Boss guide
How to beat King Mosh
Un'Goro Crater · Final encounter · 16:00 · 52,500 base HP
When it arrives
Arrives at 16:00 as the final encounter in Un'Goro Crater.
Boss yell“King Mosh roars, and the whole crater falls silent.”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Charge
In-game text“King Mosh squeals and charges!”
The boss charges; the game announces it with "the boss squeals and charges!". The data shows a 7-11 s interval on the bosses that list one and no warning time.
- Interval
- 8 s
How to handle: Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.
2 Expanding rings
Four or five rings expand outward after a 1.6-1.8 s warning, on an 11-16 s cycle. The data does not give the rings' speed, spacing, or maximum radius.
- Interval
- 12 s
- Warning
- 1.6 s
How to handle: Keep moving outward and do not stop between rings; the warning is short and the rings keep coming. If a ring catches you, keep running rather than turning back into the next one.
Inferred from game data — not yet verified in game3 Frontal cone
A cone attack in front of the boss, telegraphed for 0.9-2 s and repeated every 5-10 s where an interval is listed. The data does not give the cone's angle or range.
- Interval
- 6 s
- Warning
- 1.4 s
How to handle: Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game4 Summon
Add waveIn-game text“Minions, to me!”
The boss calls in a wave of adds; the game announces it with "Minions, to me!" or "A pack hunts you!". The data records 4-14 adds on a 10-16 s cycle.
- Interval
- 11 s
How to handle: Clear the pack before the next summon lands; at 14 adds a single-target build falls behind. Keep moving so the new adds do not surround you while you finish the last wave.
Phase changes
Below 70% health · one trigger
- Safe inner circle
The outer ground burns and the inner circle is safe; the game says "The ground burns around you! Stay inside the circle!". The data records a 2 s warning and a 16 s cycle.
How to handle: Run to the centre during the warning and stay inside the circle until the outer ring resolves. Do not stop at the boundary; the data does not give the safe circle's exact radius.
Below 40% health · one trigger
- Circle grid
A grid of circles covers the ground, telegraphed for 2 s and repeated every 12-15 s where an interval is listed. The data does not give the grid size or how many cells are safe.
How to handle: Move to an unmarked cell during the 2 s warning and stay there until the grid resolves. Do not cut diagonally through marked cells to reach a better spot.
Inferred from game data — not yet verified in game
How to fight it
Up to three actions, taken from the timing data: shortest warning, shortest interval, then the first new phase action.
- 1Shortest warning (1.4 s) Frontal cone
Use the warning to step through the boss's side or behind it; walking straight back keeps you in the cone longer. Re-enter after the telegraph resolves.
Inferred from game data — not yet verified in game - 2At 70% health Safe inner circle
Run to the centre during the warning and stay inside the circle until the outer ring resolves. Do not stop at the boundary; the data does not give the safe circle's exact radius.
Suggested build focus
Build tips recorded for this boss's attack types.
- Save a dash for the commit; the charge is easier to dodge sideways than to outrun.
- Sustained movement speed beats a single dash here; the rings reward staying in motion. Inferred from game data — not yet verified in game
- Melee builds should circle toward the flank during the warning; ranged builds can strafe out of the wedge. Inferred from game data — not yet verified in game
- Area damage pays for itself here: one clear per wave beats single-target cleanup.
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Charge
charge- Base interval
- 8 s
Move out of the travel lane and keep a clear exit.
Expanding rings
expanding rings- Base interval
- 12 s
- Warning time
- 1.6 s
- Count
- 5
Move toward the safe open side before the ring expands.
Frontal cone
frontal cone- Base interval
- 6 s
- Warning time
- 1.4 s
Leave the cone before the warning finishes.
Summon
summon adds- Base interval
- 11 s
- Summons
- 12
Clear the adds without letting them close the exit.
Health phases
Thresholds are base client values; difficulty and run scaling can change the encounter.
Below 70% health · one trigger
Safe inner circle
safe inner circle- Warning time
- 2 s
Move into the inner safe circle before impact.
Below 40% health · one trigger
Circle grid
grid circles- Warning time
- 2 s
Move into an unmarked square before the grid resolves.
Mechanics can scale with difficulty, party size and later patches. The values above are stored base client parameters, not measured cast times.
Class loot
Warrior
- Bastard Sword of Valor main hand · Uncommon · 50%
Paladin
- Hammer of the Squire main hand · Uncommon · 50%
Hunter
- Hunting Bow of the Wilds main hand · Uncommon · 50%
Rogue
- Assassin's Blade main hand · Uncommon · 50%
- Thief's Blade off hand · Uncommon · 50%
Priest
- Staff of the Devout main hand · Uncommon · 50%
Shaman
- Crested Shield off hand · Uncommon · 50%
- Mace of the Elements main hand · Uncommon · 50%
Mage
- Magister's Staff main hand · Uncommon · 50%
Warlock
- Dreadmist Staff main hand · Uncommon · 50%
Druid
- Wildheart Staff main hand · Uncommon · 50%