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Qadim

Published Aug 7, 2021 Updated Sep 3, 2023
QueenNamorita writer

Qadim is the final boss of Mythrwright Gambit and one of the most complicated bosses. Platforms move and rotate, players are teleported away, several people have specialty roles, and everything hinges on the group's ability to CC.

Qadim

Before Fighting Qadim

  • Required Masteries and Mounts

    • No masteries required
    • No mounts required
  • Special Roles

    • 1 tank: all bosses besides Qadim attack the person who is closest.
      • Toughness and condition cleanses are highly recommended, but not required.
    • 1 Qadim kiter
    • 1 Wyvern Matriarch tank
      • Can be done by any class
  • Skill Changes

    • Bring boon strip if the group does not have high enough DPS to skip the Breakbar and they do not want to kill Stability Pyre Guardian.
    • Bring quick cast CC skills. Breakbars are only a few seconds long. If they are not CCed, the group is highly likely to wipe.
    • Daredevils are strongly recommended for this fight because of the stolen skill . They can either steal off of Qadim at the beginning of the fight or the group can bring one or both of the Magma Elementals in from the pre-event.

Pre-Event

Grand Causeway

After defeating the Twin Largos, go through the massive doorway. Down the hill, it will open up to a causeway with fireballs falling down the stairs and bouncing along the platform. There are 3 Pyre Guardians: one on the first balcony and two on the top balcony.

Zommoros will destroy the lower one. Go along the causeway and make your way up the stairs on the right.

Avoid the fireballs as you go. Being hit by one will Down you. Being hit a second time will kill you.

At the top of the stairs, there is a Pyre Guardians that is the source of the fireballs. Kill it and the other one across the balcony.

If there are any Daredevils in your group, they are very likely going to want to bring the Magma Elementals in to steal off at the beginning of every pull. Try to avoid killing them, but they sometimes will stand directly in the middle of the Pyre Guardian and there’s nothing else to do about it.

If the Daredevils would like to steal off of the Magma Elementals, lead them into the open door in the middle of the balcony. Drag them around the corner and try to tuck them behind the railing. As soon as they are fully through the door, someone can start the fight, closing the door behind the group. Everyone can /gg to reset and the Magma Elementals will stay trapped in the room.

If the group opts to bring in the Magma Elementals, do not take the platform across at the start or they might come along for the ride and have to be killed.

The Arena

Map of all enemies and platform locations

The platforms will move during each phase of the fight, pictured above. If markers are placed, they will move with the platforms.

The small purple, orange, and green circles in the Wyverns, Jumping Puzzle, and Boss phases indicate portal drops and their respective locations once the platforms reappear. Generally only the purple portal location is used.

If you fall off, you bounce back up but take damage for each bounce. The platforms also have a small gap between them, so jump across to avoid falling down.

Three disappearing platforms

When an orange triangle on the platform begins expanding, the platform will disappear when the triangle reaches the edges.

Kiting

Qadim Kiting Map

A kiter is required for this fight. Qadim is immune to damage outside of his burn phases so the sole job of the kiter is to keep Qadim on his platform and kill the Lava Elementals before they get to him. Each Lava Elemental that reaches Qadim gives him one stack of Fiery Surge. Each stack makes him deal 20% more damage and attack 2% faster.

When learning how to kite, a personal healer can go with the kite. Having two players next to Qadim causes issues with fixation so the healer should only help for a few pulls until the kiter gets the hang of it.

Kiting is difficult because of paying attention to the Lava Elemental while avoiding the shockwave and meteors. Don’t be surprised if it takes several pulls to get the hang of it and make sure to count Qadim's autos!

The kiter remains on the platform with Qadim in phases 1, 3, and 5 while the rest of the group is doing lamp/fighting one of Qadim's creatures. During phases 2, 4, and 6, the kiter rejoins the group to fight Qadim.

See Phase 2 (Qadim 100%-66%) for full descriptions of all attacks. If properly positioned, the only attack that is relevant for the kiter is and .

  • (Knockback): Qadim puts his arms in front of him and conjures flame balls that he throws at the player. They track with your position so they need to be Dodged. He follows it up with a shockwave. When he brings his arms together, Dodge to the adjacent blue section and continue killing Lava Elementals.

  • (Meteor): At the end of his attack pattern, a small red AoE appears at your location. It drops a meteor 2 seconds later. Dodge out of it and move to the next platform.

Immediately after the meteor drops, the platform Qadim is on has an expanding red triangular AoE that destroys the platform when it is filled.

On the next platform, continue killing Lava Elementals until the group kills the creature.

Attack Pattern:

  • (Auto) x2

  • (Knockback)

  • (Auto)

  • (Fire Lines)

  • (Auto) x2

  • (Knockback)

  • (Auto)

  • (Fire Lines)

  • (Auto) x4

  • (Meteor)

Qadim quick reference kiting attack pattern:

  • Auto, Auto, Knockback, Auto, Fire Lines

  • Auto, Auto, Knockback, Auto, Fire Lines

  • Auto x 4, Meteor, move to new platform

  • repeat

Lamp

Large green lamp AoE

2 lamp-goers are needed to release the creature inside of Qadim's menagerie. It is possible to send just a single person into the lamp, but it is slower and less safe to do so.

Map of the easiest path through the lamp

You enter the lamp in the NW corner and make your way through a 4x4 grid of 16 rooms. The optimal path through the lamp is always the same and can be memorized. In case you forget or do not have a graphic to reference, always choose the room with the lowest level enemies. E.g. if a room has elites and another has veterans, choose the room with veterans.

Room surrounded by fire walls

When you reach the champion in the SE corner, say “lamp" or ping your mount skill several times if you are not in comms. This lets the lamp-breaker know to break the lamp and let you out. The player with a beam of light has a giant green AoE that you must stand in to return to the platform

Announcement of a player breaking the lamp and the resulting large green AoE

When you come out of the lamp, you will be floating in the air. To quickly return to the ground, use your Special Action Key.

Phase 1 (Hydra)

The group splits into 3: the kiter goes to Qadim on the west platform, 2 lamp-goers go into the lamp in the center, and 7 DPS remain on the east platform to fight the Hydra.

The kiter starts the fight by going onto the furthest west platform either by running or using a mount.

Kiting

Start at the south point of the platform Qadim is on. Kill the Lava Elementals as they spawn. Dodge between the blue triangles near the south point of the platform to avoid (Knockback). Dodge out of (Meteor) and move to the platform immediately to the east. Stand at the south point of that platform until the group kills Hydra.

As soon as Qadim starts talking, boon givers should start giving the group Might, Swiftness, Quickness, and Alacrity so the lampers have boons. Lampers run or teleport to the large green AoE in the center of the platform so they get pulled into the lamp.

Tanking

Stand inside of the Hydra's hitbox on the NW side to bait Hydra into jumping onto the correct platform. Stay far enough away from the center of the hitbox so Hydra doesn’t turn and attack the squad.

The squad should stay on the edge of the hitbox so they can get boons from the tank. If they go too far, the Hydra will turn because it has proximity tanking.

Indication of the Hydra’s jumping location

Whenever Qadim moves platforms, the Hydra's hitbox teleports players standing in it after 3 seconds. It cannot be blocked, but can be Evaded.

Attacks

Hydra has 3 attacks:

  • (Auto) - deals damage and gives 4 stacks of Bleeding, 2 stacks of Poison, and Chilled.

Elemental Breath

  • (Breath) - deals damage, Knockbacks, and gives 2 stacks of Burning, Crippled, and Chilled.

  • (CC) - calls down a swarm of meteors on all players if a Breakbar of 1,500 isn’t broken within 2 seconds.

Not CCing Hydra is what wipes the squad the majority of the time. Count autos and be ready to CC immediately. Cast it early if the skill has a long cast time.

Attack pattern:

  • (Bite) x2

  • (Breath)

  • (Bite) x2

  • (CC)

  • (Bite) x2

  • (Teleport/Jump)

  • (Bite) x2

  • (Breath)

  • Teleport inside of Hydra hitbox

  • (Bite) x2

  • (CC)

  • Repeat

Hydra quick reference attack pattern:

  • Bite, Bite, Breath

  • Bite, Bite, CC

  • Bite, Bite, Jump

  • repeat

Lamp in the center of the platform

When the lampers say “lamp" or ping their mount skill several times, someone needs to break the lamp. It has very little health and can be broken by anyone. If there is a Breakbar up, finish breaking it before opening lamp.

Friendly Hydra fighting the enemy Hydra

When the friendly Hydra is ported up from the lamp, it damages 80% of the evil Hydra's health bar. The squad can either get it to 80% before the good Hydra is ported up, or they can finish off the last few percent once the good Hydra has done its damage.

Split Phase 1 (Pyres)

There are 3 Pyre Guardians (see locations in The Arena section): Protection, Stability, and Resolution. Protection is to the NW, Stability is to the east, and Resolution is to the SW.

If the group is power-based, only kill Protection. If the group is condition-based, kill Resolution. If the group is split between power and condition, kill both Protection and Resolution with subgroup 1 killing Protection and subgroup 2 killing Resolution. Make sure the kiter is in subgroup 1 so they don’t have to run across.

If you are killing both pyres you will want to send your power classes to the Resolution pyre and your condition classes to Protection.

If the group is bringing Daredevil and/or aChronomancer, they can bring portals. Drop it at Qadim's feet before going to the Pyre Guardian.

Bounce orbs leading to the Pyre Guardian

Kill the Elementals while waiting for orbs to spawn. Jump on the blue orbs to get to the platform with the Pyre Guardian on it.

When the Pyre Guardian is almost dead, drop the exit portal. The group can take it to immediately appear at Qadim.

Stability Pyre

Killing the Stability pyre is always an option but not necessary if the group can deal with it another way. If the group has enough DPS, the Breakbar will not appear. If the DPS isn’t high enough, a Necromancer (), Mesmer (), or Spellbreaker () is required.

If the group has no way to out DPS the Breakbar or deal with the Stability Qadim gets, you must kill the Stability pyre.

Phase 2 (Qadim 100%-66%)

The group needs to stay tightly stacked. Avoid the large orange AoEs from the Pyre Guardians as they shoot flame balls across the platform. Do not stand in Qadim's hitbox. Do not stand on thick gold lines. Blue patches are always safe. The gold section close to the vertex of the platform near Qadim's hitbox is safe, but don’t stand on the lines or move into his hitbox.

  • (Hitbox): standing in Qadim's hitbox does damage every second.

Attacks

Fireball attack

  • / (Auto): Qadim lifts up his arms to conjure that he throws at the players, inflicting 1 stack of Burning, then follows it up with in front of him. The slash does 10 stacks of Vulnerability and 2 of Burning.

Fire Dance

  • (Fire Lines): standing on thick gold lines deals damage.

  • (Knockback): shockwave attack that Knocks back and applies Vulnerability.

  • (CC): Qadim begins channeling and his Breakbar unlocks. If it is not broken within 7 seconds, he Knocks back and damages.

Big Hit indicator shockwave

Big hit shockwave

  • (Shockwave): Qadim does a pirouette, brings his maces above his head, and slams them into the ground. When his maces are above his head, it sends out a shockwave indicator. When he slams his maces down, it sends out the actual shockwave. Dodge at the moment his maces touch the ground (depending on ping). The attack will instantly Down you if it is not Dodged or blocked. Can be jumped over or Dodged (jump timing is extremely tight so Dodging is recommended).

Attack Pattern:

  • / (Auto) x2

  • (Knockback)

  • / (Auto) x2

  • (Fire Lines)

  • (Shockwave)

  • / (Auto) x2

  • (Knockback)

  • / (Auto)

  • (Fire Lines)

  • / (Auto) x4

  • (Shockwave)

  • (CC)

Greater Magma Elementals with their posse of Lava Elementals

During his attacks, 3 Magma Elementals spawn at the edges of the arena and walk towards Qadim. They each babysit a group of 3 Lava Elementals. The Lava Elementals cannot be damaged or CCed while they are in the AoE of the Greater Magma Elemental.

A Chronomancer should use to get the Magma Elementals off the Lava Elementals. Drop before the shockwave and then immediately use after dodging the shockwave. Daredevils should throw to help kill all of the elementals. If done properly, no Lava Elementals will make it to Qadim.

If the group does not have a Chronomancer or is struggling to use the pull properly, the squad can split into 3 and go kill the groups of Elementals.

Once Qadim hits 66%, the group will split up again as they did at the beginning of the fight. Kiter goes to Qadim's platform (they can leave early if needed), lampers stay at center for lamp, and squad moves back to platform that they fought Hydra on.

If you have shades, pets, clones, turrets, mechs, summons, or anything else that damages on its own, you must move it out of the middle when Qadim phases or it will destroy the lamp.

Phase 3 (Apocalypse Bringer - “Destroyer")

Kiting

Go back to the furthest west platform. Start at the south point of the platform Qadim is on. Kill the Lava Elementals as they spawn. Dodge between the blue triangles near the south point of the platform to avoid (Knockback). Dodge out of (Meteor) and move to the platform immediately to the east. Stand at the south point of that platform until the group kills Hydra.

Stack in the middle of the triangle. Once the Destroyer spawns, immediately Breakbar and then move out of hitbox.

Three Reapers surrounding the Destroyer

3 Reapers of Flesh spawn after the first Breakbar. They do heavy damage so deal with them immediately by Pulling and cleaving.

Tanking

Stand inside of the Destroyer's hitbox on the north side. Stay far enough away from the center of the hitbox so the Destroyer doesn’t turn and attack the squad.

The squad should stay on the edge of the hitbox so they can get boons from the tank. If they go too far, the Destroyer will turn because it has proximity tanking.

Whenever Qadim moves platforms, the Destroyer's hitbox teleports players standing in it after 3 seconds. It cannot be blocked, but can be Evaded.

Attacks

Hydra has 3 attacks:

Wave of Force

  • (Auto) - three incrementally large AoE cones in a row that Knockback and damage. Can be sidestepped or Dodged.

Seismic Stomp shockwave

  • (Shockwave) - large gold AoE on the ground that sends out a shockwave when the Destroyer stomps its foot down. Can be jumped over or Dodged.

  • (Shockwave) - many gold AoEs on the ground. Destroyer jumps into the air and sends out a shockwave when it lands and explodes the AoEs. Can be Dodged.

  • (CC) - Destroyer gains a Breakbar. The squad has 3 seconds to break it or it summons a baby Destroyer at every player’s location.

Attack pattern:

  • (CC)

  • (Auto) x2

  • (Shockwave)

  • (Auto) x2

  • (Shockwave)

  • (Auto) x2

  • Teleport underneath Destroyer

  • Repeat

Destroyer quick reference attack pattern:

  • CC, Auto, Auto, Shockwave

  • Auto, Auto, Shockwave

  • Auto, Auto

  • repeat

If the Destroyer isn’t dead by the time it stands up after being hit by the Ice Elemental, you will need to immediately CC.

Friendly Ice Elemental fighting the enemy Destroyer

When the friendly Ice Elemental is ported up from the lamp, it damages 80% of the Destroyer’s health bar. The squad can either get it to 80% before the Ice Elemental is ported up, or they can finish off the last few percent once the Ice Elemental has done its damage.

Split Phase 2 (Pyres)

This split phase is almost exactly the same as Split Phase 1. The Pyre Guardians will be located one platform counterclockwise from their position in Split Phase 1.

Phase 4 (Qadim 66%-33%)

This phase is identical to Phase 2 (Qadim 100%-66%). The platforms have adjusted slightly and there is a gap to the west of the center.

If you have shades, pets, clones, turrets, mechs, summons, or anything else that damages on its own, you must move it out of the middle when Qadim phases or it will destroy the lamp.

Phase 5 (Wyverns Matriarch and Patriarch - “Mat and Pat")

Position indicators for kiter and lampers

The group will split up for the final time. The entrance to the lamp is slightly offset to the SW, but still near the middle. The kiter immediately heads off to the western platform before it starts to move away. The tank for Wyvern Matriarch, Wyvern Patriarch, and 1-3 people immediately head off to the NE platform before it moves too far. If you are too slow to make it, wait for the blue orbs to appear to jump across.

Kiting

Move to the platform before Qadim phases. Stay at the north point of that platform. Kill the Lava Elementals as they spawn. Dodge between the blue triangles near the north point of the platform to avoid (Knockback). Dodge out of (Meteor) and move to the platform immediately to the west.

Stand at the north point of that platform and continue as usual. When happens a second time, go across the bounce orbs and to either the north or east corner. Staying at the SW corner occasionally makes Qadim consume that platform and teleport away.

Continue kiting as usual. When Zommoros has finished attacking the Wyverns, he will come to kite Qadim. You are free to rejoin the group at this point.

Lamp (33%)

There are 2 very dangerous rooms in this lamp. The lamp team can consist of anywhere from 2-6 people. 6 people is the max as there needs to be 2 tanks for the Wyverns, the kiter, and the lamp breaker. It is highly recommended to bring someone with Stability. Bringing a minimum of 3 people into the lamp is also highly recommended. It can be done with only 2, but it will be much harder. The faster the lamp is done, the faster the group can rejoin with the wyvern team and the sooner the kiter can be done.

The second to last room has veteran molten alliance that can be generally annoying. There is a veteran molten protector that should be interrupted before it can shield the other adds. The easiest way to deal with this room is Pull and then cleave fast.

The last room has veteran giants that deal massive damage, Fear, summon adds, and Knockdown. This room needs Stability or immediate condition cleanses at the very least. Kill the giants quickly before they kill you.

Zommoros is at the exit for you to teleport up. Once you teleport to the main platform, turn to your left and take the blue orbs across to the Wyverns. The tanks might be struggling so be prepared to rez.

Tanking Matriarch and Patriarch

Matriarch and Patriarch on their individual platforms

3-7 people (Wyvern Matriarch tank, Wyvern Patriarch tank, lamp breaker, 0-4 DPS) will go to the platform NE of the center when Qadim phases. If you don’t make the jump before the platform moves away, wait for the blue orbs to spawn and use those to jump across. Wyvern Patriarch spawns on the SE platform and Wyvern Matriarch on the NW platform.

Typically, the main tank tanks Wyvern Patriarch and anyone can tank Wyvern Matriarch as it does not require Toughness or condi cleanses. The lamp breaker will stay at Wyvern Patriarch. They need to have adequate CC to break Wyvern Patriarch’s bar. All other DPS who do not go into lamp stay at Wyvern Patriarch.

Attacks

The wyverns have 3 attacks:

Fire Breath and Tail Swipe attacks

  • (Swipe) - four incrementally large AoE cones in a row that Knockback and damage. Can be sidestepped or Dodged.

  • (Breath) - large cone of flames that remains on the platform for 10 seconds. Can be sidestepped or Dodged.

Slash attack

  • - the wyvern pulls back their right arm and then in front. Can be sidestepped or Dodged. Then the wyvern lifts their left arm up and smashes it into the ground. Can be Dodged.

  • (Wyvern Matriarch Only) - flaps her wings in the direction of the tank and continuously Knocks back anyone in the path. Ensure she is facing away from Wyvern Patriarch. She is animation locked during this attack so you can step behind her.

  • (Teleport) - jumps to whichever platform the tank is closest to.

Wyvern Patriarch Attack pattern:

  • (Swipe)

  • (Slash)

  • (Breath)

  • (Swipe)

  • (Slash) x2

  • Breakbar (CC)

  • (Teleport)

  • Repeat

Wyvern Patriarch quick reference attack pattern:

  • Swipe, Slash, Breath

  • Swipe, Slash, Slash, CC

  • Teleport

  • repeat

Wyvern Matriarch Attack pattern:

  • (Swipe)

  • (Slash)

  • (Breath)

  • (Swipe)

  • (Slash) x2

  • (Buffet)

  • (Teleport)

  • Repeat

Wyvern Matriarch quick reference attack pattern:

  • Swipe, Slash, Breath

  • Swipe, Slash, Slash

  • Buffet

  • Teleport

  • repeat

Tanking Strategy: Stay near the center of the hitbox and sidestep all attacks. The second part of must be Dodged because it tracks with you. Dodging the first part of is also recommended as being Knocked down almost always guarantees becoming Downed by the second part of the attack.

Friendly Zommoros fighting enemy Patriarch

When Zommoros is teleported back up, he takes over tanking Wyvern Patriarch and does 75% of its health in 3 attacks. Once he does 3 attacks, he repeats this with Wyvern Matriarch. After those 3 attacks, Zommoros goes to Qadim and begins kiting him.

When Zommoros begins kiting Qadim, the kiter can rejoin the group.

The lampers should go straight to Wyvern Patriarch to help kill. Once it is dead, go to Wyvern Matriarch. When Wyvern Matriarch is dead, go to Zommoros on the far south platform.

Split Phase 3 (Jumping Puzzle and Pyres)

Go to the platform that Zommoros is on. Stand in the large blue AoE for Protection, condition cleanses, and heals.

There are 3 options for the jumping puzzle phase: use a portal to skip nearly all of it, do the jumping puzzle as intended, or do the jumping puzzle mostly as intended while skipping the first jump.

Location of portal exit drop and Zommoros

Location of portal entrance drop

Portal (fastest option): A Chronomancer can place a portal on the marked location (purple portal markers on the graphic at the beginning of the guide). As soon as the platforms reappear, they can drop the entrance portal on the group. The group can stand anywhere on the platform.

Mostly intended jumping puzzle (slightly faster but less safe option): Go to the very corner of the platform with your toes hanging off the edge. If you have double tap to Dodge on, you will likely fall off. When the platforms reappear, you will be immediately put on the corner of the next highest platform.

Intended jumping puzzle (slowest option): Wait for platforms to spawn and then jump up the platforms as they rotate. If you’re not positive that you can make a jump, wait until the next corner comes around.

Qadim on his final platform with a pyre on either side

There are 2 Pyre Guardians spawned at the top that spit fireballs across the platforms. The Pyre Guardian to the north is Stability and the Pyre Guardian to the south is Resolution. The same rules apply as in Split Phase 1 (Pyres). Do Resolution if you have a condition comp. Do Stability if you can’t out DPS the Breakbar and you don’t have a Necromancer (), Mesmer (), or Spellbreaker ().

Make your way to the top platform where Qadim is. Watch out for on thick gold lines.

Phase 6 (Qadim 33%-0%)

Attack pattern:

  • / (Auto) x2

  • (Knockback)

  • / (Auto) x2

  • (Shockwave)

  • Move to new corner

  • / (Auto) x2

  • (Knockback)

  • / (Auto) x2

  • (Fire Lines)

  • (CC)

  • Move to new corner

  • Repeat

If you need heals, condition cleanses, or Qadim's Breakbar won’t be broken in time, go hang out with Zommoros at the back of the platform in the blue AoE.

Bounce orbs to the final platform

When Qadim hits 10%, he teleports to the next platform and starts his attack pattern again. When he teleports, use the blue orbs to get to the other platform.

On the second platform, a Greater Magma Elemental spawns at the back of the platform with its 3 Lava Elemental and slowly walks toward Qadim. These can be ignored as Qadim should be dead before they get there.

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