Greetings, thank you for sparing some time to read this guide. Before we start i want to mention that lancer is not easy hero to play correctly, she is very gear dependable character, so it will take some time for you to see her full potential and to learn how to play lancer well, regardless of this she is also very rewarding the more and better you play her.
Even after reading this guide keep in mind that these are only basics, just explained skills/combos/etc stuff, but there are hundreds of different situations you may end up in, and they will require different combinations and different item builds. This is just to kind of illuminate your path, but in the end you are the one who will make decision and choose how you gonna respond to different situations you may end up in.
Try to not stick to the basics every single time but rather adapt to the team composition that you have and to the boss plan that you and your group are trying to execute.
This is up to date lancer guide as of version S4v0.43f
Lancer, Naomi Mercedes
Intelligence is useless on Lancer because you don't even have mana but instead of it you got ki which auto regenerates as you level up your R skill, and always stays capped on 100 regardless of how much intelligence points you have.
Stats from items which you would be wanting the most are: Strength stats; Skill damage; Critical chance.
Critical multipliers, attack damage bonuses, damage reduction, magic reductions are nice as well but they mostly come as secondary ones compared to the ones mentioned before.
As all heroes Lancer have things where she excels at but at same time some things where she is not the best choice.
pros---> high damage over time (dot), high burst damage, mobile hero, has anti magic shield break, all stats buffs for team.
cons---> very gear dependent, lacks tankiness, lacking stuns, most of spells are close range, which means you are constantly fighting with boss head on head and are constantly in danger.
Lancer main role---> melee over time damage dealer or high burst orientated damage dealer and anti magic shield breaker (or any other thing that can be broken).
Lancer scale table:
Damage over time (DOT): 4/5
Burst damage: 4/5
D---> Your D skill is key skill in your kit since all of your combos will start with D. When activated it empowers each one of your auto attacks to deal magic damage that scales with your strength stats for period of time and also if chain casted properly it empowers your other spells as well, for example if chain casted with Q you will have higher % chance to do critical strike on that target and will debuff the target making it take 5% more damage. You will use this skill always no matter what combo you are doing and depending how smart and good you use it it will greatly result in your damage output. Cooldown of this spell is 6 seconds.
Q---> Your main combo/dash skill, deals pure damage, very useful for dodging stuff, also its part of your main damage combo, use it wise. Duration of your Q empowered buff/debuff is 30 seconds. This skill is casted on ground, and it procs all single target debuffs coming from your items (Cape of corrupted flame/Cloak of the Fallen Shadows/Cloak of Deep Abyss etc). With it you can jump over spells like Mad Clown wheel lines, Valtora red lines, Ifrit wheel etc. Damage wise this skill on its own does basically really low damage but if chained properly it deals pretty decent amount of pure damage. This skill can land critical strike based on your critical multiplier. Cooldown of this spell is 6 seconds.
W---> Another skill that is part of your main combo, with empower from D it increases all your spear attacks against the target by 100% for 5 seconds, this includes your D Q W E skills which all count as ''spear attacks'', and it also refreshes D duration, so use it wise. Has higher damage on its own than your Q skill but same as Q it is not recommended to just randomly cast it whenever you feel like it, but rather try to combine it with your other skills for greater success. This skill can land critical strike based on your critical multiplier. Cooldown of this spell is 8 seconds.
E---> One of your damage skill which has a mini stun of 0.5 seconds, when empowered with your D its damage will be increased by 150% based on the target missing hp, this empower is your most useless one that you currently have, i don't suggest ever empowering this skill alone, but rather use your D empower somewhere else. This skill breaks anti magic shield, or any other thing that can be broken (Shadow Dragon absorb spell, elder ent damage reflection etc). Also if used for breaking barriers/shields it results into 100% critical strike on target. This skill can land critical strike based on your critical multiplier. Cooldown of this spell is 8 seconds.
R---> Your healing/damage reduction skill, greatly increases your survability, can dodge stuff with it if your Q is on cooldown, doesn't have empowered version, but still very useful, use it wise. Consumes 35 of your ki on each use so try to not overextend its usage so you don't end being under 500 ki because you will lose 20% bonus damage output that you get for staying over 50 ki, but if you end in a pinch/tight situation don't hesitate to use it if you life is endangered. Also by going under 50 ki you will lose the damage output but you will gain 40% more healing received which can help you a lot if you are on verge of dying or in need for heals. Cooldown of this spell is 1.5 seconds.
T---> Your damage/buff skill, increases yours and your allies stats by 10% for duration. Same as E got stun on it which lasts for 1 second. Mostly use it to buff yourself and your team so you can deal more damage with your other skills but try to hit the boss with it rather than just using it for the sake of buffs. It deals damage in line and when it reaches travel range limit, it explodes dealing bonus damage. Duration of the buff is same as its cooldown so you can have 100% buff up time on atleast yourself. Cooldown of this spell is 30 seconds.
F--->Biggest aoe ultimate single damage instance in the game, if target/s on which you cast it are in middle of cast circle it does a lot more damage, has bigger stun than your E/T spells, and also when you cast it you instantly get max ki, and heal back to 100% of your maximum hp. Can dodge spells like Skeleton King "Rain" Shadow Dragon "Boom" and other instant kill spells if timed nicely. Same as your R doesn't have empowered version. Cooldown of this spell is 120 seconds.
Combo and strategy
Lancer main damage source is her [DWERQ/DWQRE/DWEQ/DWEQR] (these are all variations of same combo, the most common one would be the last one) combo. You perform this combo by casting your D followed by your W and then using both your E because it will have its damage increased by 100% due to the effect of your W empower, and after that your Q which will be under the same effect of increased damage if you cast it in time window of 5 seconds after you cast your W.
As this may be your most used rotation all of this will be in vain if you don't buff/debuff the boss with DQ before doing anything else. This is because your DQ empower will result in boss having 5% increased damage taken and you will get a buff of 50% increased critical strike chance against that target. So after doing your DQ on boss you have 30 seconds of the buff/debuff duration to keep doing DWEQR combo, in perfect case scenarios you will be able to do it 3 times before the DQ buff/debuff expires and after that you will need to do DQ again and continue with main rotation. Keep in mind that in most of the cases, specially on endgame boss fights you will be able to get only 2 of your main damage rotations due to boss going to different phase or casting his spells which will all take time and eat on your DQ duration.
Now when you know all of the above you can see that the final version of your main rotation looks like this -----> DQ DWERQ DWERQ DWERQ DQ DWERQ DWERQ DWERQ DQ and so on. this should always be the order and literally the base of all of your boss fights but there will for sure come situations where you won't be able to pull perfect combinations like where you wait 3 seconds between your D and W casts, so if that happens do not keep trying to do same thing over and over again but rather you can just instantly cast DW without any delay between them if you feel that boss is about to change phase or cast some spell that will prevent you from damaging him. Also R is not mandatory in any of your combos, you can do them even without using your R, reason why i put it in there is because your main helmet requires you to constantly move so that you can charge its passive proc and R really helps quite a lot with that since you move around when you press it, but if you dont feel like using your R for that or maybe by using R you are risking to go below 50 ki then you can just do your combos without it so like this -----> DQ DWEQ DWEQ DWEQ DQ and so on.
Your T spell is best used after the initial DQ opening so firstly you debuff boss with 5% more damage taken then you fire your T to deal damage and buff your stats and then you continue with DWEQR or any other variation of this combo. Since your Q buff/debuff duration is 30 and your T cooldown is also 30 seconds you will have your T up again when you finish doing the basic combo 3 times after the DQ opening, in other words it lines perfectly with your main damage rotation. Basically it looks like this -----> DQ T DWEQR DWEQR DWEQR DQ T DWEQR DWEQR DWEQR DQ T and so on.
Your ultimate combo will look similar to your main rotation -----> DQ T E F DWQRE. If you are fast enough it should take you ~6 seconds to do this one. This combo is the one when you have all your skills ready and not on cooldown, if you don't happen to be in that kind of situation for your ultimate it is enough to just do DQ on boss to apply the debuff and if you already have your T buff on yourself you are pretty much ready and can just press F on the boss, make sure you hit boss in the center of your cast circle for bonus damage.
No matter what skill combination you decide to use be sure to always buff yourself with T and use DQ on target you are going to attack so you can maximize damage.
You will come across mixing different combos according to situations you end up in. There is quite a number to those unique situations which depend from what boss you are doing to what is your team composition, so don't be afraid to experiment little even if the combo doesn't make much sense, after all you can have -record start command and you can always check your damage numbers and know is it actually working or is it not.
Your R spell is pretty useful. Can always serve as escape mechanism if your Q is on coldown and you got slowed or don't have enough movement speed to dodge stuff. Also with close to end game gear you can pretty much tank alot of nukes coming from bosses like infection from zombie lord, death fiend 20% proc, zombie lord star area damage and a lot more. As of latest map version its cooldown is 1.5sec and ki usage is 35.
Always watch for your Q and T duration and try to instantly reapply buffs/debuffs when they expire since Q buff/debuff duration is 30 seconds and T buff duration is 30 seconds aswell. Also keep watching for your ki, don't overuse it so you end up losing increased damage output bonus, tho if you end up in grave danger better use it to survive rather than die ofcourse.
In ideal situations you will not want to be casting your DWEQR combo instantly or as fast as possible, rather than this you will want to press D then wait 3 seconds (when D cooldown timer comes to number 45) then cast your W since it will refresh your D duration and after that you do EQR your R will get you back on top of the boss instantly and you just auto attack until your W skill cooldown timer is around number 40-42, then you can safely press your D and as soon as W is ready press it and you repeat everything again with EQR afterwards.
Your main damage rotation is going to look like this: Use DQ on target followed up with T after that you will want to do DWEQR keep doing it for the next 30 seconds after which you will need to apply DQ again and buff yourself with your T and after that continue with DWEQR.
Gear and explanation
Lancer is very versatile in terms of different items usage and you can pretty much go with damage over time build, burst build, and even semi support builds tho i wouldn't really recommend them unless you are really in the need of the additional protection for the team. It will all depend on your team composition and what boss you are currently fighting.
For checking the items stats and recipes i recommend using TWRPG-BOT made by RockLee[NBU] in main twrpg discord since its the easiest way to see certain things about items/heroes/recipes etc.
Weapon--->As for early game and begin after you have got some basic drops from field bosses try to aim for Bloodspear Sanguel, it's drop from Wallachia Count Vlad Tepes and is pretty nice spear for you to start your journey as lancer, since it has lifesteal on each basic attack, which will greatly help you in early game and on early bosses, later on you can upgrade it, since it will be needed for Lightning spear of Tiberius.
As you progress in map for mid game weapon try to get either Winter's Tear from Frostspider Lord or Corruptor from Corruptor Rectus and use them until you can craft Aglaia, the spear of heavenly flows which is one of the good choices for mid game. Death Scythe is also good mid game option, because it got passive, which Aglaia is lacking(in fact it got some small passive but damage coming from it is really really low and almost nonexistent) and both str/agi bonuses.
For late game you gonna aim for Lightning Spear of Tiberius which is really strong weapon specially for lancer, having great strength stats bonus, 12% critical chance, and has a passive proc which you get after each of your skill casts, so between each of your skill casts try you auto attack boss once for passive to proc because it deals pure damage, and is really crucial for your damage overall, it also got special active which allows you to chain mini stun target for solid ~4 seconds which is really great considering that Lancer lacks stun in her primary spell kit.
For the beginning of the endgame you will want to get Splitting of the Sky and Earth which is combination of Aglaia, spear of Heavenly Flows and Tiberius, spear of lightning. It is your best weapon choice early in the endgame due to insanely strong strength stats, attack damage and skill damage. It also has passive which stacks up to 4 times and at maximum stacks increases your strength for 1000 and your skill damage for 10% so in total combined with weapon basic stats you get over 3000 strength stats and 25% skill damage from it. Also comes with active that instantly gives you maximum stacks and provides you with 7.5% increased damage output which will have massive impact on your burst.
Current best in slot weapon for lancer would be Calamity this is tho for the optimal and more easier to utilize build. Overall pretty similiar weapon when compared to Splitting of the Sky and Earth, just the active makes really big difference in the endgame, due to its shorter cooldown and 3 seconds silence which comes really in handy on every fight. Even tho the weapon doesn't have any base skill damage as Splitting of the Sky and Earth has, the active makes up for this loss greatly as it is much better than the one you have on Splitting.
I believe and i'm also pretty sure that the other weapon that can be considered the endgame weapon aswell on the pair with Calamity is Astra, the Sword of Moonlight. This sword has even shorter cooldown active than Calamity with 45 seconds cooldown and the active is pretty much really good on Lancer but might prove a bit tricky to use, so i don't recommend going for this weapon unless you find yourself acustomed to it or you enjoy the playstyle in general. The damage is pretty similiar to Calamity when it comes to it, tho i believe this weapon when combined with Demonic Fist can offer even more damage than standard Calamity build. That is why i consider it to be your other weapon choice, tho as i said it might prove harder to utilize rather than Calamity in actual fight, so before going for it i suggest you test it for yourself and see do you like it or not. The stats of the weapon are overall pretty strong for lancer and it also has a passive proc unlike Calamity.
As situational weapon you can craft Winter's Heart it can prove as great in some special situations on the endgame before you get Splitting as your ultimate weapon, for example insanely good on Valtora specially if you are the one taking link and there are no other breakers in the game, having Winter's Heart break greatly helps yourself and your team while dealing with Valtora summons. Great for Nereid bubbles because you can instantly break them with Winter's Heart aswell. Again as i said not that much needed weapon on lancer but for sure good to have if you end up in some of the above mentioned situations.
Helm--->For early helm aim for Dragon helm Agron which is drop from Wings of Death aka WOD, its really nice on begin since it provide you with anti magic shield which is always great, regardless be it early or end game raids/bosses, upgrade it to True Dragon Helm Agron and stick with it until you are able to make Helm of Battle, this helm will provide much greater stats boost than True Dragon Helm Agron, it will bring you movement speed/attack speed auras that will benefit your team aswell and it does have shorter cooldown on anti magic shield, on top of that being really easy to craft and providing same if not even better stats than harder helms to craft is what make this helm your best mid game helm.
Later in the game you might want to upgrade your Helm of Battle to HoJ (Halo of Judgment) which gives you small damage boost, but much more shorter cooldown on anti magic shield (90 sec). Since Creation active got changed from anti magic shield to 100% magic resistance HoJ and Creation doesn't share cooldown anymore and they make nice combination. You can aswell go for Horn of Devil in mid game because of the passive which works really well on lancer and is kinda easy to craft as well. For late game you will want Crown of Serenity because of critical chance, passive proc which is great for your survivability or Protector's Will again because of great stats and active which will again help you to survive more and be able to even tank some of the bosses skills. For early endgame you will want to get Horn of Lightning God which is upgrade of Horn of Devil and is currently strongest helm path for lancer due to it combining both critical chance and skill damage and having insane passive at same time. But with great power comes a cost aswell of getting +8% increased damage that you take from bosses so you need to be careful when using it because misplays can actually get you dead faster since of the bonus damage you take.
As your best in slot helmet you will aim for Horn of Lightning God upgrade which is Horn of Demon God. Despite every single aspect increased from Horn of Lighting God it even offers more bonuses which is making your passive proc going from single target to actually dealing aoe damage in line and increases your damage dealt to the target by 8% for 4 seconds. Truly pretty decent upgrade from its previous version but don't forget that the damage you take also gets upgraded so you will taking additional 12% more damage while you wear it, use with caution is recommended.
Armor---> For early armor aim for Plates of Regeneration which are droped from Mana Ancient or Sacred Armor which are droped from Divine Angels raid and stick to them until you can upgrade your Plates of Regeneration to Earthen Plates, Plates and Sacred armor are great for early game since they provide you with decent sustain/stats to help you while you are killing early game bosses.
Earthen Plates are good mid game armor for lancer because of it's passive, but you can go with Purelight armor and upgrade it into Requiem armor of lamentation later, for greater stats increase and team buff. You can also craft plates of lightning which serve as mini version of your endgame armor Hades because they have similar passive, but Plates of Lightning also offer some magic resistance overall great armor to have before making Hades. You can also craft Frostshard armor but i don't suggest you to use them outside of solo playing because there are much better options you can go for and Frostshard is mostly good for soloing if you want to kill Bone Dragon/Skeleton King solo.
For endgame armor aim for Hades, armor of Despair or Felspike Armor. Hades does offer quite nice benefits for your teammates in terms of a unique debuff which does stack with other debuffs in the game, and super good stats buff for your teammates, but Felspike armor while not having anything from those 2 comes with super strong active which will really increase your damage output in actual fights where you can charge the active, also since the change from Hellspike armor it does not consume HP on usage anymore and with this is wins the number 1 spot when it comes to your own damage. My recommendation would be to either use Hades when there is absolutely not even a single one in the game, in every other situation i suggest using Felspike armor and if you have to choose between going for Hades or Felspike i would recommend going for Felspike because despite having certain small support potential you don't want to cosplay support/utility hero because thats not what you are, you are supposed to be damage dealer so go with Felspike option.
Ring---> For early ring try to make Teperua, the ring of blood which is fully made from items/materials from Wallachia Count and stick with it, since it has active heal and nice early stats which gonna help you in your early journey through The World RPG, later on as final early ring make Everfrost Gauntlet which is really easy to make and at same time insane for stats bonuses it does provide stick with it, you can upgrade it later because you might need it in future crafts, depending which route you decide to take.
For mid game aim for either Latea, ring of chaos or Heart of Ifrit, both being great but latea maybe being slightly better since it does have nice passive, that periodically block 1 instance of damage, can save you sometimes, and pretty much outshines other rings, also aim for Ancient Hourglass which is really good ring for lancer. Hourglass is such op ring on lancer considered from how easy boss it is dropped and compared to other rings in game that are much harder to get/craft but doesn't benefit lancer very much. Also having those 2 more strikes each 3 seconds and random spell refresh each 30 seconds is pretty op specially for lancer which is not like other heroes that mostly benefit if they only get their T refreshed, but for lancer its either D,Q,W both of these spells will greatly increase your damage if you get them refreshed with Hourglass active.
For lategame go for either Heaven Fist, (which will provide you with more auto attack potential, its another upgrade of Hourglass) its really good ring specially because it has damage reduction which can counter increased damage taken from Thunder Helm, or for Latea, ring of overlord which is upgrade of Latea, ring of chaos and beside really good stats it also gives 20% chance for 20% bonus damage on every damage instance and still has Latea passive (absolute protection) on top of it, and if lucky with this ring you could possibly deal really high damage. Other options are having Ispion the runed ring because it is great addition to the team and increases your survivability quite a lot, also Cold ring of Death can work aswell since it has even bigger stats than Overlord Latea and also really good active which absorbs damage you receive for certain amount of time.
For endgame ring aim for Ring of Frozen Soul which is Cold Ring upgrade. Despite the raw stats being upgraded, what makes this ring really good and strong is its active which provides you with decent damage but what is more important it offers a debuff and damage immunity for a duration of 3 seconds and purges all the debuffs that you have on yourself when you use it. This comes quite in handy on almost every single endgame boss fight due to all of them have some kind of damage reduction debuff or healing reduction one.
Optional choice or if you are going Astra, the Sword of Moonlight would be Demonic Fist, due to super strong sustain it offers having both a passive and active which heals you for 7.5% max hp on auto attack and these can be used separately, so you proc the passive one first and then you use active. It also comes in handy while reducing the increased damage taken from your Horn of Demon God and stats in general are pretty good despite not having as insane strength and skill damage bonus as Ring of Frozen Soul has. This ring is best paired with Astra and produced the best effect when used together, on Calamity it won't do as good as Ring of Frozen Soul, but if you enjoy playing with Astra, then this ring is definetely a go to option.
Wings--->For wings its pretty simple and probably beside weapon only case where you really don't need to think much about what to make. For early game start with making Corrupted Crystal Wings, they are easy to craft and provide you with decent stats bonus, and are nice start in your The World RPG journey.
Later on aim for Cape of Corrupted Flame which is pretty much your best mid game wing because it's passive pairs really good with your spells, and later on with your end game items like Tiberius and Halo of Judgment and it pretty much outshine every other wings until Protector of the Skies if you get lucky with Samael, as your late game wings you will be making Cloak of the Fallen Shadows which is upgrade of Cape of Corrupted Flame having it's passive mega boosted on top of that giving 15% magic defense and when you attack target you apply debuff to him reducing its magic defense by 5%. Simply beautiful for Lancer because there does not exists any other wings that increase your damage capabilities like this and at same time have great survivability.
Before making Cape of Deep Abyss i recommend that you aim for Storm since this item same as with Horn of Lightning God have both critical chance and skill damage in it as well as critical multiplier which comes as great bonus for your Q, it lacks magic resistance from Cloak of the Fallen Shadows but in terms of damage and burst overall is better. For your endgame wing i would recommend Cape of Deep Abyss, i don't really think that i need to explain this choice since it being upgrade of the wings that were your best choice for around 2-3 years not because you didn't have other wings options but because how well it did synergize with your skills and with recent changes regarding the damage reduction on the bosses and how it affected Cape, Cape of Deep Abyss actually performs really good in endgame fights and the debuff you provide surely will help not only your damage but your team damage overall. Only downside which should be fixed in the near future is the stacking effect, where if you have other Cape of Deep Abyss user along with you, you will end up canceling each other burn damage from Cape passive so in this situation, until it gets fixed, i recommend switching back to Storm or having the other player change his wings maybe.
At the end if you are new to endgame raids and missing experience making Soul of the Dead is not bad idea too, yes you gonna lose damage but if you are new to high raids, you might die a lot on begin so take ''SOTD'' aka Soul of the Dead which have revive if you end up dying so it will help you until you learn boss fight. Later on they might also turn to be situational wings, where you can quickly swap to them and tank some instant kills spells like Skeleton King Stomp, allowing your team to proceed to next phase of boss fight without having to risk team wipe.
As situational wings you will want to get Grim Heart because they have proved to be quite useful on certain endgame bosses like Ifrit/Nereid (if you already have 1 Cloak of the Fallen Shadows in your team ofcourse), because they provide you with even greater survivabilty than Cloak of the Fallen Shadows and come up with a stun/heal instant active which helps you a a lot in already mentioned bosses, while you can't really utilize Cloak passive to its fullest in these boss fights.
I believe that currently there are 2 viable endgame builds, which do not consist of entirely different 5 items but rather you only change your weapon and ring slot.
Recommended Lancer endgame build no.1: Felspike Armor; Horn of Demon God; Ring of Frozen Soul; Calamity; Cape of Deep Abyss.
Recommended Lancer endgame build no.2: Felspike Armor; Horn of Demon God; Demonic Fist; Astra, the Sword of Moonlight; Cape of Deep Abyss.
Lancer Boss Guides
Lancer Mid Game Boss Guides
All raid bosses before Demon Lord, all field bosses expect Mad Clown, and all item bosses beside Flame Nightmare and Turtle Lord won't be explained, since they are really simple bosses which are made to get you in map and to show you how map bosses look like, you can get all necessary informations about them on earlier mentioned Cereal_Triumph boss guide, and with this you will be ready to go and fight them, surely you will end up dying couple of times, but you won't have problems understanding their spells and mechanics how they work. Remember to not think that The World RPG is boring map because early bosses are kind of simple because that's how they are supposed to be to get you into game, later on you will see that even at mid game bosses you will have a lot of fun while doing them, and end game bosses gonna be cherry on cake so try to stick to map, and like they say, don't judge book by its cover, i promise you that effort you gonna put into map won't be in vain. Now since you know this im going to start with mid game bosses explanations for Lancer.
Demon Lord Beriel
In this fight as in every other do not allow your ki to be at 100, since you will lose passive regeneration and Demon Lord has means to quickly heavy damage you, and this is bad part because when you are at low hp he gonna use ''Doom'' on you which will slow/silence/damage you, and in this situation without anti magic shield to counter his spell you will most likely end dead. Still do not worry much since he might be harder than other early-mid game bosses, but you can keep going on him until he is dead, so eventually you will get better and will have better gear so that will improve your killing time.
Recommended team for doing him would be 4 players, and recommended gear would be from Angels or higher.
Remember that you can jump over wheel lines with either your Q or R so use it wise if you get stuck or traped, if you happen to get stunned on wheel quickly try to write -wktkf or -recall, because you are going to die anyway but this way you wont heal him. Wheel must be survived, because if you don't survive it he gonna recast once again he reach 50% of hp or even instantly if he is already under 50%. After Wheel is over continue with DWQ, and care for circles, he gonna start regaining mana from 0-75 and you have around 75 seconds to kill him after wheel or he gonna recast it again when he reaches full mana. Biggest tip on Mad Clown boss fight is to constantly watch for when he is about to cast ''darkness wave'' and to keep interrupting him here.
Recommended number of players for this boss is 1-2 with Demon Lord Beriel gear or above.
As you engage Rectus he gonna cast whole area damage spell, which does around ~35k damage, tank it by nice timing your R spell. Break his anti magic shields with your E and be ready for his summons, avenger and stalkers. They come at 75% 50% and 25% of his hp. When 1st avenger come on 75% apply DE to him and buff yourself and your team with T, dodge his acid sprays with your R or Q and damage him until he is dead, watch your hp and never keep ki at 100. 2nd avenger will come with stalkers, same start as 1st one, DE on him T afterwards, and since there are more than 1 target keep using DWQ combo on ground so you damage all of them, care when killing stalkers because they explode on death dealing pure damage around them and slowing you. Combo to kill them would be when they are on low hp use W to slow them then instantly RT to take distance from them and to kill them with your T aoe. Never use ultimate directly into them because you will kill them all, which will result in your death aswell because of their explosion.
For Rectus spells, if you are fast enough you can dodge his name call corruption spell with R, same for his coil throw. When he use link on you if you are trapped use either Q or R to get away from your teammates. Before reaching 25% of Rectus HP be sure he has already used anti magic shield and that he won't use it again for atleast 15 seconds, apply DE debuff at around ~28% of his hp, and instantly T buff on you when your D is ready, after he comes out of invulnerable state use DWQ on him to apply slow and go use ultimate, together with your teammates to quickly burst him. As you can see biggest part of this fight is played by speed of your reflection how fast you can use your R to dodge stuff. If you are in pinch you can always go near orb of life which has passive healing around it, or proc it by attacking it for massive amount of heals.
Recommended group of players for this boss is 3-4 preferable with some support like Priest, Shooter or Paladin and with gear from Demon Lord or above.
Recommended group of players for this boss is 3-5 with gear from Demon Lord or above.
Recommended number of players for this boss is 3-4, and recommended gear is from Rectus or above.
Recommended number of players for this boss is 5-6 with 1 support if possible (shooter,priest, etc.) and Rectus gear or above.
Lancer Late Game Boss Guides
Lancer Bone Dragon Guide
Bone Dragon is currently ''weakest'' end game boss that you can encouter in The World RPG, but his mechanics are interesting and fight is longer than for example Skeleton King because you can't simply burst Bone Dragon as you can do with Skeleton King. Fight starts as soon as you approach Bone Dragon and land 1st attack on him, arena locks, you neither can exit nor enter because on entrance there is really big fire wall blocking your path and it instant kills everyone that touch it, fight is over when one of you two die 1st. Unlike some other end game boss fights like Skeleton King/Zombie Lord/Shadow Dragon if you all die and fail Bone Dragon on 1st try you can enter again but he goes back to full hp/mana, so its not 1 try per game fight). For easy and short runs on this boss you will need 1 support (any support works), 1 tank/offtank to take Claw Swipes and 2 more dps heroes to make fight shorter, and they should be at level of atleast Rectus/Flame Nightmare in terms of gear. That would be most recommended team composition but it can be done with less players and with other one, this is some bare minimum for runs to go fast and smooth.
On begin of fight (if not instantly stun locked), he usually casts Claw Swipe which covers 180 degrees angle in front of Bone Dragon, so to dodge this either stay far away from him or get behind him. Claw Swipe deals 12500 + max hp X 50% damage to everyone that gets hit by it and it pushes you far far away, and if you collide with wall you will get stunned (not for long). Trick on this Claw Swipe is that atleast 1 player must take it because if everyone dodges it Bone Dragon gets mad because he thinks he is really stupid and boosted bonobo that can't even hit 1 player with his Claw Swipe out of 6 possible so he gets mad and cast Howl which is whole area damage and is much stronger than Claw Swipe damage (it deals 2x Claw Swipe damage), so you can't dodge it, and it stuns you for 2 seconds. Not taking Claw Swipe and allowing Bone Dragon to cast Howl will most likely be team wipe or atleast some of team will get killed, so in this situation try to tank it with some sort of spell, in case of Lancer that will be your R, as soon as Bone Dragon use Claw Swipe and nobody took it, press your R so you tank it with your sweet 60% damage reduction. Other spell which Bone Dragon has beside Claw/Howl is Name Call, he choose the target which is furthest away from him at moment(while being in Rage Mode it doesn't matter if you are the one furthest away from him, he casts Name Calls randomly so be prepared at any moment, to run or dodge them when that happens), Name Calls them and starts throwing fire birds on them which deals 15k when they land and have immolation aura around them, aka they hurt alot. Its good that he can be interrupted while casting them with any kind of stun so he only does cast 1-2 of them and not 5. These birds can be really problematic if you allow him to spawn them a lot. So if you are Lancer save your E for this kind of situation mostly. His 4th and last spell that he does in 1st phase is called ''Freeze'' where he stone everyone who is facing him directly and this petrification duration is really really long, so to dodge it just turn your ass to him for a brief moment until he is done with casting. That would be 1st part of fight, where everything he does is casting those 4 spells, pretty simple.
2nd part of fight starts when he reach 50% of hp for 1st time, he then goes in Rage Mode (he gets red color), and pushes everyone that is near him at that moment far away. While being in rage mode he is stun immune, gets 75% damage reduction and he regenerate 2% of his maximum hp per second. Duration of rage mode is determined by how much mana he has (0-1 mana and he wont enter rage mode anymore) and when he gets back to full hp, he goes out of rage mode. While being in rage mode beside these 4 spells mentioned up there he casts Hell Tentacles which he spawns under random player, (big red circle under you, your screen gets red, in left corner of your screen you have text ''you feel something warm under you'', something like that) these tentacles instantly kills everyone that is standing directly on them when they come out, but later on they just have immolation if you come close to them again. Every 3rd tentacle is called ''Crazy Tentacle'' or ''Exploding Tentacle'' and it needs to be placed near some other Tentacle that is already there for explosion to not deal damage to everyone, since its whole area damage. This is most safest way possible how to survive explosion, but there is also other one a bit risky but it works too, if you can't place Crazy or Exploding Tentacle near some other, just put it wherever you want and run near other Tentacle which is not Crazy/Exploding one, by being near some of others Tentacles you will manage to survive explosion without taking any damage. While Bone Dragon is in Rage mode its highly advised to not attack him, just keep running around him, and have tanks or whoever take Claw Swipes so Howl does not proc, if he is attacked that will result in him casting more of tentacles and more of Name Calls and since he cant be stunned in Rage Mode, you will find yourself surrounded with tons and tons of fire birds that have immolation, where you will hardly survive without some support. After he gets back to full hp he will get out of Rage Mode and will have like ~20 mana more (for every second in rage mode, he uses 2 mana points and he does not regen them, he has a total of 75 mana points), and then you are back to 1st part of fight where you need to dps him until 50% again where he again goes back to Rage Mode but not it lasts only for like 10 seconds and when he gets out of it he will be on like 75% hp so after his mana is 0 he wont enter into Rage Mode anymore and this allows you to finally finish the motherfucker off and burn his fucking corpse and swear on his grave which is really good trust me.
Overall there are 2 different parts of fight non-rage and while being in Rage mode fight, most important part would be tanking Claw Swipes because they can fuck fight a lot. Also care while tanking them to not get pushed into fire wall that is blocking entrance, because it will instant kill you.
As Lancer, if in your team you don't have any ''Claw Swipe'' taker you can tank them with good usage of your R, just get some wall behind you, or turn your ass to Bone Dragon and run little away from him so when you use your R your ass is directly on his Claw Swipe. With your 60% damage reduction you don't have much to fear, just don't get pushed into fire wall. When he is about to use birds, mini stun him with your E so you interrupt his casting. Care about ''Freeze'' its really strong disable spell and for tanking most of stuff in there you need to have good usage of your R and while you are stoned you can't use any of your spells, and unlike knight/crusader you are not tank so either combination of Freeze and Claw Swipe or Freeze and Name Call without interruptions means most likely death for you. For this fight its advised to have some sort of anti magic shield (hob,halo,hoj, etc...) because it really can come in handy while tanking Claws/Birds etc stuff.
Be aware that Bone Dragon can also change agro from time to time, so use your Q to position yourself correctly for your R. Also use your Q if he targets you with 3rd crazy tentacle and you are far away from others, to quickly dash to other tentacle and avoid situation where you need to hide near other tentacles where Bone Dragon can use Claw Swipe, and miss everyone and cast howl which can result in team wipe, or push you out of near tentacle with his Claw Swipe which will result in your death by Tentacle Explosion. For your ultimate, you can either use it to deal damage, but best situation would be to use it when there are a lot of birds around Bone Dragon so you clear them too. You can also use it to tank Claw Swipe if you are good enough, and to survive Howl if it happens and you don't have any other choice. In general if you have nice team, with 1 support or more, and everyone knows atleast basic it will be easy for you to deal with this boss, it might look complicated but it isn't.
For combo DQ into DWQ is advised like always, because its pure damage comes really in handy while killing birds or dealing damage to Bone Dragon.
I have recently also done solo Bone Dragons with my Lancer, but for this you will need gear and a lot more skill than gear actually, because Lancer is edge and probably the hero that have most struggle while soloing Bone Dragon from heroes that can solo it (Don't let this worry you, people were saying that you can't solo Bone Dragon with lancer). It's true test of your skills, your patience and your awareness because mistakes on solo most likely mean certain death for you. Practice this, when you get sufficient gear, and it will greatly improve your gameplay, because you will come to understand totally different dimensions of how to use your spells, which will help you on other bosses also. If you wan't my solo replay, you can send PM me on discord or here on forum.
Lancer Skeleton King Guide
Skeleton King is another end game boss, in terms of difficulty he is stronger than Bone Dragon, but mechanics of this fight are easier than the ones on Bone Dragon. Skeleton King does not have any player limitation, so you can enter him with full house. As soon as 1st player enters timer gonna pop up and everyone have 45 seconds to enter Skeleton King lair before fight begins. Like on every other end game boss, once the fight begins you can't leave or join boss area anymore until 1 of you dies 1st. Unlike Bone Dragon Skeleton King is once per game boss, which means you can't reenter his lair once the fight has started, on the other side when Skeleton King dies you can leave his lair via the entrance but you can't enter his lair neither when he died so care for this, be sure to enter his lair before 45 seconds pass after 1st player has entered so you have chance to take his loot because loot is now area bound and if you were not in certain area you won't be able to pick drop able items. For this fight its prefered to also like on every end game boss fight for steady and fast runs have atleast 1 support, 1-2 range heroes, and 3-4 dps heroes that are at level of atleast Flame Nightmare in terms of gear, or higher. So when 45 seconds expire Skeleton King aka SK fight starts, in this fight there does not exist multiple phases of boss fight, its all 1 and only phase.
On Start try to stun lock him and dps him until around ~77% of his hp, then melee heroes should back off while range heroes or heroes with some range spell proc 1st Skeleton King stomp that occurs on every 25% of his max hp (this means he gonna use this stomp at 75% 50% and 25% of his max hp), this stomp is instant kill in ~400 aoe around Skeleton King so melee heroes should care at this moment, either get back or use some spell that allows them to disappear from map for short time (swordmaster T for example). While you are dpsing him he might also cast ''Getsuga'' (sword wave attack in front of him) this spell deals around ~35k damage in line and is not so dangerous for strength heroes, but for squishy agi/int heroes in some situations it can be deadly, so care for it too, its easy to dodge. Also while fighting him, you might notice whenever you long stun him, near his head you can see some percents going up (20% 40% 60% etc all up to 100%) when those percents hit 100% he gets stun immune and can't be stunned for duration of 4-5 seconds, mini stuns like Lancer E does not fill this stun immune gauge. When this happens it would be preferable that someone is under Skeleton King holding him so he does not move much during stun immune period and maybe kill some player with stomp proc or something like that. He also got ~400 aoe silence which he throws at random player from time to time silencing them for 3-4 seconds. His last of these ''mini spells'' is ''Push'' he needs to charge it for 1-2 seconds and then he pushes everyone that is near him, stealing 4k of their max hp and healing himself, for this reason avoid spawning summons in Skeleton King fight like Eye of the Abyss because they can heal him a lot. When he is about to cast this push or getsuga, its also ideal opportunity to chain interrupt him so he keeps recasting it over and over. As you are approaching 50% stomp he usually does cast his 2nd main spell called ''Rain'' (because it looks like black rain), this spell is whole area expect skulls area and it's another instant kill, to dodge it you need to move to ''skulls area'' where you will take damage overtime as long as you stay in there, this is why you should have some support to shield/heal your team at this moment. Keep in mind that rain does not always proc at around 50% if he is silenced/stunned/interrupted etc, but now, rain must happen because if not even 1 rain happens when Skeleton King reaches 0% of his hp, he instantly heals back to 25% and cast rain, so you must let him cast it atleast once per fight now. You can also dodge rain with spells that make you disappear from map (swordmaster T, lancer F) spells that make you instant kill immune (berserker T, martial artist F when you have Vest of Guardian).
After you survive rain and proc 50% stomp try to burst it as soon as possible and proc 25% stomp and then proceed to kill Skeleton King so you does not allow him to cast another rain. Also While this whole fight is going, you will notice that mini skeletons will spawn in skulls area for the duration of fight, their spawn rate was increased a lot so you should always try to kill them because they have ability that pulls you to them and stuns you also, so they can either pull you in rain or stomp, and this makes them very annoying. Best way to kill them would be to group them together with main Skeleton King and kill them while you dps Skeleton King. That would be general part of fight, keep in mind that Skeleton King drop rates are increased (not by much, but still it increases) with more players that are in fight, so try to get atleast 7-8 players for max drop rate.
For Skeleton King use your DT to buff yourself and your teammates when SK timer of 45 sec's expire to get ready for fight. Your T buff got longer duration now (30 seconds) and your D got lower cooldown so there is no need to use it earlier like it was before. When fight begins use your DE combo on SK to increase his taken damage.You might notice that you got great dodge mechanism for SK stomps which is your R. You can maximize your damage output now and just when SK is close to stomp just press R and you will get knockback for 600 range behind yourself which is out of SK stomp range. Care to not get silenced because then you won't be able to use your spells. For combo DQ into DWQ is advised like always. You can dodge stomps and rain pretty easy now with your R but same with your Q which got longer range and is easier to use for dodge than your R. You can dodge rain/stomp if you time your ultimate good but no need for that anymore since you got 2 spells that have such low cooldown.
Don't use your ultimate to suicide, use it either to proc stomp and survive or to just deal damage with it to make it faster for next stomp, but never suicide with it, it's pretty bad. Also when you are in skulls area keep using your R for damage reduction and heals if you lack them. It uses only 35 ki so you can afford to spam it and not worry to much because you will regain lost ki fast. Whenever SK is about to cast some of his spells, he needs to make small delay before, use this opportunity to interrupt his casts with your E mini stun, its really useful and allows your team to damage him longer.
Lancer Ancient Ent Guide
Tank should hold 1 of these ent's while you dps other one. They have reflection shields which reflect all damage except pure one but luckily those shields can be broken with your E so save it mostly when they use these reflect shields. Trick is to kill one of these two elder ent's fast so main ancient ent gets in normal state so you can dps him again. Killing order is mostly like this: 1st elder ent-Main Ancient Ent-2nd elder ent. Care for elder ent's to not get close to each other as well to not get close to main Ancient Ent because he will start healing rapidly and if he heals back to 100% again when you reach 50% of his hp he will again summon elder ent's, which after 1st time they are killed have greatly reduced drop rate and you will likely get bored and will be thinking to rage quit if it keep happening. Care for elder ent's jumps they use at 66%/33% of their max hp, move away from other elder ent and main Ancient Ent so they don't accidentally jump on each other killing other players and healing other of their green buddies. Also collect green orbs that will constantly keep spawning as you fight Ancient Ent and they will heal elders as well as main Ancient Ent if they reach them. They deal quite the damage to the one who is taking them so try to time it so you get knockbacked with your R right on them, so you will have your 60% damage reduction when you take them.
Also when you kill elder ents they will spawn small giant ent's, here you use your pure damage combo as explained above. That's pretty much it for Ancient Ent boss fight, you will see it is much better and in my opinion funnier fight than old faggot ent was. You might find drop rates lower but every ent drops some kind of item so its all about if RNG Gods are with you.
Lancer Samael Guide
Survive 2nd wheel use Q/R if you get in bad spot or get unable to move fast enough so you don't die and heal Samael. After 2nd wheel is over if nice team it will be pretty much overdps and he is dead in 5 seconds but if lack damage dps it how much you can then again care for runes and if he cast orbs collect them, you can use your R spell to minimize damage taken from collecting orbs and after he has casted runes/orbs try to finish him before he gets to cast them again.
On Samael boss fight it is crucial thing to always move and get feeling for when he is about to cast spells so you don't end being near him when he casts runes and mega heals himself and even kill some of your teammates or maybe even you.
Lancer Zombie Lord Guide
If he died without using craze, you most likely won't be ready to use T at 1st phase so use it on 2nd phase as soon as possible after all 4 coils have hit Zombie Lord, after this you gonna proceed with casting your ultimate and doing instantly DWQ as you land, if everything is going as planned he gonna cast star/craze/infection at this phase you can tank it all with your R if you time it nicely so you take minimal damage, care for star lines to not get instant killed. After his spell chain is over, go in and fully damage him until he drops dead, if damage is low he gonna recast craze so be ready to dodge it. If everything is still good he gonna fall on ground for 2nd time and proceed to final revive.
On 3rd phase same apply T buff and DE debuff since they will expire and damage little until craze procs then back off until craze ends and after it just burst him as soon as possible but if burst is not enough be wary that he gonna cast star/craze 1 more time, care if this happens.
Don't forget that you have limited stuns, but one of them, your E have low cooldown now so if you are taking any acolute try to time it so you always have it ready by the time acolute hit 100 mana to stun him. Also if some of your teammates screw up you can always dash with your Q to stun his acolute instead of him if he is not able to. As Lancer you won't have many problems on ZL boss fight its just you getting used to boss fight, just get used to recognize ''craze spell'' (...... FEED MY HUNGER) and don't forget about stars and thats pretty much it.
Lancer Shadow Dragon Guide
Usually three mini drakes are killed first, they have only shadow breath ability and its recommended to keep them stun locked until they are dead and to fast burst them so they don't cast it. You go to them use DW on them and Q but cast your Q in middle of all 3 mini dragons so they all get pure damage. After it you use your T to buff yourself and your teammates as well to deal damage to mini drakes. It is not recommended for lancer to use ultimate here if you don't have gather because you won't be able to do full damage, and even with gather it's still pretty wasted compared to using it on big mini drake or main Shadow Dragon. Again it all depends on your team and your team strategy before fight. After 3 mini dragons are dead they will give ''darkness seed'' to all players that are in Shadow Dragon area no matter how far away they are from mini dragons. After some time seed will explode dealing damage and instantly killing players that collide with each other. On this part you just simply separate from each other keep distance until seed is gone, if you are lancer and have Earthen Plates/Creation don't use your R spell because it will instantly clear seed resulting in its explosion and killing all nearby players, with this you will screw fight completely. Instead of this you can use your R when you have wall behind you, this way you gonna remove seed but won't kill other players.
After 3 mini drakes are killed, you can either wait for seeds to explode or just instant rush to big dragon because you are kinda fat so seed won't kill, big drake on other side have more spells than minis, and is also harder to kill than them. If you have Tiberius you use its active here to stunlock him until your teammates have arrived and to make him cast his ROTR which you gonna break with your DE, after breaking ROTR this is where you can ultimate, since it's 1 target, your ultimate will be used to its fullest potential. Again you burst him with ultimates and after big mini dragon is dead again spread up to not kill each other with ''darkness seed''.
After seed is gone head over to main Shadow Dragon and recast your DE on him when he uses ROTR spell, after it keep doing DWQ combo or if you didn't use your ultimate before use it now after ROTR break. Again buff yourself and your teammates with T since it will probably expire by the time you kill dragons on both sides. Also in Shadow Dragon fight its much more recommended despite gear you have to only use DWQ combo because of Shadow Dragon silence circles which he gonna cast very often usually interrupting your combo.If he cast them under you, you gonna hear sound something like ''DONG'' so if you can move from it you have 2 seconds before it activate. So don't wait 3 seconds between D and W cast, just instantly use it. Don't run like headless chicken because you are scared of shadow breath, just dps him and when he cast breath on you, do DWQ combo so you remove healing debuff with your R and keep dealing damage to him. Care for ''Big Boom'' spell he uses because it's insta kill spell and usually is deadly combination if you get silence/slow with it. Break links with your Q/R if you get darkness debuff dash away from team and spam your R spell to survive it. On this boss it is recommended to have some kind of anti magic shield too if you get in pinch with darkness/silence so you can save yourself. Also it is great if you make Creation before going to Shadow Dragon fight because it will benefit your team a lot.
Summary: Your main job as lancer except dealing damage all the time is mostly to break ROTR shield as soon as they appear because with this you save time and allow your team to keep attacking and connecting their stuns, while if ROTR shield isn't broken they would need to stop attacking for that short time which is enough for Shadow Dragon to cast some of his spells. Also again you got great dodge mechanism in form of your Q/R so if Shadow Dragon use silence circle on you quickly evade it with either Q or R but R is much more recommended since its 1.5s cooldown and Q is your main source of damage on Shadow Dragon. Again use both Q/R to evade ''BIG BOOM'' to quickly break links, its essential to be agile and quick on this boss. If you got creation never use it for yourself but rather for team mostly to either shield team from shadow breath or when Shadow Dragon use ''darkness mark'' so you and your teammates don't take damage from it.
It looks easy like this but in fact until you get accustomed to boss fight and learn timings, you won't do much. It's all about practice and thinking before doing something, not just mindlessly rushing. Again before Shadow Dragon fight it is recommended to have some nice gear like Spear of Tiberius/Creation and of course if you are new to Shadow Dragon boss Soul of the Dead wings which will help you to survive more and the more you survive the more you learn about boss fight, later on you can either swap to Cape of Corrupted Flame or if you got lucky with Samael to Protector of the Skies which will increase your damage.
Lancer End Game Boss Guides
Lancer Death Fiend Guide
If you are staying on Hell Hound (Death Devourer is name in map) you will want to have pretty much same build as if you are holding Death Fiend. Let him auto attack you once on start to get Hell Hound mark on you. Also you cant be alone on him, you will atleast need 1 more person there so he can take the agro allowing you to reset up and heal since Hell Hound has degen and -100% healing recieved aura around him which prevents you from healing if you are in the range. On every summon do not deal damage until 20% happens on Death Fiend because there is no point in this since summons will anyway heal up to 100% of their hp afterwards. After 20% has happened you will start dpsing, you most likely wont be able to get him to so called ''Ready status'' where you can finish him so just try to kinda stall the fight until your teammates are ready with Death Fiend, so they will come up and help you. You need to stun/interrupt Hell Hound when you see him saying ''GRRRRRR'' because if he is not stunned here, random people in the area will get silenced and slowed for certain duration which can end up messing the whole fight. When he gets to full mana he will randomly charge on certain person thats not marked by other summons and Death Fiend, the charge is instant kill, but you can dodge it by running in the small circles. After charge is over let him auto attack you again to reapply the mark, because if nobody is marked Hell Hound will start regaining mana rapidly fast resulting in another charge very soon. As the fight goes on the healing orbs will start spawning around him and heading towards him, if they hit him they will heal him for around 10% of his hp, so you want to collect these orbs up but be careful since they deal damage to you if you collect them.(damage is not so high but it can be lethal if you are on low hp).
On Drow Ranger aka Sylvanas (Death Huntress is name in map ) summon you can be on full damage build if you have means to survive 20% Death Fiend proc, if you don't then you will need to put up some item to be able to survive (Creation, Cold Ring etc). on Sylvanas you can be alone but you will need to get cleansed once in a while if the fight last long because with every auto attack Sylvanas will stack -% healing debuff on you, similar to the one Hell Hound has just this one will start from 0% and go up the more auto attacks you take from her. She will be making random vortexes around you with her auto attacks which will suck you in and explode at end, if you are inside when they explode they will instantly kill you, use your Q/R to evade them. Once in a while Sylvanas will cast piercing arrow, it will 1st show the direction where she gonna fire it by showing up a straight line coming from her and short afterwards will shot a global area arrow in that direction, if this hits you up it will deal decent amount of damage, won't really kill you since you are strength hero but you will be slowed and will end up having a debuff on you, this debuff will instantly kill you if you take another of her piercing arrows in ~15 seconds time. When she gets full mana she will mark random player in the area and fire her arrow in the air, after this happens for the 4th time arrows gonna fall up on all the marked places in the area where she fired before dealing enormous damage, most likely killing a player if he doesn't have some kind of protection like Anti Magic Shield or Creation active. After these arrows fall down they will spawn small mini skeletons which will start attacking you, they don't really do some big damage but are there mostly to just annoy you, they rely on numbers tho so the longer fight takes the more arrows will Sylvanas fire and the more skeletons will spawn. In general your job here is to actually damage her and try to get her to ''Ready status'' where you can finish her with your ultimate or any other spell.
On Succubus (Death Weaver is name in map) summon you can go same as Sylvanas full damage build just get the means to survive 20% Death Fiend proc. You can also hold it alone. Same as on any other summon do not deal damage before 20% Death Fiend proc since its literally meaningless to do this. After 20% happens on Death Fiend you will proceed to do your combo, you can straight up use your ultimate instantly and you will most likely have it for the finish. She has 2 spells, one where she will pull you close to her and start slashing you, you can dodge this by simply going behind her or pressing your R or dashing with Q if you end up taking it tho you will want some of your ally to quickly jump in the spell because it splits the damage to all heroes caught up in it, the indicator for this spell is her saying ''take your punishment'' and her hands being kinda red colored. Other spell is called wave where she will fire green waves all around her, indicator for this spell is her hands being green and her saying ''die smiling'' you can simply dodge this by moving away from her and looking for a gap between waves, care to not get hit by these waves if you are marked because they will instantly kill you then. When she reach full mana she will randomly teleport to a player on the map, keep in mind she wont teleport to a heroes that are marked by summons and Death Fiend, when she teleports, she will cast one of her 2 spells randomly.
In general, Death Fiend boss fight requires a nice coordination between team members, you will want to be in voice chat because to actually kill the Death Fiend all of his summons including himself need to die in a time span of 4 seconds else they heal back to full and get 100% damage reduction which results in fail. You will want to also make macros for certain boss spells like Death Fiend 20% proc, Succubus teleporting, Hell Hound charge and Sylvanas arrow counts. It will require certain practice to get used to fight in general but it is certainly in my opinion one of the funnier and more interesting current end game boss fights that are there.
Lancer Valtora Boss Guide
After Valtora hits 50% of his hp he will push everyone away from him and go up in the sky and start casting his ultimate spell the so called ''red lines'' where random lines formed out of red orbs will start coming from random sides of the area dealing enormous damage if they touch you and stunning you for 5 seconds afterwards if you survive their damage. You will want to jump on already mentioned tornados and avoid lines by staying on them. There will be 3 lines coming in a row after which Valtora will come down and you will be able to damage him again, but care because he will then proceed to cast another line which makes 4 in total, after 4th line is gone you can freely go in and damage him but should always have up people staying away from him so they can take his hammers, because if there is nobody keeping distance he will just cast hammer to you players in the melee which can ruin the fight completely. As lancer you can use your Q/R to dash/jump over lines if you don't feel like staying on tornados or you end up in situation where you can't reach the torando.
In general this is probably the simplest boss fight among the end game ones where you don't actually need to be aware of that many things as on other boss fights out there in the end game. As lancer beside dealing damage your main job is to be a shield breaker for summons since they will literally demolish your team if they are not broken, you can also depending on your team composition provide certain support to a team by wearing items like Creation of Sky and Earth, Ispion the runed ring and Protector's Will.
Lancer Ifrit Boss Guide
After you have killed all evil lava spawns that have spawned you can proceed to 1st wheel on 75% of Ifrit hp, he will teleport to the middle summon 2 fire golems at his left and right side and start wheel. Wheel is much bigger version of Mad Clown wheel and it can randomly change direction and speed at which its going so do not be going too close to wheel lines so you don't end up dying when wheel change direction. As Lancer you should position yourself either on left or right side from Ifrit because of fire golems. These golems start with 100% damage reduction but with your nerve strike E you can break 40% of that shield with each cast, Winter's Heart breaks for 10%, also if they get hit up by falling meteors they will break their shields by 20% so keep that in mind. Once fire golems reach full mana if they are not interrupted they will start charging at random player in boss room, this charge is instant kill same as Ifrit one, just golem charge doesn't fire ''V'' shaped lines after. Also when they hit a wall with their charge they will lose 20% of their damage reduction aswell. Ideally you would want to break golem 2 times with your E so when they charge they completely lose all damage reduction. Also on very 1st auto attack that golems do to you they will push you and briefly stun you so be aware of this. Regarding Ifrit wheel, lines on wheel are not instant kill so you can survive them by using Creation/Anti Magic Shield/Cold Ring of Death active. After wheel ends you will want to group golems with Ifrit and burst them together with your ultimate F and your team resulting in,(soul weaver is most suitable for this job) killing golems and leaving ifrit to around 30% of his hp. A lot of evil lava spawns will be around and double bombs will be coming now, you will want to keep coordination with your team while killing evil lava spawns and grouping up for fire bombs explosions. After you have cleaned all evil lava spawns you can proceed to 2nd wheel which happens at 25% of Ifrit hp.
This wheel lasts longer than 1st one but it is pretty much same as the 1st one so try to break golems and survive, you can jump over lines with your Q/R if you need. After wheel is over if you did clean all evil lava spawns before wheel, you should have your ultimates up to burst up and finish Ifrit. Currently there are 2 possible ways to do Ifrit, 1st one is already mentioned one where you kill all evil lava spawns and then go to wheel, 2nd one is by completely ignoring evil lava spawns, instantly going wheel and stunning evil lava spawns as you run wheel. 2nd way is much faster but also more risky to attempt so i suggest you sticking with 1st one until you get hang of it.
In general Ifrit is fight of coordination and awarness of what is happening around you, you need to pay attention to much more things than on your usual late game boss fights so be aware of this and do not be focusing damage so hard that you lose a sight of whats happening around you and end up being dead. As lancer again expect dealing damage and bursting golems your main job is to be in charge of breaking fire golems damage reduction, if you position yourself nicely you can break atleast 1 time during wheel, do not risk to break 2nd time if its not safe (by risk i mean jumping over wheel lines etc).
If you want to find me and play with me, i'm mostly playing on eurobattle.net and you can add me on discord (MasterOgi#7734). If you think something is not right in the guide and could be improved write me here and i will check it, or send me PM. I tried to cover every possible aspect of Lancer gameplay and to write almost everything i know about Lancer. At the end i want to say thanks to Keekero for creating this map, greenFruit for updating it, and to all players who are playing it because we are the ones that keep it alive. Best regards.