Two phase fight with a brief intermission.
Mug and Zee each have their own mechanics. You'll alternate between them.
The active boss is determined by which half of the room players are standing in.
The mechanics on each side interact with each other.
In P2, all mechanics from both sides are active.
Icy spears launch at players with icy boots. These need to be blocked by rock walls or mines, or they'll 1-shot you.
Touching and destroying a mine applies a vulnerability to that player.
The group soak applies a vulnerability. You must have two soak groups.
Merci à Dégno-KirinTor (EU) pour la traduction française.
The room is separated into two sides.
Mug and Zee have their own abilities. The active boss is determined by the side of the room players are standing.
Each time you swap the boss to a side it applies a debuff but resets Mug'Zee's energy.
If the boss reaches 100% energy he wipes the raid.
HEALERS
HEAL THROUGH
When players stand on the right side of the room, Mug is the leading boss.
Mug channels raid-wide damage for 6s.
He applies a stacking debuff dealing damage over time, with the stacks correlating to the number of times the boss has been swapped to this side.
HEALERS
HEAL THROUGH
When players stand on the left side of the room, Zee is the leading boss.
Zee channels raid-wide damage for 6s.
He applies a stacking debuff dealing damage over time, with the of stacks correlating to the number of times the boss has been swapped to this side.
One boss and their respective mechanics are active at a time based on where the majority of players are in the room.
Swapping sides removes 10 stacks of damage amp.
Swapping also resets Mug'Zee's energy to 0.
One boss and their respective mechanics are active at a time based on where the majority of players are in the room.
Swapping sides removes 10 stacks of damage amp.
Swapping also resets Mug'Zee's energy to 0.
Mug or Zee gains 1% stacking damage amp every 5s.
10 stacks are removed when swapping sides.
Mug marks players with a circle, rock walls are created around him, and an add is summoned.
Interrupt and kill the add, and don't tank Mug'Zee inside the walls or the add will enrage.
EVERYONE
SPLIT PLAYERS
INTO EACH JAIL
KILL THE ADDS
Two players are marked with circles. After a few seconds, rock walls grow around the marked players, trapping them and anyone nearby inside.
Circles also deal some damage, split among those hit. A Goon add spawns inside each rock jail.
If the rock jails trap Mug'Zee inside, or if they overlap each other, the Goons will enrage.
Goons will also enrage if everyone escapes their rock jail before killing them.
When a Goon is killed, the rock jail walls are destroyed and players are knocked back, taking damage.
Circles leave behind a rock puddle which deals damage to anyone inside.
EVERYONE
SPREAD AWAY
Several players get icy feet, causing them to pulse damage around them and slide when they walk for a short time.
Icy spears are aimed at players with icy feet. Their path is indicated by arrows. The spear deals lethal damage if it hits a player. You can't immune it.
The spear can collide with rock jail walls or crawler mines. Use these to block the spear and destroy the wall / mine.
EVERYONE
MOVE AWAY
WITH THE CONE
Mug'Zee targets a player with a large electric frontal cone, channeling huge damage into them and anyone else hit.
During and after the finger gun, the boss makes some electric zap circles which deal damage and stun.
TANKS
FACE THE BOSS AWAY
RUN TO CLEAR DEBUFF
Tankbuster in a frontal cone shape. Gives the Golden Drip debuff to anyone hit.
The debuff causes the affected player to drop yellow puddles under their feet as they walk which removes an application of the debuff.
Puddles deal damage and slow. If the debuff isn't removed within 14s, the player is stunned for 30s.
Zee summons mines that fixate players. They are immune to damage.
When hitting a mine, it explodes creating soak zones.
Zee is helped by 2 types of adds.
Mk II Electro Shocker fires arc of electricity jumping up to 3 targets, dealing increasing damage each time.
Group soaks the rocket sent by the Volunteer Rocketeer.
EVERYONE
SOAK THE ROCKET
When a Volunteer Rocketeer spawns, it creates a large group soak circle that splits damage between everyone who soaks.
Leaves behind a lava pool. At least 5 people need to soak.
It will explode any Crawler Mines that it touches.
On Heroic and Mythic, players who soak get a 500% vulnerability to the next soak for 3min.
Make two soak groups and alternate the soaks.
EVERYONE
SOAK THE MINES
Zee summons several moving mines which fixate players. If a player or rock jail wall touches the mine, it explodes, dealing damage and knocking back whoever touched it.
Upon exploding, soak circles appear, and missed soaks deal raid-wide damage.
The player triggering the Unstable Crawler Mine takes increased damage when exploding future Unstable Crawler Mines.
TANKS
SOAK THE LINE
Zee fixates a player, aiming a line at them that goes off after a few seconds. A tank needs to help soak this for the player.
The player behind the tank will take less damage depending on how much damage the tank mitigates.
Tank takes less damage, player takes less damage. Use big damage mitigation cooldowns here.
The tank who soaks will get a massive bleed debuff for 3.8min. Tank swap.
The original target of Double Whammy Shot is marked with a big circle after the first hit.
The circle explodes after 6s, dealing another massive hit of damage. It will explode any Crawler Mines that it touches.
EVERYONE
AVOID THE FRONTAL
Zee targets a player with a large frontal cone of bullets, dealing huge damage into them and anyone else hit.
It will explode any Crawler Mines that it touches.
At 80% health, Electro Shockers become stunned and take 100% increased damage for 15s.
The intermission starts at 40% health.
Mug'Zee casts 3 rotations of the same abilities.
EVERYONE
DODGE THE CHARGE
The boss charges toward a random player, dealing damage and stunning anyone along his path.
Destroys all rock walls and Crawler Mines in his path.
Mug'Zee increase his haste by 30%.
Mug and Zee are both active now. The boss has access to ALL abilities from P1.
You cannot reset his energy by switching sides. Kill him before he enrages.