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.

So you want to lead and assemble a team for Strikes and Raids and don’t know what to look or ask for? This is the guide for you.

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!

Guide for the Envoy Armor achievements. This is a step-by-step explanation for unlocking the PvE Legendary Armor gained through Raids.
W1: Spirit Vale

This encounter requires a well-balanced squad composition to succeed: condition damage, boon strips, and good squad healing are all prerequisites. The main fight mechanics are showcased in a pre-event before the boss itself.

In this non-boss encounter, players will have to complete three events with an emphasis on mobility and platforming: the Spectral Rifts, the Spirit Race, and the Cemetery.

A relatively straightforward encounter. Squads taking on this amalgamation of spirits will benefit from sources of stability, immobilize, and pulls.

The battle against Sabetha requires solid awareness as multiple players will have personal mechanics to contend with; failing these will compound the difficulty of the encounter as sources of incoming damage pile up.
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 is the first boss of Wing 3 and strongly favors power builds. This encounter requires a toughness tank, and 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.

The battle against Xera is the final and most challenging encounter in Wing 3, and requires that all players have the Ley Line Gliding mastery.
W4: Bastion of the Penitent

Cairn is the first boss of Wing 4 and is widely considered to be the easiest raid boss in the game. This encounter only requires basic gliding in order to engage the boss, but access to stability is recommended in order to easily handle most of the boss's 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 a number of special roles: namely two tanks, who need to be prepared to take a lot of damage, and a dedicated pusher.

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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