Boss guide
How to beat Mor'Ladim
Duskwood · Encounter 2 · 06:00 · 9,000 base HP
When it arrives
Arrives at 06:00 as encounter 2 of 5 in Duskwood.
Boss yell“You will join my army in death!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Charge
In-game text“Mor'Ladim 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 Persistent hazard
Persistent ground hazardA ground hazard that stays after its 1 s warning and is re-applied every 10-16 s. Unlike a one-shot circle, the marked ground remains dangerous after the telegraph ends.
- Interval
- 12 s
- Warning
- 1 s
How to handle: Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game3 Moving orbs
One or two orbs travel across the arena every 12-14 s. The data gives the count and cadence but not their speed, path, or whether they track a player.
- Interval
- 14 s
How to handle: Watch the orbs' line and step perpendicular to it rather than running along the path. With two orbs, keep both on the same side so you always have an exit.
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
- 15 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) Persistent hazard
Place the new hazard away from your current path, then fight around it instead of kiting through it. On a 10 s cycle the arena fills fast, so keep one side clear.
Inferred from game data — not yet verified in game - 2Most frequent (every 8 s) Charge
Do not backpedal in a straight line: sidestep as the charge commits, then punish the recovery. The boss turning toward you is the cue.
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.
- Ranged builds can keep a clean side of the arena; melee builds should move the boss before the next placement. Inferred from game data — not yet verified in game
- Movement speed helps more than a stationary damage boost; the orbs punish standing in a rotation. 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.
Persistent hazard
persistent circle- Base interval
- 12 s
- Warning time
- 1 s
Leave the zone and keep away while it remains active.
Moving orbs
moving orbs- Base interval
- 14 s
- Count
- 1
Track the orb path and stay out of its travel lane.
Summon
summon adds- Base interval
- 15 s
- Summons
- 6
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 Sabatons feet · Common · 60%
Paladin
- Squire's Sabatons feet · Common · 60%
Hunter
- Tracker's Greaves feet · Common · 60%
Rogue
- Footpad's Boots feet · Common · 60%
Priest
- Acolyte's Boots feet · Common · 60%
Shaman
- Primal Greaves feet · Common · 60%
Mage
- Apprentice's Boots feet · Common · 60%
Warlock
- Novice's Boots feet · Common · 60%
Druid
- Thicket Boots feet · Common · 60%