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Mythwright Gambit

Timer 16 minutes 30 seconds
Timer Start On entering combat with Conjured Amalgamate.
Table of Contents

Mythwright Gambit speedrunning varies greatly based on the week, as Minipets takes much longer to clear than Ooze. Most time gains revolve around an efficient Conjured Amalgamate, a good transition from Twin Largos to Qadim, and a fast Qadim kill. The Infallible timer for this wing is very liberal on Ooze weeks, but can become tight with bad Minipets RNG.

Main Points


Composition

Mythwright Gambit requires many specialized roles so composition requirements can be rather strict.

One to two Mesmers are often run since they bring great utility and can vastly speed up the transition from Twin Largos to Qadim.


Conjured Amalgamate

  • All DPS should be on Power builds due to the boss and arms having 10.4% reduced armor. The arms will also cleanse themselves of all conditions after every slam.
  • Damage pressure is low, thus solo-healing is viable.
  • Players doing Swords and Shields are usually boonDPS or healers, and must ensure they have enough boon duration to maintain uptime.
  • Bring sources of Pull and projectile management. This is often done by Mesmers running Temporal Curtain and Feedback.
  • Chronomancer can take advantage of the interaction between Continuum Split and Conjured Slash to massively boost group DPS.

Sorting and Appraisal

Twin Largos

  • It’s convenient to bring two healers as you will need one per subgroup when splitting up.
  • The subgroup going to Nikare should bring a form of Stunbreak for players caught in bubbles.
  • The subgroup going to Kenut should bring Aegis for her boonstrips and Stability for her shockwave.
  • Amalgam’s Offensive Protocol: Obliterate can remove Barrier from the bosses, greatly benefiting any Condition builds.
  • Nikare has 5% reduced armor compared to the standard. On the contrary, Kenut has 5% increased armor.

Qadim


Conjured Amalgamate

This boss is played with a strategy optimized around Conjured Greatswords and Greatsword Power. The strategy has some randomness involved, but is not very punishing overall as it’s the first boss in the wing.


Continuum Split and Swords

Conjured Slash has some unexpected behaviour that allows players to double-cast it in quick sequence. The way this skill normally works is:

  1. Player gather stacks of Greatsword Power from adds or orbs.
  2. Players cast the skill, resulting in a number of Fractured stacks on the affected enemies equal to the amount of Greatsword Power gathered.
  3. The skill goes on cooldown after its animation lasting 0.75 seconds.
  4. Greatsword Power is removed from the caster around a second after the skill is cast.

Using Continuum Split, we can double cast this skill by resetting its cooldown before Greatsword Power is removed.

The resulting sequence is:

  1. Cast Conjured Slash and Continuum Split.
  2. Once Conjured Slash goes on cooldown, Continuum Shift.
  3. Re-cast Conjured Slash immediately.

If done correctly, this will double the number of Fractured stacks on all enemies hit.

The timing can be quite tricky to perform correctly in the middle of a run, as you need to activate Continuum Shift late enough that Conjured Slash goes on cooldown, yet early enough to have time to recast the skill before Greatsword Power is removed.

This can be practiced easily in a solo instance by killing a Conjured Greatsword from the first smash and using it on the second one.

With Quickness, this trick becomes much more difficult to perform. This is due to Conjured Slash’s cast time becoming similar to the time it takes for Greatsword Power to be stripped.


Strategy

This strategy requires three roles overall:

  • A healer to collect shields.
  • Another healer (usually a Chronomancer) to collect swords.
  • A secondary sword collector.

100% - 50%

Trigger the left arm and start damaging it. Use Temporal Curtain and other Pull skills to group up the Conjured Greatswords and cleave them on top of the arm. Everyone should collect the swords on the floor as soon as the adds die.

Damage on this arm is important but not fundamental. DPS players should keep their main burst for the second arm, but still try to leave this one around 50-60%.

Once the left arm goes up, cross the middle of the platform to bait down the right arm. Everyone should Conjured Slash the arm and burst it down before it goes up again.

Depending on your burst, 5 to 6 stacks are required on the arm to kill it. Since the pattern of Conjured Greatswords spawning from the previous arm is random, it can happen that you do not kill enough swords to do so. In this case it’s better to /gg and reset the boss than continue a botched run.

Once the arm is dead, the main group should group up and kill the remaining Conjured Greatswords while moving to the boss. As soon as they die, use Conjured Slash on the boss.

Meanwhile, the two healers should move in position to collect swords and shields. The swords collector can use Conjured Slash on the boss after collecting five swords. If they are playing Chronomancer, they can additionally use Continuum Split to get ten stacks of Fractured on it for the main burst.

CS-ing swords is not strictly necessary for the strategy to succeed, but it will greatly increase your overall damage.

While the primary swords collector is using Conjured Slash, the secondary swords collector should gather the next three stacks, after which the primary can take over again and gather the rest.

When beginning the collection, the primary collector should count out loud the number of stacks they have. This way, the DPS players can time their burst and the secondary collector knows when to take over.

You should ideally phase the boss before the wall attack reaches the main group. Otherwise, use Conjured Protection to save the group.


50% - 25%

The secondary collector should use their Conjured Slash on the left arm when it comes down. This arm should be damaged from the previous phase, so 3-4 swords are usually enough to kill it.

Once it dies, the primary uses their swords remaining from the previous phase on the boss, and both healers move to collect. Ideally you should phase the boss during the collection once they have gathered 2-3 stacks.

Once the boss has phased, CC and kill any Conjured Shields remaining. Group up for the clap and use Conjured Protection, healing the group immediately afterwards.


25% - 0%

The primary, having collected swords in the previous phase, will use Conjured Slash on whichever arm comes down first. Burst the arm down, Pulling together the Conjured Greatswords immediately when they spawn and cleaving them.

One player (usually the shields collector) should move before the rest of the group to bait the other arm down on the closer platform. The rest of the group can move once the first arm is dead, and everyone who collected a sword should use Conjured Slash on the arm. Cleave down the arm trying to hit the boss at the same time, while the healers perform the final collection.

If no players are present on one of the second arm’s platforms before killing the first one, the arm will randomly choose which platform to slam down on. This could be the further of the two, resulting in the players not reaching it in time for a full burst.

If the boss is still alive after the second arm dies, then and only then should you hit it directly.

Remember that each time one of the arms dies, the boss loses 10% of its maximum HP!


Sorting and Appraisal

These events can be either very fast or potentially run-ending based on the week. Most groups will attempt to kill on an Ooze week, but it’s definitely possible to kill on Minipets with good RNG.


Initial Dialogue Skip

After Conjured Amalgamate is dead, everyone should glide backwards off the platform and Skyscale back to the ley rift at the beginning of the instance. Use the ley rift to get to Sorting and Appraisal, then talk to Zomorros, selecting the final option to skip the rest of the dialogue. Afterwards, your path will diverge based on whether you have to complete Minipets or Ooze.


Minipets

This encounter can be made much faster by using Pulls to quickly reposition the minipets. The only way this can go wrong is if you get the Mega Maraca Choya Pinata, which cannot be moved around. In this case, cry and scream at the unfairness of it all.

Good skills for this encounter include:

Announce when you are using a pull skill. DO NOT hit any bosses while they’re being pulled, as this will interrupt their movement. Sheathe your weapon or de-target to avoid accidental auto-attacks.


Ooze

A straightforward fight. Hit the Ectoplasmic Conglomeration in the center, then hit whatever add is bouncing, going clockwise.

If you’re still reading this after that exciting summary, you can use Jackal’s Pounce to give Barrier at the beginning of the fight and avoid embarrassing downstates.


Dreg Shark

The trick to completing this encounter quickly is to kill the miniboss in one long, continuous phase. This can be done by throwing a second Dreg Shark Extractor at the shark while it’s still vulnerable in the center of the arena. For maximum results, count 8 seconds before throwing the second bomb.


Twin Largos

This boss is played with the standard PUG strat, splitting the squad between Nikare and Kenut after phasing both to 50%.

Ideally you should aim to kill both bosses at the same time. The subgroup on Nikare will often deal less damage overall due to the boss’s movement, so it’s convenient to have a player from the other subgroup join them on the last platform. This transfer can happen as early as when the Nikare group reaches the platform, or as late as after the Defiance Bar, depending on the disparity between the two groups’ damage.


Dialogue Skips

The following section is not relevant to Infallible runs, but general time-saves when running this wing.

It is possible skip some dialogue to start the boss earlier than normal in a couple of ways. These usually require players to /gg, so they are not applicable to Infallible runs.

  • Once the bosses spawn on the platform, you can hit them with a Skyscale Fireball while the dialogue is still ongoing. This will begin the fight early: groups will usually then /gg and respawn. You can jump on the platform as soon as you see “Engage Qadim’s final challenge” pop up.
  • You can “platform start” the boss. Trigger the fight, then /gg. The boss will not respawn immediately, giving you a 15-20 seconds to preposition on the first platform before spawning in.

The length of the dialogue depends on the players’ client language. The dialogue will last as long as the longest duration between all languages used by players in the instance.

Language Duration
French 54 seconds
English 1 minute 2 seconds
German 1 minute 16 seconds

Transition to Qadim

This transition takes advantage of the dialogue occurring immediately after Twin Largos to quickly kill the three Pyre Guardians necessary to unlock Qadim’s arena.

This transition cannot be emulated by opening a fresh wing on Qadim, as this dialogue will not be present. It only works after killing Twin Largos.

It is recommended to run a marker pack to show trails for this transition.

After Twin Largos die, use your Skyscale or Skimmer to go back to the ley rift at the entrance of the water room. Change templates while flying so that you are ready for the transition.

Once you are somewhat grouped up, take the ley rift to the Grand Causeway. From when the first person comes through, you will have a limited amount of time to kill the first Pyre Guardian, found at the bottom of the stairway. If done fast enough, the guardian should respawn shortly after the dialogue between Qadim and Zomorros ends.

The easiest way to get to the Pyre quickly is with Skimmer’s Slipstream Boost. If your group is struggling with this DPS check, try waiting for everyone to be ready before taking the ley rift together.

While the main group is killing the first pyre, a Mesmer can use a combination of Skimmer and Skyscale abilities to quickly get to the top of the stairway. They can then prepare a Portal Entre next to one of the topmost Pyre Guardians and drop down to join the rest of the group.

It is highly recommended that this player has the relevant mount masteries maxed out.

Based on how fast you killed the first pyre, you can then either:

  • (Fast) Take the portal, kill the topmost pyre and then take it back down to kill the first one again once it re-spawns.
  • (Safe) Wait for the bottom pyre to respawn, kill it and then take the portal up to kill the last one.

If you have a second Mesmer (or are running Mimic on the first one) they can open a portal from the pyre to the entrance of Qadim’s arena.


Qadim

Qadim is a long, complicated boss with many moving parts and opportunities for mistakes. Optimized Qadim runs focus mainly on two points:


Lamp Strategy

In a speedrun setting, the lamp becomes the bottleneck for clearing the add phases. Groups therefore prioritize this mechanic by sending multiple people down to speed up the process.

One of the most common combinations in the lamp is the Reaper and Scrapper duo.

  • Reaper has more than enough damage to quickly kill all of the adds, and great survivability and self-boons to boot.
  • Scrapper is used to Superspeed the Reaper, often running an additional gyro to increase uptime.

Other common lamp classes include:

  • Mirage - technically the fastest solo lamp class, but not often seen due to a high skill floor and sub-optimal phase DPS.
  • Daredevil - very good mobility, but can struggle to solo in CM due to lower damage and no self boons. Often run as a pair for extremely fast clears. Uniquely, can open its own lamp with Prepare Pitfall.

The last lamp is best done by at least three players, one of which should be able to provide Stability or Resistance for the Giants. Reaper can also Blind them using Well of Darkness.


Single Pyre Strategy

Most groups speedrunning Qadim will only kill the Pyre Guardian providing Protection. This is done with the following sequence at the beginning of the two burn phases:

  1. Once the lamp is opened, a Mesmer prepares their Portal Entre next to Qadim’s spawn position and runs to the Protection pyre.
  2. Once the platform spawns in, they move onto it and open their portal in front of the Pyre Guardian.
  3. One subgroup (usually the one with the kiter) takes the portal, kills the Pyre Guardian and takes it back.

The advantages this brings are:

  • The entire squad starts DPSing Qadim early, without having to go out and kill pyres at the beginning of the phase.
  • Half the squad remains on Qadim even while killing the pyre.

If you have enough DPS to consistently phase Qadim before he gains his Defiance Bar, you can use this strategy with no additional adjustments. Otherwise, it is highly recommended to run a Spellbreaker with Winds of Disenchantment. They can use this skill to prevent Qadim from re-gaining Stability while his Defiance Bar is up, allowing the squad to strip and CC him.


Additional Tips

  • Put both lamp players in a subgroup where the supports can give them good boons at the start of the encounter. Alternatively, have them stack with a few boon providers on top of the lamp before taking it down.
  • Troubadour’s Tale of the August Queen is excellent for when Aegis would otherwise be unreliable, such as at the beginning of the Apocalypse phase when you’re getting hit by the reapers.
  • The safest approach to the bouncing orbs is moving to the unaffected spots on the platform.
  • Have a second Portal Entre (or use Mimic) for when Qadim teleports during the final burst phase.
  • Your kiter can be a boon provider if you put them in a subgroup with the lamp players and the tank. Make sure the single remaining DPS does not suffer excessively due to the missing boon (example: Quickness kite Deadeye with a DPS Bladesworn).

Additional Resources

PoVs

This is a non-comprehensive list meant to display a diverse selection of perspectives and roles. You can find additional PoVs and logs in the Infallible Archive.

Classes Link Date Notes
Heal PoV March 2026 Fast Qadim transition
DPS, Lamp PoV May 2026 Solo lamp
QuickDPS, Kiter PoV March 2026 F1 F2 F1 F2 F1 F2
DPS, Lamp PoV April 2026 Transition portal PoV
  • Kite Deadeye build and gameplay guide by Snowcrows. Replace Dagger Training with Mug for easier kiting and sustain. Run rifle instead of daggers if you don’t want to teleport every time you use Deadeye’s Mark.
  • Qadim NM in 3:58 by [AVES]. Honestly just putting this here because it’s the greatest GW2 speedrun of all time and everyone should watch it at least once. You can find a writeup on this run here and a commentary here. Disclaimer: no sane group should try this strategy in a full-wing speed-clear.

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