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Legendary Ura Strategy Guide

Table of Contents

Legendary Godscream Ura is an extreme challenge that requires near-perfect execution to be cleared. Many concepts generally carry over from the Challenge Mode Strategy, so it is highly recommended to be familiar with Challenge Mode and with your chosen class before attempting to progress the Legendary Mode.


Main Points

  • Two very different strategies are popular: Spawner and Willbender.
  • The fight is an extremely tight DPS check, requiring every player to pull their weight.
  • An inordinate amount of CC is required throughout the fight.
  • The ranged group will have to double drop for the entire fight. There are several ways of doing this depending on strategy and composition.
  • Tanking Ura, facing her in the right direction and timing CC correctly is essential to avoid her casting Propel and upkeep high DPS uptime.
  • The final phase spawns multiple Legendary Ventshots that introduce extreme damage and CC pressure.

Overview

Ura’s overall mechanics and flow remain similar from CM to LCM. There are two primary ways to approach the encounter, outlined below. The choice of which strategy to play depends on your squad’s overall experience, preferences and region.

Spawner

An extension of the CM strategy to LCM with some small composition changes.

Almost exclusive to the NA region.
Build and class diversity similar to CM.
More difficult execution*.
More difficult DPS check.

Willbender

A mostly LCM-only strategy that ignores some mechanics to simplify the fight.

Almost exclusive to the EU region.
Easier execution*.
Easier DPS check.
Strict composition with little to no variation.
Depends on Willbender for DPS.


* Compared to Spawner strat, Willbender can be more dangerous for the ranged group, but significantly simplifies melee group mechanics.

Spawner Strategy

This strategy plays out in a similar manner to Ura Challenge mode for the first three phases. Every point in the Challenge Mode Strategy Guide is applicable here.

  • For the ranged group the main difference lies in double sharding, and everything that goes along with learning and executing a ranged rotation properly.
  • For the melee group, the differences lie in the fight’s overall requirements: with such a tight DPS check, there is little to no room for mistakes.
  • The tank will have a fundamental role, as beyond preventing propel, they must often call CC for the rest of the group. Proper CC timings to minimize the uptime of Rising Pressure can improve overall DPS by up to 5-10%, which is often the difference between killing or wiping to enrage.
  • The final phase, from 30% post-heal to kill, has extreme CC and damage pressure. The usual approach is to upkeep permanent Stability and projectile reflection for the entirety of the phase’s duration.

Composition

The division between a ranged group and a melee group remains central in LCM. The ranged group is usually composed of:

The melee group contains everyone else, except for one DPS that covers the role of tank.

Spawner strategy compositions can be relatively flexible, depending on the extra utility brought by the boonDPS and DPS. An example could be as follows:

Sub Build Role Melee Ranged
1 CC Deadeye CC + Ranged 2
1 Celestial Scourge Ranged 3
1 Quick Firebrand Melee A
1 DPS Melee B
1 DPS Melee C
2 Heal Chronomancer Ranged 1
2 BoonDPS Melee D
2 DPS Melee E
2 DPS Ranged 4
2 DPS Tank

Deadeye is almost ubiquitous due to its unique ability to constantly dish out CC by spamming Distracting Throw and resetting their initiative with Maleficent Seven. Chronomancer is similarly almost always present due to its incredible boon access, Stability uptime, CC output, healing and general utility. Scourge is usually played with a celestial build, since it brings additional damage without sacrificing much in the way of healing and utility, and is sometimes replaced by another celestial healer such as Specter.

For boonDPS, the most common choice is Firebrand, as beyond doing excellent damage they can provide abundant condition cleanse, Stability with Stand Your Ground!, and projectile reflection with Wall of Reflection and Chapter 3: Valiant Bulwark. Two Firebrands can upkeep 100% projectile reflection uptime if one of them is running Wall of Reflection, though this is a little tight so often the healers will help out with either Feedback on a Chronomancer, Smoke Screen on the Deadeye, or Corrosive Poison Cloud on a Scourge.

The tank players usually do not participate in the melee rotation, but all other DPS and boonDPS do. While not strictly necessary, running one or more Power damage dealers can be beneficial, as Titanspawn Geysers have less armor.


Builds and PoVs

This is a non-exhaustive list of playable builds on the encounter. If anything is outdated, you can find up-to-date information on Void Lounge.

Build Role PoV Last updated
Heal Chronomancer Healer & Toxics   August 2025
CC Deadeye CC Bot & Toxics PoV, Golem, Guide September 2025
Offensive Hybrid Scourge Hybrid Heal & Toxics PoV September 2025
Defensive Hybrid Scourge Hybrid Heal & Toxics   September 2025
Quick Firebrand (Reflect) BoonDPS & Reflect PoV September 2025
Quick Firebrand (Elite Mantra) BoonDPS & Reflect   September 2025
Quick Firebrand (SYG) BoonDPS & Reflect   September 2025
2-kit Mechanist DPS (& Toxics) PoV September 2025
Condi Daredevil DPS PoV September 2025
Power Vindicator DPS & Titanspawners PoV September 2025
Power Scrapper DPS & Titanspawners PoV September 2025

Extra Build Information

Here you will find additional tips on how to tweak certain common builds to your squad’s requirements.

Heal Chronomancer

By default takes Well of Precognition but if you are paired with a Quick Firebrand who is comfortable with providing Stability, then you could also drop the well, replacing it with:

Celestial Hybrid Scourge

You can tweak your build based on how aggressive you want to be.

CC Deadeye

For the most part there is only one specific build, but some small variations are possible. Depending if you are tunneling or not, you can play with/without weapon swap.

If you are learning to play this build, check out Chupathingy’s excellent CC Deadeye Guide for more information.

If you need to provide Might and Fury, you should take Relic of the Midnight King. Otherwise, take Relic of Speed for permanent Superspeed.

Condition Quickness Firebrand

There are a few variations in your loadout depending on your squad’s needs:

Numbers from Iskarel and SC.

Rotations

The melee group consists of five people, and the melee rotation works in pretty much the same way as in CM. Following it as closely as possible is the key to smooth reproducible runs and progression. Always call out the next person in the rotation and mention where you are dropping your shard. It is possible also to run without a fixed melee rotation if all players are participating without any issues.

In general, with five people following the rotation there is enough leeway to skip one player. Issues arise when players make multiple mistakes in succession, in which case it may be necessary to have a tank temporarily pick up a shard.

Ranged players will be double sharding for the entirety of the fight. Using an overlay is basically mandatory, since callouts are usually done exclusively with geyser numbers or symbols.

NA Pug Rotation by Narra

This rotation includes a DPS player alongside the healers as a fourth member. This is usually a Mechanist with Shift Signet, or another specialization with similar mobility and damage. This gives the ranged group overall more leeway in exchange for a slight loss in DPS for the ranged damage player.

EU Pug Rotation by Luna

This rotation optimizes the order in which the geysers are Dispelled to make double dropping a bit easier. It also has other small tweaks to reduce strain on the healers, including the introduction of a DPS aiding the 40% transition, but less regularly compared to the NA rotation. This results in slightly higher DPS in exchange for slightly more stress on the ranged group.


Managing the Final Phase

In the final phase, you will have immense incoming pressure from Legendary Ventshots on the field. This requires special attention to be survived.

Preparation

Given that the total number of Legendary Ventshots, Champion Fumarollers and Titanspawn Geysers in phase 4 cannot exceed six, it’s often common to stop killing Titanspawn Geysers before transitioning, so that they can fill up this cap. In general:

  • If you are running a “safer” composition with two full healers, such as two heal Chronomancers, you can stop killing Titanspawners as soon as 15% HP in the main phase. Be warned though: this will spawn more Champion Fumarollers, which in turn requires extra healing and Stability.
  • If you are running a more standard composition, typically with a single heal Chronomancer and a hybrid Scourge, then it is more difficult to manage multiple Fumarollers on stack. For this reason, it is best to stop killing Titanspawners only on entering the final phase (optionally killing the first if it spawns in an extremely convenient position).

Survival

You will want to be facing Ura towards the North-West, in order to position the squad at the shortest possible difference from the safe drop zone for Sulfuric Geysers, behind #9 and #12.

You will need to upkeep permanent projectile reflection to safeguard the group from the Legendary Ventshots’ ranged attacks. A Firebrand will be running Wall of Reflection, and should be calling out the skill rotation. This generally repeats:

  1. The Firebrand casting Wall of Reflection.
  2. The Firebrand casting Chapter 3: Valiant Bulwark when 10-11s are remaining on their cooldown for Wall of Reflection.
  3. A filler skill provided by another player, usually either a second Firebrand’s’ Chapter 3: Valiant Bulwark, a Feedback or a Corrosive Poison Cloud. When this ends, Wall of Reflection should be ready again.

Try to count down the time remaining on your reflect, and call for backup if your skills are not available. Remember that:

It is also important to upkeep Stability on the group, to manage both Ura and the Ventshots’ melee attacks. Chronomancers running Mantra of Concentration and Well of Precognition can achieve this solo by using this rotation from Schwifty. Otherwise, they will have to coordinate with their Firebrand.


Meeting the DPS check

Legendary Ura has an effective health of 137,161,289 HP and a maximum encounter duration of 11 minutes. This means that effectively, a group will need to average overall 208k total DPS to clear the encounter before enrage.

This number is greatly influenced by Rising Pressure. Correct management of the damage reduction will make or break a pull. Always keep an eye on the number of stacks on the boss: try to CC when she reaches 5 stacks. In earlier phases, when she does not have much Titanic Resistance, it can be hard to reach 5 before breaking: try then to CC at 3 or 4.

Always try to CC right after she gains a stack of Rising Pressure. This can increase your DPS by 3-4% easily, which is equivalent to 20-25 seconds on the enrage timer.

Players should have an up-to-date build (check the builds section above and Snowcrows), and should be competent with their class and rotation, practicing it if necessary on the DPS golem. Players should aim to do as much damage as possible while not failing mechanics.

To have an indicative understanding of how much DPS is necessary to clear the encounter, check the spreadsheet here.

Willbender Strategy

Developed by Asterius (see his original spreadsheet here), this is a variation on the standard that has significant differences in composition and strategy. These mainly come down to two major changes:


Why not kill Titanspawners?

The primary reason is to take advantage of the cap on Legendary Ventshots in phase 4. Legendary Ventshots can only spawn if there are less than 6 entities alive, including Champion Fumarollers and Titanspawn Geysers. By not killing any Titanspawners, the aim is to have as many entities as possible when going into the final phase. This, combined with a couple of Champion Fumarollers surviving from the previous phase, will prevent Ventshots from spawning at the start of phase 4.

Once all Champion Fumarollers are dead, depending on where the Titanspawners generated, you can still have up to 1-2 Legendary Ventshots, but since these are few and spawn late into phase 4, you don’t need permanent projectile block. This makes the final phase much easier compared to the standard strategy, as a major difficulty factor is removed.

Furthermore, this has the added advantage of always keeping the melee group in a single stack. Management of the Bloodstone Shard is simplified due to not having to Dispel Titanspawners, the group has higher DPS uptime on the boss and hence higher squad dps overall, and it is easier to rez people that go downstate. The only reason for DPS to leave the stack is to place Sulfuric Geysers and Steam Prison.


Why Willbenders?

With many Titanspawn Geysers surviving throughout the fight, you will also get many Champion Fumarollers (up to 10 Titanspawners & Fumarollers combined). Willbender shines in these circumstances, as beyond already being a strong build with high damage, mobility and cleanse, it also:

At the same time though, you want to kill Champion Fumarollers as fast as possible in order to not get overwhelmed by them. They generally spawn fast enough to supply a constant stream of multi-target cleave.


Composition

This composition is much more rigid compared to the standard strategy. Chronomancer is almost always present due to its incredible boon access, Stability uptime, CC output, healing and general utility. Similarly, celestial Specters provide decent Stability and boons, excellent CC and mobility, and can also upkeep Vulnerability (which would otherwise be lacking) and Poison (required for Relic of Thorns).

Sub Build Role Melee Ranged
1 Cele Specter Ranged 1
1 Heal Chronomancer Ranged 2
1 DPS Melee A
1 DPS Melee B
1 DPS Melee
2 Cele Specter Ranged 3
2 Heal Chronomancer Ranged 4
2 DPS Melee C
2 DPS Melee D
2 DPS Melee

All four supports are part of the ranged group. The abundance of Champion Fumarollers makes it harder for them to move around and do mechanics, so the Chronomancers will usually run Blink, and the Specters Shadowstep.

DPS players should run a mix of Trailblazer and Dire for additional survivability. This brings around 2.5k damage loss in a golem situation, which can be made up with through the more aggressive gameplay this gear enables. Chronomancers should ensure they have less toughness than the DPS so that they are not targeted by Champion Fumarollers while doing mechanics. Generally a tank is not strictly necessary as the entire group will stay within line-of-sight at all times.

All DPS should bring Stand Your Ground! and use it off-cooldown.


Builds and PoVs

Build Role PoV Last updated
Heal Chronomancer Healer & Toxics PoV September 2025
Celestial Specter Toxics PoV September 2025
DPS Willbender (PP/PT) DPS PoV September 2025
DPS Willbender (PP/ST) DPS   September 2025

If anything is outdated, you can find up-to-date builds and PoVS on Void Lounge.


Rotations

For the melee rotation, since the strategy ignores Titanspawn Geysers, the only thing the melee group needs to Dispel is Pressure Blast. For this reason, there are generally only 4 people assigned to the melee rotation, which otherwise works as normal. Groups can choose to forgo a rotation if they are confident.

For the ranged rotation the strategy uses a 4-man rotation involving all the support players double-dropping.

4-man Rotation for Willbender Strat by Asterius

Since there is not a dedicated CC Deadeye, responsibility for CCing Toxic Geysers is spread out between all of the ranged group members. Every one of these supports will CC two geysers every rotation:

Specters can CC with Distracting Throw, and should make sure to have enough initiative to do so. There is generally enough time between the two geysers for it to regenerate, but player who find themselves constantly short can run two spears and take advantage of Quick Pockets.

Chronomancers will need to save their Continuum Split to ensure that they can get both geysers in series. Geysers can be CC’s using a combination of Signet of Humility followed by an additional CC skill, which is usually Signet of Domination, Well of Senility, Technobabble or Mental Collapse with Clarity.

  1. Continuum Split, then Signet of Humility + CC skill.
  2. Signet of Humility + CC skill.

If players cannot CC, they should call for backups. Since all four ranged players are double dropping, there is more flexibility overall compared to a standard strategy.

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