
Progenitors' Plain · 10 lair skills
Dodging Mad Dash so the bear stuns itself instead of going Frenzied, and closing the fight inside 6 minutes.

Mount Tempest · 11 lair skills
Keeping the bird out of the water, spreading when Electric Blast marks you, and clearing every Manastone during Soar.

12 lair skills
Breaking the Rock Shield before it swallows a Legion, clearing Hammer Trolls that heal each other, and closing it out inside 8 minutes.

Feathersnare Swamp · 13 lair skills
Agony Blast scales with your Poison stacks, so every stone, crevice and dispel is really a decision about that one number.

Duskhills · 11 lair skills
Dodging Dark Rush so the bear stuns itself, dispelling the Darkseal it leaves behind, and never letting it reach Frenzy.

Progenitors' Plain · 18 lair skills
Two bosses on one HP bar, each immune to the damage type the other takes, and a teleport channel that turns the Lair into a dodge test.

Burning Lands · 31 lair skills
Four bosses, four separate Scourging Fields, and a rotation that works because each Daemon tracks its own mark.

Dragon's Maw · 21 lair skills
Keeping Shattering Flame below 10 stacks by rotating tanks, splitting Abyss Lizards that cannot be killed, and staying out of every arc.

Snowspear Plains · 16 lair skills
The icicles you place are the only cover in the fight, and Call of the Ancestors only breaks when ten separate Legions each take one Frost Manastone.

Frozen Aerie · 15 lair skills
Frost Curse turns every other attack into a multiplier, Cold Front is the 30% payoff at the end of its spread, and the Ice Lizards are what litter the floor.

Baneholt · 14 lair skills
Plague Ward turns Plagueheart Burst from 25% of your Legion into 2.5%, and every other mechanic exists to strip it or restore it.

14 lair skills
Time Travel revives your dead and wipes the permanent ground hazards, but hands the dragon a new element every time you use it.

13 lair skills
Two stacks of Astral Tide kill outright, Judgement of the Stars divides on dry land but not in a Starpool, and every explosion in the water poisons it for a minute.

10 lair skills
Intercepting Siphon Cells before they hand the boss another shield, freeing trapped Legions, and routing around a tide that never leaves.

15 lair skills
One Purifying Fission loop, five elemental Cells, and the three charge-up attacks that decide where you must be standing.

15 lair skills
Killing the Illusory Legions to break invulnerability, having a Lava Shield when Burning Skies lands, and leaving no Magma Daemon alive.

12 lair skills
Intercepting Magnetic Currents costs you a stack a second and kills at 30, and carrying both Polarity marks at once wipes a quarter of the raid.