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Deimos

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Enrage: 12 minutes. When Enraged, Deimos will deal 200% damage
Requires: Dedicated “Handkiter”, Glider Basics
Tank: Toughness

In this encounter, players help Saul defeat Deimos. Players must break Saul from his chains and protect him as they kill three enemy copies of Saul and Deimos himself. The fight begins when players approach the center of the arena.

Groups should have access to at least one source of shared Aegis. Common sources are Guardians with "Advance!" and Chronomancers with Well of Precognition. Sources of Immobilize are also useful in this encounter. A Druid with Vine Surge (Staff 4) or Guardians with Chains of Light (Scepter 3) are sufficient.

Tanking Deimos is not mechanically difficult but benefits from understanding the encounter. Any class can tank it, but groups may benefit from their tank also being a source of Aegis.

Initial Phase

Small Greeds and Large Prides will walk towards the Shackled Prisoner, Saul. Players should focus on slowing Prides with immobilizes, cripples, and chills to prevent them from reaching the prisoner, as they do large damage to him. These will reappear at 40% of Deimos’s health, and should be killed and immobilized before reaching Saul.

One player will be targeted with a green circle. Any players standing in this circle when it empties will be teleported to the Demonic Realm, where they will see Deimos and four chains. Here the players will need to break the chains while evading Deimos’s hammer swing.

Players caught by the hammer swing will be knocked back, potentially off the platform. You can block this attack with Aegis or otherwise or Dodge, but Stability will not prevent the knockback.

Everyone will be teleported back to the main platform when a chain breaks, restarting the cycle. To speed the initial phase up players always aim to kill all four chains simultaneously.

Boss Phase

When the chains are broken Deimos will teleport to the main platform starting the encounter. Players must avoid five main mechanics.

Hand Kiting

Every few seconds, the furthest player will have five stacks of hands spawn under them at 1-second intervals. Groups will bring a dedicated Hand Kite to keep these stacked neatly away from the group. The Hand Kite must have access to very good self sustain and damage mitigation as well as invulnerability or blocks for the Mind Crush mechanic.

The Hand Kite’s role is to keep hands away from the group and to not die. Hands will be pulled in by Deimos every 25% of his health. The Hand Kite should aim to keep hands neatly stacked, in groups of 5 hands to avoid cluttering the arena with damaging areas of effect.

Common classes for Hand Kiting are Soulbeasts and Heralds. Hand Kites should be sure to have a specialized build for this role.

Annihilate

Known as: pizza

Orange cones will telegraph Deimos’ Annihilate attack, a knockback that cascades from the front to the back of Deimos. This attack can be dodged, blocked, and invulned, but stability will not prevent the knockback.

Aegis can be useful here. However, standing between two slices will cause this attack to hit twice. If players are relying on Aegis they should be careful to stand on only one slice.

Mind Crush

Deimos’s Mind Crush attack will down any player not otherwise blocking it. This attack is heavily telegraphed. Saul will yell “Stand in the ward! Quickly!” and Deimos will swing his axes while channeling the attack. Players should either go to the ward, block the attack, or use skills that prevent dying such as "Rebound!".

If a player does not stand in the dome they will receive a ticking debuff that damages them for 70% of their health over 10 seconds.

Oils

Starting at 60%, Oils will spawn on the closest non-tank player to Deimos. These will start as bright orange circles, and fade to black as they activate. If a player runs through the Oil it will expand; if players continue to not leave the Oil it will cover almost the entire arena.

Oil will do heavy damage to any player standing on it. This is often a wipe for groups. However, Oils are recoverable. Groups should quickly exit the oil, prepare to dodge any hammer attacks, and use skills such as Aegis to avoid Mind Crush while the Protective Dome is inaccessible. Players should aim to have Oils spawn slightly on the outside of the arena from Deimos to keep the center of the arena clear, allowing a safe area for Mind Crush to be accessible.

Sometimes, the timing might be such that Oils spawn while players are hiding in the Protective Dome. Two strategies can be used:

  1. An Oil Kite capable of tanking Mind Crush can kite Oils away from the Protective Dome. This Oil Kite would stack on Deimos for the entire fight and not handle any other mechanics.
  2. Group Aegis can be used in case the Protective Dome is inaccessible.

Generally, the second approach is more flexible, as it allows for all players to handle all mechanics and can be used in other scenarios where the Protective Dome is inaccessible (i.e. an Oil has expanded). However, in newer groups, players may be less aware of Oils, benefitting from an Oil Kite keeping Oils out of the center.

Tears

Starting at 75% Deimos will spawn Demonic Tears around the platform. These will shoot projectiles that will cause unnecessary stress on healers and Hand Kiter.

Note: Tear projectiles do not strip Aegis.

In low DPS groups, tears can really build up. In general, players should grab these as soon as they spawn, once taken, the same person won’t be able to pick another up for the next minute, inability to pick tear up will be indicated by icon over your head.

Saul’s Mechanics

In addition to Deimos’s mechanics, Saul has some mechanics to assist players:

  • Starting ~5 seconds into the encounter, Saul will cast Unnatural Signet, a 10-second debuff that causes Deimos to take 200% damage. Bursty power DPS classes can benefit from timing their bursts to this debuff. Saul will reapply this Signet roughly every minute.
  • Saul will throw a Banner to the squad member furthest from Deimos, which is the Hand Kite. This banner heals players in its range for 5% of their health every second.
  • Saul will summon a Protective Dome for every Mind Crush.

Saul’s Clones

Known as: teleport, going down

At 75%, 50%, and 25% one non-tank and non-hand kite player will be targeted by a green circle. Just as in the initial phase, these circles will teleport any players in them to the Demonic Realm. All players except the Hand Kite and Tank should take these circles, unless the squad is using an Oil Kite. In this case, the Oil Kite should stay up with the Tank. In the Demonic Realm, players will face one of three Saul clones.

Thief Saul (75%) will occasionally gain a breakbar. If this breakbar isn’t broken quickly enough he will steal all boons from the squad. When Saul reaches 50% health he will be teleported up to Deimos with the squad, where he should be quickly cleaved down to prevent him from stealing the squads’ boons.

Gambler Saul (50%) will split into four copies. Players must identify the correct copy (identifiable by his White Mantle Staff, outline on the right) and kill this copy. When Gambler Saul splits players should stand on the outside of the correct Saul. If players stand within the four Sauls they will receive massive damage.

When returned to the main platform Saul should be killed quickly to avoid further splits.

Drunkard Saul (25%) will occasionally gain a breakbar. If this breakbar isn’t broken quickly he will teleport players randomly. When Saul and players are returned to the main platform this Saul should be killed quickly, otherwise players may be teleported into Oils.

Note: Not breaking the bar will increase the cooldown of the teleport, so some groups won’t break the second (or first if DPS is very high) breakbar while in the Demonic Realm, postponing the teleport on the main platform.

10% Phase

At 10% Deimos will become Invulnerable. After some dialogue all players will be teleported to the Demonic Realm to finish off Deimos. Deimos’s attacks will push players down, potentially off of the platform. Players can move to the right or left respectively for the first two attacks, and dodge the third attack where Deimos slams with both hands. This attack reaches the end of the platform so the Hand Kite should also dodge these attacks.

During this phase Hands and Oils will continue to spawn.

One player can stand very close to Deimos on the right or the left to bait Oils away from the squad.

The Hand Kite should return to standing far from Deimos while players finish killing Deimos.

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