Boss Mechanics
- Whenever boss chases a player his move speed increases over time, to reset his move speed player "jump phase tank only" needs to get hit 1 time "non dodge"
- Before jump phase he takes %10 less damage.
- Keep boss HP low as much as you can, if you over damage his remaining HP it will reset back to 10000 HP each time.
- Boss can be accidentally killed by auto-attack damage, which fails the run.
Ghosts
Phase 1 - Jump Phase
Before jump phase(s) sometimes boss will spawn a mini from random corner those minis apply "disable stacks" when hits you, reduce your move speed by -5.
After killing 4x minis, tank have to start kite while dps stop deal damage on boss to make boss start to jump. Afterwards feel free to dps. If you keep dps on boss jump phase will be delayed longer and minis will be keep spawn. During jump phase there is no mini spawn.
When boss start to jump he says "Time to eat... for me!" I will bite you, "player name" on player who has aggro. Tank should not let the boss jump on him directly, needs to kite while close to walls making a square, while rest of team standing at the middle of arena avoid taking AoE damage from his landing after each jump. Tank when kiting should care about not to hurt team members where boss landing. If you get caught by boss player will unable to act at all and boss auto-attacks will kill you "not to mention ghosts flying towards the gh will also hit you" , using healing scrolls, smokes, damage reduce buffs can give higher chance to survive for that player.
Tip: If dps not enough & low, to prolong jump phase to able DPS longer. Tank needs keep facing the boss until boss start jumping himself.
--Number of jump boss does depends on player number--
2 Player at
3 Player at 6th jump split phase, for each player he eats next jump phase he makes extra one jump.
4 Player at 5th jump later 6th,7th jumps split phase happens.
5 Player at 4th jump split phase.
--Arena Degen HPS--
ONLY during the jump phase until boss leaves the arena, everyone gets -hps (depends on game difficulty degen gets heavier).
Healers can't heal anyone throughout the phase. The only way to counter that is using HPS Elixir/Healing Scrolls/Healing Potions/ Shadow Shaman's Q & Medicaster's R abilities.
Phase 1 Ending - Black Ghouls/Split - Burst Phase
After the Ghoul makes its final jump, it becomes 4x black ghoul. Only during this phase Ghoul does take more damage, dps hard as you can. You have 12 seconds to burst before the ghoul leaves the arena.
The tank should aggro before Ghoul leaves the arena if he has lost already.
Dps'ing black ones effects main body too.
After he leaves the arena boss will start to recover his HP and will not come back until all Mini Ghouls killed. Check Phase 2.
Phase 2 - Mini Ghouls & Hands & Chain Lightning
-Chain Lightning-
After boss leaves the arena. Everyone should stay away from the blue void zone at the middle. If you get close enough CL will be cast on you and bounce to nearby allies "similar to narith lightning bounce effect".
-Mini Ghouls-
In a total of 5 minis will spawn, each of them has a temporary 20k base attack damage buff "reddish/orange color dots", lasts 4 second. Mini spawns depends on majority of players which corner they are close to. The location of eaten players is also effects spawn corner.
Use smoke on spawned minis, use it in such a way that it affects them longer while they still keep moving.
PS: Longer time takes killing the minis, more HP recovery for the boss. Kill the minis ASAP to give less time to recovery for Ghoul.
-Hands-
The ability activates in 4 seconds after minis begin to spawn. everyone will get an animation below their feet and each 3 seconds later similar to Ortakna hands will be spawning all the time, avoid to get hit by hurts very bad. This effect will be persisting until all minis die.
PHASE 2 Ending - I'm Coming For You..... -Player Name- / Getting Eaten
All minis when killed boss will jump back to "middle spot" of the arena and chase a random -named- player to eat.
The boss will move faster as each second passes and won't stop until someone gets eaten. If some other players try to get close to the boss and the called player outrun him, the ghoul will automatically consume that player.
During eating phase "UNTİL" boss receive any damage will not start his channeling spell "reflect damage", but he will recovery his HP each second passes.
PS: Before start to dps boss during eating if there are players whose Cooldowns will be open soon for big burst OR any consumable item helps to dps wait for them, BUT only if its short time until CD is on.
When the channeling bar reaches the end, the boss does heavy damage on all players, gets a temporary damage reflection shield, and a horde of ghosts will fly towards to ghoul. Careful to not die from your DoT spells when shield is on. Warning: When channeling done don't try to hug walls you will be easy target for the ghosts.
After shield is gone all phases repeat again.
Tip: If chased player "A" has low move speed player "B" who should have eaten first can stand at certain spot from ahead when chased player "A" pass near "B" player, player "B" needs get close to ghoul get eaten.
Tip 2: To give more time for players whos CD's about to ready try to kite longer. Not all time I suggest doing that, kind of depends low player runs like trio or duo runs for dps wise.
Tip 3: For to secure mini spawning corner try to get eaten at the same corners, also player bodies can block the minis where they spawn too unable to get out.