Elegon

Elegon is the fifth boss in Mogu'shan Vaults.

Adventure Guide
''Dedicated to the advancement of their empire, the mogu salvaged and repurposed titan technology to generate untold power in the depths of this ancient complex. Why these energies have been focused into the cold will of a celestial dragon is a mystery that lies at the very heart of the vaults.''

Stage One: Entering Defensive Mode
Elegon activates the Energy Vortex, attacking with Celestial Breath and calling for Celestial Protectors to help defend the Engine of Nalak'sha. Stage One ends at 85% and 50% remaining health.



Stage Two: Primary Power Offline
Elegon attempts to reactivate The Engine of Nalak'sha by creating Energy Charges to energize the Empyreal Focuses. If players destroy all Energy Charges in a wave, Elegon will continue to create more Energy Charges. The creation process permanently weakens his physical form. Stage Two ends once an Energy Charge leaves the Energy Vortex.



Stage Three: Power Draw Stable
Elegon has reactivated The Engine of Nalak'sha, disabling the Energy Vortex and activating all Empyreal Focuses. Elegon is shielded from all damage. Stage Three ends once players destroy all the Empyreal Focuses.




 * Notes

Strategy
Elegon is a four-phase encounter, with phases 1, 2, and 3 being repeated in sequence twice before moving into the phase 4 soft-enrage burn. The boss chamber is arrayed in two sections, with the exterior ring made of stone and the interior disc, called the "Energy Vortex", being translucent and celestial in theme.

Players standing on the interior disc gain the debuff Touch of the Titans, which increases damage done and healing received by 50%. Players also receive a stack of the debuff Overcharged every 5 seconds they remain in the interior disc, increases the damage they take by 5% per stack. Overcharged will continue stacking as long as the person remains in the interior disc, but is removed instantly upon exiting to the exterior ring.

Elegon requires two tanks and is generally 2-healed on 10-man difficulty.

Phase 1 occurs as second time after the first phase 2 and 3. This phase 1 will last until Elegon reaches 50% HP.

Phase 1
Phase 1 occurs at the start of the fight and lasts until the boss reaches 85% HP. During this phase, the ranged DPS should be stacked up near the edge of the disc, with one of the tanks and the melee DPS at the center. All players should periodically exit the disc to clear their stacks of Overcharged, but should otherwise remain on the disc for the damage done and healing taken buffs. Periodically Celestial Protectors will spawn. These should be picked up by the second tank and tanked near the edge of the disc, by the ranged DPS. Melee DPS are advised to peel off to DPS these Protectors (as it places them near the edge of the disc for stack clearing). It is advisable to keep at least 1-2 DPS on the boss full-time to ensure the phase progresses quickly. When the Protectors reach 20% HP, the tank should drag them off the disc to prevent them from casting Total Annihilation while buffed by Touch of the Titans. All DPS and healers should clear their stacks before Total Annihilation goes off, and the tank on Elegon should pop a cooldown to ensure they survive the explosion.

At this point, the tanks should swap, and the prior Elegon tanks should immediately clear their Overcharged stacks before picking up the next Protector that spawns.

It is recommended to push the boss over the 85% threshold into phase 2 during or right after a Total Annihilation cast but before the next Protector is spawned.

Phase 2
During phase 2, Elegon will cast Draw Power, then summon six adds equally spaced around him. These adds will move directly outward from him toward the six pillars on the inside edge of the exterior ring. Should any of the adds reach a pillar, Elegon will transition into phase 3. Each wave of adds that Elegon spawns increases his damage taken by 10% for the remainder of the fight, but each wave of adds also moves 20% faster. DPS should be assigned to pillars (the raid world markers work quite well for this, mark five, leave one unmarked, assign to color). Their job is to kill the adds that are headed to their pillar, help any nearby if necessary, and otherwise DPS the boss as much as possible. It is possible to damage Elegon by 10-15% during this phase, if your DPS works hard.

Note that Overcharged continues to stack during this phase, and every add killed AoEs the raid for fairly solid amounts of damage, so all raiders should remember to clear their stacks regularly during this phase (between add spawns is a good time). Tanks can either help DPS with the add spawns, or focus on DPS the boss. Healers can also get in DPS time on the adds or boss if their mana and raid healing permits.

Ideally, 4-5 waves should be killed each time, resulting in 5-6 stacks of the debuff. The wave after the last one you choose to kill should be ignored, and DPS should focus on getting in as much damage as they can on the boss before they are forced to evacuate the inner disc for phase 3.

Phase 3
Phase 3 begins when any add reaches an exterior pillar. When this occurs, all six pillars will raise and spawn energy walls between the pillar and the exterior wall, splitting the exterior ring into six segments. Moving through the wall will likely kill anyone attempting it. A few seconds after the phase starts, the interior disc will despawn and all players remaining on it will fall to their deaths (unresurrectable by any means short of a corpse-run). Players should evacuate the center platform before this occurs. The raid should be divided into two for this, with a healer, a tank, and three DPS on each side. Each DPS should end up near the pillar they were assigned to, ideally in one of the two segements between the upper or lower and center pillar on either side of the room. DPS are then responsible for killing their pillar, then helping kill other pillars nearby once done. Pillars will not actually "die" until both they and the pillar directly across the room from them (connected by a white energy line) have been reduced to 0 HP. The energy wall they spawn will persist until this occurs as well, restricting raid movement. Ideally, all six pillars should be killed as close to the same time as possible to reduce raid damage from the Unstable Energy ability Elegon uses.

All players should avoid standing in pools of lightning during this phase, as shortly after the pools spawn a bolt of lightning will hit them, dealing substantial damage to anyone still in the pool, and spawning a Cosmic Spark. These Sparks hit very hard and should be picked up by the tank ASAP. Once all pillars are down, the raid should group up and AoE down the adds, then resume phase 1 or 4 strategy. Tanks need to run in to Elegon immediately at the start of phase 1 or 4 to prevent Elegon from Grasping Energy Tendrils.

Once phase 3 ends the first time, Elegon will transition back into phase 1, lasting until he reaches 50% HP, then will repeat phases 2 and 3 again. After the second phase 3, Elegon will instead transition into phase 4 for the remainder of the fight.

Phase 4
The exterior ring will fill with energy (Energy Conduit), dealing lethal damage to anyone remaining in it. All players should run into the center of the interior disc, where they will remain for the rest of the fight. This phase works similarly to phase 1, except that Elegon no longer summons Celestial Protector adds, players cannot reset their Overcharged stacks, and Elegon will do regular AoE damage to the raid (increasing over time due to the increasing Overcharged stacks). If prior phases have been completed properly, Elegon should be at no more than 35-40% HP entering into this phase, and should have at least 10-12 stacks of Draw Power, doubling or more his damage taken. The raid should cluster up behind Elegon (he still uses his breath attack) for AoE healing, pop cooldowns and Heroism/Bloodlust/Time Warp/Ancient Hysteria and nuke him as hard as possible. This phase is a soft-enrage dependent on killing Elegon before the raid damage exceeds the healing output of the healers.

LFR
On LFR setting, players do not receive the Overcharged debuff when in the interior disc, all damage effects deal less damage, and pillars need not be killed in linked pairs to actually die. During phase 1, players should still stack up for raid healing. Phase 2, as many waves of adds should be killed as possible, though LFR raids rarely manage to kill more than 1-2. During phase 3, kill the pillars and the adds that spawn. Phase 4 barely counts as a soft-enrage, as the AoE damage from Elegon does not increase over time (due to the lack of Overcharged stacking), and thus is simply a final burn.

Related Achievements

 * The Vault of Mysteries
 * Heroic: Elegon
 * Straight Six
 * Mogu'shan Vaults Guild Run

Quotes

 * Intro
 * say
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 * yell
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 * Aggro
 * yell


 * Draw Power
 * yell


 * Empyreal Focus
 * yell
 * bossemote
 * yell
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 * Phase reset
 * yell
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 * Soft Enrage
 * yell


 * Berserk
 * yell


 * Killing a player
 * yell
 * yell
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 * Death
 * yell


 * Outro
 * say
 * say
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Notes and trivia

 * Elegon can be tamed by hunters as a spirit beast. However, since he is a cloud serpent, he is only tamable by pandaren hunters or by hunters who have learned the skill from How to School Your Serpent.
 * Elegon is voiced by Frank Welker.

Raid Finder

 * (1080p) - Fury Warrior

10-man Heroic

 * (1080p) - Elemental Shaman

10-man Normal

 * (1080p) - Elemental Shaman
 * (1080p) - Mage, Boss voice, Vent

25-man Heroic

 * (1080p) - Mage, Boss voice, Vent
 * (1080p) - Mage, Boss voice, Vent

25-man Normal

 * (1080p) - Mage, Boss voice, Vent