Ebondrake Citadel
By: Shadovv
Guidance Video by Praetor19
Guidance Video by AeonWcs
A base of operations of the Phantoms, a division of the Ebondrake Cult that meddles with dark chi. The Citadel is a prison where the Phantoms have captured and corrupted warriors to serve the Dark Lord, including Bonemask, Bokgon Brotherhood, Lycandi, Blackram, Shadowless, and Hao Society.
Corridor:
Short empty corridor. At the end is the first boss, who is being locked down by the Ebondrake Illusionsts, with two Kung Fu Master Ebondrakes, four Bonemask Patrol Contenders, Bonemask Elite Patrol Troopers, and the miniboss Bonemask Elite Patrol Captain. Attacking the Patrol Captain will aggro everything in the room; kill the aggressive Bonemask adds before killing the passive Force Master Ebondrake Illusionists that awaken Bukka, who will then aggro the person who killed the last Illusionist.
Bukka:
HP: 11,846,000
Enrage: 6:00
CC: 2x
2x Stun, Daze, and Knockdown is needed here.
Rotation:
Bukka fights similarly to any Bonemask Elite mobs.
- Targeted swing.
- Frontal linear unblockable shout, causes knockback and knockdown.
- Targeted swing.
- Two 180 degree frontal swings.
- Three frontal swings while walking forward.
Dark Chi Circle:
After every minute, a message warns “Bukka summons a Dark Chi Circle” and Bukka performs a fairly fast unblockable area of effect shout around him and spawns a Dark Chi Circle, a persistent damage puddle, under him. The circle stays there permanently and if ten of these are on the field Bukka will immediately enrage and wipe the party.
Special Phase (90%/60%/30%):
On hitting these thresholds, Bukka will do a specific action and follow with two consecutive blockable spins that causes knockback and knockdown. 2x CC is required on the spin with a specific type matching the action, or he will repeat his action two more times, without spinning or any extra CC windows, and then create an additional two Dark Chi Circles under people. Successfully CCing provides a debuff on Bukka that prevents him from using the same ability in succession; all three debuffs change to “Enfeebled” which is a 5 second Daze.
- 90% “Bukka clears his throat”: He will do a rally call and summon a pair of Contenders and a Shock Trooper from the entrance, and then a 2-hit spin with Knockback and Knockdown on both hits. Double Stun the spin. Produces “Sore Throat” on successful Stun.
- 60% “Bukka rolls his shoulders”: Does a fairly fast field-wide red area of effect shout, then a 2-hit spin with Knockback and Knockdown on both hits. Double Daze the spin. Bukka gains “Dislocated Shoulder” on successful Daze.
- 30% “Bukka stretches his legs”: Charges in the direction of the tank, then on hitting the wall does a 2-hit spin with Knockback and Knockdown on both hits. Double Knockdown the spin. Produces “Broken Leg” on successful Knockdown.
Corridor:
A very short corridor containing just a pair of Kung Fu Master Defenders, just jump over them, and glide against the wall of the entrance to de-aggro them.
Magolka:
HP: 8,580,000
Enrage: 6:00
CC: 2x
Rotation:
This boss fights very similarly to Kaari Lord of Cold Storage.
- Frontal rectangular staff swing.
- Targeted downward hammer swing.
- Long-ranged linear red rectangular dark breath, inflicts Knockback and Knockdown.
- 3-hit spin with pauses in-between, the last hit inducing Knockback and Knockdown. Can’t be CC’d.
If the tank stands 9 or more meters, Magolka jumps at them producing a unblockable area of effect slam.
Summons Help (90%/30%):
Magolka cleanses all debuffs and jumps to the middle, producing an unblockable area of effect slam that knocks back. A message warns “Magolka uses Magol Insight and summons help” and Magolka will plant his staff in the ground and summon a pair of adds: Bonemask Machung who does an area of effect shout, and Ploggle Golsun who throws poison projectiles. They spawn at random positions in the eight circles on the field but always on opposite ends. At the same time everyone will gain the “Magolka Energy” debuff. Kill the two adds immediately to dispel the debuff. Magolka can be CC’d to help extend the time needed to kill the adds.
Magolka does one of the following:
- Long-ranged linear unblockable dark breath.
- Fires projectiles at random people that inflicts knockback and knockdown.
Afterwards, Magolka does a five field-wide unblockable area of effect stomps. If Magolka Energy isn’t dispelled, everyone receives an inescapable lockdown that ignores iframe and each hit does very high damage, with the final hit being a knockback and knockdown. Additionally, the adds become immune to further damage, and are then absorbed by Magolka providing him a permanent stackable “Enhanced Attack Power” buff which increases his damage and also heals him by 5% per add.
Special Phase (60%):
Magolka cleanses all debuffs. He will then plant his staff down, before jumping to the furthest person from him. After landing, he does a field-wide unblockable area of effect roar, which can be stopped with CCs; If not interrupted, he will perform another roar which cannot be CC’d.
Magolka raises his staff, then charges in the direction of the furthest person, which he can be stopped with Block/Counter/Parry/Deflect skills.
Magolka repeats the jump, roar, and charge two more times. He will not repeat the staff raising animation.
He then jumps to the middle and starts firing projectiles at everyone. After two sets he will resume normal attacks.
Corridor:
Jump over the Blade Master, Kung Fu Master, and Force Master Senior Guards and Destroyer Senior Guard in your way as you head to a spiral staircase. There are five prison cells as you head down the stairs, only the first four are accessible until all of them are cleared. Each cell is guarded by a pair of Blade Master, Kung Fu Master, or Force Master Guard Cadets and a Destroyer Guard Cadet (Destroyer Guard has inherent True Sight, and can see Assassin players in stealth) and houses a miniboss that is inactive with the Force Master Illusionists hovering above them. These Illusionists pulse a buff, varying by cell, to each of the minibosses in the other Cells.
- Force Master Bi Chunhan and Kung Fu Master Lak Rin of the Bokgon Brotherhood, the first bosses of Tomb of the Exiled. While sealed, they pulsate “Bi Chunhan Defense”, granting 40% damage reduction to the other jailed minibosses.
- Spearman Chuluun the Strong and Archer Sakhi the Swift of the Lycandi, assisting NPCs from Awakened Necropolis. While sealed, they pulsate “Lycandi Dodge”, granting 45% Evasion to the other jailed minibosses.
- Blade Master Wun Gwangyi, Flame Force Master Fah Ri, and Frost Force Master Ise Si of the Blackram, the second bosses of Blackram Narrows. While sealed, they pulsate “Wun Gwangyi Defense”, granting 40% damage reduction to the other jailed minibosses.
- Assassin Dark Striker, Blade Master Nightshade Warden, and Force Master Nightshade Warden of the Shadowless, the bosses of Shadowstrike. While sealed, they pulsate “Black Viper Dodge”, granting 45% Evasion to the other jailed minibosses.
- Kung Fu Master Choi Mansik, Assassin Weasel, Hammer Brute Diamond, and Force Master Red Fox of the Hao Society.
Split your party to kill everything and everyone in the first four cells, then eliminate the final cell. After the final cell is cleared, walk through the doorway to the final cell to trigger a cutscene that removes the barrier to the final boss. If you try to enter the final boss chamber without triggering the cutscene, you will instantly die.
Bale Phantom Zakhan:
HP: 35,772,000
Enrage: 9:00
CC: 2x
This Ebondrake demon serves as the warden of the Citadel, and true to his nature he is armed with powerful, dark energies. Despite his massive sword, his attacks are deceptively and devastatingly quick, making him truly a force to be reckoned with.
Despite his dauntingly high health, majority of damage dealt is inflicted through mechanics and buffs.
Party Stealth via Assassin or Summoner is required here. However, be very careful with your DPS, as pushing Zakhan to perform consecutive phases may render the Assassin/Summoner’s party iframe unavailable due to cooldowns, and thus fail the next mechanic and likely cause people to die.
Rotation:
His rotation is entirely random, some are extremely fast, and all of them cause some form of CC, making him difficult for inexperienced tanks.
- Fast single downward frontal swing. Sometimes he will follow up with one or two more downward swings, which have near instantaneous speed. Causes knockdown. Blockable. First swing is CC’able if followed after teleporting away.
- Fast double 180 degree frontal swipes. Second hit causes daze. Blockable and CC’able.
- Slow long-ranged wide frontal unblockable crescent energy wave, inflicts Knockback and Knockdown.
- Slowly drags his blade across the ground and throws a narrow long-ranged frontal unblockable crescent energy wave.
- After 90%, Zakhan summons six red area of effect dark circles on areas around him that explode, inflicts Knockback and Knockdown. These have visible indicators even in 4-man.
Despite his incredible speed, it is possible for the tank to stand under Zakhan and run inside him and out, allowing them to avoid his attacks without having him turn around.
If the tank stands 9 meters or further away, he will shoot a fast long-ranged wide unblockable crescent energy wave. If they are still too far, he will teleport behind the tank.
Demonic Energy (90%/60%/30%):
First at 90%, a message warns “Bale Phantom Zakhan shows his true self”, changing his right arm cloak to a monstrous arm.
Zakhan teleports to the center of the room, and a message warns “Bale Phantom Zakhan is watching someone” (90%) or “Soulbinding Eyes: Bale Phantom Zakhan has his sights on someone” (60%/30%), and marks the furthest person from him, who gains a red swirl. Everyone needs to huddle up under the boss.
Zakhan raises his monstrous arm, at the peak he will let out a grunt and fire a 3 meter blockable area of effect blast at the marker; everyone except the marker must stop attacking so the Assassin/Summoner can use Protection Decoy/Enhanced Seed Shroud to stealth all the non-markers. Marker is immune to the blast, so they won’t proc stealth iframe; if the Assassin is the mark they must avoid using enter stealth skills.
After the blast, Zakhan will proceed to fire four single-target dark projectiles in the order of the people who first hit him since engage, but only target non-stealthed people.
Anyone without the marker who is hit by this will receive the “Twisted Chi” debuff for 10 seconds which immobilizes players and disables all their actions, does very high damage over time and receiving any attack under Twisted Chi does very high damage but removes the immobilize.
The marker is needed to be hit by all four but will receive no damage, gaining the “Demonic Energy” buff for 2 minutes but daels a small damage over time and becomes Twisted Chi on expiration, and the “Demonic Energy Resonance” buff for 10 seconds which lets the marker share the former to nearby players.
The mechanic is failed if the marker was not hit by all four projectiles because they went to other people. This happens if the marker did not lure the area of effect blast to be stealthed to everyone, someone was not in range of the area of effect to be stealthed, the Assassin/Summoner failed to stealth, the marker entered and did not leave stealth, or a non-marker immediately attacked and left stealth.
Once Zakhan lifts his arm up and starts firing the blasts, he has finished his targeting sequence so everyone can resume attacking.
A message warns “Bale Phantom Zakhan uses Heaven’s Breach”: he will cast a field-wide force lift for 5 seconds that is not iframable, then does a field-wide unblockable area of effect explosion that knocks back and knocks down. However, having the Demonic Energy buff will render immunity to Heaven’s Breach, but causes a 5 second root. Escaping the root does not rebind nor render vulnerability.
If players failed to receive Demonic Energy, using an Blade Master’s Winged Protector or Force Master’s/Destroyer’s Frost Sheath/Iron Plating will still negate the damage. Getting marked or being the 5th or 6th person to hit Zakhan from the start guarantees not getting immobilized by Twisted Chi.
Dark Void:
After 90%, Zakhan will cast this rotation every 90 seconds.
Zakhan teleports to the middle and a message warns “Bale Phantom Zakhan uses Dark Void”, casting a field-wide vacuum and then prepare for a field-wide unblockable area of effect. The pull cannot be iframed, but the daze can be negated by skills that explicitly list daze (e.g. Blade Dancer’s Vortex, Destroyer’s Hurricane, Warlock Sanctum Move 2, Summoner Backstep for only the cat). The easiest way to stop this is to simply have two non-Assassins, Summoners, or Warlocks use Second Wind Daze.
Zakhan casts 6 dark exploding circles. Afterwards, he will grab the furthest person which cannot be iframed and briefly hold them in place before throwing them. If the victim possesses Demonic Energy and survives the throw, after the tumbling animation ends he will steal the buff for 60 seconds and become stronger, but becomes damaged by 8% of his max HP when it expires.
Rewards:
Destiny Ring
The final boss has a chance to drop the legendary Destiny Ring. Hard Mode also has an extremely rare chance to drop the Faded Artificer Box which is a tradeable chest containing the Destiny Ring and uses a key from Cold Storage to open.
You can also buy the ring from Coin Exchange Merchant Junsorei in most towns for 100 Draken Cores, or from Celestial Peach Exchange Merchant Lee Youjin at Celestial Basin for 50 Cores and 8,000 Celestial Peaches.
The ring’s proc effect is aimed towards PvP. While wielding this ring, all attacks have a chance to apply the “Distraction” debuff for 15 seconds, decreasing the target’s Critical Defense by 35 and prevents PvP Galaxy Weapon stacks from being created. This stacks to 10 times.
At 10 stacks Distraction transforms into “Agony” and lasts 15 seconds or if the target is hit 9 more times, decreasing the target’s Critical Damage by 350 and inflicts 10% Focus Damage each time the target is hit.
Forging Orb
This are used to upgrade to Balefu/Seraph from Stage 6 to 7 to 8 to 9, using one per stage. They can come in a sealed form which is tradeable.
Stone of Wisdom
This is used in breakthroughs for Draken Accessories swapping between Dragon/Tiger Bracelet Stage 10, swapping between PvP/PvE Hellion Accessories, and breakthrough for Hellion Accessory Stage 0 when used with a Red Dragon Crux.
Draken 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.
A Draken accessory can be received by trading in 100 Draken Cores to Coin Exchange Merchant Junsorei in most towns, or 50 Cores and 8,000 Celestial Peaches to Celestial Peach Exchange Merchant Lee Youjin at Celestial Basin.