Boss guide
How to beat Lar'korwi
Un'Goro Crater · Encounter 3 · 09:00 · 17,000 base HP
When it arrives
Arrives at 09:00 as encounter 3 of 5 in Un'Goro Crater.
Boss yell“Lar'korwi comes for whoever took her eggs!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Projectile volley
In-game text“Lar'korwi hurls axes across the field!”
The boss throws a volley across the field; the game warns "the boss hurls axes across the field!". The data records 5-9 projectiles every 4.5-6 s.
- Interval
- 5 s
How to handle: Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
2 Action sequence
A scripted combo: the boss performs two or three actions, with each follow-up landing a fixed gap (0.1-1.8 s) after the previous one. The parent entry is a container; the child steps carry the actions.
- Interval
- 9 s
- Gap between steps
- 0.4 s
How to handle: Watch the first action, not the parent timer: the follow-up arrives 0.1-1.8 s later, so pre-move during the first cast. Short gaps under 0.5 s leave no room to react twice.
Inferred from game data — not yet verified in game- 1Teleport
The boss teleports; in the data it is always the first step of a combo. Six uses are recorded, but no distance, destination rule, or warning time.
How to handle: Re-acquire the boss after it vanishes and do not pre-move to where it used to stand. In a sequence, expect the follow-up within the listed 0.4-0.5 s gap.
Inferred from game data — not yet verified in game - 2Frontal line attack Frontal line
A line attack in front of the boss, telegraphed for 1-1.4 s. The data does not give the line's length or width, only that it is aimed forward.
How to handle: Step sideways out of the line as soon as the warning appears; backing away keeps you on the line. Re-enter after it fires.
Inferred from game data — not yet verified in game
3 Delayed blast
A marked blast that detonates after a 1-3.4 s warning, on a 6-16 s cycle where an interval is listed. The data does not record the blast radius, so the edge is not a safe place to stand.
- Interval
- 11 s
- Warning
- 1.5 s
How to handle: Leave the marked area as soon as the warning appears and keep walking until it detonates. Do not stop at the border: without a recorded radius, assume the whole mark is hot.
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
- 14 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
No health phases recorded for this boss.
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 s) Frontal line attack
Step sideways out of the line as soon as the warning appears; backing away keeps you on the line. Re-enter after it fires.
Inferred from game data — not yet verified in game - 2Most frequent (every 5 s) Projectile volley
Strafe between the gaps instead of backing away, and change direction only after a projectile passes. With a 4.5 s cycle there is no safe standing window.
Suggested build focus
Build tips recorded for this boss's attack types.
- A movement-speed item or dash makes the gap between volleys much safer.
- Instant movement is worth more than a long defensive cooldown here; the combo punishes standing still between steps. Inferred from game data — not yet verified in game
- Keep the camera loose enough to find the boss again; a movement ability is wasted before you know the new position. Inferred from game data — not yet verified in game
- Sidestep movement is enough; save a dash for combos that chain two lines 1.1 s apart. Inferred from game data — not yet verified in game
Based on the site's first-clear class ranking, not zone-specific testing.
Attacks and hazards
Projectile volley
projectile volley- Base interval
- 5 s
- Count
- 5
Keep room to move and avoid the visible projectile paths.
Action sequence
sequence- Base interval
- 9 s
- Gap between steps
- 0.4 s
Treat the listed steps as one combined pattern.
- 1Teleport
- 2Frontal line attack
- Warning time
- 1 s
Delayed blast
delayed blast- Base interval
- 11 s
- Warning time
- 1.5 s
Leave the marked area and re-enter only after the blast.
Summon
summon adds- Base interval
- 14 s
- Summons
- 10
Clear the adds without letting them close the exit.
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
- Bracers of Valor wrists · Uncommon · 50%
Paladin
- Lightforge Bracers wrists · Uncommon · 50%
Hunter
- Beaststalker's Bracers wrists · Uncommon · 50%
Rogue
- Shadowcraft Bracers wrists · Uncommon · 50%
Priest
- Devout Bindings wrists · Uncommon · 50%
Shaman
- Bracers of Elements wrists · Uncommon · 50%
Mage
- Magister's Bindings wrists · Uncommon · 50%
Warlock
- Dreadmist Bindings wrists · Uncommon · 50%
Druid
- Wildheart Bracers wrists · Uncommon · 50%