
Welcome to my guide for the Guild Wars 2 raid boss,
Samarog (often shortened to Sam), the third encounter in Bastion of the Penitent (Wing 4). This is a detailed guide on the mechanics of the fight including various strategies that cater to everyone from beginners to experienced raiders. If you’re brand new to raiding, I recommend reading my Path to Endgame guides first.
Samarog, despite being the third boss in Wing 4, is a good introductory raid boss. It has a couple of well-telegraphed mechanics you need to pay attention to, distinct phases, and a hefty break bar with a loophole. Generally speaking, power damage is better for this fight because of the short phases.
Spikes and spears line the rectangular arena. Before and after the fight, they have no collision and you can walk through them, but during the fight, running or being knocked into them kills you.
Every 20 seconds, an expanding AoE will appear at a random location in the arena. Three seconds later, when the dark orange circle meets the outer yellow ring, a spear will impact the area, dealing massive damage to anyone standing in it. These spears have large pulsing PBAoEs called Effigy Pulse.

There are two types of spears: aggression and revulsion. Both kinds can damage and
Daze players who stand in their AoE, but Spears of Aggression will
Taunt while Spears of Revulsion will
Fear. Both are dangerous since you’ll be taking damage over time in a Spear of Aggression and might go down, while a Spear of Revulsion could
Fear you into the border spikes.
You can destroy the spears either by breaking their defiance bar or reducing their ‘health’ to zero. Generally, groups will ignore spears on the outside of the arena and destroy those in the center if they start to bunch up or inconvenience movement.
Sometimes
Samarog will pull the spears in, indicated by several large red arrows pointing toward it. These deal massive damage to any players caught in their path, but are easily avoided by strafing a little since the arrow’s width is not indicative of the projectile’s actual diameter.
You can enter the arena and skirt around the edges inside the spears before you aggro
Samarog, but there is no reason to do this in normal mode. When you get close to the boss, the fight will begin and spikes will erupt from the entrance (and exit), closing off the area.
Tells: Purple diamond icon overhead (
), purple crosshairs icon on buff bar (
), on-screen message: “You’ve been fixated by Samarog.”
Samarog does not have a
Toughness tank, but rather a
Fixate mechanic like Slothasor. Unlike Slothasor,
Samarog's
Fixate is not random. The first person
Fixated will be the player who is furthest in the arena when the fight starts.
Every 10% of
Samarog's health and after the intermediate 66% and 33% phases, it will
Fixate on the player who is farthest away from it at the time. If the
Fixated player is
Downed or
Defeated,
Samarog will immediately re-fixate on the farthest living person.
Many groups will choose two players to alternate
Fixate baiting, while some will only dedicate one. If you choose one person, try to make it someone with little CC. The
Fixated player should bring
Samarog to the middle of the arena and try to remain stationary, facing the same direction at all times. If they’re constantly moving or circling around, the boss might rotate erratically, causing people to get hit by its auto-attacks and some players to lose their flanking bonuses. Everyone else should stack behind the boss under the base of its tail.
Samarog has two main attacks. The first is an auto-attack chain in which it will swipe with its right claw, then left claw, doing moderate damage with each one. It will then rear up on its back legs and use
Impaling Stab, slamming both spears into a single impact point in front of it. Anyone hit by this stab will take a lot of damage.
A shockwave will expand outward from the impact point,
Knocking Back anyone hit a great distance. It is unblockable, but you can
Dodge,
Evade, use
Stability, or jump it (like you would Tequatl’s waves). I recommend everyone stacked in the back practice timing their jump as this will have the least impact on your rotation. The
Fixated player can run halfway into
Samarog's hitbox when it starts clawing and
Dodge or jump back to avoid the shockwave.

The second attack is
Prisoner Sweep.
Samarog will rotate 180° from the
Fixated player, lift its right arm, and whip the spear left and then right in a wide arc. The sweep does damage and a long-distance
Knockback. Players can be hit by the first swipe and caught again in midair by the second, launching them even farther. The stack can run through the boss' hitbox toward the
Fixated player to avoid this. You can
Dodge or
Block it but considering the lengthy telegraph, this is unnecessary.
Every 10% of
Samarog's health, it will turn to the
Fixated player and pounce, repeatedly stabbing them with its spears. The player will be stunned, lose access to their skills, and take continuous small packets of damage.
Samarog's defiance bar will also unlock at this time, enabling other players to use CC to break it and free the player.
Samarog gains
Fanatical Resilience during this mechanic, giving it 100% incoming damage reduction while the player is pinned. Conditions it had before starting the mechanic will remain on it but it cannot receive new conditions or stacks, so soft CC will only tick if applied prior to the beginning of the attack.

If the brutalized player loses all health during the assault, they will be
Defeated. If they are pounced on while standing in a spear’s AoE, they will die instantly. The player can receive boons,
Barrier, and healing while pinned, and healers should try to keep them topped up if possible, especially if they were low health before the attack began. But because of the constant damage and
Samarog's buff, you should still try to break the bar as soon as possible. If the bar is not broken but
Samarog does not manage to kill the player either, it will stop attacking 15 seconds later.
Samarog has the strongest break bar of any raid boss (tied with Gorseval), requiring 4,500 defiance bar damage to break. Since you’ll want to break it every 10% or else risk losing DPS or utility, it is the most CC-demanding raid boss. Here are some tips to make sure you break it every time:
If you want one player to maintain
Fixate the entire fight, they’ll need to
Dodge backward immediately after being freed from
Brutalize. As long as everyone stacks close to
Samarog, they can reacquire
Fixate.
When
Samarog reaches 66% health, it will become
Invulnerable and charge into the alcove opposite the entrance, doing moderate damage and knocking away anyone in its path.

Inside the alcove,
Samarog will create a large orange bubble around it and two prisoners will spawn:
Guldhem, a jotun, and
Rigom, a human.
Guldhem has over 3 million health while
Rigom only has 10% of that. You need to kill both of these adds to progress. Like
Samarog, they will both fixate on a player and follow them around.
These adds will tether to one another and gain orange shields. If these shields overlap, they will gain Strengthened Bond, which increases
Guldhem's damage and
Rigom's health.
Guldhem will transfer any damage or conditions to
Rigom. When
Rigom reaches 0% health, he will use Anguished Wail, which does massive AoE damage, and regenerate as long as
Guldhem is still alive.
To be able to kill
Guldhem,
Rigom needs to be inside
Samarog's bubble. If
Rigom is in the alcove when he reaches 0%,
Guldhem's shield will be disabled and you have a 10-second window to damage him. The goal is to quickly push
Rigom toward the alcove using
Knockback,
Launch, or
Pull, damage and
Immobilize
Guldhem until
Rigom ‘dies’, and then do as much DPS as possible until
Rigom regains his health. You may need to push
Rigom a few times before
Guldhem dies.

The player
Rigom
Fixates on will have a small orange diamond over their left shoulder. They should stand squarely in front of
Samarog's bubble, giving other players a clear shot to push him in. The player
Guldhem
Fixates on will have a larger yellow diamond over their right shoulder. They should stand off to the side to ensure he doesn’t body block any pushes meant for
Rigom.
Good options to push are (
Ranger Longbow 4), (not in Celestial Avatar), (
Warrior Utility), and (
Guardian Hammer 4). After that, use long-lasting
Immobilize skills like (
Ranger Elite), , and (
Druid Celestial Avatar 5) to prevent him from coming out before he loses all his health.
Sometimes
Guldhem will cast Anguished Bolt. He will raise his greatsword to summon a projectile that arcs to the farthest player. When it lands, it does a little AoE damage and
Stuns for three seconds. It’s generally not worth it to have a player bait this attack, but you can use
Stability to avoid the
Stun.
When
Guldhem is at around 10% health, you can allow
Rigom to exit the bubble. Otherwise,
Pull
Rigom out or let him come to you to kill him one last time after
Guldhem dies.
Samarog will
Fixate on the farthest player as before. This phase is similar to the first, with one addition.
Also called: greens, kissing, friends
Tells: On-screen message: “Choose your allies wisely…”
Every 25 seconds, two random non-fixated players will receive a small shrinking green AoE at their feet. One player will also have a larger expanding orange AoE. These players need to get together, overlapping their green AoEs. Five seconds later, when the orange circle meets the outer yellow ring, the player with the big circle will explode, going
Down unless they’re protected by the presence of their chosen friend. (They will also get the message “You chose poorly,” in their chatbox.)

The large AoE will also affect any other players inside it, doing about 80% of their maximum health in damage. For this reason, the two players want to move away from the group as well. As long as the small AoE player is near their buddy, they won’t take damage.
Contrary to what the on-screen message would have you think, you don’t get to choose your ally, so you must rely on one another. Usually, the small AoE will go to the larger one, but both players can move freely. Be careful to jump
Samarog's shockwave if you get this mechanic since being launched can be fatal while
Dodging will move you away from your friend.
Inevitable Betrayal will continue to occur in Phases 4 and 5.
When
Samarog reaches 33% health, it will again become
Invulnerability and charge into its alcove.
This phase is exactly the same as Phase 2. Deal with it using whichever strategies you used before.
Samarog will
Fixate on the farthest player as before. There is one new mechanic in this phase.
In addition to its other attacks,
Samarog will sometimes use
Bludgeon. It will raise its right spear and then slam it down, inflicting massive damage and
Knockdown to anyone under it. You can
Block,
Dodge, or
Evade it. Instead of walking out of the alcove immediately, the boss will use this attack first, so be careful of the initial boop after killing
Rigom.

If you don’t kill
Samarog within 10 minutes, it becomes
Enraged and does 500% more damage. This includes all its attacks and the passive areawide damage aura. It’s not technically a hard enrage, but your squad likely won’t survive very long. Nevertheless, you shouldn’t hit enrage unless you spent too long in the intermediate phases or lost a few players to the spikes or
Brutalize.
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Contact • Editorial Guidelines • Privacy Policy
© 2023 Phoenix Uprising.
All rights reserved.