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Charybdis Guide

Charybdis

ATK 560 · Power 860 000

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

Before you pull

Charybdis is immune to every debuff and impairment except Taunt.

Control heroes do nothing here.

Bring

Tanks2-3 with taunt
A dedicated intercept group: small, mobile, watching the pillars
Discordmandatory for prison and link call-outs

Stats

Health800 000

Defense4 500

What you must not do

  • Intercept every Siphon Cell. One through is 15% on the raid and a fresh shield
  • Break the shield fast. No shield, no pillars, for 90 seconds
  • Pull Charybdis away from the pillars to lengthen the cells' run
  • Marked Legions leave the group before the prison blows
  • Free trapped Legions immediately. They cannot free themselves
  • Never re-enter the Corrosive Tide. It never goes away

The fight, phase by phase

6 phases
1

Shield Scales

  • Charybdis starts with a shield worth 30% of its max HP
  • Break it and it regenerates 90 seconds later
  • Breaking it also spawns Maelstrom Manastone, the fight's heal

While it has a shield, Coral Pillars spawn. Removing the shield removes the pillar cycle with it. Getting through that 30% fast is worth more than it looks, because it buys you 90 seconds of quiet floor.

Shield Scales

Shield Scales

Charybdis has a naturally occurring shield (30% of max HP). When the shield is broken, it regenerates 90s later.

Maelstrom Manastone

Maelstrom Manastone

When Charybdis's shield is broken, its Lair produces Healing Manastone. When gathered, it heals a Legion's lightly wounded units.

2

Abyssal Coral and Coral Siphon

While shielded, 3 Coral Pillars spawn at random spots, knocking nearby Legions Airborne for 5% of maximum Unit Count.

Then, 10 seconds after a pillar spawns, every pillar releases a Siphon Cell that moves toward Charybdis:

What the cell touchesWhat happens
Charybdis15% of maximum Unit Count to the whole Lair, and it gains a shield worth 10% of its max HP
A Legion10% of maximum Unit Count to that Legion and everyone around it

A cell that reaches Charybdis undoes your progress. Intercepting one costs 10%; letting one through costs 15% to everyone plus a fresh shield. Take the hit.

Have the tank walk Charybdis away from the pillars. The cells travel to wherever it is standing, so a longer walk is more seconds for your intercept group to reach them.

Do not stand next to a pillar when it spawns. The Airborne knock is what puts you out of position for the cell that follows.

Abyssal Coral

Abyssal Coral

When Charybdis has a shield, Coral Pillars spawn periodically at 3 random locations within its Lair, knocking nearby Legions Airborne and dealing Magic Skill damage (5% of the Legion's maximum Unit Count).

Coral Siphon

Coral Siphon

10s after a Coral Pillar spawns, all Coral Pillars generate Siphon Cells which move toward Charybdis. If a Siphon Cell touches Charybdis, it deals Magic Skill damage to all Legions within its Lair (15% of the Legion's maximum Unit Count) and grants Charybdis a shield (10% of Charybdis's maximum HP). If a Siphon Cell touches a Legion, it deals Magic Skill damage to the Legion and all surrounding Legions (10% of the Legion's maximum Unit Count).

3

Pelagic Prison

2 random Legions get a Pelagic Mark that explodes after 10 seconds for 10% of maximum Unit Count to everyone around them.

  • Anyone caught in the blast is trapped in a prison
  • Trapped Legions cannot move and take 1% of maximum Unit Count every second
  • Other Legions must attack and destroy the prison to free them

Marked Legions walk away from the group immediately. One mark should trap one Legion, not five, and a Legion nobody frees just keeps bleeding.

Pelagic Prison

Pelagic Prison

Charybdis inflicts Pelagic Mark upon 2 random Legions. The Pelagic Mark explodes 10s later, dealing Magic Skill damage to all surrounding Legions (10% of the Legion's maximum Unit Count). Legions that take damage are trapped within prisons. Until other Legions attack and destroy their prisons, Legions within prisons cannot move, and take Magic Skill damage every second (1% of the Legion's maximum Unit Count).

4

Charybdis marks 3 pairs of Legions and draws a line between each pair. 15 seconds later, everything standing on those lines takes 50% of its maximum Unit Count.

  • Paired Legions call it and clear the space between them
  • Nobody unmarked should be crossing the middle while lines are live
  • It also destroys Coral Pillars caught on the lines. A pair that positions well removes pillars for free, which is fewer Siphon Cells to chase
Littoral Link

Littoral Link

Charybdis marks 3 pairs of Legions at random. Each pair of Legions is inflicted with a different mark and linked together by a line. 15s later, Charybdis deals Magic Skill damage to all Legions located on the link lines (50% of the Legion's maximum Unit Count) and destroys Coral Pillars located on the link lines.

5

Corrosive Tide

Charybdis spits a tide in front of it that stays on the battlefield for the entire fight, dealing 1.5% of maximum Unit Count every second to anything touching it.

That ground is gone permanently. Note where it lands early and route around it for the rest of the raid, because there will be more of it later and less room to work with.

Corrosive Tide

Corrosive Tide

Charybdis spits a Corrosive Tide in front of it that remains on the battlefield throughout the battle. Corrosive Tide deals Magic Skill damage every second to Legions that come into contact with it (1.5% of the Legion's maximum Unit Count).

6

Melee range

  • Abyssal Fang: forward arc
  • Tail Lash: everything around it
Abyssal Fang

Abyssal Fang

Charybdis tears at enemies with its deadly fangs, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 300).

Tail Lash

Tail Lash

Charybdis sweeps its powerful tail, dealing Magic Skill damage to surrounding Legions (Damage Factor 500).

Reference