By Raven Paradox and Mealla Fallas
Tequatl the Sunless is an Undead Dragon minion of Zhaitan. He spawns in Sparkfly Fen on the Splintered Coast. He was the first boss to be updated into a more difficult battle, requiring skill and coordination to defeat him. This guide is meant to be a simple, yet detailed version on how to defeat the dragon, and everything you need to know about defeating Tequatl the Sunless.
Tequatl has a handful of attacks he uses to down the zerg and become victorious. It's important for the zerg to know the attacks' animations and how to react to them.
Tequatl will occasionally stomp with either of his two front feet, causing a shockwave. There are 2 ways this can damage you:
- Stomp (12-15k damage): If you are under the foot when it hits the ground, then you will taste the full fury of the foot. There is a high chance you will be downed instantly.
- Shockwave (2-3k damage + knockback): If you get caught in the aftershock of the stomp, in addition to being knocked down, there is the threat of being knocked into a poison field. The shockwave can be avoided by either jumping over the wave or dodging BACKWARDS.
The reason it's best to dodge backwards is that you will completely dodge the wave. If you dodge in a different direction you will likely put yourself into a position to get hit by the wave when you're done with your dodge roll. If you would like to jump over the wave, the best opportunity to do that is instantly when HIS right foot lands. If he stomps with HIS left, wait about half a second and then jump. Best chance of avoiding it however is to dodge backwards.
Tequatl will breathe out a bunch of projectiles that hunt down their targets. This attack is pretty useless, but it can be troublesome if no reflects are up. Sometimes it's defense team people or turret operators as well. These will ALWAYS track you down unless reflected or dodged/blocked. These deal about 2k damage to their target and knocks them back. Since reflects are a MUST for Tequatl, this attack should never cause any issues.
Tequatl will occasionally breath on the players and apply a 5-second Fear every second for 5 seconds. Save your stability or stun-breaker for this attack, unless you have to use them to prevent your death. You have a few options:
- Dodge towards Tequatl right before he breathes.
- Pop your stability right before he breathes.
- Use your stunbreaker shortly after he stops exhaling. (too soon and you risk a pulse of Fear)
Failure to do so will cause you to run in fear for roughly 10 seconds, and can sometimes put you close enough to a defense team to upscale the mobs.
When Tequatl spawns his fingers, he'll throw his front feet into the ground and spawn fingers in a circle around him. He doesn't do any damage to you directly, but fingers are the sole reason why reflects are very important to bring to the Tequatl fight.
Fingers will occasionally throw poison at one target. If not reflected, the poison will land on that target and create a large AoE circle around that target. You will take a LOT of damage if inside one of these AoEs. Luckily the turrets can cleanse the field of these poison fields, but since they deal around 1.5k to 5k damage PER TICK, you want to avoid getting hit by them at all costs. Reflects are VERY important to keep up to prevent this from happening. This is why many commanders stress about bringing reflects and keeping them up.
The fingers themselves can be destroyed, but have quite a bit of health and at the rate they spawn, we just let the reflects take them out for us (except for when entering a battery phase). So remember, bring reflects to counter these fingers.
Between 0% to 75.9% health, whenever Tequatl uses his finger attacks he will also spawn whirlpools (which will appear as orange AoE fields with a whirlpool effect). These are annoying attacks that will drag you into the water under the map, where you will take a low amount of damage over time; there'll also be the occasional shark which also deal low damage. If you get pulled down, swim up into the white lights above to return to the battlefield.
To avoid these, whenever Tequatl is below 76% health, scatter, and avoid the orange AoE fields. Just keep in mind the orange AoEs will sometimes disappear BEFORE the attack actually hits (as with the wurm's spit). You can sometimes see the attack as it looks like fingers grabbing in an area into the ground.
Tequatl uses this attack very often. The tell is a "Force Choke" (imagine Darth Vader). Tequatl will spawn about 5 large AoE cripple fields. These fields do low to medium damage, but can be a real pain if all 5 are spawned on top of the zerg. These CANNOT be cleansed. The best counter is to use area heals and drop water fields. Guardians with "Receive the Light" heal skill work wonders here. Turret operators should be using their 5 skill to give extra boons to help tank the fields. If you cannot survive, feel free to dodge roll out of them and wait for them to disperse. Luckily, these target 5 random players on the beach, so they sometimes do target Turret operators or pets/illusions/players out of place, making it a bit easier on the zerg.
Tequatl has a buff called "Hardened Scales" that slowly increases to 20. It can be countered by the turrets using the 2 skill on Tequatl's head. If it ever reaches 20, Tequatl will go invulnerable and will spawn a bone wall around him. He will not be vulnerable until the bone wall is destroyed. If this ever happens, kill the bone wall directly behind the zerg. You only need to destroy one section of the bonewall to destroy all of them. However, he immediately stomps after the wall is destroyed, so be cautious and be ready to dodge. If all turrets are doing their job, this attack should never happen.
Tequatl doesn't have any animation for this attack, but occasionally bloated creepers spawn around him. These are slow moving, undead Norns that will slowly walk towards a player. The best counter to this is to push them back. You can have a guardian easily destroy some by using the greatsword 5 skill on a group of them, pulling them to that guardian, and waiting a second and dodging when they start their animation to explode (see the Gif above). If one makes their way to the zerg and explodes, it will put down an AoE field that does massive damage. These CANNOT be cleansed. It's VERY important to knock back bloated creepers if they ever get near the zerg.
At a high-level, there are 3 phases to the fight:
- Main Phase – Tequatl stands in one spot as the zerg attacks him. The Turret Operators deal with boss mechanics, and the defense teams deal with any mobs and fingers that spawn. At 75%, 50%, and 25% health, Tequatl will go invulnerable and then fly off, at which point the event switches to a battery defense phase.
- Battery Defense Phase – Players must split up evenly between the 4 objects (3 batteries and the mega-laser) and keep them alive for 2 minute. After the timer runs down, the laser will shoot Tequatl out of the sky and stun it, thereby starting the burn phase.
- Burn Phase – Tequatl takes increased damage, but will eventually recover and transition back into the main phase. If the zerg manages to bring Tequatl down to 75%, 50% or 25% health, then it will immediately jump into the battery defense phase (known as chaining the burn).
The zerg will engage Tequatl at melee ranged, dodge the waves, and keep up reflects. If you're not familiar with the animations, then listen to the commander to stay alive.
- Maintain High Reflect Uptime
- The zerg needs to bring as many reflects as they can and to keep them up as much as possible. Space reflects out to minimize downtime. Reflects are VITAL to keep the zerg alive from fingers. No reflects, no dead dragon.
- Equip Melee Weapons
- It's important you are melee because range deals a LOT LESS damage than melee does unless you are specifically traited for ranged.
- Stack on the Tag (think Pringles, not Doritos)
- …for more effective reflects1.
- …for double numbers on Tequatl with cleave weapons and skills.
- …for easy access to Conjured weapons.
- …for buffs from the Turrets.
- …for buffs from Warrior banners.
- …for revives from Battle Standards.
- Bring Area Heals
- Bring area heals as well as water fields & blast finishers. Use them when your health is low or when cripple fields are present.
- Bring Stunbreakers/stability
- When Tequatl does his fear attack, you'll want to have a stunbreaker, stability, or a dodge ready.
Guardians should focus on picking up conjure weapons. For additional strategy, look at the builds section. Even if you aren't using the recommended builds, generally the strategy for each profession is in those build guides.
The Turret Operators will use the turrets to manage stacks of Hardened Scales on Tequatl, cleanse poison pools and buff the zerg.
There are 6 turrets, numbered 1 through 6 for convenience, starting from the east and going counter-clockwise. Each turrets share the same role, as all turrets can reach the commander and zerg. All turret operators should test to see if they can reach the zerg with their 3,4, and 5 skills. If not, they need to move closer to the zerg or hop on their turrets to get the maximum range.
Turret operators should not be worrying about the 1 skill. The turrets mainly want to focus on targeting Tequatl's HEAD and using the 2 skill to keep it on cooldown. This keeps the Hardened Scales buff from reaching 20 and creating a bonewall. All 6 turret operators should spam the 3 skill (cleanse) on the zerg at ALL times to get rid of any poison IMMEDIATELY if one is to land on the zerg to prevent a wipe. The 4 skill should be spammed on the zerg whenever off cooldown for offensive buffs. The 5 skill should be saved for cripple fields to protect the zerg with protection and regen.
Turret operators are also responsible for cleansing (3 skill) themselves and each other should a finger land a poison cloud on them. If you cannot survive while cleansing yourself, ask another turret to cleanse you via Teamspeak. Turrets are very important to keep alive, so don't hesitate to call for a cleanse on your turret if you need it. Operators should notify the defense teams when their turrets are low on health. Before heading to defend a battery, a turret operator should repair their turret with the hammers on the ground near them before heading off to defend.
Defense teams are responsible for preventing mobs from reaching and destroying the turrets. There are areas where mobs spawn. Mobs will spawn at 14 minutes and every minute and a half afterwards (14:00, 12:30, 11:00, 9:30, 8:00, 6:30, 5:00, 3:30, 2:00, 0:30). These times go by the time remaining in the event. Defense teams should be filled with 3 to 5 people per position. No more due to upscaling. For the easiest defense, 4 is a good number, but so more people have opportunities for defenses, we stick with 5 per team. There are a South Boats, North Boats, and North Hills and South Hills as defense teams. Check the map and the defense team area of this guide for more information on defense teams.
North Hills is responsible for clearing the fingers near the Northern Turrets. A good group involves a mesmer with feedback to help protect the turrets from the poison and cause those poison clouds to damage themselves. They are also responsible for assisting the turrets with repairs if their health is low. If numbers are low, or defense teams are becoming hard to come by, this team can be scrapped and North Boats can fill the role if experienced, however this is not recommended unless it is needed.
North Boats is responsible for killing the mobs at the Northern Spawn. If a champion grub spawns, ask for the ERT to assist. Watch the timer for the event to see when Mobs spawn. Focus more on keeping the mobs away from the turrets rather than worrying about killing the mobs. Though the mobs should be killed, they should NEVER get near the turrets to harass the turret operators. If North Hills team is scrapped, fill their role as well and try to clear the fingers that spawn near the turrets if possible.
Same as North Boats, kill the mobs that spawn on the south side of the turrets. If a Champion Hypnoss spawns, ask the ERT for assistance. Focus on kiting the mobs away from the turret operators. Watch for plague carriers that sometimes spawn.
South Hills, like North Hills, should have a mesmer if possible to reflect poison when downing the fingers near the Southern Turrets. Watch the timer on the event to see when Mobs will be spawning and prepare yourself accordingly. The mobs that spawn here are generally weaker than the ones that spawn at the Boat teams.
ERT (Emergency Response Team)
The ERT is a 5-man backup team responsible with 2 responsibilities:
- Assist Defense Teams
- The ERT may be called upon to assist defense teams that are struggling or h champion mobs spawn. The ERT can be any class and will remain in the zerg unless they are called upon. When a defense team calls for an ERT, the ERT must get to the defense team as soon as possible to help defend against the mobs that spawn.
- Clear the Beach
- When Tequatl enters a battery phase, the ERT will destroy the fingers that are left behind, as these fingers will continue to throw poison. After the ERT clears the beach (i.e., destroys all the fingers), they are free to go whereever to get credit for the battery phase. Just be sure to tag a few mobs to get credit so you can get your dragon chests after the fight.
Battery Defense Phase
Once Tequatl enters Battery phase, you will defend 4 objectives on the map for 2 minutes. The 4 objectives are the Megalaser, Eastern Battery, Northern Battery, and Western Battery; if one of these objectives are destroyed, Tequatl will NOT be stunned by the Megalaser and he will create a tidal wave which instantly kills any player that is hit by it. It generally does not go past the turrets. However, since Tequatl isn't hit by the Megalaser, you miss your chance to burn.
The Megalaser will have any mobs that were recently spawned and still living automatically target the megalaser and try to destroy it. Defense teams should notify the zerg if mobs recently spawned to prepare the defenders. There are mobs that spawn to the north, south, east and west of the battery. A lot of mobs are champions, but can easily be kited away from the megalaser. It's important to fight mobs away from the megalaser to prevent any AoE's from damaging it. If a champion grub spawns, kill it as soon as possible as it has devastating AoE attack that can badly damage the megalaser.
The primary mob to kill outside of the grub (that is rare to have) is the Champion Hypnoss that spawns to the south of the megalaser next to the Northern Turrets. This is the only mob that will focus target the Megalaser, meaning he never will target a player and will always damage the Megalaser if in range. The best tactic is to immobolize the hypnoss. A ranger can keep him locked down with the elite skill "Entangle". He spawns about twice per battery phase. If he gets close enough to the Megalaser, he will start channeling an attack on the Megalaser, slowly damaging it. Luckily it doesn't hurt the Megalaser too bad, but if left ignored it can cause some problems.
The Eastern Battery has mobs that spawn around it. However, it also has high chances of spawning plague carriers. These will target the player, but if they are a champion or elite mob and targets a player next to the battery, it can cause a lot of issues. The best counter for these is much like the bloated creepers. Have them target you away, and then dodge away from them once they start channeling their explosion. The other mob is the Plague Carrier Abominations, which are the same character model as the Bloated Creepers. These giant, undead Norns will also always focus the battery and never target players. Luckily they move really, really slow and have no stability. You can easily keep them locked down with CC's and knockbacks. Target these first. There are other mobs that will run to the battery, but their damage is really low against it, however shouldn't be ignored. Any area blinds will work really well against these mobs, such as blinding powder from a thief.
The Northern Battery has grub holes that will pop up around the battery. If left unstomped, they will spawn veteran grubs that can do big AoE attacks against the battery. Luckily you can stomp these holes before they even spawn a grub. Grub holes always spawn in the same location, so you can camp a spot and stomp the hole when it spawns. Keep in mind that if you mash the F button to stomp, your characters animation will continue without stomping it. Just hit F once to stomp the grub hole. Fun fact, these stomps are a blast finisher. The mobs that spawn here are also a bit difficult to kill, as they are undead Quaggan and Hylek. The Hylek have powerful range attacks and sometimes hide in the water shooting at players or the battery. The Quaggan are also powerful melee enemies that can sometimes knock a player down. As always, blinds work really well against these mobs. If Grub holes aren't an issue, try to kill the Hylek first as the Quaggan can be kited around as they are fairly slow.
The Western Battery spawns fingers similar to the ones spawned by Tequatl while fighting him up close. These fingers will throw poison at players and the battery. However, these fingers are generally a lot weaker with their attacks than the ones spawned at Tequatl. These fingers don't have much of an AoE, but they do target players and the battery and hit them hard if it does land. If you have reflects, keep them up around the battery and fingers to prevent them from being an issue. Watch out for the undead krait that spawn at the West as they have some fairly hard hitting melee attacks. If they are hitting the battery, as always, try to blind them.
Note: Tequatl's Poop – Every so often, you will hear the Asuran commander lady on the map notify the map that Tequatl is inbound or attacking a battery. This means that he will fly over it and drop some AoEs. These cannot be prevented, but it's his way of helping his minions destroy the batteries. He will NEVER do this to the Megalaser, and only the batteries. He generally attacks all 3 batteries during a single battery phase. Luckily the AoE isn't much of a threat, but sadly prevents the raid from having a perfect battery defense phase as there is no way to prevent him from attacking and dealing damage to the batteries. It's just something small to watch out for, but is mainly harmless. As a joke, we call it Tequatl's Poop.
Assuming the raid members successfully defended the batteries, the Megalaser will fire at Tequatl, stunning him. Once stunned, he will take much more damage per attack and will not fight back for about 30 seconds.
The zerg can start attacking Tequatl from the initial double numbers position while 5 seconds remain on the battery phase event. However, once he lands you want to stack as much might as possible, using as many might stacking abilities as you can. The commander will then switch to a different spot in which you can deal even more damage than from the original spot. During a burn phase do NOT be shy with cooldowns. Use what you can to do damage, as you will do MUCH more damage during this phase than any other time. The commander may call for certain people to drop their consumables if the DPS proves to be insufficient.
Tequatl will regain consciousness and start attacking after about 30 seconds of burning. If you chain burn (meaning he goes invulnerable again), be prepared for another battery phase. If there isn't a chain burn, follow the commander back to the original double numbers spot and continue DPSing and dodging Tequatl's attacks as in the main phase to put him into the next battery phase.
Turret operators should go back to their turrets. Turret operators will continue to apply buffs (primarily the 4 skill) to the zerg while spamming the 1 skill for damage.
The Commander will call for defense teams to either return to their defenses or join the zerg for the burn.
- TTS does NOT revive the DEAD.
- Only the downed. If you are being revived while dead, it is likely a player mistaking you for a downed player or a conjure weapon. If you are dead, use the Brooloonu Waypoint to the north and run back. When you run back, please run between turrets 3 and 4 to prevent upscaling of the defense teams.
- Parties are NOT recommended.
- Unless the commander asks for parties. The reasoning for this is to prevent buffs from stacking duration rather than intensity. For example, a player in a party with might-stackers will get 25 stacks of might for a long time, where another member in the zerg has 0 stacks. You cannot get higher than 25 stacks of might, so the duration is increased rather than the intensity (meaning, the amount of might). It's best to give 6 people 25 stacks of might consistently rather than 5 people 25 stacks of might for an unnecessarily prolonged duration. Only defense teams and ERT should be partied for coordination.
- Tequatl cannot be stunned.
- Even when stunned by the Megalaser, he cannot receive the stunned/dazed condition thus traits that give bonus damage to stunned/dazed enemies do not work. He can receive conditions such as blind and immobilize, but they do not have any effect on Tequatl.
- Tequatl is a general mob.
- Although Tequatl is undead, he is classified as a general mob and not undead. Any sigils/runes/potions/buffs that give more damage to undead do not increase your damage against Tequatl, but will increase your damage against his minions.
- Stack TIGHTLY on the commander.
- Remember to remain stacked TIGHTLY on top of the commander for the highest protection from poison and the most damage against Tequatl.