These series of giant vaults contain the accomplishments and records of the Mogu. The vaults are considered sacred and are guarded by magical beings who will demolish any outsider who dares enter their domain.
The Stone Guard
When the Amethyst Guardian is within 12 yards of another Guardian, it gains energy which it uses to cast Amethyst Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
Amethyst Pool: It creates a pool that inflicts 39000 Shadow damage every second to enemies who enter the area.
Amethyst Overload: Once it has reached full energy, it inflicts 150000 Shadow damage to all enemies and interrupts Amethyst Petrification.
Amethyst Petrification: The Guardian attempts to turn its enemies to amethyst, reducing the Shadow damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.
When the Cobalt Guardian is within 12 yards of another Guardian, it gains energy which it uses to cast Cobalt Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
Cobalt Mine: It shoots a shard at a player’s location. After a 2 seconds any player within 7 yards of the shard will detonate it inflicting 71250 to 78750 Frost damage and rooting all players within 7 yards for 6 seconds.
Cobalt Overload: Once it has reached full energy, it inflicts 150000 Arcane damage to all enemies and interrupts Cobalt Petrification.
Cobalt Petrification: The Guardian attempts to turn its enemies to cobalt, reducing the Arcane damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.
When the Jade Guardian is within 12 yards of another Guardian, it gains energy which it uses to cast Jade Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
Jade Shards: It fires shards in all directions, inflicting 24700 to 27300 Nature damage to all players.
Jade Overload: Once it has reached full energy, it inflicts 150000 Nature damage to all enemies and interrupts Jade Petrification.
Jade Petrification: The Guardian attempts to turn its enemies to jade, reducing the Nature damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.
When the Jasper Guardian is within 12 yards of another Guardian, it gains energy which it uses to cast Jasper Overload. If no other Guardian is within range, it instead gains the Solid Stone effect.
Jasper Chains: It chains two enemy targets together. While the targets are over 1649 to 2098 (+ 180% of SpellPower) yds apart the chains inflict 30000 Fire damage every 1 sec. This damage increases by 20% each second they remain apart. The chains will break if the targets remain apart for 15 total seconds.
Jasper Overload: Once it has reached full energy, it inflicts 150000 Fire damage to all enemies and interrupts Jasper Petrification.
Jasper Petrification: The Guardian attempts to turn its enemies to jasper, reducing the Fire damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.
All four guardians have access to these abilities
Solid Stone: When no other stone guards are nearby the Guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.
Rend Flesh: The Guardian rends the flesh of the target, causing 24949 to 26228 Physical damage every 1 sec. Lasts 15 sec.
Power Down: When the guardians reach 75% and 40% remaining health, one of them will power down all Energized Tiles in the room to prevent players from using the energy.
Feng the Accursed
Spirit Bolt: Feng throws Spirit Bolts, inflicting 50700 to 53300 Shadow damage to 3 random players.
Strength of Spirit: Every time Feng absorbs a Mogu Champion Spirit, his damage dealt increases by 5% for the remainder of the encounter.
Essence of the Mogu Champions: Around 95%, 66%, and 33% remaining life, Feng siphons the essence out of a pre-selected statue of Mogu Champions past, gaining their boon.
Spirit of the Fist
Lightning Fists: He slams the ground sending a shock wave in front of him. The wave inflicts 117000 Nature damage and stuns those caught in its path.
Epicenter: He channels an earthquake that inflicts Nature damage. The quake inflicts more damage towards its epicenter, and reduces players’ chance to hit by 75%.
Spirit of the Spear
Flaming Spear: Feng’s spear inflicts 50% of his normal melee attack as Fire damage. The fire then inflicts an additional 19500 to 20500 Fire damage every 2 sec. for 20 sec.
Wildfire Spark: Feng tarrgets a random player then engulfs them with a Wildfire Spark. The Spark explodes after 5 seconds, igniting a Wildfire at their location. The Wildfire then spreads out and inflicts 116975 Fire damage every 1 sec. to any player standing within the fire.
Draw Flame: Feng attempts to absorb the Wildfire and cause his melee swings to inflict 18500 to 21500 additional Fire damage to all enemies.
Spirit of the Staff
Arcane Velocity: Feng channels an Arcane storm, inflicting 15843 to 16656 Arcane damage every 1 sec. to all enemies.
Arcane Resonance: Feng charges random players with Arcane Resonance, inflicting 1000 Arcane damage to the target and all other nearby players within 6 yards.
Spirit of the Shield
Siphoning Shield: Feng’s cursed shield draws the souls of 10 random enemies to it, healing him for 5% of his life per absorbed soul.
Chains of Shadow: Feng strikes a random player with a Chain of Shadow that arcs to another nearby player. The Chain affects up to 8 targets, inflicting diminishing Shadow damage to each successive target.
Stolen Essences of Stone
Nullification Barrier: Players with this Stolen Essence of Stone may place a Nullification Barrier around themselves. The Barrier negates any harmful magical effects cast on players standing inside the Barrier.
Shroud of Reversal: The Shroud of Reversal allows players with this Stolen Essence of Stone to target a player suffering from a harmful effect, then cast a copy of that effect at Feng.
Gara’jal the Spiritbinder
Spirit Totem: He periodically summons a Spirit Totem at a random location.
Cross Over: Players can cross over into the spirit world using Spirit Totems. Players exist in the spirit world for 30 sec before returning to the real world and gain the ability Return Soul.
Return Soul: Return Soul causes the player to return their soul to their body in the real world.
The Spirit World: Players crossing over to the Spirit World must return to the real world within 30 sec or die.
Frail Soul: Returning to the real world from the Spirit World inflicts players with a Frail Soul for 30 sec. Attempting to cross into the Spirit World with a Frail Soul kills the player.
Spiritual Innervation: Healing a player in the Spirit World energizes their soul with Spiritual Innervation. The effect of Spiritual Innervation varies depending on the class and specialization of the healed player, and the effect grows as the player continues to receive heals.
Revitalized Spirit: When a player in the Spirit World is healed to full, their spirit is revitalized. Players with Revitalized Spirit gain the Return Soul ability.
Shadowy Minion: Shadowy Minions only exist in the Spirit World, but damage players in the real world with Spiritual Grasp.
Spiritual Grasp: A Shadowy Minion reaches into the real world with a Spritual Grasp, inflicting 18000 to 22000 Shadow damage on a random player in the real world.
Shadow Bolt: A Shadowy Minion fires a bolt at a random player in the Spirit World, inflicting 24050 to 27950 Shadow damage.
Voodoo Dolls: Gara’jal the Spiritbinder fixates on his current target and 2 other players to turn into Voodoo Dolls. A Voodoo Doll opies 90% of their damage received to all other Voodoo Dolls in the raid.
The Voodoo Doll effect persists until either the victim perishes or Gara’jal the Spiritbinder banishes his fixated target to the Spirit World.Players turned into Voodoo Dolls cannot enter the Spirit World.
Banishment: Gara’jal the Spiritbinder banishes his current target to the Spirit World.
Frenzy: Gara’jal the Spiritbinder Frenzies when he reaches 20% remaining health, gaining 100% melee haste and inflicting 50% additional damage.Gara’jal the Spiritbinder also stops summoning Spirit Totems.
The Spirit Kings
When the players defeat the Mad King, he remains in battle in a weakened state and only uses his Maddening Shout ability.
Maddening Shout: Sharpfang causes all enemies to go mad, inflicting 2925 to 3075 Shadow damage every 3 sec. and causing all enemies to hate each other. Players regain their sanity after taking 10000 damage from another player.
Crazed: Crazed increases the Mad King’s Physical damage dealt by a percentage equal to twice his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Cowardice.
Cowardice: Cowardice causes the Mad King to reflect damage equal to 50% of his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Crazed.
Crazy Thought: His Insanity is increased by 10.
Delirious: His insanity gaining rate is doubled.
When the players defeat the Warlord King, he remains in battle in a weakened state and only uses his Flanking Orders ability.
Flanking Orders: He calls in a wave of Mogu attackers. They inflict 97500 to 102500 Physical damage to enemies in front of them within 0 yards.
Massive Attacks: No single man or woman can stand against the brutal attacks of the Warlord King. His Massive Attacks inflict 400000 Physical damage, split among all enemies hit.
Annihilate: He inflicts 200000 damage to enemies in front of him.
Impervious Shield: He casts a shield, gaining immunity to all attacks and spells and increasing his attack speed by 0% for 10 sec.
When the players defeat the Bandit King, he remains in battle in a weakened state and only uses his Pillage ability.
Pillage: He charges a random player and steals all of the target’s possessions. The Pillaged effect reduces the player’s damage and healing done by 50% and reduces their armor by 50%.
Volley: He does three attacks in quick succession. The first inflicts 24375 to 25625 Physical damage to enemies in a large cone in front of the caster, then 48750 to 51250 Physical damage in a medium cone, and finally 68250 to 71750 Physical damage in a small cone.
Rain of Arrows: The Bandit King fires a Rain of Arrows at the location of a random player, inflicting Pinned Down on all targets within the 8 yard area. Pinned Down inflicts 9750 to 10250 Physical damage every 1 sec. until another player removes the arrow from the victim.
Pinning Arrow: The Pinning Arrow causes Pinned Down, inflicting 9750 to 10250 Physical damage every 1 sec. until a player destroys the Pinning Arrow.
Sleight of Hand: Damaging attacks against the Bandit King cause the attacker to suffer being Robbed Blind. The effect reduces damage and healing done by 50% and reduces armor by 50%. The Bandit King becomes vulnerable to Stun effects while using Sleight of Hand.
Robbed Blind: Robbed Blind reduces the target’s damage and healing done by 50% and reduces their armor by 50%.
Zian of the Endless Shadow
When the players defeat the Sorcerer King, he remains in battle in a weakened state and only uses his Undying Shadows ability.
Undying Shadows: The Sorcerer King creates an Undying Shadow at the location of a random player. The Undying Shadow inflicts 14625 to 15375 Shadow damage every 1 sec to players within 10 yards until destroyed.
Coalescing Shadows: The Coalescing Shadows inflicts 14625 to 15375 Shadow damage every 5 sec. to players within 10 yards. After 30 seconds the Undying Shadow fully coalesces and reforms.
Shadow Blast: The Sorcerer King launches a Shadow Blast at the location of a random player. The Shadow Blast inflicts 68250 to 71750 Shadow damage upon impact to players within 8 yards of the targeted location.
Charged Shadows: The Sorcerer King blasts a random player with Charged Shadows, inflicting 57525 to 60475 Shadow damage to the target then chaining to further targets within 8 yards of each other.
Shield of Darkness: The Sorcerer King protects himself with a Shield of Darkness. The Shield inflicts 292500 to 307500 Shadow damage to all enemies whenever a damaging ability lands on the Sorcerer King. Spell Icon Darkness: Inflicts 292500 to 307500 Shadow damage to all enemies.
Energy Vortex: Transforms any player or creature who stands in it.
Touch of the Titans: Anyone standing in the Energy Vortex is transformed into a celestial being, increasing all damage done by 50% and healing received by 50%.
Overcharged: Players standing in the Vortex are inflicted with Overcharge, causing them to take 5% additional damage.
Stage One: Entering Defensive Mode
Celestial Breath: Elegon’s breath inflicts 42750 to 47250 Arcane damage to players within a 100 yard long 60 degree cone.
Materialize Protector: Summons a Celestial Protector when he has more than 50% remaining health.
Celestial Protector: A construct of pure energy, the Celestial Protector serves as primary defense for the Engine of Nalak’sha.
Phasing: The Celestial Protector exists in a state of flux, held together by the immense power of the Energy Vortex. When the Protector has over 25% remaining health and exists outside the bounds of the Energy Vortex, players inflict 90% less damage to it.
Arcing Energy: The Celestial Protector inflicts 76000 to 84000 Arcane damage to two random players and applies Closed Circuit to each target.
Closed Circuit: After being hit by the Arcing Energy, the Closed Circuit reduces the healing received by the target by 50% for 20 sec.
Stability Flux: Upon reaching 25% remaining health, the Celestial Protector begins to pulse energy and periodically inflicts 47500 to 52500 Arcane damage on all players.
Total Annihilation: Celestial Protectors explode when near death, inflicting 585000 to 615000 Arcane damage to all players.
Catostrophic Anomaly: With no targets to absorb the excess energy of Total Annihilation, the Engine of Nalak’sha explodes, inflicting 760000 to 840000 Arcane damage to the entire raid.
Grasping Energy Tendrils: With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting 47500 to 52500 Arcane damage.
Radiating Energies: When Elegon reaches 50% remaining health, he becomes dangerously unstable. Elegon periodically inflicts 78375 to 86625 Arcane damage to all players not protected inside the Energy Vortex.
Stage Two: Primary Power Offline
Draw Power: Elegon attempts to restart the Engine of Nalak’sha by constructing six Energy Charges from his own body, permanently increasing all damage taken by 10%.
Energy Charge: A small part of Elegon himself, the Energy Charge contains enough Arcane energy to restart The Engine of Nalak’sha.
High Energy: With each successive cast of Draw Power, the created Energy Charge gains an additional 20% movement speed.
Discharge: Upon reaching zero health, the Energy Charge explodes and inflicts 585000 to 615000 Arcane damage to all players.
Stage Three: Power Draw Stable
Empyreal Focus: The Focuses activate whenever the Engine of Nalak’sha begins operation, venting energy into the surrounding platform. Damaging all six Empyreal Focuses temporarily disables the Engine of Nalak’sha.
Energy Conduit: The Empyreal Focus vents excess energy, inflicting 142500 Arcane damage to all players touching the energy conduit every 0.5 sec.
Overloaded: Upon reaching zero health, the Empyreal Focus deactivates and vents excess energy back to Elegon, increasing his damage inflicted by 20% and casting speed by 20%. This effect stacks.
Unstable Energy: Elegon periodically inflicts 23750 to 26250 Arcane damage to all players.
Energy Cascade: Elegon fires a ball of Titan plasma at the location of random player, inflicting 190000 to 210000 Arcane damage on impact to players within 5 yards and creating a Cosmic Spark.
Cosmic Spark: Small pure energy constructs created by Elegon.
Will of the Emperor
Titan Gas: Titan Gas fills the room, inflicting 8000 Frost damage every 1 sec. to all players and energizing any constructs, increasing their damage dealt by 25%.
These warriors strike ferociously with dual axes.
Focused Assault: Every Emperor’s Rage fixates on a random player, attacking only that player until the player dies or the Rage can no longer attack them.
Unarmored: Crowd control effects work best against them for they wear very little armor.
These warriors carry a polearm and form a powerful defensive wall with their shields.
Focused Defense: The Emperor’s Courage comes to the aid of Jan-xi or Qin-xi by fixating on a tank, attacking only that player until the player dies or the Courage can no longer attack them.
Impeding Thrust: The Impeding Thrust of the Emperor’s Courage inflicts 150% normal melee damage and reduces the target’s movement speed by 25% for 10 sec. Stacks up to $117485U times.
Half Plate: The Emperor’s Courage wear armor protecting the front of their bodies. The Half Plate blocks or deflects any damage dealt by players to the front of the Emperor’s Courage, but they remain susceptible to movement impairing effects.
These warriors are heavily armored and do tons of damage with two handed hammers.
Energizing Smash: They smash the ground in front of them, inflicting 200000 Physical damage to players within 10 yards of the strike zone and stunning them for 2 sec.
Full Plate: They are immune to all crowd control effects.
Jan-xi and Qin-xi
Jan-xi and Qin-xi activate after 90 seconds and share their health pool.
Devastating Combo: Jan-xi and Qin-xi perform a devastating combination of five attacks.
Devastating Arc: Jan-xi and Qin-xi strike a 25 yard hemispherical area to the left, right, or in front of them. These Devastating Arc attacks inflict 100000 Physical damage and reduce the target’s armor by 10% for 30 sec.
Stomp: Jan-xi and Qin-xi stomp the ground, inflicting 100000 Physical damage to all players within 12 yards and stunning them for 2 sec.
Magnetic Armor: Jan-xi and Qin-xi magnetize their current targets for 10 sec. If a magnetized player moves more than 16 yards away from the constructs, a strong magnetic force pulls them back.
Opportunistic Strike: If every player avoids all the attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced. All players within 16 yards gain the Opportunistic Strike ability for 3 sec, which inflicts 1000000 Physical damage.
Titan Spark: When any construct dies, it releases a Titan Spark.
Focused Energy: A newly created Titan Spark fixates on a player, attacking only that player until the player dies or the Spark can no longer attack them.
Energy of Creation: When a Titan Spark dies or reaches its target, it releases the Energy of Creation. The Energy inflicts 750000 Nature damage to all players within 8 yards and energizes any constructs, increasing their attack speed by 50% for 2 min. This effect stacks.
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