It's A Wipe!

It's A Wipe!

35 ratings
Hint guide for the boss fights
By Bullborn
Stuck on the harder boss fights? This will give you the option to highlight hints for the fights. Its your choice how much you wish to spoil the fights (each hint is in a spoiler tag). The first hints will always be vague, and the last hint a full walkthrough.
   
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Introduction
This guide will give hints to the boss fights which have mechanics. You can choose how much of the guide you wish to use as each hint is in a spoiler tag.

If the hints don't help, the final hint will be a full explaination.

I played through the game in the PvE mode. There may be better ways of dealing with the dungeons if you use more raiders. I used the same team setup for all dungeons.
Raid Setup
Generic raid setup that I used:
* 2 Tanks
* 1 Wizard
* 2 Rogues
* 1 Druid
* 2 Healers
* 1 Mage
* 1 Bard

You may be able to exchange the wizard for a different class as his dps is too depending on his casttimer (target might die before he gets to fire).

You may be able to exchange a tank for a different class. I often found myself preferring to use 1 tank rather than 2 to maximize healing.

You may be able to exchange the bard for a different class, but the mana regen the bard gives does come in handy (especially if plan to figure out the fights yourself).

The biggest issue with having too many of each class is the loot distribution, so keep that in mind before you decide to roll with 4 druids as healers.
Evil Orc Army
Orc Captain:
  • Can you kill something else in the fight to make taking out the Orc Captain easier?.
  • Deal with the healers first.
  • Single tank on the Orc Captain, make all your healers heal your main tank. Rearrange the kill order for all DPS to be the healers first (one at a time). Then take out the Orc Captain. You may have to run it a second time to get some gear first if it is your first run.
Upper Fire Cave
Giant Dwarf:
  • Is there a pattern to the stomp?
  • Can you avoid the stomp somehow?
  • Every 3rd round he'll stomp.
  • He only stomps the first row. You can use "back up" to avoid the stomp.
  • Put a single tank on the Giant Dwarf. Set your healers to heal the tank. All DPS on the Giant Dwarf. Before every 3rd round, use the "Back up" command to make everyone avoid the damage from the stomp.


Lesser Fire Elemental:
  • Any patterns to his abilities?
  • He'll do periodic damage to the entire raid. Can you counter this?
  • A druid would help with the periodic damage.
  • Single tank on boss. Healers heal the tank. Have 1 druid in the raid to counter the peridic damage by doing raid-heals.


Fire Lizard:
  • There's a hint in the name of Fire Bombs.
  • Can you avoid the damage from the Fire Bombs somehow?
  • Kill at least one of the FIre Bombs before they explode.
  • 1 tank on all 3 mobs. Healers heal your 1 tank. 1 Fire Bomb must be killed in a short amount of rounds. So put all DPS on one of the Fire Bombs. The other bomb you can let explode as long as you have a druid in the group to do raid heals. DPS the Fire Lizard when the bombs are gone. Once the Fire Bombs respawn, use the "Focus" option to switch DPS focus back to one of the Fire Bombs. Rinse repeat until boss dies.


    Magma Giant
  • Is there a pattern to his attacks?
  • Can you avoid the stomp somehow?
  • Every third attack will be a stomp. Use "Back up" to avoid it.
  • Use a druid to counter the fire wall.
  • Single tank on the Magma Giant. Healers on the tank. Druid to counter fire wall. Move out of the way if you need to every 3rd round.
  • He'll do firewalls on even rounds and stomp on every 3rd round. His pattern is then, round 1, nothing, round 2, fire wall, round 3, stomp, round 4, firewall, round 5, nothing, round 6, stomp, etc. But that's not the case. He will stomp every 3 rounds though. Thanks to Svafa for confirming this is. I suspected the pattern may have been buggy, but I guess it is intended.
Fiery Center
3 Magma Giants:
  • You've seen these before!
  • Is there a pattern to their attacks?
  • Avoid the stomps by using "Back up"
  • Use two tanks, 1 tank on 2 Magma Giants and 1 tank on 1 Magma Giant. Set one healer to always target the main tank, and the other healer to target the most damaged tank. Use a druid to counter the fire walls. Set DPS to target one of the Magma Giants the main tank is holding. The faster this magma giant dies, the easier it gets as the strain on the main tank gets less. Once that is done, you can set 1 healer to focus 1 tank each. Make sure you use "back up" every 3rd round to avoid the stomps.

    5 Fiery Hounds
  • So many mobs. Can you spread the damage out?
  • How can you avoid them from respawning?
  • Can you kill them before they respawn?
  • Have main tank take 3 mobs, secondary tank takes 2. Put 1 healer on each tank, supported by round heals by a druid. If the main tank gets too low, use "Omg! Heal.." to give him a boost. Use the "Focus DPS" or "DPS attack!" to target the mob with the most health each round. The mobs must die within a few rounds or they'll respawn. Make sure you have a bard to help with mana use in case something respawns.


    Fiery Wizards,Warriors and Medics
  • Whats the biggest threat?
  • How can you make the damage a bit more predictable?
  • Medics - are they a threat or not?
  • Those wizards hurt. Take them out first.
  • Main tank holds the 3 warriors. Secondary tank on wizards + medics. If the secondary tank is not next to your main tank, make whoever is next to your main tank be in the back row. The warriors do "cleave" (hits tank + whatever is next to tank). Set 1 healer on main tank, 1 healer on "most injured tank". Start the fight with "Omg! Heal..." on main tank if necessary. DPS on Wizards as their nukes hurt. This should also make the targeted Wizard get interrupted. Once wizards are dealt with, take out the medics follow by the warriors.


    Lord of Flames
  • Those Fire Bombs again!
  • 1 tank on the Lord of Flames. 1 on Fire Bombs. Set 1 healer to heal main tank and 2nd healer to heal most injured tank. Consider starting with "Omg! Heal.." on main tank. Deal with at least 1 Fire Bomb before they go off. A Druid will help with the damage if one Fire Bomb goes off. Lord of Flames does periodic damage to back row or front row. If you have a druid, you can simply ignore it as the druid heal will counter it. (EDIT: Comments on this guide suggest that this has changed and the damage will now increase. So you would need to avoid the damage instead. Thanks to [FG]Benbe/Elska for the update). Be extra careful that you do not get a firewall + fire bomb in quick succession as that can be deadly. When he conjures fire on the ground, use the "Out of the fire!" command. Lord of Flames also occasionally hurls a fireball at random targets. Make sure that druid keeps everyone topped up with health.
Evil Orc Castle
3 Ax Orcs + 2 Healers
  • Healers who aren't on your team are always bad.
  • Single tank on all 3 Ax Orcs. Put 2 healers to heal the main tank. Consider starting with the "OMG! Heal.." command on main tank to prevent the initial heals from being too long. DPS the two healers down, then take out the orcs one by one.


The Beast
  • Observe combat log for hints. "Is about to go on a rampage"
  • Don't attack a rampaging beast.
  • Single tank on The Beast. Set secondary tank to "DPS". 2 Healers on main tank. Look at the combat log. When you see "The Beast is about to go on a rampage" make sure you choose "Stop DPS All" at that point. An alternative is to use "Back up" if your main tank is low on hp. Do keep in mind Wizards might kill themselves on the reflect damage though. The Beast will reflect damage for 2 turns, and you will see it saying "The Beast's berzerk rage fades." when its safe to attack again.

Warcheif Handstrong
  • Unrelated - but this fight has the best music in the game!
  • Two tanks will come in handy
  • Use two tanks. Set 1 tank to take Warchief Handstrong. Set 1 healer to focus on main tank, secondary healer on "most injured tank". At 1500 hp, Handstrong will dismount from the "Ride-A-Long Dragon". At that point, set the secondary tank to focus on holding the Dragon. Your healer setup should already be ok to handle two tanks. Handstrong will occasionally slap someone which makes them unable to act that turn. Just dps one of them down. Usually taking out Handstrong first is easiest for me.


2x Draconic Guard + Draconic Advisor
  • Can you negate those fireballs somehow?
  • I used 1 main tank to hold both the Guards, and secondary tank to hold the Advisor. Set 1 healer to focus on main tank and 1 on "most injured tank". Start the fight with "Omg! Heal..." main tank to prevent long heal spells. (You might want to do this for the majority of the fight). Use a druid to counter the fireballs. DPS the guards down first as their double attacks hurt. You can stagger your raid betwee the rows to reduce the fireball's damage (as it hits target + the two targets on each side of the target in the same row)
Dragon Lair
Update: The below bug should be fixed in patch 1.14.
Note: There is/was a bug in this dungeon where it would crash on Ludicrous speed. You might want to change it to "normal speed" before attempting. (Should be fixed in patch 1.14).

2x Elite Draconic Guard + Not Draconic Advisor
  • Can you make the damage a bit more predictable?
  • Can you counter the fireball damage somehow?
  • Main tank on the two Elite Draconic Guards. Secondary tank on the Advisor. 1 Healer set to focus on Main tank. Second healer set to focus on "most injured tank". Consider using "OMG! Heal..." on main tank to prevent long heals in the start. DPS focus the Elite Draconic Guards first. A druids raidheals will counter the fireball damage.


Draconic Berserker
  • He will reflect all damage done to him. Is there a way to prevent this?
  • Look at the arrows on his chest.
  • The arrows are a hint to movement.
  • Main tank on the berserker. Start all raidmembers in the backrow. Healers focus on main tank. To avoid the reflect damage, do this. On first command, choose "Hug the mob", on second command, choose "Back up!", on third command choose "Hug the mob". This will make his head explode and he will no attempt to reflect damage. Use "Hug the mob" from there on out to maximize damage while letting your healers still heal. It is a really easy fight once you have it figured out.

Whelps
Bug: If you crash during this fight, try changing game speed.
  • Keep at it.
  • Black whelps do random target damage, and if they hit the same target...
  • This is a simple but long fight. A well equipped Druid is essential. Bard might help on mana if you run out. Focus DPS the black whelps first as they do random target damage. If a weak friendly gets hit twice by the black whelps, you might be in trouble. Use the "Focus" command to keep retargeting black whelps until they stop spawning. Other than that, just kill everything. Black -> Blue/Green -> Blue/Green -> Red -> Bronze. I suppose you could try to kill them all atthe same time, but that's going to be tricky.

Singe
  • May tail-swipe a raidmember to the back row.
  • Whelps are bad...mmkay?
  • Druids are handy against raid wide damage
  • While on the ground, fairly straight forward. Main tank on Singe. Healers keep main tank up. Counter the tail swipe by moving back to front row if necessary. When Singe goes airborne, you need to take out the whelps. Concentrate Melee DPS on the whelps and use secondary tank to take aggro on them ("Tank Switch"). Druid will help heal the raid from raid damage. Singe may stun a raidmember now and then. Eventually Singe will land and repeat the process.
Troll City
Snake Priest + 2x Big Snake
  • Spread the damage.
  • Snakes die fast. Reduce the damage by taking them out.
  • Main tank on the Snake Priest. Secondary tank on both the Big Snakes. 1 Healer on main tank, 2nd healer on "most injured tank". DPS focus the snakes first whenever they show up.


High Tiger Priest + Tiger Friar + Tiger Bishop
  • Tming is key.
  • When one dies, the others should die too!
  • Main tank on Priest + Bishop, secondary tank on Friar. Healer 1 on main tank, Healer 2 on most injured tank. DPS should focus whoever has most health at any given time. The 3 mobs must die within a few rounds of each other, so keeping their health near the same level as each other is key. Once one dies, you only have a few rounds to kill the other two before they revive their fallen comrades.


Raptor Priest + Lil' Bitey
  • Don't say hello to his little friend!
  • If you kill Lil' Birdy, the Raptor Priest will start reflecting damage.
  • Lil' Birdy will attack a random raidmember
  • Raptor Priest uses cleave attacks. Can you avoid them?
  • Main tank on Raptor Priest, Secondary Tank on Lil'Birdy. 1 Healer set to focus on main tank, other healer on "most injured tank". Lil'Birdy will also random attack a raidmember so keep that in mind. Use a druid to keep raidmembers topped up to prevent Lil Birdy from being a threat. Make sure whoever is next to the main tank is in the backrow (unless its the secondary tank) to avoid the cleave attack. Kill the Raptor Priest first to avoid him getting reflect damage.


Troll-Tron
  • Don't stand in slime
  • Will occasionally do a raid-wide health-drain. Make sure you have a druid.
  • You can lower the effect of the raid-wide health-drain by having 1 raider stand in the slime. (Credit goes to Gribby for pointing this out).
  • Main tank on the Troll-Tron. Both healers keep main tank up. Use the "Out of the fire!" command to avoid standing in slime. Make sure you have a druid to keep your raid healed when he does the raid-wide health drains. Consider having one raider stand in the slime to lower the effect of the healthdrain Troll-Tron does.
Insect Temple
Prophet Dung-Beetle
  • Probably the most annoying fight in the game. The colours matter.
  • If you want to figure out the order yourself, bring a bard and manage your mana carefully. It took me 90 rounds...
  • Colours signify order.
  • Order is based off colour spectrum. Think of the rainbow!
  • Violet is always last.
  • 1st order is: Red, Orange, Violet
  • 2nd order is: Yellow, Green, Violet
  • 3rd order is: Blue, Indigo, Violet
  • Main tank on Prophet Dung-Beetle. One healer set to focus on main tank, other on most injured tank. Once the Prophet reaches 3000 hp, he'll split in 3. Kill them in this order: Red, Orange, Violet. They will reform into the Prophet who will now start at 3k health (if you kill them in wrong order, he'll reform at 4k). At 2000 health, he'll split again, the kill order is now: Yellow, Green, Violet. He'll then reform into Prophet again. Then split again at 1000hp, at which point the kill order is Blue, Indigo, Violet.


Princess Bee and the Princess Chests
  • Don't hit girls!
  • Chests are pretty...maybe you should open them!
  • Take care of Fire Bombs.
  • Main tank on Princess Bee. Healers on main tank. Everything else just dps chests and Fire Bombs if they spawn from a chest. Should be straight forward as long as you keep hitting chests and not the Princess. They chests will explode and damage the Princess.


Right and Left
  • Classic raid mechanic for splitting the raid.
  • Right likes to look like Left, and vice versa.
  • Right only takes magic damage. Left only takes physical damage.
  • If you damage one of them too much, they get enraged.
  • One tank on each. One healer on each tank. Set magic dps to focus on Right and physical dps to focus on left. Make sure their health stay close throughout the entire fight. You may need to use "Stop dps" and either stop dps for melee or ranged.


Pimple of Cthulu
  • May mindcontrol, be aware of friendlies doing you harm.
  • Spawn tentacles. Don't let them touch you.
  • One tank on Cthulu. Healers on main tank. DPS down the tentacles right away. The mindcontrol can make things tricky, but for the most part, an easy fight. [/list]
Undead Army
Abominable Abomination
  • Always do the opposite of what a yeti wants!
  • When he sucks you in, use "Back up!". If he pushes you away, use "Hug the mob!".
  • He does cleave attacks.
  • Single tank on the Abomination. 1 Healer set to focus on main tank, other healer on "most injured tank". Always do the opposite of what he wants you to. So when he pulls you in, use "Back up", when he pushes you away, use "hug the mob". Save battle res in case a medic steps in the wrong way by accident (random event).


The Four Horsemen
  • Choose who to attack wisely.
  • That timer that death does...its not a good timer...
  • Kill death first, preferably within the first 10 rounds. Death does not do damage directly. Keep that in mind when selecting tank setup.
  • War hits twice, when choosing tanks, keep it in mind. Take him second.
  • Famine can get nasty. Take him third.
  • Pestilence does "slime pool". He's not as much of a threat. Take him last.
  • Main tank on War + Death. War hits twice, so this helps offsetting that. Secondary tank on Pestilence and Famine. 1 Healer on main tank, 2nd healer on secondary tank. All dps on Death, then War, then Famine, then Pestilence. When Pestilence does slime pools, make sure to step out of them. You may have to do "OMG Heal.." on tanks quite often. Save battle reses for tanks or healers. Once War is dead, you can attempt to split Pestilence and Famine among the two tanks. Alternatively, put both healers on the 2nd tank. It is a long fight and Famine can drain health+mana, so watch your healer's mana pools.


Frozen Lich
  • Trying melting him!
  • The Frozen Lich will spawn previous mobs as his adds.
  • He may stun a raidmember
  • Use a druid to counter the 30 dmg raid-wide damage
  • Try ignoring the adds.
  • Main tank on Frozen Lich. Second tank in backup. 1 Healer on main tank, other on "most injured tank". All DPS on Frozen Lich. When the adds start appearing, use the second tank to pick them up, but keep DPS on the Frozen Lich. This way he'll die before he manages to spawn any of the nasty stuff. If he mind controls a damage dealer, you may have to use "OMG! Heal.." on a tank. Also keep the battle reses in backup for healers and tanks. Use a druid to counter the raid wide damage. If your Mage gets Mind Controlled, it may hurt a lot. Make sure your raidmembers all have decent HP pools.


Mirror Image
  • In classic RPG fashion you fight yourself.
  • You're forced to target the tanks first.
  • Use "OMG! Heal.." etc. to optimize cast times. For this reason, consider setting one tank to tank everything.
  • Once tanks are dead, focus Druid first, then the Healers or the Mage.
  • The battle res is your biggest advantage. Use it on a Tank.
  • Main tank on everything except perhaps the wizard (use secondary tank for him). Use "OMG Heal..." on main tank. Use battle res if necessary. DPS down the tanks, then the druid + mage, then the clean up. This fight can get tricky if the opponent's mage gets a crit for instance. Or fairly easy if yours do...

That's it, grats!
22 Comments
CoMMuniST PiG 7 Jun @ 7:57pm 
Fiery Warriors just cleave random units all over my bench, not next to my tank.
Valorcalls 15 Dec, 2015 @ 8:47pm 
On Mirror Image: I had a very well equipt, but low hp mage who killed his evil clone round 1 and then decimated the non-tanks on the roster quickly.
Leya 8 Mar, 2015 @ 5:23pm 
'so it looks like you have to wipe them all out to end the fight.

Yup, You have to kill 6 of each colour, which is 3 of each one (3 blue whelp, 3 blue whelp 1 etc...), they each respawn the 2nd turn after you kill them. Just ran it through 5 times, and all times had the same things happen, regardless of which order you kill them in.
Leya 8 Mar, 2015 @ 4:13pm 
'Lord of Flames definetely increases the periodic damage as time goes on - the fight is a DPS race. '

My first time was 36 rounds. It isn't a dps race, it's just a test of remembering what to do. I just wrote down what he did each round, and after round 6 (or 9, can't remember when I worked out the fireball) I knew what I needed to tell my raid to do. The only damage that increases is the walls of fire (the spews might, can't remember, but you have a button purely for them anyway).

All you need to do is use back up, and hug the mob at the right times, and you'll be fine for however long you want to drag it out for.
Medea 6 Mar, 2015 @ 10:23pm 
Lord of Flames definetely increases the periodic damage as time goes on - the fight is a DPS race. Mirror Image fight can be easily trivialized in two ways - OMG! Kill... will ignore the tank's taunt effect (letting you focus fire down the opposing DPS), and your mage (who fires before the mirror mage) can be geared up to one-shot the mirror wizards and mages. You might want to add the strat for the Evil Easter Egg (Hint: Bring Mages), who does 1 damage, and takes 1 damage, except for mage damage. Might also be worth mentioning that if your mage can one shot himself and/or your wizards, mind control fights (Pimple, Frozen Lich) are ... fun.
Kiana 10 Feb, 2015 @ 11:17pm 
I ran through the Whelps fight a few times to test if having all of them dead at the same time would end the fight, even if they have respawns left. The respawning happened anyway, so it looks like you have to wipe them all out to end the fight.
Bullborn  [author] 29 Jan, 2015 @ 11:29am 
Updated with info from Svafa and Benbe/Elska. Thanks!
Svafa 29 Jan, 2015 @ 10:04am 
You listed a possible bug on magma giant, and it may have been fixed since the last update to the guide, but it currently appears to be working correctly: Fire Wall on even rounds; Stomp every third round. Or listed out by round: 1-nothing, 2-fire wall, 3-stomp, 4-fire wall, 5-nothing, 6-stomp and fire wall, repeat.
JERKY SHOP 9 Jan, 2015 @ 10:21am 
if your mage can oneshot himself at the last boss battle its useful to mark him as a tank.
Leya 8 Jan, 2015 @ 5:03pm 
Either i'm really undergeared, or you're lord of flames tip is wrong. There's no chance you can outheal the wall of fire, it increases in damage by 10 every 3 turns, so by turn 12 it deals 40 damage. It's much easier to just follow the pattern of which row it hits (unless you're sufficiently geared to kill it it in under 9 or 12 turns, depending on health of your mages/clerics)