FANDOM


Invasion plans
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.
Crystal saw
This article is currently under construction.
The information contained within should not be considered fully accurate and/or complete.

Differences from normal modeEdit

Increased damageEdit

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

Starting hit
Damage increased to 70000 from 50000, capped at 14000 per player.
Red bombs
Damage increased by 50%, thus:
Minimum damage increased to 3000 from 2000.
Each person within 9x9 [source needed] of the target 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 250 from 150.
Time available to damage Vorago to remove the weapon piece is reduced to 7.8 seconds from 12.

WarningsEdit

Warning messages do not appear in hard mode. In fact, the only text overlays that will appear are Vorago starting "The End" ability, countdowns for purple bombs, and the "Welcome to hardmode" message.

Weekly attacksEdit

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 5 bombs, increased from 42% and 3, respectively.

Other attacksEdit

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.

The fightEdit

Current rotation
Ceiling collapse
Scopulus
Vitalis
Green bomb
TeamSplit
The end
Next: 6 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
Rotation Phase 10 Phase 11
Ceiling collapse Team Split Green Bomb Team Split Vitalis
Scopulus Purple Bomb Team Split Purple Bomb Vitalis
Vitalis Vitalis Purple Bomb Vitalis Bleeds
Green Bomb Green Bomb Vitalis Green Bomb Team Split
Team Split Team Split Team Split Team Split Purple Bomb
The End Purple Bomb Bleeds Purple Bomb Vitalis

Full attack rotationEdit

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 1Edit

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

Phase 2Edit

  • Smashes
  • 3 attacks
  • Reflect and gravity field
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat
After 4 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 collapseEdit

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

Phase 4: ScopulusEdit

  • 3 Scopulii spawned
  • Blue bombs

Phase 5: VitalisEdit

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

Phase 6: Green bombEdit

  • 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: TeamSplitEdit

  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • TeamSplit
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat

Phase 8: The EndEdit

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

Phase 9Edit

Ceiling collapse Scopulus Vitalis Green bomb TeamSplit The 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 10Edit

Ceiling collapse Scopulus Vitalis Green bomb TeamSplit The 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 11Edit

Vorago's rotation will continue based off where it was on phase 10. Since all adrenaline is lost upon the start of this phase and Vorago spawns closer to the edge, the timing of phase 10's maul is crucial for this phase's success.

Typically the best time to maul is immediately after the post-reflect special attack to maximise the time before getting the reflect, making it easier to build adrenaline.

For Scopulus and The End weeks, it is best to maul as soon as Purple Bombs launch. While this means there it 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 collapse Scopulus Vitalis Green bomb TeamSplit The 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 increase Does increase
Pushback
Does not reduce Does reduce
Does not cause Does cause
  • Teamsplit damage
  • Your green bomb
  • 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 hitting others
  • Vitalis melee damage

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.