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Raid Guides

Learn each encounter with our comprehensive encounter guides for Guild Wars 2 raids. Understand the optimal classes to play, different strategies, and mechanics involved with raid bosses and events.
Vale Guardian Guide
The Vale Guardian (often shortened to "VG") is the first boss encounter of the Spirit Vale. Although Vale Guardian is the first boss you encounter, that might not mean that it is the easiest! Get ready for plenty of movement, mechanics and mayhem.
Spirit Vale
Spirit Woods Guide
Spirit Woods (or “Spirit Run”) is the first encounter of the Spirit Vale. Outlast, outrun, and outwit ghosts across three events while closing explosive rifts and breaking down ghostly walls.
Spirit Vale
Gorseval
Gorseval the Multifarious (“Gorseval”, or “Gors(e)”) is the second boss of Spirit Vale (Wing 1). Bring high DPS and heavy CC to stop its tantrums and worldly hunger, or flee the arena before it consumes everyone. During its split phases, kill its Charged Souls before they merge with it, reawakening its hunger. Avoid touching the growing darkness, or seek the light hidden within. Don’t get egged!
Spirit Vale
Sabetha
Sabetha the Saboteur (“Sabetha”, or "Sab") is the third and final boss of Spirit Vale (Wing 1). Kill bandits to make her appear. Bombs and fire are everywhere as you fight Sabetha and her 3 mini-bosses on a destructible platform. Everyone needs to be ready to help players with special roles, using special bombs to launch them to kill cannons. Avoid Sabetha’s spinning flame wall, and keep the platform from breaking, or die instantly.
Spirit Vale
Bandit Trio
Bandit Trio, often called "Trio", is an encounter without a main boss. The goal is to protect the cage by eliminating mobs and three mini-bosses: Berg, Zane, and Narella.
Salvation Pass
Matthias Gabrel
Matthias Gabrel (“Matt(hias)”) is the second and final boss of Salvation Pass (Wing 2). Fighting this madman is madness, as you reflect these projectiles (but not those projectiles), break your friends (to save them), wash your feet (but not vomit in the fountains), and go through 3 seasons in rapid succession (if “fire” can be called a season). By the end, discover the downsides of eating bloodstone as Matthias becomes an abominable bloodstone-man, while dodging ghosts determined to run you over.
Salvation Pass
Slothasor
Slothasor is the first boss of Salvation Pass (Wing 2). Fight the smelly sloth-monster and his children in his poisonous den, where 4 (un)lucky players go on a bad trip to eat the floor clean while they dodge friendly fire. While constantly waking Slothasor from his naps, take turns walking him around the cave, but avoid his tantrums and coconuts. Most importantly, yak that SAK behind everyone!
Salvation Pass
Siege the Stronghold
Siege the Stronghold (“Escort”) is the first encounter of Stronghold of the Faithful (Wing 3). While fighting off rabid humans and hounds, escort a petulant “puppy”, play with mines, send a crew (of potentially one) through a cruel cave, and topple towers. Finish by killing the stronghold’s gatekeeper, and then blow open the final gate!
Stronghold of the Faithful
Introduction to Tower Chrono
The Tower Chrono (sometimes just refered as 'Tower' Role) is one of the least common special roles in raid encounters. It's specifically designed around the Chronomancer Elite Specialization to capture towers in the Stronghold of the Faithful Raid during the Siege the Stronghold Escort Event. This Guide will teach you the basics of understanding the role and mastering it on a beginner friendly base.
Stronghold of the Faithful
Keep Construct
Keep Construct (“KC”) is the first boss of Stronghold of the Faithful (Wing 3). It keeps you cycling through phases, as you smash its rocky body with illusions, solidify its core, and then push the core around until it returns for a beating. Repeat until it switches things up for an orb-collection mini-game that ends with a blast, and then return to the previous cycle.
Stronghold of the Faithful
Twisted Castle
Twisted Castle is the last challenge to overcome before confronting Xera. At first glance it will confound and confuse the mind. The Escher-like maze of floating platforms surrounding a maddening spire conjured by Xera will test your memory and positioning.
Stronghold of the Faithful
Xera
Xera is the final boss of Stronghold of the Faithful. There are minigames, platforming, and mechanics that can instantly kill the squad. Be prepared for a tough fight with everyone needing to do their part.
Stronghold of the Faithful
Soulless Horror
Soulless Horror will slaughter the squad if they can't handle her constant movement, high damage, and shrinking platform. If you find yourself laying on the ground, death will come on swift wings in the form of a wall.
Hall of Chains
River of Souls
River of Souls is the first encounter in the Hall of Chains. After successfully reuniting Desmina's soul with her body, the squad must escort her to confront Dhuum. Protecting Desmina must be done at all costs or Tyria will fall to Dhuum.
Hall of Chains
Statues of Grenth
The Statues of Grenth (“Statues”) are the second encounter of Hall of Chains (Wing 5). Control your DPS to deliver death to 3 mini-bosses in 3 different ways. For Broken King (“BK”), balance your bloodthirst with your survival instinct, or find yourself frozen and forgotten. For the Eater of Souls (“Mouth”), garnish green dominoes with fresh spider nuggets, and then beat the mini-boss piñata for its soul candies. For the Eyes, let there be unending light, or race through the dark maze before you fall to despair.
Hall of Chains
Dhuum
Dhuum is the second and final boss of Hall of Chains. Team up with Desmina to keep the Reapers alive and prevent Tyria from falling to Dhuum. Everyone has to be constantly aware of mechanics and the tank, kiter, and greens keep the group from the constant brink of death.
Hall of Chains
Samarog
Samarog (“Sam”) is the third boss of Bastion of the Penitent (Wing 4). Hunt for keys (or bring a thief) to unlock the door to his deadly domain. Bring heavy CC, and then chase Samarog’s tail to avoid being fatally knocked onto the arena’s surrounding spikes, while breaking his constant tantrums before he breaks his toy tank. When he runs away, during his mini-boss phases, stop his fun by separating the mini-bosses before killing them.
Bastion of the Penitent
Mursaat Overseer
Mursaat Overseer (“MO”) is the second boss of Bastion of the Penitent (Wing 4). Unearth a dangerous game best left buried, and then fight for your life as you break the sinister statue keeping it active. 3 special roles claim hostile territory, dispel protection from enemies, and in an emergency, protect everyone from soldiers and spikes. To win, control the enemy scouts, and step nimbly to avoid hot floors and instant-kill spikes, or suffer a lethal game over.
Bastion of the Penitent
Cairn the Indomitable
Cairn is the first boss of Bastion of the Penitent. With adequate positioning and movement, it can be a simple fight. Watch out for friendly fire from Shared Agony!
Bastion of the Penitent
Deimos
Deimos is the fourth and final boss in Bastion of the Penitent. The fight requires specialty roles, an NPC to protect, and group coordination. Watch your feet so you don't slip in oil!
Bastion of the Penitent
Sorting & Appraisal
Sorting & Appraisal is an encounter before meeting the Twin Largos. Every week alternates between different mischievous enemies. Steve sometimes even makes a surprise appearance to the delight of absolutely no one.
Mythwright Gambit
Conjured Amalgamate
Conjured Amalgamate is the first boss of Mythwright Gambit and he has an army of shields and swords to attack the group with. Prepare for a lot of short burst phases and continual add management.
Mythwright Gambit
Twin Largos
The Twin Largos are fast-paced, dangerous, active bosses. The fight is hectic and you'll have to always be on your toes. The water might look tempting to jump in, but be careful not to drown.
Mythwright Gambit
Qadim
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.
Mythwright Gambit
Gates of Ahdashim
Gate is an encounter that requires the players to escort Glenna through a courtyard so she can open a door. Surprisingly, this is a different encounter from Escort.
Key of Ahdashim
Cardinal Adina
Adina is the first or second boss of Key of Ahdashim, depending which order the squad chooses to fight the Cardinals in. If players don't stay on their toes, a single poorly placed pillar can wipe the squad.
Key of Ahdashim
Cardinal Sabir
Cardinal Sabir (“Sabir”) is the first/second boss (depending on order fought) of Key of Ahdashim (Wing 7). Use the static charging the air to your advantage, shocking the air djinn out of his shields. Ride the winds as you ascend into the sky, and at the peak, weather an assault by hurricanes and wisps. But beware the treacherous currents, or be ripped apart in the storm’s wake.
Key of Ahdashim
Qadim the Peerless
Qadim the Peerless (QtP) is the final boss in The Key of Ahdashim. The tank and pylon kiters are the lynchpins of the squad. For everyone, positioning and CC are everything in this fight. One wrong step and you'll find yourself in a pit of fire, immediately greeted by death.
Key of Ahdashim