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The Storm Titan

Boss

  • Lv 100
  • Attacks when you come close
  • Beacon Cape

Where it lives

Beacon Cape

It lives in The Storm's Eye.

Fight

Health 1,237,500–9,900,000

The fight (tap to show)
  • Mechanic damage

    This boss's marks deal a fixed amount set for its level (100), in place of the blow multiples below: a move you could dodge 2,507 damage, a hazard 2,193 damage, its signature failed 3,447 damage, burning ground 752 damage a second. More levels and better gear mean more health, so the same hit takes a smaller part of it. Armour, shields and barriers turn aside at most 20% of it.

  • Counter-Spin

    It raises its hammer: for 10 s a running ring 6 tiles–15 tiles round the eye's middle with great reverse arrows. Each of you running counter-clockwise in it fills the gauge by your pace round it; clockwise or standing fills nothing. Full when about 60% of the crowd ran the whole window: THE SPIN TURNED!, the eye falls on it, stunned 12 s, every blow 50% harder. Not full: the storm strikes everyone for 3,447 damage and a Charge.

    When20 s into the fight, then every 45 s.

    TipEveryone runs, the healer heals on the run, the tank holds it in the middle. A short cut through the middle runs into its hammer.

  • Eye Wall

    The eye wall turns clockwise round the floor 28 tiles out, with 4 gaps: caught in it you are struck (0.8 ×, lightning) and thrown 3 tiles back in. From 66% it closes in 4 tiles, 3 times, one every 60 s, marked 3 s ahead; the ring's outer edge 1 tile with it.

    When0 s into the fight, then every 1 s.

    TipKeep off the wall; come and go through its gaps.

  • Hammer Blow

    A circle 7 tiles round it, 2.5 s ahead: 2 × and a push of 4 tiles.

    When8 s into the fight, then every 15 s.

    TipOut of the circle.

  • Heartbeat

    Every 8 s: a small circle 1.8 tiles under each of you, 1.5 s ahead, 0.6 × to everyone standing in it.

    WhenFrom 33% health, every 8 s.

    TipRun apart, even in the ring.

  • Storm Elementals

    1–4 storm elementals at the wall (one for every 8 of the crowd), never while the storm turns.

    When32 s into the fight, then every 60 s.

  • Hard enrage

    Its time is up: it goes berserk, its blows 2 × as often and 200 % harder, to the end of the fight.

    When15:00 into the fight, whatever its health (its bar counts it down).

    TipBring it down before the time runs out.

  • Rage

    It flushes red and rages: its normal blows come 1.3× as often, and all its blows are 15% harder.

    WhenAt 30% of its health; it lasts to the end of the fight.

    TipThe last part is the most dangerous: save your strong skills and potions for it, and dodging the marks matters more than ever.

Drops

Chest and signature (tap to show)

Quests

No quest asks for it.