Table of Contents
- +Normal/Heroic Strategy/Tactics
- +Mythic Strategy
On this page, we list all the abilities from the Helya encounter in Trial of Valor. The idea is to give you a solid understanding of the encounter before you read the strategy.
If you are already familiar with the encounter, then you can skip to the strategy and tactics page or access any other page of the guide by using the table of contents on the right.
Helya is a three Phase fight involving both the boss and several types of adds. The crux of the fight is add control and soaking different types of abilities that change or evolve as the fight progresses.
1.1. Phase One
Phase One lasts until Helya reaches 65% Health.
Bilewater Breath is one of the main mechanics of the Phase. It deals damage in a cone that debuffs the target for 30 seconds. It also spawns 5 Bilewater Slimes that need to be killed within 20 seconds, or they cast Bilewater Liquefaction, which deals high Frost damage to the group. If they are not killed, they also leave behind a Bilewater Corrosion, a zone of filth that deals Frost damage to anyone within the zone. The damage of Bilewater Liquefaction and the size of the Bilewater Corrosions left behind are reduced by up to 80% based on the missing health of the Bilewater Slimes, and do not occur if the slimes are killed.
Orb of Corruptions spawn periodically and fixate players, pulsing for high damage. The fixate lasts 8 seconds. If you are hit by the pulse, the damage of any future pulses is increased by 100%. This effect also stacks, so it is imperative to avoid being hit multiple times.
Taint of the Sea is a dispellable debuff that deals ticking damage and leaves a zone on the ground that explodes after several seconds when dispelled.
Tentacles periodically emerge and cast Tentacle Strike, which must be soaked and splits damage between the players in the effect. If Tentacle Strike is not soaked, the entire raid will be hit by a Tentacle Slam, which deals high Nature damage to everyone in the raid.
1.2. Phase Two
Helya retreats into the sea and spawns 9 Gripping Tentacles at various points throughout the arena. Phase Two ends when all 9 Gripping Tentacles are slain. Each Gripping Tentacle removes 2% of Helya's maximum health when killed, leaving Helya at 47% hp at the end of the phase.
Helya periodically casts Fury of the Maw, which causes a wave to sweep through the lower platform which deals damage and knocks players back. Each Fury of the Maw subsequent cast will always deal 25% more damage than the previous one, stacking indefinitely, due to Raging Tempest. The wave is easily survivable early on but becomes lethal as it deals progressively more damage. This ability persists throughout the remainder of the encounter and serves as a soft enrage for the boss. It can be avoided by abandoning the central platform and hiding on the elevated platforms to either side. Fury of the Maw will also spawn two large adds in this Phase that have unique abilities and must be dealt with quickly. They are the Grimelord and the Night Watch Mariner.
The Night Watch Mariner has several abilities. He will periodically teleport to nearby players and cast Give No Quarter which spawns a white circle beneath their feet that deals high Arcane damage to anyone caught in the circle after a few seconds. He will also periodically cast Ghostly Rage, which grants him 30% attack speed for 6 seconds. Finally, he will cast Lantern of Darkness if he is not killed after 25 seconds. Lantern of Darkness deals Shadow damage every 0.5 seconds which increases in damage by 75% per tick.
The Grimelord has several abilities. He will periodically cast Sludge Nova, which deals high Plague damage to players within 15 yards and knocks them back. He will also cast Anchor Slam on the tank, which deals very high Physical damage and knocks anyone hit in the air. This ability has a large targeting circle around the tank. Anchor Slam also causes the debuffed player to take 400% increased damage for 6 seconds. Finally, he casts Fetid Rot which deals ticking damage and reduces healing taken by 10% per stack. When the debuff expires it explodes and applies Fetid Rot to any players within 5 yards. Players with the debuff should get away from the group to avoid this ability chaining throughout the raid.
Helya periodically spawns Decaying Minions that fixate random players with Rabid. They will run to the fixated target and melee them for low amounts of physical damage, however, it increases over time if they are not killed quickly as they will gain stacking damage from Vigor. They spawn a patch of Decay when they die, which can be washed away by Fury of the Maw.
1.3. Phase Three
Phase Three begins when all 9 Gripping Tentacles have been killed. Helya returns to the platform at 47% hp and renews her assault on the raid, bringing to bear a mixture of abilities from the first two Phases.
Instead of Bilewater Breath, Helya will now cast Corrupted Breath. It now deals Shadow damage instead of Frost and applies Dark Hatred to anyone hit, which significantly reduces healing received. It also spawns Corrupted Axions that need to be soaked. Corrupted Axions deal moderate Shadow damage and absorb a set amount of healing for 30 seconds. If any one Corrupted Axion is not soaked, it applies the healing debuff to the entire raid.
Instead of Orb of Corruption, Helya will now spawn Orb of Corrosions which function identically except that they leave void zones on the ground when they pulse. The void zones can only be washed away by the Fury of the Maw casts that happen infrequently.
Taint of the Sea is a dispellable debuff that deals ticking damage and leaves a zone on the ground that explodes after several seconds when dispelled. This ability is identical to Phase one.
Decaying Minions continue to spawn in this Phase, and function identically as they did in Phase two.
The Night Watch Mariner from will continue to spawn in this Phase, however, Grimelord is no longer present. He has the same ability set, although in this Phase he has increased health from Rally of the Kvaldir.
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