Strategies for Vorago

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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.
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Starting Out[edit | edit source]

Vorago is relatively unique in that the smaller team you go to the boss with, the more rewarding it becomes - the only significant differences compared to larger teams is phase 3 and 5, as phases 1, 2 and 4 are time-locked regardless of how much DPS the team deals. For beginning players, it is best to learn in a 5 to 6 man team, as it allows for greater flexibility while getting experience in the several roles in use. 4 man teams require experience, but are still good for players learning mechanics and roles. 2-3 man teams require players to have complete knowledge of the mechanics and a general understanding of damage rotations for the best kills.

Vorago possesses 250,000 health each phase, along with a Defence level of 85 and 40 affinity towards all combat styles. Even with the best equipment, you will still find yourself missing frequently, as each attack has a 15% chance to miss. Having a melee player with a Statius' warhammer-imbued essence of finality is helpful, but not required. Vorago has an auto-heal mechanic that causes him to restore his health to 75,000 when he falls below 12,500 health. This mechanic is removed accordingly in phases 1, 2, and 4 when the requirements are met; it does not apply during phase 3. Vorago restores his stats very quickly and Vulnerability cast during phases 1-4 will be removed almost instantaneously. His defence is also restored when he resets his health, although affinity stacks will still remain.

Unlike other bosses that can be fought immediately, before fighting Vorago, the players must confirm a challenge with him. Vorago will then charge up a powerful shockwave attack dealing 50,000 hard typeless damage split across all players who accepted his challenge. This damage caps out at 12,500 damage per player, to allow for two and three man teams to initiate a fight (as the damage taken would be fatal without a powerburst of vitality). All players must survive the blast by possessing health greater than the shockwave damage dealt to them (this ignores any items that reduce damage taken, such as defenders); otherwise, the fight doesn't start, but all players who accepted his challenge will still take damage.

The best way to deal with this mechanic is to activate Revenge and wait for it to hit 5-6 seconds before drinking a powerburst of vitality. This will double the player's health just before the shockwave connects, essentially reducing the shockwave's damage by roughly 50%. Alternatively, the player can simply equip some Achto pieces with a phoenix necklace, as the player's health will likely fall below the 30% threshold that the necklace will activate.

Gear Presets[edit | edit source]

Beginner Magic Gear Setup[edit | edit source]

Overload salves are important to use if you have them because of Vorago's high defence, you will also save an extra inventory space because you do not need a prayer renewal potion with salves. If you do not 4 tick auto attack the staff can be banked and replaced for an extra piece of food.

Each kill should be started at 100% adrenaline via the adrenaline crystal at War's Retreat, which is why the presets contain an equipped ring of vigour and a wand of the Cywir elders (Planted Feet switch).

Maniacal aura.png
Virtus mask.png
Superior scrimshaw of the elements.png
TokHaar-Kal-Mej.png
Reaper necklace (or).png
Sealed large rune pouch (black).png
Wand of the Cywir elders.png
Augmented Virtus robe top.png
Augmented merciless kiteshield.png
Augmented Virtus robe legs.png
Deathtouch bracelet.png
Virtus boots.png
Ring of vigour.png
Noxious staff.pngAugmented imperium core.pngOverload salve (6).pngEnhanced replenishment potion (6).png
Black longsword.pngEnhanced Excalibur.pngSuper restore flask (6).pngSuper restore flask (6).png
Augmented seismic singularity.pngGuthix staff.pngGuthix rest flask (6).pngGuthix rest flask (6).png
Powerburst of vitality (4).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Augmented wand of the praesul.pngRing of death.pngSailfish.pngSailfish.png
Sailfish.pngSailfish.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png
Sailfish.pngSailfish.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png

Advanced Magic Gear Setup[edit | edit source]

Elder overload salves are important to use if you have them because of Vorago's high defence, you will also save an extra inventory space because you do not need a prayer renewal potion with salves. It is better to use a Reaper necklace or Reaper necklace (or) because accuracy is the priority. If you do not 4 tick auto attack the staff can be banked and replaced for an extra piece of food.

Each kill should be started at 100% adrenaline via the adrenaline crystal at War's Retreat, which is why the presets contain an equipped ring of vigour and a wand of the Cywir elders (Planted Feet switch).

Maniacal aura.png
Elite tectonic mask.png
Superior scrimshaw of the elements.png
TokHaar-Kal-Mej.png
Essence of Finality amulet (or).png
Sealed large rune pouch (black).png
Seismic wand.png
Augmented elite tectonic robe top.png
Augmented merciless kiteshield.png
Augmented elite tectonic robe bottom.png
Deathtouch bracelet.png
Blast diffusion boots.png
Ring of vigour.png
Inquisitor staff.pngAugmented imperium core.pngElder overload salve (6).pngAdrenaline renewal flask (6).png
link=Superior_Statius%27s_warhammerEnhanced Excalibur.pngSuper restore flask (6).pngSuper restore flask (6).png
Augmented seismic singularity.pngGuthix staff.pngSuper Guthix brew flask (6).pngSuper Guthix brew flask (6).png
Powerburst of vitality (4).pngAugmented Seren godbow.pngSuper Saradomin brew flask (6).pngSuper Saradomin brew flask (6).png
Augmented wand of the praesul.pngRing of death.pngSailfish soup.pngSailfish soup.png
Large rune pouch (purple).pngLarge rune pouch (black).pngBlue blubber jellyfish.pngBlue blubber jellyfish.png
Large rune pouch (red).pngCombat dummy MKII.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png

Beginner Range Gear Setup[edit | edit source]

Overload salves are important to use if you have them because of Vorago's high defence, you will also save an extra inventory space because you do not need a prayer renewal potion with salves. Seren God Bow is used for Special attack and Dazing Shot switch.

Each kill should be started at 100% adrenaline via the adrenaline crystal at War's Retreat, which is why the presets contain an equipped ring of vigour and a Shadow glaive (Planted Feet switch).

Maniacal aura.png
Pernix cowl.png
Superior scrimshaw of cruelty.png
TokHaar-Kal-Xil.png
Reaper necklace (or).png
Diamond bakriminel bolts (e) 5.png
Shadow glaive.png
Augmented Pernix body.png
Augmented vengeful kiteshield.png
Augmented Pernix chaps.png
Nightmare gauntlets.png
Pernix boots.png
Ring of vigour.png
Ascension crossbow.pngOff-hand ascension crossbow.pngOverload salve (6).pngEnhanced replenishment potion (6).png
Black longsword.pngEnhanced Excalibur.pngSuper restore flask (6).pngSuper restore flask (6).png
Off-hand shadow glaive.pngRuby bakriminel bolts (e) 5.pngGuthix rest flask (6).pngGuthix rest flask (6).png
Powerburst of vitality (4).pngSaradomin brew flask (6).pngSaradomin brew flask (6).pngSaradomin brew flask (6).png
Seren godbow.pngRing of death.pngSailfish.pngSailfish.png
Sailfish.pngSailfish.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png
Sailfish.pngSailfish.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png

Advanced Range Gear Setup[edit | edit source]

Elder overload salves are important to use if you have them because of Vorago's high defence, you will also save an extra inventory space because you do not need a prayer renewal potion with salves. It is better to use a Reaper necklace or Reaper necklace (or) in a duo because accuracy is the priority and you will not have as many opportunities to soul split throughout the fight, as you would in a trio or 4-man.

Each kill should be started at 100% adrenaline via the adrenaline crystal at War's Retreat, which is why the presets contain an equipped ring of vigour and a Shadow glaive (Planted Feet switch).

Reckless aura.png
Sirenic mask.png
link=Erethdor%27s_grimoire
TokHaar-Kal-Xil.png
Essence of Finality amulet (or).png
Onyx bakriminel bolts (e) 5.png
Shadow glaive.png
Augmented sirenic hauberk.png
Augmented vengeful kiteshield.png
Augmented sirenic chaps.png
Nightmare gauntlets.png
Flarefrost boots.png
Ring of vigour.png
Eldritch crossbow.pngOff-hand Blightbound crossbow.pngElder overload salve (6).pngAdrenaline renewal potion (4).png
link=Superior_Statius%27s_warhammerEnhanced Excalibur.pngSuper restore flask (6).pngSuper restore flask (6).png
Augmented off-hand ascension crossbow.pngRuby bakriminel bolts (e) 5.pngHydrix bakriminel bolts (e) 5.pngSuper Guthix brew flask (6).png
Powerburst of vitality (4).pngAugmented Seren godbow.pngBlightbound crossbow.pngSuper Saradomin brew flask (6).png
Large rune pouch (black).pngRing of death.pngBlue blubber jellyfish.pngSuper Saradomin brew flask (6).png
Large rune pouch (purple).pngSailfish soup.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png
Large rune pouch (red).pngCombat dummy MKII.pngBlue blubber jellyfish.pngBlue blubber jellyfish.png

Mechanics[edit | edit source]

Basic attacks[edit | edit source]

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. The attack can either hit or miss; the latter having a chance of completely missing, or a rare chance that it is blocked, but causes a second, weaker hit to take its place. Vorago will always chase after his target in phase 1; in the rest of the phases, he will generally not move to chase his target unless a mechanic forces him otherwise, such as performing his smash attack.

Blue bomb
A player about to be hit by a blue bomb.

Vorago fires a blue bomb at the player farthest away from him. This attack deals magic damage to all players within a 3 square radius of the player (7x7 grid centered on where it lands) 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 overall to the players, but it still deals a considerable amount.

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, Disruption shield, Devotion, or the Lucky perk.

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
A player about to get hit by the blue and red bombs.

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 a 5 square radius of the targeted player (11x11 grid centered on where it lands) when hit, capping at 7000 damage. All players within a 2 square (5x5 grid centered on where it lands) of the attack also take the same 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 Barricade will be immediately disabled after impact.

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 RS3 Ability 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; he only performs three smashes, the damage taken from the bleed is dependent on the player's location, and it deals 4500 damage instead if the player does not clear their active bleed. As Vorago gains Provoke immunity during this phase and the reduced bleeds, the target he smashes will be completely random. It is rather uncommon to receive two smashes in a row, and extremely rare to take all three, especially in larger groups. If the player takes two bleeds, use Escape on the first one and either Bladed Dive/Barge on the second. If all three are somehow taken by one player, then follow the same format with the remaining melee ability that was not used.

Reflect

Vorago reflects all damage taken onto other players for 9.6 seconds. Vorago indicates this by slightly raising his right arm and opening his hand. 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.

Damage reflected at players is roughly 100-200% of the damage that is dealt towards him. Stronger abilities, such as Omnipower, are much more likely to deal one-hit kill damage regardless of damage modifiers. Weaker abilities don't tend to hit as much, such as bleeds. Any side effects from used abilities, such as Smash, will carry over to the affected players. As the reflected attacks are still considered as normal damage, they can be reduced/blocked by conventional means.

The player(s) are freed from the ability when they receive the message Vorago releases his mental link on you., along with a swirling green animation around them. 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 being applied to him.

Out of reach attack

If Vorago is unable to attack his main target, he begins to periodically inflict hard typeless damage to all players, dealing damage equal to 20% of their maximum life points each time. This attack also drains run energy to 0%.

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, accompanied with shaking. 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, along with a shadow indicating where he will land. Each jump damages the floor, breaking it on the third jump. Players with 1500 or less life points will die instead if they are directly hit by the jump.

Note: Some skyboxes remove the shadow that would indicate where Vorago jumps.

Phase 2[edit | edit source]

Smashes[edit | edit source]

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. This is important regardless of team size as keeping him on the spot he appears in allows for the gravity fields to hit him immediately.

Reflects and gravity fields[edit | edit source]

Gravity field.png

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 to destabilize 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. If Vorago refuses to move during or after the reflect, he will start moving again once he starts smashing.

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![edit | edit source]

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. A bar will appear 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.

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.

During this part of the fight, Vorago's armour rating drops from 2178 to 1486 to allow the team to easily dish out some damage.

Weekly Specials (Phase 3 and 4)[edit | edit source]

Ceiling collapse[edit | edit source]

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[edit | edit source]

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.

Scopuli will generally focus on one player, although an ice nihil will cause them to target its owner.

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[edit | edit source]

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, Disruption Shield, 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 it would lower their DPS significantly and the vitalis become too overwhelming otherwise.

Vitalis week is the only rotation where Vorago uses his smash attack on phase 3 in place of a red bomb.

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[edit | edit source]

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 square grids 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! This message can be deceptive, especially for learning players; do not run away from your teammates unless you intend to skip part of the fight.

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.

TeamSplit[edit | edit source]

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. Since the tanks may be placed too close/far from Vorago, they should face accordingly and use Escape/Surge to quickly get back into position.

The End[edit | edit source]

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.

Vorago takes reduced damage based on the bomb each corner holds.

Corner Damage taken
Initial 1 (full)
Blue bomb 1/2
Red bomb 1/3
Purple bomb 1/4
Purple 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. 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 Mechanics (all weeks)[edit | edit source]

Waterfalls[edit | edit source]

At the start of the phase, Vorago will land in the center of the room before charging up for a powerful blast. During this build-up, a waterfall will appear and cover one of the four corners of the room, providing the team protection against his blast. Vorago will unleash his energy after 10.2 seconds have passed, dealing 9000-10000 damage to anyone not covered by the waterfall.

The waterfalls generally cover within 3-5 spaces of the corner. It is recommended to stay in the corner and not near the edges, because some waterfalls can be deceptive and show the player being covered, but they will take damage when it explodes. If the player cannot reach the waterfall in time, quickly eat up to avoid being killed by the blast.

Vorago reuses this attack after his reflect attack ends. He uses this three times during the fight, after which the final maul piece breaks off. If Vorago is still not phased into the final phase, waterfalls are skipped directly into stone clones instead.

Stone Clones[edit | edit source]

Three attacks after the waterfall attack, Vorago will swipe his claw as if he is using a melee attack, but will summon several stone clones to attack players, one at first, and an additional clone for every 7 players in the arena. Stone clones possess the same name as their intended target and use the same combat style as whatever the player is wielding on their main-hand. Clones possess the same combat level as their target and have 10,000 health.

Other players cannot attack the clones unless they had a clone attack them and they defeated it in combat.

Damage Reduction[edit | edit source]

After the stone clones are summoned, damage dealt to Vorago is reduced by roughly 80% until six auto-attacks have passed.

Strategies[edit | edit source]

Full attack rotation[edit | edit source]

Current rotation
Ceiling collapse
Scopulus
Vitalis
Green bomb
Team Split
The end
Next: 7 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[edit | edit source]

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[edit | edit source]

Phase ends when Vorago reaches 0 life points after obtaining the weapon piece
  • 5 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[edit | edit source]

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[edit | edit source]

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 (skips if 10k hit)
  • 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[edit | edit source]

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.

Phase 1[edit | edit source]

Base[edit | edit source]

The base is the person tanking melee swipes. These are nothing special, just auto attacks. The only special considerations are the following:

  • Generally, Vorago will do one auto attack at a time; a blue bomb (magic auto, covered in the bomb section), or a melee swipe (melee auto). However, Vorago can do both a blue bomb and a melee swipe in one auto attack.
  • Melee swipes are AoE in a 3x3 from the center. This means that if you could hit the base with a halberd range weapon, you will get melee swiped in addition to the base. Note that melee swipes are only halberd range only in the direction Vorago is facing.

As base, you have two options:

  • In teams of 4 or larger
    • Stand in the north east of the arena, roughly 5 squares west of the absolute north east corner. From here, just tank the boss with Deflect Melee on, do damage, and Resonance as needed. Once the TL5 provokes, move over to just outside of MD of Vorago, and be ready to step MD and provoke when the TL5 needs to jump. Ideally, provoke around 35k HP, but it is worth while to provoke earlier if your team is doing very good damage.
  • In teams of 2 or 3
    • Stand just underneath the jump spot, slightly east of where the TL5 provokes from. Provoke Vorago on drop, pray melee, and start doing damage. Build to sunshine, drink your replenishment potion, and pump out damage with your scrimshaw and DPS prayers on. Soulsplit flick if you're comfortable doing so, and wait for TL5 to provoke. Get ready to provoke back when the TL5 is prepared to jump.

The main difference between these two strategies is who will be taking bombs. In the first option, it will be the bomb tank taking bombs P1. In the second, it will be the TL5 taking bombs while climbing, which allows the bomb tank to DPS comfortably until TL5 is able to attack Vorago.

TL5[edit | edit source]

A graphic detailing a quick route to voke spot on Phase 1
  • As TL5, your job is to get to provoke spot as quickly as possible. In teams of 3 you will be taking bombs. In teams of 4 or larger, you will not. The faster your climb, the better the phase will go for the whole team. Drop down in TL5 spot, eat up, excalibur, and equip your bladed dive. Surge immediately, and climb up the first obstacle. After this, bladed dive the second obstacle, and climb. Surge to the third obstacle, and jump. Then, stand in the provoke spot and provoke the boss. Be ready to jump at roughly 30k HP, and wait for the base tank to provoke.

Bomb Tank[edit | edit source]

For bomb tank, there are three scenarios:

  • In teams of 4 or larger
    • You will be taking bombs P1. Do damage, be ready to prayer flick, and resonance blues. Remember that the reds will cancel your defensives. When you receive a red bomb message "Vorago has sent a red bomb after you! Run!", he is firing a non-homing blue with the red bomb. This means that you can completely dodge the blue by moving squares. Since blue bombs are 3x3, this blue can be dodged simply by being outside of range of the bomb's AoE. Simply do damage and tank bombs until the end of the phase, employing Resonance, Devotion, or Disruption Shield as needed.
  • In a team of 3
  • In a team of 2
    • Follow the steps listed above for TL5 as you're climbing now.

Phase 2[edit | edit source]

An example of how to handle bleeds as the bomb tank in duo

On Phase 2, it is important that for everyone to stack Storm Shards to make the phase smoother, especially with smaller teams. On the fourth orb, make sure Vorago's health is around 20,000 health otherwise to ensure Vorago can be phased immediately after the timegate. Vorago resets his health to around 80,000 upon reaching 12,500 health.

Base[edit | edit source]

On drop down, stand in base spot and be ready to take the first two bleeds. Freedom, tag, Provoke as Vorago drops to prevent him from applying a bleed on someone else. Then, Escape or Surge on the second bleed. On the third bleed, Vorago will launch a blue bomb which will be aimed towards you as the bomb tank moves in to take it and the fourth bleed; Resonance this hit if possible, otherwise use Devotion or Reflect. On the fifth bleed, Barge towards Vorago and use Provoke to force him back onto you. If a gravity orb spawns, move Vorago towards it once he starts moving to avoid causing your teammates to be hit by melee swipes.

Bomb Tank[edit | edit source]

Trio or larger

On drop down, DD in base spot with the Base and TL5. Wait for the third bleed (remember the first smash animation is invisible), and provoke. Freedom 3, Escape 4. Then, stay out and do damage while handling bombs, until reflect. After reflect, the first attack Vorago will do is a red bomb with a non-homing blue. If you're not doing Cade intercept strategies (which are strongly recommended in trio or duo), then dodge the non-homing blue and proceed as normal. Tag gravity orbs when you can, and mitigate damage as desired.

Duo

Since there is no TL5 in duo, the bomb tank takes 3 bleeds. Stand in the spot shown in the clip. Freedom 3, Escape/Dive or just Escape 4, and let the Base voke back after the 5th bleed as you run away from Vorago. Coordinate barricades with the Base using the cade strategies described above, and tag gravity orbs.

TL5[edit | edit source]

On drop down, stand on top of the Base and Bomb Tank in base spot. Provoke after the Bomb Tank escapes, but make sure to voke fast enough that the boss does not move. Freedom the 5th bleed, and wait for the Base to voke. Move out of MD and DPS as normal, tagging gravity orbs when you can.

Upon tagging the 4th Gravity Orb, Vorago will enter the Bring Him Down mechanic. Click on Vorago to fill the progress bar and get ready to do some damage upon stand-up (50k damage is needed to pass Bring Him Down).

In duos, the rotation below is recommended to pass Bring Him Down.

Base:

Air Surge icon.pngWild Magic.pngAsphyxiate.pngCorruption Blast.pngAir Surge icon.pngConcentrated Blast.pngDragon Breath.pngAir Surge icon.pngSonic Wave.png

Bomb Tank:

Air Surge icon.pngWild Magic.pngCorruption Blast.pngAir Surge icon.pngAsphyxiate.pngDragon Breath.pngAir Surge icon.pngConcentrated Blast.pngShatter.png

Note: It is very important to coordinate Corruption blast as it is a very powerful basic needed to pass Bring Him Down. Take care not to override your partner's corruption blast.

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

Phase 3[edit | edit source]

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

Vorago's attack rotations for Phase 3.

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

General note: for teams of 4+, the DPS will follow the same rotation as the TL5

TL5[edit | edit source]

Stand south of L rock ▸ Asphyxiate.pngWild Magic.pngDragon Breath.pngSonic Wave.png ▸ Off for reflects ▸ Defensives ▸ Detonate.png ▸ Release with Auto Deto Dragon Breath ▸ Asphyxiate.pngSonic Wave.pngReplenishment potion (6).pngOnslaught.png

The first rock will drop around the time you do Dragon Breath, move in closer when you do Dragon Breath/Sonic Wave.

Base[edit | edit source]

Trio or larger[edit | edit source]

Same as TL5. On reflects you can stand MD and Voke to take some melee hits and lessen the number of bombs sent to the Bomb Tank, but this is optional. Be wary of Melee AoE swipes to your TL5 if you happen to Voke and stand MD.

Duo[edit | edit source]

Sunshine drop near the center, build on dummy.

Target Vorago ▸ Asphyxiate.pngWild Magic.pngGuthix staff.png Weapon Special attack.png ▸ Build on reflect ▸ Disruption Shield icon.pngDetonate.png ▸ Release with Auto Deto Dragon Breath ▸ Build with Basics ▸ Get near Vorago ▸ Onslaught.png

Bomb[edit | edit source]

Trio or larger[edit | edit source]

Stand East or West at Max Cast ▸ Disruption Shield icon.pngAsphyxiate.pngWild Magic.pngDragon Breath.pngSonic Wave.png ▸ Off for Reflects ▸ Build with Defensives ▸ Resonance.png (resonance will stay active in detonate as long as you keep your shield on ▸ Switch to staff and release detonate with Air Surge and Dragon Breath ▸ Asphyxiate.pngCorruption Blast.png

The first rock will drop around the time you do Dragon Breath, avoid the rock and stay at max cast distance to Vorago after he lands. By this time the second rock will have dropped, and you should stay at max cast distance again.

  • From here you have two options:
    • Devotion.pngReplenishment potion (6).pngOnslaught.png ▸ Basics to phase
      . This is the riskier but faster option. Note that the red bomb will be followed by a homing blue bomb and will hit after the red bomb has cancelled your devotion, so be prepared to take a 2k red bomb plus a blue bomb.  
    • Metamorphosis.pngReplenishment potion (6).png ▸ Thresholds and Optionally Reprisal.png the red and blue bombs
      . Limitless is highly recommended for this option. Use basics to finish the phase. This is the less risky option as you can eat Jellyfish and Guthix Rests in Metamorphosis but is slower compared to option 1.

Duo[edit | edit source]

Sunshine drop near the center, build on dummy.

Ingenuity of the Humans.png Statius's warhammer.png Weapon Special attack.pngWild Magic.pngGuthix staff.png Weapon Special attack.png ▸ Build on reflect ▸ Detonate.png ▸ Release ▸ Disruption Shield icon.pngEnhanced Excalibur.png ▸ Thresholds ▸ Reprisal.png with Soul Split on red bomb launch after second jump (making sure to heal with Guthix Rests and Jellyfish). Note that Reprisal's output damage is boosted by Metamorphasis, thus, you only have to intake roughly 7k damage to reach Reprisal's 12k damage cap.

TL5[edit | edit source]

Stand 2-3 squares West of L rock ▸ Sunshine.pngVulnerability icon.pngReplenishment potion (6).pngEnhanced Excalibur.png ▸ Full sunshine rotation

Pray melee as Scops can hit hard, even more so when two Scops are aggro’d on to you. If a Scop aggros the bomb tank, revoke ASAP. If the two Scops are positioned nicely, you can Deto as a threshold in your sun. If you are running low on food, you can devo as one scop dies to extend the devo. Phase should end as your Sun ends.

Base[edit | edit source]

Trio or larger[edit | edit source]

Same as TL5.

Duo[edit | edit source]

Sunshine.png on west Scopulus spawn ▸ Activate Dark Form ▸ Set spell to blood barrage ▸ Vulnerability icon.png ▸ Prioritize AoE Abilities ( Detonate.png, Dragon Breath.png, Corruption Blast.png, Chain.png) and 4TAA as much as possible

If a Scop goes on the bomb tank, voke it away from them ASAP. Use Devotion.png if necessary.

Bomb[edit | edit source]

Trio or larger[edit | edit source]

Stand in the South West quadrant ▸ Sunshine.png ▸ Wait until the Base or the TL5 tag the Scop ▸ Vulnerability icon.pngReplenishment potion (6).pngEnhanced Excalibur.pngWild Magic.pngResonance.pngAsphyxiate.png ▸ DPS until end of phase

Asphyxiate can be replaced with Devotion if HP is low. Phase should end as your Sun ends.

Duo[edit | edit source]

Sunshine.png on west wall, south side ▸ Activate Dark Form ▸ Set spell to blood barrage ▸ Vulnerability icon.png ▸ Prioritize AoE Abilities (Detonate.png, Dragon Breath.png, Corruption Blast.png, Chain.png) and 4TAA as much as possible

Use Devotion.png if necessary.

TL5[edit | edit source]

Stand north east of MD ▸ Sunshine.pngReplenishment potion (6).pngEnhanced Excalibur.pngDragon Breath.pngConcentrated Blast.pngWild Magic.pngGuthix staff.png Weapon Special attack.png ▸ Off for reflects ▸ Defensives to build adren ▸ Detonate.png ▸ Release with Auto Deto Dbreath ▸ Thresholds to finish the phase

Pray Melee the entire phase. Standing in MD is crucial as Vitalis acts as physical objects, blocking your attacks to Vorago. Phase should end by 1-2 bleeds.

Base[edit | edit source]

Trio or larger[edit | edit source]

Same as TL5. Optionally, the Bomb tank can voke on dropdown. This means Vorago will not do any Melee Swipes as aggro is on the Bomb tank. However, Base must voke back at the start of Reflects to prevent Vorago from walking away during Reflects.

Duo[edit | edit source]

Stand on L rock, beside the Bomb Tank ▸ Sunshine.pngReplenishment potion (6).pngEnhanced Excalibur.pngDragon Breath.pngConcentrated Blast.pngWild Magic.pngGuthix staff.png Weapon Special attack.png ▸ Off for reflects ▸ Defensives to build adren ▸ Detonate.pngAir Surge icon.png Detonate.png Dragon Breath.png ▸ Freedom the 4th bleed ▸ Thresholds until sunshine is over ▸ Build to 100 adren, count auto attacks and off for reflects ▸ Devotion.png Intercept icon.png ▸ Devo cept the Bomb Tank & prayer flick ▸ Barricade.png Intercept icon.png ▸ Provoke Vorago after the 4th bleed ▸ Freedom the 5th bleed ▸ Repeat until Vorago reaches 0 hp

In duo Vitalis, due to both players being surrounded by Vits, the objective is to deal as much damage as possible while also surviving Bleeds, staying in MD the entire phase. As both players are standing in MD and beside one-another, any blue bomb auto attacks will AoE and deal damage to both players. Prayer flicking between protect melee and protect magic is crucial to surviving (recommended to camp protect Melee, flick to protect Mage when a blue bomb is about to hit). To handle 5 bleeds, the strategy is to have one person take bleeds 1-4 and freedom the 4th bleed clearing all previous stacks. The other tank will Cade cept to mitigate bleed damage for bleeds 1-4. After the 4th bleed, the other tank will voke and take the 5th bleed, which will be cleared by Freedom.

Bomb[edit | edit source]

Trio or larger[edit | edit source]

Stand in the South quadrant ▸ Sunshine.pngDragon Breath.pngConcentrated Blast.pngWild Magic.pngGuthix staff.png Weapon Special attack.png ▸ Off for reflects ▸ Resonance.pngDetonate.pngAir Surge icon.png Detonate.png Dragon Breath.png ▸ Thresholds to finish the phase

As the Base and TL5 are standing in MD, your job is to stay out of MD in order to direct blue bombs to you. If a Vitalis stands in between you and Vorago, do your best to maneuver around the Vitalis. Optionally, upon dropdown, voke Vorago so that the Base and TL5 do not take Melee swipes. However, the Base should voke back at the start of Reflects, otherwise Vorago can walk away from Base spot due to a Vitalis walking between the Bomb Tank and Vorago.

Duo[edit | edit source]

Stand on L rock, beside the Base ▸ Enhanced Excalibur.pngWild Magic.pngAsphyxiate.pngDragon Breath.pngSonic Wave.png ▸ Off for reflects ▸ Devotion.png Intercept icon.png ▸ cept your partner and prayer flick ▸ Defensives to build ▸ Wild Magic.png ▸ Build to 100 before bleeds ▸ Barricade.png Intercept icon.png ▸ Provoke after the 4th bleed ▸ Freedom the 5th bleed ▸ Build to Sunshine ▸ Sunshine.png ▸ Thresholds, count auto attacks until reflects ▸ Detonate.pngAir Surge icon.png Detonate.png Dragon Breath.png ▸ Freedom the 4th bleed ▸ Repeat until Vorago reaches 0 hp

In duo Vitalis, due to both players being surrounded by Vits, the objective is to deal as much damage as possible while also surviving Bleeds, staying in MD the entire phase. As both players are standing in MD and beside one-another, any blue bomb auto attacks will AoE and deal damage to both players. Prayer flicking between protect melee and protect magic is crucial to surviving (recommended to camp protect Melee, flick to protect Mage when a blue bomb is about to hit). To handle 5 bleeds, the strategy is to have one person take bleeds 1-4 and freedom the 4th bleed clearing all previous stacks. The other tank will Cade cept to mitigate bleed damage for bleeds 1-4. After the 4th bleed, the other tank will voke and take the 5th bleed, which will be cleared by Freedom.

5 man[edit | edit source]

TL5 and Base[edit | edit source]

Stand in the west quadrant ▸ Form a square among 4 people ▸ Onslaught.png

If the green bomb is on the Bomb Tank, it is the Base's responsibility to "bridge" and run to the Bomb Tank before the green bomb reaches. The green bomb will bounce onto the Base tank, who will then run back to the dps pile so that the green bomb can bounce amongst the dps pile. If a green bomb is not bridged and hits a 10k, reflects will start immediately.

Bomb[edit | edit source]

Stand in the south quadrant ▸ Devotion.pngReplenishment potion (6).pngOnslaught.png

Trio[edit | edit source]

TL5[edit | edit source]

Sunshine.pngReplenishment potion (6).pngDragon Breath.pngConcentrated Blast.pngWild Magic.pngGuthix staff.png Weapon Special attack.png ▸ Off for reflects ▸ Detonate.pngAir Surge icon.png Detonate.png Dragon Breath.png ▸ Thresholds till phase is over

If a green bomb goes onto you, it is your responsibility to tank the 10k damage. Remember reflects will happen immediately after a 10k green bomb so keep a watchful eye on the green bomb.

Base[edit | edit source]

Same as TL5. If the first green bomb is on the Bomb tank, if is the Base's priority to Devo cept the bomb tank, while praying magic (keep protect magic on for the entirety of intercept)

Duo[edit | edit source]

Sunshine.png south, start closer in ▸ Step out if bomb tank gets a green bomb, otherwise stay in ▸ Limitless.pngAsphyxiate.pngWild Magic.png ▸ Build on reflect ▸ Detonate.png ▸ Release ▸ Repeat ▸ Reprisal.png either the green bomb or the red bomb + blue bombs with soul split on

Bomb[edit | edit source]

Trio or larger[edit | edit source]

Sunshine.png in the South West ▸ Replenishment potion (6).png ▸ Strong basics and threshes ▸ Off for reflects as soon as GB hits ▸ Resonance.png ▸ Build ▸ Detonate.png ▸ Release ▸ Thresh
  • If the Green Bomb is on you, the base will Devotion.pngIntercept icon.png you.
  • The phase should end as Sunshine ends
  • If the phase isn't over by the third Green Bomb, reconsider if you and the team have the DPS for this rotation
  • Place your sunshine on the edge of a quadrant. If the green bomb happens to occupy the quadrant your Sunshine is in, you can still stand in the other half of your sunshine without taking mist damage.

Duo[edit | edit source]

Sunshine.png north, start further out ▸ Step in you get a green bomb, otherwise stay in ▸ Limitless.pngAsphyxiate.pngWild Magic.png ▸ Build on reflect ▸ Detonate.png ▸ Release ▸ Repeat ▸ Reprisal.png either the green bomb or the red bomb + blue bombs with soul split on

TL5[edit | edit source]

Stand near L rock ▸ Stall ▸ Go to first TS ▸ Wild Magic.pngDragon Breath.pngAsphyxiate.pngSonic Wave.png ▸ Build ▸ Detonate.png ▸ Release on 3rd blue ▸ Go to second TS ▸ Build ▸ Wild Magic.pngDragon Breath.pngReplenishment potion (6).pngOnslaught.png ▸ Cancel at 3k ▸ Basics to phase

Base[edit | edit source]

Trio or larger[edit | edit source]

Same as TL5. Alternatively, you can WM, Asphyx, Dbreath, 4TAA + GStaff then off for reflects if the first TS is in a favorable spawn. During reflects you should Voke, pray melee and stand MD to lessen the number of blue bombs the Bomb Tank takes.

Duo[edit | edit source]

Ingenuity of the Humans.png Statius's warhammer.png Weapon Special attack.pngCombust.pngProvoke.png ▸ Walk bleed ▸ Air Surge icon.png Sonic Wave.pngDragon Breath.png ▸ Switch to Staff ▸ Air Surge icon.png Wild Magic.pngDetonate.png ▸ Release after reflect ▸ Reprisal.png ▸ Eat ▸ Replenishment potion (6).pngOnslaught.png

With dummy[edit | edit source]

Ingenuity of the Humans.png Statius's warhammer.png Weapon Special attack.pngCombust.pngAir Surge icon.png Asphyxiate.png ▸ Switch to Staff ▸ Wild Magic.pngDetonate.png ▸ Release after reflect ▸ Reprisal.png ▸ Threshold to phase

Can also opt to not reprisal TS and build to onslaught to finish phase.

Bomb[edit | edit source]

Trio or larger[edit | edit source]

Stand near L rock ▸ Stall ▸ Go to first TS ▸ Disruption Shield icon.pngWild Magic.pngDragon Breath.pngAsphyxiate.pngSonic Wave.png ▸ Build ▸ Detonate.png ▸ Release on 3rd blue ▸ Go to second TS ▸ Build
  • From here you have two options:
    • Wild Magic.pngCorruption Blast.pngDevotion.pngReplenishment potion (6).pngOnslaught.pngEnhanced Excalibur.png ▸ Cancel at 3-4k ▸ Basics to phase
      . This is riskier but will lead to a faster phase. Note that the red bomb will be followed by a homing blue bomb and will hit after the red bomb has canceled your devotion, so be prepared to take a 2k red bomb plus a blue bomb.
    • Metamorphosis.pngReplenishment potion (6).png ▸ Thresohlds ▸ Reprisal.png
      . Limitless is highly recommended for this option. Use basics to finish the phase. This is the less risky option as you can eat blue blubber and Guthix rests in metamorphosis but is slower compared to option 1.

Extra notes: do not attempt to cast an auto attack while standing in the TS box unless you are sure you are within max cast distance (7 squares). Otherwise, your character will attempt to run into cast distance before the TS is over, resulting in you taking an 8k hit.

Duo[edit | edit source]

Sunshine.pngReplenishment potion (6).png ▸ End of TS ▸ Limitless.pngWild Magic.pngAsphyxiate.png ▸ Build ▸ Detonate.png ▸ Release after reflect ▸ Reprisal.pngDisruption Shield icon.pngExcalibur.pngOnslaught.png or Thresholds to phase

with dummy[edit | edit source]

Air Surge icon.png Guthix staff.png Weapon Special attack.pngWild Magic.pngAir Surge icon.png Asphyxiate.pngDragon Breath.pngDetonate.png ▸ Release after Reflect ▸ Reprisal.png ▸ Thresholds to phase

TL5[edit | edit source]

Stand near L on drop ▸ Get into quadrant Vorago points to ▸ Asphyxiate.pngWild Magic.pngDragon Breath.pngSonic Wave.png ▸ Glitch out ASAP ▸ Sunshine.png at max cast ▸ Build with Basics ▸ Replenishment potion (6).png ▸ Tag purple bomb ▸ Back to sunshine ▸ Pray Magic ▸ Wild Magic.pngAsphyxiate.pngGuthix staff.png Weapon Special attack.png ▸ Off for Reflect ▸ Build ▸ Detonate.png ▸ Release after third blue ▸ At this point the boss should be low enough to finish with basics, but if not ▸ Asphyxiate.pngWild Magic.pngGuthix staff.png Weapon Special attack.pngDragon Breath.pngSonic Wave.png
  • If the phase is still not over at this point, gauge how much hp is left and decide on the following two options.
    • Below 60k Hp. Continue dpsing Vorago with basics and charge Deto in the second to last quadrant. Release with Auto, Deto, WM the second Vorago begins his stand up animation, but before Vorago throws bombs. The reason being Vorago will have 75% damage reduction in the last quadrant until he stands up, however, Vorago will go back to taking full damage slightly before his full stand up animation. Thus, you want to stack as much damage as possible before his stand up but after Vorago starts taking full damage. If done properly, Vorago will end the phase and no bombs will be sent out.
    • Above 60k hp. Continue dpsing Vorago with basics. On stand up, pray magic, WM, Asphyx, GStaff/Dbreath and continue dpsing. If the phase is still not over, reconsider if you and the team have the dps for this rotation.

Base[edit | edit source]

Trio or larger[edit | edit source]

Same as TL5. In option 2, you should stay inside the quadrants and devo-cept the Bomb Tank as he tags blue bombs. On stand up do thresholds and finish the phase. During reflects you can Voke and stand MD but it is optional. Be wary of melee AoEs hitting your TL5 if you stand MD.

Duo[edit | edit source]

Wild Magic.pngAsphyxiate.pngIngenuity of the Humans.png Statius's warhammer.png Weapon Special attack.pngSunshine.png within MD before purple quarter ▸ Wild Magic.pngAsphyxiate.png ▸ Build ▸ Detonate.png ▸ Release ▸ Wild Magic.pngAsphyxiate.pngDevotion.png ▸ Intercept the bomb tank

Vorago should be phased before second standup, however if not, this ensures you take minimal damage afterwards.

Bomb[edit | edit source]

Trio or larger[edit | edit source]

Stand near L on drop ▸ Get into quadrant Vorago points to ▸ Asphyxiate.pngWild Magic.pngDragon Breath.pngSonic Wave.png ▸ Stay inside quadrants until second to last quadrant ▸ Sunshine.png at max cast ▸ Build with Basics ▸ Replenishment potion (6).png ▸ Tag purple bomb ▸ Back to sunshine ▸ Pray Magic ▸ Wild Magic.pngAsphyxiate.pngGuthix staff.png Weapon Special attack.png ▸ Off for Reflect ▸ Build ▸ Detonate.png ▸ Release after third blue ▸ At this point the boss should be low enough to finish with basics, but if not ▸ Asphyxiate.pngWild Magic.pngGuthix staff.png Weapon Special attack.pngDragon Breath.pngSonic Wave.png
  • If the phase is still not over at this point, gauge how much hp is left and decide on the following two options.
    • Below 60k Hp. Continue dpsing Vorago with basics and charge Deto in the second to last quadrant. Release with Auto, Deto, WM the second Vorago begins his stand up animation, but before Vorago throws bombs. The reason being Vorago will have 75% damage reduction in the last quadrant until he stands up, however, Vorago will go back to taking full damage slightly before his full stand up animation. Thus, you want to stack as much damage as possible before his stand up but after Vorago starts taking full damage. If done properly, Vorago will end the phase and no bombs will be sent out.
    • Above 60k hp. Continue dpsing Vorago with basics and stay inside the quadrants. Tag the blue bombs and have the Base devo-cept you. On stand up, pray magic, WM, Asphyx, GStaff/Dbreath and continue dpsing, watching out for the incoming red bomb. If the phase is still not over, reconsider if you and the team have the dps for this rotation.

Duo[edit | edit source]

Wild Magic.pngAsphyxiate.pngGuthix staff.png Weapon Special attack.pngDevotion.png + Intercept the base on blues ▸ Tag 1 red ▸ Sun near the walls before purple quarter ▸ Wild Magic.pngAsphyxiate.pngDetonate.png ▸ Release ▸ Wild Magic.pngAsphyxiate.png ▸ Tag Blues while base devo cepts

Vorago should be phased before second standup, however if not, this ensure you take minimal damage afterwards

Phase 4[edit | edit source]

Vorago's attack rotations for Phase 4.

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 (skips if 10k hit)
  • 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

Generally for Phase 4, if you are not the base tank or the bomb tank, you can simply Soul Split and DPS, and TL5 should be ready for the bleeds. On the scopuli week a red bomb is used instead of the weekly special ability, and bleeds start around two auto-attacks from the ability.

Ceiling Collapse[edit | edit source]

Bomb tank cade cepts the base. Both focus on clearing rocks. Do bleeds + reflect as usual.

Scopulus[edit | edit source]

Base tank cade cepts the bomb on red bomb launch. Do bleeds + reflect as usual.

Vitalis[edit | edit source]

Both base and bomb tank should go north-east. Bomb tank cade cepts base. Focus on clearing Vitalis. Do bleeds + reflect as usual.

Green Bomb[edit | edit source]

Wait for green bomb launch. Person without a green bomb cade cepts the other person. Do bleeds + reflect as usual.

Team Split[edit | edit source]

Go into your colored box. Base immediately barges MD. Do bleeds + reflect as usual.

The End[edit | edit source]

Base tag reds, bomb cade cepts. On standup, base cade cepts bomb, then devo cepts on red bomb launch while standing outside of MD. Go back in MD on reflect.

Phase 5[edit | edit source]

Vorago's attack rotations for Phase 5.

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
  • 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
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 hard typeless damage every 2 ticks until it is assembled.

During Phase 5 of Vorago, Vorago's Attack, Magic, Ranged, and Defence levels change based on the proximity to the maul spot. Starting at 6 game squares from the maul spot:

  • Vorago's Attack, Magic, and Ranged levels increase by 5 levels per game square toward the maul spot, taking on values between 95 and 125, in increments of 5.
  • Vorago's Defence level increases by 1 level per game square toward the maul spot, taking on values between 91 and 97.

The Armour bonus, however, remains normal; 2178. At game squares farther than from the maul spot than these, Vorago's Attack, Magic, Ranged, and Defence levels remain the same; level 90.

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 will instantly kill 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.

Due to the limited nature of the Phase 5 arena, Ceiling Collapse and Scopulus mechanics are replaced with TeamSplit and Purple Bomb mechanics, respectively. If you are not the base, the bomb, or the TL5, your job is to DPS and avoid PKing your team mates. In teams of 3 or larger, the TL5 is the mauler. In a team of 2, the bomb tank is typically the mauler.

Clearing bleeds[edit | edit source]

This is the most important part of ensuring a kill.

The most straightforward way is to bladed dive out as you receive the first bleed. Turn walk on to ensure you stay in max distance, then surge back in on the second bleed. Freedom if you receive a third bleed. This ensures no ticks are lost when clearing bleeds and will always guarantee bleeds to be cleared.

Other methods include Freedom/Escape/Barge, Escape/Freedom/Barge, Escape/Barge/Bladed Dive, etc. As long as you are able to move at least 6 squares from your current positions, you will always be able to clear every bleed.

Push mechanics[edit | edit source]

P5 Push Mechanics
Pushforward
Does not increase Does increase
Pushback
Does not reduce Does reduce
Does not cause Does cause
  • TeamSplit damage
  • Your purple bomb in NM (Pushes 1/2 sq in HM)
  • Multiple blue bombs hitting at the same time (only one is counted)
  • Bleed attack damage
  • Vitalis orb explosion
  • Your purple bomb hitting others
  • Your green bomb hitting others
  • 10k Green Bomb hit
  • Vitalis melee damage

Ceiling Collapse/TeamSplit[edit | edit source]

Ceiling collapse and TeamSplit weeks share the same special attack on phase 5, 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.

  • Strategy (duo)
    • Base sun drop and Limitless + Wild Magic + Asphyx. Bomb disruption shield after TS, Wild Magic + Corruption + Combust out of TS, and cade on first blue. Bomb intercepts base on reflect and both go MD. Vuln and build with shard/defensives. Clear bleeds with bladed dive/surge/freedom. Bomb suns while base debilitates on first blue. Reprisal TS, bomb use thresholds under sun and base disrupts + cades on blues out of TS. Repeat until maul.
  • Strategy (trio+)
    • DPS sunshines in MD before moving into TS box, building out of the TS with apot/dbreath and using thresholds before reflect. BT barricades first blue out of TS and builds with basics. DPS vuln/detonates reflect then thresholds again and build while clearing bleeds. Base swaps out to BT during/after bleeds and should debilitate first blue & barricade first blue out of TS. At following TS, use reprisal (8k+), bleed & thresh. The previous BT acts as DPS and sunshines and threshes. Repeat until maul.
  • Tips
    • Do not use Onslaught on P5 during this rotation.
    • Do not Barricade after bleeds either, unless you are extremely close to maul spot.

Scopulus/The End[edit | edit source]

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 seconds; 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.

  • Overall strategy
    • Duo: Base stand 2 squares away from MD with disruption shield active. Bomb stand MD and detonate + wild magic on drop with disruption shield active. Let 1st bomb go on base, then bomb clears next bomb with disrupt, cade on 3rd bomb. Both go MD with intercept, vuln and build. Clear bleeds with bladed dive/surge/freedom. Bomb should start onslaught, base should disrupt 1st blue and cade on 2nd blue. Then use sunshines/onslaughts until maul.
    • Trio:Form a triangle in the arena with the base and TL5 in, and the bomb tank out. The DPS should both Onslaught.png while the bomb prepares to Barricade.png. If using Disruption Shield icon.png, barricade on the second blue after the Purple Bomb special starts. If not, barricade on the first blue after the special. If needed, the base and bomb should switch after bleeds, leaving the TL5 to sunshine and the bomb tank (now a DPSer) to onslaught. Follow the same barricade timing as stated before. Repeat this until the boss is ready to maul.
    • 4man or larger: Due to the additional player, it is no longer possible to safely channel Onslaught - as such, everyone but the bomb must stand south (in 11 man+ teams one bomb is north while the other is south). Any DPS with a bomb will run north when the timer reaches 5 seconds to avoid collateral damage. DPS until the boss reaches maul spot. In these teams it is generally not needed to bomb switch.

Vitalis[edit | edit source]

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.

  • Overall strategy
    • Base sun drop and Limitless + Asphyx + Wild Magic. Bomb disruption shield and cade cept Vitalis orbs early. If any Vitalis appear, clear them ASAP (1-2 may spawn). On reflect have one person go MD. Clear bleeds as usual, then base debilitate blues after bleeds while bomb sunshines. Repeat until maul. If close enough to maul spot, you can barricade and onslaught instead.

Green Bomb[edit | edit source]

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.

  • Strategy (duo)
    • Both players Asphyx drop. Person with green bomb steps in and use sun, other person cade cepts. Do as much damage as you can until reflect. Vuln on reflect, but do not step in. Clear bleeds as usual, person who used cade should sun after bleeds, other person debilitate blues.
    • If the green bomb goes on the person who used cade already:
      • Simply cade cept the person with green bomb. Do as much damage until reflect, repeat until maul. If you’re close to maul spot you can Onslaught until maul.
    • If the green bomb goes on the person who didn’t use cade:
      • You will be in your sun, so don’t use too much adren and Devotion + Intercept the person with green bomb. Be prepared to tank a 9.5k hit. Other person will cade cept. Repeat until maul. If you’re close to maul spot you can Onslaught until maul.

Slang[edit | edit source]

The list below contains terms 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 TeamSplit in which Vorago continues firing blue bombs at players while charging the TeamSplit. This occurs in the third and further TeamSplits on phase 4 during TeamSplit week
  • bt/bomb - Bomb tank
  • cade - Barricade defensive ability
  • cept - Intercept spell
  • deb/debil - Debilitate defensive ability
  • ds/disrupt - Disruption shield spell
  • 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, prolonging the phase
  • 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 phase 5: 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; usually given as a reminder to activate them / Orb that spawns the vitalii
  • pb/purple - Purple bomb
  • p1/2/3/4/5 - Phase number
  • pk - Player killing; the acts of attacking during a reflect or luring bomb attacks into other teammates and damaging/killing them
  • Rago - Vorago
  • random red - A red bomb that is not targeted at the bomb tank and homes in on a random player instead
  • red - Red bomb
  • ref - Reflect; either Vorago's reflect or the defence ability.
  • reset - Prematurely bring Vorago's health below 12k, causing Vorago to heal. This does not occur on phase 3 and is not relevant on phase 5.
  • 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 Vorago's attacks in phase 5 resulting from push or pushback
  • swap - Bomb tank and base tank switching on phase 5 to alternate cades to cover cooldown times
  • tag - Attack Vorago to make him your target / Touch an object (a gravity field, The End bombs, or rocks)
  • tank (verb) - Receive full damage from green bombs and TeamSplits; eating until players have enough life points to survive the entirety of the attack
  • tl - Top lure/jumper (commonly TL5; combining TL & V5)
  • ts - TeamSplit
  • v/v#/voke/voke# - Provoker (role), numbers denoting which smashes they are taking (commonly TL5; combining TL & V5)
  • 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.