Mordrem Teragriff

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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]

Maguuma Wastes

Event involvement[edit]

Event shield (tango icon).png [Group Event] Defend Amber Sandfall and protect Lightbringer Osa from the Mordrem (80)
Event shield (tango icon).png [Group Event] Defend Blue Oasis and protect Tactician Mansell from the Mordrem (80)
Event swords (tango icon).png [Group Event] Retake Indigo Cave from the Mordrem (80)
Event shield (tango icon).png [Group Event] Defend Indigo Cave and protect Magister Wiggs from the Mordrem (80)
Event shield (tango icon).png Escort supplies to Indigo Cave (80)
Event shield (tango icon).png [Group Event] Defend Red Rock Bastion and protect Warmaster Gritblade from the Mordrem (80)

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 Knockback.png 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.png Chilled, Crippled.png Crippled, or Immobile.png Immobile before it can begin charging it will get Knockdown.png 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. The trail functions as a poison field.
  • 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.png 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.

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.
  • Shriek - The teragriff channels a point-blank area of effect attack over 4 seconds, dealing damage to foes and granting 2 stacks of Might.png 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 (both)
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
Destroyed Matrix Cube Key.png Bandit Skeleton Key Service Rare 1
Powerful Venom Sac.png Powerful Venom Sac Crafting material Rare 1
Potent Venom Sac.png Potent Venom Sac Crafting material Fine 1
Vicious Fang.png Vicious Fang Crafting material Rare 1
Large Fang.png Large Fang Crafting material Fine 1
Silverwastes Shovel.png Silverwastes Shovel Consumable Basic 1
Glob of Globby Gloop.png Glob of Globby Gloop Trophy Junk 1-2
Spike.png Spike Trophy Junk 1-2

Notes[edit]

  • 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]
  • Players are sometimes launched in the air when they are hit by the charge attack while having stability, or when the knockdown is negated by another effect.
  • 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

References[edit]