User:Serillian/Typhidna the Lurker

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BossTyphidna the Lurker
No image available
Race Hydra (Beast)
Level ?? Boss
Location Depths of Horror , Palace of the Risen Emperor
[[Palace of the Risen Emperor|Palace of the Risen Emperor]]

{{Palace of the Risen Emperor}}

Palace of the Risen Emperor
PotRE
Location Isle of Storms
End boss Lei Shen
Bosses

User:Khaydarin/Template:PalaceRisenEmperor

Typhidna the Lurker is a powerful hydra serving as the fifth encounter within the Palace of the Risen Emperor. She is responsible for the countless bones and corpses littering the area, feasting on every victim that ventures near. A merciless predator, Typhidna even preys on other beasts of the catacombs.

Background

Typhidna is as terrifying as ever, capable of drawing other creatures to her lair in order to violently feed on them. The unfortunate victim is quickly torn to shreds by the many heads of Typhidna, enabling her to lure in other prey to her position with a series of false cries for help mimicking less threatening creatures. Lei Shen was unsuccessful in taming this horrific creature as she slaughters every mogu soldier sent in to tackle her. The Thunder King instead "retaliates" by heavily guarding the entry points leading into and out of the dark catacombs. Unwilling to admit the horrific hydra claimed victory over the King, Lei Shen instead believes he'll allow the multi-headed beast to live in order to violently decimate any intruders.

Encounter Abilities

Typhidna the Lurker awaits in hiding beneath the murky waters of the depths. When combat begins, she rises out to face her opponents. She assaults her enemies with her various heads while striking from afar until her other heads are slain. Only then will she move in to finish the battle. The entire encounter ends after 12 minutes where Typhidna casts Elemental Rain, dealing raid-wiping damage.

Stage One: Assault of the Hydra

When engaged in battle, Typhidna's heads assault the players until all are destroyed. One head rises up at a time to attack with there being a 45-second (LFR: 75-second /Heroic Difficulty: 30-second) time between heads. The same elemental head will not spawn twice in a row. Up to 6 heads (LFR: 3 heads) will spawn over the course of the first phase of the battle. Heroic Difficulty: Up to 9 heads of Typhidna will spawn over the course of the first phase of the battle.

Typhidna

The queen head of Typhidna will attack from a distance while her other heads attempt to divide and destroy the enemy.

  • Spell yorsahj bloodboil green.png Blood of Elements —  Each head destroyed causes Typhidna's queen head to deal 10% additional damage with her abilities per head. This effect persist throughout the encounter.
  • Spell fire burnout.png Scorching Flame Spray Important —  Typhidna unleashes a gout of heavy flame into the vicinity, dealing 70,000 (LFR: 35,000 /Heroic Difficulty: 105,000) Fire damage per sec. for 10 seconds to all players. This attack also sets all Fireblaze Heads on fire, applying Searing Veins for 30 seconds. Channeled ability. 35 second cooldown.
    • Spell fire moltenblood.png Searing Veins —  Being hit by Typhidna's Scorching Flame Spray ignites the Fireblaze Heads for 30 seconds. This causes them to inflict 10% (LFR: 5% /Heroic Difficulty: 20%) additional Fire damage.
  • Spell nature stormreach.png Cascading Storm Important —  Typhidna shocks a random player with powerful electricity. This strike deals 200,000 (LFR: 95,000 /Heroic Difficulty: 300,000) Nature damage and splashes its lightning to anything within 15 yards, dealing damage to other players. Should this ability affect a nearby Stormspark Head, it will become electrified for 30 seconds, gaining Lightning Infusion. 3 second cooldown. 20 second cooldown.
    • Ability vehicle electrocharge.png Lightning Infusion Healer Alert —  Stormspark Heads will be electrified for 30 seconds upon being in the blast area of Cascading Storm. This causes them to emit electricity throughout the cavern, dealing 75,000 (LFR: 30,000 /Heroic Difficulty: 120,000) Nature damage to all players every 2 seconds.
  • Inv elemental primal shadow.png Void Anomaly Important —  Typhidna unleashes a mystical shadow substance that forms near a random player. This energy activates after 3 seconds and travels towards the closest Darkshadow Head active. While traveling towards its target, the dark energy will emit its power in a 10 yard (LFR: 6 yard) radius dealing 60,000 (LFR: 30,000 /Heroic Difficulty: 120,000) Shadow damage every 2 seconds and knocking anyone within range away from it. If the void anomaly reaches its Darkshadow Head, it infuses the hydra head with Darkness Aura for 30 seconds. If there are no Darkshadow Heads in play during the time this ability is used, the anomlay instead heads towards the nearest player and will apply Darkness Aura to them upon reaching them. 2 sec cast. 10 second cooldown. Heroic Difficulty: The Void Anomaly moves 5% faster over time for as long as it is present.
    • Spell shadow shadowfury.png Darkness Aura Healer Alert —  The Darkshadow Head becomes empowered with shadow energy once a void anomaly collides with it. It begins to deal 225,000 (LFR: 105,000 /Heroic Difficulty: 365,000) Shadow damage to all players every 1.5 seconds with its damage reduced based on distance from the Head.

Heads of Typhidna

Typhidna will assault her enemies with her multiple elemental heads. Up to 6 heads (LFR: 3 heads /Heroic Difficulty: 9 heads) will spawn over the course of the battle. Typhidna's heads will spawn 45 seconds (Heroic Difficulty: 30 seconds) after the previous head spawns.

  • Trade archaeology whitehydrafigurine.png Hydra Blast Deadly —  If any of the hydra heads cannot reach their target due to them being out of melee range, they will release a volley of elemental energy towards all players, dealing 350,000 (LFR: 175,000 /Heroic Difficulty: 700,000) Elemental damage that increases in damage with each cast. 1 sec cast.
Fireblaze Heads

The burning heads of Typhidna sear with intensity, eager to burn their enemies into a crisp.

  • 10: 87,640,332
  • 10H: 124,565,878
  • LFR: 131,460,498
  • 25: 262,920,996
  • 25H: 373,697,634
  • Spell fire ragnaros lavabolt.png Lava Rain —  Typhidna's Fireblaze Heads will shower the area with highly intense flame liquid upon rising up from the depths below. This effect inflicts 50,000 (LFR: 15,000 /Heroic Difficulty: 100,000) Fire damage to all players every 0.5 sec. for 10 seconds. Channeled ability.
  • Inv jewelry ring 65.png Circle of Flame Deadly Important —  The Fireblaze Head encircles a random player with an explosive ring of flame that lasts for 15 seconds. If that player exits the ring of fire, it will detonate outwards that sends the player into the air while dealing 300,000 (LFR: 108,500 /Heroic Difficulty: 525,000) Fire damage to all other players. 1.5 sec cast. 25 second cooldown. Heroic Difficulty: The circle of flame prevents targeting into or out of the ring but area attacks can still damage those within.
  • Ability warlock inferno.png Overwhelming Flame Tank Alert —  The Fireblaze Head unleashes a blast of immense heat directly in front of it, dealing 255,000 (LFR: 116,000 /Heroic Difficulty: 515,000) Fire damage every sec. for 3 seconds. Any enemy struck by this attack will be set ablaze for 20 seconds, suffering 100,000 (LFR: 48,500 /Heroic Difficulty: 225,000) Fire damage per second. Normal /Heroic Difficulty: This ability deals full damage unless an active defensive ability is in play. 1.5 sec cast. 10 second cooldown.
Stormspark Heads

The electrifying heads of Typhidna bristle with crackling energy, willing to electrocute their foes at a moment's notice.

  • 10: 87,640,332
  • 10H: 124,565,878
  • LFR: 131,460,498
  • 25: 262,920,996
  • 25H: 373,697,634
  • Ability thunderking lightningwhip.png Lightning Static —  Typhidna's Stormspark Heads will release a surge of electricity towards all players upon rising up from the depths below. This attack deals 155,000 (LFR: 65,000 /Heroic Difficulty: 265,000) Nature damage to all players and in a 10 yard radius around them. 2 sec cast.
  • Spell shaman measuredinsight.png Storm Bomb Important —  The Stormspark Head hurls an electrifying orb towards a random area that travels for 5 to 10 seconds. Upon landing, the orb explodes for 450,000 (LFR: 150,000 /Heroic Difficulty: 1,350,000) Nature damage to all players within 100 yards. If there is at least 1 player within the impact area when the orb lands, it instead releases a small explosion for 350,000 (Heroic Difficulty: 560,000) Nature damage that is divided among all players within the impact area. 25-man: If there are at least 2 players within the impact area, the orb releases a small explosion for 685,000 (LFR: 445,000 /Heroic Difficulty: 959,000) Nature damage divided between all players in the area. 1.2 sec cast. 24 second cooldown. Heroic Difficulty: Two orbs are released per head.
  • Warlock siphonlife.png Electrocution Strike Tank Alert —  The Stormspark Head lashes out at its target with its thunder-enchanted fangs. This ability deals 250,000 (LFR: 100,000 /Heroic Difficulty: 500,000) Nature damage and applies Electrocuting Sting. 1.5 sec cast. 15 second cooldown.
    • Spell shaman staticshock.png Electrocuting Sting Important Magic Effect —  Being struck by Electrocution Strike causes lightning to surge throughout the body of the target player. The player is electrified, stunning them and dealing 105,000 (LFR: 37,500 /Heroic Difficulty: 195,000) Nature damage per sec. for 10 seconds. The damage increases each time damage is dealt. If another player comes within 5 yards of the electrocuted player, they will split the damage with the affected player. If there is another player within 6 yards of the target when Electrocution Strike is used, both players will be affected by Electrocuting Sting. Heroic Difficulty: If this effect is dispelled while there is more than 3 seconds remaining, the electrified player will be instantly killed.
Darkshadow Heads

The shadow-powered heads of Typhidna are filled with dark magic that allows them to send their opponents into a soulless abyss.

  • 10: 87,640,332
  • 10H: 124,565,878
  • LFR: 131,460,498
  • 25: 262,920,996
  • 25H: 373,697,634
  • Ability priest shadowyapparition.png Unbearable Darkness Healer Alert —  Typhidna's Darkshadow Heads will mark all players with painful shadow energy upon rising up from the depths below. This effect deals 100,000 (LFR: 65,000 /Heroic Difficulty: 175,000) Shadow damage every 3 sec. for 30 seconds (Heroic Difficulty: 1.5 minutes). 0.8 sec cast.
  • Ability warlock handofguldan.png Void Bolt Important —  The Darkshadow Head releases a powerful blast of dark energy that slowly travels towards the location of player furthest from the hydra head. This ability deals 600,000 (LFR: 270,000 /Heroic Difficulty: 1,200,000) Shadow damage in a 12 yard radius over 1.5 seconds and corrupts the ground for 30 seconds. Any player within the corruption will suffer 120,000 (LFR: 40,000 /Heroic Difficulty: 300,000) Shadow damage per second. 4 sec cast. 20 second cooldown. Heroic Difficulty: The corrupted ground doubles in size over 10 seconds.
  • Spell fire twilighthellfire.png Shadow Wounds Tank Alert —  The Darkshadow Head will corrupt its target as it attacks. The corruption inflicts 30,000 (LFR: 9,500 /Heroic Difficulty: 75,000) Shadow damage per sec. for 25 seconds. This effect stacks. Heroic Difficulty: Each application of Shadow Wounds reduces the target's maximum health by 2% per stack.

Stage Two: Enter Typhidna

Once all of the other heads have been slain, Typhidna's queen head moves in to end the battle once and for all. She retains her Blood of Elements ability.

  • Trade archaeology whitehydrafigurine.png Hydra Blast Deadly —  If Typhidna cannot reach her target due to them being out of melee range, she will unleash massive elemental energies everywhere. This damages all players for 500,000 (LFR: 125,000 /Heroic Difficulty: 1,000,000) Elemental damage. 1 sec cast.
  • Achievement boss bazil akumai.png Lernaean Fury —  Typhidna begins to grow increasingly enraged due to the severing of her hydra heads. Her attack speed increases by 3% every 5 seconds for the remainder of the encounter.
  • Inv summerfest firespirit.png Liquid Flame Important —  Typhidna spits hot liquid at several players, dealing 220,000 (Heroic Difficulty: 440,000) Fire damage to 2 (Heroic Difficulty: 3) players. The liquid then spills onto the ground beneath them for 25 seconds. Anyone standing within the flame suffers 70,000 (Heroic Difficulty: 160,000) Fire damage per second. 25-man: Liquid Flame deals 320,000 (LFR: 150,000 /Heroic Difficulty: 580,000) Fire damage to 6 (LFR: 4 /Heroic Difficulty: 9) players. The liquid spills onto the ground beneath them for 25 seconds, dealing 100,000 (LFR: 55,000 /Heroic Difficulty: 235,000) Fire damage per sec. to players within the flame. 2 sec cast. 18 second cooldown. Heroic Difficulty: Liquid Flame will merge together with other nearby liquid flames to form a fiery liquid of greater size. This newly formed liquid flame has a combined duration of all lesser flames.
  • Ability thunderking thunderstruck.png Thunder Pillar Deadly Important —  Typhidna marks the ground under 3 (Heroic Difficulty: 5) random players with a circular rune of lightning. After 6 (Heroic Difficulty: 3) seconds, the runes explode upwards. Anyone remaining in the runes upon detonation will be knocked into the air and suffer 400,000 (Heroic Difficulty: 1,000,000) Nature damage. 25-man: Typhidna marks the ground under 6 (LFR: 3 /Heroic Difficulty: 9) random players with a rune of lightning. After 6 (LFR: 12 /Heroic Difficulty: 3) seconds, the runes explode upwards. Anyone remaining in the runes upon detonation will be knocked into the air and suffer 600,000 (LFR: 240,000 /Heroic Difficulty: 1,200,000) Nature damage. 1.3 sec cast. 30 second cooldown. Heroic Difficulty: The runes will attempt to move underneath the closest player while active.
  • Inv enchant voidsphere.png Unstable Void Important —  Typhidna surrounds a random player with uncontrollable energy. That player begins to emit painful shadow energies to all other players more than 10 yards away from them, dealing 95,000 (LFR: 50,000 /Heroic Difficulty: 145,000) Shadow damage per sec. that increases in damage with each pulse. This effect lasts for 20 seconds. 1.5 sec cast. 24 second cooldown. Unstable Void roots players to the ground for its duration in non-LFR difficulties. Heroic Difficulty: The affected player begins to emit shadow energy to all players regardless of range. The damage is reduced based on proximity to the pulsing player.

Strategy

The Typhidna encounter is quite a tough one at first glance but it can be controlled if everything is done correctly and swiftly. A battle for survival fight, Typhidna can prove to be chaotic during the early stages of the encounter.

Phase One: The Hydra Heads

The majority of this phase consists of dealing with the different hydra heads that will spawn in random order. Up to a total of 6 heads will spawn on Normal mode and they all need to be killed in order to make to the 2nd stage of the fight. This first phase of the encounter has quite a tough DPS requirement to be met in order to prevent a hydra from spawn while the previous is still high on health. If each head can be brought below 50% (or even 30%) health before the next spawns in, the fight becomes less of a hectic hassle and more of a controlled battle. The heads can be killed in any order they spawn but priority goes to Darkshadow Heads, then Stormspark Heads followed by the Fireblaze Heads.

Typhidna cannot be attacked but she will cast 1 out of 3 abilities in random order (but never back to back). She first casts Scorching Flame Spray that deals raid-wide damage and ignites any active Fireblaze Heads with Searing Veins that buffs their Fire damage for a limited time. Her other ability is Cascading Storm that targets a random player and deals AoE damage centered on their position. Like the previous attack, this ability will buff the Stormspark Heads with Lightning Infusion that causes them to deal raid-wide damage. Because of this, only tanks should be near and/or close to the Stormspark Head as they are not targeted by Typhidna for this attack. Her final ability during this phase is the Void Anomaly that is conjured near a random player. Players have a few seconds to move away from it before it starts pulsing AoE damage and knocking victims away. The anomaly begins to move towards the closest Darkshadow Head and if it manages to reach it, that head gains Darkness Aura that allows it to inflict high AoE damage based on distance from the head. Because of this, the Darkshadow Head should always be killed first to ensure it doesn't gain its Aura. This will cause the anomaly to instead head for the closest player and apply the same effect to them. The fixated player can then just kite the void until it is no longer possible or desired to continue kiting. When this occurs, that player should move away from as far as possible from the raid to minimize damage as much as possible from the aura.

Fireblaze Heads of Typhidna

These adds will cast Lava Rain when they first spawn that calls for some sort of raid cooldown to survive the damage (especially during the later stages of this phase) inflicted. They will also cast Circle of Flame under a random player for 15 seconds. This functions similarly to Shade of Aran's Flame Wreath attack in that it will deal a massive amount of damage to the raid if that player moves out of the ring. This can prove disastrous if combined with a Void Anomaly that happens to fixate on that player or travels past them and knocks them back.

The final ability from this add is the Overwhelming Flame which should only strike the player tanking the head. This attack deal high damage over a short duration and applies a powerful DoT that must be healed through until it fades. Overall, this attack will deal its full damage unless the tank has an active mitigation ability to allow them to soften up the otherwise hefty damage of both the channel portion and the DoT.

Stormspark Heads of Typhidna

These adds will also spawn and attack the raid with Lightning Static that hits all players and in a small area around them. Therefore, players should attempt to spread out to avoid unnecessary damage from this ability. The heads will occasionally throw out Storm Bombs that serves to deal high damage to the raid should it go unchecked. This is hurled at a random area and requires at least 1 (2 for 25-man) player to soak the bomb and prevent the entire raid from taking substantial damage. One person can safely soak the bomb on Normal 10-man provided they are at full health and have some sort of damage reduction ability at their disposal while two players will do for 25-man mode.

The Stormspark will also attack the tank with Electrocution Strike that deals flat Nature damage but applies a nasty Electrocuting Sting debuff that stuns the tank and affects them with a DoT that increases in damage until they die or the effect wears off (dying will occur first if this debuff stays for too long). Standing near the stunned tank causes them to split the damage of the growing DoT to allow for the stun to wear off. The debuff can also be dispelled which should happen whenever this effect is applied to save healer mana.

Darkshadow Heads of Typhidna

The third type of adds that spawn are the Darkshadow Heads which place a powerful DoT on all players known as Unbearable Darkness that basically serves as unavoidable damage that needs to be healed through for their duration. The fortunate effect is that if another head applies this debuff, only the duration reset. The heads will also cast Void Bolt that is fired towards the location of a random player which also corrupts the ground, damaging anyone within it. This should obviously be avoided at all times. The Darkshadow Head will also stack Shadow Wounds on their target which can stack up quickly on one target so a tank swap will be needed for these adds.

Phase Two: Tyrannical Typhidna

Once all six heads are eliminated, Typhidna herself joins the battle and becomes attackable. She becomes a DPS race at this point as she begins to gain Lernaean Fury that grants her more and more attack speed over the remainder of the encounter.

With her Blood of Elements in play from the previous phase, all of her attacks will hit hard and must be dealt with just like the adds prior. Liquid Flame strikes a number of players and drops fire on the ground beneath that must be moved out of or else those players will die very quickly. Typhidna will also unleash Thunder Pillar at targeted players which also forces them to move out of the affected area or else they will take fatal damage and potentially reduced the overall DPS of the raid which may stop players from "meeting the DPS check" of this Phase.

Unstable Void forces players to collapse on the affected player so that everyone is within 10 yards of them and thus avoid the massive damage from this ability. However, this may prove problematic as Typhidna may cast Thunder Pillar under the raid or unleash Liquid Flame that spawns fire under players as well.

Heroic Changes

  • Up to 9 of Typhidna's heads will assault players during the first stage of the encounter.
  • The Void Anomaly summoned by Typhidna progressively moves 5% faster the longer it is active.
  • The Circle of Flame prevents targeting into and out of the area but area attacks bypass this effect.
  • Stormspark Heads will fire two Storm Bombs at time instead of one.
  • Electrocuting Sting will kill its target if it is dispelled in under 7 seconds, forcing the affected player to suffer hefty damage.
  • The Corrupted Ground from Void Bolt doubles in size over 10 seconds.
  • Shadow Wounds reduces the affected player's health by an increasing amount per application.
  • The fire effect from Liquid Flame will merge with nearby flame that forms an even greater fire effect on the ground.
  • Thunder Pillar's lightning rune attempts to move under unwary players as it ticks down to detonation.
  • The Unstable Void deals damage to all players without regards for their proximity to the affected player, instead the damage is reduced based on proximity to that player.

Quotes

Intro
  • Tian Lo Bladeguard yells: Fall back, she's too strong! Fall back!
  • The Mogu succumb to the elemental serpent's dreaded power.
Aggro
  • Typhidna unleashes a mighty roar, awakening her hydra heads!
Special Attacks
  • Typhidna burns the vicinity with a Scorching Flame Spray!
  • Typhidna lashes with lightning intensity!
  • Typhidna unleashes a void anomaly upon her foes!
Hydra Head Special
  • The Fireblaze Head summons forth a Lava Rain to incinerate its foes!
  • The Stormspark Head blasts the area with erratic lightning!
  • The Darkshadow Head consumes its enemies in undying darkness!
Phase Two
  • Typhidna moves in to strike!
Berserk
  • Typhidna roars furiously and spews elemental energy into the area!
Death
  • The elemental hydra thrashes about and bursts into elemental fire as her serpentine corpse collapses onto the cavern ground.

Achievements

  • Achievement boss megaera.png Heroic: Typhidna the Lurker —  Slay Typhidna the Lurker in Palace of the Risen Emperor on Heroic difficulty.
  • Achievement boss bazil akumai.png Hydra Business —  Defeat all heads of the same elemental type during the Typhidna encounter before killing any other heads on Normal or Heroic difficulty. Elite difficulty.
    • Only kill the Fireblaze Heads of Typhidna.
    • Only kill the Stormspark Heads of Typhidna.
    • Only kill the Darkshadow Heads of Typhidna.