Raid Guides
Raids are 10 player instanced content where squads must progress sequentially through bosses and encounters. These fights are designed to have challenging mechanics, often requiring specialized roles. While Raids are considered to be the hardest PvE content in Guild Wars 2, each boss varies in difficulty.

Guide for the Envoy Armor achievements. This is a step-by-step explanation for unlocking the PVE Legendary Armor gained through Raids.

What are Raids and Strikes? How do I get started? How do I prepare - do I even need to prepare? If you have any questions about Raids and Strikes this guide will aim to answer all of them!
W1: Spirit Vale

This fight comprises of a short pre-event that introduces the main mechanics of the fight, as well as the boss fight itself. This encounter requires some condition DPS and boon strips, and has high healing pressure.

During Spirit Run, players complete three events: Spectral Rifts, Spirit Race, and the Cemetary. This encounter benefits from stability, cleanses, and mobility.

Gorseval is the second boss of Wing 1. This encounter is relatively straightforward, but benefits from stability, pulls, immobs, and cleave.

This fight requires a few special roles and can be especially confusing for new players. With this guide you will learn how to deal with this flawlessly.
W2: Salvation Pass

While a straightforward boss, most of Slothasor’s mechanics are assigned randomly, so the entire squad must be prepared for each mechanic. This encounter requires stability and crowd control, and benefits from condition cleanse and cleave damage.

Non-boss encounter where players protect prisoners against bandits, including fighting three mini-bosses. Bandit Trio benefits from pulls, cleave damage, and players with crowd control.

This encounter only requires one special role but players must bring a lot of crowd control and be prepared to handle randomly-assigned mechanics.
W3: Stronghold of the Faithful

An event where players escort NPC Glenna, capturing towers and avoiding one-shot mechanics. This encounter only requires Forsaken Thicket Waters and Ley-Line Gliding, but benefits from Mesmer Portal and group stability and immobs.

Keep Construct strongly favors Power DPS. This encounter requires a toughness tank, but also has an additional fixate mechanic.

In this encounter, players must traverse a labyrinth, hitting buttons to open doors blocking their path. This encounter has no requirements, but benefits from stability, stunbreaks, and the Forsaken Thicket Waters mastery.

Xera is the final boss of Wing 3. Xera is the most difficult boss in the wing, and requires all players have Ley Line gliding. Additionally, players benefit from the Forsaken Magic mastery.
W4: Bastion of the Penitent

Cairn is the first boss of Wing 4. Commonly, Cairn is considered the easiest raid boss in Guild Wars 2. This encounter only requires basic gliding, but stability is recommended as it is commonly used to ignore some mechanics.

Mursaat Overseer is the second encounter of Wing 4. This role requires 3 special roles that can be handled by any player.

Players must avoid knockbacks, break their teammates out of attacks, and control two adds. Samarog has no hard requirements but benefits from power damage, heavy crowd control, and a player with pushes and immobs.

The last and hardest boss in Wing 4, Deimos requires a toughness tank and one special role, the Handkite.
W5: Hall of Chains

Soulless Horror is the first boss of Wing 5. This encounter requires a number of special roles, such as two tanks, a pusher, and ranged cleave damage.

River of Souls is a non Boss encounter in Wing 5. Players must escort Desmina along a spectral river, protecting her from enemies.

Players face three minibosses: the Statue of Ice, the Statue of Death, and the Statue of Darkness. This encounter requires Gliding and a Springer, Griffon, or Skyscale Mount.

Dhuum is the final boss of Wing 5. Commonly regarded as one of the most difficult bosses in Guild Wars 2, Dhuum requires a few special roles as well as requires for the stack to adapt to certain mechanics.
W6: Mythwright Gambit

The first boss of Wing 6. In this encounter, players must kill a monster made of items thrown into the Mystic Forge. This encounter does not require a tank but does require a few special roles and benefits vastly from power damage.

In the fountain room you will face Qadim's Twin Largos assassins, Nikare and Kenut. This encounter is difficult because of its fast pace and punishing mechanics.

One of the hardest encounters to learn due to a multitude of potentially confusing elements, most importantly platform itself that will transform multiple times during the fight. Qadim requires a few special roles, namely a Kiter, Tank, Off Tank, and Lamp. Additionally, this encounter requires large amounts of crowd control and benefits from portals usage.
W7: Key of Ahdashim

Key of Ahdashim, known as the "Gate", is a short non-boss encounter that starts Wing 7. Here players must help Scholar Glenna restore the Key of Ahdashim to gain access to the bosses of Wing 7.

Adina is one of the two initial bosses players can face in Wing 7. This encounter benefits from projectile mitigation and stability but otherwise requires no special roles outside of a toughness tank.

One of two Cardinals players must defeat in Wing 7 to progress to the final boss. Relatively easy encounter with repeatable mechanics taking place on floating platforms. This requires good crowd control and benefits from projectile destruction.

Qadim is a complex boss with many mechanics. It is considered one of the most difficult encounters to tank and requires specific roles, called "pylon kiters".
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