Boss guide
How to beat Scarlet Commander Mograine
Scarlet Monastery · Encounter 4 · 14:00 · 30,000 base HP
When it arrives
Arrives at 14:00 as encounter 4 of 5 in Scarlet Monastery.
Boss yell“Infidels! They must be purified!”
Attack timeline
4 recorded actions for this boss, in data order. Values are stored base client parameters.
1 Charge
In-game text“Scarlet Commander Mograine 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
- 7 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 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
- 8 s
- Warning
- 1.4 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 game3 Circle around the boss
Boss-centered circleIn-game text“Lava wells up around Scarlet Commander Mograine!”
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
- 10 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.
4 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
- 12 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 50% health · one trigger
- 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.
New rotation: Shield · Delayed blast
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
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) Delayed blast
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 game - 2Most frequent (every 7 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.
- 3At 50% health Action sequence
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
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.
- A movement ability is more reliable than last-second sidesteps, especially on the 1 s warnings. Inferred from game data — not yet verified in game
- 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
Charge
charge- Base interval
- 7 s
Move out of the travel lane and keep a clear exit.
Delayed blast
delayed blast- Base interval
- 8 s
- Warning time
- 1.4 s
Leave the marked area and re-enter only after the blast.
Circle around the boss
boss circle- Base interval
- 10 s
- Warning time
- 1.3 s
Leave the marked area around the boss before it resolves.
Summon
summon adds- Base interval
- 12 s
- Summons
- 10
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 50% health · one trigger
Action sequence
sequence- Gap between steps
- 0.1 s
Treat the listed steps as one combined pattern.
- 1Shield
- 2Delayed blast
- Warning time
- 1 s
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
- Gauntlets of Wrath hands · Epic · 30%
Paladin
- Judgement Gauntlets hands · Epic · 30%
Hunter
- Dragonstalker's Gauntlets hands · Epic · 30%
Rogue
- Bloodfang Gloves hands · Epic · 30%
Priest
- Gloves of Transcendence hands · Epic · 30%
Shaman
- Gauntlets of Ten Storms hands · Epic · 30%
Mage
- Netherwind Gloves hands · Epic · 30%
Warlock
- Nemesis Gloves hands · Epic · 30%
Druid
- Stormrage Gloves hands · Epic · 30%