Author: Dreamslayer
Editor: Litewarior and Shadovv
Fair credit attribution: This is a more detailed, expanded written version of the video guide made by LucidDream, aka Licod Games.
Dreamslayer, the author, extracted highlights from the video, but also added additional information, clarifying notes, rotations, and attack descriptions and gifs from the video. .
Original video can be found at the following link:
Hollow’s Heart
Home to the ancient Khabashi, a tree-like race, now tainted by Dark Chi. Those who tried to save their homeland too had become corrupted.
Hollow’s Heart is quite involved, and will require good party coordination and/or communication in order to clear. The mechanics are heavily reliant on a couple of players for each battle.
Boss 1: Brierbane
Normal HP: 72,900,000
Hard HP: 182,300,000
Enrage: 8:00
Normal Mode Phases: 70%, 40%
Hard Mode Phases: 90%, 60%, 30%
Standard Rotation:
Double Claw Swipes → Quadruple Spin (Knockback and Knockdown on last hit) → Frontal Double Uppercut (Launches) → Frontal Downward Cleave in a cone (Unblockable, Knockdown, CCable) → (After first phase) Front + Back and Side Linear Downward Cleave (Unblockable, Knockback and Knockdown, Direction order is random)
If the tank stands too far from the boss, it will jump to them creating an unblockable AoE slam, also creating a fast room-wide shockwave that can be jumped over.
Roles:
Four markers, preferably ranged but any class can do. If not ranged, lowest DPS melee should do it. One Tank, should stay in melee range for the fight.
Notable Attacks
Quadruple Spin(blockable)
The boss will ignite both of its claws with energy and perform a slow spin slice. It will then spin back the other way quickly performing three more slices at a faster pace. Block, iframe, evade, or SS back and wait it out. Do NOT party iframe any of its regular attacks.
Mass Decapitate (Unblockable, Potential CC cancel, Total Party Kill if failed on Hard)
After the boss performs three rotations, it will perform a roaring animation and generate a dark aura underneath itself. This dark aura grants the “Tainted Zone” buff to the boss that grants it immunity to debuffs and CCs, and will continuously damage players if touched.
The boss then jumps to the farthest person, emitting an extremely fast-moving knockdown shockwave when landing, then makes another Tainted Zone. He then charges back towards the first AoE, and his charge must be blocked before he reaches the first AoE but after he leaves the second one.
Afterwards, a message warns “Brierbane prepares a Mass Decapitate attack” and, he will attempt to wipe the party and must be 2x CC’d out of the attack.
If he reached the Tainted Soil, he’ll be immune to CCs and thus will successfully wipe the party on Hard, or will require an iframe on Normal.
Generally, Marker 1 will lure the jump. After 40%, he will jump twice, once to the farthest person, then again to the farthest person from his new position.
Mechanic Phases
In each phase, the boss jumps to the center of the arena, creating an unblockable AoE and shockwave, and a message warns “Brierbane is picking an execution target” and marks the four farthest players, in order from farthest to nearest of the four. On 40% in Normal or every phase in Hard, it will also release two dark balls that travel toward the tank and can be dispelled by blocking; if touched, they apply a root, for marked players all their actions will also be disabled. After that, it will produce Tainted Zone, which will also disable marked players, and follow up with 5 rapid room-wide AoE shockwaves that can be jumped over. If hit, you will be knocked back.
A message then warns “Brierbane prepares to Decapitate the execution target” and the boss does a swipe creating a room-length cone AoE centered on each marker, in order of the marks.
On Normal, this just does high damage and can be iframed, but is an instant kill that ignores iframes on Hard so you need to physically avoid it. The marks need to be spread out at the four corners of the room so that the waves do not kill the party or other marks, and they have time to rotate away from the waves. Use the four shells on the ground near the boss to line up the four marks, and position appropriately according to the image below.
After the fourth cone, any unblocked balls will explode and disable any plear near them, and the boss will attempt to use a room-wide instant kill. However, the Tainted Zone will prevent fast CCs, so wait for it to expire before CCing the boss. After this, the boss will perform a 4-hit knockback AoE wave which must be party protected/iframed. Sheath is the best option.
Boss 2: Gorgana
Normal HP: 78,000,000
Hard HP: 195,000,000
Enrage: 7:00
Phases: 80%, 40%
Boss 2 is the easiest of the three bosses, with fairly straightforward mechanics.
The boss fights very similarly to Dokumo of The Skittering Tunnels.
Mechanic Phases
The boss will jump to the center of the room and zip to the ceiling and become untargetable. A message warns “Gorgana is capturing her prey”, marking the closest person to her. A spider icon will appear above the head of the marker if they’ve done it correctly.
Many spiderlings will spawn who will all chase after the Marker, while the boss spits poison puddles at them. When the spiderlings reach 1 HP, they will stop moving and create a small poisonous AoE explosion. Getting hit by these will apply the “Poisoned” debuff for 30 seconds dealing 1,289 damage per 2 seconds and stacks 20 times.
Meanwhile, spider eggs will spawn at the corners of the map and should be dealt with by other players. One of the eggs, randomly chosen each time, will have a Little Bomb Spider inside it; a message warns “The Little Bomb Spider has awakened” once it has been found. When killed, the Little Bomb Spider drops an orb. The boss will eventually grab the Marker and pull them to the center, then attempt to wrap them up in a web, in Normal they will take massive damage and be released, but in Hard they will instantly die. Whoever picked up the orb then throws it at the boss while the Marker is being wrapped up, which will free the Marker and cause the boss to fall from the ceiling and damage it by 15% of its max HP. Throwing the orb too early will cause nothing to happen.
If the Marker dies before or to the grab, the boss will drop down and produce a room-wide AoE shockwave. In Normal this just does damage and can be iframed and the boss will resume fighting, but in Hard this is a wipe.
Final Boss: Elder Sage Jurupo
Normal HP: 110,480,000
Hard HP: 276,200,000
Enrage: 7:00
Normal Mode Phases: 70%, 30%
Hard Mode Phases: 80%, 55%, 30%
Roles:
Far Vine [needs to be a mobile class with an extremely competent player] (FV),
Near Vine (NV)
Tank
The boss’s attacks all inflict the “Corrosion” debuff, which deals 2,550 damage per 2 seconds over 30 seconds and stacks up to 10 times. At the start of each phase, the boss will detonate all Corrosion debuffs which will damage any players with the debuff for 10,000 damage per stack of Corrosion. Almost everything is unblockable.
Pre-30% Rotation:
Frontal Claw Swipe (semicircle AoE) → Frontal Smash (unblockable 8×16 AoE, knocks back and dazes, CC’able) → Left or Right 180-Degree Stomp (Unblockable, Knockdown) → Left or Right 180-Degree Stomp → Corruption Wave
On a periodic interval, he will cast Dark Chi Spread.
This boss is stationary, although he can be grabbed and moved around; if the tank is too far from the boss, he will leash them in with a vine, hold them in his hand and slam them into the ground next to him and knock everyone away; the leash ignores iframes.
Notable Attacks:
180-Degree Stomp (Unblockable, Knockdown)
The boss will stomp either the left or right of him. The 180-degree stomp covers the entire side of the arena where he stomps, based on the tank’s position. This applies Corrosion even if iframed.
Corruption Wave(Unblockable, Launches)
A wide circular AoE that launches you if it hits, and hits in 3 waves. It erupts extremely far away first, then closer to the boss, then in a small circle around the boss.
Dark Chi Spread (Unblockable)
Periodically, a message warns “Jurupo spreads Dark Chi” and the boss will rapidly spawn tons of small, circular, unblockable explosions. Just avoid the AoEs on the ground, nothing particularly special.
Mechanic Phases
At the start of each phase, the boss will cleanse all debuffs and jump to the middle, creating an unblockable AOE impact. A message warns “Jurupo speads Dark Chi Seeds” and everyone will then receive the “Dark Chi Seed” debuff for 15 seconds; at the end of this duration, the seeds will sprout and turn into the “Vine Root” debuff that roots the player and disable all their actions for 15 seconds and inflict massive damage on expiration. At the same time, 4 green flowers will spawn on top of the shells pictured in the below image. These flowers are reserved for the FV and NV only, nobody else should be standing on the shells at any given time.
After planting the Dark Chi Seeds, the boss will shoot 3 persistent AoEs at the closest person (this person can change between each AoE). Being hit by this or standing in it will deal heavy damage and apply Corrosion stacks. A Summoner’s Cat or Warlock’s Thrall can be targeted by this.
Touching a green flower will root the player. In Normal, one flower will grant “Vine Immunity” and remove the Dark Chi Seed debuff, but in Hard it will instead grant “Vine Thorns” and a second flower is needed to remove Dark Chi Seed and convert into the Vine Immunity. After touching the first flower, SS/root break to touch both of their flowers quickly.
After throwing the three persistent AoEs (5 seconds after the mechanic starts), a message warns “Jurupo drains energy from the Flowers” and the boss will try to absorb the green flowers; if any are left untouched, he will heal 5% of his max HP per flower in Normal, or instantly enrage in Hard.
The FV will take the two flowers on the northern side of the arena, at 10 and 2 o’clock.
The NV will take the two remaining southern flowers at 8 and 4 o’clock. These two players will obtain the Vine Immunity buff.
After the boss tries to absorb the green flowers, the boss will do a Corruption Wave. Then, everyone without the Vine Immunity buff will be immobilized.
After the Corruption Wave, a message warns “Jurupo roars and brings life to the Flowers”, creating purple flowers on the shells. Their positions are random, but always on opposite ends of each other. Nobody should stand on the shells before the purple flowers spawn or they will be prematurely activated and mess up the mechanic.
A message warns “Jurupo infuses the soil with Dark Chi” and the boss will perform an AoE that covers the entire map except a cone shaped area, opposite of the farthest person’s position. In Norma, this AoE just does damage and can be iframed, but is an instant kill that ignores iframes on Hard so you need to physically avoid it.
The FV must position themselves farthest from the boss, in a line behind the purple flowers to direct the cone so that it encompasses the flower farther away from them. The NV should stand close to the boss, with the purple flower behind them, and be ready to SS/move onto the flower. When a player touches the purple flower, it will emit a vacuum pulse that will drag all players onto it, allowing the Vine Immunes to move the party around to prevent them from being killed by the AoE. Anyone without Vine Immunity will have their Vine Root refreshed.
The person who triggered the pull will gain the “Aftereffect” debuff for 10 seconds, instantly killing them if they try to use the flowers in rapid succession. As such, one person cannot use all the flowers on their own.
70% (Normal)/80% (Hard)
The boss will target the FV, creating the cone on the opposite side of the map of the FV. The NV, who should be in this zone, will then step on the flower, pulling the party onto it and into the safe zone.
The FV, having been pulled out of position by this, needs to quickly relocate back towards the boss and wait near the purple flower they were originally standing behind. The boss will then fire off a second instant-kill AoE, with a safe zone at the original location of the FV. The FV then steps on it to pull everyone to safety.
For all phases, after creating the AoEs for each flower, a message warns “Jurupo drains energy from the Flowers” and the boss will AoE pull everyone to the middle while cleansing Vine Root the process and try to absorb leftover purple flowers, healing/enraging just like the green ones, then perform a triple room-wide, unblockable AoE that should be party iframed, after which the rotation returns to normal.
3-Hit AoE (Unblockable, Room-wide; use iframe or sheathe)
55% (Hard Only)
Things get much harder here, and the FV will need to be ready to move quickly. Three shells will hold a purple flower; as a result, there will be three pulls during this phase. The order of tapping flowers for the safe zone is NV->FV->NV, but the FV is still in charge of directing the zones. This means that the FV will need to rapidly reposition after the second pull to the area without a flower, so they should be a class that can relocate quickly, as they have two rapid relocations to make; one immediately after the first pull from the NV to prepare for tapping the flower for the second cone, and immediately after the second pull to reposition for directing the third cone as shown below.
30%
All four shells will now hold a purple flower, resulting a total of four pulls in this phase. The order of tapping flowers for the safe zone is NV->FV->NV->FV, with FV directing the zones like with 55%.
After the final phase, the boss will perform several very dangerous attacks in rotation until he is killed. His new rotation:
Dark Chi Spread → 180-Degree Stomp → 180-Degree Stomp → Dark Chi Soil → 3-Hit AoE
Dark Chi Soil (Unblockable, Instant Kill)
A message warns “Jurupo infuses the soil with Dark Chi” and the boss will create an AoE across the entire field except for a conical slice, similar to the Raven King’s mechanic. In Normal, this AoE just does damage and can be iframed, but is an instant kill that ignores iframes on Hard so you need to physically avoid it.
The starting position is the area opposite of the tank’s current position. The boss will then hold up one hand as the AoE darkens; everyone needs to look at this hand. The safe area will RAPIDLY shift 90 degrees in the direction of the hand that was raised at the start of this attack; if the boss raises his right hand, the safe area will shift right each tick, counterclockwise. It will shift three times, each shift only gives you about 2 seconds to move before the next AoE triggers.
The tank is not immune to this attack; if they stand in it, they will die, and so they’ll need to quickly move behind the boss and then move with the rest of the party.
Rewards:
Quickgrip Gloves
The Quickgrip Gloves are legendary gloves that evolves into the PvE King Gloves. Hard Mode also has an extremely rare chance to drop a Steel Lock Box, a tradeable chest containing these Gloves and uses a key from Cold Storage to open. You can also buy the glove from Coin Exchange Merchant Junsorei in most towns for 200 Hellion Cores, which also requires the Jurupo 10-kill achievement.
The King Gloves:
- Causes all attacks to inflict 650/1,500/2,500/5,000 Additional Damage at Stage 1-3, 4-6, 7-9, and 10 respectively.
- Causes all attacks to have a chance to grant the “King” buff for 6 seconds, increasing Critical Damage by 65/150/250/500.
Blackstone
These stones are fairly common, and are used for evolving Raven weapon stage 7-9, Hellion Ring or Earring breakthroughs, and Awakened Skybreak Spire accessories, as well as using 25 to buy a Khanda Vihar Elemental Prism from Coin Exchange Merchant Junsorei in most towns along with 250 Hellion Cores and 100 Gold to upgrade a Faded Raven Accessory into a Skybreak Spire accessory. The daily for this dungeon give fragments, 10 of which can be combined into a single Blackstone.
Hellion Core
The final boss drops a chest containing this item. On Normal, the chest contains 1 with a chance for an additional 5; on Hard the chest contains 2 with a chance for an additional 10.
200 Hellion Cores can be traded to Coin Exchange Merchant Junsorei in most towns. The accessory also requires having the 10-kill achievement of its respective boss.
250 Hellion Cores along with 25 Blackstones and 100 Gold can be used to purchase a Khanda Vihar Elemental Prism from Junsorei to upgrade a Faded Raven Accessory into a Skybreak Spire accessory.
The same amount of items but with 25 Silver Scales instead of Blackstones can be used to purchase an Aransu Prism to upgrade a Faded Aransu Necklace into a Temple of Eluvium/Scion’s Keep Necklace.
Forgotten Raven King’s Soul Shield Chest
Hard Mode can drop this chest which contains a random piece of the Skybreak Spire Soul Shield.
Faded Raven Ring:
Hard Mode can drop this ring, and can be traded between players. It can be upgraded along with a Khanda Vihar Elemental Prism sold by Coin Exchange Merchant Junsorei in most towns for 250 Hellion Cores, 25 Blackstones, and 100 Gold to upgrade this ring into a Skybreak Spire Ring of the prism’s element.
Merchant of Wonders
Hard difficulty has a chance to spawn the Merchant of Wonders Shin Gihye, who sells 8 items that range from common drops (e.g. Blood Pearls, Silver Scale Fragments) to cosmetics to extremely rare and/or hard to acquire upgrade materials (e.g. Premium Transformation Stones, Sacred Vials, Heptagonal/Octagonal Gems, Divine Grace Stone), often at generous gold prices. Only one item can be bought from her shop, and her wares always randomize with each appearance.