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Statues of Grenth

Updated Jun 2, 2022
This is an event style encounter.


is the second encounter of Wing 5. It has 3 mini-bosses. Each mini-boss requires controlled DPSing.

You use the following Masteries and mounts:

  • Masteries: If using a flying mount, none (everyone). If using a non-flying mount, (everyone).
  • mounts: A flying mount (, ). If no flying mount, then and (with ).

The encounter only ends when all 3 mini-bosses are dead. However, you're out of combat between mini-boss fights, so you can change classes/equipment/skills.

The most common order for killing the mini-bosses is:

Statue of Ice: Broken King ("BK", "Ice")

Before Starting

The is 1 of 3 mini-bosses for . Players slowly DPS the while surviving high-damage mechanics, catching all green AoEs at the end to kill him.

The uses -based tanking.

  • Have lots of , so the healers can focus on other players.

The tank mostly stands in one spot during the fight (normally the side with the portal).

Balance DPS between quickly killing the and not making too many green AoEs ("greens").

Using ranged DPS is better, since you're often standing in greens, but you can use melee DPS while waiting for new greens.

Bring 2 healers (like and ). This fight needs a lot of healing.

You have 3 minutes and 30 seconds to kill the , or everyone dies.

Going to the Broken King

If you do have a flying mount, from the platform after the , go north to the platform.

If you do not have a flying mount:

  1. From the platform after the , go north, down the cliffs.
  2. Go west, past the green crystal wall.
  3. Go north, across the long bridge.
  4. Use to jump up 1 tall cliff, 2 short cliffs, and then onto the platform.

Fighting the Broken King

Before the fight, you're on the edge of a cliff, with green AoEs appearing around the arena.

  • Don't stand in them until everyone's ready!

To start the fight, stand in a green AoE until you're hit by the falling ice orb.

The has:

  • : Auto-attack. raises his left arm, shooting icicles at the tank, randomly covering the ground in orange triangle AoEs, and giving the 10 stacks of , , and .
  • : levitates, spinning his staff. Lines of ice appear on the ground, which cause ticking heavy damage and . Disappears after 30 seconds, and then is used after 30 more seconds.
  • : For every 2% loses, an ice orb appears and starts falling. Stand in its green AoE to catch it, giving players a stack of , which becomes at 4 stacks. If not caught, causes .
  • : Used when AoEs aren't caught. Causes heavy damage to the squad.

The uses , and then starts attacking the tank.

The tank mostly stands in one spot, keeping from hitting other players. Move to avoid lines and catch AoEs on your side.

  • If there are a lot of AoEs on your side, move away, so players can safely catch them.

Don't stand on/walk over .

  • If waiting for a AoE, move slightly to the side, off of the lines of ice.
  • When moving around the arena, or jump over .
  • When a player from , use multiple players to revive them.

As the is damaged, creates green AoEs. Players stand in them to prevent heavy damage to the squad.

Stand in green AoEs, gaining stacks of . After 3 stacks, wait for the stacks of to decrease before catching another green AoE (unless no one else can catch it). Tell your squad when you're at 3 stacks, or when you get from catching a fourth green AoE.

For every 2% of damage done to the , a falling ice orb with a green AoE appears. Stand in green AoEs to stop the orbs from hitting the ground. When orbs hit the ground, the uses , causing heavy damage to the squad.

  • Don't go into a green AoE unless you're going to catch it.
  • If someone else goes into your green AoE, jump repeatedly, showing that you're catching this one.
  • Revive the before they catch green AoEs! players can catch green AoEs, but they'll probably die.

Absorbing green AoEs causes heavy damage and gives a stack of for 45 seconds. Don't get more than 3 stacks; on getting the fourth stack, you get .

  • : the player for 10 seconds. Causes heavy ticking damage. On running out of health, the player dies instead of .

Tell your squad when you have 3 stacks, so others can take green AoEs near you.

  • If you have 3 stacks, but no one else can catch a green AoE, catch it. It's better to have 1 player die than multiple players /dying, not catching new greens, and causing a wipe.

Tell your healers when you have , so they can heal you through the damage.

Focus on catching green AoEs, avoiding the icy lines of , and avoiding (icicles and orange AoEs). Use ranged DPS in green AoEs, or melee DPS while waiting for new green AoEs.

When the reaches 1%, the timer stops and no new green AoEs spawn. Catch all remaining green AoEs.

When all green AoEs are caught, the dies, ending the fight.

To return to the platform after the , /gg and respawn.

Statue of Death: Eater of Souls ("Mouth")

Before Starting

is 1 of 3 mini-bosses for . Players light up parts of the arena, "kill" on them to release red orbs, and collect red orbs to light torches. When all 6 torches above the portal are lit, permanently kill .

uses -based tanking.

All players must be able to quickly use their SAK (special action key) during the fight, for using the ground-targeted .

4–5 slots for 1 special role:

  • greens: Stands in large green AoEs to be transformed. In the air, quickly collect red orbs, lighting the torches required to kill . Players alternate taking greens to avoid instant death. Number of players depends on the collection strategy.

3 strategies for collecting red orbs:

  • (most common) 1 team with 5 players: 4 players all go up at once. Skip the first green AoE, so there are 20 red orbs. 1 player ignores red orbs and goes to the as a sacrifice, stopping .
  • 1 team with 4 players: 4 players all go up at once. Skip the first green AoE, so there are 20 red orbs. To stop from them, make sure the remaining players can CC .
  • 2 teams with 2 players each: 2 players go up per green AoE. Stop by CCing .

(optional) Before fighting, put raid markers on the 4 dominoes. When a domino starts glowing green, call it by its raid marker, so everyone easily sees it.

Going to Eater of Souls

If you do have a flying mount, from the platform after the , go south to the platform.

If you do not have a flying mount:

  1. From the platform after the , go south, but do not turn toward the east cave. Instead, jump down the south cliffs (where the starting platform's spike points).
  2. Use to jump across the short gap.
  3. Go to the end of the path. Use to jump onto a lower part of the cliff, and then jump onto the cliff's path.
  4. Go up the path. Jump onto the rubble, but do not go into the platform.

Fighting Eater of Souls

Before the fight, you're on the edge of a platform with several dark domino-tile-like rectangles ("dominoes") placed around a circle.

To start the fight, go near the , aggroing it.

  • : Auto-attack.
  • : Cone AoE. Deals moderate damage and causes .
  • : turns toward the closest non-tank player, vomiting a large green puddle in a cone. The puddle lasts for several seconds, causing heavy damage, , and .
  • : appears as it sucks in players in soul form. Sucked-in players are . CCing the , or having a player getting sucked in, stops .
  • : First spawns 15 seconds after the fight begins, and then every 15 seconds after dying. Spawns in random locations on the platform. Uses Spinner's Web. When killed, 5 gold orbs for spawn.
  • : Enemies that spawn and attack random players.
  • : First spawns 30 seconds after the fight begins, and then every ~35 seconds after the green AoE disappears. Spawns randomly in a ring between the dominoes. Causes a shockwave if someone doesn't stand in the green AoE.

The tank stands away from the squad, so misses them.

DPS the to 30%. Don't stand in . Cleave and kill enemies.

  • If you're condition DPS, stop DPSing at 70%.
  • When "killed" at 5%, the regenerates to full health.

15 seconds after the fight begins, a spawns, and a domino on the platform starts glowing green.

  • The has a red crossed-swords icon on the minimap and above its head, making it easier to find.

The tank moves the onto the green-glowing domino.

Everyone but the tank and healer kills the . Avoid Spinner's Web.

  • Spinner's Web: Targets the furthest non-tank player. 3 large orange AoEs that cause moderate damage, , , and 10 stacks of .

When the dies, 5 gold orbs spawn nearby. 5 players touch the gold orbs to get the SAK .

  • If you already have , don't touch another gold orb! It'll disappear, and you won't have enough to fully light the green-glowing domino.
  • If you with , you lose it.

Use on the green-glowing domino, lighting one of the circles up.

  • If you don't have enough to light all 5 circles, kill another for more gold orbs.

When all 5 circles are glowing, standing on the green-glowing domino gives you (+50% outgoing damage). "Kill" the , making it release 10 souls as red orbs in the air.

30 seconds after the fight starts, the first spawns. 12 seconds later, a large green AoE appears under the . If a player doesn't stand in the AoE, the dies, and a shockwave appears. Jump over or through it to avoid the .

  • The has a red shield icon on the minimap and above its head, making it easier to find.
  • Each spawns ~35 seconds after the green AoE disappears.

Greens players collect red orbs to light the 6 torches needed to permanently kill the . 1 torch is lit for every 3 red orbs collected.

Stand in green AoEs to transform. Quickly collect 5 red orbs to not instantly die. If you can't collect enough red orbs in time, move off the platform or above the .

Stand in the green AoE to be transformed and sent into the air.

  • players can't use the green AoEs.
  • When players are transformed, they have blue outlines in the squad UI.

In the air, you can't ascend/descend without using skills, and only have 3 skills:

  1. : Float up a level.
  2. : Quickly move forward.
  3. : Move down a level.

The red orbs are on different levels. Use and to move to the right level, and move normally or use to touch red orbs.

You have 30 seconds to collect 5 red orbs, or you instantly die. shows your remaining time, while shows your collected red orbs.

  • When 10 seconds remain, "Your soul is weakening!" appears in the middle of your screen.
  • If you can't collect 5 red orbs before dying, move over the or off the platform. You'll , but not die.

After returning from a green, you get for 90 seconds. Taking a green AoE with instantly kills you.

While the greens players are collecting red orbs, the gets a as it starts using , sucking in transformed players. If one greens player is not going to , CC its to stop it.

  • When the sucks in a player, it them and stops .

Repeat the cycle until 18 red orbs are collected:

  1. Kill to release 5 gold orbs. The tank moves the to the green-glowing domino. Cleave/kill skeletons.
  2. 5 players collect the gold orbs. Use on the green-glowing domino.
  3. When all 5 circles on the green-glowing domino are lit, stand on it and "kill" the , releasing 10 red orbs.
  4. (if collecting 20 orbs per green AoE) Skip the next green AoE, and then repeat Steps 1–3 before doing Step 5.
  5. When get green AoEs, stand in them to be transformed. Each transformed player collects 5 red orbs in 30 seconds. Depending on greens strategy, either the fifth greens player goes to , or the non-greens players CC the to stop .

When 18 red orbs are collected, all 6 torches are lit. Permanently kill the anywhere on the platform, ending the fight.

To return to the platform after the , /gg and respawn.

Statue of Darkness: Eye of Fate and Eye of Judgment ("Eyes")

Before Starting

The ( and ) are 1 of 3 mini-bosses for . Use to the . Permanently kill them by killing both within 15 seconds after the first dies.

If you're not the light-user, don't use , , and on the , as they replace the from .

  • Make sure to change any skills and traits that cause , , and , like !

Depending on strategy, 2–3 special roles:

  • orb-thrower: Collects on the platform separating the two mazes, and then throws the to where the are. CCs/kills on the platform. Bring mobility skills.
  • light-user: Uses from to keep the . For split strategy, usually the and a (or the kiter for ) with the trait. trait or also work.
  • portal-maker: Uses and to portal players up to the platform, so they can go to the other maze, and then back to the first maze.

2 main strategies:

  • (common) split: 2 orb-throwers (1 in each subgroup) + 2 light-users (1 in each subgroup). Subgroup 1's other players go to the north maze, and Subgroup 2's other players go to the south maze. The orb-throwers throw to their subgroups, the subgroups slowly DPS their , and the subgroups kill their at the same time.
  • (rare; high squad DPS) portal: 2 orb-throwers + 1 light-user + 1 portal-maker. Orb-throwers and portal-maker start on the platform; everyone else is in the north maze. When fight begins, portal-maker uses on south platform side, and then joins squad. Orb-throwers throw orbs to squad. Kill north , use . Non-portal players start killing south ; portal player uses on north platform side, and then joins squad. Kill south , , and then re-kill north .
  • There are different versions of the portal strategy. Make sure to ask your commander about the version that you're doing.

Make sure that both can be marked with raid markers (e.g., using split strategy, have the commander or a lieutenant in each subgroup). When are targetable, set raid markers on the , so finding teleported is easy.

    If the mazes are too dark, with Guild Wars 2 in fullscreen mode, in Options → Graphics Options tab, increase Full-Screen Gamma until you can see in the darkness easily.
  • This only works in "Full Screen" Resolution. "Windowed Fullscreen" and "Window" Resolutions don't work.

Going to the Eyes

The are in 2 mazes, separated by a tall platform.

If you do have a flying mount, from the platform after the , go slightly south, into the east cave, and then north to the platform.

If you do not have a flying mount, to go through the south entrance:

  1. From the platform after the , go south, down the path, and into the east cave.
  2. Turn left, following the cave wall north until you're at a tall wall.
  3. Use to jump onto the platform.

If you entered from the north cave entrance, you go through the north maze to the platform.

  • For going through the north maze without a flying mount, inside, turn right, and follow the cave wall south until you're at a solid wall. Jump up.

If you're not an orb-thrower, go to the east side of the platform, and use any mount. Wait near your .

  • The attack you when they have line of sight. Using a mount protects you while you're moving into position.
  • If you're Subgroup 1, go north, hiding behind the nearest wall to the .
  • If you're Subgroup 2, go south, hiding behind the nearest wall to the .

Fighting the Eyes

Before fighting, you're either on the platform or in a maze, depending on your subgroup and role.

  • If you're an orb-thrower or portal-maker, you're on the platform.
  • If you're not an orb-thrower or portal-maker, you're either in the north maze (for Subgroup 1) or the south maze (for Subgroup 2).

The orb-throwers throw 3 to their sides.

The players in the mazes wait behind walls, to avoid attacks from the .

When the are passively lit by nearby , the commander and lieutenant set different raid markers on their .

  • The raid markers are visible on the minimap and on the , even when they aren't targetable.

Orb-throwers and light-users pick up . make the and attackable. Orb-throwers to their subgroups. Light-users use to keep their .

spawn on the platform between the two mazes. They light up the area around them when on the ground or carried by players.

give 2 skills:

  1. : AoE that throws the to the targeted location.
  2. : AoE , lighting the area for 7 seconds.

Remember the skill order as: "first, the orb-thrower throws it, and then second, the light-user uses it".

Orb-throwers pick up to near the .

  • Don't throw them on walls! on walls are difficult or even impossible to pick up!
  • (split strategy) Alternate taking the middle , so each subgroup gets the same amount of .

Light-users pick up to while near , them and temporarily lighting the area (even without a nearby ).

The light from nearby and cause for the and , making them targetable and attackable.

on the ground can be taken by and .

  • get , making them move faster as they run away.
  • get , making them stronger and giving them new skills.

Before despawning, orange circular timers appear over the , showing the remaining time before they despawn.

  • They despawn 45 seconds after the first time they're picked up.
  • The timers are also visible when players/enemies are carrying .

To start the fight, either light-user uses on an .

The have:

  • : The spins, shooting projectiles at all nearby players.
  • : The targets a random player, shooting a beam that pulses 7 times. The last pulse hits for 10x damage. Move out of its LoS, or reflect the beam.
  • : After starting the fight, if the is not lit for 35 seconds, it pulses heavy damage to everyone.

Orb-throwers throw to their sides while CCing and killing .

  • If the moves, throw on your subgroup as they move.

spawn on the platform and in the mazes. To avoid being overwhelmed by groups of , kill/cleave them when not using or DPSing .

  • try to take on the ground. They also attack players for high damage.
  • You instantly take , unlike the , so either take the , or CC/kill the .
  • (orb-thrower) Use CC on near , so you can without taking while you're away.
  • When take a , they get and run away until the despawns. Kill them to get the back.

Light-users pick up , using to keep their .

  • Use the next when the is about to wear off.
  • Ignore players! If your disappears and your teleports, you'll take a lot more damage as you go through the maze!
  • Use the before they despawn (orange timers over ).

(light-users) If you're having trouble finding and watching your (from changing numbers of conditions moving the purple icons):

  • During the fight, have 3 purple icons, (usually) in the order of: , (from ), (from nearby/held ).
  • When kept , after using , only the icon becomes big and shrinks.

While the are lit up, they can be DPSed. Non-light-users in the maze DPS the , while cleaving nearby . Don't replace the light-user's !

  • , , and replace the from .
  • (split strategy) Both subgroups slowly DPS their while watching the other health, to make sure that one doesn't die before the other ready.

If the aren't , they can attack, teleport, and spawn :

  • At 85%/70%/55%/40%/25%/10% (every 15%), or any time after reaching one of the health thresholds, the players before teleporting to somewhere else in its maze.
  • At 70%, a spawns in the maze.

Light-users keep the , so the don't attack, teleport, or spawn .

  • Keeping the through 70% prevents the spawn.
  • interrupt attacks, but not teleports.

Quickly navigate the dark maze, avoiding the (if spawned) and groups of . The light-user uses on the .

If not during or after reaching specific health amounts (85%, 70%, 55%, 40%, 25%, 10%), the everyone around it, and then teleports into a random part of its maze.

  • The won't teleport again until it reaches another health trigger.

Even if you're not the light-user, pick up all to move them to the new location. Don't use .

  • To drop them, either or .

If the has a raid marker over its head, find its new position on the minimap. Otherwise, run through the maze until you find it.

  • (orb-thrower) Throw on your sub-group.

Move to the new location, avoiding the (if spawned) and the groups of , which hit hard.

(light-user) When you find the , use to start it again.

  • Make sure that you have 2–3 first, or you risk not chain- your , making it teleport again.

If you don't find the quickly, it starts using , pulsing heavy damage to everyone.

To avoid spawning the , keep the through 70%. Otherwise, if the spawned joins the players, ignore it. If needed, kite it away from players and , or kill it.

A spawns in the maze if that isn't through 70%. After 70%, the won't spawn the .


  • : Auto-attack.
  • : Orange AoE that causes . Leaps to players and , taking and becoming .
  • : Multiple orange AoEs that cause heavy damage and . They also prevent healing.
  • : Gained after taking a , making the stronger and giving it stronger skills.
  • : Used when . Charges through players.

When the is nearby, it attacks players and takes , giving it .

Ignore it and keep DPSing the . If it's a problem, either kite it away from the players and , or kill it. If killed, it'll respawn elsewhere in the maze.

  • Like the , can only be damaged in the light.
  • have high health, so they can't be easily cleaved like .
  • , so like the , the can be kept .

Keep the while DPSing the until both have similarly low health, and then quickly kill them.

  • If both don't die within 15 seconds of each other, the first regenerates to 9%, players, and then teleports away.

When both die within 15 seconds of each other, then the fight ends.

If you've changed skills/traits or gamma, reset them.

To return to the platform after the , /gg and respawn.

After Completing Statues of Grenth

After all 3 , return to the end of the . The chest is on the platform.



Kill 3 mini-bosses. Loot the encounter chest on the main platform.

  • After each mini-boss, use /gg to return to the main platform (after the ).

Statue of Ice: Broken King

From the main platform, go to the north. Tank stays on one side, rotating the away when players need to catch nearby green AoEs. Don't stand on ice lines. Slowly DPS the . Stand in green AoEs, but don't stand in one after the third stack of . At 1%, stand in all remaining green AoEs to kill the .

  • -based tank. Make your as high as you can to reduce the amount of needed healing.
  • Bring 2 healers, since a lot of healing is needed.
  • Don't bring , , or other high-DPS ranged classes. They create too many green AoEs too quickly.
  • You have 3 minutes and 30 seconds to kill the , or everyone dies.
  • Start the fight by standing in a green AoE.
  • Move off of ice lines while waiting for green AoEs. To safely move through the ice lines, jump over or through them.
  • Tell your squad if you have 3 stacks of or get from the fourth stack of .
  • If no one else can catch a green AoE, catch it, even if you have 3 stacks of .

Statue of Death: Eater of Souls

From the main platform, go to the south. DPS to 30% (if condition DPS, stop at 70%). Move to the green-glowing domino. Kill the . Collect 5 gold orbs and use SAK on the green-glowing domino. Stand on the green-glowing domino and "kill" . Stand in green AoEs to be transformed, and then collect 5 red orbs. Repeat until 18 red orbs are collected, and then permanently kill anywhere.

  • -based tank.
  • Start the fight by moving close to .
  • If you already have a gold orb (SAK), don't touch other gold orbs.
  • If there aren't enough gold orbs, kill another for more.
  • Stand on the 5-gold-orb green-glowing domino for higher DPS.
  • Depending on your red-orb-collecting strategy, greens players either skip the first green AoE, or take it. While transformed, quickly collect 5 red orbs to not instantly die.
  • After taking a green AoE, don't take the next green AoE! You have for 90 seconds, instantly killing you if you take another green AoE!
  • Depending on your red-orb-collecting strategy, either CC or sacrifice a transformed player.
  • While transformed, going out of the arena or into hitbox you, instead of killing you if you don't collect 5 red orbs.
  • 3 collected red orbs = +1 lit torch.
  • When all 6 torches above the portal are lit (18 collected red orbs), permanently kill the anywhere on the platform.

Statue of Darkness: Eye of Judgment and Eye of Fate

From the main platform, go below. Orb-throwers throw on their subgroups. Light-users use to and keep them . Kill/cleave . Kill both within 15 seconds of the first dying.

  • No tank.
  • Light-users use traits or sigils to extend time.
  • Remove skills/traits that cause , , or .
  • (split strategy) 2 subgroups, with 2 orb-throwers and 2 light-users (1 each per subgroup). Subgroup 1 is in the north maze, and Subgroup 2 is in the south maze.
  • (split strategy) Orb-throwers alternate throwing the middle to their subgroups.
  • When the are targetable, put raid markers on the to easily find them on the minimap if they teleport away.
  • Start the fight by using from a on an .
  • Don't replace light-users' with , , or .
  • (light-users) Keep the , keeping them from spawning the or teleporting away.
  • (split strategy) Slowly DPS until they have similarly low health, and then quickly kill them.
  • After killing the , reset changed skills/traits and gamma.

Common Mistakes


  • DPSing too fast, spawning too many green AoEs to catch
  • standing on
  • getting 4 stacks of , causing you to get
  • missing a green AoE, causing to hit everyone
  • moving out of a green AoE too early, missing it
  • DPSing too slow, causing everyone to die after 3 minutes and 30 seconds


  • (using 4-player collector / 4-player collector and 1-player sacrifice strategy) taking the first green instead of skipping it
  • getting hit by the missed green's shockwave, getting off the platform
  • accidentally using , moving off the platform
  • standing in
  • getting hit by Spinner's Web
  • when you already have the SAK, touching another gold orb, wasting it
  • not filling the green-glowing domino with 5 gold orbs, so "killing" doesn't release red orbs
  • missing taking a green
  • taking another green with , killing you


  • (commander and lieutenant) forgetting to set raid markers on the when they're targetable
  • (commander and lieutenant) setting raid markers on the ground ("Location" in keybinds), rather than the ("Object" in keybinds)
  • (orb-thrower) throwing on walls, where they can't be picked up easily (or picked up at all)
  • (orb-thrower) throwing onto the platform edges, not reaching your subgroup
  • overwriting the light-user's
  • not the through 70%, spawning the
  • not reaching the teleported quickly enough, causing
  • after killing the , forgetting to reset skills/traits and gamma

After :

  • forgetting to loot the chest on the platform after the

Common Names

  • = Statues
  • = BK, Ice
  • AoEs = greens
  • = cracks, lines
  • = Mouth
  • = puke, vomit
  • green-glowing domino = active domino
  • red orbs = orbs, souls
  • standing in green AoEs = taking greens
  • and =

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