Maraudon

10 players · Desolace 29.1, 62.9

Maraudon takes groups of up to 10 into the caverns beneath Desolace. A full clear joins the orange and purple entrance wings at Celebras, then descends through Earth Song Falls to Princess Theradras in Zaetar's Grave. Returning groups carrying the Scepter of Celebras can start at the falls instead of repeating the entrance wings.

Preparation

  • For an inner-cavern run, bring the Scepter of Celebras and use its portal to Earth Song Falls. Take the colored entrances instead if the group wants Noxxion, Razorlash, Lord Vyletongue or Celebras the Cursed, since the shortcut bypasses them.

Orange Wing

Take the orange entrance for Noxxion's slime pools and the plant-filled route to Razorlash. Pull onto cleared ground rather than advancing through lingering clouds. If the group wants both entrance wings, return through the cleared tunnels and outer caves for the purple entrance before descending beyond Celebras.

Creatures

  • Noxious SlimeElite Not specified

    Pull Noxious Slimes away from the next pack. Move out of Noxious Cloud and let the group leave the cloud behind before advancing.

    • Noxious Cloud

      Leave the cloud rather than keeping the tank and melee inside its repeated Nature damage.

Noxxion

Elite Elemental

Noxxion alternates poison pressure with a split into summons, testing whether the group can regroup after Uppercut and switch targets together.

Abilities

  • Toxic Volley

    Inflicts Nature damage to an enemy.

    Recover the players hit by Toxic Volley before the next split draws healing attention away from them.

  • Uppercut

    Inflicts normal damage plus 50 to an enemy, knocking it back.

    Keep cleared ground behind the tank so Uppercut does not knock them toward another pull.

  • Summon Noxxion's Spawns

    When Noxxion splits, gather and defeat the summons before returning damage to his reformed body.

Tank
Leave cleared space behind you for Uppercut. When Noxxion splits, collect the summons before they spread toward the healer.
Healer
Recover Toxic Volley damage across the group, then watch the tank's range after Uppercut. When the summons appear, move toward the tank rather than drawing them down another passage.
Damage
Switch from Noxxion to the gathered summons during the split and use area damage once the tank has collected them. Return to Noxxion when he reforms.

Razorlash

Elite Not specified

Razorlash combines Cleave with Puncture, concentrating direct hits and a continuing bleed on the tank while nearby allies risk sharing the cleave.

Abilities

  • Cleave

    Keep other players away from the tank's position so Cleave does not catch nearby allies.

  • Puncture

    Inflicts Physical damage to an enemy every 2 sec. for 10 seconds.

    Continue tank healing between swings; Puncture keeps dealing Physical damage after it lands.

Tank
Hold Razorlash with the rest of the group away from your position. Keep him still so melee can remain behind him instead of moving beside you into Cleave.
Healer
Treat Puncture as continuing tank damage, including the gaps between Razorlash's swings. Avoid standing beside the tank while healing it.
Damage
Attack from behind Razorlash and give the tank space for Cleave. Finish the nearby plant pulls before engaging so a reposition does not join them to the bleed-heavy fight.

Purple Wing

Take the purple entrance through the satyr passages to Lord Vyletongue. Keep the pull in the cleared corridor: visible satyrs do not reveal where the stealthed Shadowstalkers are. Expose and collect Vyletongue's guards before committing damage to the boss, then follow the connecting passage toward Celebras.

Creatures

  • Putridus ShadowstalkerElite Demon

    Putridus Shadowstalkers approach in stealth. Keep the healer behind the tank in cleared space and check the sides of a pull before treating a visible satyr as an isolated enemy.

    • Sneak

      Puts the caster in stealth mode, but slows its movement by 50%. Lasts until cancelled.

      Sneak conceals the Shadowstalker; the tank should collect it when it appears instead of letting it reach the healer.

    • Putrid Breath

      Putrid Breath reduces Agility and Spirit. Finish an exposed Shadowstalker rather than carrying it into another satyr pull.

Lord Vyletongue

Elite Demon

Vyletongue combines stealthed guards with Blink, a nearby Smoke Bomb stun and Multi-Shot, making a crowded pull difficult to recover.

Abilities

  • Blink

    Teleports the caster 20 yd. forward unless something is in the way. Also frees the caster from any bonds.

    Follow Vyletongue's Blink without running past the cleared pull area; give the tank time to reconnect before resuming heavy damage.

  • Smoke Bomb

    Casts a smoke bomb, stunning nearby enemies for 4 seconds.

    The healer should stay away from Vyletongue's immediate position so Smoke Bomb does not stun them alongside the tank.

  • Multi-Shot

    Spread out so Multi-Shot does not find the group clustered around its target.

  • Shoot

    Shoots at an enemy, inflicting Physical damage.

    Keep Vyletongue's gunfire target within healing range while the tank catches up after Blink.

Tank
Collect the stealthed Shadowstalkers before the group commits to Vyletongue. Keep the fight in the cleared passage and reconnect with him after Blink rather than chasing into another satyr group.
Healer
Stand away from Smoke Bomb's nearby stun and keep the tank healthy before it lands. Recover Multi-Shot damage without following the tank into Vyletongue's immediate position.
Damage
Finish the exposed Shadowstalkers before concentrating on Vyletongue. Spread for Multi-Shot and pause heavy damage after Blink until the tank reaches him again.

Celebras' Grove

The entrance routes meet on the approach to Celebras the Cursed. Finish the surrounding pulls before engaging him so his summons remain separate from the passage's enemies. After the fight, regroup above the waterfall and agree on the landing before descending into Earth Song Falls; the drop separates the group from the upper route.

Celebras the Cursed

Elite Humanoid

Celebras layers Entangling Roots over Twisted Tranquility while summoning attackers, testing whether the group can free trapped players and keep Wrath interrupted.

Abilities

  • Entangling Roots

    Entangles an enemy in roots, inflicting Nature damage every 3 sec. and immobilizing it for up to 10 seconds.

    Remove Entangling Roots when it traps a player in Twisted Tranquility, then move that player out of the damaging area.

  • Twisted Tranquility

    Deals nature damage to enemies in an area over 10 seconds, slowing their movement by 70% and increasing the time between their attacks by 300%.

    Leave Twisted Tranquility's area to avoid its Nature damage and movement and attack slowing.

  • Wrath

    Hurls a bolt of lightning at an enemy, inflicting Nature damage.

    Assign interrupts to Wrath so its Nature damage does not compete with healing players caught in roots or Tranquility.

  • Corrupt Forces of Nature

    Summons 3 Forces of Nature to aid the caster in battle for 1 minute.

    Collect the attackers summoned by Corrupt Forces of Nature and defeat them while a player continues covering Wrath interrupts.

Tank
Collect the Corrupt Forces of Nature summons before they reach the healer. Reposition Celebras out of Twisted Tranquility rather than keeping the melee group slowed inside it.
Healer
Free rooted players who cannot leave Twisted Tranquility, or call for another player's root removal if yours is unavailable. Watch the tank as the summons arrive instead of spending every cast on Wrath damage.
Damage
Keep Wrath interrupts assigned while switching to the summons from Corrupt Forces of Nature. Leave Twisted Tranquility and call out roots that prevent you from moving.

Earth Song Falls

The waterfall descent and the Scepter portal lead into the inner caverns. Take the side passages for Tinkerer Gizlock and Landslide before committing to the final lake. Keep pulls on the cleared ledges, and leave enough room behind the tank to recover from Landslide's knockback without falling away from the group.

Creatures

  • Theradrim GuardianElite Elemental

    A Theradrim Guardian can bring Theradrim Shardlings into its pull. Keep the shardlings with the tank and finish the whole pack before moving into another patrol; Knockdown can also stun players standing beside the tank.

    • Summon Theradrim Shardling

      Gather the summoned shardlings on cleared ground so area damage does not reach another patrol.

    • Knockdown

      Keep the healer away from the tank's position so Knockdown does not stop both tank control and healing together.

  • Subterranean DiemetradonElite Beast

    Subterranean Diemetradons silence nearby players with Sonic Burst. Have the tank hold them away from the healer and ranged casters instead of pulling the beasts onto the group.

    • Sonic Burst

      Establish casting distance before Sonic Burst; a healer caught beside the beasts cannot cast through its silence.

Tinkerer Gizlock

Elite Humanoid

Gizlock makes the group separate his frontal Goblin Dragon Gun from Bomb targets while keeping beast pets from fleeing into uncleared tunnels.

Abilities

  • Goblin Dragon Gun

    Keep the tank alone in Gizlock's front and move everyone else out of the Dragon Gun cone.

  • Bomb

    Bombs all enemies in a selected area, inflicting Fire damage.

    Spread out and leave the bombed area rather than sharing the Fire damage in one cluster.

  • Flash Bomb

    Causes all Beasts in a 5 yard radius to run away for 10 seconds.

    Flash Bomb frightens beasts. Keep beast pets' surroundings clear so a fleeing pet does not run into another pack.

  • Shoot

    Shoots at an enemy, inflicting Physical damage.

    Distance from the Dragon Gun does not prevent Shoot damage; stay within the healer's reach while spreading for Bomb.

Tank
Point Goblin Dragon Gun into cleared space away from the group. Avoid rotating Gizlock across the healer while repositioning out of Bomb.
Healer
Heal from outside the Dragon Gun cone and leave room around yourself for Bomb. Watch players taking Shoot damage even while they are outside the cone.
Damage
Stand behind or beside Gizlock rather than in the Dragon Gun cone, and spread for Bomb. Keep beast pets away from uncleared side passages because Flash Bomb can send them fleeing.

Landslide

Elite Giant

Landslide combines ledge-threatening knockback with Trample and a Summon Shardlings stun that leaves the group unable to answer the new attackers immediately.

Abilities

  • Knock Away

    Inflicts normal damage plus 30 to an enemy and knocks it back.

    Put solid rock behind the tank so Knock Away does not throw them off the ledge or out of healing range.

  • Trample

    Keep the healer and ranged players away from Landslide's feet to avoid Trample's nearby damage.

  • Summon Shardlings

    Summons Theradrim Shardlings every 2 seconds and stuns enemies in an area for 8 seconds.

    Keep the tank healthy before the summon stun, then collect the Theradrim Shardlings as soon as control returns.

Tank
Fight with rock behind you for Knock Away rather than your back toward the drop. Collect Theradrim Shardlings when the summon stun ends so they do not remain on the healer.
Healer
Stay away from Trample while retaining sight of the tank's wall position. Keep the tank healthy ahead of Summon Shardlings and resume healing promptly when its stun releases you.
Damage
Keep ranged attacks outside Trample and switch to the gathered Theradrim Shardlings when the stun ends. Avoid chasing a knocked-back tank toward an uncleared ledge.

Zaetar's Grave

Find Rotgrip in the lake and bring the fight to the bank rather than spreading the group across the water. Clear the approach to Princess Theradras before pulling her: Repulsive Gaze can send players running into anything left nearby. Keep the group together for the climb from the lake to the final chamber.

Rotgrip

Elite Beast

Rotgrip combines Puncture's continuing bleed with Fatal Bite's health drain, testing tank healing while his own health recovers.

Abilities

  • Puncture

    Inflicts Physical damage to an enemy every 2 sec. for 10 seconds.

    Keep healing the tank between bites because Puncture continues dealing Physical damage.

  • Fatal Bite

    Recover the bitten player's health promptly; Fatal Bite also heals Rotgrip, so the group must continue dealing damage through that recovery.

Tank
Bring Rotgrip to the bank with the healer already in position rather than starting a chase across the lake. Keep him there while Puncture and Fatal Bite concentrate damage on you.
Healer
Keep sight of the tank on the bank and heal through Puncture between Fatal Bites. A quiet interval between melee hits does not mean the bleed has stopped.
Damage
Attack from the same bank as the tank so nobody draws the fight back across the water. Maintain damage when Fatal Bite restores Rotgrip's health instead of switching away at the apparent loss of progress.

Princess Theradras

Elite Elemental

Theradras forces melee away with Dust Field while Boulder disrupts distant players and Repulsive Gaze threatens to scatter the group into the cleared approach.

Abilities

  • Dust Field

    Leave Theradras' immediate area when Dust Field starts and return after its damaging knockback pulses stop.

  • Boulder

    Hurls a boulder at an enemy.

    Boulder can interrupt a cast and trigger Knockdown. Recover after the hit rather than relying on a long cast to finish through it.

  • Repulsive Gaze

    Roars at an enemy, paralyzing it with terror for 8 seconds. and causing all other nearby enemies to flee in fear.

    Clear the approach before pulling; Repulsive Gaze can send nearby players fleeing into enemies left on the route.

  • Thrash

    Gives the caster 2 extra attacks.

    Keep tank healing ready for Thrash's extra attacks, especially while other players are recovering from fear or Boulder.

Tank
Choose a position with cleared ground and rock behind you for Dust Field's knockback. Reconnect with Theradras after Repulsive Gaze and keep mitigation available for Thrash's extra attacks.
Healer
Cast from outside Dust Field while keeping sight of the tank. Prepare for Thrash bursts and restart interrupted healing after Boulder or fear instead of moving into the pulse to shorten the distance.
Damage
Leave melee range during Dust Field, then return after the pulses end. Resume heavy damage once the tank has recovered from Repulsive Gaze; keep your retreat within the cleared chamber.

Legacy Challenges