
Progenitors' Plain · ATK 280 · Power 360 000
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.
Last Rites: enrage at 10 minutes
10m after entering battle, Necrogiant becomes Enraged, summoning a meteor and instantly killing all Legions within its Lair.
Health300 000
Defense2 250
MovementVery Fast
Battle duration300s
Gems550
Speedups5h 45m
Gold650K
Wood650K
Ore488K
Blood Oath: the Necrogiant and the Giant share HP. Damage either one and both drop.
| Boss | Immune to | So you hit it with |
|---|---|---|
| Necrogiant | Magic damage | Physical |
| Giant | Physical damage | Magic |
Both are also immune to every debuff and impairment except Taunt.
Dark Benediction: when the two bosses are close together, both take significantly less damage. Pulling them apart is not a positioning preference, it is a damage multiplier.
So: two groups, two bosses, held far apart, each hitting the one it can actually hurt. A physical Legion parked on the Giant contributes zero.
Blood Oath
Necrogiants and Giants share HP.
Dark Benediction
Synergy forms between Necrogiants and Giants when they get close to each other, significantly reducing the damage they take.
At intervals, both bosses begin channelling a teleport. While channelling:
Stop attacking and start moving. Your damage does nothing during the channel, and every one of the four skills below is a positioning test. This is the part of the fight you practise.
And they swap places. Whichever boss your group was standing on is not the one that will be there afterwards. Re-check before you resume.
Deadly Shadows
Necrogiants and Giants start channeling teleportation and cast a random Skill at certain intervals. They are both Invulnerable while channeling teleportation, and will switch places when channeling finishes.
Darkfire covers the whole Lair with 3% of maximum Unit Count per second.
The bosses create circular Twisting Seals around targeted Legions, and anything inside a Seal is immune to Darkfire.
The Seals move, because the players they are drawn on move. This is not "run to the safe circle and stand there". The raid gathers on the marked players and follows them closely for the whole channel. A group that treats them as fixed ground loses everyone the moment the carrier walks.
Malevolence summons a row of Eyes along one random side, firing orbs continuously toward the opposite side. 8% of maximum Unit Count per hit, the heaviest of the four. There are gaps between orbs; learn the rhythm and cross in one.
Haunting of Ill Intent summons 4 Eyes that fire orbs in random directions. 5% of maximum Unit Count per hit. Nothing to memorise here, just keep moving and keep spacing.
Barrier of Withering puts revolving cross-shaped barriers in the middle of the Lair, 1% per second on contact. Get to the edge and walk with the rotation, not against it.
Darkfire
Darkfire covers the Necrogiant's Lair while channeling teleportation, dealing continuous Magic Skill damage to Legions touched (3% of the Legion's maximum Unit Count). Meanwhile, Necrogiants and Stone Giants create circular Twisting Seals around targeted Legions; Legions inside them are immune to Darkfire damage.
Malevolence
Necrogiant summons a row of Eyes of Ill Intent on a random side of the Lair while channeling teleportation. These Eyes continuously launch orbs towards the opposite side, dealing Magic Skill damage to Legions they touch (8% of the Legion's maximum Unit Count).
Haunting of Ill Intent
Necrogiant summons four Eyes of Ill Intent in the Lair while channeling teleportation, launching orbs in random directions. Legions struck by the orb take Magic Skill damage (5% of the Legion's maximum Unit Count).
Barrier of Withering
Necrogiant summons revolving cross-shaped barriers in the middle of the Lair while channeling teleportation. Legions that touch the barrier take continuous Magic Skill damage (1% of the Legion's maximum Unit Count).
From the third stage on, the teleport channel also generates random currents that change your March Speed.
Every dodge above assumed you move at the speed you expect. Once the currents are up, that assumption is gone. Leave more margin on Malevolence and start crossing earlier.
Disruptive Necro-Currents
While channeling teleportation in the third stage, random currents generate within the Necrogiant's Lair, affecting Legions' March Speed.
Produced each time the fight enters a new stage. Gather it then, to heal your Legion's lightly wounded units.
Healing Manastone
Upon entering the next stage, the Lair produces Healing Manastone. When gathered, it heals a Legion's lightly wounded units.
Staffstrike
Necrogiant swings its giant staff, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 300).
Punisher
Necrogiant slams its giant staff into the ground, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 300).
Manastone Dagger Strike
Necrogiant sinks Manastone Daggers into the ground, dealing Magic Skill damage to all surrounding enemy Legions (Damage Factor 500).
Reckless Blow
Giant swings its mighty arms, dealing Physical Skill damage to all enemy Legions in a forward arc (Damage Factor 400).
Wild Swing
Giant swings its hammer, dealing Physical Skill damage to all enemy Legions in a forward arc (Damage Factor 400).
Whirlwind of Ferocity
Giant raises its stone hammer and spins, dealing Physical Skill damage to all surrounding enemy Legions (Damage Factor 400).
All 21 skills, lair and alliance, with the full game text