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The PvXwiki community finds this to be a great build.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Fight your way through Urgoz's Warren and lay Urgoz to rest with 7 heroes in Normal Mode and Hard Mode.


Optional Optional Optional Optional Optional Optional Optional Optional
Signet of Spirits Bloodsong Optional Optional Spirit Siphon Mend Body and Soul Spirit Light Protective Was Kaolai
Soul Twisting Shelter Displacement Union Edge of Extinction Binding Chains Boon of Creation Flesh of My Flesh
Unyielding Aura Patient Spirit Dwayna's Kiss Signet of Rejuvenation Divine Healing Heaven's Delight Waste Not, Want Not Power Drain
Castigation Signet Ray of Judgment Smite Condition Smite Hex Optional Optional Protective Spirit Shield of Absorption
Castigation Signet Ray of Judgment Smite Condition Smite Hex Divine Healing "Stand Your Ground!" "Never Surrender!" "Fall Back!"
Panic Mistrust Cry of Frustration Unnatural Signet Chaos Storm Drain Delusions Power Drain "Fall Back!"
Optional Wandering Eye Clumsiness Arcane Conundrum Enfeebling Blood Optional Drain Delusions Power Drain

Attributes and Skills

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Players are encouraged to bring "I Am Unstoppable!" to counter traps and improve survival while pulling. Ebon Vanguard Assassin Support and/or "Finish Him!" will help with Urgoz. Bring AoE damage to kill groups faster or any wiki builds will work.

SoS Rit

Creatures you create have 12% more Health, and weapon spells you cast last 12% longer.
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ST Rit

Creatures you create have 48% more Health, and weapon spells you cast last 48% longer.
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UA Healer

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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RoJ Monk 1

Your allies are healed for 32 Health whenever you cast Monk spells on them.
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First optional should be:

  • Heaven's Delight Heaven's Delight to counter pressure in general and degeneration environmental effect.
  • Divine Healing Divine Healing to counter pressure in general and degeneration environmental effect.
  • Shielding Hands Shielding Hands for some safer pulling.

Second optional should be:

  • Restore Life Restore Life to get UA Monk up if he dies.
  • Rebirth Rebirth for safe ressing.
  • Glyph of Lesser Energy Glyph of Lesser Energy

RoJ Monk 2

Your allies are healed for 29 Health whenever you cast Monk spells on them.
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Panic Mesmer

You activate Spells and Signets 34% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 27%.
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Ineptitude Mesmer

You activate Spells and Signets 34% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 27%.
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Optional elite should be:

  • Ineptitude Ineptitude for damage and to shut down Wolves and Warden melee.
  • Shared Burden Shared Burden is suggested for HM so everything doesn't kill you in a second. It also provides fodder for Drain Delusions.

Optional slot should be:

  • Leech Signet Leech Signet for another interrupt and energy management.
  • Rend Enchantments Rend Enchantments to simplify killing Warden healers.
  • Fragility Fragility for minor damage and fodder for the Mesmers.


  • Survivor or Blessed Insignias
  • Appropriate caster sets or defensive sets


  • See Urgoz's Warren for general information about the area.
  • Micro Binding Chains with Ray of Judgment to keep enemies from scattering.
  • Thorn Wolves can take out casters in 1-2 seconds, keep up a spiritwall and pull carefully. Desperate Strike will slaughter your group if the spike fails.
  • Greater Blood Drinkers have some quirky AI. If you're moving around with an IMS ("Fall Back!" for instance) while they spawn, they will ball up first instead of immediately aggroing. Use this to your advantage for spawning groups.
  • Disable Edge of Extinction and use it while spiking groups.
  • Disable and micro Protective Spirit and Shield of Absorption during pulls.
  • You may wish to disable Ray of Judgment since heroes like rushing in and spamming it.
  • Disable Union and micro it against Blood Drinkers and at your own discretion.

Section 1 (Weakness)

  • Immediately after you start, you will be ambushed by suicide bombers.
  • Have the ST Ritualist spawn his spirits behind and the SoS Ritualist put his in the front so that your team is sandwiched in between. Keep your heroes flagged there.
  • Run forward so the suicide bombs spawn, they will kill themselves on the spirits hopefully. UA will res anyone who dies.
  • The point just past where the suicide bombs spawn will trigger the Dredge groups to rush towards the middle. Use "Fall Back!" and hug the right wall and you should barely avoid the Dredge group from that direction. If you aggro the group, a mass of Dredge will rush you and likely cause a wipe in HM. Simply restart and try again!
  • Continue along the wall into a smaller passage. A group of Greater Blood Drinkers will spawn, kill them.
  • Make your way across the bridge and kill the group of Dredge. There will be another spawn of Blood Drinkers before the final room.
  • In this room, pull the two groups of Dredge together and take them both out at once.
  • Kill the Guardian Serpent and move to the next area.

Section 2 (Health Degeneration)

  • Flag heroes just outside the environmental effect against the wall.
  • Run in and pull the patrolling Warden group, a Blood Drinker group will spawn just beyond the door, so it's likely to aggro both. Pull them to your party and kill them. If you aren't sure about surviving the pull, flagging the SoS Rit and setting up spirits can help.
  • Another Warden group patrols very close to the Twisted Bark, which doesn't pull far. Pull the Twisted Bark back when the Warden group moves away or simply rush it.
  • A few groups of Blood Drinkers will spawn in the area below the cliffs. You can either pull a couple at a time or grab them all at once. Either way, keep your heroes flagging back and pull them around the cliff to ball. Panic will prevent them from using skills.
  • Head down and run down to the Guardian Serpent, you will spawn some Blood Drinkers along the way. Kill them when they ball up chasing behind your group. Then kill the Guardian Serpent.

Section 3 (no environmental effect)

  • Grab all the aggro in the room and ball them to the side of the opening. Kill them and take out the Rangers. "I Am Unstoppable!" helps avoid being snared by traps here.
  • Move down to the right side, scout ahead to trigger any traps so your party isn't it.
  • Pull the lever and systematically mow your way through to the other lever.

Section 4 (no environmental effect)

  • This area contains a narrow bridge with Fire Flowers pewpewing you. At approximately each quarter of the bridge, a group of Thorn Wolves will spawn. There are 3 Thorn Wolf spawns in all.
  • At the end of the bridge, set up spirits and take out the suicide bombers that spawn.
  • Kill the Guardian Serpent and proceed to the next area.
  • Note that some suicide bombs will spawn behind you half way across but you can simply ignore them.

Section 5 (Exhaustion)

  • Set up a spiritwall next to the rock on the left wall. This is just outside the environmental effect and makes it easier to ball wolves.
  • Run out to the left root gate, a pack of 6 Thorn Wolves will spawn. Use the wall to ball them if you want.
  • A second group of Thorn Wolves will spawn in the same relative area after taking out the first group. Rinse and repeat.
  • Head across the bridge ahead. Just past the root gate will be a Thorn Wolf spawn, so set up spirits on the bridge and pull them. You may wish to disable some spells on heroes since you will be under the Exhaustion effect for this part.
  • Flag heroes just behind the next root gate on the left side. The right side gives environmental effect. This is a long pull to the gate. The Thorn Wolf spawn is at the other side of this room near the overhang. Pull them and the subsequent spawn to the root gate and kill them. Note you may miss one or two Thorn Wolves after pulling the first group. If you do, run back to a wall or the gate since the second group of Thorn Wolves will spawn shortly after killing it.

Section 6 (no effect)

  • Repeat the same steps at the root gate. Set up behind the root gate and pull the Thorn Wolves and subsequent spawn.
  • Kill the two Rangers if you wish, scout out any traps first.
  • There is a single Thorn Wolf spawn just behind the root gate the Rangers were guarding. Take it out and set up next to the right wall in front of the root gate.
  • The Thorn Wolf spawn is on the hill around the corner, this makes them easy to ball and kill. Repeat for the second spawn.
  • Take a right where the Thorn Wolves spawn and head across the bridge.
  • You have a single Thorn Wolf spawn to take a little beyond the next root gate.
  • Head down the right passage from the bridge, it spirals down under the bridge.

Section 7 (Energy Degeneration)

  • Continue along this path until the area opens up and there are some pillars sticking out on the right wall.
  • Kill the two Thorn Wolf spawns here and you will see a bridge ahead.
  • Flag the ST Rit a few feet away from the start of the bridge. The other two are likely to run after you to heal when you get attacked by the Guardian. If you do not do so, many enemies will rush towards you and may cause a wipe.
  • Head into the next room and kill Guardian Serpent.
  • About half way across the bridge, unflag your hero and he should make his way down to you all by himself. If he starts running the other way, flag where you are standing and he will come.

Section 8 (Exhaustion, Weakness)

  • When you are almost across the bridge, all the enemies will spawn in the next room.
  • You can ignore the Weakness Twisted Bark, there's no need to kill it and it means taking out another Warden group.
  • Quickly pull and take out the group of Burning Bushes.
  • Taking out the Warden groups requires a little finesse. Generally, keep your heroes flagged halfway between the doorway and the bridge. Pull the left patrolling group, the right patrolling group (likely around the rock face). You can kill the center group now or later.
  • Head up the left passage to kill the Twisted Bark causing the Exhaustion effect.
  • Pull and ball the Burning Bushes and spike them. Take out the Twisted Bark next; make sure your heroes don't trigger traps, Displacement will keep them from taking too much punishment from the Rangers.
  • Head back down and take out the warden group at the center if you haven't already and the Burning Bushes. The overarching root sticking out is useful to ball enemies together and reduce scattering.
  • Kill the Guardian Serpent to open the door.

Section 9 (no effect)

  • This area is Warden homicide and can be quite tedious.
  • Pull the closest Warden group up the stairs and around the corner. This makes it easy to recover if your group starts wiping from Churning Earth and such.
  • Continue pulling the next two or so Warden groups around the corner at the bottom of the stairs. Ignore the groups on the far wall, you can avoid them.
  • Hug the right wall and kill any Rangers annoying you.
  • You need to kill one more Warden group near the Guardian Serpent. The ideal place to pull them is around one of the larger columns.
  • Ignore the Rangers since they are stationary and kill the Guardian Serpent.

Section 10 (no effect)

  • Flag the ST Ritualist behind the door. If your entire group moves past the door, it will shut behind you.
  • The first round of Greater Blood Drinkers and some Thorn Wolves will spawn at the center of the room, pull them to your group to kill. Continue killing the Greater Blood Drinker and Thorn Wolf spawns.
  • You can now move your heroes inside the room if you wish, enemies don't pull far enough to the door.
  • Set up somewhere on the right wall and begin round two.
  • After you kill all the Blood Drinkers, the door will open. Clear out any subsequent Thorn Wolf spawns before continuing though.

Urgoz (Final Room)

  • Kill the Twisted Bark and head across the center bridge.
  • The group of enemies at the end can be deceiving, more enemies will spawn after you aggro them.
  • Pull and ball the Burning Bushes and Uproot Malices to spike them. Then you can take out the Rangers.
  • Kill the Guardian Serpent and enter the domain of Urgoz.
  • Head to the left area by going down the hill, kill the Guardian Serpent behind the door if you wish. The other side of the room has energy denial.
  • Set the hero with EoE just within spirit range of Urgoz, this will be what you primarily use to kill Urgoz. You just need to get him below 90% health first. If you place EoE too close, your hero and the spirit may get hit by spawns and Urgoz's attacks. A sweet spot is a crevasse in the wall of the path you came down.
  • Flag ST Ritualist and UA Monk a bit farther back. Their job is to keep your nuking squad alive and not dead.
  • Now use the group flag and set the heroes outside growth spawn range and queue up Ray of Judgment, Chaos Storm and Conjure Nightmare.
  • Activate "Fall Back!" and cancel the group flag only and rush Urgoz with nukes. As soon as your heroes cast their skills, flag them back in a diagonal fashion to prevent growths from trapping them. The UA Monk can res any heroes that get trapped.
  • Repeat this until EoE starts triggering. You can continue rushing or just dance around growths to trigger EoE. Shelter will keep heroes alive when they get hit.
  • Collect your chest after Urgoz is defeated.


  • Thorn Wolves attacking you
  • Getting your whole group stuck in growths near Urgoz


  • In NM, ST can be dropped for SoGM. An MM can replace the Ineptitude Mesmer.
  • Energy Surge or Psychic Instability can replace Panic if you can deal with Warden groups and Thorn Wolves fairly well.
  • Bring a second copy of SoA if you can't spike fast enough.