The Ghrazi Blood Knights

Disclaimer
THIS IS A WORK IN PROGRESS, A FINISHED VERSION WILL BE POSTED SOON.
This guide, and its contents thereof, assume you are getting started with Ghrazi Blood Knights, and does not necessarily cover meta strategies. Due to the recency of the boss, this guide is considered Work in Progress and some mechanics may not be outlined.
Introduction
The aim of this guide is to provide a basic overview of how to get consistent kills at the Ghrazi Blood Knights. Due to demanding damage checks and mechanical complexity of this fight, contents of this guide assume you have at least made it to the end of Stage 1 of #upgrade-order for your chosen style. As Ghrazi Blood Knights are enrage-based with fixed enrages of 100, 500, 750, 1000, 2000 and 4000%, mechanics and strategies may differ based on enrage. For the purposes of this guide, 100% enrage on duo mode will be utilized.
General Information
⬥ Ghrazi Blood Knights are located in Havenhythe. Fighting them requires the completion of the Heralds of Crimson quest.
⬥ Both bosses share a health bar, with health based on chosen mode and enrage:
• 2000%: 5M + 1.5M
• 1000%: 4M + 1.2M
⬥ As of October 12th, Ghrazi Blood Knights can only be fought in duo, with a solo mode added in November.
Gear, Relics, Familiars
The following presets are based on Stage 1 of #upgrade-order for your chosen style.
Fight Mechanics (General)
As you are fighting two bosses at the same time, each player will have to handle the mechanics of their respective boss, barring shared mechanics.
⬥ Karmina attacks with
, Vasily attacks with
, with a mechanic every 4 auo-attacks for both
⬥ If Karmina and Vasily are standing next to each other, they gain a stacking
buff that reduces hit chance
Close Formation
⬥ Both Karmina and Vasily gain a buff when close together that increases all incoming damage from them by 8%.
Isolated
⬥ Persistent debuff that prevents players from directly benefitting from Heal Other, Heal Group, or Intercept
⬥ Only appears in 1000% Enrage or higher
Mechanics Rotation
⬥ Both Karmina and Vasily perform 4 auto attacks between each mechanic:
• Prayer Flurry -> Blood Waves & Lunge/Puncturing Strike -> Meatball & Blood Tribute -> repeat (Phase 1)
Prayer Flurry
⬥ Both Karmina and Vasily perform a flurry of attacks with all 3 styles, order of incoming attacks are random and the length is based on current phase
• Performs 3 attacks in Phases 1-3
⬩ This is increased to 5 attacks in Phase 4 onwards
⬥ Each hit deals moderate to high damage if not prayed against, and only 1 damage if prayed against
• Unprayed damage has defensive piercing(?)
⬥ All hits are within a tick of each other
• The flurry arrives sooner in 500% Enrage and above
Solution:
⬥ Pray against the attacks accordingly:
• Red projectile: Pray 
• Green projectile: Pray 
• Blue projectile: Pray 
Puncturing Strike (a.k.a. Lunge) (Karmina)
⬥ Karmina performs a hard hitting lunge that deals typeless damage and stuns
the player
• Lunge has high defensive piercing
Solution:
⬥
/
out of the way to fully negate the mechanic, timing is roughly 2-3 ticks after Karmina says Nowhere is beyond Our reach!
•
to prevent being stunned if caught off guard
Blood Waves (Vasily)
⬥ Vasily unleashes waves of blood that sweep parts of the arena, dealing
damage
• Number of blood waves depend on enrage, but all are 6 tiles wide and on Vasily's target
Solution:
⬥ Dodge the waves with
/
, taking care not to accidentally hit the Karmina player
⬥
damage can be prayed against, and fully negated with 
Blood Tribute (Karmina)
⬥ Karmina inflicts a hard hitting bleed that deals
damage for 10.2s
•
will not clear the bleed
Solution:
⬥
Karmina or
to mitigate incoming damage
• Alternatively, both players switch targets and
their respective new Blood Knights (e.g. Karmina player switches to Vasily, and vice versa)
⬩ This allows
to fully negate the bleed as well as Vasily's attacks, removing KO potential from getting off-styled
Sanguine Blob (a.k.a. Meatball) (Vasily)
⬥ Vasily unleashes a blob of Sanguine that deals typeless damage as it bounces six times between both players, starting with the player who has Vasily' aggression
⬥ Damage dealt by the blob has defensive piercing, and increases based on distance
Solution:
⬥ Stick together and
+
or
to mitigate incoming damage
• In 750% Enrage or less,
will drastically limit incoming damage
Fight Mechanics (Phase 2)
⬥ The Knights gain 200 Sanguine Influence stacks, increasing their damage dealt.
⬥ Vasily gains a new mechanic exclusive to this phase, Tumour Summon
Tumour Summon (Vasily)
⬥ Vasily summons tumours visible only to the player who has his aggression
⬥ The tumours deal additional damage if allowed to fully channel(?)
Solution:
⬥ Clicking on a tumour will expunge it, negating the mechanic if all tumours are expunged
Fight Mechanics (Phase 3)
⬥ Both Karmina and Vasily go Immune, and a player is teleported up next to the Sanguine heart, while the arena is littered with Sanguine tumours
• The player chosen is random(?)
⬥ To progress to the next phase, players must take out the Sanguine heart
Sanguine Heart & Tumours
⬥ A player is transported to the top, where they have 18 seconds to deal as much damage as they can to the Sanguine heart
⬥ Six Sanguine Tumours also litter the arena, dealing typeless damage every 6s to the player who wasn't transported
• Attacking the Sanguine Tumours reflects damage(?)
⬥ Sanguine Heart & Sanguine Tumours have health scaling with enrage:
• Normal Mode: ??? LP (Heart), ??? LP (Tumours)
• 2000%: 1.5M LP (Heart), 50k LP (Tumours)
Solution:
⬥ Player at the bottom can reset the timer back to 18 seconds by killing Sanguine tumours, though this will also incur 50 stacks of Sanguine Influence and inflict a stack of Haemmorhage to the player attacking the Heart
• Haemmorhage deals
damage every 1.8s, increasing with every stack
Sanguine Blast (a.k.a. Blood Diamond) (Vasily)
⬥ Vasily summons 2 waves of hard hitting blasts that obliterate a large area with typeless damage, first blast is smaller than the second
Solution:
⬥ The blasts are telegraphed, move out of the way, use
if necessary
• Can run 2 tiles diagonally from starting position (and back) to avoid the blasts, preserving 
Fight Mechanics (Phase 4)
⬥ After destroying the Sanguine Heart, players continue fighting the Blood Knights until their health fall to 0
⬥ Vasily gains a new mechanic during Phase 4
Sanguine Spores & Floor Destruction (Vasily)
⬥ Vasily starts charging and infests players with spores that, once on the ground, inflicts persistent
damage over time
• A secondary bar will charge above the players' heads indicating when the spores will be placed down on the arena
⬥ Once Vasily finishes charging, some parts of the arena starts glowing red, indicating that they will be ripped away
Solution:
⬥ Stand on the glowing tiles that are about to be ripped out and drop the spores there, then move out of the way to avoid a hard instakill 
Fight Mechanics (Phase 5)
⬥ Instead of dying, the Blood Knights become enraged, regaining some of their health and starting to inflict the Exsanguinated debuff on the players
⬥ They will also gain a persistent vampyric lifesteal effect during this phase
⬥ To win the fight, the players must lower the health of the Blood Knights to 0
Exsanguinated
⬥ Persistent, stacking debuff that builds over time by Karmina and Vasily's attacks and mechanics, increasing all incoming and outgoing damage
• More stacks are inflicted if a player mis-handles a mechanic(?)
⬥ At 100 stacks, the team WIPES 
Solution:
⬥ Use Extra Action button to spawn a cleansing dome that removes Exsanguinated stacks
Troubleshooting
TBA
Example Kills
TBA