Tier: AAC Heavyweight
Auto-attacks: magical on  MT & OT
Total HP: 104,593,118
Required DPS: 238,027.56
Required Uptime DPS: 244,880.51

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Hit Ability Type Description
00:16
00:16
The Fixer Raidwide

Heavy raidwide.

00:41
00:41
Mortal Slayer (+ 4 others) Mechanic

During the cast, the Lindwurm spawns 4 orbs from top to bottom on his left hands and 4 orbs on his right hands.

Exactly 2 of these orbs will be purple. The rest will be green.

The Lindwurm always spawns 2 orbs at a time. These two orbs may either both spawn on the same side or on different sides. Purple and green orbs can spawn alongside each other, even when both orbs spawn on the same side.

At the end of the cast, the Lindwurm begins to chuck the spawned orbs at players in the order they were created. The orbs target the players closest to the center of the Lindwurm's hitbox, with one caveat: the western orbs only target players on the west side of the arena and the eastern orbs only target players on the east side of the arena.

If two orbs spawned simultaneously on the same side, they target the closest and second-closest player on that side. If a purple and green orb spawned simultaneously on the same side, the topmost orb targets the closest player and the bottom-most orb the second-closest.

Both purple orbs are guaranteed to always spawn on the same side. It is not possible for a purple orb to spawn west and another purple orb to spawn east.

It is possible for all sets of orbs to spawn in same-side pairs. It is also possible for all orbs to spawn in opposite-side pairs. A mix of both is most common, in which case the number of same-side pairs and opposite-side pairs is equal on both sides.

All orbs are spread AoEs that deal heavy damage. The purple orbs deal tankbuster-levels of damage. All orbs inflict Poison Resistance Down II Poison Resistance Down II.

Wait outside the hitbox until it's your turn to take an orb (see strategies below to decide when whose turn is), then position yourself at the edge of the arena close to the Lindwurm, but not too close to the center to avoid clipping any player on the other side.

If you are soaking a same-side pair, the second player positions themselves just inside the hitbox to the south. Note that this will clip the hitbox ring, which is why it's important for all players who are not currently baiting an orb to stand dead-center at max melee.

After soaking an orb, exit the hitbox on the west or east and remain at max melee. Do not attempt to make your way back to the center of the arena as you will likely get clipped by the next set of orbs in the process.

Kitchen sink is recommended for the tankbuster orbs.

  • Role Orbs

    This strategy leverages the fact that both purple orbs always spawn on the same side. Wait for the first purple orb to appear and you know what side you're on.

    H1 and H2 (in that order) soak the green orbs on the side with the purple orbs, with tanks slotting in (MT then OT) as needed.

    M1, M2, R1, R2 soak the orbs on the other side, in that order.

  • Light Party Orbs

    Light party 1 always soaks the green orbs on the west side, light party 2 always soaks the green orbs on the east side, in the order: healers, melees, ranged.

    Because the purple orbs always spawn on the same side, one side will have one player too few and the other side one player too many. Whichever ranged damage dealer is on the purple orb side swaps sides and slots themselves in for the last green orb on the other side.

    Alternatively, swap the order of melees and rangeds and have melees adjust instead.

  • 00:41
    00:41
    Mortal Slayer (Hit) Chariot spread (close)
    00:44
    00:44
    Mortal Slayer (Hit) Chariot spread (close)
    00:47
    00:47
    Mortal Slayer (Hit) Chariot spread (close)
    00:50
    00:50
    Mortal Slayer (Hit) Chariot spread (close)
    01:10
    01:10
    Grotesquerie: Act 1 (+ 11 others) Mechanic

    Inflicts all players with Directed Grotesquerie Directed Grotesquerie, all supports or damage dealers with Bursting Grotesquerie Bursting Grotesquerie, and one player of the opposite role with Shared Grotesquerie Shared Grotesquerie.

    • Directed Grotesquerie Directed Grotesquerie spawns a snake head on a random cardinal on the player's body. The snake head turns alongside the player. At the end of the effect's duration, the snake head shoots a conal AoE wherever it is facing (Hemorrhagic Projection).
    • Bursting Grotesquerie Bursting Grotesquerie triggers a simple spread AoE at the end of the effect's duration (Dramatic Lysis).
    • Shared Grotesquerie Shared Grotesquerie triggers a 4-player stack at the end of the effect's duration (Fourth-wall Fusion).
    The Lindwurm then sends out his arm for Ravenous Reach while spawning 4 sets of Phagocyte Spotlight AoEs underneath all players. All debuffs resolve at the same time as Ravenous Reach.

    Just after Grotesquerie: Act 1 is cast, check which way your Directed Grotesquerie Directed Grotesquerie snake head is facing and remember it for later. Once you know which way it's facing, stack with the other players near the northwest of the arena. Drop Phagocyte Spotlight AoEs alongside the northern edge until you reach the center of the Lindwurm's hitbox, then break away towards the center of the arena until you know where the Ravenous Reach snake head is going. Follow it and position yourself for debuff resolution.

    The role with Bursting Grotesquerie Bursting Grotesquerie should spread alongside the edge of the Ravenous Reach conal AoE, with M1/MT, M2/OT, R1/H1, R2/H2 from north to south. The role with Shared Grotesquerie Shared Grotesquerie stacks in the northeast corner of the arena. You can maintain melee uptime safely here.

    Remember to turn around if necessary to point your snake head towards the outside of the arena (or into the Ravenous Reach AoE).

    01:20
    01:20
    Phagocyte Spotlight ×8 Chariot delayed AoE
    01:22
    01:22
    Phagocyte Spotlight ×8 Chariot delayed AoE
    01:24
    01:24
    Phagocyte Spotlight ×8 Chariot delayed AoE
    01:25
    01:25
    Phagocyte Spotlight ×8 Chariot delayed AoE
    01:28
    01:28
    Ravenous Reach Cone AoE
    01:29
    01:29
    Hemorrhagic Projection ×8 Cone player gaze
    01:29
    01:29
    Fourth-wall Fusion Chariot targeted stack
    01:29
    01:29
    Dramatic Lysis ×4 Chariot spread
    01:37
    01:37
    Burst ×5 Chariot AoE
    01:38
    01:38
    Visceral Burst ×2 Chariot tankbuster (MT & OT)
    01:38
    01:38
    Fourth-wall Fusion Chariot targeted stack
    01:48
    01:48
    The Fixer Raidwide

    Heavy raidwide.

    02:00
    02:00
    Grotesquerie: Act 2 (+ 30 others) Mechanic

    Inflicts all supports with Bonds of Flesh α Bonds of Flesh α and all DPS with Bonds of Flesh β Bonds of Flesh β or vice-versa.

    Next, spawns 4 Phagocyte Spotlight AoEs in a specific order. All AoEs spawn on intercardinals. The first two AoEs spawn close to the center of the arena, the last two close to the outside. The placement of the first AoE determines the placement of all remaining AoEs. If the first AoE is northwest, the second AoE is southeast, the third northeast, and the fourth southwest. Each AoE leaves behind a blob on the ground. This blob has no effect for now, but approximately 20 seconds after the AoE resolves a tower (Roiling Mass (α)) spawns on that position.

    Finally, the Lindwurm casts Cruel Coil, trapping all players within the center of the arena as he coils around them. The only way to exit the coil is through a narrow gap on a random intercardinal. Every five seconds, the Lindwurm spins, which rotates this gap 90° counter-clockwise.

    Debuffs

    Each individual Bonds of Flesh α Bonds of Flesh α has a different debuff timer, ranging from 26 to 41 seconds, and pairs with a corresponding Bonds of Flesh β Bonds of Flesh β with the same timer. All players are also granted a First in Line First in Line, Second in Line Second in Line, Third in Line Third in Line, or Fourth in Line Fourth in Line based on the timer of their debuff (from shortest to longest).

    When a set of Bonds of Flesh α Bonds of Flesh α and Bonds of Flesh β Bonds of Flesh β debuffs expires, those debuffs turn into Unbreakable Flesh α Unbreakable Flesh α and Unbreakable Flesh β Unbreakable Flesh β respectively, causing both players to be tethered to each other. The new debuffs have a duration of 20 seconds. Failing to cleanse the debuff by breaking the tether causes both players to die. A tether can be broken by establishing sufficient distance between the two of them compared to the initial distance when the tether went into effect. The distance needed is roughly equal to the total diameter of the coil that players are trapped within.

    Breaking the tether triggers a Dramatic Lysis (Tether) (a small spread AoE inflicting Magic Vulnerability Up Magic Vulnerability Up) on both players and spawns a tower on the Unbreakable Flesh β Unbreakable Flesh β player which resolves shortly after.

    All players remain stacked in the center of the arena (ideally, do not move after being pulled there during Cruel Coil). Any time Bonds of Flesh turns into Unbreakable Flesh, the Unbreakable Flesh α Unbreakable Flesh α player exits the coil through the gap and the Unbreakable Flesh β Unbreakable Flesh β moves into the opposite direction until the tether breaks.

    At this point, the Unbreakable Flesh α Unbreakable Flesh α players First in Line First in Line and Second in Line Second in Line move to the first and second outer Roiling Mass (α) blobs that spawned, respectively. The Third in Line Third in Line and Fourth in Line Fourth in Line players are responsible for the first and second inner Roiling Mass (α) blobs. This job will already be complete by the time these players break their tether and exit the coil, so Third in Line Third in Line and Fourth in Line Fourth in Line have no extra duties after exiting the coil.

    Each Unbreakable Flesh β Unbreakable Flesh β player is responsible for soaking the tower dropped by the Unbreakable Flesh β Unbreakable Flesh β two sets removed (meaning First in Line First in Line soaks Third in Line Third in Line's tower, Fourth in Line Fourth in Line soaks Second in Line Second in Line's tower, and so on). After soaking your tower, exit the coil at your convenience, but beware of any remaining Unbreakable Flesh α Unbreakable Flesh α players, as being clipped by their Dramatic Lysis (Tether) results in instant death. If in doubt, wait until after the last Dramatic Lysis (Tether), at which point there will be another Skinsplitter giving you one last opportunity to exit the coil before Constrictor kills all players still within.

    02:09
    02:09
    Phagocyte Spotlight Chariot AoE
    02:11
    02:11
    Phagocyte Spotlight Chariot AoE
    02:13
    02:13
    Phagocyte Spotlight Chariot AoE
    02:15
    02:15
    Phagocyte Spotlight Chariot AoE
    02:15
    02:15
    Cruel Coil Mechanic
    02:21
    02:21
    Skinsplitter AoE
    02:21
    02:21
    Bind Bind Status expiration
    02:26
    02:26
    Skinsplitter AoE
    02:27
    02:27
    Unbreakable Flesh α Unbreakable Flesh α
    Unbreakable Flesh β Unbreakable Flesh β
    Status application
    02:30*
    02:30
    Dramatic Lysis (Tether) ×2 Chariot spread
    02:31
    02:31
    Skinsplitter AoE
    02:32
    02:32
    Unbreakable Flesh α Unbreakable Flesh α
    Unbreakable Flesh β Unbreakable Flesh β
    Status application
    02:33
    02:33
    Roiling Mass (α) Towers
    02:34
    02:34
    Roiling Mass (ß) Towers
    02:35*
    02:35
    Dramatic Lysis (Tether) ×2 Chariot spread
    02:36
    02:36
    Skinsplitter AoE
    02:37
    02:37
    Unbreakable Flesh α Unbreakable Flesh α
    Unbreakable Flesh β Unbreakable Flesh β
    Status application
    02:38
    02:38
    Roiling Mass (α) Towers
    02:39
    02:39
    Roiling Mass (ß) Towers
    02:39*
    02:39
    Dramatic Lysis (Tether) ×2 Chariot spread
    02:41
    02:41
    Skinsplitter AoE
    02:42
    02:42
    Unbreakable Flesh α Unbreakable Flesh α
    Unbreakable Flesh β Unbreakable Flesh β
    Status application
    02:43
    02:43
    Roiling Mass (α) Towers
    02:44
    02:44
    Roiling Mass (ß) Towers
    02:45*
    02:45
    Dramatic Lysis (Tether) ×2 Chariot spread
    02:46
    02:46
    Skinsplitter AoE
    02:48
    02:48
    Roiling Mass (α) Towers
    02:49
    02:49
    Roiling Mass (ß) Towers
    02:51
    02:51
    Skinsplitter AoE
    02:57
    02:57
    Constrictor Chariot AoE
    03:09
    03:09
    Splattershed Raidwide

    Moderate raidwide. The Lindwurm sheds his arms and regrows them with two snake heads.

    03:26
    03:26
    Grotesquerie: Act 3 (+ 9 others) Mechanic

    All players are inflicted with Mitotic Phase Mitotic Phase.

    This spawns a snake head on their body that always faces a specific cardinal, independent of character rotation. There are always two players whose snake head faces the same direction.

    Additionally, snakes spawn and burrow through the arena in specific locations. One always spawns center. Four more spawn in either all intercardinals or all cardinals. Shortly afterwards, they destroy that section of the arena, plunging players who are still there to their deaths.

    Shortly after the arena is partially destroyed, Mitotic Phase Mitotic Phase resolves, which briefly binds binds all players and spawns a tower some distance away in the direction the player's snake head is facing. The distance is equal to the length of arena that was destroyed, which means that, if a player's snake head faces towards another platform, the tower will always spawn in the exact location on that platform as where the player is on their platform.

    Towers resolve while players are still bound bound. All players also deal damage and inflict Magic Vulnerability Up Magic Vulnerability Up in a radius around them (Dramatic Lysis) while this happens.

    Bind Bind then dissipates and the center of the arena is restored, but not the other destroyed sections.

    Two players per platform. Which platform players are assigned is based on the way their snake head is facing. Each snake head must face another platform. Additionally, both players must situate themselves on opposite corners of their platform (otherwise they'll clip each other with Dramatic Lysis and die), and the players on the platform they're facing must also be positioned in the exact same way.

    03:29
    03:29
    Untargetable
    03:32
    03:32
    Feral Fission Arena change
    03:33
    03:33
    Grand Entrance ×10 Chariot AoE
    03:37
    03:37
    Bring Down the House ×5 Rectangle AoE
    03:39
    03:39
    Dramatic Lysis ×8 Chariot spread
    03:39
    03:39
    Metamitosis ×8 Towers
    03:42
    03:42
    Targetable
    03:49
    03:49
    Split Scourge ×2 Line tankbuster (close)
    03:52
    03:52
    Venomous Scourge ×6 Chariot spread
    04:01
    04:01
    The Fixer Raidwide

    Heavy raidwide.

    04:13
    04:13
    Grotesquerie: Curtain Call (+ 10 others) Mechanic

    All supports are inflicted with Rotting Flesh Rotting Flesh and all damage dealers with Bursting Grotesquerie Bursting Grotesquerie or vice-versa.

    Additionally, all players are inflicted with Bonds of Flesh α Bonds of Flesh α.

    This mechanic begins similarly to Grotesquerie: Act 1 (5 back-to-back Phagocyte Spotlights followed by a Ravenous Reach). There are two major differences:

    • The arena is still partially broken as a result of Grotesquerie: Act 3.
    • Instead of half the players being required to stack for Shared Grotesquerie Shared Grotesquerie in the Ravenous Reach safe spot, the non-Bursting Grotesquerie Bursting Grotesquerie are now required to stand in the Ravenous Reach AoE to cleanse Rotting Flesh Rotting Flesh. Like Bursting Grotesquerie Bursting Grotesquerie, this is also a spread. Failing to cleanse Rotting Flesh Rotting Flesh inflicts Damage Down Damage Down.
    The arena is restored the moment Ravenous Reach hits. Five Burst blobs drop in various locations on the now-restored arena and Bonds of Flesh α Bonds of Flesh α are activated into Unbreakable Flesh α Unbreakable Flesh α here, which tethers all players to a random player of the opposite role. Tethers can be broken like before, by establishing sufficient distance relative to the initial distance when the tether activated.

    Stack and move together for Phagocyte Spotlight. Like before during Grotesquerie: Act 1, it is strongly recommended to drop the final Phagocyte Spotlight near the center of the arena, so that players are equidistant to both sides of the arena, allowing them to dodge Ravenous Reach regardless of where it hits.

    The Bursting Grotesquerie Bursting Grotesquerie should spread in the exact same way as during Grotesquerie: Act 1. The Rotting Flesh Rotting Flesh players can use fixed spread positions within the Ravenous Reach cone (meaning that everyone always spreads in the same location regardless of whether Ravenous Reach hits west or east). Since the cone is so large, it's also easily possible to wing these spreads however.

    After both debuffs resolve, immediately rush to the center of the arena, to stack with all other party members while waiting for tethers to activate. Once tethers have activated supports rush west, DPS east to break the tether. Be aware that breaking a tether triggers a spread AoE on your position, so select a fixed position on the wall for every player to head towards. It's recommended to order players the same way from north to south as for Bursting Grotesquerie Bursting Grotesquerie.

    Burst triggers shortly afterwards. There is always one wide safe spot in the front and an equivalent safe spot in the rear of the arena on the opposite corner. Rangeds and healers (being closer to the rear than the front) can simply dodge towards the closest safe spot. Melees and tanks are advised rush towards the front safe spot, even if it's on the opposite side of the arena. It is strongly recommended to use Sprint when tethers activate in order to easily make it regardless of where the safe spot is.

    04:17
    04:17
    Phagocyte Spotlight ×8 Chariot delayed AoE
    04:19
    04:19
    Phagocyte Spotlight ×8 Chariot delayed AoE
    04:21
    04:21
    Phagocyte Spotlight ×8 Chariot delayed AoE
    04:23
    04:23
    Phagocyte Spotlight ×8 Chariot delayed AoE
    04:25
    04:25
    Phagocyte Spotlight ×8 Chariot delayed AoE
    04:28
    04:28
    Ravenous Reach Cone AoE
    04:28
    04:28
    Cell Shedding ×3 Chariot spread
    04:28
    04:28
    Dramatic Lysis ×4 Chariot spread
    04:38*
    04:38
    Dramatic Lysis (Tether) ×8 Chariot spread
    04:41
    04:41
    Burst ×5 Chariot AoE
    04:50
    04:50
    Splattershed Raidwide

    Moderate raidwide. The Lindwurm sheds his arms and regrows them with two hands.

    05:16
    05:16
    Mortal Slayer (+ 4 others) Mechanic

    During the cast, the Lindwurm spawns 4 orbs from top to bottom on his left hands and 4 orbs on his right hands.

    Exactly 2 of these orbs will be purple. The rest will be green.

    The Lindwurm always spawns 2 orbs at a time. These two orbs may either both spawn on the same side or on different sides. Purple and green orbs can spawn alongside each other, even when both orbs spawn on the same side.

    At the end of the cast, the Lindwurm begins to chuck the spawned orbs at players in the order they were created. The orbs target the players closest to the center of the Lindwurm's hitbox, with one caveat: the western orbs only target players on the west side of the arena and the eastern orbs only target players on the east side of the arena.

    If two orbs spawned simultaneously on the same side, they target the closest and second-closest player on that side. If a purple and green orb spawned simultaneously on the same side, the topmost orb targets the closest player and the bottom-most orb the second-closest.

    Both purple orbs are guaranteed to always spawn on the same side. It is not possible for a purple orb to spawn west and another purple orb to spawn east.

    It is possible for all sets of orbs to spawn in same-side pairs. It is also possible for all orbs to spawn in opposite-side pairs. A mix of both is most common, in which case the number of same-side pairs and opposite-side pairs is equal on both sides.

    All orbs are spread AoEs that deal heavy damage. The purple orbs deal tankbuster-levels of damage. All orbs inflict Poison Resistance Down II Poison Resistance Down II.

    Wait outside the hitbox until it's your turn to take an orb (see strategies below to decide when whose turn is), then position yourself at the edge of the arena close to the Lindwurm, but not too close to the center to avoid clipping any player on the other side.

    If you are soaking a same-side pair, the second player positions themselves just inside the hitbox to the south. Note that this will clip the hitbox ring, which is why it's important for all players who are not currently baiting an orb to stand dead-center at max melee.

    After soaking an orb, exit the hitbox on the west or east and remain at max melee. Do not attempt to make your way back to the center of the arena as you will likely get clipped by the next set of orbs in the process.

    Kitchen sink is recommended for the tankbuster orbs.

  • Role Orbs

    This strategy leverages the fact that both purple orbs always spawn on the same side. Wait for the first purple orb to appear and you know what side you're on.

    H1 and H2 (in that order) soak the green orbs on the side with the purple orbs, with tanks slotting in (MT then OT) as needed.

    M1, M2, R1, R2 soak the orbs on the other side, in that order.

  • Light Party Orbs

    Light party 1 always soaks the green orbs on the west side, light party 2 always soaks the green orbs on the east side, in the order: healers, melees, ranged.

    Because the purple orbs always spawn on the same side, one side will have one player too few and the other side one player too many. Whichever ranged damage dealer is on the purple orb side swaps sides and slots themselves in for the last green orb on the other side.

    Alternatively, swap the order of melees and rangeds and have melees adjust instead.

  • 05:16
    05:16
    Mortal Slayer (Hit) Chariot spread (close)
    05:19
    05:19
    Mortal Slayer (Hit) Chariot spread (close)
    05:22
    05:22
    Mortal Slayer (Hit) Chariot spread (close)
    05:25
    05:25
    Mortal Slayer (Hit) Chariot spread (close)
    05:43
    05:43
    Slaughtershed (+ 9 others) Mechanic

    Moderate raidwide. The Lindwurm sheds his arms and spawns several blobs, spreads, and a stack.

    All players of one role (supports or DPS) are selected for Dramatic Lysis (Spread), a telegraphed spread AoE. A random player of the other role is selected for Fourth-wall Fusion, a simple 4-player stack.

    Blood vessel blobs drop from the sky in certain locations, leaving exactly two safe spots on opposite sides of the arena. One of these safe spots is tiny, the other is large enough for four Dramatic Lysis (Spread) AoEs.

    While these AoEs resolve, boss is regrowing his arms into either snake head arms or normal hands. After AoEs resolve, each type of arm executes a mechanic in the order the arm was grown.

    • Snake head arms: Serpentine Scourge (back-to-back halfroom cleaves)
    • Normal hands: Raptor Knuckles (back-to-back knockbacks)

    During the Slaughtershed cast, split into two light parties: supports left and DPS right. This will make it easier to determine who gets the spreads and who gets the stack.

    The role with the stack dodges towards the small safe spot. The role with the spreads dodges into the large safe spot. Consult your data center's raid plans to determine how exactly to spread in the safe spot.

    While this is happening, pay attention to the Lindwurm; specifically the order in which he regrows his arms. For snake heads, get on the side of the second arm grown. For normal hands, get to the corner on the side of the first arm grown.

    Note that the knockback does not originate exactly from the corner of the platform but slightly in front of it. Use Arm's Length Arm's Length or Surecast Surecast when in doubt.

    05:51
    05:51
    Dramatic Lysis (Spread) ×4 Chariot spread
    05:51
    05:51
    Fourth-wall Fusion Chariot targeted stack
    05:52
    05:52
    Burst ×5 Chariot AoE
    05:57
    05:57
    Serpentine Scourge Half-room cleave AoE
    05:58
    05:58
    Serpentine Scourge (Hit) Half-room cleave AoE
    06:03
    06:03
    Serpentine Scourge (Hit) Half-room cleave AoE
    05:57
    05:57
    Raptor Knuckles Knockback
    05:58
    05:58
    Raptor Knuckles (Hit) Knockback
    06:02
    06:02
    Raptor Knuckles (Hit) Knockback
    06:12
    06:12
    Slaughtershed (+ 9 others) Mechanic

    Moderate raidwide. The Lindwurm sheds his arms and spawns several blobs, spreads, and a stack.

    All players of one role (supports or DPS) are selected for Dramatic Lysis (Spread), a telegraphed spread AoE. A random player of the other role is selected for Fourth-wall Fusion, a simple 4-player stack.

    Blood vessel blobs drop from the sky in certain locations, leaving exactly two safe spots on opposite sides of the arena. One of these safe spots is tiny, the other is large enough for four Dramatic Lysis (Spread) AoEs.

    While these AoEs resolve, boss is regrowing his arms into either snake head arms or normal hands. After AoEs resolve, each type of arm executes a mechanic in the order the arm was grown.

    • Snake head arms: Serpentine Scourge (back-to-back halfroom cleaves)
    • Normal hands: Raptor Knuckles (back-to-back knockbacks)

    During the Slaughtershed cast, split into two light parties: supports left and DPS right. This will make it easier to determine who gets the spreads and who gets the stack.

    The role with the stack dodges towards the small safe spot. The role with the spreads dodges into the large safe spot. Consult your data center's raid plans to determine how exactly to spread in the safe spot.

    While this is happening, pay attention to the Lindwurm; specifically the order in which he regrows his arms. For snake heads, get on the side of the second arm grown. For normal hands, get to the corner on the side of the first arm grown.

    Note that the knockback does not originate exactly from the corner of the platform but slightly in front of it. Use Arm's Length Arm's Length or Surecast Surecast when in doubt.

    06:20
    06:20
    Dramatic Lysis (Spread) ×4 Chariot spread
    06:20
    06:20
    Fourth-wall Fusion Chariot targeted stack
    06:21
    06:21
    Burst ×5 Chariot AoE
    06:26
    06:26
    Serpentine Scourge Half-room cleave AoE
    06:27
    06:27
    Serpentine Scourge (Hit) Half-room cleave AoE
    06:31
    06:31
    Serpentine Scourge (Hit) Half-room cleave AoE
    06:26
    06:26
    Raptor Knuckles Knockback
    06:27
    06:27
    Raptor Knuckles (Hit) Knockback
    06:31
    06:31
    Raptor Knuckles (Hit) Knockback
    06:41
    06:41
    Slaughtershed (+ 9 others) Mechanic

    Moderate raidwide. The Lindwurm sheds his arms and spawns several blobs, spreads, and a stack.

    All players of one role (supports or DPS) are selected for Dramatic Lysis (Spread), a telegraphed spread AoE. A random player of the other role is selected for Fourth-wall Fusion, a simple 4-player stack.

    Blood vessel blobs drop from the sky in certain locations, leaving exactly two safe spots on opposite sides of the arena. One of these safe spots is tiny, the other is large enough for four Dramatic Lysis (Spread) AoEs.

    While these AoEs resolve, boss is regrowing his arms into either snake head arms or normal hands. After AoEs resolve, each type of arm executes a mechanic in the order the arm was grown.

    • Snake head arms: Serpentine Scourge (back-to-back halfroom cleaves)
    • Normal hands: Raptor Knuckles (back-to-back knockbacks)

    During the Slaughtershed cast, split into two light parties: supports left and DPS right. This will make it easier to determine who gets the spreads and who gets the stack.

    The role with the stack dodges towards the small safe spot. The role with the spreads dodges into the large safe spot. Consult your data center's raid plans to determine how exactly to spread in the safe spot.

    While this is happening, pay attention to the Lindwurm; specifically the order in which he regrows his arms. For snake heads, get on the side of the second arm grown. For normal hands, get to the corner on the side of the first arm grown.

    Note that the knockback does not originate exactly from the corner of the platform but slightly in front of it. Use Arm's Length Arm's Length or Surecast Surecast when in doubt.

    06:49
    06:49
    Dramatic Lysis (Spread) ×4 Chariot spread
    06:49
    06:49
    Fourth-wall Fusion Chariot targeted stack
    06:50
    06:50
    Burst ×5 Chariot AoE
    06:55
    06:55
    Serpentine Scourge Half-room cleave AoE
    06:56
    06:56
    Serpentine Scourge (Hit) Half-room cleave AoE
    07:00
    07:00
    Serpentine Scourge (Hit) Half-room cleave AoE
    06:55
    06:55
    Raptor Knuckles Knockback
    06:56
    06:56
    Raptor Knuckles (Hit) Knockback
    07:00
    07:00
    Raptor Knuckles (Hit) Knockback
    07:08
    07:08
    Untargetable

    If the Lindwurm is not brought below 15% HP by this point, it goes untargetable and casts The Fixer.

    07:14*
    07:14
    The Fixer Enrage

    If the Lindwurm is not brought below 15%, it goes untargetable here and wipes the party.

    07:19
    07:19
    Refreshing Overkill Enrage (threshold)

    The Lindwurm becomes untargetable and self-destructs. If brought to 1 HP before this point this deals mild damage to all players, otherwise wipes the party.