The Eye. Arguably the most challenging single enemy the player faces in Wynncraft, and the boss of Eldritch Outlook. The final dungeon unlocked in the game. and after beating the shit out of it like sixty times with a frying pan, i've finally collected enough patience to put together a guide on this thing hahaha It's a very unique boss in the fact that, for most of the fight (Phase 1 through Phase 3), it’s completely stationary. It stays at the very front of the arena, and has many unique mechanics that can make it more complex as well--the most notable being the Deathknell Wretch and the laser. Without further ado, let’s get started. Somewhat Brief Overview Summary: The Eye has 3,500,000 health in total, the largest of all bosses in the game. It has Earth, Thunder, and Water elemental damage. In Phases 1-3, it has Water/Air elemental defense that progressively gets lower. In Phase 4, it has no elemental defense. Although stationary, it casts many, many spells--most of which can be dangerous, obviously. Most of the difficulty in this fight comes from its unique mechanics rather than The Eye itself. Phase 1 (Stationary) | 3,500,000 - 2,800,000 Mechanics: Retaliating Gazers The Wretches Purple Circle Explosions Cascading Arteries Think of this as a preparation phase. If you aren't used to fighting The Eye, try experimenting in this one to find out what works and what doesn't work. Get used to the purple circles, and find a way to consistently deal with groups of Gazers. Unless you're confident in your ability to tank hits (or deal 400,000 damage in a few seconds), kill the arteries when they spawn before continuing to attack The Eye. Minigame 1 Mechanics: Falling Eyes Self-explanatory. Would be tricky for glassy builds, except for the fact that there's multiple safe spots (see tips and tricks for info). Phase 2 (Stationary) | 2,800,000 - 1,900,000 Mechanics: Retaliating Gazers The Wretches Purple Circle Explosions Void Holes Laser A step up from phase one. The only notable difference here is the laser, which is easy enough to dodge as long as you pay attention. As long as you keep track of what The Eye is up to and have a plan for the Gazers, it should be ok. Minigame 2 Mechanics: Laser A very simple minigame. Five rows, each can shoot lasers. They're easily slow enough to dodge however, and would be the easiest part of the fight if not for the first minigame being cheesable. Phase 3 (Stationary) | 1,900,000 - 400,000 Mechanics: Retaliating Gazers The Wretches Purple Circle Explosions Void Holes Laser Deathknell Wretch Eating Attack (VORE HAHAHA) The phase most people have trouble with. A large part of the difficulty in this part comes with the Deathknell Wretch, which can wipe out 90% of your current health if not properly managed. Additionally, it's accompanied by a group of Gazers. Keep calm, and don't panic. The Gazers tend to fall right on top of the Wretch as it travels along, so if able, you can simply wipe out all the Gazers at once while still attacking the Wretch. Another important thing is to make sure not to let the Gazers accumulate too much. Since they spawn passively in the back of the arena, you might be caught off guard while focusing on something else, resulting in death. Remember to keep an eye out for them so you don't take any unnecessary damage. Phase 4 (it's all fun and games until the eye starts chasing you) | 400,000 - End Mechanics: Retaliating Gazers The last phase. It's kind of paradoxical, as it's definitely easier compared to the other phases in a sense, but it's also much more inconsistent. Watch out for when The Eye starts spamming spell particles, as its spell combos can actually deal a serious amount of damage. And once again, do not ignore the Gazers. General Information Tips and Tricks: The Eye has a Charge AI, meaning it will only turn to face the player every 1.5 seconds. You can take advantage of this, as Arrow Storm and Wave will only travel in the direct line of sight of The Eye. When The Eye is casting spells, it's often safest to just back off. Since it doesn't have any health regen, there's no real "valuable time" being lost, and in reality, The Eye itself can't do much damage to you if you keep your distance. Know what you need to do. Panicking makes it far harder to keep track of what's happening in an already chaotic fight. Having a plan for each scenario can prevent that, and help you play more effectively in general. If you’re using a spell-focused build, don’t make killing the Wretch any more complex than it needs to be. One thing I personally find helpful is to have a spell combo specifically for killing the Wretch, so all I need to worry about is the Gazers that come with it. Don’t get greedy for damage. Unless you’re using a relatively tanky build, and you’re absolutely sure you can take whatever punishment you’ll face, ignoring other factors of the fight just to deal some more damage is almost always a bad idea, and can put you into a worse situation than before. For what phase four might lack in collective difficulty, it makes up for it in inconsistency. Don’t let your guard down just because it’s almost over, as it has many spell combos that can be unpredictable or just plain dangerous. In the first minigame, there’s actually multiple safe spots in a few different locations. One of which is (when the player faces The Eye from the spawn area) diagonally forward and left, underneath a little arch-shaped structure. Spoiler: Spell Combos Fun fact--a lot of the spells The Eye casts comes in the form of a spell combo. Get to know these, and you can predict what spells it’ll cast based on the frequency of particles, or the first spell in the combo. Note: The very first spell The Eye casts at the beginning of the fight is ALWAYS Wave. Phase 1-3: Meteor -> Meteor -> Meteor: A simple damage combo. There’s about a one second delay between each meteor. Arrow Storm -> Meteor -> Arrow Storm: The arrow storms in this combo aren’t for damage--they’re just meant to hold you in place for meteor. This means that you should still dodge. Push -> Arrow Storm -> Heavy Arrow Storm -> Heavy Arrow Storm: Pushes you back, then spams arrow storm. Remember that a single push spell telegraphs arrow storm spam. Heavy Explosion -> Heavy Wave(s): There’s a few seconds of delay between the explosion and the wave spells, so if you get hit by the explosion, it’s unlikely to chain directly into wave. Depending on the phase, the amount of waves can vary (1-3). This mostly serves to just thicken the wave (harder to force yourself through by spamming spells). Heavy Explosion x3 -> Heavy Push: Potentially one of the most dangerous combos depending on the class. The explosions pop you up into the air for Heavy Push, which launches you all the way to the back of the room behind The Wretches. You can tell when The Eye is about to do this, as there’ll be a ton of spell particles. Push -> Push -> Heavy Push: A relatively simple combo. Phase 4: Teleport -> Heavy Teleport -> Explosion -> Teleport: Standard, mildly threatening spell combo. Pull -> Heavy Arrow Storm -> Teleport x5 -> Heavy Arrow Storm: The most dangerous out of all the combos in phase four, arguably. It does enough damage to spell death for many glass cannons, and unless you have a stun, there's not much you can actually do to avoid it. Heavy Teleport -> Teleport -> Heavy Wave -> Teleport > Heavy Wave: Another standard bread and butter combo. Push -> Teleport -> Meteor -> Teleport -> Meteor -> Teleport -> Meteor -> Teleport: Potentially dangerous, and would be far more dangerous if mob meteor didn't just do nothing so often. Still something to be careful of. Slow -> Teleport -> Heavy Wave -> Teleport -> Heavy Wave -> Teleport -> Heavy Wave -> Teleport: Like the other basic spell combos, but more. There's also a debuff, which you won't be able to remove unless you're a mage because this is the last phase and it'll kick you out of the dungeon if you do /class. Heavy Teleport -> Heavy Teleport -> Heavy Teleport -> Explosion x4 -> Heavy Explosion -> Teleport: Deals heavy damage. If you get hit by the explosions, be careful as The Eye will likely end up near you with Teleport due to the knockback. Heavy Pull -> Heavy Pull -> Explosion -> Explosion -> Heavy Explosion -> Heavy Push: It seems to be a sign among the phase four spell combos that getting pulled means something dangerous is about to happen. Like most of the other dangerous spell combos, don't tank it unless you're confident in your build. Spoiler: Retaliating Gazers In response to taking damage, The Eye launches Retaliating Gazers, typically in large groups (the minimum being three). In phase three, instead of when taking damage, higher damaging variants also spawn at the back of the arena in phase three, as well as more normal ones when the Deathknell Wretch is attacked. They have 3,000 health, move at a speed faster than the player without any walk speed, and their attacks do rainbow damage (1-1 rainbow damage along with a large neutral range). Do not underestimate these. Despite their relatively low health, they can do a very large amount of damage, and can pose as one of the larger threats in the fight. The amount of players in the arena affects the amount of Gazers. More players = more Gazers. Spoiler: The Wretches Not to be confused with the Deathknell Wretch (which is also often referred to as just “the wretches”). Stationed at the back of the arena, getting too close will cause them to fling projectiles at you. They can do a surprising amount of damage, so take care not to let that happen. These are not in phase four. Spoiler: Purple Circle Explosions Explosions telegraphed by a purple ring, and have a hitbox of 3 blocks in radius. Getting hit dead on will also cause you to pop up into the air. They’re one of the most inconsistent parts of The Eye. The explosion occurs about one second after the circle appears, and especially in phase one, they can show up quite randomly in terms of location. In phase two and three, they tend to appear closer to the edges of the arena (the redder parts). These attacks will do 3825 damage, which is affected by defense and agility. There's no consistent way to avoid them unless you have high WS, you just have to react fast enough and hope you can get out of the way. These are not in phase four. Spoiler: Cascading Arteries At 3,200,000 health, The Eye will push the player back and spawn two Cascading Arteries, one on its left and one on its right. These enemies have 100,000 health each, and no health regeneration. The Cascading Artery on the left has a Rapid Ranged AI, meaning it shoots five projectiles in quick succession. The Cascading Artery on the right has a Burst Ranged AI, meaning it shoots ten projectiles in a shotgun-like manner. Although neither does a considerable amount of damage per second, it's definitely not an amount to be ignored, especially in the case of the right artery. These are only in phase one. Spoiler: Falling Eyes Only in the first minigame. Eyes fall from the sky, and land with a slight AoE. These deal 3636 damage, which is affected by defense and agility. Spoiler: Laser A beam made up of three Magma Cubes, and is used in phase two, the second minigame, and phase three. The laser travels across the arena, originating from The Eye, and moves in a straight line. It can deal 3,000 damage up to three times for a total of 9,000 (this is unaffected by defense and agility). It’s indicated beforehand by a green line of particles, and fires after about three seconds. The radius is about 3.5 blocks. Since the charge time is relatively long, it's more or less trivial to dodge. The main issue that laser is responsible for is that it makes it difficult to approach The Eye. It has a cooldown ranging from 10 to 45 seconds--longer cooldowns seem to be rarer, however. Spoiler: Void Holes A large hole, telegraphed by an equally large ring of particles. Falling into it drops you directly in front of The Eye. It opens up around four seconds after the particles appear, and remains for a similar amount of time. However, as long as nothing is currently putting you in danger, they can actually be a convenient way to approach The Eye. It’s honestly not much of a threat, and isn’t something you need to actively worry about. These are in phase two and phase three. Spoiler: Deathknell Wretch A 50,000 health enemy named “Deathknell Wretch”, and is exclusive to phase three. The Wretches will appear at the back of the arena, directly opposite to The Eye, and slowly approach the other side over a time span of 10 seconds. If you don’t kill the Wretch before time runs out, it will trigger an arena-wide attack after five seconds, removing 90% of your current health. Although it’s realistically impossible for this attack to instantly kill the player, it will leave them at a very low amount of health, making them vulnerable to any form of damage. They have a unique spawning pattern. The first Wretch seems to be able to appear after 20 seconds, 40 seconds, or 1 minute after phase three starts. After the first Wretch, subsequent Wretches spawn every 25 seconds. However, if a Wretch gets by, the next Wretch will be delayed by an additional five seconds for an overall cooldown of 30 seconds. Spoiler: Eating Attack An attack that entraps players within The Eye. Any damage dealt to The Eye is also dealt to the trapped players. This damage is affected by defense and agility. At 1,150,000 health, 850,000 health, and 550,000 health, The Eye will perform the Eating Attack, where it moves forward straight towards the center of the arena. This is telegraphed with a slight change in appearance and a roar. Additionally, players close to The Eye when the attack is about to occur will be launched backwards a minor distance. This is a relatively minor attack due to the predictable timing of the move and the fact that it even pushes the player back when it’s about to happen. Lag however, can make it difficult to avoid this attack, not to mention that the attack itself tends to be fairly laggy. That's about it. I hope this guide comes in handy for whoever uses it.