User:Serillian/Typhidna the Lurker

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 /: 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. : 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.









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



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







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







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







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.











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
 * yell
 * emote


 * Aggro
 * bossemote


 * Special Attacks
 * bossemote


 * bossemote


 * bossemote


 * Hydra Head Special
 * bossemote


 * bossemote


 * bossemote


 * Phase Two
 * bossemote


 * Berserk
 * bossemote


 * Death
 * emote

Achievements



 * Only kill the Fireblaze Heads of Typhidna.
 * Only kill the Stormspark Heads of Typhidna.
 * Only kill the Darkshadow Heads of Typhidna.
 * Only kill the Darkshadow Heads of Typhidna.