TL;DR — 60 Second Cheat Sheet
- 🔴 Kill order: Demiar → Voralus → Morium — Demiar first kills the silence early
- 💀 Pop void droplets near sentinels for a damage buff
- 🏹 Arrow 1: Hit Demiar + Voralus (clears their shields)
- 🏹 Arrow 2: Hit Morium (last sentinel standing — clears his shield)
- 🏹 Arrow 3+: Miss everything — protect stacks
- 🛡️ Arrow targets only: use a personal when hit
- 🌀 Platform tilts — fight the pull toward the center
- 🚫 Dodge the circle explosions on the ground
- 🏹 Soak every other Silverstrike Barrage arrow — not every one
- ⚔️ Boss is damageable the moment the last arrow fires — go immediately
- 📍 Ranged: outer edge, rotate after each Void Expulsion (4 moves per segment)
- 🧲 DKs: grip adds onto Alleria — NOT the Simulacrum
- 📍 Keep Alleria on the outer edge — shorter grip distance, cleaner positioning
- 🛡️ Tanks: swap by taunting the other boss — don't move them across the room
- 🚧 Don't cross the glowing segment lines — heavy DoT damage
- ⚡ Void Expulsion fires → ranged step, drop puddle to edge → tank swap at 2 stacks
- 🪖 Adds spawn → CC their cast, position for Silverstrike Ricochet to kill them
- 🛡️ Clone shields (Cosmic Barrier) → whole raid bursts the Clone — use personals + healing CDs at 3:51 overlap
- 🔁 Repeat: Expulsion → swap → adds → ricochet → shield → burst → next segment
- 🌊 Wall of orbs spawns — rotate as a group to avoid it
- ↩️ Group rotates exactly one full segment by the end
- 🏹 3 arrow sets fire — soak the 1st, soak 2nd or 3rd to reduce stacks
- 🤝 Stay with your group when platform splits
- 💉 Lust here
- ⛓️ Chains (Aspect of the End): break Ranged → Melee → Tank, stagger the snaps
- 🪶 Grab a feather when platform cracks — jump immediately
- ☠️ 3rd Devouring Cosmos = wipe — this is the kill timer
- ↔️ Decide Yolo vs Stack strat for lines before you pull
The Big Picture
You're fighting Alleria across a circular platform that progressively cracks and splits after each intermission. By Phase 3 the platform is three fully separate chunks.
- Phase 1 — Kill three Undying Sentinel adds before a 2:10 enrage
- Intermission 1 — Crushing Singularity: survive arrow soaks on a tilting, collapsing platform
- Phase 2 — Kill the Rift Simulacrum clone while managing adds across segments
- Intermission 2 — Navigate rotating orb walls across cracked platform segments
- Phase 3 — All single target on split platforms. Kill Alleria before she casts Devouring Cosmos 3 times (hard enrage)
Boss transitions P1 → P2 at 63% HP. P2 → P3 when the Rift Simulacrum dies (shared HP pool). Kill time target: ~9:18.
Global Heroic Changes
▶ 0:23These appear in every phase. Know them before your first pull.
Fires a line across the entire arena from the targeted player's position. On heroic, two players are targeted simultaneously — two lines fire at once. Anyone caught takes massive damage.
Places a debuff on players forcing them to drop a permanent void puddle. On heroic, 3 players targeted at once. The initial target is always a ranged — the follow-up two are random and can hit melee. Each Void Expulsion does two damage hits: first ~59k, second ~120k. Puddles are permanent and block positioning indefinitely. In P2, Void Expulsion fires at roughly 3:50, 4:10, and 4:35 into the fight — each one triggers the tank swap and overlaps with the Cosmic Barrier shield.
Massive healing absorb shield placed on a random player — prevents healing until fully absorbed. No expiration timer. Dispelling moves the remaining absorb to a random player, it doesn't remove it.
Phase 1 — The Sentinels
▶ 1:06Heavy physical + magic tankbuster, knocks target back. Keep it tanked — untanked it hits nearby players for ~300k.
AOE silence + damage spike within 40 yards at ~1:15 into the phase. Very disruptive for casters and healers.
15-yard AOE — players hit take 70% reduced damage output for its duration. Stay out of melee range if not tanking.
🔄 Kill Order ▶ 1:29
Kill Order: Demiar → Voralus → Morium. Demiar first removes Interrupting Tremor immediately — no silence disrupting your healers and casters. The positioning is slightly awkward compared to a clean circle but the payoff is worth it.
Ranged always bait Void Expulsion puddles behind the group into the space you just came from.
Void Droplets float near each sentinel. When they die, they splash the area granting 30% increased damage taken for 30 seconds — this affects sentinels too. This is your DPS multiplier. The Silver Strike Arrow assignment system exists entirely to protect these stacks on the sentinels.
Demiar pulses an AOE that damages and silences players within 40 yards. Fires at approximately 1:15 into Phase 1.
Morium's tankbuster — heavy physical and magic damage hit that knocks the tank back.
Silverstrike Arrow
▶ 2:10
Alleria fires straight arrows targeting 2 players. Arrows pierce through enemies and allies, removing all Void effects from anything hit — including Corrupting Essence stacks on sentinels AND the death immunity shields. Heroic: being hit applies a debuff giving +800% arrow damage taken for 8 seconds — two in a row will kill you. Log-verified: the arrow removes the death immunity, but Echoing Darkness stacks don't clear on arrow impact — they clear when the sentinel's remaining protection is fully burned down and they become killable. Stack count doesn't matter; they reset to 0 automatically once the sentinel dies.
| Set | Arrow 1 | Arrow 2 | Why | Video |
|---|---|---|---|---|
| 1st | HIT Demiar | HIT Voralus | Clear death immunity on the first two targets — Demiar dies first, Voralus second | ▶ 2:37 |
| 2nd | HIT Morium | MISS raid | Morium is last — clear his shield so he can die. 2nd arrow misses. | ▶ 2:44 |
| 3rd+ | MISS raid | MISS sentinels | Shields cleared — protect Corrupting Essence stacks. Miss everything. | ▶ 2:55 |
Intermission 1 — Crushing Singularity
▶ 3:11
After sentinels die, the platform tilts and slowly pulls players inward (drag strengthens over time). Players take raidwide ticking damage every 2 seconds, stacking. Circles mark where orbs will explode — dodge them.
Alleria fires several waves of Silverstrike arrows across the bridge. Heroic: being hit applies +800% arrow damage taken for 8 seconds. Two hits in a row kills you.
Phase 2 — The Severed Rift
▶ 3:36Positioning Setup
- Alleria — outer edge of segment the entire time. Keep bosses 30+ yards apart or they gain a stacking 10% damage buff. Adds get gripped to Alleria's position, keeping melee and ranged in a clean split.
- Rift Simulacrum — middle of segment. Tanks taunt back and forth between bosses in place — the raid does not move.
- Ranged + healers — outer edge, rotating slowly outward (4 movements per segment, one after each Void Expulsion)
- Melee — stack near Alleria on the outer edge for add cleave
Crossing the glowing segment boundary lines on the platform applies a heavy DoT debuff. Avoid at all costs.
A 15% HP shield on the Rift Simulacrum (called the Clone). While it persists, the raid takes pulsing damage. Damage to Alleria does not break this shield — it must be physically burst down. Exception: if the Clone shields at very low HP, you can ignore it and burn Alleria to kill both through the shared HP pool.
A 25-second stackable DoT applied to several players. Hits most of the raid on heroic. Can be cleansed by standing in the path of the Silverstrike Ricochet arrow.
The Clone's tankbuster — heavy physical hit + 10% stat reduction debuff for 20 seconds, stacking. Tanks swap at ~2–3 stacks by taunting the other boss, not by moving the bosses across the room.
One bouncing arrow that ricochets between marked players. It must hit the adds to break their death immunity — the only way to kill them. Also clears Voidstalker Sting from players it passes through. Hard to see in melee range. If an add reaches 100 energy before dying it goes berserk (+300% speed, +500% damage, immune to CC). Log verified: each bounce hits for ~40–65k flat — no stacking debuff, being hit twice in one chain is survivable. This is a different mechanic to the straight Silverstrike Arrow in P1.
Segment Flow (Repeat Each Segment)
▶ 3:48Adds Spawn
Alleria summons 3 small adds near her. They move extremely slowly and will not reliably reach the boss on their own — kicks help but they still crawl. DKs grip them onto Alleria specifically. Gripping onto the Simulacrum is wrong — small adds get buffed by the big add. Keep Alleria on the outer edge when adds spawn so grip distance is short and placement stays clean. No DKs? Position Alleria at the edge so knocked adds land correctly.
Adds constantly cast a short-channel AOE. Interrupt with kicks, AoE stops, and Solar Beam. ▶ 4:23 If an add reaches 100 energy uninterrupted, it goes berserk and is unrecoverable.
Silverstrike Ricochet Fires
The bouncing arrow kills the adds and cleanses Voidstalker Sting. Stack up so it bounces through everyone naturally. The arrow is nearly invisible in melee range. Log verified: each bounce hits ~40–65k flat with no stacking debuff — being clipped twice is fine.
Tank Swap + First Shield ▶ 5:08
After the first Void Expulsion fires, tanks swap. Rift Simulacrum raises Cosmic Barrier — entire raid switches to burst it down.
Highest damage point of each segment — three sources hit simultaneously:
- Void Expulsion detonates — hit 1: ~59k, hit 2: ~120k (back to back)
- Cosmic Barrier pulsing — raidwide damage every tick while shield is alive
- Voidstalker Sting stacks — DoT ticking on most of the raid simultaneously
This is where healers are getting absolutely cooked. Healing cooldowns and raid defensives here — not just personals.
Second Add Wave
After shield breaks and tanks are back to 2 stacks, swap again. 3 more adds spawn — handle identically to step 1.
Tank Swap + Second Shield
Tank swap after next Void Expulsion. Burst the second shield.
Segment Transition ▶ 5:39
After 2nd shield breaks, ranged move to segment end. Whole raid passes through the wall. Tanks do their only 1-stack swap here — everywhere else in P2 it's always 2 stacks.
Rift Simulacrum sometimes delays jumping when shield goes up ▶ 5:54 — ranged can start hitting shield early.
Intermission 2 — Shattering Singularity
▶ 6:04Same structure as Intermission 1, but with a key addition: rotating walls of orbs spawn between segments. Players may need to cross segment cracks (taking Volatile Fissure DoT) to navigate around them.
- Stay with your group — you rotate exactly one full segment by the end
- Be with your group when it ends — the platform fully splits and separated players fall
- Three arrow sets fire — soak the first, then either the 2nd or 3rd (never two back to back)
Phase 3 — The End of the End
▶ 6:43
Alleria calls void energy to consume the current platform. Feathers scatter from her quiver — every player must pick one up and use it to jump to the next platform section. Touching void energy deals massive damage. 3rd cast = wipe.
More Grasp of Emptiness — Pick a Strategy ▶ 6:58
Significantly more Grasp of Emptiness casts. Decide before pulling:
🎲 Yolo Strat
Everyone dodges individually. The one rule: do not move your line last-second. Lock in when the cast starts, trust teammates to step out of yours. Viable but chaotic on heavy overlaps.
🫂 Stack Strat
Everyone groups and moves as a unit. Targeted players stop just short of the group. Lines always point away from the stack — most players never need to track the lines at all.
Aspect of the End — Chains
▶ 7:38
Chains several players to arrow obelisks. While tethered: 10% reduced healing, stacking. Break by running out of range (~30 yards). Breaking the tether deals ~240k raidwide damage and applies 300% physical damage taken vulnerability (watch fall damage from the knockup). One tether is always on the active tank — this is the tank swap mechanic for P3.
Ability Glossary
| Ability | Phase | What It Does | |
|---|---|---|---|
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Grasp of Emptiness | All | Line from targeted player. Heroic: 2 targets simultaneously. Don't move last-second. |
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Void Expulsion | All | Permanent puddle on 3 players (heroic). Bait to edge. Use boss mod to react immediately. |
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Null Corona | All | Heal absorb on random player. Dispelling jumps it — heal target up first. |
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Corrupting Essence | P1 | Void droplets grant 30% damage amp on sentinels when they die nearby. Core DPS multiplier — protect from arrow cleanse. |
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Silverstrike Arrow | P1 | Clears all void effects from anything hit. Use to clear sentinel death immunity. Heroic: hit = +800% arrow damage for 8s. Use personal on every set. |
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Dark Hand | P1 | Morium's tankbuster. Heavy hit + knockback. Use defensives. |
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Interrupting Tremor | P1 | Demiar's AOE silence + damage at ~1:15. Kill Demiar first if it's a problem. |
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Stellar Emission | I1+I2 | Ticking raidwide damage + inward drag during intermission. Dodge exploding circles. |
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Silverstrike Barrage | I1+I2 | Arrow waves in intermission. Heroic: hit = +800% arrow damage for 8s. Soak every other arrow. |
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Volatile Fissure | P2 | DoT from crossing segment lines. Avoid at all costs. |
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Voidstalker Sting | P2 | Stacking DoT (25s) on most of the raid. Stand in Silverstrike Ricochet path to cleanse. |
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Silverstrike Ricochet | P2 | Bouncing arrow — only way to kill adds. Cleanses Voidstalker Sting. Stack up. |
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Cosmic Barrier | P2 | 15% HP shield on Rift Simulacrum. Pulsing raid damage while active. Must be physically burst — Alleria damage doesn't count. |
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Rift Slash | P2 | Clone tankbuster. 10% stat debuff stacking. Swap at 2 stacks after each Void Expulsion. |
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Aspect of the End | P3 | Chains 1 ranged + 1 melee + 1 tank (MW/HPal = melee). Break by running 30 yards. ~240k raid damage on snap. Stagger breaks: ranged → melee → tank. |
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Devouring Cosmos | P3 | Platform consumed — grab a feather and jump to next section. 3rd cast = hard enrage/wipe. |