Dreadsail Reef
A Sea Elf pirate hideout under the reef. Three main bosses (the Lylanar & Turlassil duo, the Reef Guardian, and Tideborn Taleria) plus two optional side bosses on the paths between the first and second boss.
- Hard mode: raise the Undaunted Challenge Banner before each main boss (veteran only). You must beat the previous boss on HM to be eligible for HM on the next one.
- Keel Cutters (two-handers) are the priority trash kill all the way through. Their fire cone spreads a DoT, and their big fire circle hurts. Get out of it if the Cutter isn't dead yet.
- Don't dodge-roll or half-block heavy attacks from trash or bosses. Dodging makes the enemy hit 60% harder. A block without a full shield applies Hindered (no healing for 12s or until 40k healing). Tanks block with a full shield up.
- Swashbucklers jump to the farthest player and are taunt-immune for a few seconds after landing. Face them so you don't take the backstab.
Lylanar and Turlassil
Boss- Domes: Lylanar is fire and needs the ice dome on him; Turlassil is ice and needs the fire dome. Click the matching orb to take the dome and stand so it covers the boss. Without it he channels a barrage of orbs that kills in seconds.
- Never let the two domes touch. They explode on everyone.
- Dome holders gain a stack per second. Swap holders around 20 stacks; EtD says never let it pass 23. Picking up a dome has a ~15s cooldown.
- Fragility (fire or ice orb on the tank's chest): swap tanks right away. The marked tank dies to one hit of that element.
- Teleport phase (~65%): the boss throws orbs to 4 spots and jumps between them. Pairs in each quadrant: one takes the dome, the other interrupts when he lands.
- Final phase (both bosses on the floor): split into two halves, one per boss, each beside its opposite dome. Kill both at nearly the same time. After the first dies you have 15s for the second, and if the survivor starts another teleport you usually wipe.
- Face the boss away from the group. Don't dodge-roll his heavy, or he enrages.
- Drop his elemental pools at the dome edge and walk them around the arena rim.
- OT: hold each Atronach behind the group, opposite the boss, and get it killed before the teleport.
- In the split phase, Shield Charge or a gap closer gets you across for taunt swaps.
- Atronachs (spawn ~90% and ~80%) die before the boss reaches ~65%.
- Interrupt Elemental Spray. It's only interruptible while the boss is under the right dome.
- Split phase: watch the other boss's health and keep the two even.
- Usually the dome handlers. Alternate holders and call your stacks.
- Focus-heal the tank with Fragility. It also cuts healing received.
- Firebrand / Frostbrand: two players get the mark. They meet in the center outside the domes and overlap before it pops.
- Two Sea Elf brothers: Lylanar (fire, red) and Turlassil (ice, blue). Only one fights at a time until the split.
- Dome: a big 20m translucent bubble, red or blue, that follows its holder.
- Fragility: a glowing fire or ice orb on the tank's torso. The incoming orb takes about 10s to reach them.
- Atronachs: Flame or Frost Atronach adds. Below ~25% they drop two blockade AoEs.
Activate: Undaunted Challenge Banner before the fight.
- Extra opposite-element Atronachs at ~85% and ~75% (on top of 90% and 80%). The OT holds the opposite one while the MT holds the matching one in cleave.
- Dome pickup cooldown rises to about 20s.
- Split phase: two fire and two ice brands. Each fires a line, so aim it away from the group, toward the entrance and exit.
- The bosses sometimes teleport to the other side during the split.
- Only 7.5s to kill the second boss after the first dies.
- Tanks dodge Atronach heavies. They can block one boss heavy, but the debuff stacks.
More detail
Order: one brother drops in at random. Atronachs come at about 90% and 80%. At about 65% he teleports between 4 orbs, then leaves and the other brother repeats the same phase. In the last phase both fight at once and the group splits by element.
Before the boss there is a pack of 6 fire and ice wolves. They take less damage unless they stand under the opposite dome.
- Atronach timings: Fextralife says 80% and 75% on vet; BloodBreadBakery says 90%/80% on vet with 85%/75% added on HM. Both say kill them before the teleport.
- Teleport threshold: 65% per Fextralife and BBB; BBB says 70% for the second brother.
- Fragility duration and orb timing (about 20s and 10s) come only from BBB, a community guide.
Bow Breaker
MinibossHow to spawn: Optional side boss on one of the two paths after the first boss. Fextralife puts it on the left.
- Poison flowers and spores: stacking poison. Past about 5 stacks you're very hard to keep alive. Stay out of the AoEs, and stacks fade after ~6s without new hits.
- Face it away. The group stands at its tail. Horn Strike is a frontal cone.
- OT: bring the Haj Mota adds into the stack for cleave.
- Cleave down the Coral crabs it leaves after Burrow. They come in big waves.
- A huge Haj Mota (armored crab-turtle). Burrow shows a telegraphed path as it digs and charges.
More detail
- Path side: Fextralife puts Bow Breaker on the left; Enter the Dominion's notes put the poison plants on the right path.
Sail Ripper
MinibossHow to spawn: Optional side boss on the other path after the first boss. Fextralife puts it on the right.
- Building Static: standing in the rain stacks lightning damage. Step under cover for ~5s to reset. Don't go past ~6 stacks.
- Storm Cell (vortex on you): walk it out of the group into a donut-shaped zone to clear it. If you die holding it, the AoE stays forever.
- Interrupt her channel after she flies across the arena, or 4 extra adds spawn and a group AoE goes out.
- She can't be moved. Phase her a little outward so the group stands under the roof.
- Chain the Harpy adds into cleave.
- A large harpy matriarch. Rain falls in the open parts of the arena, and the donut zones are big rings with a hole in the middle.
Reef Guardian
Boss- Reef Hearts: when a Guardian goes to a hole at the edge and channels, it turns immune and a heart spawns below. 1–2 DPS jump into the big central hole and kill the heart within 60s, or the ceiling collapses and the group wipes.
- Never jump into the painted holes at the edge. Enter only from the center. Use the synergy to get back up.
- Parasite: after a heart run you carry a parasite for ~45s. Going back down with it kills you, so rotate heart teams.
- Too many Guardians: it splits into 1 large, 2 medium and 2 small. Keep no more than about 3 alive at once.
- Poison plants under the green canopy can wipe the group if people stack in there.
- Kite the Acid Reflux cone and its puddles away from the DPS. The other tank can stop the cone by taunt-swapping that Guardian.
- Split the Guardians between the tanks.
- Coral Drift Bear's crackdown must be dodged. It one-shots non-tanks.
- Rotate heart teams (2 per heart for newer groups) and bring a self-heal.
- Kill a medium or small Guardian before you push the big one further, so the split doesn't snowball.
- Call the lightning-stack cleanses. Clear around 7 stacks (tanks before 15) in the zones marked by lightning lines, then step out. They also give poison.
- A giant coral-crab construct. The medium copy appears at ~80%. Copies are smaller versions of the same model.
- Channel: the Guardian sits at an edge hole with a glowing symbol over it. The symbol tells the heart team which heart is up.
- Sea Biscuit: an unkillable lightning horse that laps the arena and stuns anyone it hits.
- Run the hearts in a fixed order (BBB: crown/cup, crossbones/skull, anchor/wheel) and rotate the stack position clockwise after each one.
Activate: Undaunted Challenge Banner before the fight.
- A Dreadsail Incendiary mage spawns where each heart was channeled. Kill it.
- Lightning becomes an AoE: don't stand on top of each other.
More detail
The big Guardian splits at about 80% (a medium) and again around 50% of each medium (a small). Guardians are immune while channeling and vulnerable while travelling. Hearts have about 776k health. Whirlpools below show the way to each heart.
- Lightning stack limits differ: Fextralife says clear at 7 (tanks before 15); EtD says 6; BBB says hold no more than ~4 while rotating.
- Copy health: EtD lists medium 18.6M and small 14.0M; another source lists 20M and 15M.
Tideborn Taleria
Final boss- Rapid Deluge (white bubble on you): 5 players get it. Before it pops (~6s), swim into the outer water behind the group and stay actively swimming, or it hits the group. Don't roll or jump in early: the water has slaughterfish.
- Sea Behemoth (~every 60s): its Arctic Annihilation stomp can one-shot, and it leaves a lethal circle until the Behemoth dies. Kill it fast.
- Sirens (from ~75%): Lure of the Sea pulls a player into the water to die. Interrupt them and kill them fast.
- Maelstrom (blade spin, ~every 30s): stack and heal through it. Don't block (it drains your stamina, then a siren pull kills you). Don't enter or leave the ring during it.
- Winter Storm (from ~85%): a wall of whirlwinds spawns at the banner and sweeps around the ring. Pass through it in the first ~3s, then follow behind it.
- Bridges at 50%, 35% and 20%: 2–3 DPS cross each one and get the mage to 50% within ~60s. It then portals back, and the group kills it. Get everyone back before you push past 20%.
- MT: stand on the middle ring and hold her slightly left or right so her cleave misses the group. Dodge her heavy; its AoE is the lesser evil.
- Crashing Wave: lines on the floor, one tracking the MT. Roll out.
- OT: take the Behemoth (it spawns on the MT). Park it beside the group and call the stomp. Stay out of the water while a Behemoth is up.
- Priority: Sirens (ranged) > Behemoth > boss.
- Bridge teams of 2–3. Mage debuffs: green (north) lowers max health and recovery, purple (SW) lowers healing received, yellow (SE) fears.
- Burst heals and HoTs for Maelstrom. Shield the Deluge swimmers.
- Taleria is a huge coral monstrosity in the central pool. The group stands on the stone ring around her.
- Deluge: a white bubble on the player. Behemoth: a giant sea creature that drops on the tank.
- Winter Storm: a line of tornadoes starting at the challenge banner.
- Bridges: rocks fall into the water and reveal a path to an alcove with a robed mage.
- Bridge skip: enough DPS can skip the 20% bridge (or more) and burn her. A storm already running is cancelled when a bridge spawns.
Activate: Undaunted Challenge Banner on the ring. It also marks where Winter Storm spawns.
- Deluge hits 8 players instead of 5.
- Behemoth every ~45s with more health.
- Crashing Wave adds a second tracking line on the OT.
- Winter Storm spawns two walls 180° apart, so you walk about 1.5–2 laps.
More detail
Rough timers from BBB: Behemoth every 60s, Maelstrom every 30s, Winter Storm every 120s, and Sirens in pairs every 60s from 75%. The storm sweeps about 645–665 degrees in total. Water under the boss and outside the ring is deadly to stand in, except for the Deluge swim.
- The HM changes come from BBB only (a community guide). Fextralife and EtD give no HM detail for Taleria.
- Deluge pop timing: Fextralife says 6s; BBB says 6–7s.