Heroic Hungering Destroyer Boss Guide

December 3rd, 2020

Written and produced by Crzypck

Special thanks to our consulting team: Tagzz, Xyronic, and Ftbubbler

Hungering Destroyer

Big ol’ blue dude who tries to pummel you into the ground. Single phase fight, but the boss has a special 100 energy ability as well.

Abilities

  • Gluttonous Miasma
    • Debuff applied to a few raid members, lasts 24 seconds
    • Affected players take 4300 Shadow every 1.5s
    • These players also can not be healed
    • However, they leech health from nearby players.
      • Leech 2500 health every 1s from all allies within 5 yards
  • Expunge
    • Boss puts a debuff on every player in the raid. Applies a circle to everyone
    • Circle size is based on the player’s missing health. Lower HP, bigger circle.
    • Circle then explodes, dealing 11k Shadow to anyone within the circle
    • Leaves behind an Obliterating Rift
      • Little blue orb on the ground
      • If you touch an orb it’ll pop, and you’ll take 9300 Shadow damage
  • Volatile Ejection
    • Boss marks a few target players
    • After about 5s, he shoots blue missiles at the marked players
    • Deals 9300 Shadow to the marked players, and anyone else hit
    • Also causes players to take 500% increased damage from subsequent Volatile Ejections for 35s
  • Desolate
    • Simple AoE ability. Deals 12k Shadow to the raid
  • Overwhelm
    • Tank smash, deals 37k Physical to the active tank
    • This appears as a cast, so make sure you have Active Mitigation up
  • Hungering Strikes
    • Each melee swing, the boss leeches 3900 health from the target
    • This effect is increased in power by 8% with each subsequent melee, stacking
    • Resets on a tank swap
  • Consume
    • Cast when the boss hits 100 Energy
    • Big AoE suck ability. Sucks you towards the boss
    • Leeches 26k HP from all players every 2s for 6s
      • Power of this is reduced based on distance from the boss

 

Strategy

  • This boss is relatively straightforward honestly, as long as you handle Gluttonous Miasma properly and have good positioning
  • Have the boss slightly off-center, a bit towards the southern end of the room
    • Put 3 markers down between where you’ll hold the boss, and the southern wall
    • These markers will be for the Volatile Ejections
      • You only have about 5s from the time the marks go out, until the missiles fire. If a player can’t reach a marker, that’s OK, just call it out and make sure nobody extra gets hit
    • Everyone should be relatively close to the boss. There isn’t really a reason to spread out significantly for most of the encounter
      • This’ll also help make handling the Volatile Ejections easier
  • When Expunge goes out, everyone should spread about 8 yards from each other. Healers need to get everyone as close to full as possible, to minimize the size of the explosions
    • Move away from your orbs. If you are high health, you can run back over your orb to clear it, but certainly don’t have to
  • Gluttonous Miasma players should move a bit out of the group so they aren’t leeching from everyone
    • With the current tuning, one player can “feed” someone affected with Gluttonous Miasma by themselves
    • You should pre-assign 3 people as the “feeders,” and 2 backups in case a feeder gets the debuff
    • You can put markers down to have set locations for the Miasmas as well, so they don’t get overlapped
    • It is also possible to have 2 or more Miasma targets leeching off the same person. To do this, you’ll need to Venn Diagram the circles
      • Risky, but certainly doable
  • Tanks should taunt every 5-8 stacks of Hungering Strikes. It won’t really be dangerous by that point, but it’ll keep the Leech amount the boss is gaining fairly low
    • The current offtank should be running around the room clearing as many of the orbs from Expunge as possible
    • They only deal 9k damage each, so it shouldn’t be too terribly difficult for the offtank to clear most, if not all, of them
  • When the boss is at 90% energy, the tanks should move him closer to the wall
    • At 100%, he’ll cast Consume. Everyone should run to the opposite side of the room during this
    • Use movement cooldowns here to get as far away as possible
    • Remember, the further away you are, the less he’ll leech. As such, prioritize everyone in the raid being as far as possible
  • Once Consume ends, just go back to the boss. Rinse and repeat until there’s purples to loot!

 

Positioning

Standard

In general, keep the boss near-ish the edge of the room. In the picture below, X, Star, and Circle are for the Volatile Ejections. The raid is positioned on the other side of the boss. Triangle and Diamond are locations for Gluttonous Miasma. Those are just an example, you don’t need pre-set spots for Miasmas, just wanted to provide an example location. Nobody should be too far from the boss. DO NOT FORGET to spread out heavily for the Expunge

Consume

This one’s pretty straight forward. Boss does giant suck AoE then kills anyone within a circle. Run away.

Heroic Artificer Xy’mox Boss Guide

December 3rd, 2020

Written and produced by Crzypck

Special thanks to our consulting team: Tagzz, Xyronic, and Ftbubbler

Artificer Xy’mox

This is a 3 phase encounter, with remarkable visual effects. Honestly, it’s fantastic. The overarching theme of the fight is proper placement of literal wormholes.

Encounter-Wide Mechanics

  • Dimensional Tear
    • Debuffs 2 players for 8s
      • When the debuff ends, the afflicted players explode for 6200 Arcane within 6 yards
      • A wormhole also appears at the affected players’ locations
    • Running over a wormhole plops you out at the other
    • You’ll use this for various mechanics
      • Exact placement will vary by phase
  • Glyph of Destruction
    • 4s debuff on tank
    • When it expires, explodes for 35k Arcane to the whole raid
      • Damage is reduced based on distance. In testing, it was a 45 yard falloff distance. However, the debuff’s duration has been reduced, so the range for falloff has likely also been reduced
      • Also applies Arcane Vulnerability to the tank, increases Arcane damage taken by 50% for 45s
        • Forces tank swap
  • Rift Blast
    • White lines on ground, just don’t stand in them
    • Deal 15k Arcane damage if you get hit
  • Stasis Trap
    • Xy’mox creates a set of traps at the feet of several players
    • Traps arm after 4s, persist until triggered
    • When a player runs over the trap, that person gets stunned and the trap gets a healthpool. Stun breaks when the trap is killed
    • Stunned player also takes 6200 Arcane/2s
  • Hyperlight Spark
    • Spark that jumps from player to player
      • The player receiving the spark takes 9300 Arcane damage\
  • Sire Denathrius’ Private Collection
    • Collection of 3 artifacts. Each phase, 1 artifact will be active.
    • Active artifact creates multiple mechanics for the phase

P1 100-70%

  • Crystal of Phantasms
    • Fleeting Spirit
      • Several spirits spawn, each one fixating a random person. Last 12 seconds
      • If they reach you, you get MC’d
      • They get progressively faster later into their duration
      • To keep them from reaching you, you’ll need to use the wormholes
    • Soul Singe
      • Random AoE during the phase, deals 2300 Shadow damage to several players

P2 70-40%

  • Root of Extinction
    • 8 seeds spawn in set locations
    • After 20s, the seeds explode for 62k Nature damage to anyone within 50 yards
    • Extra action button to drop them
  • Withering Roots
    • Random DoT on 1 person
    • In testing, there was a slight overlap between one expiring and a new one
    • Deals 6700 Nature damage every 1.5s for 21s

P3 40-0

  • Edge of Annihilation
    • Puts a giant suck circle directly in the middle of the room, grows over time
    • Power of suck increases as it grows
    • When it reaches max size, it’ll explode, dealing 155k Shadow damage to all players within 25 yards of the center
  • Aura of Dread
    • Constant ticking damage throughout this phase
    • Deals 1900 Shadow damage to all players every 3s

Strategy

  • General Stuff
    • For starters, keep the boss near where he starts for Phase 1
    • The tank affected by Glyph of Destruction needs to yeet the hell outta the group. Go to a far side of the room so you don’t blow up the raid
      • As soon as the Glyph is applied, other tank should taunt
    • Don’t stand in Rift Blasts. They appear as these white lines on the floor. Really cool looking, but don’t let that fool you. They hurt.
    • Hyperlight Spark just needs to be healed through, not really anything you can do about it
    • You’ll want to have your RL call out when to trigger Statis Traps.
      • Ideally, do this in between whatever the phase-specific mechanic is.
      • This way, your DPS can focus on just blowing them up ASAP
  • Phase 1
    • You’ll need to place your wormholes from Dimensional Tears 50-60 yards away in this phase. Best option is far-east and far-west. See positioning graphic below.
      • Put markers down in each wormhole location
      • The raid should be positioned between the boss and the far-east wormhole
    • When the Fleeting Spirits spawn, the affected players need to use these wormholes to keep away from the SPirits
      • If you get targeted, run next to the wormhole you’re closest to
      • As the Spirit gets close, run over the wormhole
      • Wait for the Spirit to run across the room and get close to you again
      • As soon as the Spirit gets close to you again, run into the wormhole
      • Repeat until the Spirits despawn
    • You’ll want to trigger Stasis Traps no later than 10s before the Spirits spawn
  • Phase 2
    • You’ll want the wormholes in the same places, with the same general raid positioning as P1
    • When the seeds spawn, you’ll need to move ALL 8 of them to the same spot
      • They can be picked up by interacting with them
      • Have people pre-assigned for each individual seed
      • Pick up your assigned seed, run it near the far-east wormhole, drop the seed, take the wormhole to the other side
    • Anyone NOT assigned to get a seed should run to the far-east wormhole
    • In testing, this phase was by far the hardest to heal
      • The people with Withering Roots likely need to use a defensive. Help keep yourself alive
    • Like in P1, you’ll want to trigger Stasis Traps with at least 10s before the Seeds spawn
  • Phase 3
    • Lust as soon as you enter P3
    • You’ll need a wormhole near the center of the room, with the other as close to a wall as possible. Very far-east worked well, but you can do far-west if you want.
      • Tank the boss between the two wormhole locations
    • When the Edge of Annihilation spawns, it’ll start sucking you to the center. Let it.
      • You’ll see the big while circle, and a smaller blue circle. The blue circle grows larger, when it reaches the outer white circle that’s when it explodes
      • You can hang out inside the blue circle until the last second, then take your wormhole out
        • When you take the wormhole, make sure you turn and run TOWARDS the wall
      • This turns into almost a dance. You’ll learn the rhythm of the suck after a couple times, and figure out the timing of when exactly to run into the wormhole
    • Trigger Stasis Traps in between Edge spawns, again with at least 10s to nuke them down.
    • Survive a few Edge of Annihilations, and go collect your purples!

Positioning

Phase 1

Idea here is to have the Dimensional Tears on opposite ends of the room, and use them to stay away from the Fleeting Spirits. Keep the boss near the middle of the room

Phase 2

You’ll want the same positioning for the Dimensional Tears and the boss. The light blue circles represent where the Seeds spawn. They should all be moved to the ORANGE marker, and the whole raid should move to the YELLOW marker. Remember, you can use the Tears to bounce back and forth and get to the proper side!

Phase 3

You’ll want to shift the boss here towards the eastern wall. Place one wormhole right at the wall, the other in the middle of the room. This will allow you to use the wormhole to escape when you get sucked in by the Edge of Annihilation.

Heroic Kael’thas Boss Guide

December 3rd, 2020

Written and produced by Crzypck

Special thanks to our consulting team: Tagzz, Xyronic, and Ftbubbler

Sun King’s Salvation (Kael’thas)

This is a single-phase fight with a similar structure to Valithria Dreamwalker in ICC. Kael’thas starts at 10% HP, and the goal of the encounter is to heal him to full. Constant waves of a variety of adds will try and prevent you from achieving this.

 

  • You’ll begin the encounter by fighting against High Torturer Darithos, two Bleakwing Assassins, and four Vile Occultists.
  • High Torturer Darithos
    • Big dude who doesn’t really do much
    • Casts Greater Castigation periodically at several players
    • Deals 2600 Shadow every 0.5s to anyone within 6 yards of the targeted players
    • Other than that, he just kinda chills tbh
  • Shade of Kael’thas
    • When regular Kael reaches 45% and 90% HP, a Shade of Kael’thas spawns to fight you
      • The Shade always has whatever % HP Kael’thas is missing
      • First Shade spawns with 55% HP, second he’s at 10%
    • When the Shade is active, Kael cannot be healed.
      • HOWEVER, any damage dealt to the Shade heals Kael’thas
  • Smouldering Remnant
    • Fire pool on the ground, deals 7800 Fire/1s when standing in it. Dropped by several abilities during the Shade
    • These do not despawn on Heroic difficulty, and will persist the remainder of the encounter.
  • Fiery Strike
    • Deals 6200 Fire damage in a frontal cone
    • Also applies Burning Remnants, DoT that deals 1800 Fire/1s for 15s
  • Ember Blast
    • Meteor-style ability. Targets a random player, and blasts them for 78k Fire damage. This damage is split between anyone within 6 yards
    • Also applies a total of 6 stacks of Lingering Embers
      • 1500 Fire/1s for 15s DoT. Stacks.
    • Drops a Smouldering Remnant
  • Blazing Surge
    • At 100 energy, casts a massive cone blast
    • Deals 15k Fire to anyone hit
    • This is targeted towards a random player in the raid
    • Drops Smouldering Remnants
  • Reborn Phoenix
    • A cute little Phoenix spawns. He just wants to eat you, hungry little guy!
    • Fixates on a random player, and pulses every 2.5s
      • Anyone within 6 yards of a pulse takes 3900 Fire damage
      • Each pulse also drops a Smouldering Remnant.
    • When the Phoenix reaches 0HP, it turns into a pile of ash. The pile heals itself 5% per second. At 100% HP, the Phoenix pops back up and starts over
    • After the first Shade reaches 45%, it despawns. When the second Shade reaches 0%, you win the encounter.
  • Smaller Adds
    • There are 5 types of smaller adds you’ll need to deal with throughout the fight
    • Bleakwing Assassins
      • Cast Crimson Flurry
        • Teleport behind a random marked player, dealing 11k Physical to anyone within 8 yards
        • There’s a red targeting circle to indicate targets
        • Also applies a DoT, deals 2100 Physical/1second for 10s
      • Return to Stone
        • At full energy, these turn to stone for 8s, healing to full HP.
        • If they die before reaching full energy, they don’t do this. Just something to consider.
  • Vile Occultist
    • Vulgar Brand
      • Deals 1200 Shadow to the whole raid
      • Also debuffs all players, causing 35% increased damage taken
      • This can be interrupted, could be important
      • The debuff can also be dispelled
    • Scornful Blast
      • Simple cast, deals 3900 Shadow damage to the target. Cannot be interrupted
    • Door of Shadows
      • These buggers can teleport around the room trying to run away from you. Hope you’re good at tag!
    • Rockbound Vanquisher
      • Vanquishing Strike
        • Deals 12k Physical to the tank, and applies a DoT
          • DoT deals 2500 Physical/1s for 20s. Stacks.
      • Concussive Smash
        • AoE smash, deals 7800 Physical to the whole raid
        • Also increases the Vanquisher’s damage dealt by 25%. Stacks.
    • Soul Infuser
      • These buggers run straight to Kael’thas to cast Soul Infusion and ignore the raid
        • Soul Infusion deals 1% of Kael’s max HP every 2s
        • If the Shade of Kael’thas is active, they instead heal the Shade 1% every 2s.
    • Pestering Fiend
      • Shattering Ruby
        • Throws a ruby at a random player, dealing 2k Physical within a 3 yard range of the target.
      • Fragmentation
        • Explodes upon death, dealing 3900 Physical within 7 yards
  • Throughout the encounter, there are a few mechanics which aid you in healing Kael’thas
    • Infuser’s Orb
      • Small orb on the ground, dropped by a Soul Infuser when it dies.
      • Interacting with it gives you 50% increased healing done for 14s, stacks.
    • Essence Font
      • Dropped by Occultists when they die. These can be directly healed by your raid.
      • When a Font is healed to full, it’ll heal Kael’thas for 1% of his max HP
      • These “leak” overtime, decaying in health. If not healed to full, they’ll “die” and despawn
      • In testing, these had about 0.5% the healthpool as Kael’thas, making these twice as efficient as just direct-healing Kael
    • Soul Pedestal
      • There are 4 Pedestals near the front of the room. Clicking it starts a channel, transferring your health to Kael’thas.
      • Your damage taken increases each tick
      • After your channel ends, or you cancel it, you’ll get a debuff preventing you from using a Pedestal for 2 minutes
    • These three mechanics are more efficient at healing Kael than directly casting heals on him

Strategy

  • The whole idea of this encounter is to heal Kael’thas to full as quickly as possible
  • At the beginning of the encounter, you’ll want to group up all the adds on top of Darithos and AoE everything down. 
    • While fighting Darithos, the raid should be loosely spread to not overlap Greater Castigation on too many people.
    • If you don’t spread, this’ll just blow up your raid nearly instantly, resulting in either good laughs or angry yells
    • Also remember there are two Assassins at the start, and these guys teleport and deal AoE damage within 8 yards
      • 100% want to annihilate these guys before they reach full energy, or you’re gonna have a bad time
    • Make sure to interrupt the Occultists’ Vulgar Brand casts
    • Ideally you want to blow all of the little adds and Darithos up as quickly as possible
      • The faster you nuke them, the more downtime you’ll have before the next adds spawn
      • This is important because you can use the downtime to have players channel all 4 Pedestals and pump some health into KT
      • Once the Occultists are dead, healers should bomb healing into the Essence Fonts
  • Your DPS should be prioritizing channeling the Pedestals any time there aren’t adds to hit, and even when there are only 2-3 adds left alive
    • These are very efficient at healing KT, so channeling whenever possible helps dramatically
  • Once adds spawn again, just deal with each wave as they come
    • Tanks will want to stay below 3 stacks of Vanquishing Strike from the Vanquishers
    • Make sure you move away from the Fiends when they’re about to die. The explosion is quite dangerous
      • If you’re a Blood DK or VDH, you can troll someone by AoE Gripping the Fiends on top of someone when they’re low HP. Time it correctly, and the explosions will kill your intended target. Feel free to tag me on twitter with videos of this!! (@crzypck)
    • When Soul Infusers spawn, they are absolutely #1 target priority. All DPS should hard-focus the Infusers as quickly as possible
      • These guys aren’t really dangerous to you, but the fact they drain KT’s HP is really bad. They can set you back very quickly
    • Keep dealing with the Occultists and Assassins as you did when Darithos was up
  • When KT reaches 45%, you get the first Shade
    • Adds do not spawn when the Shade was active
    • Because of this, you’ll want to try pushing KT to 45% in between add spawns, or about 10 seconds after a new set of adds just spawned
    • Dealing with the Shade is relatively straightforward. 
      • Tanks should immediately move the Shade to the Eastern side of the room
        • Remember, the fire puddles do not despawn, so you need to carefully manage them and ensure you have space to work with
      • The people fixated by the Phoenixes need to obviously run away from them
        • Do NOT go near the middle of the room if fixated.
        • Try to drag them around the room towards the eastern edge. Due to their pulsing AoE, dragging them through the raid means you’re gonna have a bad time
      • Blow up the Phoenixes. This’ll further help to minimize the number of puddles, giving you more room
      • You’ll want 4-6 people helping soak the Ember Blast. 
      • If you’re near the person targeted by Blazing Surge, try to move out of it. 
        • The damage from this isn’t lethal, but give your healers a break. They’re carrying this shit. 
      • Tanks should swap at 3-4 stacks of Fiery Strike
      • Don’t stand in the fire puddles. It’s fire. It’s hot. It hurts. 
    • Keep pumping into the Shade, when he reaches 45% HP he’ll despawn and you’ll go back to fighting the adds
  • From here, it’s basically rinse and repeat. Manage the packs of adds, heal KT, keep your raid alive. 
  • When Kael’thas reaches 90% HP, the final Shade will spawn.
    • Works just like the first shade. However, you can just tank in the middle of the room
    • Use the entire area for the Phoenixes, don’t worry about consolidating space. Just survive the mechanics coming at you.
    • When the 2nd Shade dies, you win. GG, collect your epic lewtz

Heroic Huntsman Boss Guide

December 3rd, 2020

Written and produced by Crzypck

Special thanks to our consulting team: Tagzz, Xyronic, and Ftbubbler

Huntsman Altimor

This is a 2 target encounter, except the last 10%. You’ll fight Huntsman Altimor and a series of his 3 pet bears. Any damage done to either Altimor, or any of the bears, is also dealt to the other target. You’ll fight Bear 1 till 70%, Bear 2 until 40%, and bear 3 until 10%. Each bear has its own abilities.

Huntsman

  • Sinseeker
    • 3 big arrows shoot at people, there’s lines pointing from the boss to the target + a hunter’s mark over the targets head
    • Deals 15.5k Physical damage to anyone hit
      • Also applies a massive DoT that lasts 30s. Was dealing 15k Shadow / 2s on release night on heroic
      • Really, really painful, especially at lower gear levels. Healers need to be very aware of people with the DoT
    • Make sure nobody but targets get hit
    • You CAN immune this. Turtle, Ice Block, Divine Shield, etc. Doing so not only avoids the initial damage, it also prevents the DoT.
  • Spreadshot
    • Randomly targeted AoE, in about a 30 degree angle
    • Need to be sufficiently spread around part of the boss so not too many people are hit at any time
    • Deals 10k Physical to anyone hit

Phase 1 – Margore (100% – 70%)

  • Margore is standing next to the boss when you begin the encounter
  • Jagged Claws
    • Tank smack + DoT, swap at 2-3
      • Deals 25k Physical, plus 6200 Physical/3s for 30s
  • Vicious Lunge
    • Red targeting circle around a random person
    • After 6s, Margore lunges at the targeted person
    • Deals 54k Physical damage split between everyone hit
    • Also applies a DoT to everyone who got hit
      • Deals 7800 Physical/3s for 6s
    • During testing, you COULD immune + BoP this. Unknown if that’ll be the case on live.
  • When Margore dies (boss will be at about 70% HP), Bargast spawns.

Phase 2 – Bargast (70% – 40%)**

  • Rip Soul
    • Deals 31k Shadow to the active tank on Bargast
    • Summons a Soul from that player that walks from Bargast to the boss
    • Starts with the same HP% as the tank had when they were hit
    • The Soul needs to be healed by players to full, at which point it despawns
    • If it reaches boss, he gains Devour Soul, a 200% damage increase
    • The Soul also pulses for 2500 Shadow damage every 2s as long as it persists
  • Shades of Bargast
    • 2 adds spawn that chain cast Deathly Roar
      • Deals 10k Shadow damage to everyone in the raid, also applies a 3700 Shadow/2s DoT. DoT stacks.
      • Cannot be interrupted
    • However, the adds themselves CAN be  hard CC’d
    • While CC’d, they gain 1 stack of Destabilize per second
      • Each stack increases damage taken by 100%
      • Leave them both CC’d until 60-70 energy, they’ll be high stacks, then blow them up
    • They become immune to CC at 100 energy

Phase 3 – Hecutis (40% – 10%)

  • Crushing Stone
    • Gains a stack every melee
    • Each stack increases physical damage dealt by 50%, but slows Hecutis’s movement speed
    • While moving, Hecutis loses stacks and deals raidwide AoE
      • 3700 Nature damage per stack
    • When Hecutis has NO stacks, he charges at his current tank
  • Petrifying Howl
    • Puts circle around 3 people
      • Deals a small amount of damage and reduces movement speed by 5%
      • These effects increase in power every second
    • After a few seconds, the afflicted players explode, dealing 4600 Nature damage to everyone within 10 yards
    • Also leaves a puddle of Stone Shards
      • Typical floor goop. Deals 2500 nature every 1.5s, and slows you while standing in it.
      • Obviously, standing & /dancing in the Stone Shards is bad.
        • However, this DOES help your healers parse…

Strategy

  • Phase 1
    • Tank Altimor near the middle of the room, with Margore on top of him for cleave
      • Tanks will need to swap at 2-3 stacks of Jagged Claws on the Margore tank

    • The raid should be loosely spread around the room
    • When Sinseeker is cast, the targeted players SHOULD NOT MOVE
      • The rest of the raid should adjust around the Sinseeker targets. Do NOT get yourself hit if you are not the target
      • If you could not immune the Sinseeker debuff, move into melee range to make it easier on the healers
      • See below, the arrows are the Sinseeker targets. Move away from people with arrows.

    • When Margore casts Vicious Lunge, you’ll want 3-4 people total being hit. The targeted player can simply stand in melee range to split the damage.

    • That’s pretty much it for this phase. Cleave down the two of them until Margore dies.
  • Phase 2
    • Keep Altimor where you had him for Phase 1
    • About 5 seconds before Rip Soul is cast, move Barghast to the north-east corner of the room
      • Healers should do what they can to keep the Barghast tank close to full HP. As soon as the Rip Soul spawns, bomb heals into it and get it to full.
    • About 5 seconds after Rip Soul is cast, the first set of Shades of Barghast spawn.
      • These spawn about 10 yards away from Barghast, so they’ll be near the north-eastern edge of the room
      • Have assigned people to CC. Polymorph, Ice Trap, etc. Make sure you do not break CC. Starfall and Halo are major offenders of accidentally breaking the CC
      • Do NOT touch these things until called by the raid leader. You want them to build up stacks.
    • In the image below, you can see Barghast being moved to the north-east corner. The green circles represent the Shades. Once the Shades spawn, move Barghast back on top of Altimor.

    • For timing on killing the adds, wait until the 2nd Rip Soul is cast
      • The tank should move Barghast to the north-west corner this time for Rip Soul
      • While the Barghast tank does that, move Altimor on top of the Shades in the north-east
      • You can knock back and grip the Shades, so try to get the 2 of them plus Altimor close to each other, and nuke down the Shades
        • Assign 2-3 dps to use CD’s here and blow the Shades up ASAP
        • We found this timing lined up perfectly for MM hunters to use Trueshot + Wild Spirits (if Night Fae), and this melted the Shades.
      • Last note here – you still don’t want a cast from the Shades to go off. You can interrupt their cast with stuns and CC. We found having a Mage cast Polymorph continually was a reliable way to prevent a cast from ever completing
      • Positioning should look something like this:

    • A new set of Shades will spawn likely while you’re finishing killing the first set. Just CC them. You’ll blow them up when they reach 50-60 energy, as you did the first set.
      • Just like the first set, have 2-3 DPS assigned to CD them, and get them stacked.

    • While you’re dealing with the Shades and Rip Souls, you’ll still have Sinseeker and Spreadshot going out.
      • Continue handling these like you have been. Immunity Sinseeker if you can. If not, run into melee range to make it easier on the healers
      • Remain loosely spread for Spreadshot.
      • These abilities are relatively dangerous in this phase. If you aren’t spread out and too many people are hit by Spreadshot, or a Sinseeker goes through the raid, you could end up accidentally forcing your healers to orange parse (or wipe the raid, which honestly is more likely)
        • You never want your healers to orange parse. That’s for the padding DPS to do.
      • You should aim to push the boss before a third set of Shades of Barghast spawn
      • No tank swap in this phase
  • Phase 3
    • Same positioning as you’ve been in. Altimor near the middle of the room, raid spread out around him
      • Continue dealing with Sinseeker and Spreadshot as you have been
    • The tank holding Hecutis should allow Crushing Stone to stack up to 5-6, or higher if you can survive it
      • Once at 5-6 stacks, the tank should just run away from Hecutis. This’ll deal raid-wide AoE, so make sure you coordinate with your healers so their ready
      • Helpful to pop a healer CD when Hecutis is doing the AoE, even though each tick isn’t too huge, it does add up

    • Players affected by Petrifying Howl need to move towards the edges of the room, keep the gunk out of the middle
      • See below. Try to place the puddles along the edges, like where the Orange circles are.

    • When Hecutis dies, Altimor gets very sad and starts taking double damage
      • He will now cast Sinseeker MUCH more frequently. Kill the boss before the DoT kills your raid.

Heroic Shriekwing Boss Guide

December 3rd, 2020

Written and produced by Crzypck

Special thanks to our consulting team: Tagzz, Xyronic, and Ftbubbler

Shriekwing

Giant bat, big room, 4 pillars in the middle of room. 2 phase fight, has a Main phase and an Intermission phase

Main Phase

  • Sanguine Ichor
    • Small pool of blood on the floor. Standing in the pool deals 4600 Shadow every 1s
    • Caused by several mechanics during the fight
    • During testing, these disappeared at the beginning of every Intermission Phase
  • Exsanguinating Bite
    • Tank smack. Deals 37k physical damage & applies 10 stacks of Exsanguinated
      • Permanent DoT, deals light damage per stack. Also increases Physical damage taken by 5% per stack, reduces healing taken by 10% per stack
      • 1 stack falls off every 1.5s
  • Blind Swipe
    • Frontal cleave by the boss, deals 15k physical to anyone hit
    • Cast at a random player, so watch where you’re standing
  • Wave of Blood
    • Deals 7800 shadow damage to everyone in the raid, plus applies a DoT
    • DoT deals 2300 shadow / 2 seconds for 12s
  • Echolocation
    • Puts circle around a player, then casts Descent at the player after 8s
    • Descent
      • Deals 11k Shadow damage to anyone hit, 5 yard radius
      • Drops a puddle of Sanguine Ichor at the spot she lands
  • Earsplitting Shriek
    • Big aoe, deals 15,500 Sonic damage to anyone hit
      • Also applies a DoT dealing 3100 Sonic damage every 2s / 12s
    • CAN be LoS’d to avoid damage
    • Any player who does NOT LoS also drops a Sanguine Ichor
  • Echoing Screech
    • Sends out little circles, getting hit deals 11k Sonic damage, horrifying you for 3s, and causes the boss to cast Descent at the location you got hit after 6s
      • Just like with Echolocation, this deals 11k shadow within a 5 yard radius and leaves a pool of Sanguine Ichor
    • In testing, the Descent happened during the duration of the horrify, meaning there was no way to avoid the Descent. This seems to have changed, and should now be possible to dodge the Descent.
  • At 100 energy, she enters the Intermission Phase

 

Intermission Phase

  • Boss goes to the middle of the room at the start of the Intermission
  • Casts Blood Shroud, becomes blind and just walks around the room
    • If you come within 12 yards of her, she kills you instantly
    • Need to move around the room & run from her
  • Earsplitting Shriek
    • She casts this periodically in the Intermission Phase as well. Need to LoS this, as you did in the Main Phase
  • Echoing Sonar
    • Works just like Echoing Screech from the Main Phase
    • Cast once at the beginning of the intermission, the orbs persist until intermission ends
    • Deals 11k damage, Horrifies you for 3s, Descent cast at your location after 6s, anyone within LoS when boss completes this cast is jumped on
  • Boss takes 0 damage during the Intermission Phase

 

Strategy

Main Phase

  • Lust on pull
  • Tank the boss in the very front of the room
    • The tank not holding threat should stand behind her, with the melee DPS

  • Tanks should swap after every cast of Exsanguinating Bite
    • Remember to move behind the boss when you aren’t tanking
  • The player targeted by Echolocation needs to move to an edge of the room. 2 options, based on where you’re currently standing. Refer to the large red ovals in the image below – they’re the safe drop points.

  • Have a marker down behind the corner of the staircase. Refer to the STAR in the image above.
    • This marker will be the stack point for Earsplitting Shriek
    • Everyone in the raid should move and stack on this point during the Shriek. If you properly LoS, this means no puddles will be created and this spot can continue being used

  • When the boss casts Echoing Screech, everyone should move a bit away from the boss, and focus on dodging these.
    • She will turn and cast this in a direction at people. Seems to favor melee, which is why the graphics show melee on the side of the boss. Ideally, bait them down the edge of the room

  • Wave of Blood just needs to be healed through
  • Puddles persist the entire encounter, so proper management of them is important.
  • We were able to re-use the positioning at the front of the room for a total of 2 occurrences of Phase 1. After that, we were forced to move.
    • We chose to move the boss to the southern end of the room after the 2nd Intermission, where the room was clean

 

Intermission Phase

  • Boss is immune to damage during the intermission.
  • The absolutely most important thing about the Intermission Phase is to NOT GET NEAR HER
    • That 12 yard range comes up quick. If she gets that close, you die.
    • You’ll see the visual red circle around her.
  • Duck behind a pillar to avoid damage from Earsplitting Shriek
    • Outside of Earsplitting Shriek casts, you do not need to be LoS, giving you a lot of freedom to move around and be safe. You’ll need this to dodge the circles.
  • Do not get hit by the circles from Echoing Sonar. These can get out of hand extremely quickly in this phase
    • She can also get within 12 yards of you during your 3s Horrify, which’ll kill you
    • Again, DO NOT GET HIT
  • This intermission is all about avoiding the mechanics. Everything in this phase that can kill you is avoidable, so move out of the bad stuff
    • See images below. Move away from boss, hide during Shriek, do what’s necessary to dodge orbs otherwise.

Heroic TL;DR

December 3rd, 2020

Written and produced by Crzypck

Special thanks to our consulting team: Tagzz, Xyronic, and Ftbubbler

Welcome to the Complexity Limit TL:DR Raid Guide sheet! Below you’ll find brief overviews of the first 9 bosses. These are not comprehensive guides, but only an overview of the important stuff. If you just need to quickly know how a boss fight goes, this should get you what you need. If you want more info, please refer to the full boss guide pages ^.^

Table of Contents

  1. Shriekwing – TLDR / Full Guide
  2. Huntsman – TLDR / Full Guide
  3. Kael’thas – TLDR / Full Guide
  4. Artificer Xy’mox – TLDR / Full Guide
  5. Hungering Destroyer – TLDR / Full Guide
  6. Lady Inerva Darkvein – TLDR / Full Guide
  7. Sludgefist – TLDR / Full Guide
  8. Council of Blood – TLDR / Full Guide
  9. Stone Legion Generals – TLDR / Full Guide
  10. Denathrius – TLDR (Coming Soon) / Full Guide

Please note – there will not be a Denathrius TL:DR guide until mid-week heroic week. We’d like more data before posting anything we’d call a “guide.”

1 – Shriekwing

  • Lust on pull
  • Tank near a pillar. Raid stays close to boss. Put star marker out of LoS behind your pillar
  • Tank swap after every Exsanguinating Bite
  • Everyone stacks on Star for Earsplitting Shriek. Don’t fail at stacking pls.
    • This drops red puddles. You want to stack the red puddles in the same spot.
  • Echolocation target goes to either Star, or the far-north red oval you see in the graphic
  • Dodge the little balls from Echoing Screech
  • When boss hits 100 energy, you enter Intermission. She is blind, and just moves around the room looking for people
    • If she gets within 12 yards of you, you die.
    • Hide behind a pillar again for Earsplitting Shriek. Preferably a different pillar than for normal phase.
    • Dodge orbs from Echoing Sonar
  • After Intermission, change pillars you hang out near if needed due to puddles.

2 – Huntsman

  • You fight a hunter and his 3 bears. 1 bear at a time. Each bear lasts 30% of boss’s HP. Last 10% is Huntsman by himself. Boss and active Bear share a healthpool.
  • Raid should be loosely spread due to Spreadshot by boss.
  • Have markers in northern area of room for Sinseeker. Nobody should stand by those markers except players affected by Sinseeker. See the light blue oval area in the graphics below.
  • Bear 1 – Margore – 100% – 70% boss HP
    • Stack boss & this bear. Nuke um down
    • Tank swap at 2-3 stacks of bear’s Jagged Claws DoT
    • If you get a red circle under you, move to melee. It’s a meteor-style mechanic with split damage. Use your melee to split damage with you.
  • Bear 2 – Bargast – 70%-40% boss HP
    • Bear casts Rip Soul and Shades of Bargast. When either cast is less than 5 seconds from happening, move the bear to the far north-western corner of the room
    • Rip Soul creates a green soul. Must be healed to full ASAP. Healing required based on tank’s HP when ability is cast.
    • Shades of Bargast must be CC’d until they are at 60-70 energy. At that point, all DPS hardswap and blow them up. If not CC’d, they’ll chaincast a nasty AoE and you’ll wipe.
  • Bear 3 – Hecutis – 40%-10% Boss HP
    • When bear reaches 5-6 stacks, the tank holding him yeets outta the group. Just kinda wait for him to get back to you. This deals big raidwide AoE, healers should pop a CD
    • Players with circles for Petrifying Howl need to get to sides of the room. See the purple ovals in the P3 graphic below.
  • After bear 3 dies, finish off boss.
  • P1 positioning

  • P2 positioning

  • P3 positioning

3 – Kael’thas

  • Inverse fight. Heal Kael’thas from 10% to 100% to win.
  • Adds spawn regularly throughout the fight. Kill them.
    • Big add dude at start you need to spread out for.
    • Fiends explode when they die. Don’t nuke yourself.
    • Assassins jump behind people and do a frontal cleave. Just stay spread out
    • Occulists just do a couple casts. Kill them.
    • Vanquishers need to be tanked.
    • Soul Infusers are #1 add kill priority. They drain HP from boss
  • Soul Pedestal – 4 of these in the front. Click it to channel your own HP into Kael’thas. Do this anytime you can.
  • Essence Font – lamp kinda thing dropped by Occulists. Healers need to heal the Font to full, it’ll give Kael’thas a chunk of HP
  • Infuser’s Orb – dropped by Infusers. 50% Healing done increase for 14s.
  • When Kael reaches 45% and 90%, a Shade of Kael’thas spawns.
    • Kill the shade.
    • Summons Phoenixes that fixate on people. Kite them & kill them.
    • Don’t stand in fire pools.
    • Ember Blast is a meteor ability. Bring to melee range to split damage
    • Blazing Surge is a massive cone ability. Spread around the Shade so not many people get hit.
    • You deal 10% HP damage to Shade to make it disappear. When the second Shade hits 0% HP, you win!

 

4 – Artificer Xy’mox

  • Sick fight. 3 phases. Each phase has a special ability tied to it
  • Dimensional Tear – debuff on 2 people. When it expires it creates white wormhole where the players are standing. Run through one wormhole, appear at the other!
  • Dodge the white lines from Rift Blast. Ezpz.
  • Tank with Glyph of Destruction needs to run away from group. Other tank needs to taunt.
  • Stasis Traps on the ground need to be triggered, then killed.
  • Hyperlight Spark jumps from person to person, just heal through it nbd.
  • Phase 1 & 2 – drop wormholes on far-east and far-west sides of room
  • Phase 1
    • If you get a Fleeting Spirit chasing you, use the wormhole to port away from it. Keep going back and forth between wormholes till the Spirit despawns
  • Phase 2
    • 8 blue seeds around the room. Assign 1 player to grab each seed, bring to far-east side of room.
    • Drop seeds right next to wormhole on that east side, then take the wormhole to the west side
    • Seeds then explode, and you’re all safely on the west ^.^
  • Phase 3
    • Drop wormholes in center and far-east side of room. When big suck mechanic happens, use wormhole in the center of the room to port back out to the wall.
    • Do this at the last second before the circles explode!
  • Kill boss, ggs =)
  • Phase 1 position. Star & Circle are wormholes.

Phase 2 – blue circles are Seed locations

Phase 3. Star and circle are wormhole locations

5 – Hungering Destroyer

  • Single phase fight with a 100 energy mechanic
  • Keep boss just off-of-center, a bit towards the wall. See graphic below
    • Everyone should stay relatively close to the boss
  • Put 3 markers on the side of the boss, between him and the wall you’re nearest
    • These are for Volatile Ejection. If you get targeted by the ability, go to the markers
  • Put 2 other markers on the other side of boss. These are for Gluttonous Miasma.
    • Afflicted players cannot be healed, but can leech HP from people within their circle
    • Those afflicted players should stand on the markers
    • Have 1 person assigned to each marker to be the “feeder,” having health leeched
  • When Expunge goes out, everyone should spread. After circles explode, go back to the boss.
  • Tanks taunt anywhere from 5-8 stacks of Hungering Strikes. This tank effect won’t kill you, but it makes the boss leech HP from you. Lower stacks = less boss healing.
  • When boss reaches 90% energy, move him to the wall. At 100%, he casts Consume. Big suck ability. Everyone needs to run to opposite side of room. Use movement abilities.
    • Normal Positioning below – X, Star, Circle for Volatile Ejection. Triangle and Diamond for Gluttonous Miasma

  • Consume positioning. Book it away from the boss!

6 – Lady Inerva Darkvein

  • 4 Containers around the room. They all fill slowly. She’ll “Focus” 1 container at a time, filling it much more quickly.
    • Inerva has 1 ability from each container.
    • At 33% filled, that container’s ability is modified and made harder
    • At 66%, it’s modified again.
  • Order of focused is Exposed Desires > Bottled Anima > Sins & Suffering > Concentrated Anima
  • Exposed Desires is a tank DoT. At Level 2, the damage on the tank is copied to another player. At Level 3, when the DoT expires the tank explodes. Tank just needs to run away from group when the DoT is expiring.
  • Bottled Anima makes soak circles on the ground. If one doesn’t get soaked, deals 22k raidwide damage. Bad time. Soak them all.
    • Level 2, the soak circles now leave a puddle behind
    • Level 3, soak circles now bounce and appear a second time
    • Just soak the damn things, don’t stand in bad
  • Sins & Suffering puts 3 orbs down around the room, and marks 3 players. Marked players have lines connecting them.
    • Marked players need to run to the orbs, and get all 3 orbs inside the triangle formed by their lines. Failure to do this results in massive explosion.
    • Level 2, the orbs also have lines between them called Anima Web. Running through the web freaking hurts, don’t do it
    • Level 3, the orbs, and therefore the webs, freaking spin. This shit is horrifying. Marked players need to clear the orbs ASAP
  • Concentrated Anima
    • 3 players get a red circle around them. After a few seconds, circles explode, spawn adds.
      • 1 Scepter, 2 Manifestations
      • Scepter needs to be tanked, or it’ll chaincast a bad AoE
      • Manifestations chaincast a bad AoE, but can be interrupted
      • Kill adds ASAP. At level 1 you can bring the circles near the boss, so the adds are close for cleave
    • Level 2, players with circles are rooted. Cannot move.
    • Level 3, the circles exploding now also throw balls in several directions. Play dodgeball.
    • Levels 2 and 3, need to kill the adds one at a time, ASAP. Keep the Manifestations interrupted or you’ll wipe.
  • You can click Canisters that are NOT focused to reduce how filled they are. On heroic, you can literally just go click the canister as soon as the focus on it ends. This’ll reduce how frequently you deal with Level 3 mechanics, which is a good thing
    • Clicking a canister does some raid-wide AoE damage, so probably don’t click 2 at the same time.
    • Highly, highly recommend clicking the Sins & Suffering canister as soon as it’s no longer focused. Level 3 of that is just scary. You don’t wanna deal with spinning lazers of death.
  • Positioning: Spread around the room. Circle marker below is where Concentrated Anima people should go, until that canister is focused. Star is a drop point for tanks with Level 3 Exposed Desires debuff when it expires. The canister with Skull on it is the Sin & Suffering one, make sure you drain that shit.

  • When the 4th canister is focused, you can move the boss around to the three adds for cleave, as shown below.

7 – Council of Blood

  • Council fight against 3 bosses. When 1 dies, the remaining 2 are healed to full and gain new abilities. When a second dies, the final boss is healed to full again, and gains multiple new abilities.
  • Kill Frieda first, Niklaus second, Stavros third.
  • When a boss hits 50%, you do a dance intermission. Follow the lil green dudes. If you do it correctly, you get a haste buff. Fail, and you get a DoT and lose your haste buff
  • Frieda casts Drain Essence, needs to be healed through
    • Also casts Dreadbolt Volley. Interrupt this.
  • Niklaus does a tank DoT, and spawns an add called Dutiful Attendant. Kill this add ASAP, it shields the lowest-HP boss.
  • Stavros does a 20 yard charge. The Stavros tank should move him away from the group, so nobody other than that tank gets hit. Tank swap when Frieda dies.Stavros also pairs people up with
  • Dark Recital. Stay next to your partner, and don’t stop moving. Swirlies appear under you then explode. Don’t get exploded on.
  • When Frieda dies, Niklaus starts spawning Dredger Servants that throw food at random people. Just kill the adds
    • Stavros will also start summoning Waltzing Venthyrs. Do not get hit by these dudes. You can see them in the picture to the side.
  • Nuke into Niklaus, do the 50% HP dance intermission, then go and finish him off.
  • When Niklaus dies, bring Stavros back to the group, middle of the room. Swap which tank is holding him.
  • Moving now applies a debuff that reduces movement speed. Standing still reduces your stacks.
  • Stavros periodically calls a whole horde of Waltzing Venthyr. They’ll be spread around the room. Find the opening where there is no Venthyr.
  • After a few seconds, they’ll make giant red swirlies underneath themselves, then explode.
  • If you’re in a swirlie, you die. Safe spot = you don’t die.
  • Nuke down Stavros, collect your loot, move on to better bosses.
  • Positioning when Frieda or Niklaus are still alive, see below. Keep Stavros out in Australia so his charge doesn’t hit anyone but the tank.

  • When Stavros is last dude left, bring him to the middle.

8 – Sludgefist

  • Big giant dude. Kinda cool fight.
  • His melee attacks hit a 2nd target, so tanks need to stack on each other
  • He’ll randomly Chain Link 2 people together. If they get further than 12 yards away, both people take lethal damage. Means you found yourself a friend for the next 56 seconds!
  • Chain Slam – red circle on a player. After 4s, drags that player, and anyone within circle, to the boss. Deals heavy damage, split between everyone hit.
    • Chain Slam is immediately followed by Destructive Stomp, giant circle around boss. Stand in circle when it explodes = you dead. Also destroys any pillars within the circle.
    • Get the hell out of the circle.
  • Don’t stand in swirlies on the ground caused by Falling Rubble. This’ll then leave a puddle of falling rock. Don’t stand in it.
  • Dude does a Colossal Roar periodically, mild AoE damage and a knockback.
  • At 100 energy, casts Hateful Gaze at a random player. Charges at them after 6s, dealing lethal damage to anyone hit.
    • He keeps charging in a line until he hits a pillar or a wall. Wall = wipe. Pillar = broken pillar. Make him hit a pillar. Target of Hateful Gaze needs to go hide behind a Pillar.
    • After boss hits pillar, he’s stunned for 12s and takes double damage. Blow CDs into him.
      • Lust one of the times he’s stunned. Recommend pillar #3, as that should line up with 3 minute CDs.
    • You only get 4 pillars, so this is a bit of a DPS check boss. If you run out of pillars and he does Hateful Gaze again, you’re likely going to wipe.
  • At 20% HP, boss “enrages” dealing 20% more damage and 20% faster attack speed.
  • You’ll want to move him around the room to wherever the most recent pillar was destroyed. See below



9 – Stone Legion Generals

  • 3 phase fight. 2 bosses. You’ll fight them individually in Phases 1 and 2, together in P3
  • When Crystalize happens, affected player should run to the assigned spot. ALL players with any bleed effects should run into the circle for Crystalize
    • After that explodes, a meteor falls. You’ll want 4-6 people to soak the meteor. Healers should prob use a CD, soakers should use a defensive
  • Ranged + healers should be loosely spread. A Goliath add spawns periodically, and these fellas jump on random people. Spreading reduces how many people get hit.
    • When a Goliath hits 20% HP, hardswap.
  • Phase 1
    • P1 you fight Kaal. She does a frontal cone at the tank with a DoT. She also puts out debuffs on random people, weak DoT. When that debuff expires, it morphs into a much stronger DoT for 6s. Healers need to keep these people up.
    • Players targeted by Wicked Blade should run to the assigned markers. See graphic below.
  • Phase 2
    • You fight Grashal. He does Reverberating Eruption, targeted at random players. After it hits the player, leaves puddle on floor. Drop these on the edges of the room
    • Tanks swap at 3 stacks of Stone First.
    • When Seismic Upheaval is cast, keep moving. Don’t stand in swirlies.
  • In Phases 1 and 2, when whatever boss you’re fighting hits 50% HP, they take 95% less damage. You’ll need to feed Anima to Prince Renathal in the back of the room to restore his mana to move into the next phase
    • Anima orbs drop from any adds you’ve killed
    • Goliath’s drop Massive Anima orb, Commandos, which only spawn after boss hits 50%, drop smaller ones. Massive give 30% mana, smaller ones give 10% mana
      • Orbs only last 15s from when they spawn. Running over an orbs picks it up, unlimited duration. Don’t let any orbs despawn.
    • Get Renathal’s mana to 100%
    • When that happens, there’s a knockback. Don’t be near edge of platform.
  • While you’re dealing with trying to fill Renathal’s mana, the abilities for your current phase keep happening.
  • After you’ve gone through P1, filled Renathal’s mana, done P2, and filled Renathal’s mana a second time, you enter P3.
  • Both bosses fight you simultaneously, with all their abilities from P1 and P2
    • Lust when Phase 3 starts
    • Have bosses stacked, but facing slightly different directions due to Kaal’s frontal cone ability
    • Tank swap at 3 stacks of Stone Fists from Grashal
    • Crystalize, Wicked Blade, Reverberating Eruptions keep happening like they had been, keep using the same markers to handle these
    • Seismic Upheaval, Stone Fists, Heart Rend, Serrated Swipe all keep happening as well. No difference in how they work.
    • This phase hectic as hell, lots going on. Take it piece by piece, handle each ability.
    • Kill the bosses at the same time.
  • Positioning, Phase 1 and Phase 2. Star and Circle are marks for Wicked Blade, Square is for Crystalize. You can see where Renathal is in the back.

  • Positioning, Phase 3. Same idea as p1 and p2, but the tanks should NOT be stacked. The bosses should for cleave, the tanks needs to be apart for Serrated Swipe

Complexity Welcomes jks to COL.CS

October 23rd, 2020

Complexity Counter-Strike adds a beast with the Australian powerhouse, Justin “jks” Savage.

To follow jks, check out his Instagram, Twitter and Twitch!

Welcome, Justin! #WeAreCOL

Emergency CS:GO Press Conference

September 22nd, 2020

https://youtu.be/OOUyBEr2eVc

Thank You, Warden

September 10th, 2020

Today, we part ways with one of our longest-tenured team members, Matt “Warden” Dickens.

A legend in the Counter-Strike community, Matt was one of the original members of Complexity Counter-Strike. He had competed in the game since inception and has been a part of some of the most iconic moments in esports history. Over the past few years, Matt has been invaluable in his role as a coach, manager, and mentor to our players.

“When I took this job I never imagined it would turn into what it has.  We always dreamed it would, but I could never imagine what Complexity would build in Frisco, Texas.  I am very thankful for the greater part of a decade I was able to represent Complexity and wear the colors proudly.  I know it is time for a new adventure in my professional life.  Thanks to everyone who has supported me over the years and all the friendly faces I have met all over the world.  It is you who has kept me inspired and trying hard each and every day.  Having now served the Complexity brand as a player, coach, and manager I can honestly say I am proud to know the people at Complexity and the hard work they put into their jobs.  The heart and passion of your work never went unnoticed. To quote Frank Herbert, “There is no real ending. It’s just the place where you stop the story.”

– Matt “Warden” Dickens

“Matt was one of the very first professional gamers I ever hired and our journey over 15+ years has been one I will always cherish. I’m very grateful to him for his massive contributions to the Complexity legacy and wish him and his wife the absolute best in the future. Thanks for everything, Wardino, and God speed old friend.”

– Jason Lake

We’d like to wish Matt nothing but the best going forward.

Complexity Gaming Hosts Complexity Club Championship Fan Competition as Part of the FIFA20 PlayStationÂŽ4 Tournaments: Pro For a Day

July 29th, 2020

Winner to Represent Complexity Gaming at FIFA20 Pro for a Day U.S. Finals hosted by PlayStationÂŽ

FRISCO, Texas — July 28, 2020 — Complexity Gaming, one of North America’s most elite and longest-standing esports organizations, today announced the Complexity Club Championship, a grassroots fan competition, as part of the FIFA20 PlayStationÂŽ4 Tournaments: Pro For a Day event. Kicking off on August 3, Complexity fans in the U.S. will have the opportunity to compete to win prizes and represent the team against other Pro for a Day winners at the broadcasted finals on August 28.

“At Complexity, our fans are an integral part of our organization,” said Kyle Bautista, COO, Complexity Gaming. “Working hand-in-hand with PlayStation, we’ll be able to help make our fans’ dreams of becoming a professional Complexity athlete a reality for a day.”

As part of the FIFA20 PS4™ Tournaments: Pro For a Day, Complexity will host a series of four online qualifiers throughout the month of August. On August 25, the top 32 players from each qualifier will go head-to-head to be crowned Complexity Club Champion and take home their share of the $2,000 prize pool. The winner will have the chance to represent Complexity as the team’s FIFA pro and compete against three Pro for a Day representatives from Misfits Gaming, Team Envy, and Team Liquid at the online Pro for a Day U.S. finals hosted by PlayStation®.

The Complexity Club Championship will be hosted by Complexity’s FIFA roster, including AA9Skillz, AlanAvi, Joksan, and MaXe. The players will also serve as commentators and analysts during the Pro For a Day U.S. Finals.

Registration for the Complexity Club Championship online tournament series is now open. To sign up for the FIFA20 PS4™ Tournaments: Pro For a Day and to see the full rules, please visit compete.playstation.com.

Active PS Plus membership required. Must be 16+ and resident of U.S. VOID WHERE PROHIBITED.

 “PlayStation” is a registered trademark or trademark of Sony Interactive Entertainment Inc. “PS4” is a trademark of the same company.

###

About Complexity Gaming

Complexity Gaming is one of North America’s longest standing and most successful esports organizations, now owned by Jerry Jones of the Dallas Cowboys and investor John Goff. The esports organization is led by Founder and CEO Jason Lake, considered by many to be one of the founding fathers of esports in North America. Complexity’s esports teams have won more than 140 championships in nearly 30 game titles over its 15+ year history. Staunchly committed to passion, professionalism, and a player-first mentality, Complexity has been continuously recognized as a global leader in modern esports. For more information on Complexity, visit http://Complexity.gg and follow the organization on Twitter, Instagram, YouTube, TikTok and Facebook.