Vorago/Strategies/Hard mode (2024)

Vorago/Strategies/Hard mode (1)
This article is a hard mode strategy guide for Vorago.

Information on mechanics, setups, and tactics is on this page. For the normal mode strategy guide, see here.

Vorago/Strategies/Hard mode (2)
This article is currently under construction.

The information contained within should not be considered fully accurate and/or complete.

Contents

  • 1 Differences from normal mode
    • 1.1 Increased damage
    • 1.2 Warnings
    • 1.3 Weekly attacks
    • 1.4 Other attacks
  • 2 Drops
  • 3 Outfit of Omens
  • 4 The fight
    • 4.1 Full attack rotation
    • 4.2 Phase 1
    • 4.3 Phase 2
    • 4.4 Phase 3: Ceiling collapse
    • 4.5 Phase 4: Scopulus
    • 4.6 Phase 5: Vitalis
    • 4.7 Phase 6: Green bomb
    • 4.8 Phase 7: TeamSplit
    • 4.9 Phase 8: The End
    • 4.10 Phase 9
    • 4.11 Phase 10
    • 4.12 Phase 11

Differences from normal mode[edit | edit source]

Increased damage[edit | edit source]

Many of Vorago's attacks have increased damage in hard mode:

Starting hit
Damage increased to 90% of the player's health from 70%.
Red bombs
Damage increased by 50%, thus:
Minimum damage increased to 3000 from 2000.
Each person within a 5 square radius of the target (11x11 grid centred on where it lands) adds 1500 damage instead of 1000.
Maximum damage increased to 10500 from 7000.
Dismember
Damage increased to 3000 from 1200.
Smash
Damage increased to 10000 from 6000.
On phase 10 and 11, damage is increased to 7500 from 4500.
Bring him down
Damage increased to 400 from 250.
Time available to damage Vorago to remove the weapon piece is reduced to 7.8 seconds from 12.

Warnings[edit | edit source]

Warning messages do not appear in hard mode. In fact, the only text overlays thatwill appear are Vorago starting "The End" ability, countdowns for purple bombs, "Welcome to hardmode" and loosening the maul piece in phase 2.

Weekly attacks[edit | edit source]

The following differences exist for Vorago's weekly attacks in hard mode:

Ceiling collapse
Falling rocks will deal a flat 6000 damage to all players rather than 8000 damage split amongst players.
Destroying a rock deals 7000 damage. No rocks are carried over to any other phase.
Scopulus
A third Scopulus spawns towards the northwest of the room.
Vitalis
Up to 8 vitali can spawn from a single orb, increased from 5.
Up to 25 vitali can be in the room, increased from 15.
Blocking a spawn deals 3000 damage, up from 2000.
On phase 10 and 11, 3–5 vitali spawn per orb, increased from 2–4.
Green bomb
Besides there being no warning, the attack is otherwise the same.
TeamSplit
Damage increased to 9000 from 8000.
TeamSplit boxes are a 1x1 square instead of a 2x2 square.
Vorago charges his attack for 6 seconds, instead of 7.8.
The End
Damage from suffocation occurs every tick, instead of every other tick.
Arm fling damage increased to 5000 from 2500.
Damage from purple bombs increased to 4000 from 2000.
Blast radius of Vitalis bomb increased to 7x7 [source needed] from 5x5.
On phase 9, 10 and 11, a maximum of 10 purple bombs are launched, increased from 5.
Red bombs use their hard mode values.
Blue and red bombs have a higher amount of charges. A consequence of this is that typically 2 waves of blue bombs are launched rather than the usual 1 when the attack finishes, unless the blue bomb is tagged.
Blue bomb holds an amount equal to 100% of number of players plus one, to a minimum of 7 bombs, increased from 70% and 5, respectively.
Red bomb holds an amount equal to 60% of number of players, to a minimum of 4 bombs, increased from 42% and 3, respectively.

Other attacks[edit | edit source]

Starting red bombs
At the beginning of phase 1, every player other than the jumper will receive a normal mode red bomb (i.e. it deals 2000 base damage and maxes at 7000).
Blue bombs
Two blue bombs are always fired per attack, even if below 11 people, thus requiring two bomb tanks at all times. If there are 11 or more players, blue bombs can randomly target non-bomb tanks instead.
Jumping
In hard mode, Vorago is able to drag the player ascending the cliff back into the arena every time the player is hit by a blue bomb.
You can prevent this by luring Vorago either out of attack range (done via the base tank standing exactly in the northeast corner) or close enough for the jumper to not receive any bombs.
Stomp
When Vorago jumps at the end of each phase, his attack will damage familiars for 25% of whatever damage was dealt to the player.
Reflect
During the reflect, players who attack will deal damage to both themselves and the linked players. More players are linked to a maximum of 4 instead of 2.
Waterfall
Damage range increased to 10000–11000 from 9000–10000
Vorago charges his attack for 7.8 seconds instead of 10.2 seconds.
Stone clones
Start with 50% adrenaline and their first attack is a threshold e.g. Asphyxiate. Amount of clones summoned is approximately doubled.
Push back
Phase 10/11 push back occurs more frequently compared normal mode, likely a consequence from the higher damaging specials and dual blue bombs.

Drops[edit | edit source]

North
Phase 1Phase 2
Phase 8
Phase 9Phase 10/11

Vorago drops five drop sets, each set containing up to three items - energies, charms and main drop.

Vorago's drops are given accordingly based on player roles in the fight, with three rolls that determine who gets that particular drop set:

  • Dealt the most damage (DPS)
  • Held Vorago's aggression last (Base tank)
  • Received the most blue bombs (Bomb Tank)
    • If a phase is completed and no blue bomb is sent out, the bomb tank slot becomes disregarded for that particular phase

The drop rolls are not limited to one per player; a player can occupy the DPS and bomb tank rolls, although this should generally not be the case in teams of 3 or larger. If the player who "won" a phase is missing by the end of the encounter, then the drop set will go to another player that survived the fight and is eligible for the drop - it could be the second highest DPS for that phase, or one of the tankers.

The location of the drop for each phase is illustrated in the table above.

In hard mode, the drop slots differ from normal mode. The drops that were won on phases 3, 4, and 5 are given out for phases 8, 9, and 10/ 11 (which are tracked together).

In hard mode the drop piles are on the western side of the arena, unlike normal mode which are in the eastern side of the arena.

Outfit of Omens[edit | edit source]

The Outfit of Omens is a cosmetic override set obtained by finishing off Vorago with the maul of omens in hard mode. Pieces of the set are given depending on the rotation. Only the player finishing off Vorago during phase 11 will receive the override if not already owned. When the last piece of the outfit is unlocked, the chance to receive an ancient artefact is also unlocked.

Unlocking a piece triggers the message Congratulations, you have unlocked [piece] customisation override.

Obtaining the entire set is required for the [Name] of Omens title.

Current rotation
Ceiling collapse
Scopulus
Vitalis
Green bomb
Team Split
The end
Next: 5 days(wrong?)
PieceUnlock rotation
Torso of OmensCeiling Collapse
Helm of OmensScopulus
Legs of OmensVitalis
Boots of OmensGreen bomb
Maul of OmensTeam Split
Gloves of OmensThe End

The fight[edit | edit source]

Current rotation
Ceiling collapse
Scopulus
Vitalis
Green bomb
Team Split
The end
Next: 5 days(wrong?)

Unlike normal mode, all of Vorago's weekly attacks are used, resulting in a total of 11 phases. In addition, Vorago must be mauled twice to finish the fight. After he is mauled for the first time, he will turn himself around and jump behind the players.

The phase order is as follows:

  1. Piece 1 (Jump)
  2. Piece 2 (Gravity orbs)
  3. Ceiling collapse
  4. Scopulus
  5. Vitalis
  6. Green bomb
  7. TeamSplit
  8. The End
  9. Piece 3 (Waterfalls)
  10. Maul 1
  11. Maul 2
Phase 10/11 Rotation Reference
RotationPhase 10Phase 11
Ceiling collapseTeam SplitGreen BombTeam SplitVitalis
ScopulusPurple BombTeam SplitPurple BombVitalis
VitalisVitalisPurple BombVitalisSmashes
Green BombGreen BombVitalisGreen BombTeam Split
Team SplitTeam SplitTeam SplitTeam SplitPurple Bomb
The EndPurple BombSmashesPurple BombVitalis

Full attack rotation[edit | edit source]

Vorago's attacks change every week at Wednesday 00:00 UTC. In hard mode, the week's rotation changes parts of phase 9 and all of phases 10 and 11. This section covers the full rotation for each phase, for each week. In the chart below, "attack" refers to Vorago's basic attacks: launching a blue bomb, and/or performing his melee swipe.

Phase 1[edit | edit source]

  • Red bomb
  • 4 attacks
  • Repeat
Weapon piece is obtained by jumping on Vorago at any time

Phase 2[edit | edit source]

  • Smashes
  • 3 attacks
  • Reflect and gravity field
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat
After 2 gravity fields, the phase progresses to "Bring him down!"
Weapon piece obtained by dealing enough damage
Afterwards, Vorago will continue his attack rotation

Phase 3: Ceiling collapse[edit | edit source]

  • Ceiling collapse
  • 3 attacks
  • Reflect
  • 3 attacks
  • Ceiling collapse
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat

Phase 4: Scopulus[edit | edit source]

  • 3 Scopulii spawned
  • Blue bombs

Phase 5: Vitalis[edit | edit source]

  • Vitalis orb
  • 3 attacks
  • Reflect
  • 3 attacks
  • Vitalis orb
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat

Phase 6: Green bomb[edit | edit source]

  • Green bomb
  • 5 attacks
  • Skips if 10k hit
  • Reflect
  • 3 attacks
  • Green bomb
  • 5 attacks
  • Skips if 10k hit
  • Red bomb
  • 4 attacks
  • Repeat

Phase 7: TeamSplit[edit | edit source]

  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • TeamSplit
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat
  • Note: There's currently a bug that doesn't allow your character to illuminate the correct color during a teamsplit

Phase 8: The End[edit | edit source]

  • The End
  • 3 attacks
  • Reflect
  • 3 attacks
  • The End
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat

Phase 9[edit | edit source]

Ceiling collapseScopulusVitalisGreen bombTeamSplitThe End
  • Waterfall
  • 3 attacks
  • Clones
  • 3 attacks or 20 seconds, whatever is longer; generally 6–7 attacks
  • Ceiling collapse
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 3 attacks or 20 seconds, whatever is longer; generally 6–7 attacks
  • Red bomb
  • 4 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 3 attacks or 20 seconds, whatever is longer; generally 6–7 attacks
  • Vitalis orb
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 3 attacks or 20 seconds, whatever is longer; generally 6–7 attacks
  • Green bomb
  • 5 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 3 attacks or 20 seconds, whatever is longer; generally 6–7 attacks
  • TeamSplit
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 3 attacks or 20 seconds, whatever is longer; generally 6–7 attacks
  • The End
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Reflect
  • 3 attacks
  • Repeat

Phase 10[edit | edit source]

Ceiling collapseScopulusVitalisGreen bombTeamSplitThe End
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • Green bomb
  • 5 attacks
  • Repeat
  • Purple bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • TeamSplit[1]
  • 3 attacks
  • Repeat
  • Vitalis orb[2]
  • 3 attacks
  • Reflect
  • 3 attacks
  • Purple bomb
  • 5 attacks
  • Repeat
  • Green bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Vitalis orb[2]
  • 3 attacks
  • Repeat
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • TeamSplit[1]
  • 3 attacks
  • Repeat
  • Purple bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat

Phase 11[edit | edit source]

Upon an attempt to maul Vorago, he will suddenly grab the mauler and throw them back onto the ground. Vorago will then jump over the team and onto the other side. The phase is essentially the same as the previous phase, but with a modified attack pattern.

As Vorago spawns closer to the edge and players forcefully lose all adrenaline during the phase transition, it is highly recommended to maul as soon as reflect starts. Vorago's reflect will lift well before the final phase begins, and it will grant the team more than enough time to push Vorago back towards the other side of the strip and potentially end the encounter before the second reflect attack.

For Scopulus and The End weeks, it is best to maul as soon as Purple Bombs launch. While this means there is less time before reflect compared to other weeks, it is important to not have Purple Bombs launch early on p11 as the lack of adrenaline and space can make them difficult to manage.

Ceiling collapseScopulusVitalisGreen bombTeamSplitThe End
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • Vitalis orb[2]
  • 3 attacks
  • Repeat
  • Purple bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Vitalis orb[2]
  • 3 attacks
  • Repeat
  • Vitalis orb[2]
  • 3 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • Green bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • TeamSplit[1]
  • 3 attacks
  • Repeat
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • Purple bomb[3]
  • 5 attacks
  • Repeat
  • Purple bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Vitalis orb[2]
  • 3 attacks
  • Repeat
  1. ^ a b c If Vorago uses TeamSplit after reflect, there will be no delay between the TeamSplit and the next auto attack, causing him to instantly use a melee or a magic attack once the attack is finished. This significantly reduces the time available to damage Vorago and will almost always ensure blue bombs are lured into the attackers. A common practice is for only bomb tanks or attackers to go into the teamsplit while the others tank it to ensure the blue bombs are targeted to the bomb tanks.
  2. ^ a b c d e f If Vorago is too close to the western edge, he will use a Red Bomb instead. If this happens, it is followed by 4 attacks and the reflect mechanic is skipped to the next special in rotation if its used right before it. (thus, skips to purple bomb on phase 10 and bleeds on phase 11).
  3. ^ Those can overlap with TeamSplit so extreme caution is needed for this rotation. It is usually best to go into the TeamSplit even if there are still some purple bombs active to avoid the risk of tanking both the teamsplit and purple bomb at same time which would likely result in an instant death. Keep LP high to tank the overlapping purple bombs. Any remaining bombs after the teamsplit can be lured away as normally.
P10/P11 Push Mechanics
Pushforward
Does not increaseDoes increase
  • Eldritch Crossbow Split Soul damage
  • Split Soul Incantation damage
  • Small starting size
  • Additional damage sources (Dark magic aura, God books, Attacker's insignia)
  • Abilities that increase damage (Needle Strike, Onslaught, Revenge, Sunshine, Death's Swiftness, Berserk)
  • External damage multipliers (Mahjarrat aura, Berserker aura, Maniacal aura, Reckless aura, damage scrimshaws, Metamorphosis)
  • Vulnerability
Pushback
Does not reduceDoes reduce
  • Devotion
  • Protection prayers
  • Resonance
  • Spirit shields
  • Reflect
  • Large starting size
  • Barricade
  • Debilitate
  • Shield Dome
  • Lucky perk (only if it proc's on both bombs at once or a melee hit)
Does not causeDoes cause
  • Teamsplit damage
  • Bleed attack damage
  • Vitalis orb explosion
  • Your purple bomb hitting others
  • Your purple bomb (1/2 square pushback only in small teams, not noticeable in larger teams)
  • Green bomb
  • Vitalis melee damage
Vorago/Strategies/Hard mode (2024)

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