Guild Wars 2 Slothasor Guide

That'll teach you to eat mystery mushrooms

Welcome to my guide for the Guild Wars 2 raid boss, Slothasor icon Slothasor (often shortened to Sloth), the first encounter in Salvation Pass (Wing 2). 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.

Know Before You Go

Slothasor
Slothasor icon
18,973,828
1374
360
4,000
None
7:00 min
Soft
No
Fixation
◆◆◆◆◇

Slothasor icon Slothasor is one of the most difficult first bosses in a raid wing. More so than others, it is a fight that rewards you for having higher DPS since the end of the fight is more hectic than the beginning. Generally speaking, power DPS is better because of the short phases, but some builds with conditions that ramp up quickly can serve well too.

Requirements

  • Mushroom eaters: You need three or four players to eat mushrooms and free up space in the cave.
  • Aegis boon icon Aegis, Block action icon Block, Stability boon icon Stability, and/or Stun break action icon Stun Break: You need one or more of these boons/abilities to deal with Slothasor icon Slothasor's roar.
  • Heavy CC: You must break Slothasor icon Slothasor's defiance bar five times, and since the bar has 4,000 strength, it is one of the most CC-demanding raid bosses.

Recommendations

  • Condition cleanse action icon Condition Cleanse: There are a lot of outgoing conditions, so the more cleanses, the better.
  • Reflect action icon Projectile Destruction: You can destroy and reflect some of the slublings’ spit attacks.
  • Pull effect icon Pulls: The best way to deal with the never-ending parade of slublings is to pull them in and cleave them down.
  • Revival action icon Revival: This is a damage-heavy fight and it’s likely players will go Downed icon Down in a bad spot because there can be a lot of movement, so high revivability is welcome.

General Mechanics

Poison Mushrooms

A pink and black poison mushroom

Slothasor icon Slothasor is sleeping in a cave covered in green poison fields. These fields emanate from pink mushrooms spread throughout the arena. They rack up damage and Poisoned condition icon Poison stacks.

Players cannot damage or destroy the pink mushrooms but can eat them as a slubling. When a mushroom is eaten, its poison field will also disappear, allowing players to safely stand in that area. Poison mushrooms respawn 60 seconds after being eaten.

Imbued Mushrooms

A blue glowing Imbued Mushroom

Blue glowing Imbued Mushrooms spawn counter-clockwise in one of four fixed locations every 50 seconds. It may help to put markers on the spawn locations. The first Imbued Mushroom is at the entrance to the arena. Eating it wakes up Slothasor icon Slothasor, starting the fight. Shortly after, a rock wall forms at the entrance, preventing players from exiting the designated arena.

When a player eats an Imbued Mushroom, it disappears and transforms that player into a slubling for up to 45 seconds. In this form, players have a skill called Eat skill icon Eat, which allows them to eat pink poison mushrooms.

Your friendly slubling player will also become a targetable, damageable enemy to the squad and an ally to Slothasor icon Slothasor and its slublings. The friendly slubling’s health pool is increased to 50k, but they will retain their health percentage from the moment prior to being transformed (e.g. if they had 70% of their health remaining, they will have 35k HP). It is still important not to attack them or use AoEs when they are nearby. Pull effect icon Pulls and are especially dangerous. If a player loses all their health as a slubling, the transformation will end and they will go Downed icon Down on the spot.

Generally, friendly slublings should aim to eat three to five poison mushrooms while they’re transformed, creating a safe path to the next Imbued Mushroom spawn spot. When they finish eating all the poison mushrooms, they can end the transformation using skill 5, Return skill icon Return.

A player transformed into a slubling rearing up to eat a poison mushroom

When the player eats an Imbued Mushroom, they grow Nauseated effect icon Nauseated, an effect that prevents them from eating another Imbued Mushroom for 3:15 minutes. Mousing over the purple vomiting emoji icon on the buff bar will display the remaining time. There are a few different strategies you can use to deal with the mushrooms and playable space.

Circle Strategies

For the circle strategies, your group will rotate from one tanking location to another, going in a rough circle around the room. The eaters shouldn’t eat too many mushrooms ahead of the group (as above, stopping at the next Imbued Mushroom is usually sufficient). Eating too many means you’ll have more playable space initially, but less in the future as the pink poison mushrooms start respawning. You also might force another eater to go back through poison to reach their Imbued Mushroom. Either of these strategies is good for pick-up groups or general progression and clear groups.

Wall Strategy

For this strategy, you’ll need to assign one player to eat each Imbued Mushroom and an additional player as a backup. The slublings will eat poison mushrooms along the cave walls to forge a path to the next Imbued Mushroom.

An example of a cleared poison mushroom pattern for the wall strategy

This is the safest strategy mechanics-wise, but since the circle you create is very wide, Slothasor icon Slothasor will move a lot, so your DPS may suffer.

Hybrid Strategy

As in the wall strategy, you’ll assign one player to eat each Imbued Mushroom. The slublings will instead eat poison mushrooms around the center of the room, usually leaving a ring of green poison against the walls. This is sometimes known as the hourglass strategy due to the shape of the path.

This isn’t as safe as the wall strategy, but since the area you create is narrower, Slothasor icon Slothasor will move less, so you’re likely to kill him faster.

Standstill Strategies

For the standstill strategies, your group will eat a few (or no) mushrooms and move as little as possible. Instead of moving in a circle, the group will cluster in a small area of playable space. Both of these strategies should only be attempted with exceptional DPS and a mechanically sound group. Many things can go wrong with so little space to move and players can take a lot of damage if they have to stand in the poison fields at any point.

Center Strategy

The center strategy starts out similar to the hybrid strategy in that the first mushroom eater will clear a couple of mushrooms into the middle of the room, allowing the group to move out from the entrance. However, they will only eat about one-third or halfway to the second Imbued Mushroom. The second eater will need to dodge or use a movement skill to get to that Imbued Mushroom when it spawns and then double back toward the group to clear a few more mushrooms into the room. Eaters will also typically wait a few seconds before eating the final mushroom so they don’t all respawn one right after another, giving you more leeway in the last area cleared.

An example of a cleared poison mushroom pattern for the hybrid and center strategies

Your DPS should be high enough that you only need to eat two or three Imbued Mushrooms during the fight. In fact, this strategy usually follows having high DPS as opposed to the reverse since Slothasor will fall asleep more frequently with higher DPS, meaning you might get trapped in poison if Slothasor gets animation-locked during the time he is awake. This strategy is typically only used for fast clears in experienced groups and guilds.

No Mushrooms

One player will eat the first Imbued Mushroom to start the fight, but then they will end the transformation. The entire fight will take place in the tiny safe area between the wall and the start of the green poison. Alternatively, your squad can stand in the green poison field and opt to outheal the damage.

This strategy is extreme, gimmicky, and dangerous. It is almost never used for run-of-the-mill clears.

Slublings

Enemy slublings spawn in groups of five every 30 seconds. They spit projectiles that inflict various conditions. When no allied slublings are eating, these enemy slublings should be Pull effect icon Pulled to Slothasor icon Slothasor and cleaved down. Useful skills for this include (Focus 4), (Greatsword 5), (Axe 3), (Axe 4), and (Greatsword 5). If friendly slublings make it dangerous to Pull effect icon Pull, use Reflect action icon Projectile Reflection, destruction, or conversion such as , , or (Staff 5).

Evolved slublings begin spawning when Slothasor icon Slothasor is at 30% health. Their projectiles inflict conditions and many also corrupt boons. The volleys can’t be Reflect action icon Reflected, destroyed, or converted but the single projectiles still can. If you can’t Pull effect icon Pull them in, it’s more effective to focus on the boss since the Evolved slublings will keep spawning. This is crunch time. Groups that have higher DPS and managed to keep all their players alive will have an easier time of it.

Volatile Poison

Tells: Beep audio cue on acquisition, green skull icon overhead (Volatile Poison overhead icon), purple icon with three slashes on effects bar (Volatile Poison effect icon), on-screen message: “Volatile Poison”

Every 25 seconds, starting at 6:35, Slothasor icon Slothasor will tag a random player with volatile poison, which deals a flat 750 damage per second to that player. They will gain a special action skill, Purge skill icon Purge, allowing them to drop the poison at their feet. Otherwise, it will drop on its own in eight seconds when the effect expires. The poison will also drop if the player is Downed icon Downed or eats an Imbued Mushroom. If a player is about to eat when they get volatile poison, they should either go drop it quickly or call for a backup.

A player with the Volatile Poison overhead icon, "Volatile Poison" message, golden aura around their screen, and Purge special action skill

When dropped, it creates a slowly-expanding AoE indicated by a thin red ring on the ground that deals massive damage to anyone standing in it. The ring expands to a range of 900 before disappearing.

It is imperative that the tagged player runs away from the group immediately. Where they drop the poison depends on which strategy the group is using to give themselves playable space.

Circle Strategies

For both the circle strategies, the tagged player should run in the direction the group came from and drop it against a wall. Since most groups go counter-clockwise around the cave following the Imbued Mushroom spawns, you will likely run clockwise to drop it off.

You’ll generally want to drop it as far back as you can in the currently cleared space. If you go too far back, the volatile poison may still be there when the group circles around to that spot again. At the beginning of the fight, since there is no cleared space available, the first person who receives volatile poison should stay at the cave entrance and drop it off there before moving on with the group. Never drop it where the group is going next or there will be big trouble going forward.

If you’re using the center strategy, the player will have to Dodge action icon Dodge through some of the green poison on the ground to drop it off. They may need healing on their way back, so healers should try to watch tagged players, and tagged players should communicate if they’re low on health.

Standstill Strategies

For the line strategy, the first person who receives volatile poison should drop it at the cave entrance as in the circle strategies. After that, they should be dropped behind the group, as close to the previous volatile poison AoE as possible so that they overlap.

For the no mushrooms strategy, your tagged players will need to move out deep into the green poison area to drop it off. They will likely go Downed icon Down on the way back; groups using this strategy usually have a Druid icon Druid use or a Scourge icon Scourge with ready to get the player resed and on the group again.

Slothasor

As explained above, eating the first Imbued Mushroom wakes up Slothasor icon Slothasor, starting the fight and causing a rock wall to form at the entrance, closing off the area. Like Sabetha, Slothasor icon Slothasor does not have a Toughness icon Toughness tank. Instead, it randomly chooses a player and Fixated overhead icon Fixates on them. The fight does not have defined phases, instead, it uses mechanics or gains new attacks based on its health percentage or the time remaining.

Fixation overhead icon

Fixation

Tells: Beep audio cue on tag, purple diamond icon overhead (Fixated overhead icon), purple crosshairs icon on effects bar (Fixated effect icon), on-screen message: “An enemy is fixated on you.”

A player with the purple fixation diamond over their head and the message "An enemy is fixated on you," visible on the screen

As soon as Slothasor icon Slothasor wakes up, it will Fixated overhead icon Fixate on a player and walk toward them. Besides the personal tells listed above, everyone else will see the on-screen message: “[Player name] is currently fixated.”

When you’re Fixated overhead icon Fixated, your job is to face Slothasor icon Slothasor away from the rest of your squad and move it to the next tanking location when the area is clear. Don’t follow too closely behind the friendly slubling player, but move intuitively and pay attention to your squad leader if they request you move or face Slothasor icon Slothasor in a different direction. Everyone else should be stacked behind the boss.

Slothasor icon Slothasor will Fixated overhead icon Fixate on a new or possibly the same player every 30 seconds. Fixation will also change immediately if the Fixated overhead icon Fixated player is Downed icon Downed, Defeated icon Defeated, or eats an Imbued Mushroom.

Slothasor icon Slothasor uses an auto-attack that does light damage and can be out-healed. The real danger Slothasor icon Slothasor poses to the Fixated overhead icon Fixated player is when it uses Halitosis skill icon Halitosis, a cone-shaped frontal flame breath that deals damage and inflicts one stack of burning each second for eight seconds. To avoid it, Dodge action icon Dodge into the back of his hitbox, and then when the attack is over, run or Dodge action icon Dodge back out. He will glow white before and during this attack and always do it facing the Fixated overhead icon Fixated player. If the group is moving when the boss stops to use this attack, other players may be in the line of fire and should be prepared to Dodge action icon Dodge out of the way.

Slothasor, glowing white, breathes a steady stream of fire at a fixated player while using Halitosis
Anger emoji

Tantrum

At 6:45, Slothasor icon Slothasor will start pounding his fists on the ground. This spawns three consecutive dark blue and gold AoE circles under each player’s feet (about one every half a second). After all three circles have spawned, they do damage and Knockdown effect icon Knockdown each player standing in them for five seconds. Since they appear so rapidly, the AoEs might seem to impact all at the same time, but the impacts occur in the order the circles spawned.

Three overlapping Tantrum AoE circles

The best way to handle this attack is to have everyone stop moving when it begins and Dodge action icon Dodge after the third circle spawns. All the circles will overlap in a small area, giving everyone more space to Dodge action icon Dodge out and avoid them. If you’re on the move as the circles spawn, they cover more area, making it likely someone will run or Dodge action icon Dodge out of their own circles and into yours.

The trick is learning to time your Dodge action icon Dodge. Some players like to count the circles as they appear, but depending on the amount of visual clutter, this may not be possible. Others like to count to three and then Dodge action icon Dodge. Experiment to find out what works best for you.

ZZZ sleep emoji

Narcolepsy

Fighting is tough and sometimes you need a nap, so says Slothasor icon Slothasor. Every 20% and once again at 10% health, he will lie down on the spot, curl up and go to sleep. At this point, he gains Invulnerability effect icon Narcolepsy: he no longer takes direct damage at all and will cleanse all conditions he had before falling asleep. He can receive new conditions/stacks while sleeping, but they will tick for zero damage while he is invulnerable.

Slothasor curled up and asleep under the affects of Narcolepsy

When the lying-down animation ends, Slothasor icon Slothasor's defiance bar will unlock. It’s important to wait for the defiance bar to unlock and not CC too early. If the bar is not broken, the boss will remain Invulnerability effect icon Invulnerable and stationary for a full two minutes.

Breaking the defiance bar causes Slothasor icon Slothasor to wake up and roar, inflicting Fear condition icon Fear on the entire squad for 10 seconds. You can use Aegis boon icon Aegis, Stability boon icon Stability, or Block action icon Block to avoid being Fear condition icon Feared, or else use a Stun break action icon Stun Break or Condition cleanse action icon Condition Cleanse to escape.

Groups usually rely on a Guardian icon Guardian's to do this, but a Mechanist icon Mechanist's , Ranger icon Ranger's , Revenant icon Revenant's (Legendary Dwarf Stance), or Tempest icon Tempest's will also do the trick. It’s always handy to have your own skill or trait handy to deal with it, just in case.

Note that Fear condition icon Fear counts both as a control effect and a condition, so condition removal or conversion will Condition cleanse action icon Cleanse it, but any skills must have an instant activation time, otherwise, you won’t be able to cast them while Fear condition icon Feared. An Elementalist icon Elementalist's is one such example. A Firebrand icon Firebrand's and Mesmer icon Mesmer's work as well.

If you can’t escape the Fear condition icon Fear, it’s likely you will run into the green poison area or a volatile poison and go Downed icon Down. Unless someone has a Downed icon Downed pull handy, you will probably also die there since it’s dangerous for your squadmates to venture deep into the area to resurrect you.

Coconut emoji

Spore Release

Also called: coconuts, wet dog

At 50% health, Slothasor icon Slothasor gains a new attack called Spore Release skill icon Spore Release. He will put his head down, arch his back, and begin shaking. This releases a series of projectiles that do damage and inflict five stacks each of Bleeding condition icon Bleeding, Burning condition icon Burning, Poisoned condition icon Poison, and Torment condition icon Torment. These projectiles cannot be Reflect action icon Reflected or destroyed but you can Dodge action icon Dodge, Evade action icon Evade, Block action icon Block, or go Invulnerability effect icon Invulnerable. If you Dodge action icon Dodge, go toward Slothasor icon Slothasor's hitbox since the projectiles have a travel time and arc outwards. He will use this attack every 45 seconds unless it is asleep or in the middle of another attack animation, in which case it might be delayed.

Slothasor shaking using Spore Release

Some players like to give themselves Invulnerability effect icon Invulnerability or Distortion icon Distortion and continuously jump inside Slothasor icon Slothasor's hitbox to absorb the majority of the projectiles and protect their allies. Another option is to have a Druid icon Druid use (not in Celestial Avatar) on the squad when the attack begins, preventing them from receiving any conditions. Keep in mind that players will still take damage from the projectiles, and although also pulses healing on allies, on its own, it might not be enough to sustain their health throughout the attack.

This is the most dangerous of Slothasor icon Slothasor's attacks as it can Downed icon Down most of your squad if they aren’t paying attention. Be prepared to resurrect players when the attack is finished. Placing skills such as , , or is also useful to manage the conditions that inevitably sneak through.

If you don’t kill Slothasor icon Slothasor within 7 minutes, it becomes Enraged overhead icon Enraged, does 200% more damage, and no more Imbued Mushrooms will spawn. If you run out of playable space and cannot out-heal the damage from the green poison fields, your squad will almost certainly wipe.

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All rights reserved.