Veteran Mordrem Teragriff
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Veteran Mordrem Teragriff
Veteran Mordrem Teragriff are Mordrem resembling horned colocals that come in two variations; one using ranged attacks and the other using melee attacks. Both types have two massive pincers attached to their backs, which are used to create explosive brambles or shield themselves as they charge down enemies.
Locations[edit]
Event involvement[edit]
Combat abilities[edit]
Melee variant[edit]
- Abilities
- Charges
- Lunges
- Skills
- Swipe - Melee auto-attack that cleaves and hits twice in quick succession. 250 range.
- Charge - The teragriff charges forward, dealing damage and knocking back in a point-blank area of effect (300 range) as it travels over 2 seconds. It also leaves behind a trail of brambles that last for 5 seconds, dealing damage in a line area of effect (100 radius) every second and destroying projectiles. If the teragriff is Chilled, Crippled, or Immobile before it can begin charging it will get knocked down for 2 seconds. 1 second cast time. 1200 range. This skill is used very frequently and doesn't appear to have a recharge.
- Lunge - The teragriff jumps up and lands at a targeted location, dealing damage in an area of effect. It also causes brambles to burst from the ground for the next 4 seconds, dealing damage in an area of effect every half second. 300 range. 250 radius.
- Shriek - The teragriff channels a point-blank area of effect attack over 4 seconds, dealing damage to foes and granting 2 stacks of Might for 4 seconds to allies every second. It will only use this skill if another teragriff is nearby, even including their corpses. 600 radius.
- Stolen skills
Ranged variant[edit]
- Abilities
- Explosive Projectiles
- Skills
- Bursting Bramble - Ranged auto-attack channeled over 3 seconds, firing 1-31 ground-based2 homing projectiles at nearby enemies each second. Each projectile stops upon reaching an enemy, dealing damage in an area of effect as vines burst through the ground. 1 second cast time. 1000 range. 150 radius. Cannot be reflected.
- channels a point-blank area of effect attack over 4 seconds, dealing damage to foes and granting 2 stacks of Might for 4 seconds to allies every second. It will only use this skill if another teragriff is nearby, even including their corpses. 600 radius. Shriek - The teragriff
- Stolen skills
- 1Number scales with the teragriff's level.
- 2They can make larger elevation changes than most ground-based projectiles; however, they still can't hit targets standing on terrain at significantly higher or lower elevations.
Drops[edit]
Name | Type | Rarity | Quantity |
---|---|---|---|
Bandit Skeleton Key | Service | Rare | 1 |
Powerful Venom Sac | Crafting material | Rare | 1 |
Potent Venom Sac | Crafting material | Fine | 1 |
Vicious Fang | Crafting material | Rare | 1 |
Large Fang | Crafting material | Fine | 1 |
Silverwastes Shovel | Consumable | Basic | 1 |
Glob of Globby Gloop | Trophy | Junk | 1-2 |
Spike | Trophy | Junk | 1-2 |
Notes[edit]
- They're easily one of the most immediately dangerous Mordrem creatures.
- The ranged variant seems to possesses another skill called "Grasping Vines", but information on how it works and what it does is currently unclear. [verification requested]
- Chilling, crippling, or immobilizing this creature will cancel its charge attack.
Trivia[edit]
- Mordrem Teragriffs seem to possess a degree of sexual dimorphism as the melee variant is larger and more aggressive than its ranged counterpart.
- Its name is derived from Tera (Greek for 'monster') and griff (shortened from 'Griffon').[1]
See also[edit]
- Associated items