Vorago/Strategies

Vorago is a level 10,000 monster found in the Borehole north of Falador. He is fought in 5 phases, with the last 3 phases changing on a weekly basis.

This page covers a brief overview of Vorago and his mechanics. More in depth coverage of each role (including abilities, equipment, and supplies) are currently under construction.

The borehole
Vorago is located in the borehole, a cave situated north of Falador. The entrance is only short distance from the northern entrance to Falador. The entrance allows access to the Vorago's face (including an option to create an instance) and the graveyard. Anyone who dies while inside the fight will have their grave appear in the graveyard.

Entrance hit
Inside the borehole, Vorago will have his face up, and players can talk to or challenge him. Challenging Vorago and being able to enter a fight requires having talked to Vorago about his history at least once. A maximum of 50 players can fight Vorago at a time.

When challenged, all eligible players in the room will receive a message that someone has challenged Vorago, and are given a prompt to accept or decline the invitation. 20 seconds after the initial challenge, Vorago will deal 50,000 damage split evenly among all challengers, capped at 12,500 damage (14,000 in HM) per player. If any player who joins in dies from this hit (including activating a sign of life or any equivalent), no one will enter the arena. The damage dealt is typeless and will ignore defensive abilities such as Reflect and Barricade. It can still be randomly reduced through Saradomin/Zamorak Warpriest armour, the Leviathan ring, or a defender.

Roles

 * Main tank/Base
 * The main tank is responsible for keeping Vorago's attention for most of the fight. They are also responsible for taking the first 2 smashes, and moving Vorago to gravity fields.


 * Bomb tank
 * The bomb tank is responsible for absorbing all damage from Vorago's magic attacks (blue bombs) and explosive bombs (red bombs). Generally, the bomb tank should also take the second set (third and forth) of smashes, and should keep Vorago's aggression for phase 3 on most weeks. Because bombs are launched to the farthest target, the bomb tank should be spaced away from the rest of the team.


 * Jumper/Top lure
 * The jumper is responsible for ascending the cliff side and retrieving the first piece of the maul of omens on phase 1. This role is generally responsible for finishing Vorago with the maul.


 * Voke 5
 * The voke 5 is responsible for taking the fifth and final smash. This is typically assigned to the jumper.

South Voke

 * The south voke is responsible for voking Vorago south away from the jumper once the jumper & Vorago are in position.


 * DPS/Attack
 * Attackers are responsible for damaging Vorago without taking care of a special role; however, one or two attackers will need to cover the top lure and voke 5 roles.

Full attack rotation
Vorago's attacks change every week at Wednesday 00:00 UTC. The week's rotation changes all of phase 3, and parts of phases 4 and 5. This section covers the full rotation for each phase, for each week. In the chart below, "attack" refers to Vorago's basic attacks: launching a blue bomb, or performing his melee swipe.

Phase 1

 * Phase ends when Vorago reaches 0 life points after obtaining the weapon piece


 * Red bomb
 * 4 attacks
 * Repeat
 * Weapon piece is obtained by jumping on Vorago at any time

Phase 2

 * Phase ends when Vorago reaches 0 life points after obtaining the weapon piece


 * Smashes
 * 3 attacks
 * Reflect and gravity field
 * 3 attacks
 * Red bomb
 * 4 attacks
 * Repeat
 * After 4 gravity fields, the phase progresses to "Bring him down!"
 * Weapon piece obtained by dealing enough damage during this time
 * Afterwards, Vorago will continue his attack rotation

Phase 3
Phase 3 ends when Vorago reaches 0 life points. For Scopulus week, phase 3 ends when both Scopuli are killed.

Phase 4
Phase 4 ends when Vorago reaches 0 life points after the weapon piece has been obtained. The weapon piece will be dislodged on the third waterfall attack.

Phase 5
Phase 5 ends when Vorago has been pushed all the way east and is finished off with the Maul of Omens.

Grid layout
The first four rooms of Vorago's fight are divided into an invisible 3x3 grid, each square being 8x8 spaces. Knowing the layout of this 3x3 grid is crucial to understanding and predicting Vorago's attacks.

The grid squares determine where:
 * Vorago can jump
 * Gravity fields spawn
 * Rocks collapse
 * Scopuli spawn
 * Vorago can launch the vitalis orb
 * The green bomb mist lands
 * Teamsplit boxes are
 * Bombs are during "The End"
 * Waterfalls are

Basic attacks
Vorago will perform a swipe that can hit everyone within 2 squares of his target plus anyone within melee distance of himself. He will only perform this attack if he is within melee distance of his current target.
 * Melee attack

Vorago will fire a blue bomb at his target. This attack deals magic damage to all players within 3 squares of the player it hits and acts as a normal magic attack, being affected by most abilities as expected. The damage from blue bombs is registered after the explosion animation starts. This makes it possible to counter the damage even with late reactions. It will also affect timing abilities for the bomb tank, requiring later casting than a normal attack would. The more players who are hit by the magic attack, the less damage it will deal per hit.

The blue bomb is normally incapable of missing. However, a sufficient armour rating may cause the bomb to create a blocked hit splat. Should this occur, a second unavoidable hit splat will take its place, dealing damage less than what the original amount would have been if it successfully hit.

Vorago will focus on firing blue bombs to the person farthest away from him and within his attack range. In teams of 10 or fewer, Vorago will only fire one blue bomb at a time, and it will always be fired at the farthest target. In teams of 11 or more, Vorago will fire two blue bombs at a time, and will focus primarily on the farthest target. If there are more than 10 players, there is a chance that he will target a random player, with the chance scaling with the number of players.

Vorago will fire a non-homing blue bomb and a red bomb at his target at the same time. The blue bomb is almost exactly the same as the normal attack; however, it will target the location of his target at the time that it was fired, meaning that damage can be avoided by running out of the blast radius. The blue bomb will always hit before the red bomb.

The red bomb will home in on the player, and deal typeless damage when it hits. The bomb has a base damage of 2000, and will increase by 1000 for every player within 4 squares of the player when hit, capping at 7000 damage. All players within 2 squares of the attack will also take the same typeless damage.

When a red bomb hits, it will drain 5% adrenaline to its main target and will also cancel most defensive abilities and put them on cooldown. The damage can be completely negated by Barricade, though it will immediately remove its effects after hitting.

Abilities cancelled by red bombs:
 * Devotion
 * Resonance
 * Reflect
 * Barricade (hit will be blocked first)
 * Immortality
 * Debilitate

Vorago will focus on firing red bombs to the player farthest away from him; however there is always a chance that he may fire it at someone else. His target will receive the warning both on screen and in their chatbox.

Vorago will smash his hands down on top of the target and inflict them with a bleed. The bleed uses the same icon as dismember, but behaves differently. It can hit for up to 1200 melee damage. It is affected by damage modifiers such as protection prayers, auras, spirit shields and base damage reduction from defence levels, armour and shields. Every hit will remove defensive abilities.

The bleed can be cleared by using Freedom, or by moving away from Vorago. Damage is reduced by 1/12 for every square you are away from Vorago, and is removed when it is under 50% (6 squares away). If the bleed is not removed and Vorago performs another smash on that player, they will receive an unblockable 6000 typeless damage hit. This typeless hit can be lowered by Sever, Weaken, and Enfeeble (but not Pulverise). Vorago will use the smash 5 times in a row, and these should be countered with the voke order described in Phase 2.

Smashes can be considered to be dealt in 2 sets of 2 and one lone smash. The second smash in each set (smashes 2 and 4) is performed quickly after the preceding smash. The first smash of the latter sets (smashes 3 and 5) are more spaced out from the one before it.

During phases 2, 3, and 4, Vorago will launch blue bombs between the second and third smashes. This attack is exactly the same as a normal blue bomb attack. It has no animation and does not affect the timing of the smashes.

During phase 5, Vorago's smash attacks behave slightly differently. Unlike before, he will only use the smash attack 3 times and can perform them on a target from afar. Freedom can still be used to clear the bleed; however, instead of distance from Vorago affecting the damage, your distance from your location when you received the bleed will be used. Because Vorago is immune to provoke on this phase, he will use the smash on a random target each time. It is still possible to receive multiple bleeds on this phase, so be prepared to clear them. Vorago's smash will only deal 4,500 damage on this phase rather than the typical 6,000.

Vorago will reflect all damage taken onto other players for 9.6 seconds. One player will be linked at once normally and, similarly to blue bombs, two players if team size is 11 or higher. The players who are linked to Vorago and will be notified with the message both on screen and in their chat box. All other players will receive the message It is important not to attack while Vorago reflects, as if multiple players attack during a reflect, it is possible to kill the linked player(s), especially if abilities like Omnipower are used. Stunning is also another threat during a reflect, as the linked player(s) will be stunned if it hits Vorago. The Smash ability is able to remove the linked player's protection and deflection prayers. When the reflect ends, the players who were linked will receive the message There will also be a green swirl animation. All other players will not receive the message, though they should be aware when it is safe to attack again.

When Vorago begins his reflect attack, he will clear most damage-over-time effects he is afflicted with.

At the end of every phase (except for the last), Vorago will jump in the air and land in one of the nine squares in the room. The amount of damage Vorago can deal varies, but you will lose up to 50% of your current life points if you are directly under or near the centre of the impact zone. For every step away this damage is reduced to 1/2, 1/3, 1/4, 1/5, and 1/6 of the original amount respectively. The damage taken is delayed after being hit, so if you do get hit, running away or using Surge/Escape can help reduce or even negate damage if fast enough. Vorago's landing spot can be predicted by looking where he is facing before his next jump. A shadow will appear on the ground before he lands. Each jump damages the floor, breaking it on the third jump.

Phase 1
At the beginning of the fight, all players will drop down into the arena, and a few seconds later, Vorago will land in the centre of the room. Vorago's first attack will be firing a red bomb. He will remain in the centre of the room until someone has attempted to squeeze past the rock on the west side of the room. Once someone has, he will immediately focus his attention on them and attempt to move in to melee them. Until the ancient weapon piece (a) is obtained, if Vorago is damaged below 12,500 life points, he will heal back to 75,000. The phase ends when Vorago reaches 0 life points after the piece is obtained.

The base tank is responsible for luring Vorago so that the top lure can receive the first piece of the maul of omens. After the top lure has squeezed past the rocks, the base tank should immediately provoke Vorago and lead him north-east. This will keep the jumper far away enough to not receive any bombs until he is at the top of the cliff. When the top lure is near the jump spot, the base tank should surge west. After Vorago has been positioned by the jumper, the base tank should stand directly south of Vorago, with Vorago facing the base tank. Correct placement is indicated on the minimap by the top lure, jump spot, Vorago, and the base tank being all in a line. In trio or duo teams, the base tank should stand north-west to allow the top lure/bomb tank to receive bombs.
 * Base tank

The bomb tank is responsible for absorbing all the damage from Vorago's bombs, as normal. Phase 1 is usually considered the hardest phase for a bomb tank, due to the number of red bombs Vorago launches (1 every 4 attacks). Depending on the team, the bomb tank may stand close to Vorago at the start so that the jumper can receive the first red bomb. In a four or larger team, the bomb tank stands near the L rock in the center of the arena and receives all of the bombs. In a trio team, the bomb tank typically does not tank bombs until the jumper is at the jump spot. Instead, the bomb tank stands closer to Vorago, allowing the top lure to receive the bombs. This allows the base tank and the bomb tank to focus on lowering Vorago's health, and enables the top lure to receive the bomb tank drop for phase 1. In a duo team, the bomb tank is also the top lure, and will tank bombs while ascending the cliff to retrieve the first maul piece.
 * Bomb tank

The top lure's role during this phase is to squeeze past the gap on the west side of the room, and ascend the cliff side to reach the jump spot. The top lure should make their way to the west side of the room as quickly as possible. The gap cannot be squeezed through until Vorago has entered the room, and it should be passed as soon as possible. The top lure should have mobile and surge the first gap as well as the one where surge comes off cooldown. Alternatively, bladed dive can be used to speed up the ascension.
 * Top Lure

The top lure should ascend the cliff as quickly as possible, and make their way to the jumper's voke location (pictured) and provoke Vorago. Only this exact location works for luring Vorago properly, so it is important to be in the correct spot. Once Vorago has been lured to this spot, the top lure can move to the jump location (the platform sticking out to the left of the player in the image) and begin attacking from there. When Vorago has been lowered to around 20,000 life points, the south voke or base tank should provoke him to allow the top lure to jump on him. At least 1 free inventory space will be needed to retrieve the weapon piece.

The only responsibility attackers will have during phase 1 is to attack Vorago. As soon as the phase starts, attackers should be standing north of Vorago (but not too far away, so that they do not receive a red bomb), and should follow him as he's lured, standing as close as possible without being in melee distance. The only damage that will be taken will be from random red bombs. If one is launched at you, position yourself away from your teammates to take as little damage as possible, but stand close enough so that the bomb tank still receives all other bombs.
 * Attacker

Phase 2
Phase 2 is mostly time and endurance based. During this phase, Vorago will need to be brought down with 4 gravity fields to knock him off balance, then damage will need to be done to remove the second piece of the maul. The phase ends when Vorago has been lowered to 0 life points after the maul piece is received.

Smashes and vokes
The first attack that Vorago will perform is his smash sequence. Designated players use Provoke and Freedom, Escape, Surge, or Bladed Dive to prevent Vorago from smashing the same target multiple times in a row for high bleed damage.

Whoever is taking smashes should be standing within melee distance of Vorago so that he does not move during his attacks. The most common ways to do this are standing on the same square as the person currently being targeted, using an item on Vorago to move your character next to him, or using the Barge ability with a melee weapon.

One member of the team should move Vorago into the "base spot" which allows all gravity orbs to be reached without re-positioning Vorago. This can be achieved by voking Vorago when you are 2 squares south of the L crack.

If Freedom/Surge/Escape is used on the same tick as the bleed effect is applied, no damage will be taken.

Vorago's first smash should be on the base tank. He will perform the first smash immediately as he lands at the beginning of the phase. All subsequent smashes will begin 4 attacks after he launches a red bomb, and will begin with his current target.
 * Vokes 1 and 2

As soon as the base tank receives the first bleed from the smash, they should cast Freedom to clear it. The base tank should instantly tag Vorago and use the Provoke ability. Note that the very first smash at the start of the phase will not come with an animation on Vorago's arms; the ground will still fissure, so count that as 1, and the first visible animation as 2. Shortly after, they will receive another, which should be cleared by being 7 squares away from Vorago. The most common method is using Surge or Escape.

Vorago will always launch a blue bomb after the second smash. It is a common tactic for the base tank to use resonance to heal from the bomb before returning to Vorago.

Vorago's third and fourth smashes are usually taken by the bomb tank. The only bombs launched during the smash sequence are after the second smash, so there is no risk taken by giving this role to a bomb tank.
 * Vokes 3 and 4

Vorago's smash target is locked as soon as the animation hits, so he should be provoked as soon as the animation plays. The bleed effect will be cleared the same way that the base tank did it: freedom for the first, moving away for the second.

Vorago's fifth and final smash is taken by a designated fifth voke (v5).
 * Voke 5

As with above, whoever is taking smashes should be standing within melee distance of Vorago so that he does not move during his attacks, and he should be provoked as soon as the animation plays. As there is only one bleed to clear, only freedom will need to be used. After it is cleared, stand back from Vorago to avoid melee attacks.

The base tank should be within melee distance of Vorago when he is applying the fifth bleed and should provoke him as soon as possible (like above) to regain his aggression.

Reflects and gravity fields
After his smash sequence, Vorago will perform 3 basic attacks and then perform Reflect, reflecting all damage received onto his target(s). As soon as he fires his third attack, every player should stop attacking to avoid killing their teammate. This reflect lasts 9.6 seconds.

At the same time, a gravity field will spawn somewhere in the room. It should be interacted with by someone to destabilise Vorago. If the gravity field is not close enough to work (about 4 squares), it is the base tank's responsibility to walk towards it so that it can be fired.

During reflect, Vorago will perform 3 attacks before launching a red bomb. After he launches the red bomb, he will no longer focus on being within melee distance of his target, so he should be lured to the gravity field as quickly as possible. If Vorago was not moved at all after his mind link, he will no longer be reflecting damage as soon as he performs his third attack.

4 attacks after he launches a red bomb, he will begin the smash sequence again and repeat the rest of the attacks above. When 4 gravity fields have been fired at Vorago, the phase will progress to the next part.

If a gravity field is not used before the next one spawns, the previous one will despawn.

Bring him down!
Once Vorago has been destabilised with 4 gravity fields, he will crouch down and all players will enter a first person view. During this time, players will receive 150 damage every 2 game ticks. There will be a bar at the top of the screen that will need to be filled by rapidly clicking on Vorago. If players fail to click enough, everyone will take 2000+ typeless damage.

Once the bar has been filled, Vorago will be left in a vulnerable state, and players will have 12 seconds to deal a variable amount damage to him (scales with players in the fight) to dislodge the second piece of the maul from his body. Damage dealt to Vorago for the purposes of dislodging the weapon piece has no effect on his life points, however bonus damage dealt by scrimshaws such as scrimshaw of cruelty and maniacal aura and its variants will still go through.

If too little damage is done, Vorago will fully heal himself, and the gravity field part of the phase will need to be repeated; however, this time, only 2 fields will need to be fired to destabilise him.

If enough damage is dealt, the weapon piece will land on the floor, and the phase can be finished by lowering Vorago to 0 life points.

Phase 3
Phase 3 changes entirely based on the week's rotation. There are 6 different special attacks that Vorago has, described below. Except for Scopulus week, phase 3 will end when Vorago has reached 0 life points. During Scopulus week, phase 3 will end when both scopuli are dead.

Except for the Scopulus, Vitalis, and Green bomb rotations, Vorago's attack sequence for phase 3 is:


 * Weekly special
 * 3 attacks
 * Reflect
 * 3 attacks
 * Weekly special
 * 3 attacks
 * Red bomb
 * 4 attacks
 * Repeat

During Vitalis week, his rotation is almost the same, except the red bomb will be replaced with smashes:
 * Vitalis orb
 * 3 attacks
 * Reflect
 * 3 attacks
 * Vitalis orb
 * 3 attacks
 * Smashes
 * 3 attacks
 * Repeat

During Green bomb week, his rotation is almost the same, except that there are 5 attacks after green bomb rather than 3. If the green bomb hits someone alone, Vorago will skip to the next mechanic:
 * Green bomb
 * 5 attacks
 * Reflect
 * 3 attacks
 * Green bomb
 * 5 attacks
 * Red bomb
 * 3 attacks
 * Repeat

During Scopulus week, Vorago will fire an endless stream of blue bombs the entire phase.

Ceiling collapse
During this week, Vorago's special attack will cause rocks to collapse from the ceiling. He will aim upwards and pick one of the 9 sections of the room. A shadow will appear where the rock will land, and 6 seconds later, that rock will land on that spot. All players in the 7x7 area of the rock will take damage. The rock deals 8,000 damage split evenly among every player hit. The debris can be cleared by players (right-click option), dealing 4,000 typeless damage. This damage can be fully negated with barricade, but not by other defensive abilities.

As the rock falls, Vorago will jump into the air and land in one of the unoccupied squares of the room. Players who are caught under Vorago or a rock will be pushed away. If someone is stuck deep within the rock, Vorago will teleport them next to him. However, it's still possible to get stuck in a rock and the only way to escape is by destroying it.

Teams should either focus on taking the damage together, or avoiding damage completely. While the latter is preferable, having everyone take damage will decrease the chances of 1 player taking a huge hit which could possibly kill them in tandem with magic attacks.

All rocks that are left from phase 3 will carry over to phase 4, landing in the same location and dealing 4,000 damage split among every player hit. If the rock in the centre carries over, it will be cleared by Vorago when he lands. The centre is also automatically cleared every time Vorago starts charging his waterfall attack in phase 4. Rocks in the corners should take priority in getting cleared, as they will block access to the waterfalls, leaving players susceptible to the blast damage.

Scopulus
Phase 3 during this week is unique. Instead of attacking Vorago, players must kill 2 summoned Scopuli. The scopuli always spawn in the south-west and south-east corners of the room. They have 150,000 life points, and they attack with powerful and accurate melee attacks that damage all players within the area of effect. Their melee attacks have a base maximum hit of 1,653; both accuracy and this maximum hit increase the closer together the two scopuli are, with the damage reaching a maximum of around 5,600. As such, it is recommended to keep them away from each other. As powerful as their attacks are, they are otherwise regular melee hits, meaning they can be negated partially or completely with prayers and defence abilities.

When one of the scopuli dies, the other will become enraged. This will heal him for 15,000 life points, maximise his damage and accuracy modifiers, increase the area of effect of his attacks, and double his attack speed.

To deal with the scopuli, the attackers should split up and take them down simultaneously while the bomb tanks stand in the corners, far from Vorago and the scopuli. It is pertinent to keep scopuli's attention on the attackers, as the damage from both bombs and the melee attacks would be too overwhelming for a bomb tank.

Some smaller teams may prefer to take one scopulus down before the other, completing ignoring one until the first is dead. Scopuli were updated to have large aggression ranges, and the Provoke ability can be used to lure them away from the bomb tank.

During this phase, Vorago will only use magic attacks.

Vitalis
For this week, Vorago's special attack is to launch an orb that can summon 5 Vitali. The orb is sent to one of the squares in the room adjacent to Vorago. The orb will travel a variable number of squares and then explode. Players caught in the explosion will take 2,000 typeless damage. This damage can be reduced with any defensive ability (reflect, debilitate, anticipation, etc), pulverise or spirit shields. For every player that takes damage from the explosion, 1 vitalis will be prevented from spawning. If 5 players take damage, no vitali will spawn. Damage is only received for each vitalis prevented from spawning; e.g. if 6 players are caught in the explosion, only 5 will receive damage.

If Vorago has not been moved from the centre, he will always launch the orb into the north, north-east, or east corner. It is customary to have all players except the bomb tank stand north-east, and have them be prepared to move to the orb. Alternatively, players can elect to ignore the vitalis orb entirely and remain in melee distance of Vorago; however, players be hit by blue bombs if everyone is in melee distance. This is typically done in smaller teams, as the number of vitalis spawned is too overwhelming to deal with.

Vitalis week is the only rotation where Vorago will use his smash attack on phase 3, in place of a red bomb. Another method is to completely ignore the 2nd vitalis orb and use Onslaught right after reflect ends with bomb tank taking the first bleeds.

Vitali are level 130 monsters with 20,000 life points. They attack with melee, hitting up to 1250 with an attack speed of 8 (once every 1.2 seconds). Vitali also act as a barrier; they cannot be walked through, and they cannot be attacked over. Their attack is a standard melee attack that can be defended against with abilities and prayers; however, because they act like a barrier, it is often best to prevent them from spawning altogether or remain in melee distance of Vorago.
 * Vitali

Green bomb
Vorago's attack this week is launching a green bomb. This attack is extremely dangerous for uncoordinated teams; however, it is easily countered with cooperation.

Vorago will launch a green bomb to one of the 9 squares in the room. When it lands, it will create a mist in that area and then home in on a player. As far as counting goes, Vorago will perform his reflect attack after 5 auto attacks. If the green bomb is taken by 1 player for a 10,000 hit, it will skip his attacks to the next part of the rotation.

The mist created should be avoided, as it hits 300–600 damage every 3 seconds, draining 10% adrenaline and 20% run energy. The longer one stays in the mist, the higher the damage taken, up to a maximum of around 1000. There is no way to counter the mist, so it is best to avoid it.

The initial green bomb target one player at a time. The first player it targets will receive the warning in their chatbox, and a similar warning on screen:
 * Green bombs

On the first hit, the green bomb will deal 1000 damage to the original target and all adjacent players. It will then select a new target within 2 squares of that player and home in on them. Every hit from a green bomb drains 10% adrenaline and resets all defence abilities. The damage cannot be defended against in any way.

If the same green bomb hits the same player twice, it will hit 7000–9000 typeless damage, without any area damage. Even if this large hit is taken, it will pass to any nearby targets if it can. If there are no players within range of its target when it hits, it will deal exactly 10,000 damage and disappear immediately. This will deal 10000–11000 damage instead if that player has been targeted by a bomb before. When the green bomb explodes on a lone player, it will also progress Vorago's attack rotation.

Green bombs on phases 3 will bounce 5 times before disappearing, dealing damage on the first 4 bounces. On phase 4 and 5 the bomb will only bounce 4 times, damaging on the first 3 bounces. The final bounce will damage if the targeted player is alone, but otherwise it won't do any damage or adrenaline drain.

The most popular and reliable way to counter the green bomb is the square method. In this method, 4 players stand on the corners of a 3x3 square (pictured). The first player to get the bomb will take the first hit and then step away from the box. The green bomb will target one of the remaining 3 players and cannot target the first player again.
 * The square method

Whoever is targeted second will take the next hit, and again step outside of the box.

Two players are left; however, they will not move at all. The bomb will damage the third player for 1000 damage, and then it will damage the fourth. It will target the third player again for its fifth hit, but this hit will not deal any damage. If someone who is not part of the square receives the green bomb, they should run towards the square before they take the hit, and run out after it is passed.

If the bomb tank receives the green bomb, there are 3 options, depending on the team's decision. In teams of 5, one option involves the bomb tank running in to the square to pass it to one of the other players. If this is done, all players should protect from magic, as Vorago will still be firing blue bombs. The other option is to designate one player inside of the square to run to the bomb tank to receive the bomb after the first hit, and run back before the second hit. In teams of 6 or more that still use the square method, a player outside of the square should run to the bomb tank to receive the bomb, and then run back towards the square to pass it along.



TeamSplit
Vorago's TeamSplit attack is relatively simple. He will charge himself for an explosion, turning half of the players red and the other half blue. During his charge, Vorago is immune to all attacks. When he begins his charge, players' defence abilities will be reset. Two box outlines will appear in the room—one red, one blue—and players will need to be inside the outline that matches their colour when Vorago explodes. Anyone not inside the correct box will receive 8,000 typeless damage.

Reprisal works well during this phase, since Vorago will end up taking 8,000 damage at the end of this ability. Remember to keep your health above 8,000 life points so that you will not be killed by the explosion.

The ideal strategy is to have every player inside the appropriate square and take no damage from any of the TeamSplit attacks. There is ample time to reach any TeamSplit box from any part of the room; however, if it is not possible to make it inside the box in time, be sure to heal up to above 8,000 life points to survive the hit.

The TeamSplit boxes are easier to see (especially in phase 5) when Lighting detail is set to High and Bloom is On in the graphics settings.

The End
Vorago's special attack during this week is a combination of handicapped damage dealing and survival; it also focuses on movement. During this attack, all players should focus on damaging Vorago, as he will not be attacking while performing this special.

Vorago will begin this attack by raising his arms and facing one of the corners in the room. You will have a few seconds to get to the corner he is facing, or you will begin suffocating when he slams his arms down. During this charge, Vorago is immune to damage. Suffocation damage starts at 100, and increases by 100 every 2 game ticks.

The first corner will not contain any bombs. The second corner will contain either red or blue bombs, and the next corner will contain the other type. The last corner will contain purple bombs. Every 3.6 seconds, Vorago will move his right arm to the next wall, covering 2 corners. During this time, you should make your way to the next corner. 4.8 seconds later, he will swiftly move his right arm to close off the corner he was just covering. Anyone still in that corner will be flung at the wall and take 2500 damage. Anyone who is not inside Vorago's arms should make their way to the next corner that he will focus. Vorago's left arm will not deal any damage when it slides over you to open the corner.

There is currently a glitch where if you stand on a specific side on the south and east axis, Vorago's arm's will not push you out of your position and allow you to move out of the clock without any repercussions.

Each corner has a damage reduction multiplier based on the bomb it holds. The bombs inside the corner can be tagged to launch the bombs. Blue and red bombs will only launch to the player who tagged the bomb; purple bombs will launch to everyone. It is not recommended to tag red or blue bombs; however, it is recommended to tag the purple bomb shortly after its corner is sealed off. If a blue bomb is tagged, it will reset that player's defence abilities.

Blue bombs have an amount of charges equal to 70% of the team's size to a minimum of 5. Red bombs have 60% of that amount, so number of charges equal to 42% of the team's size to a minimum of 3. When tagged, they will consume one charge.

Purple bombs turn the player into an explosive vitalis. When turned into a vitalis, you will receive a counter on your screen that counts down by 1 every game tick. You will also have a blue bar under your life points which slowly fills orange. When the counter reaches 0, the purple bomb will hit. These bombs deal 2000 typeless damage to all players within 2 squares of the main target, also draining 5% adrenaline to all affected players excluding the main target. Their damage can be fully negated by barricade, and, unlike red bombs, will not reset defence abilities.
 * Purple bombs

To finish off the attack, Vorago will launch every remaining bomb to all players in the room. The most practical way to counter this is to use Barricade when the detonation timer is at 10 seconds. If the purple bomb was tagged at the correct time, all damage from all bombs will be blocked by barricade. If the purple bombs are launched too late, then a red bomb will hit first, removing the effects of Barricade and leaving them vulnerable to the other bombs.
 * Launched bombs

When bombs are launched, they lose charges equal to the amount of players in the room. If there are leftover charges, additional waves of bombs will be launched, one bomb to each player, until there are no more charges left.

As far as counting attacks goes, Vorago uses his reflect three attacks after he gets up and launches all bombs.

Phase 4
Phase 4 is a time based phase that differs slightly week to week. Much like phase 2, it is an endurance phase. Phase 4 ends when Vorago has reached 0 life points after the weapon handle is obtained. The handle dislodges from Vorago after he performs his 3rd waterfall attack.

Except for Scopulus and The End weeks, Vorago's attack rotation for phase 4 is:


 * Waterfall
 * 3 attacks
 * Stone clones
 * 3 attacks or 20 seconds, whatever is longer. Generally 6–7 attacks are used.
 * Weekly special
 * 3 attacks
 * Smashes
 * 3 attacks
 * Reflect
 * 3 attacks
 * Repeat

For Scopulus week, his attack rotation is
 * Waterfall
 * 3 attacks
 * Stone clones
 * 3 attacks or 20 seconds, whatever is longer. Generally 6–7 attacks are used.
 * Red bomb
 * 4 attacks
 * Smashes
 * 3 attacks
 * Reflect
 * 3 attacks
 * Repeat

For The End week, his attack rotation is:
 * Waterfall
 * 3 attacks
 * Stone clones
 * 3 attacks or 20 seconds, whatever is longer. Generally 6–7 attacks are used.
 * The End
 * 3 attacks
 * Red bomb
 * 4 attacks
 * Reflect
 * 3 attacks
 * Repeat

Phase 4 will begin with Vorago's waterfall attack. He will charge up, and a waterfall will appear in one of the corners of the room. When Vorago begins charging, he will teleport to the centre of the room. The attack disrupts most defensive abilities. After 10.2 seconds, Vorago explodes, dealing 9000–10000 damage to all players who are not safely behind the waterfall.
 * Waterfall

If three waterfalls have passed, and the phase has not been completed yet, the waterfall attacks will be skipped straight to stone clones.

Stone clones are mimics of players that fight for Vorago. They are level 138 with 10,000 life points and will spawn with the same style the original player was using. They use adrenaline just the way players do and have access to several of the same abilities. One clone will spawn for around every 7 players, up to a maximum of 8 at 49 players. A clone will not spawn for Vorago's current target, so it is customary for the base tank to provoke him to ensure they do not get a clone. It is ideal for the bomb tank to receive the clone because killing the clone can extend the bomb tank's Devotion ability to block more blue bombs. When clones are summoned, Vorago will take reduced damage, 1/8 of the original hit for 20 seconds.
 * Stone clones

If Vorago is unable to spawn clones, he will skip to the next attack in the rotation.

Clones spawn with the name "Stone [Player name]". Players who get a clone will not receive a message, but they will see an arrow flashing over their clone. Clones should be killed as quickly as possible, and players who have already killed their clone should assist players in killing any remaining.

Ceiling collapse
Vorago's special during this week will be collapsing a single rock from the ceiling in the same manner as he did in phase 3. 3 attacks after, he will perform his smash sequence and then lead into reflect.

Depending on the team, rocks landed on the sides of the room can be ignored. Rocks in the corners should always be cleared.

Scopulus
Vorago will not have a weekly special this week. Instead, he will launch a red bomb. 4 attacks later he will begin his smash sequence and then lead into reflect.

Vitalis
Vorago's special during this week will be firing another vitalis orb. It works exactly as it does in phase 3. If Vorago has not been moved, he will always fire it north, north-east, or east. 3 attacks after, he will perform his smash sequence and then lead into reflect.

Green bomb
Vorago's special this week will be launching a green bomb. It works exactly the same as it does in phase 3, although it will only hit 3 times rather than 4. 3 attacks after, he will perform his smash sequence and then lead into reflect.

If the green bomb is destroyed early, it will skip Vorago to the next part of his attack rotation (smashes). Some teams prefer to skip the mechanic and speed up this part of the kill, and thus they designate an attacker as the green bomb tank. The green bomb tank's responsibility is to take the 10,000 damage hit to skip the mechanic.
 * Green bomb tanking

This should be mitigated by having another team member barricade + intercept the person who is tanking the green bomb to nullify the damage.

TeamSplit
Vorago's special during this week will be performing another TeamSplit. 3 attacks after, he will perform his smash sequence and then lead into reflect.

The end
Vorago's special during this week will be performing his The End attack again. It works almost exactly as it does in phase 3. The main difference is the damage reduction. Instead of changing for each corner, all damage during the attack will be cut to 1/3. 3 attacks after, he will fire a red bomb instead of his usual smash sequence. 4 attacks later he will use his reflect. Unlike phase 3, only a maximum of 5 purple bombs are launched at once.

Phase 5
The fifth and final phase of the fight is a test of pure strength against Vorago. This phase of the fight takes place in a much smaller room. Players begin on the west side of the room, and Vorago will begin in the middle.

The goal is to push Vorago to the east side of the path and finish him off with the maul of omens. All 3 pieces of the maul should be available at this point, and they should be combined to create the maul. If the maul isn't created, anyone holding any piece of it will take 100 typeless damage every 2 ticks.

As Vorago takes damage, he will get pushed east. Likewise, as he deals damage, he will push himself west. If Vorago manages to push the players all the way west, it will instantly kill all of them, bypassing everything that would normally give the player a second chance. If the players manage to push Vorago all the way east, they will be able to use the Maul of Omens to finish the fight. This is done by clicking on the maul while being close enough to him.

Ceiling collapse/TeamSplit
Both Ceiling collapse and TeamSplit weeks have the same special, which is the teamsplit attack. There are only 2 spots each box can appear in on phase 5: on the west side of the path, and in the centre of the path. The latter location can only contain the boxes after Vorago has been pushed far enough east.

Damage taken from the TeamSplit attack has no affect on Vorago's push.

Scopulus/The end
Both Scopulus and The End weeks have the same special, which is the Purple Bomb attack. Vorago will turn players into explosive vitali and they will receive a random countdown timer with a number ranging from 10 to 40. When the timer reaches 0, they will explode, damaging themselves and players around them for 2000 typeless damage.

The most common and reliable way to deal with this attack is for all players except for the bomb tank to stay on the southern edge until their timer is low. When there are 5 ticks left, run north and stay there until you explode, and run back south after you take the damage. Bomb tanks should stay where they are, as they are already spaced far enough to avoid damaging other players.

A maximum of 5 bombs can be launched. Reflect happens 5 attacks after Purple bomb attack begins.

Vitalis
During Vitalis week, Vorago's special will be launching a vitalis orb down the centre of the path. Every player, including the bomb tank, should take 2 steps back to ensure they are within the explosion radius to block vitalis spawns. The bomb tank should intercept the team and use barricade to negate the vitalis explosion damage. On phase 5, the orb can randomly spawn 2–4 vitali. If any vitali spawn, they should be dealt with first because their melee damage contributes to Vorago pushback and they can change the player's aggression from the vitali to Vorago, which can have negative consequences on reflects.

If Vorago has pushed the team too far west, he will launch a red bomb instead of the vitalis orb. The reflect mechanic will be skipped.

Damage taken from vitali or the orb will affect Vorago's push, in addition there is an automatic one square pushback that cannot be prevented.

Green bomb
During Green bomb week, Vorago's special will be launching a green bomb. The bomb will always land off the platform, so no mist will be created. During this phase, the bomb will only deal damage 3 times.

All damage from green bombs will affect Vorago's push.

The easiest way to deal with this mechanic in large teams (4+) is to have the member who received the green bomb run into the middle and pass it toward the south DPS pile. If a green bomb heads towards a bomb tank, another teammate should go next to the bomb tank and take the bomb from them. Having the bomb tank move in to the DPS pile will result in unnecessary damage and pushback. Alternatively, a player in the DPS pile can elect to intercept the bomb tank with devotion and tank the 10k damage; however, Vorago then skips to the next special. This is typically done in smaller teams.

Slang
The list below contains words commonly used at Vorago.
 * base
 * Base tank


 * bleeds
 * The dismember effect left by Vorago's smash attack. May also refer to damage over time abilities used by the team.


 * broken ts
 * A broken teamsplit; one in which vorago continues firing blues during the teamsplit animation. This occurs in the third teamsplit on p4 on teamsplit week.


 * bt/bomb
 * Bomb tank


 * cade
 * Barricade Defensive


 * cept
 * Intercept spell


 * ens
 * Tectonic energy


 * gb
 * Green bomb


 * green
 * Green bomb
 * Green teamsplit square


 * hp
 * Watch Vorago's hp; called when nearing the end of phases 2 and 4 to prevent Vorago's life points from going too low and resetting, making the phase longer.


 * M/Maul
 * Maul of Omens; usually given as a reminder to create or use it


 * md
 * Melee distance; standing adjacent to Vorago


 * link
 * Refers to Vorago's reflect ability. Also used in p5: 1 link p5 means the phase was finished with 1 reflect.


 * off
 * Stop attacking, usually called before a reflect or a life points reset


 * orb
 * Gravity fields on phase 2
 * orb that spawns the vitali


 * pb/purple
 * Purple bomb


 * p#
 * Phase #


 * pk
 * Player killing; attacking during a reflect and damaging/killing a team mate.


 * Rago
 * Vorago


 * random red
 * A red bomb that is not homed in on the bomb tank


 * red
 * Red bomb


 * ref
 * Reflect; either Vorago's reflect or the ability


 * scop
 * Scopulus


 * square
 * Perform the 4 man square green bomb strategy


 * stall
 * The delay in attacks in phase 5 vorago resulting from push or pushback


 * tag
 * Attack Vorago to make him your target
 * Touch an object (usually a gravity field)


 * tank
 * Tank green bomb; tank teamsplit


 * tl
 * Top lure/jumper


 * ts
 * TeamSplit


 * v/v#/voke/voke#
 * Provoke or Provoker (if discussing the role), numbers denoting which smashes they are taking


 * vit
 * Vitalis, either the monster or the pet


 * wf
 * Waterfall


 * 10k+/#+
 * Reminder to heal life points above the damage that will be taken from the starting hit or from a special attack. 10k+ refers to the damage from a tanked green bomb; 8k+ refers to Teamsplit damage.