Weekly Raid Boss Guide: Mechanics, DPS Checks & Loot Tables
Every week, a massive raid boss spawns in the Shattered Sanctum. Guilds that defeat it earn some of the best loot in the game. This guide covers every boss in the rotation, their mechanics, the DPS checks you must meet, and exactly what loot drops at each contribution tier.
How Weekly Raids Work
The weekly raid boss spawns every Monday at 00:00 server time and remains available until Sunday 23:59. Any guild can attempt the boss, but only one attempt is allowed per guild per week. If you fail, you must wait until the next reset.
Raids require a minimum of 10 players and support up to 20 players. All participants must be level 70 or higher. The boss scales with raid size — more players means more boss HP, but mechanics remain the same.
Contribution System
Your individual loot is determined by your contribution score, which tracks damage dealt, healing done, damage absorbed (tanking), and mechanic compliance (not dying to avoidable damage). This score determines your loot tier:
| Contribution Tier | Score Requirement | Loot Quality |
|---|---|---|
| S-Tier (Top Contributor) | Top 3 in raid | Guaranteed legendary + 200 gold + rare material |
| A-Tier | Top 25% | Epic item + 150 gold + uncommon material |
| B-Tier | Top 50% | Epic item + 100 gold |
| C-Tier | Top 75% | Rare item + 75 gold |
| D-Tier (Participation) | Bottom 25% | Rare item + 50 gold |
Boss Rotation Schedule
The weekly boss follows a 4-week rotation cycle. Each boss has unique mechanics, stat requirements, and loot tables:
| Week | Boss | HP (10-player) | Enrage Timer | Difficulty |
|---|---|---|---|---|
| Week 1 | Varkolak the Hungering | 2,500,000 | 8 minutes | Medium |
| Week 2 | Countess Morvaine | 3,200,000 | 10 minutes | Hard |
| Week 3 | The Bloodbound Colossus | 4,000,000 | 12 minutes | Very Hard |
| Week 4 | Fenris, the Unchained | 3,000,000 | 9 minutes | Hard |
HP scales by approximately +15% per additional player beyond 10. A 20-player raid faces roughly 2.5x the base HP. The enrage timer does not change with raid size, making larger raids slightly easier on the DPS check per player.
Boss 1: Varkolak the Hungering
The entry-level raid boss. Varkolak is a massive werewolf horror that primarily deals physical damage. This is the best boss for guilds learning raid mechanics.
Phases
| Phase | HP Threshold | Key Mechanic |
|---|---|---|
| Phase 1 | 100% - 60% | Ravage: Frontal cone attack (dodge left/right). 3-second telegraph. |
| Phase 2 | 60% - 30% | Blood Frenzy: Attack speed doubles. Healer pressure increases significantly. Off-tank should taunt-swap at 5 stacks of Rend. |
| Phase 3 | 30% - 0% | Hunger Howl: Raid-wide damage pulse every 10 seconds. Must be healed through. DPS race to kill before healers run out of mana. |
DPS Check
With 2,500,000 HP and an 8-minute enrage timer, the raid needs 5,208 raid DPS (total damage per second from all players combined). For a 10-player raid with 2 healers and 1 tank, the 7 DPS players each need approximately 744 DPS. This is achievable in full epic gear at level 80.
Positioning
- Main tank: Face boss away from raid. Stand at north edge of arena.
- Off-tank: Stand next to main tank for taunt swap during Phase 2.
- Melee DPS: Behind the boss. Move left/right to dodge Ravage cone.
- Ranged DPS / Healers: 15+ meters behind boss. Spread to avoid splash damage.
Boss 2: Countess Morvaine
A vampire elder boss that mixes physical attacks with shadow magic. Morvaine is the first boss that requires true raid coordination — individual skill is not enough.
Phases
| Phase | HP Threshold | Key Mechanic |
|---|---|---|
| Phase 1 | 100% - 70% | Shadow Bolts: Targets 3 random players with shadow projectiles. Must be interrupted or dodged. 15k damage each. |
| Phase 2 | 70% - 40% | Blood Mirror: Boss reflects 30% of all damage as shadow damage to the attacker. Healers must pre-shield DPS. Overzealous DPS will kill themselves. |
| Phase 3 | 40% - 10% | Crimson Court: Summons 4 Blood Thralls that must be killed within 20 seconds or they heal the boss for 10% HP each. AoE DPS critical. |
| Phase 4 | 10% - 0% | Final Waltz: Boss teleports to random players and performs a lethal melee strike. Must dodge immediately. Raid-wide shadow aura deals ticking damage. Burn phase. |
DPS Check
3,200,000 HP over 10 minutes = 5,333 raid DPS. However, the Blood Mirror phase (70%-40%) forces DPS to slow down to avoid reflected damage. Effective DPS window is approximately 7 minutes, requiring 7,619 raid DPS during active phases. Each DPS player needs ~1,088 DPS during damage windows.
Positioning
- Tank: Center of arena. Boss does not need to be faced away — no frontal cone attacks.
- Raid: Spread in a loose circle around the boss, minimum 5 meters between players. Shadow Bolts splash in a 3-meter radius.
- Phase 3: Stack on boss when Thralls spawn for maximum AoE overlap.
- Phase 4: Spread to maximum range. Be ready to dodge teleport strikes.
Boss 3: The Bloodbound Colossus
The hardest boss in the rotation. The Colossus is a massive construct animated by forbidden blood magic. It hits like a freight train and has a tight DPS check with punishing mechanics.
Phases
| Phase | HP Threshold | Key Mechanic |
|---|---|---|
| Phase 1 | 100% - 75% | Colossal Slam: Ground pound affecting 50% of the arena. Alternates left/right. Raid must be on the correct side. |
| Phase 2 | 75% - 50% | Blood Chains: Randomly chains 2 players together. Chained players must stay within 10 meters of each other or take 5k damage/second. Chains break after 30 seconds. |
| Phase 3 | 50% - 25% | Construct Barrage: Boss fires blood projectiles across the arena in a pattern. Players must weave between projectiles while maintaining DPS. Getting hit applies a stacking DoT. |
| Phase 4 | 25% - 0% | Meltdown: All previous mechanics active simultaneously. Enrage damage aura begins dealing 500 damage/second to the entire raid. Pure execution check. |
DPS Check
4,000,000 HP over 12 minutes = 5,556 raid DPS. The challenge is maintaining DPS during movement-heavy phases. Ranged DPS have a significant advantage as they can attack while repositioning. Melee DPS lose approximately 20% uptime to movement. Effective DPS requirement per player: ~950 DPS (ranged) or ~1,150 DPS (melee, accounting for downtime).
Recommended Raid Composition (10-player)
| Role | Count | Recommended Class | Notes |
|---|---|---|---|
| Main Tank | 1 | Dark Knight | Highest single-target threat and survivability |
| Off-Tank | 1 | Moon Warrior | Can flex to DPS during non-tanking phases |
| Main Healer | 1 | Pack Shaman | Best sustained healing throughput |
| Off-Healer | 1 | Pack Shaman or Blood Mage (hybrid) | Hybrid healer/DPS for Phase 4 burn |
| Ranged DPS | 4 | Blood Mage | Best DPS uptime during movement phases |
| Melee DPS | 2 | Shadow Assassin | Highest burst for Phase 4 burn |
Boss 4: Fenris, the Unchained
A colossal wolf spirit boss that combines high physical damage with rapid movement. Fenris is the most mechanically demanding boss for tanks but relatively straightforward for DPS.
Phases
| Phase | HP Threshold | Key Mechanic |
|---|---|---|
| Phase 1 | 100% - 65% | Pounce: Fenris leaps to the furthest player, dealing massive damage in a 5-meter radius on landing. Bait player must stand at max range alone. |
| Phase 2 | 65% - 35% | Pack Summon: Spawns 6 Spirit Wolves every 45 seconds. Must be tanked by off-tank and AoE'd down quickly. If 3+ wolves are alive when next pack spawns, raid wipes. |
| Phase 3 | 35% - 0% | Unchained Fury: Fenris becomes untankable and charges random players. Each charge deals 8k damage and leaves a fire trail that persists for 30 seconds. Arena space becomes increasingly limited. |
DPS Check
3,000,000 HP over 9 minutes = 5,556 raid DPS. The DPS check is identical to the Colossus on paper, but Fenris allows more consistent DPS uptime for melee players (the boss stays mostly stationary in Phases 1-2). The real check is in Phase 2: the Spirit Wolves must die in under 30 seconds each wave, requiring at least 2 dedicated AoE DPS players.
Positioning
- Phase 1: Tank at center, raid loosely stacked at 10m range. One designated "bait" player stands at 20m+ to absorb Pounce. Bait player must be tanky (Moon Warrior or high-VIT DPS).
- Phase 2: Main tank on Fenris (north). Off-tank picks up Spirit Wolves (south). AoE DPS burns wolves while single-target DPS stays on boss.
- Phase 3: Everyone spread to arena edges. Dodge charges. Stay out of fire trails. Burn boss down as fast as possible before arena space runs out.
Loot Tables by Boss
Each boss has a unique loot pool. Items are distributed based on your contribution tier.
Varkolak the Hungering
| Item | Slot | Rarity | Drop Tier | Key Stats |
|---|---|---|---|---|
| Fangs of the Hungering | Weapon (Dagger) | Legendary | S-Tier | +45 STR, +30 DEX, +15% crit damage |
| Varkolak's Hide Mantle | Shoulders | Epic | A-Tier | +35 VIT, +20 STR, +8% physical resist |
| Blood-Soaked Gauntlets | Hands | Epic | B-Tier | +25 STR, +15 DEX, +5% attack speed |
| Gnawed Bone Ring | Ring | Rare | C-Tier | +20 VIT, +10 STR |
| Varkolak's Tooth (material) | Crafting | Rare | S-Tier only | Used to craft legendary armor set |
Countess Morvaine
| Item | Slot | Rarity | Drop Tier | Key Stats |
|---|---|---|---|---|
| Morvaine's Scepter | Weapon (Staff) | Legendary | S-Tier | +50 INT, +30 WIS, +12% spell crit |
| Crimson Court Robe | Chest | Epic | A-Tier | +40 INT, +25 VIT, +10% shadow resist |
| Shadow-Woven Gloves | Hands | Epic | B-Tier | +30 INT, +15 WIS, +5% cast speed |
| Morvaine's Signet | Ring | Rare | C-Tier | +20 INT, +10 LCK |
| Vial of Elder Blood (material) | Crafting | Rare | S-Tier only | Used to craft legendary spell-focused set |
The Bloodbound Colossus
| Item | Slot | Rarity | Drop Tier | Key Stats |
|---|---|---|---|---|
| Colossus Core Hammer | Weapon (2H Mace) | Legendary | S-Tier | +55 STR, +35 VIT, +20% stagger chance |
| Bloodbound Chestguard | Chest | Epic | A-Tier | +45 VIT, +30 STR, +12% physical resist |
| Chains of Binding | Belt | Epic | B-Tier | +30 VIT, +20 STR, +500 HP |
| Colossus Fragment | Trinket | Rare | C-Tier | +15 all stats |
| Animated Blood Crystal (material) | Crafting | Rare | S-Tier only | Used to craft legendary tank set |
Fenris, the Unchained
| Item | Slot | Rarity | Drop Tier | Key Stats |
|---|---|---|---|---|
| Fang of the Unchained | Weapon (Sword) | Legendary | S-Tier | +48 STR, +28 DEX, +10% movement speed |
| Spirit Wolf Pelt | Back (Cloak) | Epic | A-Tier | +35 DEX, +25 LCK, +8% dodge |
| Unchained Greaves | Legs | Epic | B-Tier | +30 VIT, +20 DEX, +5% movement speed |
| Wolf Spirit Charm | Trinket | Rare | C-Tier | +20 DEX, +10 LCK |
| Essence of Fenris (material) | Crafting | Rare | S-Tier only | Used to craft legendary agility set |
Pre-Raid Preparation Checklist
- Consumables: Bring 10x Health Potions (Major), 5x Mana Tonics, 2x Ironhide Elixirs, 1x ATK Elixir (+15% damage for 30 min, costs 80 gold).
- Gear repair: Repair all gear before entering. A broken piece mid-fight is a contribution disaster.
- Study the boss: Know which boss is active this week and review its mechanics above.
- Assign roles: Before pulling, the raid leader should assign tank order, healer assignments, interrupt rotation, and special mechanic handlers.
- Check your prestige level: Higher prestige = higher DPS/healing/tanking. If you are borderline on the DPS check, a prestige cycle might be the answer.
- Voice chat: Not required but strongly recommended for Colossus and Fenris. Mechanics callouts save runs.
Common Raid Mistakes
- Pulling without a ready check: Use
/readycheckbefore every pull. One AFK player can cause a wipe and waste everyone's consumables. - Ignoring mechanics for DPS: Dead DPS does zero DPS. Surviving mechanics is always more important than maximizing damage output.
- Not bringing enough consumables: Plan for 2-3 attempts. If you run out of potions on attempt 2, attempt 3 will fail.
- Blaming healers for mechanic deaths: If you stood in Colossal Slam and died, that is your fault. Healers cannot heal one-shot mechanics.
- Skipping Varkolak: Even if Varkolak is "easy," the loot is excellent. Never skip a free raid clear for progression drops.
- Not using the auction house: Raid-crafted materials (Varkolak's Tooth, etc.) sell for 500-800 gold on the auction house. If you do not need the crafted set, sell the material.