Guide to Jabberwock
Jabberwock is a fire-school cheat boss that is in the main questline at the conclusion of the Wild. At first his cheats seem daunting, but once you're prepared he's fairly easy to keep up with. His health is high, but he sets himself up for a big fall.
Here are the Jabberwock and his minions.
Jabberwock has two cheats.
1- At the start of every third round, he will interrupt and cast a meteor. After he has has cast the meteor, he will place a 200% all-school trap on himself - this has the affect of more than two stacking feints. His meteor strikes can vary in strength - anywhere from approximately 1800 base damage to 3800.
2- Beginning at round 2, Jabberwock will interrupt at the beginning of every other round round and remove any traps that remain on him. He will only attempt this spell if there are traps on him at the beginning of the turn. This means that unless you want to myth dispel, you have just two rounds to trap him for the hit. Please note that if this happens to fall on the same round as a meteor struck and a +200% trap, he will attempt to remove the traps AFTER he has placed the 200% trap on himself. WHAT THIS MEANS - if you do not have any traps on him at the time of the meteor strike on a round where he will also remove traps (eg rounds 6 or 12), his trap removal spell will not be triggered and the 200% trap will stay up. If there are any other traps on him at the time of the meteor, he will attempt to remove them after he casts he cheat meteor, and they will all, INCLUDING the 200% trap, be removed right away. These trap removals CAN be stopped with a myth dispel - but on top of fire dispels for the meteors every three rounds, and myth dispels every other round, you can be left with very little pips to do much else, so choose carefully when you should dispel.
Timing info (ie, what Jabberwock will do each round).
Round 1 - regular round
Round 2 - interrupt at beginning of the round to remove any traps on himself. (You will want to cast quench this round, two if you are playing from first. If you can't quench, fire shield.)
Round 3 - interrupt to cast meteor and place 200% trap on himself.
Round 4 - interrupt to remove any traps on himself.
Round 5 - normal round (You will want to quench again this round, twice if you are playing from first. If you can't quench, fire shield).
Round 6 - interrupt to cast meteor and place 200% trap on himself, then (if any traps were on him prior to the meteor) interrupt to remove any traps on himself.
Round 7 - repeat the pattern starting from round one.
StrategyOne of the most difficult things about this boss may surprise you - getting everyone in on the first round! In this fight, you can go right up to the edge of the grass safely - but as soon as the first player touches the sand, they will be pulled into the fight. Everyone else must run at full speed in order to get in to the fight on time, since the battle circle is actually quite a distance away. We usually deal with this by having everyone stand together at the edge of the sand circle. We then choose a tank to enter the battle first, and that player then gives a countdown (from 3 or so down to 0). They step in to the circle on 0 and are pulled in to the battle. As soon as the other players see that person finish their countdown, they begin to run to get into the battle. If everyone starts running as soon as the countdown ends, you can usually get everyone in on the first round.
Dispel the meteors if at all possible. You don't want to dispel him every round - he's a fire boss so he casts a fire spell every round and those dispels will get used up quickly. You will want to fire dispel him in rounds 2, 5, 8, 11, etc - in other words, the round BEFORE you expect to him meteor. Please note that if you are going first, he will likely use up that dispel with his regular spell that turn, so you will want to put up TWO dispels - if you only put up one, it will get used up that turn and the interrupt meteor at the start of the next round will still get through. If you can't find a quench, fire shields are a great secondary alternative - they don't offer complete protection, especially play from first, but they're better than nothing. The 200% trap he places on himself after casting the meteor will be powerful enough that you can use about the same amount of buffs as you would with any other boss and it will still be enough damage to defeat him. He will still place the trap on himself, even if you dispel his meteor.
Where it's safe to stand
How far you'll need to run to the battle circle - you only have a second or two, so be ready to go when your tank runs in!
Use stun block first round if you can, particularly if you will be one of the players who is quenching the boss. All of the minions can stun, and if someone who needs to be playing a quench in round two is left unable to do so, your team may be in trouble. GO a bit heavy on the stun blocks in your deck - you want to make sure you can find one first round, and can always discard the rest later.
As for the traps, it simply isn't pip effective to try to myth dispel to keep those traps up every other round. If you look at what he does in each round, you may notice several opportunities where you can actually use the 200% trap along with other traps if you time it properly. For example, you could cast an aura (amplify, berserk, vengeance etc), cast traps in turns 2, and have everyone blade your hammer in turn 3 to hit at the end of that round. If your hammer wouldn't have a strong enough attack that quickly, you can instead trap in round 6 and hit at the end of round 7. (If you want to get rif of those myth minions to avoid quake, other players can feel free to blade up and use group attacks so that your hammer can blade freely without worrying about losing those blades later.) If you plan for your hammer to attack just before a trap removal round, it's a good idea to have someone myth dispel Jabberwock, just in case their attack fizzles. While it may not be practical for every team to myth dispel him every other round to keep ALL traps, a well timed vaporize can save you a lot of aggravation if you choose to play it at the right time.
First round - storm player prisms the storm minion, all of other players pass, stun shield or blade
Alternate three round kill (requires a storm with 75%+ gear boost)
Second round - feint on Jabberwock, storm trap on Jabberwork, two quench on Jabberworck (only one needed if you're playing from second- if so, feel free to have that player put a stacking feint on Jabberwock or blade your storm player)
Third round - amulet/pet/treasure feint on Jabberwock, two stacking blades on storm, gargantuan tempest or storm lord.
Fast, simple, and effective. It's usually major overkill, too!
VideosThree round kill from first, where things would seem to not go in our favour; we are playing from first we needed to double dispel, our early blades were quaked off, etc. However, the strategy still worked as intended and even earned some overkill
Three round kill from second, where not a lot goes wrong but our pet decide to get a little hyper and extend the battle
Don't be too scared of this guy - he's really all mimsy, gyre, and gimble. Frabjous Day!
As always, if you'd like a hand with this boss, just click on my signature to get to the Mercenaries For Hire forum. Make a request in the Difficult Instances thread and we'd be happy to help you out!
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