Paragons of the Klaxxi
Instance: Siege of Orgrimmar
Paragons of the Klaxxi
Encounter
The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deep…
Description
The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient master to the iron halls beneath Orgrimmar.
Instance
Creatures
- Skeer the Bloodseeker
- Hisek the Swarmkeeper
- Ka'roz the Locust
- Korven the Prime
- Kaz'tik the Manipulator
- Xaril the Poisoned Mind
- Rik'kal the Dissector
- Iyyokuk the Lucid
- Kil'ruk the Wind-Reaver
Loot
- Kovok
- Leggings of the Cursed Conqueror
- Leggings of the Cursed Protector
- Leggings of the Cursed Vanquisher
- Leggings of the Cursed Vanquisher
- Leggings of the Cursed Conqueror
- Leggings of the Cursed Protector
- Leggings of the Cursed Vanquisher
- Leggings of the Cursed Vanquisher
- Leggings of the Cursed Conqueror
- Leggings of the Cursed Conqueror
- Leggings of the Cursed Protector
- Leggings of the Cursed Protector
- Skeer's Bloodsoaked Talisman
- Bracers of Sonic Projection
- Gauntlets of Insane Calculations
- Iyyokuk's Hereditary Seal
- Kil'ruk's Band of Ascendancy
- Hisek's Reserve Longbow
- Chestguard of Toxic Injections
- Korven's Crimson Crescent
- Kil'ruk's Furious Blade
- Rik'kal's Bloody Scalpel
- Amber Parasite Wraps
Overview
Three Klaxxi Paragons join the fight at the beginning of the encounter, while the remaining six observe the action from perches above. Each time a Klaxxi Paragon is defeated, any other active Paragons heal to full and the next Klaxxi Paragon leaps down to join the fight. The encounter ends when all nine have been defeated.
Damage Dealers
$bullet;Defeat the Blood oozes summoned by Skeer's [Bloodletting] before they can reach their target. $bullet;After Hisek [Aims], he [Fires], dealing massive damage split among all players in a line with the target. $bullet;When Korven is active, break the shell created by [Encase in Amber] or the targeted Paragon will be healed. $bullet;Kaz'tik's Hungry Kunchongs instantly devour anyone who touches them, except when feeding on a [Mesmerized] player.
Healers
$bullet;Rik'kal's Amber Parasites fixate on different players and deal heavy damage via [Feed]. $bullet;After Hisek [Aims], he [Fires], dealing massive damage split among all players in a line with the target. $bullet;Kaz'tik's Hungry Kunchongs instantly devour anyone who touches them, except when feeding on a [Mesmerized] player.
Tanks
$bullet;Rik'kal's [Injection] fails if you have an active mitigation ability in effect, and only spawns Parasites if Rik'kal is still alive when [Injection] expires. $bullet;Skeer and Rik'kal must be tanked by separate players, as must Xaril and Kil'ruk, as each Paragon afflicts a vulnerability to the other's attacks. $bullet;When a Hungry Kunchong reaches full Energy it will [Molt] and mature into a large kunchong that must be tanked.
Paragons of the Klaxxi
Paragon's Purpose
Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.
Paragon's Purpose
Whenever a Klaxxi Paragon is defeated all other active Klaxxi Paragons heal to full. All active Paragons gain a stacking 10% damage bonus every 50 seconds.
Ready to Fight
Klaxxi Paragons with this aura on them will be the next to join the fight. Before the fight begins, three Klaxxi Paragons will have this aura. When the encounter begins all three of these Paragons join the encounter and one other Paragon will gain this aura to indicate that they will join the fight next. Everytime a new Klaxxi Paragon joins the fight, one of the inactive Klaxxi Paragons will gain this aura.
Power of the Paragons
After a Paragon has been defeated, one player may take the fallen Paragon's powers to use as their own. Only one player can take any one Paragon's power, and a player may only take a Paragon's power once during the encounter. Each Paragon's powers can only be acquired by particular class roles.
Skeer the Bloodseeker
Hewn
The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.
Bloodletting
Skeer swings his weapon in a mighty arc, inflicting Physical damage to the target and causing blood creatures to spawn around the room. Each blood moves to a Paragon and will heal that Paragon based on the remaining health of the blood. In 10 Player Normal Difficulty 2 bloods are summoned.
Bloodthirsty
Players of the damage dealer role can acquire this Paragon Power. When activated all attacks over the next 10 sec have a chance to spawn blood orbs that persist for 30 sec. If any player walks through a blood orb they will heal for 10% of their maximum health.
Rik'kal the Dissector
Genetic Alteration
Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.
Injection
Rik'kal Injects his victim with a virus that inflicts 0 Nature damage per second per application. When the virus expires, several Parasites will burst from the victim and attack players at random. Injection will not hit tanks that are actively trying to mitigate damage.
Mutate: Amber Scorpion
Rik'kal tosses a vial at a random player, causing them to mutate into an Amber Scorpion. While transformed, the victim suffers 0 Fire damage per second and only has access to the abilities of an Amber Scorpion. Damage inflicted as an Amber Scorpion is based on the player's Attack Power, Ranged Attack Power, or Spell Power, whichever is largest.
Mad Scientist
Players of any role can acquire this Paragon Power. When activated the caster mutates into a giant amber scorpion. Damage inflicted by the scorpion is based on the highest available attack or spell power of the caster. While mutated the caster suffers 50,000 Physical damage per second from the shock. The mutation lasts for 30 sec.
Hisek the Swarmkeeper
Multi-Shot
Hisek the Swarmkeeper fires a shot at several random players for Physical damage.
Rapid Fire
Hisek fires several volleys in rapid succession, with each successive volley moving slightly faster than the previous one. Players caught in the path of the volleys suffer 0 Physical damage each second they are in the volley.
Aim
Hisek the Swarmkeeper selects a player at random and stuns them for 5 sec. If the target is too close they will be knocked back until they are 45 yards from Hisek. After Hisek is finished aiming at the target he will Fire a beam of 0 Physical damage at all targets between him and the victim. Damage is shared between all targets equally and each target hit by the beam will create a field of Sonic Resonance at their location that inflicts 0 Physical damage to all targets within 5 yards of the victim.
Compound Eye
Players of the damage dealer role can acquire this Paragon Power. When activated, the player fires a shot at the target that inflicts greater Physical damage the further away the target is. Successfully hitting the target afflicts it with Marked for Death, increasing its damage taken by 15% for 10 sec.
Ka'roz the Locust
Flash
Ka'roz charges around the raid toward random targets. All players caught in his path are afflicted by Whirling.
Hurl Amber
Ka'roz will periodically jump up to one of the platforms located about the room and Hurl Amber down at his enemies. Wherever the amber lands a pool of Caustic Amber will form. Players that enter a pool of Caustic Amber will suffer 0 Nature damage every second they remain in the area. In non-Heroic Difficulties, Ka'roz hurls three pieces of amber.
Strong Legs
Players of the damage dealer role can acquire this Paragon Power. When activated the player leaps to one of the platforms Ka'roz used to Hurl Amber from. If there is an amber at the platform the player leapt to they have the opportunity to throw the amber down to create an Amber Explosion for 7,451 Nature damage to all enemies within 15 yards of the impact. If there is no amber at the platform or when the player successfully throws the amber they will jump back down automatically. Hurled Amber will destroy the amber summoned by Korven to heal himself or his allies.
Korven the Prime
Encase in Amber
If Korven the Prime or any other active Paragon is below 50% health remaining Korven will Encase them in Amber for 10 sec. If the amber is not defeated within 10 sec the target will be restored to full health. This ability cannot be used more than once every 30 seconds. The explosion from the Hurl Amber ability acquired from Ka'roz after he has been defeated will destroy the amber summoned by this ability.
Shield Bash
Korven the Prime slams his shield into his primary tank target, knocking them down and stunning them for 6 sec. The victim is defenseless for the duration. Immediately after using Shield Bash, Korven the Prime unleashes a Vicious Assault.
Master of Amber
A player of the tank role can acquire this Paragon Power. When activated the caster Encases a friendly target in Amber for 5 sec. While the amber holds the target is immune to all damage.
Iyyokuk the Lucid
Calculate
When Iyyokuk the Lucid enters the fight he perceives the general attributes of all players and notes the result of his calculations on each target. These calculations are noted with a shape, a color, and a number. Possible shapes are: - Mantid - Sword - Staff - Drum - Bomb Possible colors are: - Red - Purple - Blue - Green - Yellow Possible Numbers Range from 1 to 5.
Diminish
Iyyokuk uses his command of the arcane to alter the victim's health by 34% of its current value. If the target is below 25% of their maximum health they will die instantly.
Insane Calculation: Fiery Edge
Iyyokuk peers through the veil of his previous calculations and selects an initial target, then all other targets based on the initial target's criteria to spawn lines of fire between them. All targets and any victims caught in the lines between them suffer Fire damage every second. The damage decreases as the endpoints of the line get further away from one another. In 10 Player Normal and Raid Finder Difficulties, Iyyokuk selects all targets that match one of the intial target's criteria.
Ingenious
Players of the healer role can acquire this Paragon Power. When activated the caster heals the initial target. The heal is then copied to other members of the raid. In Normal and Raid Finder Difficulties the heal is copied to anyone that shares the race or class of the initial target.
Xaril the Poisoned Mind
Toxic Injection
When Xaril joins the encounter, he randomly injects all players with one of three different toxins: red, blue, or yellow.
Caustic Blood
Successful melee strikes from Xaril inject a caustic poison into the victim. The injection inflicts 0 Nature damage per application to the target every second for 12 sec. If the injection is allowed to stack to 10, a Bloody Explosion occurs. Caustic Blood will fail to hit tanks who are using their Active Mitigation abilities.
Tenderizing Strikes
Xaril's dagger strikes tenderize the flesh of his victim. Any attacks received from Kil'ruk the Wind-Reaver will inflict 10% more damage for each application of Tenderizing Strikes.
Choose Catalyst
Xaril the Poisoned Mind selects a catalyst at random and strikes all members of the raid with a toxin that matches the color of the catalyst. This catalyst causes all targets' toxins to react according to the type of toxin.
Vast Apothecarial Knowledge
Players in the healer role may acquire this Paragon Power. When Apothecary: Knowledge is activated, all healing done for the next 10 sec will leave a Volatile Poultice on the target for an amount equal to the healing done. The next time the target is damaged, the Volatile Poultice releases the stored healing on the target.
Kaz'tik the Manipulator
Hungry Kunchongs
These Hungry Kunchongs are summoned by Kaz'tik the Manipulator. Whenever one dies Kaz'tik will summon another to take its place.
Mesmerize
Kaz'tik selects a random member of the raid and forces them to walk toward one of his Hungry Kunchongs. If the victim is allowed to reach the Kunchong they will be Devoured Whole.
Sonic Projection
Kaz'tik selects a random member of the raid and fires a sonic wave in their direction. Player caught in the path of the wave suffer 0 Physical damage.
Master of Puppets
Players of any role may acquire this power. When activated the player summons an Immature Kunchong to fight at their side for 40 sec.
Kil'ruk the Wind-Reaver
Exposed Veins
Kil'ruk the Wind-Reaver's sharp blades expose the blood vessels of his victims, making them more susceptible to the attacks of Xaril the Poisoned Mind. All damage taken from Xaril the Poisoned Mind is increased 10% for each application of Exposed Veins.
Gouge
Kil'ruk the Wind-Reaver incapacitates his current tank target. This attack is followed immediately by Mutilate.
Death from Above
Kil'ruk the Wind-Reaver leaps into the air over a random player and then crashes down. Kil'ruk inflicts Physical damage to all enemies within 8 yards upon landing.
Reave
Kil'ruk leaps to a random player and begins to spin in place. All players are drawn toward Kil'ruk and suffer Physical damage for 9 sec. The damage each player suffers during Reave is decreased as the player gets away from Kil'ruk.
Reave
Players of the damage dealer role may acquire this power. Activating this ability causes the caster to leap forward a fixed distance and inflict Physical damage to all enemies within 10 yards of the impact.
Community Data
Companion observations for this entity are not available yet.
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Data from patch 12.1.0. Game data provided by Blizzard Entertainment through the Battle.net API.