THE TABLE OF CONTENTS
The Grimgaol is the Weekly Boss for Grimskull Trolling Rep.
It is a very bothersome fight with mechanics.
As such, we will address the solution to the fight below.
Must have completed The Gaol of Eternal Torment and Misery quest.
For tips on how to do this, please see the Grimgaol Dungeon Tips page.
There is only a single room.
Screen 1: Mechabinky & Raxborg 2.0 -(Mechabinky Room)
General recommendations:
Make sure you have Boosted Weapons. They can be found on the Progress Checks page and will make a significant impact.
Make sure you have the Classes or Enhancements listed.
Mechabinky & Raxborg: 50,000,000 HP
200k Boss Shield
Constant Mechanics:
Removes Temporal Rift or Chaos Rift Auras from players.
Removes Arcane Shield Auras from players.
Killing a player restores 1,000,000 HP and gains 25% stacking Crit Damage.
Skill Locked: Locks a player skill for a few minutes.
Scheduled Mechanics:
Auto Attack:
Reduces player Dodge by 500% for 60 seconds.
Devastator Beam:
Activated at 50,00,000 HP
Hits players for massive amount of HP.
Divides 9,500 HP worth of damage between all players in the room.
Contrarium:
Activated at 45,00,000 HP
Hits you for 60% of current HP.
Reduces Healing by 200% for 4 seconds.
This causes most forms of Healing to Damage you instead.
Meow:
Activated at 40,000,000 HP
Charges for 2 seconds.
Activates Stat Steal.
Hits you for 49% of current HP.
Reduces player Evasion, Outgoing Damage, Crit Chance and Crit Damage by 10%, which wears off after 25 seconds.
Increases its own Evasion, Outgoing Damage, Crit Chance and Crit Damage by 10%, which does not wear off.
Cannot miss or crit.
BLEEEEEEEEEEEECCH → Consume:
Activated at 35,000,000 HP
Charges for 2 seconds.
Reduces player Haste by 50%, Outgoing Damage by 80% for 10 seconds.
Increases player Incoming Damage by 100% for 10 seconds.
Applies Decay to the player for 5 seconds, preventing non-lifesteal healing.
Dracopyre Dive:
Activated at 30,000,000 HP
Reduces player HP to 1.
Heals itself for every player hit.
Ignores Taunt.
Enrage:
Activated at 25,000,000 HP
Causes all skills to crit.
Unleashed Chaos:
Activated at 20,000,000 HP
Increases its Evasion by 60% and Haste by 100%.
Summon Legion Mages:
Activated at 15,000,000 HP
Charges for 10 seconds.
Increases its Crit Chance by 30%, Outgoing Damage by 100%, Hit Chance by 130% for 2 minutes.
Applies massive Heal over Time.
Can be buffed by its other Un-scheduled Mechanics.
Can be Decayed.
After 10 seconds, reduces its Damage Resistance by 30% for 20 seconds.
Call of the Sea → Voice of the Sea:
Activated at 10,000,000 HP
Charges for 5 seconds.
If Vigil is not active:
Reduces player Hit Chance and Haste by 5,000% for 10 seconds.
Reduces player defense by 50% on first stack and 5,000% on second stack, for 30 seconds.
Otherwise, increases player Crit Chance and Haste by 25% for 35 seconds.
Self Destruct Initiated:
Activated at 5,000,000 HP
Reduces its Evasion and Damage Resistance by 100%.
Charges for 15 seconds. Once charging is complete, they will instakill the player.
Important Un-scheduled Mechanics:
Contracts of the Abyss:
Various increasing player Debuffs if used in succession.
First use reduces Damage Resistance by 50%
Peer:
Increases player Mana Costs by 100% for 5 seconds OR
Reduces player Hit Chance by 50% for 5 seconds
Lullaby:
Reduces player Haste, Hit Chance, Crit Chance, Outgoing Damage, and Damage Resistance by 15% for 15 seconds
Daze:
Hits you for 30% of current HP.
Reduces player Hit Chance by 5%
The Fourth Sense:
Increases its Evasion by 2,500% for 3 seconds.
Ghoullish Roar:
Hits you for 30% of current HP.
Reduces player Outgoing Damage by 20%
Regoovenation:
Mechabinky gets a 5 second Heal over Time.
Increases its Outgoing Damage by 10%
Essence Draining:
Stuns player for 3 seconds.
Reduces player Outgoing Damage by 40% and Outgoing Healing by 60%
Silence:
Any skills that cost mana are unusable for 3 seconds.
Ignores Focus
Shadowflame Slash:
Reduces player Outgoing Damage and Damage Resistance by 7% per stack, lasts 20 seconds and stacks infinitely.
Reduces player Intelligence by 40% for 60 seconds.
Magia Draw → Magia Burn:
Charges for 2 seconds.
Increases Magic Damage taken by 300% for 18 seconds, stacks infinitely.
Energy Draw → Stasis Field:
Charges for 2 seconds.
Stuns players for 6 seconds.
Mechabinky & Raxborg 2.0 have yet another a ridiculous arsenal for the player to overcome.
When at 45,000,000 HP Contrarium is activated.
Do not use direct Healing skills. Lifesteal is ok.
When at 30,000,000 HP Dracopyre Dive is activated.
Spam Healing skills.
When at 15,000,000 HP Summon Legion Mages is activated.
Spam Decay skills.
When at 10,000,000 HP Call of the Sea is activated.
All Classes with Vigil, use Vigil.
Lord of Order should use Quixotic around 4 seconds after it is activated to help deal with Voice of the Sea. This means that within 25 seconds of 10,000,000, they must not use Skill [5].
When at 5,000,000 HP Self Destruct is activated.
Kill him as soon as possible.
Have Legion Revenant and Verus DoomKnight pick one of two options:
Option 1:
Loop Taunt right from the start.
OR
Option 2:
Make sure to have one of the Taunters taunt Meow at 40,000,000 HP.
Make sure to have Legion Revenant taunt BLEEEEEEEEEEEECCH → Consume at 35,000,000 HP.
Then Loop Taunt starting from 30,000,000 HP.
Skill Lock are usually different across the monsters who lock skills.
However, MechaBinky shares their skill code with Ultra Ezrajal
(along with the Binky specifically in /join Binky (Member-Only) - the Binky in /join doomvault has a different Skill Lock).
It is practically necessary to lock a skill using Ultra Ezrajal, especially if you are the DPS Class;
Skill Lock usually works on any ability as long as you can cast the skill against them.
The Setup for Locking a Weapon Enhancement:
Equip a Mana Vamp weapon.
/join ultraezrajal-999999 and head to the Ezrajal Room.
Auto-Attack until Mana Vamp is locked.
If he doesn't lock it, repeat attacking
If he locks a different skill, unequip and reequip your Class to remove the Skill Lock.
Repeat until Mana Vamp is locked.
Run out of the Room.
Switch to your actual weapon and return to /join grimchallenge with your team.
DO NOT SWITCH CLASSES.
It is best for your team to all lock their skills at the same time, because if the Skill Lock expires, you will have to start over.
Classes: Each of the classes will take 1 Tonic, 1 Elixir, and 1 Scroll, depending on what it uses.
Class 1: Legion Revenant.
Valiance, Wizard, Vainglory.
Sage Tonic, Potent Malevolence Elixir, Scroll of Enrage.
Must not lock Decay skills. Lock either Skill [3], [5], or a Weapon Enhancement.
Class 2 (DPS Class):
Option 1: Void Highlord.
Enhancements: Smite, Fighter, Fighter, Vainglory.
Potions: Fate Tonic, Potent Destruction Elixir, Vigil.
Lock a Weapon Enhancement. It is best to keep all your skills active as DPS.
Option 2: King's Echo.
Enhancements: Ravenous, Luck, Examen, Vainglory.
Potions: Fate Tonic, Potent Battle Elixir, Vigil.
OR
Enhancements: Elysium, Wizard, Examen, Vainglory.
Potions: Sage Tonic, Potent Battle Elixir, Vigil.
Lock a Weapon Enhancement. It is best to keep all your skills active as DPS.
Option 3: Guardian.
Enhancements: Spiral Carve (Luck), Luck, Vim, Penitence.
Fate Tonic, Potent Battle Elixir, Vigil.
Lock a Weapon Enhancement. It is best to keep all your skills active as DPS.
Class 3: Verus DoomKnight.
Enhancements: Dauntless, Luck, Anima, Vainglory.
Potions: Might Tonic, Potent Battle Elixir, Scroll of Enrage.
Lock Skill [4] or a Weapon Enhancement.
Class 4: LightCaster.
Enhancements: Praxis, Wizard, Wizard, Lament.
Potions: Sage Tonic, Potent Revitalize Elixir, Vigil.
Lock Skill [3], [5], or a Weapon Enhancement.
Class 5: ArchPaladin.
Enhancements: Awe Blast (Luck), Luck, Forge Helm, Vainglory
Potions: Fate Tonic, Potent Destruction Elixir, Vigil.
Lock Skill [5] or a Weapon Enhancement.
Class 6:
Option 1: Legendary Hero
Enhancements: Ravenous, Luck, Forge Helm, Vainglory
Potions: Fate Tonic, Potent Revitalize Elixir, Vigil
Legendary Hero can also use Scroll of Enrage for taunting.
Lock Skill [2] or a Weapon Enhancement.
Option 2: StoneCrusher
Enhancements: Awe Blast (Wizard), Wizard, Forge Helm, Wizard Cape
Potions: Sage Tonic, Potent Malevolence Elixir, Vigil.
Lock Skill [2], [5], or a Weapon Enhancement.
Class 7: Lord of Order.
Enhancements: Arcana's Concerto, Luck, Luck, Penitence.
Potions: Fate Tonic, Potent Revitalize Elixir, Vigil
Lock a Weapon Enhancement. It is best to keep all your skills active.
Thanks to DetectiveKoala, apo11y0n, and Dragon Warth for technical input on the fight mechanics. -Cryophoenix