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Brelshaza Gate 4 Legion Raid Guide


Gate 4 Introduction

Just like in Brelshaza Gate 3 the ability to resolve and recognize the correct mechanics quickly will be crucial. Positional requirements and fulfilling party assignments play a big role during Brelshaza Gate 4.

The recommended Combat Items include, but are not limited to:

  • HP Potion of your choice
  • Swiftness Robe or Marching Flag (If low movement speed)
  • Whirlwind Grenade for classes with low stagger damage
  • Flame Grenade for imprison mechanics
  • Dark Grenade on supports if encountering damage problems
  • Time Stop Potion

Disclaimer: In this guide, we will only focus on the important core & general patterns of the boss. Basic attacks of Gate 4 which are easy to predict or deal low damage, won't be explained in detail.

This guide assumes that you are familiar with the recommended Raid Build for your class.

Learn about Brelshaza Legion Raid Gate: 1 / 2 / 3 / 4 / 5 / 6.


Raid Assignments

Before starting Gate 4, your party needs to set up specific position and role assignments for things to go smoothly during Main Mechanics.

  1. The Raid Leader can rename Party1 & Party2 to specific colors present on the map that will help players identify their positions during the raid.
    • Party1 → Blue (For yellow mechanic) | Blue+Purple (For blue mechanic)
    • Party2 → Green (For yellow mechanic) | Green+White (For blue mechanic)
  2. Players need to decide on who will be responsible for the Orb Destroyer, Orb Catcher & Stagger roles. This will be important when facing the Yellow Cube Mechanic. The Orb Catcher should be the support player, while the dps with the least stagger takes the role of the Orb Destroyer.
    • 1 player: Orb Destroyer
    • 1 player: Orb Catcher
    • 2 players: Stagger

Main Mechanics Overview

The color of the cube when the fight begins will determine the starting main mechanic, e.g. if the fight starts with Red, then at x170 HP you will have to do the Red mechanic. Furthermore, color transitions can never land on the same color they were before. In our example, we would receive either Blue or Yellow at x165 HP.

Main Mechanics

  • x170 HP - Red/Blue/Yellow Mechanic
  • x120 HP - Red/Blue/Yellow Mechanic
  • x95 HP - Stagger 1
  • x60 HP - Red/Blue/Yellow Mechanic
  • x20 HP - Stagger 2

Cube Color Transitions

  • x165 HP
  • x135 HP
  • x95 HP (Transition after stagger 1)
  • x65 HP
  • x40 HP
  • x20 HP (Transitions after stagger 2)

Once you have read through the detailed description of the main patterns, use the “cheat sheet” during the raid, or check out our condensed Cheat Sheet Collection for all Legion Raids on one page.

Cheatsheet

Red
x170/x120
Blue
x170/x120
Yellow
x170/x120

Lowest stagger enters the dome
All players stagger the boss
Collect objects after stagger & enter the dome with them
1, 2 & 2 objects will appear after each stagger.

Party1
Player1&2: Blue Side
Player3&4: Purple Side
Party2
Player1&2: White Side
Player3&4: Green Side
Stagger the cube, Complete typing test and breakout your teammate

Party1: Blue side
Party2: Green side
Destroyer: Kill Orb
Catcher: Catch orb near the boss
Stagger: Step inside the Yellow dome and stagger the boss
Catcher & Destroyer: Block projectiles


x95
Stagger 1

You have a limited time to stagger the boss.
Use Sidereal: Innana for cleansing Damage Stacks
Use Sidereal: Wei for immediate high stagger


x60
Red/Blue/Yellow

Check images above


x20
Stagger 2

You have a limited time to stagger the boss.
Use Sidereal: Innana for cleansing Damage Stacks
Use Sidereal: Wei for immediate high stagger


Raid Mechanics

Raid mechanics cover the passive mechanics that are persistent through the entire raid.

Sidereal - Wei

Wei: CTRL+X

Description

  • Wei is the Sidereal used for Stagger Damage.

When To Use

  • During x95 HP & x20 HP Stagger phases.
Sidereal - Innana

Innana: CTRL+C

Description

  • Using Innana will prevent you from knock backs & reduce damage received.
  • She will cleanse the Damage Stacks of the boss.
  • After the dome disappears, all players get a minor heal.

When To Use

  • During x95 HP & x20 HP Stagger phases, so you can ignore most mechanics and freely stagger the boss.
  • When the boss has almost reached 10x Damage stacks, you should use Innana to cleanse them.
Sidereal - Nineveh

Nineveh: CTRL+Z

Description

  • Nineveh is the Sidereal used for Damage.

When To Use

  • If your party does not require additional stagger damage from Wei and cleansing Damage Stacks is not necessary, then Nineveh is a good option for damage.
  • Use her after x95 HP & x20 HP stagger phases.
  • Do not use her in the Cube color transitions, as the boss gains damage reduction.
Damage Stacks

Description

  • Getting hit by certain notable attacks increase the stacks of the boss. (Brands, Wall, Fire)
  • These stacks provide the boss with a damage buff. When it reaches 10 stacks, it wipes the raid.
  • Stacks can only be removed by using Innana on top of the boss.
Encroachment Stacks

Description

  • Leaving the main arena and entering the swamp area gives the player Encroachment stacks.
  • When these reach 8 you will die.
  • Stacks can only be removed by using Innana.

Main Mechanics

Main mechanics occur at certain HP intervals.

Red
Red Mechanic

Telegraph

  1. Can occur at x170,x120 or x60 HP.
  2. Red lasers will shoot out of the cube, covering the entire playfield in red.

Description

  1. A yellow dome will be generated in the direction the boss is facing.
  2. One player needs to enter this dome, getting frozen in the process.
  3. 7 other players need to stagger the boss. When successful, this will spawn 1 yellow orb on the arena.
  4. Players with the lowest stagger should try to grab this orb and run inside the initial dome.
  5. The stagger process will repeat two more times, spawning 2 yellow orbs each time now.
  6. Once 6 players have entered the yellow dome with their orb, the mechanic will resolve.
  7. The remaining 2 players outside the dome must be careful not to stand in front of the boss to dodge the laser.
Blue
Blue Mechanic

Telegraph

  1. Can occur at x170,x120 or x60 HP.
  2. Red lasers will shoot out of the cube, spawning 4 smaller cubes on the map.

Positioning

Players have to quickly understand in which direction their assigned color spot is located and head over there.

Party1

  • Player1 → Blue
  • Player2 → Blue
  • Player3 → Purple
  • Player4 → Purple

Party2

  • Player1 → Green
  • Player2 → Green
  • Player3 → White
  • Player4 → White

Description

  1. Four squares with stagger checks are generated at the color positions on the minimap: White/Green/Purple/Blue
  2. Move to the position assigned in your party order.
  3. Break the squares with your best stagger damage skills as quickly as possible.
  4. A defensive shield will be applied to everyone who successfully breaks the square.
  5. Then 1 of the 2 players will get imprisoned while the other will have to do a typing test to break free.
  6. Free your teammate from the imprisonment and dodge the attack the boss is trying to perform.
  7. Head & Back attack positions are not safe until the lasers have been fired!

Note: Once players have obtained the defensive shield, they can choose to quickly group up in the same location, so that breaking people out of imprisonment is quicker. Flame Grenade can be used before the typing mechanic starts to instantly break people out!

Yellow
Yellow Mechanic

Telegraph

  1. Can occur at x170,x120 or x60 HP.
  2. Red lasers will shoot out of the cube, with 2 balls spawning on opposite sides of one another.

Positioniong

Players have to quickly understand in which direction their assigned color spot is located and head over there. The Orb Catcher should be the support or dps with weak stagger, while the dps with the least stagger takes the role of the Orb Destroyer.

Party1 → Blue

  • Player1 → Orb Destroyer
  • Player2 → Orb Catcher
  • Player3 → Stagger
  • Player4 → Stagger

Party2 → Green

  • Player1 → Orb Destroyer
  • Player2 → Orb Catcher
  • Player3 → Stagger
  • Player4 → Stagger
  1. On both Blue & Green side, a huge orb will spawn on the outer edge of the arena.
  2. Orb Destroyers have to be positioned there ahead of time and break it when it spawns.
  3. Once destroyed, they will get a protective shield that they need to use to block purple bullets shooting out of the pillars to the side.
  4. The destroyed orb will shoot a yellow ball towards the center of the arena. This ball has to be intercepted by the Orb Catcher near the boss. Doing so creates a large AoE on the ground, providing increased stagger for whoever stands inside of it.
  5. This will provide the Orb Catcher with a protective shield around them. They need to utilize this to block the purple bullets shooting out of the pillars on the opposite side of the Orb Destroyer.
  6. The two remaining players responsible for stagger have to enter the yellow area created by the Orb Catcher and stagger the boss.
  7. When the boss is staggered, the mechanic gets resolved!
Stagger 1&2

Telegraph

  1. Occurs at x95 & x20 HP.
  2. Golden lasers will shoot out of the cube, and it will rematerialize, changing its shape color to white in the process.

Description

  1. A time dial will appear beneath the boss indicating how much time you have to stagger the boss.
  2. Throw your Whirlwind Grenades and use your strongest stagger skills to break the boss before the time runs out.
  3. Sidereal: Innana can be used to cleanse Damage Stacks and prevent damage taken & knock back attacks.
  4. Sidereal: Wei can be used for a large amount of immediate stagger damage.
  5. Staggering the boss will resolve the mechanic.

Red Phase

Red Transition

Description

  1. The Red Cube transition initiates a guaranteed attack.
  2. Two lasers will shoot from the flat sides of the cube.
  3. Staying at either of the 4 cube edges is safe.
Blue Memory

Telegraph

  1. The boss will flash the arena surrounding it in a blue telegraph with safe spots.

Description

  1. Locate and remember the 3 safe zones while they are being shown.
  2. Afterwards, go to the 3 safe spots in the correct order to survive.
  3. Getting hit by the telegraph will imprison you.
  4. Break free your teammates, before the boss fires a laser and kills them.
Brands

Telegraph

  1. Yellow lines will radiate from the cube to the outer layer of the arena.

Description

  1. Spread out, so the lines don't overlap each other.
  2. When they disappear, an orb will float towards the boss from the outer edge.
  3. Pickup the orb to prevent creating Damage Stacks on the boss.
  4. Taking more than 1 orb will kill you!
Lasers+Meteors

Telegraph

  1. The outer edge of the arena gets surrounded by towers that target players with lasers.

Description

  1. The lasers are locked onto players.
  2. Try to manipulate the path of the lasers by walking to a safe location.
  3. Once the laser locks on, you're free to move and dodge the remaining patterns.
  4. Random Meteors will spawn, dodge them.
  5. Projectiles will travel across the created laser paths.

Blue Phase

Blue Transition

Description

  1. The Blue Cube transition initiates a guaranteed attack.
  2. A huge cube shaped pattern will explode from the boss.
  3. Staying at the edge of the arena while facing either of the flat sides of the cube will be safe.
Fire

Telegraph

  1. All players will radiate a red beam from their character, while surrounded by a star pattern.

Description

  1. Stack up and place them on the edge of the arena.
  2. If you can't group up in time, simply place it away from everyone else at the edge.
  3. Quickly dodge away from the explosion and avoid the fire on the ground.
  4. Standing in the fire will generate Damage Stacks for the boss.
Towers+Meteors

Telegraph

  1. 8 Towers will spawn around the boss, with meteors falling nearby.

Description

  1. Towers will shoot projectiles that you need to avoid.
  2. Big meteors will fall in telegraphed areas, as well as random small ones near your location.
Imprison

Telegraph

  1. The boss spawns 8 protective orbs spread evenly across the arena and lights up the entire playfield in blue.
  2. Followup spots are showed for a brief moment right after.

Description

  1. Players should spread out and grab one protective orb each.
  2. Taking an orb protects you versus the initial imprisonment.
  3. Remaining players who didn't grab an orb in time should try to group together.
  4. If you have a shield, and you stand close to a person without one, you will get imprisoned too.
  5. Those who took orbs should dodge the second imprison pattern and break free your teammates.
  6. If you fail to break out your teammate, the boss will shoot a laser at them, dealing very high damage.

Yellow Phase

Yellow Transition

Description

  1. The Yellow Cube transition initiates a guaranteed attack.
  2. Four towers will spawn in cardinal directions.
  3. Simply avoid the projectiles coming from them.
Towers+Meteors

Telegraph

  1. Meteors will spawn from the sky, with towers spawning through the center of the arena.

Description

  1. Quickly go to the side of the arena and avoid meteors & projectiles.
  2. Support players should keep track of their dps players and keep them alive.
  3. Avoid dashing through the wall since additional projectiles will be shot there.
Wall

Telegraph

  1. A permanent wall dividing both sides will be present during the fight.

Description

  1. Running into the wall without using your spacebar will stun you.
  2. This will give Stacks to the boss and deal damage to you.
Half Blue

Telegraph

  1. Half of the arena will flash blue.

Description

  1. If you're standing on this side, you need to dash over to the other side quickly.
  2. Use spacebar at the correct time to dash through the wall.
  3. Remaining on the blue side will imprison you.
  4. Break free your teammates before the boss can fire a laser at them.

Notable Patterns

Knockback

Telegraph

  1. Arena will slowly get covered in a yellow color.

Description

  1. Watch for the yellow zone expanding to the outer edge.
  2. Once it is close, use a skill with Paralysis or Push Immunity to prevent knockback.
Retaliate

Telegraph

  1. Two circles with a red outline will spawn and rotate clockwise.

Description

  1. This is a retaliate attack.
  2. Attacking the boss will trigger raid wide damage and knockback.
  3. Stop dps and avoid the red circles going towards you.
  4. Resume when they disappear.
Rotating Beam

Telegraph

  1. A wall of yellow beams is formed that rotates counter-clockwise around the arena.

Description

  1. Avoid them.
  2. You can spacebar or use skills with paralysis immunity to go through the beams and avoid knock back.
  3. While this is happening, circles will be created beneath the players, which explode shortly after.
Red Memory

Telegraph

  1. A sequence of 3 red lines and pizza slices is shown.

Description

  1. Remember the sequence and head over to the open gap in the pizza pattern.
  2. Dodge the red lines as they appear and proceed with the fight.

Credits

Written by Choilicious
Reviewed by Perciculum