1. Introduction
  2. Important Fight Information
  3. Initial Setup

    1. Taxiing – OCE
    2. Pre-Events
    3. Non-Gliding Roles
    4. Glider
  4. Fight Phase

    1. Basic Attacks
    2. Shard Storm
  5. Healing Crystal Phase
  6. Example Run
  7. Efficiency Tips
  8. Acknowledgements



"This ain't yer fancy 1-spam any more"

With the release of Guild Wars 2 in 2012, the boss known as the Shatterer came to be; the feared lieutenant of the Elder Dragon Kralkatorrik. For those of you who are veterans of the game, you might remember what the Shatterer WAS like: a ranged auto spam fest that anyone could do. As of the 26th of January 2016, the Shatterer became the true terror that it was destined to be, and we at TTS became destined to SMASH THE DRAGON.

Initially, the break bar was bugged, kills were sparse, and player deaths were commonplace. But as we persevered we learned the finer intricacies, we found timers and locations for key mechanics and we finally got it on farm, leading it to become the Smash-fest we know and enjoy today.

This fight is defined by its focus on teamwork. The fight relies on the group's ability to coordinate CC, both on the Shatterer itself and in key parts of the fight, and coordination leads to an efficient kill. On top of that, it embraces the gliding mechanics added with Heart of Thorns for what I believe to be one of the greatest hybrids of World Boss and Gliding mechanics to have been added to the game thus far.

While it isn’t as notorious as Tequatl (ie our namesake) or as challenging as Triple Trouble, it is a fight I truly appreciate.


Important Fight Information:

Total time for the fight: 15 minutes




Glider Inventory:

When gliding during the fight, you gain access to a small arsenal of throwables to use. These come in the form of three usable skills that appear while gliding, much like the ones in Bloodstone Fen.


Drop Bombs – Your Primary CC:


These are extremely effective if cast on the Shatterer for breaking its bar. Additionally, the overall cc of the skill can be doubled if you aim correctly at the Shatterer’s Double Damage spot. If in doubt, aim this skill at the Shatterer’s neck from above.


Drop Med Kits – Healing for Players on the Ground


Identical in usage to the bombs, but provide healing to players instead. Not often required,

Can be useful if taken advantage of.


Consume Med Kit – Self Healing:


If you’ve taken heavy damage before gliding into the air, you can use this to get some health back between bomb throws, or before you disengage your glider to land on the ground.



There are 4 turrets at your disposal to use during the fight…

(Note their locations via the map and the squad markers)

Each are equipped with two different varieties of ammunition. Be sure to use the turret fire for all aspects of the fight due to their fast turning speed.


Bombard – Turret CC:


While it does not display in the tool tip, the turret shot inflicts a 400 launch on to enemies hit.


Shrapnel Shell – AOE soft control:


While not good for breaking the bar, the AOE cripple and bleed this shot applies helps to keep the roaming bands of branded in check.


Turret Positioning:

Due to the turret having a solid hit box, you must not 'hug' the turret chamber while you are using it, as it will move your character if it rotates to shoot a new target; and you will be kicked out of any interactive object if your character is moved. Please refer to the images below:








There are six mortars at the team's disposal, in the following locations:

(Note their locations via the map and the squad markers)


Their slow turning speed make them only useful for constantly firing at the one location: The Shatterer itself. These too are equipped with two varieties of projectile:


Mortar Volley – Mortar CC:


Much like the glider CC skill, this skill sends out multiple projectiles (in this case 4)


Med kit Volley – Healing for zerg:


Much like the glider med kit skill, it will drop med kits upon the ground; additionally, like the Mortar Volley skill it will fire 4 med kits (projectiles) within the targeted AOE.



Located in the shown locations:

(Note their locations via the map and the squad markers)

These are the primary, and only means for gaining enough altitude to be able to use the glider skills. They can be triggered by either jumping and landing on them, or interacting with them. Furthermore, you can stand on them without triggering them.


Initial Set up


Taxiing – OCE – After TTS Triple Trouble:

For the OCE timezone, the Shatterer fight occurs directly after Triple Trouble, so a few requirements need to be met before a Shatterer attempt can occur. Triple Trouble needs to be a success, to the point that the three wurm heads are slain before the end of the hour. Additionally, a map needs to be found immediately after the end of Triple Trouble so taxiing can be done to prevent a map being filled which in turn stops members getting into the right ip.

Standard Taxiing rules apply, make sure you have a proper map before you squad up and start bringing people in. Additionally, it is good to have at least 2 commander tags to accommodate a full group of players, as the total can often exceed 50 players. As such, it is important for each commander taggin up to know where the Healing Crystals are located (locations are listed in the Healing Crystal Section).



Once the event "begins", there are two pre-events that must be completed before the fight can begin. There is an escort event to the south west,



and a gathering event where siege weapon pieces need to be collected to the south-east-east.



For the escort, generally players can run south and immediately find the current location of the escort.

As for the gathering event, 50 pieces are required to finish no matter the scaling, so it is important that multiple players are sent to complete it.

Both of the pre-events given a 25 minute window within which to finish, so there is plenty of time for them to be completed. Once both events have been completed, and the NPC 

‘Crusader Blackhorn’ from the gathering event has reached Lowland Burns Waypoint, the meta description will update to ‘Vigil and Sentinel forces have united in Lowland Burns. Ominous winds are blowing.’ At this point, you have exactly 30 seconds before the Shatterer appears.


Non-Gliding Roles:

For players that are unable to glide, either because they do not own the Heart of Thorns Expansion or have not trained their gliding yet, the role in the fight is one of support. Either assisting with DPS from the ground, or manning/defending the siege weaponry available.



The primary role for applying CC during the fight. At the start, make sure all players that can and will be gliding for CC during the fight are stacked up on the launch pads and are ready to go.


Fight Positioning:

During the fight, the double damage spot on the left side of the Shatterer is typically used, as I find it is more of a direct path from the waypoint back to the fight. But deciding where to stack the zerg is up to the commander currently in charge of the run.


Additionally, it should be made clear if the tag will be stacking on the double damage spot, which I have marked on the west side of the area:


If in doubt, mention that the small rocks on the ground make an excellent marker for the double damage spot.


Fight Phase:


Basic Attacks:

The Shatterer has a number of attacks at its disposal, much like Tequatl. Knowing how to avoid each is crucial to surviving during DPS phases, as well as ensuring the fight itself run smoothly.


Passive Crystals:



Periodically the Shatterer will generate crystals that initially appear on the ground on their own, and after 2 seconds will generate a large AOE around them with a radius of roughly 600 units.


Typically only two AOEs will be a problem for each double damage spot, one forces the group to side step a small amount,


and the other forces the group to either spam heals or get off stack.




The Shatterer will stomp the ground, sending out a random number of fissures (8-11) of crystal in random directions. These fissures can extend all the way to the siege weaponry, and if any collide with a character they will be knocked up by a protruding pillar of crystal.


Much like the waves at Tequatl, these can be avoided by either dodging, jumping over them, or unlike the Tequatl waves not standing in the path of any of the fissures.


Crystal Prisons:

This attack has a long windup animation, so it is easy to see coming. The Shatterer will pull its right leg in, then extend it outward toward the southern siege. At this time, random players will be encased within crystal prisons, typically those that are closer to the center of the Shatterer itself.


These crystals are easily broken if a zerg is stacked, but if spread out can leave a player trapped. This can be an issue as the Crystal Prison attack is always immediately followed by:


Taunting Crystals:

This attack has a short animation, but is predictable as it always follows the Crystal Prison attack. The Shatterer will roar, and any players close enough to the Shatterer will be taunted toward the Passive Crystal AOE that consistently spawns beneath it. While the taunt can be dodged, the attack also causes all Crystal Prisons to violently detonate once it completes, doing large damage both to nearby players and those trapped inside.


Crystal Breath:


One of the Shatterer’s more recognizable attacks, wherein it will rear back on its hind legs and spew crystal-purple fire in small AOEs around the area, extending even up to the siege weaponry.

The damage from each is fairly substantisl on its own, but the most important thing about the Crystal Breath attack is that it leads into the most important part of the whole encounter: the Shard Storm.


Shard Storm:

This is the break bar attack, and is crucial to defeating The Shatterer both quickly and easily. This attack has a two minute cooldown, and is used after the Crystal Breath Attack (as well as a random number of stomp attacks, between 0 and 3). This includes the first fire breath at the start of the fight, hence stacking players on jump pads at thd beginning.


Please note that this attack will not occur during either the crystal prisons attack, nor the taunting crystals attack. 


In an ideal situation, your group will be pulled back to the launch pads in preparation for the Shard Storm attack, and you want to be launching before the attack ends. Draw on the 2 min cooldown, and pull back accordingly (typically before or while it is using crystal prisons). Also, do not be afraid to call a launch if you're unsure if the attack will proc, better to pull back the group then to sit at the siege and watch Shard Storm be used by The Shatterer succesfully.

On top of using the 1st glider skill to break the bar, there are a number of things that need to be done whilst gliding during this fight (Some of these are optional, it depends upon your level of gliding):


  1. After jumping on/interacting with the jump pad, you are launched in the air.
  2. Hold down jump to glide as soon as you are able
  3. Lean Back if you can use Leaning Techniques (optional)
  4. Start stealth gliding (optional)
  5. Point your camera down and hover your cursor over the Shatterer's neck
  6. Drop bombs, even if you don't see the break bar. This is because the projectiles have a travel time, and it leads to faster breaks.

Stealth Gliding is utilized to avoid another of the Shatterer's Passive Attacks…


Lightning Field:


This debuff is applied if you are gliding near The Shatterer during the fight, and has a random chance of applying another debuff…


Focused Lightning:



This is the source of the lightning that knocks you out of the sky by disabling your glider. However, it can be prevented in two main ways:

  • It cannot be applied, or continue to be applied, while you are stealth gliding
  • It cannot be applied, or continue to be applied, if you are not gliding. (IE disengage and reengage your glider if you are being affected.

You can tell if you are about to be struck by lightning if you can see the Focused Lightning debuff, or if you see a target above your head, similar to those applied by Mordrem snipers:


If in doubt, and you have stealth gliding, try to maintain your stealth gliding for as long as you can.


Healing Crystal Phase:

The Shatterer will continue to run through the above basic attacks until it reaches 50% health for the first time. Once it finishes the next Crystal Breath/Stomp animation it is currently performing (this applies to the first and all subsequent phases, the Shatterer will enter the Healing Crystal Phase.



The Shatterer will become invulnerable, and slowly regain health the longer it remains in this state. Additionally, five large crystals will be spawned in a semi-circle on the southern side of the Shatterer.

In this diagram, each crystal is marked with a symbol; except for the blue spiral, which represents where the Shatterer is normally located.


Each Crystal has a buff: Hardened Crystal.



This buff makes the crystals immune to all damage, and is removed by breaking the bar of the specific crystal in question. So as to avoid the Shatterer gaining too much health by remaining in this phase for too long, the ideal method for completing this phase is one of two strategies.


The simpler of the two is to have your zerg spread evenly between all five crystals so their destruction is even. The more complex but faster method is to pull the zerg back to the launch pads around 55%-53% health and make use of the glider CC to break the crystals. This has the double effect of generally allowing players to use more CC, as well as allowing players to spread more evenly.


After all five crystals have been destroyed, the standard attacks will continue, and the next Healing Crystal Phase will not occur until its ‘cooldown’ has timed out.This cooldown begins when the phase does, and lasts for 3 minutes.


Example Run:


Firstly, some final crucial information to ensure an ideal run:


Attack Rotation:

The Shatterer will always follow the same attack rotation, with the only variance being the number of stomp attacks it performs. Also, the attack rotation is “paused” while the break bar and healing crystal phases occur. Aside from this, the Attack Rotation is as follows:

  • Start Fight
  • Crystal Prison/Taunting Crystals
  • Crystal Breath
  • Stomps (0-3)
  • Break bar if able
  • Crystal Breath
  • Crystal Prison/Taunting Crystals
  • Crystal Breath
  • Stomps (0-3)
  • Break bar if able
  • Repeat

With this attack rotation in mind, an example run (with times included) is as follows:


Efficiency Tips:


Just some final tips to keep in mind before beginning the fight:


  • Make sure plenty of Hard CC is equipped, on the off chance you are on the ground and CC is needed.
  • If you can spare the time, it is a good idea to split the group into 5 teams to ensure even spacing between healing crystals, but generally organized groups can be trusted to split evenly.
  • While not needed, consumables can be used to great effect to go for speed kills
  • Don't be afraid to delay the gathering event if you want to taxi in more people, the 25 minutes of pre-event time is long, and does not affect the total fight time.



Author: TTS Jinn

Editor: TTS Jinn

Screenshot Manager: TTS Jinn

Strategy Manager: TTS Jinn

Beverages Manager: TTS Jinn