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Legendary Ura Strategy Guide

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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

  • Most LCM strategies ignore Titanspawn Geysers, drastically simplifying melee group mechanics.
  • The fight is a tight DPS check, requiring every player to pull their weight.
  • Two compositions are popular: Solo CC and 4-man.
  • An inordinate amount of CC is required throughout the fight to manage Rising Pressure and Toxic Geysers.
  • The ranged group will have to double drop for the entire fight.
  • 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. It is played pretty much in the same way, by dividing the squad into two groups, melee and ranged, with each group managing a single Bloodstone Shard. The main differences strategy-wise are:

  • The melee group does not move to kill Titanspawn Geysers.
  • The ranged group will double drop for the entire fight, with a rotation that depends on their composition.

Why not kill Titanspawners?

The primary reason is to take advantage of the cap on Legendary Ventshots. These are extremely dangerous enemies that start spawning from Titanspawn Geysers in the final phase, replacing the usual Champion Fumarollers. However, they can only spawn if there are less than 6 entities alive, including both Champion Fumarollers and Titanspawn Geysers.

The aim of this strategy is therefore to have as many entities alive as possible when going into the final phase. By not killing any Titanspawners, you can have up to five of them simultaneously, which combined with the Champion Fumarollers surviving from the previous phase will prevent any Ventshots from spawning.

Towards the end of the fight, once all Champion Fumarollers are dead, you can still have one or two Ventshots spawn in, but since these are few and appear late into the phase, they can simply be ignored with enough healing and Stability. This is much easier compared to the alternative, where you have to upkeep permanent projectile block throughout the phase.

This strategy 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 more DPS overall, and it is easier to provide support. Furthermore, a tank is not strictly necessary as the entire group will stay within line-of-sight at all times.

The disadvantage of this strategy is the presence of multiple Champion Fumarollers on the group for most of the fight, which requires consistently high healing and Stability uptime and limits composition options.


Meeting the DPS check

Legendary Ura has an effective health of 123’451’556 HP and a maximum encounter duration of 11 minutes. This means that effectively, a group will need to average 187k DPS to clear the encounter before enrage.

This number is greatly influenced by Rising Pressure. Correct management of the damage reduction applied by this status will make or break a pull. Always keep an eye on the number of stacks on the boss: CC whenever she reaches 5 stacks. Ideally try to do so immediately after she gains a stack: this alone 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.

Composition

Legendary Ura is played primarily with two different composition types, differing based on how they manage crowd control:

  • Solo CC compositions compress most of the encounter’s CC requirements onto one specialized build.
  • 4-man compositions have all four supports provide CC.

Composition choice greatly impacts the strategy for the ranged group. Solo CC compositions put less strain on the healers as they have fewer mechanics to deal with, but pressure is increased for the CC player, who has to keep up with the encounter’s pace on his own. 4-man compositions spread out this responsibility, forcing the healers and boonDPS to take on additional mechanics. In exchange, they don’t require a specialized role and often have a more flexible rotation due to all four ranged players double-dropping.


Solo CC Compositions

These compositions use a single specialized role to CC all of the Toxic Geysers over the course of the fight. This frees up the rest of the squad to run anything in theory, as long as the basic requirements of healing, Stability and cleanse are met.

The most common solo-CC class is Deadeye, due to its extreme mobility with Shadowstep and Deadeye’s Mark, and its ability to constantly inflict Daze with Distracting Throw and regenerate initiative with Maleficent Seven, Malicious Ashen Assault and Mercy. Other viable classes include Antiquary, Specter (either celestial or heal) and Bladesworn: the only strict requirement is being able to burst out over 1000 CC every 12 seconds.

For defensive supports, Troubadour is the most common pick due to its great healing, Stability access and CC. Similarly for BoonDPS, Evoker (specifically played with the Toad familiar) is common due to its great damage and Stability access. Evoker is also sometimes played as a Quickness healer because of its immense amount of cleanse, but you will then have to include an additional Stability source.

Try to run DPS that can provide good amounts of Stability. Willbender with Stand Your Ground! is a common pick due to its high mobility, abundant cleanse, and increased damage when cleaving multiple targets thanks to Permeating Wrath and Restorative Virtues. Additionally:

  • One DPS will have to participate in the ranged rotation and therefore benefits from additional mobility: this is often played by a Mechanist or Scourge.
  • One or more DPS will play a toughness build, aiming to be highest in the group. This will make Champion Fumarollers target them and get cleaved down on top of the boss.

Builds that can afford to do so should run Trailblazer’s: this loses about 6% DPS compared to Viper’s on the golem, but enables aggressive gameplay that makes up for it in the real fight while being much safer.

Example Composition

Sub Build Role Melee Ranged
1 CC Deadeye CC + Ranged 2
1 Heal Troubadour Ranged 3
1 Toad Evoker Melee A
1 DPS Melee B
1 DPS Melee
2 Heal Troubadour Ranged 1
2 Toad Evoker Melee C
2 DPS Melee D
2 DPS Ranged 4
2 DPS Tank

4-man Compositions

These compositions tend to spread out CC requirements between all four support players, who together form the ranged group. This increases overall ranged flexibility at the cost of class diversity, as each support needs to be able to double drop and CC Toxic Geysers. For this reason, the ubiquitous roster for these compositions consists of heal Troubadours and celestial Specters.

It’s very rare to run supports aside from the ones listed above.

Try to run DPS that can provide good amounts of Stability. Willbender with Stand Your Ground! is a common pick due to its high mobility, abundant cleanse, and increased damage when cleaving multiple targets thanks to Permeating Wrath and Restorative Virtues. Groups will usually run at least two per subgroup: any less and Stability uptime may be an issue. The remaining players will often bring whatever flavour of greedy DPS has the highest benchmark.

Builds that can afford to do so should run Trailblazer’s: this loses about 6% DPS compared to Viper’s on the golem, but enables aggressive gameplay that makes up for it in the real fight while being much safer. Supports should run less toughness than the DPS to ensure they are not targeted by Champion Fumarollers.

Example Composition

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

Alternative 4-man

An alternative composition “inverts” the support roles, running two heal Specters and two celestial Troubadours. The idea behind this is that the Specters can take care of most of the CC, enabling the Troubadours to remain on stack. The Troubadours in turn bring DPS comparable to Specter, but with much better healing and group support, including high Stability uptime. This then enables groups to run only one Willbender per subgroup, making the composition much more flexible.


Builds and PoVs

This is a small selection of builds and PoVs and is not regularly updated. You can find up-to-date information on Void Lounge.

Solo CC Builds

Build Role PoV Last updated
CC Deadeye Ranged Solo Toxics TBA July 2026
CC Bladesworn Ranged Solo Toxics PoV July 2026
Heal Troubadour Ranged, Heal PoV July 2026
Toad Evoker Melee, BoonDPS PoV July 2026
Heal Evoker Ranged, Heal PoV August 2026

4-man Builds

Build Role PoV Last updated
Heal Troubadour ( Call and Response) Healer & Toxics PoV April 2026
Heal Troubadour ( Altered Chord) Healer & Toxics PoV April 2026
Celestial Specter ( Mesmer) Toxics PoV April 2026
Celestial Specter ( Trapper) Toxics   April 2026
DPS Willbender (PP/PT) DPS PoV September 2025

For more information on Willbender gameplay in particular, check out Mastro’s P/P/T cWB Manifesto.

Strategy

The overall strategy is similar to one used for the regular Challenge Mode. The first phase is identical, only lasting longer due to Ura’s increased HP, but differences start appearing in the second phase, when Titanspawn Geysers start spawning.

Titanspawn Phases

In the second and third phase, the group will be stacking on the northern side of Ura, in front of geysers #9 and #12. Stay inside her hitbox to trigger Relic of Thorns with Scalding Aura.

The only reason for DPS players to leave the stack from now on is to satisfy essential mechanics:

  • Bubbles are usually always played to the left or immediately behind the group.
  • Sulfuric Geysers can be placed in the safe zone behind the group.
  • Steam Prison should be placed to the right of the group. Commanders may mark a location that does not interfere with the ranged players, usually between geysers #11, 12 and #14.

In the final phase, groups will often rotate to the south-west of the boss, roughly corresponding to #11. This is because the usual safe area behind #9 and #12 is often filled with geysers at this point, making it actively dangerous for the DPS players to place sulfurics there. Rotating enables players to drop behind #13 and #14 which should be relatively empty.

During the last three phases of the fight, no Titanspawn Geysers will be killed. This will result in a constant stream of Champion Fumarollers spawning. If your toughness is set up right, these should consistently charge into the main stack and get cleaved down on top of the boss. Ideally you want to kill them as they come: an excessive amount can quickly overwhelm the group.

Players should try to avoid taking excessive damage, often coming from Breaking Ground (snowflake), and should be constantly providing Stability off-cooldown.


Shard Rotations

The only thing the melee group needs to Dispel is Pressure Blast. This means that less people need to be involved in the rotation, which usually consists of only four players. Groups can choose to forgo a rotation if they are confident.

The ranged rotation depends on the composition used:


Solo CC

The strategy uses a 3 + 1 rotation involving the healers and the solo CC, plus a ranged DPS to simplify transitions and reduce overall pressure.

3 + 1 Rotation for Solo-CC Strat by Elise

Responsibility for CCing Toxic Geysers lies fully on the solo CC. Some classes, most notably Thief specializations, will not be able to CC #11 due to Ura’s hitbox blocking Distracting Throw. This geyser will have to be CC’d by the rest of the group.

For more information on how to play the solo CC role, and on solo CC Deadeye in particular, check out Chupathingy’s CC Deadeye Guide.


4-man

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

4-man Rotation for Willbender Strat by Asterius

Responsibility for CCing Toxic Geysers is spread out between all of the ranged group members. Each support will CC two geysers every rotation:

By alternating Troubadours and Specters in the rotation, the rotation ensures that there is always at least one healer on the main stack.

Troubadours running Call and Response can CC toxics by doing the combination:

  1. Tale of the Tortured Mastermind.
  2. Phantasmal Sharpshooter or Mental Collapse with Clarity.
  3. Signet of Humility or Deafening Drum with three notes to trigger Call and Response.

Alternatively, if they are running Altered Chord they can either:

Specters can CC with Distracting Throw, making sure to have enough initiative to do so. There is generally enough time between the two geysers for it to regenerate, but players who find themselves constantly short can run two spears and take advantage of Quick Pockets. Crowd control from Distracting Throw requires that the target be movement-impaired. This can be done by casting Siphon or Well of Gloom on the target.

If players cannot CC, they should call for backups. Since all four ranged players are double dropping, there is quite a bit of flexibility overall.

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