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King's Rest

Select Your Class

Section 1

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Minion of Zuul

Purge Bound by Shadow to instantly kill them. Otherwise, slow and CC their fixate — reaching a player triggers an AoE fear.

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Animated Guardian

Melees deal additional party damage through Heavy Slams. At 50% they gain massive Haste — use defensives and avoid Suppression Slam.

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Risen Hexer

Interrupt Hex Volley. It damages and Curses the entire party. Use spare kicks on its basic bolt cast.

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Shadow-Borne Champion

Soothe Ancestral Fury. Avoid Shadow Whirlwind and its ground effects, and move behind the mob during Vigilant Defense.

Boss 1 — The Golden Serpent

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Spit Gold leaves Molten Gold when it expires — stack these puddles together near the edge of the room.

 

During Lucre's Call, the puddles become Animated Gold; kill the adds before they reach the boss and grant it a shield and damage buff.

 

Serpentine Gust deals heavy repeated party damage while pushing everyone backwards, so prepare healing and defensives.

 

Tanks should mitigate Tail Thrash.

Royal Gauntlet

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King Rahu'ai Pack

Purge Captain's Bulwark and interrupt Unholy Mending. Move out of Rahu'ai's Overload AoE.

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King Timalji & Queen Wasi

Interrupt Bind Soul. Avoid Erupting Slam and kite away from Timalji's Bladestorm.

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Queen Patlaa

Dispel the Serpent Strike Poison and Soothe Bestial Berserk. Move out of the raptor's Hunting Leap frontal.

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King A'akul

Assassins apply bleeds to random players. Blood Drain hits anyone currently bleeding and heals A'akul, remove bleeds where possible and prepare defensives.

Pre Mchimba Trash

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Interment Construct

Entomb traps a player inside a coffin. The trapped player should shake it; teammates must quickly open the correct sarcophagus to stop Wail of Mourning.

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Half-Finished Mummy

Interrupt Wretched Discharge. Missing it deals party-wide damage and applies a Disease.

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Purification Construct

Heavy melee-based party damage. Point Purification Strike away from the group and avoid the fire it leaves behind.

Boss 2 — Mchimba the Embalmer

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Drain Fluids deals heavy damage to one player; quickly heal them above 90% afterwards to remove its slow and damage reduction.

 

Awakening Slam deals party damage and summons two Mummies — interrupt their Wretched Discharge casts.

During Entomb, the trapped player should shake their coffin with the extra-action button so teammates can identify and open it.

 

Place Burn Corruption toward the outside of the room so fire doesn't block access to the sarcophagi.

Section 3

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Phantom Hex Priest

Interrupt Hex. Curse dispel it if missed; use spare interrupts on Spectral Bolt.

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Spectral Shaman

Kill Healing Tide Totem immediately. It rapidly heals nearby enemies. Frost Shock slow can be removed.

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Royal Berserker

Bloodthirsty Axe bleeds two players — use bleed removal or defensives. Avoid Violent Lunge.

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Spectral Brute

Tanks defensive Soul Crush and its damage amplification. Run out of Seismic Upheaval

Boss 3 — Council of Tribes

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Kula: Avoid Whirling Axes and kill her near the centre so future axes spawn predictably. Defensive or cleanse Severing Axe bleeds.

Aka'ali: Stack into Barrel Through to split its damage. Tanks should prepare for Debilitating Backhand and avoid being knocked off the platform.

Zanazal: Interrupt Poison Nova. When Call of the Elements begins, immediately kill the Explosive Totem, followed by Thundering, then Torrent.

Section 4

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Shadow of Zul

Keep one player inside each Pool of Darkness soak. Spread Dark Revelation, then immediately purge Bound by Shadow from the Minions it summons.

 

Defensive dangerous Shadow Barrage overlaps.

Boss 4 — Dazar, The First King

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Focus Reban on pull, avoid Hunting Leap and interrupt Deathly Roar.

 

Dodge Impaling Spears throughout the encounter.

 

At 80%, Dazar mounts T'zala; they share all damage taken, so cleave them together.

 

Tanks should defensive Blade Combo, especially when it overlaps T'zala's Savage Maul bleed and Physical damage amplification.

 

Spread for Quaking Leap without outranging your healer. During Gilded Destruction, prepare for heavy party damage and incoming spears while Dazar's melee attacks also become frontals — keep the boss pointed away from the group while moving.

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