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Invasion plans
This article is a strategy guide for Vorago.
Information on mechanics, setups, and tactics is on this page. For the hard mode strategy guide, see here.
For strategies specific to duo fight, see Vorago/Strategies/Duo.

Introduction[]

Seismic wand detail

Vorago is a level 10,000 monster found in the Borehole north of Falador. He is fought in 5 phases, with the last 3 phases changing on a weekly basis. This page covers an overview of Vorago, gear setup, and his mechanics.

Recommended setup[]

Equipment[]

Recommended equipment for Vorago
Slot Item (most effective → least effective)
Head Tectonic mask Tectonic mask Virtus mask Virtus mask Anima Core helm of Seren Anima Core helm of Seren N/A N/A
Neck Amulet of souls Amulet of souls Reaper necklace Reaper necklace N/A N/A (Optional switch) Dragon Rider amulet
Back Completionist cape Completionist cape TokHaar-Kal-Mej TokHaar-Kal-Mej (For greater magic bonus over max cape) Max cape Max cape (For the boss portal and Max Guild teleport) Guthix cape God cape Defence cape (t) Defence skill cape
Body Augmented tectonic robe top Augmented tectonic robe top Augmented superior Zuriel's robe top Augmented superior Zuriel's robe top Augmented Virtus robe top Augmented Virtus robe top N/A (Optional switch) Bring another augmented body with the perk Lucky 5
Legs Augmented tectonic robe bottom Augmented tectonic robe bottom Augmented superior Zuriel's robe bottom Augmented superior Zuriel's robe bottom Augmented Virtus robe legs Augmented Virtus robe legs N/A (Optional switch) Bring another pair of legs to easily remove Crackling 3
Main hand Augmented wand of the praesul Augmented imperium core and Augmented Staff of Sliske Augmented wand of the praesul Augmented imperium core and Augmented noxious staff Augmented seismic wand Augmented seismic singularity and Augmented Staff of Sliske Augmented seismic wand Augmented seismic singularity and Augmented noxious staff Augmented wand of the praesul Augmented imperium core or Augmented seismic wand Augmented seismic singularity
Two-handed weapon Augmented Staff of Sliske Augmented Staff of Sliske Augmented noxious staff Augmented noxious staff Augmented Wand of the Cywir elders Planted Feet switch Augmented drygore mace Augmented enhanced Excalibur Barge/Bladed Dive switch (Optional switch) Flanking 3 on a lower tier staff or off-hand
Off-hand weapon Augmented merciless kiteshield Augmented merciless kiteshield N/A N/A N/A N/A
Ammo/Spell Large rune pouch Large rune pouch N/A N/A N/A (Optional) Small rune pouch Small rune pouch
Gloves Deathtouch bracelet Deathtouch bracelet Celestial handwraps Celestial handwraps Virtus gloves Virtus gloves Spellcaster gloves (black) Spellcaster gloves Atrocious rogue gloves Atrocious rogue gloves
Feet Hailfire boots Hailfire boots Virtus boots Virtus boots N/A N/A N/A
Ring Asylum surgeon's ring Asylum surgeon's ring and Ring of vigour Ring of vigour Ring of death Ring of death and Ring of vigour Ring of vigour N/A N/A (Optional switch) Hazelmere's signet ring or Luck of the dwarves
Aura Maniacal aura Maniacal aura (with overloads) Maniacal aura Maniacal aura (with single-stat-boosting potions and berserk blood essence) Runic accuracy aura Runic accuracy aura (with single-stat-boosting potions and berserk blood essence) Runic accuracy aura Runic accuracy aura (with overloads) N/A
Pocket Superior scrimshaw of the elements Superior scrimshaw of the elements (phases 1/3) Illuminated Book of Wisdom Illuminated Book of Wisdom (phase 5) Illuminated Book of Chaos Illuminated Book of Chaos or Illuminated Book of Balance Illuminated Book of Balance (phase 5) Berserk blood essence Berserk blood essence (with single-stat-boosting potion) N/A

Inventory[]

Using a nihil
Supreme overload salve (6)Replenishment potion (6)Augmented Staff of SliskeAugmented imperium coreSuper Guthix brew flask (6)Super restore flask (6)Super prayer flask (6)
Small rune pouchGuthix staffGreat gunkanAugmented seismic singularitySuper Guthix brew flask (6)Super Saradomin brew flask (6)Super Saradomin brew flask (6)
Augmented Wand of the Cywir eldersRing of vigourRocktail soupRocktail soupRocktail soupSuper Saradomin brew flask (6)Illuminated Book of Wisdom
Augmented drygore maceAugmented enhanced ExcaliburAmulet of soulsReaper necklaceCombat dummy MKIIAugmented superior Zuriel's robe topHazelmere's signet ring
Using a Beast of Burden
Supreme overload salve (6)Replenishment potion (6)Augmented Staff of SliskeAugmented imperium coreSuper restore flask (6)Super restore flask (6)Super restore flask (6)
Small rune pouchGuthix staffGreat gunkanRocktailRocktailSaradomin brew flask (6)Saradomin brew flask (6)
Augmented Wand of the Cywir eldersRing of vigourRocktailRocktailRocktailSaradomin brew flask (6)Saradomin brew flask (6)
Augmented drygore maceAugmented enhanced ExcaliburAmulet of soulsIlluminated Book of WisdomCombat dummy MKIIIce nihil pouchDefence cape
Worn equipment Beast of Burden's inventory
Maniacal aura Tectonic mask Superior scrimshaw of the elements
Sigil slot Completionist cape Phoenix necklace Large rune pouch
Augmented wand of the praesul Augmented tectonic robe top Augmented merciless kiteshield
Augmented tectonic robe bottom
Deathtouch bracelet Hailfire boots Asylum surgeon's ring
Pack yak with rocktails

Action bars[]

Primary action bar

  • Tuska's Wrath
  • Chain
  • Dragon Breath
  • Corruption Blast
  • Sonic Wave
  • Concentrated Blast
  • Combust
  • Sacrifice
  • Wild Magic
  • Asphyxiate
  • Detonate
  • Smoke Tendrils
  • Deep Impact
  • Sunshine

Secondary action bar

  • Augmented wand of the praesul
  • Augmented imperium core
  • Augmented Staff of Sliske
  • Augmented seismic singularity
  • Augmented Wand of the Cywir elders
  • Augmented merciless kiteshield
  • Guthix staff
  • Air Surge icon
  • Vulnerability icon
  • Reprisal
  • Storm Shards
  • Shatter
  • Onslaught
  • Weapon Special attack

Defence action bar

  • Bash
  • Resonance
  • Preparation
  • Devotion
  • Debilitate
  • Reflect
  • Barricade
  • Anticipation
  • Freedom
  • Provoke
  • Surge
  • Escape
  • Barge
  • Bladed Dive

Misc. action bar

  • Deflect Melee
  • Deflect Missiles
  • Deflect Magic
  • Soul Split
  • Malevolence
  • Desolation
  • Affliction
  • Fortitude
  • Protect Item
  • Disruption Shield icon
  • Intercept
  • Shield Dome
  • Superior scrimshaw of the elements
  • Illuminated Book of Wisdom

Perks[]

Weapon Perks
Augmented wand of the praesul Augmented seismic wand Wand
Aftershock
Aftershock 3
Augmented imperium core Augmented seismic singularity Orb
Precise
Precise 4
Equilibrium
Equilibrium 2
Augmented Staff of Sliske Augmented noxious staff Staff
Precise
Precise 5 and
Aftershock
Aftershock 3
Augmented seismic singularity Augmented Virtus book Flanking switch
Flanking
Flanking 3
Augmented Khopesh of Tumeken Augmented drygore mace Barge switch
Aftershock
Aftershock 3
Augmented Wand of the Cywir elders Augmented Virtus wand Planted Feet switch
Planted Feet
Planted Feet
Aftershock
Aftershock 1
Augmented enhanced Excalibur Enhanced Excalibur
Mobile
Mobile
Armour Perks
Augmented tectonic robe top Augmented superior Zuriel's robe top Body
Impatient
Impatient 3 and
Enhanced Devoted
Enhanced Devoted 3
Augmented tectonic robe bottom Augmented superior Zuriel's robe bottom Legs
Biting
Biting 3 and
Crackling
Crackling 3
Augmented merciless kiteshield Merciless kiteshield
Turtling
Turtling 3
Augmented superior Zuriel's robe top Augmented Virtus robe top Lucky 5 switch
Lucky
Lucky 5 and
Impatient
Impatient 3

The borehole[]

Borehole entrance

The entrance to the borehole

Vorago is located in the borehole, a cave situated north of Falador. The entrance is a short distance from the Falador lodestone. The entrance allows access to Vorago's face (including an option to create an instance) and the graveyard. Anyone who dies while inside the fight will have their grave appear in the graveyard.

Entrance hit[]

Inside the borehole, only Vorago's head will be visible, and players can talk to and challenge him. Challenging Vorago and being able to enter a fight requires having talked to Vorago about his history at least once. (Chat 222)

A maximum of 50 players can fight Vorago at a time.

When challenged, all eligible players in the room will be notified of the player's name who has challenged Vorago and are given a prompt to accept or decline the invitation. 20 seconds after the initial challenge, Vorago will deal 50,000 damage split evenly among all challengers, capped at 12,500 damage per player. If any player who joins in dies from this hit (including activating a sign of life or any equivalent), no one will be allowed in and it cancels the fight. The damage dealt is typeless and will ignore defensive abilities such as Barricade.

Life points can be boosted before the drop down by stoking a bonfire, eating a rocktail or sipping a saradomin brew, equipping a merciless kiteshield, and using Fortitude. It can still be randomly reduced through Saradomin/Zamorak Warpriest armour, the Leviathan ring, or a defender.

Roles[]

Main tank/Base
The base tank is responsible for receiving Vorago's melee attacks and keeping Vorago's attention for most of the fight They are also responsible for taking the first 2 smashes and moving Vorago to gravity fields if necessary.
Bomb tank
The bomb tank is responsible for receiving Vorago's magic attacks (blue bombs) and explosive bombs (red bombs). Generally, the bomb tank should also take the second set (third and forth) of smashes and should keep Vorago's aggression for phase 3 on most weeks. Because bombs are launched to the farthest target, the bomb tank should be spaced away from the rest of the team.
Top lure or TL (jumper)
The Jumper is responsible for ascending the cliff side and provoking Vorago at a specific tile on the cliff top to lure him into position. This role is generally responsible for claiming the pieces for the maul of on phases 1, 2 and 4, as well as finishing Vorago with the maul on phase 5.
Voke 5
The voke 5 is responsible for taking the fifth and final smash on phase 2, 3 (Vitalis week only), and 4. This can be any player other than the tanks but is usually assigned to the TL5.
South Voke
The south voke is a phase 1-specific responsible for provoking Vorago South, away from the jumper once the jumper has lured Vorago into the right spot. The base is typically responsible for this, but it can be assigned to a DPS. If a DPS takes the south voke role, the base is responsible for provoking Vorago back onto them before the end of phase 1 for the starting bleeds on phase 2.
DPS/Attack
Attackers are responsible for damaging Vorago without taking care of a special role; however, one or two attackers will need to cover the top lure and/or voke 5 roles. They should stand out of Vorago's melee range but closer in than the bomb tanks.

Full attack rotation[]

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

Vorago's attacks change every week on Wednesday at 00:00 UTC. The week's rotation changes all of phases 3, 4 and 5. This section covers the full rotation for each phase, for each week. In the chart below, "attack" refers to Vorago's autoattacks: launching a blue bomb, or performing a melee swipe.

Phase 1[]

Phase ends when Vorago reaches 0 life points after obtaining the weapon piece
  • Red bomb
  • 4 attacks
  • Repeat
Weapon piece is obtained by jumping on Vorago at any time

Phase 2[]

Phase ends when Vorago reaches 0 life points after obtaining the weapon piece
  • 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 is obtained by dealing enough damage during this time
Afterwards, Vorago will continue his attack rotation

Phase 3[]

Phase 3 ends when Vorago reaches 0 life points. For Scopulus week, phase 3 ends when both Scopulii are killed.

Ceiling collapse Scopulus Vitalis Green bomb TeamSplit The End
  • Ceiling collapse
  • 3 attacks
  • Reflect
  • 3 attacks
  • Ceiling collapse
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat
  • 2 Scopulii summoned
  • Blue bombs
  • Vitalis orb
  • 3 attacks
  • Reflect
  • 3 attacks
  • Vitalis orb
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • Green bomb
  • 5 attacks (skips if 10k hit)
  • Reflect
  • 3 attacks
  • Green bomb
  • 5 attacks (skips if 10k hit)
  • Red bomb
  • 4 attacks
  • Repeat
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • TeamSplit
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat
  • The End
  • 3 attacks
  • Reflect
  • 3 attacks
  • The End
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat

Phase 4[]

Phase 4 ends when Vorago reaches 0 life points after the weapon piece has been obtained. The weapon piece will be dislodged on the third waterfall attack.

Ceiling collapse Scopulus Vitalis Green bomb TeamSplit The End
  • Waterfall
  • 3 attacks
  • Clones
  • 7 attacks
  • Ceiling collapse
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 7 attacks
  • Red bomb
  • 4 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 7 attacks
  • Vitalis orb
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 7 attacks
  • Green bomb
  • 5 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 7 attacks
  • TeamSplit
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat
  • Waterfall
  • 3 attacks
  • Clones
  • 7 attacks
  • The End
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Reflect
  • 3 attacks
  • Repeat

Phase 5[]

Phase 5 ends when Vorago has been pushed all the way east and is finished off with the Maul of Omens.

Ceiling collapse Scopulus Vitalis Green bomb TeamSplit The End
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • Purple bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • Vitalis orb[1]
  • 3 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • Green bomb
  • 5 attacks
  • (Skipped if 10k)
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • TeamSplit
  • 3 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  • Purple bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Smashes
  • 3 attacks
  • Repeat
  1. ^ If Vorago is too close to the western edge, he uses a red bomb instead. If this happens, it is followed by 4 attacks and the reflect mechanic is skipped to bleeds.

The fight[]

Vorago is immune to poison, reflect damage and stuns. He also recovers drained stats at an extremely fast rate. While the debuff spells Vulnerability, Enfeeble and Stagger may be used on him, only Enfeeble will last the whole duration; the other two spells will be removed almost instantly during the first four phases. In the last phase, the two aforementioned spells will have increased duration.

Affinity debuffs will still last the normal duration.

Grid layout[]

The first four rooms of Vorago's fight are divided into an invisible 3x3 grid, each square being 8x8 spaces. Knowing the layout of this 3x3 grid is crucial to understanding and predicting Vorago's attacks.

The grid squares determine where:

  • Vorago can jump
  • Gravity fields spawn
  • Rocks collapse
  • Scopulii will spawn
  • Vorago can launch the vitalis orb
  • The green bomb mist lands
  • TeamSplit boxes are
  • Bombs are during "The End"
  • Waterfalls are

Basic attacks[]

Melee attack

Vorago performs a swipe that can hit everyone within 2 squares of his target plus anyone within melee distance of himself. He can only perform this attack if he is within melee distance of his current target.

Blue bomb

Vorago fires a blue bomb at the player farthest away from him. This attack deals magic damage to all players within 3 squares of the player it hits and acts as a normal magic attack, being affected by damage modifiers as expected. The damage from blue bombs is registered one tick after the explosion animation starts. This makes it possible to counter the damage even with late reactions. The more players who are hit by the magic attack, the less damage it deals per hit.

If the blue bomb splashes, resulting in a blocked hitsplat, a second unavoidable hit splat immediately takes its place, dealing damage less than what the original amount would have been if it had successfully hit. Therefore, the blue bombs always deal damage if not nullified with Barricade.

Vorago focuses on firing blue bombs to the person farthest away from him and within his attack range. In teams of 10 or fewer, Vorago only fires one blue bomb at a time, and it will always be fired at the farthest target. In teams of 11 or more, Vorago fires two blue bombs at a time and will focus primarily on the farthest targets. If there are more than 10 players, there is a chance that he targets a random player, the chance scaling with the number of players.

Red bomb

Vorago fires a non-homing blue bomb and a red bomb at his target at the same time. The blue bomb behaves almost exactly like the normal attack; however, it targets the location of his target at the time that it was fired, meaning that its damage can be avoided by running out of the blast radius. The blue bomb always hits before the red bomb if his target does not move.

The red bomb homes in on the player, dealing typeless damage when it hits. The bomb has a base damage of 2000 and increases by 1000 for every player within 4 squares of the player when hit, capping at 7000 damage. All players within 2 squares of the attack also take the same typeless damage as the main target.

When a red bomb hits, it drains its main target's adrenaline by 5% and disable most defensive abilities and put them on cooldown. The damage can be completely negated by Barricade, although it will immediately disable it after hitting.

Abilities cancelled by red bombs:

Vorago usually fires red bombs to the player farthest away from him, meaning the bomb tank; however, there is always a chance that he may fire it at someone else. His target receives the warning Vorago has sent a bomb after you. Run! both on screen and in their chatbox.

Smash

Vorago smashes his hands down on top of the main target and inflicts them with a bleed. The bleed uses the same icon as Dismember Dismember but behaves differently. Each hit can deal up to 1200 melee damage. It is affected by damage modifiers such as Deflect Melee, auras, spirit shields and base damage reduction from defence levels, armour, and shields. Every hit cancels defensive abilities but does not put them on cooldown.

The bleed can be cleared by using Freedom or by moving away from Vorago. Damage is reduced by 1/12 for every square you are away from Vorago and is completely removed when it is under 50% (6 squares away). If the bleed is not removed and Vorago performs another smash on that player, they receive an unblockable 6000 typeless damage hit. Vorago uses the smash 5 times in a row, and these should be countered with the voke order described in Phase 2.

Smashes can be considered to be dealt in 2 sets of 2 and one lone smash. The second smash in each set (smashes 2 and 4) is performed quickly after the preceding smash. The first smash of the latter sets (smashes 3 and 5) are more spaced out from the one before it.

During phases 2, 3, and 4, Vorago launches a single blue bomb between the second and third smashes. This attack is exactly the same as a normal blue bomb attack. It has no animation and does not affect the timing of the smashes. Since it is usually sent towards the base tank, they should save Resonance for this bomb.

During phase 5, Vorago's smash attacks behave slightly differently. Unlike before, he only uses the smash attack 3 times and can perform them on a target from afar. Because Vorago is immune to Provoke in this phase, he uses the smashes on a random target each time. Unlike phase 2, instead of distance from Vorago affecting the damage, your distance from your location when you received the bleed will be used. It is still possible to receive all three bleeds on this phase, so be prepared to clear them. Vorago's smash only deals 4,500 damage on this phase rather than the typical 6,000. Players should immediately clear the bleed with Freedom. Should a player receive more than one bleed, Escape should be used to clear the second and running or barging back into melee distance of Vorago should be done to clear the third bleed.

Reflect

Vorago reflects all damage taken onto other players for 9.6 seconds. One player will be linked at once normally and, similarly to blue bombs, two players if team size is 11 or higher. The players who are linked to Vorago are notified with the message Vorago channels incoming damage to you. Beware! both on screen and in their chat box. All other players receive the message Vorago reflects incoming damage to surrounding foes! It is important not to attack while Vorago reflects. If multiple players attack during a reflect, it is possible to kill the linked player(s), especially if abilities like Omnipower are used. Stunning is also another threat during a reflect, as the linked player(s) will be stunned if it hits Vorago. Ability side effects, such as Smash's deflection curse disable and Sever's damage reduction carry over to the linked players. When the reflect ends, the players who were linked receive the message Vorago releases his mental link on you. There is also be a green swirl animation. All other players do not receive the message, but they can be aware when it is safe to attack again since the reflect typically ends after three autoattacks (slightly longer in phase 5.)

When Vorago begins his reflect attack, he clears any damage-over-time effects he was damaged by.

Jump

At the end of every phase (except for the last), Vorago jumps in the air and land in one of the nine squares in the room. The amount of damage the jump can deal varies, but players can lose up to 50% of their current life points if Vorago lands directly on top of them. For every step away this damage is reduced to 1/2, 1/3, 1/4, 1/5, and 1/6 of the original amount respectively. The damage taken is delayed after being hit, so if you do get hit, running away or using Surge/Escape can help reduce or even negate damage if fast enough. Vorago's landing spot can be predicted by looking where he is facing before his next jump. A shadow will appear on the ground before he lands. Each jump damages the floor, breaking it on the third jump. Players with 1500 or less life points instantly die if they are hit directly by the jump.

Phase 1[]

At the beginning of the fight, all players drop down into the arena, and a few seconds later, Vorago lands in the centre of the room. Vorago's first attack is firing a red bomb, which is usually sent towards the top lure. He remains in the centre of the room until a player squeezes past the rock on the west side of the room. Once someone has, he immediately focuses his attention on them and attempts to move in to attack them with magic. Until the ancient weapon piece (a) is obtained, if Vorago is damaged below 12,500 life points, he will heal back to 75,000. The phase ends when Vorago reaches 0 life points after the piece is obtained.

Base tank

The base tank is responsible for luring Vorago so that the top lure can receive the first piece of the maul of omens. Once the top lure has squeezed past the rocks, the base tank should immediately provoke Vorago and lead him north-east. This keeps the jumper far away enough to not receive any bombs until they are at the top of the cliff. After Vorago has been Provoked and positioned by the jumper, the base tank should stand directly south of Vorago, with Vorago facing the base tank. Correct placement is indicated on the minimap by the top lure, jump spot, Vorago, and the base tank being all in a line. In trio or duo teams, the base tank should stand north-west to allow the top lure/bomb tank to receive bombs.

Bomb tank

The bomb tank is responsible for absorbing the damage from Vorago's bombs. Phase 1 is usually considered the hardest phase for a bomb tank due to the number of red bombs Vorago launches (1 every 4 attacks). The bomb tank prioritises the abilities Resonance and Devotion against blue bombs and flicks Soulsplit in between attacks to reduce damage taken. Build to 100% adrenaline at the start of the fight and activate Sunshine to end the phase faster.

Depending on the team, the bomb tank may stand close to Vorago at the start so that the jumper can receive the first red bomb. In a four or larger team, the bomb tank stands near the L rock in the center of the arena and receives all of the bombs. In a trio team, the bomb tank typically does not tank bombs until the jumper is at the jump spot. Instead, the bomb tank stands closer to Vorago, allowing the top lure to receive the bombs. This allows the base tank and the bomb tank to focus on lowering Vorago's health and allows the top lure to receive the bomb tank drop for phase 1. In a duo team, the bomb tank is also the top lure and will tank bombs while ascending the cliff to retrieve the first maul piece.

Top Lure
Jump spot

Where to stand to properly lure Vorago

The top lure's role during this phase is to squeeze past the gap on the west side of the room and ascend the cliff side to reach the jump spot. The top lure should make their way to the west side of the room as quickly as possible. The gap cannot be squeezed through until Vorago has entered the room. The top lure should have Mobile and use Surge after the first gap. Alternatively, Bladed Dive can be used to speed up the ascension.

After reaching the top of the cliff, the top lure makes their way to the correct location (pictured) and provoke Vorago. Only this exact tile works for luring Vorago properly. Once Vorago has been lured to this spot, the top lure can move to the jump location (the platform sticking out to the left of the player in the image) and begin attacking from there. When Vorago has been lowered to around 25,000 life points, the south voke or base tank should provoke him to allow the top lure to jump on him. At least 1 free inventory space will be needed to retrieve the weapon piece. It is possible to receive a red bomb during the jumping animation, which can potentially kill the jumper and other players around them after landing. To avoid this, have other players stand away from Vorago until the jumper lands.

Attacker

The only responsibility attackers will have during phase 1 is to attack Vorago. As soon as the phase starts, attackers should be standing in the northwest area of the room (but not too far away, so that they do not receive a red bomb) use Sunshine, Death's Swiftness, and Berserk to quickly reduce his life points while standing as close as possible without being in melee distance. The only damage that will be taken is from random red bombs. If one is launched at a DPS, they should position themselves away from their teammates to take as little damage as possible, but stand close enough so that the bomb tank still receives all other bombs.

Phase 2[]

Phase 2 is mostly time and endurance based. During this phase, Vorago needs to be brought down with 4 gravity fields to knock him off balance, and then enough damage needs to be done to remove the second piece of the maul. The phase ends when Vorago has been lowered to 0 life points after the maul piece is received.

Smashes and vokes[]

The first attack that Vorago performs in phase 2 is his smash sequence. Designated players use Provoke and Freedom, Escape, Surge, Bladed Dive, or by simply running 6 squares away to prevent Vorago from smashing the same target multiple times in a row for high typeless damage.

Whoever is taking smashes should stand within melee distance of Vorago so that he does not move during his attacks. The most common ways to do this are standing on the same square as the person currently being targeted, using an item on Vorago to move their character next to him, or using the Barge ability with a melee weapon.

The base tank should move Vorago into the "base spot" which allows all gravity orbs to be reached without re-positioning Vorago. This can be achieved by provoking Vorago from 2 squares south of the L crack.

If Freedom/Surge/Escape are used on the same tick the bleed effect is applied, no damage is taken.

Vokes 1 and 2

Vorago's first smash should be on the base tank. He performs the first smash immediately as he lands at the beginning of the phase. All subsequent smashes will begin 4 attacks after he launches a red bomb and begin with his current target.

As soon as the base tank receives the first bleed from the smash, they should use Freedom to clear it. The base tank should instantly tag Vorago and use the Provoke ability because Vorago will randomly attack a different player after the first bleed (this only applies during the first set of bleeds in this phase). Note that the very first smash at the start of the phase will not come with an animation on Vorago's arms; the ground will still fissure, so count that as 1, and the first visible animation as 2. Shortly after, they will receive another, which should be cleared by being 7 squares away from Vorago. The most common method is using Surge or Escape.

Vorago always launches a blue bomb after the second smash. It is a common tactic for the base tank to use Resonance to heal from the bomb before returning to Vorago.

Vokes 3 and 4

Vorago's third and fourth smashes are usually taken by the bomb tank. The only bombs launched during the smash sequence are after the second smash, so there is no risk taken by giving this role to a bomb tank.

Vorago's smash target is locked as soon as the animation hits, so he should be provoked as soon as the animation plays. The bleed effect will be cleared the same way that the base tank did it: freedom for the first and moving away for the second.

Voke 5

Vorago's fifth and final smash is taken by a designated fifth voke (v5).

As with above, whoever is taking smashes should be standing within melee distance of Vorago so that he does not move during his attacks and he should be provoked as soon as the animation plays. As there is only one bleed to clear, only freedom needs to be used. After it is cleared, move back from Vorago to avoid melee attacks.

The base tank should be within melee distance of Vorago when he is applying the fifth bleed and should provoke him as soon as possible (like above) to regain his aggression.

Reflects and gravity fields[]

Gravity field

After his smash sequence, Vorago performs 3 autoattacks and then use a Reflect, reflecting all damage received onto his target(s). As soon as he fires his third attack, every player should stop attacking to avoid killing their teammate. This reflect lasts 9.6 seconds.

At the same time, a gravity field spawns in one of the 9 areas of the room. Any player can click on it so it is absorbed by Vorago, destabilising him. If the gravity field is not close enough to work (about 4 squares), it is the base tank's responsibility to walk towards it so that it can be fired.

During reflect, Vorago performs 3 autoattacks before launching a red bomb. After he launches the red bomb, he no longer focuses on being within melee distance of his target, so he should be lured to the gravity field as quickly as possible. If Vorago was not moved at all after his mind link, he will no longer be reflecting damage as soon as he performs his third attack.

4 attacks after he launches a red bomb, he will begin the smash sequence again and repeat the rest of the attacks above. When 4 gravity fields have been fired at Vorago, the phase progresses to the next part.

If a gravity field is not used before the next one spawns, the previous one despawns.

Bring him down![]

Bring him down!

The bring him down! part of phase 2

Once Vorago has been destabilised with 4 gravity fields, he collapses on the floor and all players enter a first-person view. During this time, players receive 150 typeless damage every 2 game ticks. There is be a bar at the top of the screen that needs to be filled by rapidly clicking on Vorago.

Once the bar has been filled, Vorago is left in a vulnerable state and players will have 12 seconds to deal a variable amount damage to him (scales with players in the fight) to dislodge the second piece of the maul from his body. Damage dealt to Vorago for the purposes of dislodging the weapon piece has no effect on his life points; however, bonus damage dealt by scrimshaws such as scrimshaw of cruelty and maniacal aura and its variants still go through.

If too little damage is done, Vorago fully heals himself and the gravity field part of the phase will need to be repeated; this time, however, only 2 fields will need to be fired to destabilise him.

If enough damage is dealt, the weapon piece lands on the floor and the phase can be finished by lowering Vorago to 0 life points.

Phase 3[]

Phase 3 changes entirely based on the week's rotation. There are 6 different special attacks that Vorago has, described below. Except for Scopulus week, phase 3 ends when Vorago has reached 0 life points. During Scopulus week, phase 3 ends when both scopulii are killed.

Except for the Scopulus, Vitalis, and Green bomb rotations, Vorago's attack sequence for phase 3 is:

  • Weekly special
  • 3 attacks
  • Reflect
  • 3 attacks
  • Weekly special
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Repeat

During Vitalis week, his rotation is almost the same, except the red bomb will be replaced with smashes:

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

During Green bomb week, his rotation is almost the same, except that there are 5 attacks after green bomb rather than 3. If the green bomb hits someone alone, Vorago will skip to the next mechanic:

  • Green bomb
  • 5 attacks
  • Reflect
  • 3 attacks
  • Green bomb
  • 5 attacks
  • Red bomb
  • 3 attacks
  • Repeat

During Scopulus week, Vorago fires an endless stream of blue bombs the entire phase.

Ceiling collapse[]

Ceiling collapse

Vorago mid-jump, with the shadow of a falling rock in the centre of the room

During this week, Vorago can cause rocks to collapse from the ceiling. He will aim upwards and pick one of the 9 sections of the room. A shadow appears where the rock will land, and 6 seconds later, that rock land on that spots. All players in the 7x7 area of the rock take 8,000 typeless damage split evenly among every player hit. The debris can be cleared by a right-click option, dealing 4,000 typeless damage. This damage can be fully negated with Barricade but not by other defensive abilities.

As the rock falls, Vorago jumps into the air and lands in one of the unoccupied squares of the room. Players who are caught under Vorago or a rock will be pushed away. If someone is stuck deep in the rock, Vorago can teleport them next to him. It is still possible to get stuck in a rock and the only way to escape is by destroying it.

Teams should either focus on taking the damage together or avoiding damage completely. While the latter is preferable, having everyone take damage will decrease the chances of 1 player taking a huge hit which could possibly kill them in tandem with magic attacks.

All rocks that are left from phase 3 carry over to phase 4, landing in the same location and dealing 4,000 damage split among every player hit. If the rock in the centre carries over, it is cleared by Vorago when he lands. A rock in the centre is also automatically cleared every time Vorago starts charging his waterfall attack in phase 4. Rocks in the corners should take priority in getting cleared as they will block access to the waterfalls, leaving players susceptible to the blast damage.

Scopulus[]

Scopulus fight

Players fighting the scopuli

Instead of attacking Vorago, players must kill 2 summoned Scopulii. The scopulii always spawn in the south-west and south-east corners of the room. They have 150,000 life points each and attack with powerful and accurate melee attacks that damage all players within the area of effect. Their melee attacks have a base maximum hit of 1,653; both its accuracy and maximum hit increase the closer together the two scopulii are. It is recommended to stack the 2 scopulii on top of each other so both take damage from AoE attacks, despite the increased damage. Players attacked by scopulii should use Incite and defensive abilities such as Devotion and Debilitate. Using Vulnerability and Corruption Blast, Dragon Breath, and Detonate help bring the scopulii down faster.

When one of the scopulii dies, the other becomes enraged, healing it for 15,000 life points, doubles its attack speed and AoE of attacks, and its accuracy/damage modifiers are increased to the maximum amount.

To deal with the scopulii, the attackers should stand on each other to take them down simultaneously while the bomb tank(s) stand in a corner, far from Vorago and the other players. It is pertinent to keep the scopulii on the DPS as the damage from both bombs and the melee attacks would be too overwhelming for a bomb tank.

Some smaller teams may prefer to take one scopulus down before the other, completing ignoring one until the first is dead. Scopuli have large aggression ranges, and the Provoke ability can be used to lure them away from the bomb tank.

During this phase, Vorago only uses magic attacks.

Vitalis[]

Vitalis orb

Vorago launches his vitalis orb

For this week, Vorago's special attack is to launch an orb that can summon up to 5 Vitalii. The orb is sent to one of the squares in the room adjacent to Vorago. The orb will travel a variable number of squares and then explode. Players caught in the explosion take 2,000 soft typeless damage. This damage can be reduced by defensive abilities (Reflect, Debilitate, Anticipation, etc), Pulverise, and spirit shields. For every player that takes damage from the explosion, 1 vitalis will be prevented from spawning. If 5 players take damage, no vitalii spawn. Damage is only received for each vitalis prevented from spawning; e.g. if 6 players are caught in the explosion, only 5 receive damage.

If Vorago has not been moved from the centre, he always launches the orb into the north, north-east, or east corner. It is customary to have all players except the bomb tank stand north-east and have them be prepared to move to the orb. Alternatively, players can elect to ignore the vitalis orb entirely and remain in melee distance of Vorago; this means that players can be hit by blue bombs if everyone stands in melee distance. This is typically done in smaller teams, as the number of vitalii spawned is too overwhelming to deal with.

Vitalis week is the only rotation where Vorago uses his smash attack on phase 3 in place of a red bomb. One method is to completely ignore the second vitalis orb and use Onslaught right after the reflect ends with bomb tank taking the first bleeds.

Vitalis
Vitalis (pet)

Fast and dangerous!

Vitalii are level 130 monsters with 20,000 life points. They attack with melee, hitting up to 1250 once every 1.2 seconds. Vitalii also act as a barrier; they cannot be walked through or be attacked over. Their attack is a standard melee attack that can be defended against with abilities and prayers; however, because they act like a barrier, it is often best to prevent them from spawning altogether or to remain in melee distance of Vorago. All vitalii still alive during the end the phase do not carry over when players transition to the next.

Green bomb[]

Green bomb mist

A green bomb flying away from the mist it leaves behind

Vorago's attack this week is launching a green bomb. This attack is extremely dangerous for uncoordinated teams; however, it is easily countered with cooperation.

Vorago launches a green bomb to one of the 9 squares in the room. When it lands, it creates a green mist in that area that deals 300–600 damage every 3 seconds, increasing in damage the longer it is stood in up to around 1000 damage, draining 10% adrenaline and 20% run energy. The bomb then homes in on a random player. Vorago performs his reflect attack 5 autoattacks after the green bomb. If the player targeted by the green bomb stands away from other players, they take 10,000 typeless damage and Vorago skips his attacks to the next part of the rotation.

Green bombs

The initial green bomb targets one random player, who receives the warning Vorago has sent a green bomb after you. in their chatbox, and a similar warning on screen: Vorago has sent a green bomb after you. Run!

On the first hit, the green bomb deals 1000 damage to the original target and all adjacent players. It then selects a new target within 2 squares of that player and home in on them. Every hit from a green bomb drains 10% adrenaline and resets all defence abilities.

If the same green bomb hits the same player twice, they take 7000–9000 typeless damage. Even if this large hit is taken, it still passes to any nearby targets if it can. If there are no players within range of its target when it hits, it deals exactly 10,000 damage and disappears immediately. This deals 10000–11000 damage instead if that player has been targeted by a bomb before. When the green bomb explodes on a lone player, it also progresses Vorago's attack rotation.

Green bombs on phases 3 bounce 5 times before disappearing, dealing damage on the first 4 bounces. On phase 4 and 5 the bomb only bounces 4 times, damaging on the first 3 bounces. The final bounce damages if the targeted player is alone, but otherwise it deals no damage or adrenaline drain.

The square method

One way to counter the green bomb is the square method. In this method, 4 players stand on the corners of a 3x3 square. The first player to get the bomb takes the first hit and then steps away from the box. The green bomb then targets one of the remaining 3 players and cannot target the first player again.

Whoever is targeted second takes the next hit and again steps outside of the box.

Two players are left; however, they do not move at all. The bomb damages the third player for 1000 damage and then it damages the fourth. It targets the third player again for its fifth hit, but this hit does not deal any damage. If someone who is not part of the square receives the green bomb, they should run towards the square before they take the hit and run out after it is passed.

If the bomb tank receives the green bomb, there are 3 options, depending on the team's decision. In teams of 5, one option involves the bomb tank running into the square to pass it to one of the other players. If this is done, all players should protect from magic, as Vorago will still be firing blue bombs. The other option is to designate one player inside of the square to run to the bomb tank to receive the bomb after the first hit and run back before the second hit. In teams of 6 or more that still use the square method, a player outside of the square should run to the bomb tank to receive the bomb, and then run back towards the square to pass it along.

Intercept method

In a small team, it is recommended that the base tank brings Intercept as it allows them to prevent other players from taking damage from the green bomb and also benefit from a 5% damage reduction. Intercept does not carry over restrictions such as defensive ability cancelling, allowing the players to Barricade the damage as well. The green bomb only hits a maximum of 9500 under the effects of Intercept, making this a safer alternative as no life-boosting equipment is required to survive the hit. Because an intercepted green bomb does not cancel defensive abilities, it makes taking the green bomb from the bomb tank easier, as Devotion along with Magic protection prayer can be used to mitigate the blue bombs' damage. The disadvantage to Intercept is that Vorago will always skip to the next attack in his rotation which may result in a slightly longer phase.

TeamSplit[]

TeamSplit

Vorago charges his TeamSplit attack

TeamSplit consists of Vorago charging himself for an explosion for 7.8 seconds, turning half of the players red and the other half blue. During this charge, Vorago is immune to all attacks. When he begins his charge, players' defence abilities will be removed and put on cooldown. Two box outlines will appear in the room—one red, one blue—and players will need to be inside the outline that matches their colour when Vorago explodes. Anyone not inside the correct box will receive 8,000 typeless damage.

Reprisal works well during this phase since Vorago takes 8,000 damage at the end of this ability. Remember to keep your health above 8,000 life points so that you will not be killed by the explosion.

The ideal strategy is to have every player inside the appropriate square and take no damage from any of the TeamSplit attacks. Surge and Bladed dive are useful for reaching the boxes; however, if it is not possible to make it inside the box in time, be sure to heal up to above 8,000 life points to survive the hit.

The End[]

The End

Vorago moving his arm to the next corner

Vorago begins this attack by raising his arms and facing one of the quadrants in the room. Players have a few seconds to get to the quadrant he faces. During this charge, Vorago is immune to damage. Any player not within Vorago's arms when he slams them down begins taking typeless damage. Suffocation damage starts at 100 and increases by 100 every 2 game ticks. Barricade can negate this damage.

Every 3.6 seconds, Vorago moves his right arm to the next wall, covering 2 corners. During this time, players should move to the next corner. 4.8 seconds later, he swiftly moves his right arm to close off the corner he was just covering. All players still in that corner are flung at the wall of the next quadrant and take 2500 typeless damage. Anyone who is not inside Vorago's arms should make their way to the next corner that he will focus. Vorago's left arm does not deal any damage when it slides over you to open the corner.

The first quadrant does not contain any bombs. The second corner contains either red or blue bombs and the third corner contains the other type. The last corner always contains purple bombs. The bombs inside the corner can be clicked on to launch them. Blue and red bombs only launch at the player who tagged the bomb; purple bombs launch to everyone. It is not recommended to tag red or blue bombs; however, it is recommended to tag the purple bomb shortly after its corner is sealed off. If a blue bomb is tagged, it resets the player's Devotion ability.

There is currently a glitch if players stand exactly on the south and east axis of Vorago's arm; the arm does not push players out of their position and allow them to move out of the clock without any repercussions.

The number of charges blue bombs have is equal to 70% of the team's size to a minimum of 5. The number of charges red bombs have is 60% of the blue bombs' charge number or to 42% of the team's size to a minimum of 3. When tagged, they consume one charge.

Each corner has a damage reduction multiplier based on the bomb it holds.

Corner Damage taken
Initial 1 (full)
Second 1/2
Third 1/3
Purple bomb 1/4
Purple bombs
The End bombs

Every bomb is launched at the end of the attack. Players should space themselves away from each other to prevent damaging their teammates.

Purple bombs turn players into an explosive vitalii. As a vitalis, players see a counter on their screen that counts down by 1 each game tick. They also have a blue bar under their life point bar that slowly fills orange. When the counter reaches 0, the purple bomb detonates onto the player, dealing 2000 typeless damage to all players within 2 squares of the main target and draining 5% adrenaline to all affected players other than the main target. Their damage can be fully negated by Barricade, and, unlike red bombs, do not reset defence abilities.

Metamorphosis cannot be activated while transformed into a vitalis.

Launched bombs

To finish off the attack, Vorago launches every remaining bomb to all players in the room. The most practical way to counter this is to use Barricade when the detonation timer is at 10 seconds. If the purple bomb was tagged at the correct time, all damage from all bombs are blocked by Barricade. If the purple bombs are launched too late, then a red bomb hits first, removing the effects of Barricade and leaving them vulnerable to the other bombs.

When bombs are launched, they lose charges equal to the number of players in the room. If there are leftover charges, additional waves of bombs will be launched, one bomb to each player, until there are no more charges left.

Vorago uses his reflect three attacks after he gets up and launches all bombs.

Phase 4[]

Phase 4 is a time-based phase that differs slightly week to week. Phase 4 ends when Vorago has reached 0 life points after the weapon handle is obtained. The handle dislodges from Vorago after he performs his 3rd waterfall attack.

Except for Scopulus and The End weeks, Vorago's attack rotation for phase 4 is:

  • Waterfall
  • 3 attacks
  • Stone clones
  • 7 attacks
  • Weekly special
  • 3 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat

For Scopulus week, his attack rotation is

  • Waterfall
  • 3 attacks
  • Stone clones
  • 7 attacks
  • Red bomb
  • 4 attacks
  • Smashes
  • 3 attacks
  • Reflect
  • 3 attacks
  • Repeat

For The End week, his attack rotation is:

  • Waterfall
  • 3 attacks
  • Stone clones
  • 7 attacks
  • The End
  • 3 attacks
  • Red bomb
  • 4 attacks
  • Reflect
  • 3 attacks
  • Repeat
Waterfall
Behind waterfall

Players safely behind the waterfall

Phase 4 begins with Vorago's waterfall attack. He teleports to the centre of the room, charges up, and a waterfall appears in one of the corners of the room, disabling all defensive abilities. After 10.2 seconds, Vorago explodes, dealing 9000–10000 typeless damage to all players who are not safely behind the waterfall.

If three waterfalls have passed, and the phase has not been completed yet, the waterfall attack is instead skipped straight to stone clones.

Stone clones

Stone clones are level 138 with 10,000 life points and spawn with the same style the player was using. They spawn for a random player with the name "Stone [Player name]". Players who receive see an arrow flashing over their clone. Only the player who the clone spawned for may attack it, but players who have already killed their clone can assist other players in killing any remaining.

Stone clones use adrenaline in the way players do and have access to several of the same abilities. One additional clone spawns for every 7 players, up to a maximum of 8 at 49 players. Clones do not spawn for Vorago's current target, so it is customary for the base tank to provoke him to ensure they do not get a clone. If the bomb tank receives the clone, killing it can extend the bomb tank's Devotion ability by 5 seconds to block more blue bombs.

After clones are summoned, Vorago takes 1/8 damage for 20 seconds.

Style Weakness Abilities
Magic weakness icon Magic Arrow weakness icon Arrows WrackChainImpactCombustAsphyxiateWild MagicOmnipowerMetamorphosisFreedom
Melee weakness icon Melee Fire weakness icon Fire spells SliceSeverSmashBackhandDismemberPunishSlaughterHurricaneAssaultQuakeMeteor StrikeOverpowerBerserkFreedom
Ranged weakness icon Ranged Slash weakness icon Slash Binding ShotPiercing ShotRicochetSnipeFragmentation ShotSnap ShotBombardmentDeadshotIncendiary ShotFreedom

Ceiling collapse[]

Vorago's special during this week is collapsing a pile of rocks from the ceiling in the same manner as he did in phase 3. 3 attacks after, he performs his smash sequence and then leads into reflect.

Depending on the team, rocks landed on the sides of the room can be ignored. Rocks in the corners should be cleared if they block access to a waterfall.

Scopulus[]

Vorago does not summon any additional scopulii this week. Instead, he launches a red bomb. 4 attacks later, he begins his smash sequence and then a reflect.

Vitalis[]

Vorago's special during this week is to fire another vitalis orb, behaving exactly as it does in phase 3. If Vorago has not been moved from the centre of the room, he always fires it north, north-east, or east. 3 attacks after, he performs his smash sequence and then leads into reflect.

All players should move to block the orb during phase 4 and kill off any vitalii that do manage to spawn. The bomb tank can opt to use Barricade and then Intercept their teammates; this way, the bomb tank is able to contribute to blocking the orb without damaging the rest of their team by blue bombs, as well as nullifying all damage from the orb itself.

Green bomb[]

Vorago's special this week is launching a green bomb. It only hits 3 times rather than 4. 3 attacks after, he performs his smash sequence and then leads into reflect.

Green bomb tanking

If the green bomb is destroyed early, Vorago skips to the next part of his attack rotation (smashes). Some teams prefer to skip the mechanic and speed up this part of the kill. Therefore, the player who receives the green bomb is responsible for standing away from other players and tanking the 10,000 damage hit to skip to Vorago's bleeds.

Alternatively, the bomb tank can Barricade + Intercept the person who receives the green bomb to nullify all damage. If the bomb tank receives the green bomb, then the base tank is responsible for intercepting them.

TeamSplit[]

Vorago's special during this week is performing another TeamSplit. 3 attacks after, he performs his smash sequence and then leads into reflect.

The End[]

Vorago's special during this week is performing his The End attack again, behaving almost exactly as it does in phase 3. The main difference is the damage reduction. Instead of changing for each corner, all damage he takes during the attack is reduced to 1/3. 3 attacks after, he fires a red bomb instead of his usual smash sequence. 4 attacks later he will use his reflect. Unlike phase 3, only a maximum of 5 purple bombs are launched at once.

Phase 5[]

Phase 5 push

Players pushing Vorago in the final phase of the fight

The fifth and final phase of the fight is a test of pure strength against Vorago. This phase of the fight takes place on a narrow strip of land. Players begin on the west side of the room and Vorago begins in the middle.

The goal is to push Vorago to the east side of the path and finish him off with the maul of omens. All 3 pieces of the maul should be available at this point, and they should be combined to create the maul. If the maul is not created, the pieces "come to life" and anyone holding any piece of it take 100 typeless damage every 2 ticks until it is assembled.

The bomb tank should activate Barricade as soon as the first blue bomb reaches them, which negates all pushback. After the three bleeds, use Debilitate. No other defensive ability is capable of reducing Vorago's pushback, although Resonance and Devotion are still useful for healing and damage reduction. Barricade's cooldown makes it unavailable on every even-numbered weekly special, so use Sunshine in this situation.

As Vorago takes damage, he is pushed east. Likewise, as he deals damage, he pushes himself west. If Vorago manages to push the team all the way west, he instantly kills all of them, ignoring everything that would normally resurrect players upon death, such as the Sign of life. If the team manages to push Vorago all the way east, then the Maul of Omens can be used, resulting in a cutscene where Vorago is defeated by the player carrying the maul and falling into the water. The maul can only be used when Vorago is at the far end (and one column of tiles away from the furthest point) and the carrier must be within two spaces of Vorago.

If the carrier dies, then the maul automatically drops to the ground.

Ceiling collapse/TeamSplit[]

Ceiling collapse and TeamSplit weeks share the same special attack, which is the TeamSplit attack. There are only 2 spots each box can appear in on phase 5: on the west side of the path, and in the centre of the path. The latter location can only contain the boxes after Vorago has been pushed far enough east.

Damage taken from the TeamSplit attack has no effect on Vorago's push.

Scopulus/The End[]

Scopulus and The End weeks share the same special, which is the purple bomb attack. Vorago turns 5 players into explosive vitalii, who receive a countdown timer with a number ranging from 10 to 40. When the timer reaches 0, their purple bombs explode on them, damaging themselves and players around them for 2000 typeless damage as well as draining secondary targets' adrenaline by 5%.

The most common and reliable way to deal with this attack is to have all players, except for the bomb tank, to stand on the southern edge until their timer reaches 5 ticks; at this point, they run to the north wall and stay there until they explode, and then they run back south. Bomb tanks should stay where they are, as they are already spaced far enough to avoid damaging other players.

Reflect happens 5 attacks after Purple bombs are launched.

Vitalis[]

During Vitalis week, Vorago's special is launching a vitalis orb down the centre of the path. Every player, including the bomb tank, should take 2 steps back to ensure they are within the explosion radius to block vitalis spawns. The bomb tank should Barricade and intercept as many players as possible to negate the vitalis explosion damage. In phase 5, the orb can spawn 2–4 vitalii. If any vitalii spawn, they should be killed because their melee damage contributes to Vorago's pushback and because they can change the player's target from themselves to Vorago, which can have negative consequences on reflects.

If Vorago has pushed the team too far west, he launches a red bomb instead of the vitalis orb. The reflect mechanic is skipped, and 4 attacks later, he uses his smash attack.

Damage taken from vitalii and the orb affects Vorago's push. Additionally, Vorago automatically pushes the team one square back when he creates the vitalis orb; this cannot be prevented.

Green bomb[]

During Green bomb week, Vorago's special is launching a green bomb. The bomb always lands off the platform, so no mist is created. During this phase, the bomb only deals damage 3 times.

All damage from green bombs affects Vorago's push.

The easiest way to deal with this mechanic is for the player with the green bomb to step north away from the team; the bomb tank then Barricades and Intercepts that player, mitigating all damage and pushback that the green bomb would have done. If the bomb tank receives the green bomb, the base tank should run towards them to take the bomb from them and then run back to the rest of the team to bounce the bomb back and forth between 2 (or more) players.

P5 Push Mechanics
Pushforward
Does not increase Does increase
Pushback
Does not reduce Does reduce
  • Shield dome (Only affects pushback if it decreases damage by 50%; 25% and below do not reduce pushback at all)
  • Lucky (perk)
Does not cause Does cause
  • TeamSplit damage
  • Your purple bomb in NM (Pushes 1/2 sq in HM)
  • Bleed attack damage
  • Vitalis orb explosion
  • Your purple bomb hitting others
  • Your green bomb hitting others
  • 10k Green Bomb hit
  • Vitalis melee damage

Slang[]

The list below contains words commonly used at Vorago.

base
Base tank
bleeds
The dismember effect left by Vorago's smash attack. May also refer to damage over time abilities used by the team.
broken ts
A broken TeamSplit, one in which Vorago continues firing blues during the TeamSplit animation. This occurs in the third TeamSplit on phase 4 during TeamSplit week.
bt/bomb
Bomb tank
cade
Barricade defensive ability
cept
Intercept spell
deb/debil
Debilitate defensive ability
ens
Tectonic energy
gb
Green bomb
hp
Watch Vorago's life points; called when nearing the end of phases 2 and 4 to prevent Vorago's life points from going too low and resetting, making the phase longer.
M/Maul
Maul of Omens; usually given as a reminder to create or use it.
md
Melee distance; standing adjacent to Vorago.
link
Refers to Vorago's reflect ability. Also used in p5: 1 link p5 means the phase was finished with 1 reflect.
off
Stop attacking, usually called before a reflect or a life points reset
orb
Gravity fields on phase 2
Orb that spawns the vitalii
pb/purple
Purple bomb
p1/2/3/4/5
Phase number
pk
Player killing; attacking during a reflect and damaging/killing a teammate.
Rago
Vorago
random red
A red bomb that is not homed in on the bomb tank.
red
Red bomb
ref
Reflect; either Vorago's reflect or the ability.
rl/relure/lure
Vorago is too far west on phase one, must be lured east so the Top Lure can provoke Vorago into the correct spot.
A reminder to recentre Vorago in phase 2 if he has been moved away from it.
scop
Scopulus
square
Perform the 4 man square green bomb strategy.
stall
The delay in attacks in phase 5 Vorago resulting from push or pushback
tag
Attack Vorago to make him your target
Touch an object (a gravity field, The End bombs, or rocks)
tank
Tank green bomb; tank TeamSplit
tl
Top lure/jumper
ts
TeamSplit
v/v#/voke/voke#
Provoke or Provoker (if discussing the role), numbers denoting which smashes they are taking
vit
Vitalis, either the monster or the pet
wf
Waterfall
(Number)k+
Reminder to heal life points above the damage that will be taken from the starting hit or from a special attack. 10k+ refers to the damage from a tanked green bomb; 8k+ refers to TeamSplit damage.
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