Boss guide
How to beat Lupos
Duskwood · Encounter 4 · 12:00 · 28,000 base HP
When it arrives
Arrives at 12:00 as encounter 4 of 5 in Duskwood.
Boss yell“Lupos howls, and the Nightbane answer!”
Attack timeline
3 recorded actions for this boss, in data order. Values are stored base client parameters.
1 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
- 12 s
- Gap between steps
- 1.7 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- 1Charge
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.
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.
- 2Charge
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.
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.
- 3Charge
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.
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 Circle around the boss
Boss-centered circleIn-game text“Lava wells up around Lupos!”
A hazard centred on the boss: the game warns "Lava wells up around the boss!" or "the boss pounds the ground!", then the marked area around it resolves. The data adds a 1.3 s warning and a 7-12 s cycle.
- Interval
- 8 s
- Warning
- 1.3 s
How to handle: When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.
3 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
- 13 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 (1.3 s) Circle around the boss
When the warning appears, step out of the area around the boss and wait for the hit before re-entering melee. A 7 s cycle leaves little time to finish a long cast.
Suggested build focus
Build tips recorded for this boss's attack types.
- 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
- Save a dash for the commit; the charge is easier to dodge sideways than to outrun.
- Melee builds need a movement plan here; ranged builds can keep uptime from outside the circle.
- 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
Action sequence
sequence- Base interval
- 12 s
- Gap between steps
- 1.7 s
Treat the listed steps as one combined pattern.
- 1Charge
- 2Charge
- 3Charge
Circle around the boss
boss circle- Base interval
- 8 s
- Warning time
- 1.3 s
Leave the marked area around the boss before it resolves.
Summon
summon adds- Base interval
- 13 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
- Recruit's Gauntlets hands · Common · 60%
Paladin
- Squire's Gauntlets hands · Common · 60%
Hunter
- Tracker's Gauntlets hands · Common · 60%
Rogue
- Footpad's Gloves hands · Common · 60%
Priest
- Acolyte's Gloves hands · Common · 60%
Shaman
- Primal Gauntlets hands · Common · 60%
Mage
- Apprentice's Gloves hands · Common · 60%
Warlock
- Novice's Gloves hands · Common · 60%
Druid
- Thicket Gloves hands · Common · 60%