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Spirit Run

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Requires: Glider Basics Mastery
Advised: Mesmer with Adrenal Mushroom Mastery

While Spirit Run only requires basic gliding, the encounter benefits from Stability, cleanses, and mobility. Firebrands with "Stand Your Ground!", Revenants with Inspiring Reinforcement, and other classes with shared Stability are beneficial to avoid knockdowns. Additionally, Mesmers with Portal Entre, Scourges with Sand Swell, and Thieves with Shadow Portal can help the group quickly move between objectives.

Spirit Run comprises three main phases: Spectral Rifts, Spirit Race, and Cemetery.

Spectral Rifts

Known as: orbs

Once the initial mobs have been defeated, Spectral Rifts will spawn. These are red circles with slowly falling orbs, and players must capture these circles before the orbs hit the ground.

Missing a rift generally means a squad wipe. Additional mobs will spawn during the event, with many cripples and knockbacks. Stability is useful here, as are pulls to more easily cleave down mobs.

Portals and other mobility skills make this phase trivial. One or two Mesmers with Portal Entre, Mimic, Blink, and Adrenal Mushroom Mastery can be delegated to move the group between orbs while constantly resetting their cooldowns with Adrenal Mushrooms.

Scourge portals and Thief portals can also be useful if saved for rift spawns on far sides of the arena.

Finally, squads will rarely adopt a split strategy, dividing the squad into two groups. Each group will focus only on capturing circles at the top or bottom of the arena respectively.

Spirit Race

Once players defeat another set of mobs and glide from a balcony, they will enter Spirit Race. Here the group must open their path quickly enough to avoid a wall of ghosts chasing the squad. Spectral Rifts (with the same “circle capture” mechanic as in the previous stage) will spawn along the route.

Similar to the Spectral Rifts phase, Stability, Swiftness, Superspeed, and any teleport skills will help DPS players move to each wall quickly.

A commonly used strategy in Spirit Run is for all DPS players to run straight to the walls while support players capture the circles, with an exception of the rift following the glide over the spirit river.

Here all players will usually capture the first rift while waiting for a Mesmer to place Portal Entre, porting them directly to the final wall.

You will often see groups quickly /gg after final wall to skip small group of mobs and progress to next phase faster without engaging in combat.


After breaking the final wall, players will enter a Cemetery where they must stand on 5 buttons at same time.

Button 1 is up the left staircase, at the end of the jumping puzzle.

Button 2 is up the left staircase, over half of the jumping puzzle, and in the chapel.

Button 3 is on the ground near the left staircase. To avoid dying to mobs, the player on this button should have self sustain, stealth, or just wait on the wall over the button and drop down when the other buttons are pressed.

Button 4 is up the left staircase and across the log.

Button 5 is up the right staircase and behind a vine wall.

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