Maw of Lorkhaj
Dro-m'Athra-infested Khajiiti temple. Three bosses: Zhaj'hassa (curses and pillars), the Twins (light/shadow colour split) and Rakkhat (pads, backyard runners, lunar phase).
- Power creep: this trial is far easier than its mechanics suggest. Zhaj'hassa and Rakkhat are burns (HM pad 3 burns on Rakkhat are normal), and the Twins usually die after about one cycle. You still play curses and colours; you just see fewer of them. The cards show the burn strat first.
- Hard mode: activate the two lunar shrines (altars) in the loot room right before Rakkhat. It only affects Rakkhat.
- Bring cleanses: Dreadstalkers and curses put DoTs on people all trial. Both healers should slot Cleanse/Purge.
- Twins need all 12 players alive. Rez before the colour split.
Dro-m'Athra trash
Trash- Sun-Eater (mage): kill first. Its Eclipse Field leaves a lingering AoE that damages, slows and silences. Burst it with ultimates as it spawns.
- Ogre Flesh-Render: interrupt Savage Onslaught (knockdown, snare, bleed) every time.
- Ogre Shaman: kill early. Its heal triggers a damaging AoE under the ogre it heals.
- Cursed monks (final hallway): they run at a random player and explode. Spread a little and kill them on approach.
- Stack the packs. Keep Savages facing away; their slam shatters physical resistance.
- Priority: Sun-Eater > Ogre Shaman > Flesh-Render > Dreadstalker > Shadowguard > Savage > other ogres.
- Purge the Dreadstalker DoTs. Marked for Death sends untauntable cats at the marked player.
- Sun-Eater: a robed Dro-m'Athra caster. Eclipse Field: a dark circle on the floor.
- Shadowguard: spins (Void Rush). Block or dodge-roll.
More detail
- The kill priority varies by guide (Fextralife vs justlootit). Everyone agrees Sun-Eaters go first.
Zhaj'hassa the Forgotten
Boss- Curse (Grip of Lorkhaj): 3 players get a red AoE. Run to a lit cleanse pad before it kills you. Stay away from people while cursed: it spreads to anyone close when it pops.
- Hide behind a pillar when he raises his sword (Void Explosion). It kills everyone in line of sight.
- Shield at 70% and 30% (Dark Aegis): he goes invulnerable and an AoE grows under every player. Don't overlap your AoE with anyone else's. Burst the shield down fast.
- MT: block his heavy hits (Thunderous Impact, Raging Cleave). Face him away; the aftershock hits nearby players.
- Block when a pillar spawns near you, or it knocks you back.
- Cats (Sar-m'Athra panthers) at 80/60/40/20%. They can't be taunted: chain/pull them onto the boss, CC and AoE them.
- Save ultimates for the 70% and 30% shields.
- Burst heals and mitigation during the shields. Leave a pad free for yourselves.
- Pads: 6 glowing cleanse pads around the room; they go dark for ~25s after use.
- Pillar: a dark monolith that rises under the farthest player.
- Cursed: a red AoE ring on a player.
- Assign 2 players per pad so pads aren't wasted. Don't stand on a pad while waiting for a pillar.
- Low DPS fallback: pillar countdown. Pillars drop 5, 4, 3, 2, 1; if he's still alive at 0 pillars, the group wipes. Only a concern for slow groups now.
More detail
The pillar count drops each cycle, so Void Explosion comes faster as the fight goes on. Guides say ~25k DPS per player is enough with clean mechanics, but don't let the pillars run out.
- Forum raiders (2023) call his DPS check 'soft' and say pillars are 'no longer a wipe mechanic'. No guide gives a current kill-time figure.
- Cat counts: Fextralife says 2/3/4/5 cats at 80/60/40/20%; Xynode says 4 cats per spawn.
Vashai & S'kinrai (Twins)
Boss- Colour split: 6 players get Holy (yellow/light), 6 get Shadow (blue/dark). Never stand near the opposite colour: both players explode. Your colour only does ~10% damage to your own-colour boss.
- Conversion: 3 players per side switch colour (shown under their feet). Converted players cross clockwise to the other boss.
- After each teleport/prayer: if the boss on your side now matches your colour, cross clockwise over the candle line, or you're one-shot. If it doesn't match, stay.
- Kill both within 20s. When one dies, the other teleports to the center and wipes the group after 20 seconds. Keep their health even.
- Remember your original boss. During the no-colour phase, be next to it when colours return; colours are reassigned by proximity.
- S'kinrai (yellow): block the frontal cleave, cleanse Reflective Light, get Radiant Oppression interrupted.
- Vashai (blue): block the knockback heavy. Kite the Shadow Vortex negate bubble against the wall.
- Swap bosses with ranged taunts across the line; don't cross yourself.
- Adds spawn after each teleport (1, then 2, 3, 4 of each). Pull/chain your-colour-killable adds and AoE them.
- Interrupt the yellow adds' beams (Lunar Destruction / Radiant Oppression).
- Face the blue adds' orbs (Dark Torrent) away from the other team.
- Purge Lunar Flare (S'kinrai's DoT) and Reflective Light.
- Colour: a yellow or blue marker over your head.
- Conversion: a colour indicator under the feet of the 3 players who must move.
- Line: a row of candles splits the room into a light half and a dark half.
- Low DPS fallback: long fight. Every extra teleport adds a bigger add wave (1, then 2, 3, 4 of each). Kill adds fast and keep both bosses' health even.
More detail
Two teams of 6 (1 tank, 1 healer, 4 DPS each). Bosses teleport and swap sides at random, then adds spawn. When one twin dies, all colours clear, so everyone can hit the survivor, and four adds of its colour spawn.
- How many cycles you'll see: one forum raider (2023) says new raiders with high damage see 'one twins cycle'; another says groups 'always' go through conversions. Plan for at least one conversion.
- Add wipe: Fextralife says letting 5 adds pile up per side wipes the group. Other sources just say kill them fast.
Rakkhat
Final boss- Blue pads kill you. Only stand on your own pad. Stepping on a blue pad (or entering the backyard portal while already cursed) is fatal.
- Dro-m'Athra Hulk (pads 2, 4, 6, 8): interrupt its stun roar. Its smash stacks an armour debuff: 3 in a row kills the tank, so tanks swap after 2.
- Execute (~12%): he moves to the center, pads turn blue, orbs spawn from pad 1 onward. DPS grab their orb in order. If the 8th orb is taken and he's still alive, the group wipes.
- Skip the Backyard and Lunar phases: kill him by pad 3, before the first backyard ritual resolves.
- Pad 1 kill (top groups): ~121k per DPS HM (970k group, 75s) · rough
- MT: only you use the gold pad (Lunar Bastion, big mitigation). Before he lands from his high jump, move to the next gold pad clockwise.
- OT: pick up each Hulk and bring it onto Rakkhat for cleave. Swap with MT after 2 smashes.
- Threshing Wings: block or be thrown across the room.
- Each DPS owns one numbered pad (1–8). Remember it.
- Dark Barrage is a directional 'machine gun'. Stay out of its line.
- Darkness Falls: meteors on the tank and the 4 farthest players. Spread for it; assign 2–3 kiters.
- Cleanse the runners' curse if pads are down.
- Pads: 8 numbered outer pads + center pad. Gold = tank buff, blue = curse/death.
- Orbs: pad 4 Void Combustion (explodes near players), pads 5–6 tether orbs (kite them), pad 7 explosive orbs (leave the red circle).
- Void Callers: shadowy figures in the backyard hidden by blue fires; their shadows appear in the center of the main room.
- Low DPS fallback: backyard (pads 3, 5, 7). If he survives to pad 3, 2 runners go through the back gates and kill 6 Void Callers (put out the blue fires to reveal them) before the timer. On HM, runners can't be cleansed.
- Lunar phase only happens if he reaches pad 8 above execute. Each DPS stands on their pad and kills their elite; tanks and healer use the center beam on adds in order. Very rare now.
Activate: Interact with the two lunar shrines (altars) in the loot room just before Rakkhat (veteran).
- No cleanse pads. The curse can't be cleansed, so runners stay cursed. Run two separate runner teams, and returning runners stay away from the group.
- Cursed players spray blue orbs that damage anyone near them.
- Assassins: one spawns in the main room for every 2 Void Callers killed (up to 3). OT tanks them on the boss; block their spin.
- Everything hits harder; meteors hit much harder.
More detail
Rakkhat runs a clockwise pad cycle; each pad that activates adds a mechanic (Hulks on even pads, backyard on 3/5/7, orb types from pad 4). If he completes the lap without reaching execute, the lunar phase starts. Execute orbs lower his resistances, but grabbing them curses you.
- HM curse: eso-mechanics says it's only removed by dying; justlootit says runners just can't cleanse. Either way, cursed players stay away from the group.
- Execute threshold: 11% (Fextralife, justlootit) or 12–13% (Xynode, eso-mechanics).
- HM shrine location: only justlootit (an old guide) says 'two altars in the loot room'; UESP just says 'lunar shrines'.
Sources · last checked 2026-11-10
- Xynode Gaming: Maw of Lorkhaj guide
- Fextralife: Maw of Lorkhaj
- ESO Mechanics: Maw of Lorkhaj
- JustLootIt: Maw of Lorkhaj trial guide
- UESP: Maw of Lorkhaj Difficult Mode
- ESO forums: Request: give Maw of Lorkhaj a trifecta achievement (2023, power creep discussion)
- ESO forums: The New ESO Trial Meta: Just DPS Everything (2026)