to Vallun for writing up the initial draft of this guide and helping on the process. Check out his Youtube Channel for more of his content.