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Conjured Amalgamate

Published Apr 26, 2021 Updated Aug 30, 2023

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.

Conjured Amalgamate

  • Required Masteries and Mounts

    • No masteries required
    • A mount is required to reach the platform
  • Special Roles

    • 1 or 2 players need to collect Conjured Shields
    • 1 or 2 players need to collect Conjured Greatswords
  • Skill Changes

    • There are short burst windows and condition removals so power DPS is strongly favored.
  • Bring pulls to group up adds

    • Bring at least a bit off CC to deal with the Conjured Shields

Conjured Amalgamate is a structure but does trigger traps and marks.

An invisible barrier prevents players from falling off the platform.

For most of the encounter, Conjured Amalgamate itself is untargetable and Invulnerable. Players instead deal with its arms and Conjured Greatswords and Conjured Shields. Destroying an arm deals 10% damage, makes it vulnerable, and triggers an orb collection phase.

Phase 1 (First Arm)

Most groups start on the platform just to the right of the center. Once a player moves close enough to the boss, Conjured Amalgamate uses (Slam), smashing its arm onto the quarter of the arena that player is in, dealing damage and knocking down everyone on that section. This attack can be Dodged or ignored with Stability.

The arm is attackable for 10 seconds, spawning up to six Conjured Greatswords. Pulls should be used to cleave them down.

When the arm is pulled up and smashed down again, it will summon Conjured Shields instead. They are immune to damage until their Breakbar bar is broken. Following smashes keep alternating between Conjured Greatswords and Conjured Shields.

Line up to hit both the arm and Conjured Shields, breaking their Breakbar.

If your group has low DPS and the arm isn’t dead by the end of the third smash, Conjured Amalgamate uses to Down the entire squad. Standing in a few stacks of Conjured Protection prevents being Downed.

Conjured Weapons

Conjured Greatsword, collectible Greatsword, and Conjured Slash SAK

During each arm slam, Conjured Greatswords will spawn and continue to spawn during the 10 second attack phase. When the arm slams again, Conjured Shields will begin spawning. The spawns will alternate between Conjured Greatswords and Conjured Shields on each arm slam.

Conjured Shield inside a white bubble

Defeating a Conjured Greatsword or Conjured Shield spawns a green AoE under it, making it collectible. Picking it up grants a stack of Greatsword Power (Sword buff) or Conjured Shield (Shield buff), up to 10 stacks. Having a charge of either prevents you from collecting orbs of the other kind. At 10 stacks, you can still collect orbs of the same kind, but won’t get any extra charges. An icon above the player’s head and on the buff bar indicates how many charges they currently have.

If a Conjured Greatsword or Conjured Shield isn’t killed by the time the next set spawn, they can merge and create Conjured Warriors - very similar to phantasm merges on Keep Construct. Interrupt the merge by breaking their Breakbar or killing them. If you can’t prevent this in time, CC the Conjured Warrior and kill it as quickly as possible, while avoiding its .

Holding one or more charges of Greatsword Power or Conjured Shield gives access to a Special Action Key that consumes all of them and scales with the amount consumed.

Greatsword Power (Sword buff) gives (Sword SAK) which deals high damage after a delay in a target direction. It CCs and causes Fractured which massively increases incoming damage. The damage dealt is independent of user stats.

Conjured Shield (Shield buff) gives Conjured Protection (Shield SAK) which creates a pink AoE around the player that reduces incoming damage and prevents adds from entering it. It is mainly used to decrease the damage of two otherwise lethal mechanics: (Junk Wall) and (Clap). Multiple Conjured Shields stacked together increases their intensity.

It generally does not matter who picks up the orbs during the arm phases, but one or two players each should be tasked to collect sword and shield orbs during the split phases.

Phase 2 (First Junk Absorption)

When the arm is about to break, collectors should move to their sides of the arena to not miss any orbs once they spawn. If they have any leftover charges of the other kind, they should make sure to use them before going to collect their orbs. Sword collectors go north and shield collectors go south.

Once it does break, non-collectors should go mid. Conjured Amalgamate is immediately vulnerable by attacking the inner edge of the arena, even though it looks too far away. DPS players should delay their burst until some stacks of Fractured have been applied to the boss, since they can add up to a 500% damage increase.

Getting hit by a purple orb deals moderate amounts of damage and is not dangerous unless it happens multiple times.

If Conjured Amalgamate gets a shield at any point, immediately stop attacking the boss or you will kill yourself to retaliation. If you have any swords, use .

Large orange AoE labeled Junk Wall; pink AoE labeled Shield

After all orb waves are over, Conjured Amalgamate will use (Junk Wall). It is a lethal beam that starts on the side of the arm that was most recently destroyed. Use Conjured Protection just before it gets to the squad. This makes it last long enough to absorb the damage from the wall itself and the damaging ground the wall leaves behind.

can be interrupted by bringing Conjured Amalgamate to 50% health, causing it to enter Phase 3 (Second Arm Phase).

If Conjured Amalgamate does not hit 50% before ends, it puts its head down and can be damaged for 20 seconds. When it picks its head back up, it will become Invulnerable again and Phase 3 will begin.

Collecting

Sword Orb with a vertical line; Damaging purple Orb; Shield Orb with a white circle

Shield collectors go south (right side); sword collectors go north (left side). The orbs come in from outside the platform so turn around with your back to the boss. Stay near the inner part of the arena (the side with Conjured Amalgamate) so there is a shorter gap between each orb.

The first orb will always spawn in a slightly random location - sometimes further to the left, sometimes further to the right. Line yourself up with the first orb and wait for it to reach you. Sword collectors will run left, shield collectors will run right.

Run to line up with the next orb and then wait for it to hit you. Continue collecting the 5/10/15 orbs assigned to you.

Swords

Double check that you do not have a Conjured Protection (Shield SAK) or you will be unable to pick up (Sword SAK).

Get to the north side, turn away from the boss, and run left to collect orbs. Each sword orb that reaches Conjured Amalgamate increases the damage it deals with its next attack. The swords can be collected by either one or two players (called Sword 1 and Sword 2). New players are recommended to have two.

There are three options when doing this with two players: 5/10, 10/5, or 5/5/5. The first two options have Sword 1 getting the first set of 5 or 10 and Sword 2 getting the next set of 5 or 10. The third option has Sword 1 getting the first 5, Sword 2 getting the next 5 and immediately using them, and then getting the last 5. Use on the boss once the Fractured debuff runs out. If the collectors are newer, while one player collects, the other should run on the same path behind them closer to the boss and try to catch any orbs that would be missed otherwise.

Swords can instead be collected by one player. There are two options for doing so: 5/10 or 5/5/5. Gather the first 5 orbs and then turn to use on the boss. Cancel the aftercast of by releasing the movement key and pressing it again. Either grab the last 10 and then use it on the boss when Fractured wears off; or grab 5 and immediately use it, then grab the last 5 and use it when Fractured wears off.

If you see a shield spawn on Conjured Amalgamate at any point, immediately turn and use whatever swords you have.

Shields

Double check that you do not have a (Sword SAK) or you will be unable to pick up Conjured Protection (Shield SAK).

Get to the south side, turn away from the boss, and run right to collect orbs. Each orb that reaches the boss removes a Fractured stack from it. If there are no stacks, it becomes Invulnerable, reflects all damage, gains a pink shield, and must be hit with .

Shields can be collected by either one or two players (called Shield 1 and Shield 2).

If using two players, have Shield 1 pick up the first 10 orbs and Shield 2 pick up the last 5 orbs. Shield 1 should save them for . Shield 2 should save them for . If the collectors are newer, while one player collects, the other should run on the same path behind them closer to the boss and try to catch any orbs that would be missed otherwise.

A single shield collector can only be used if the group has high enough DPS to skip on the second orb collection phase. In the first phase they will grab all 15 charges and use them for . In the second phase they will grab all 15 charges and use them for .

Phase 3 (Second Arm)

This phase is the same as Phase 1 (First Arm). The only difference is that Conjured Amalgamate only has one arm and can’t use . It instead uses at that time, randomly placing AoEs that deal damage and remove all Greatsword Power charges from players hit. Conjured Protection can be used freely in this phase since there is no clap to protect from.

Phase 4 (Second Junk Absorption)

This phase mostly works like Phase 2 (First ), with one minor difference: the goes to the edge and then back again.

If Conjured Amalgamate won’t reach 25% by the time the wall moves back, the squad needs to move to the very far edge of the platform, away from where started and use Conjured Protection at the very last second.

Keep at least a couple stack of Conjured Protection for the beginning of the next phase for .

Phase 5 (Ambidextrous Phase)

The Conjured Amalgamate regains both its arms and starts with a . Any players with Conjured Protection should use them. If none are left, a precast , , or can prevent the party from wiping. Multiple Guardians can also save the group by using in Downstate.

Both arms are now active simultaneously, but they start at 50% of their hp. Focus on the arm that slams down first and destroy it quickly. If Conjured Warriors spawn from the other arm, you can keep them away from the group with Conjured Protection, but keep some for if the group can’t kill the arm by the third slam.

Once one arm is destroyed, players collect orbs while the rest of the squad moves between the boss and the active arm to cleave down both at the same time to end the encounter. If there are Conjured Warriors, put down Conjured Protections so the squad can focus on killing the boss.

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