Time: 2025-12-10 by mmojugg Game: Path of Exile 2 Guide Tags: Fate of the Vaal

Path of Exile 2 ramps up the intensity in Act 2, especially with the engaging boss encounters that demand sharp reflexes and smart positioning. In version 0.4.0, "The Last of the Druids," kicking off the Fate of the Vaal League, these fights blend physical slams, fiery barrages, and elemental chaos, often requiring you to roll away from telegraphed dangers marked by red flashes and audio cues. Whether you're stacking defenses or unleashing DPS, mastering these will propel you forward smoothly.
If this guide helps sharpen your edge for the league grind, consider bookmarking it for your next run and checking out our Path of Exile 2 Shop—grab Divine Orbs, Exalted Orbs, crafting currency, rare gear, uniques, and beyond to breeze through these challenges.
To assist Exiles in successfully advancing across the new continent of Wraeclast, we have compiled essential Boss Mastery Guides for every Act and Interlude in Path of Exile 2. Below is the complete list of Boss Mastery Guides:
Act 1 Boss | Act 2 Boss | Act 3 Boss | Act 4 Boss | Ogham Interlude | Kriar Interlude | Vastiri Interlude
Boss Name | Location | Key Tips |
|---|---|---|
Rathbreaker | Vastiri Outskirts | Physical melee focus; hug starting area to dodge hill spears; burst hyenas at 65% and wind slam waves. |
Rudja, the Dread Engineer | Mawdun Mine | Fire/physical grenades; sidestep tracking flamethrower; roll explosive rush at 90%, ignite oils strategically. |
Balbala, the Traitor | Traitor's Passage | Phys/fire/chaos daggers; step sigils to prevent spirits; edge-hunt in poison hide phase. Drops Balbala's Barya for ascendancy trial. |
Jamanra, the Risen King | The Halani Gates | Phys/fire/lightning sweeps; circle sword post-flameblast slam; prioritize scarabs in 30% sandstorm. |
Iktab and Ekbab | The Bone Pits | Duo phys/fire/lightning; lower both low, kill Iktab first; dodge shocked ground and empowered adds. |
Kabala, Constrictor Queen | Keth | Physical explosives; smash bone wall or gap in 70% cage; clear summoned snakes. |
Azarian, the Forsaken Son | Buried Shrines | Phys/fire axes; spare corner pots to avoid burn ground; central positioning vs. waves and cones. |
Zalmarath, the Colossus | The Titan Grotto | Massive phys/fire sweeps; dagger shelter for beams; kill exploding adds at 40%. |
Tor Gul, the Defiler | The Spires of Deshar | Phys/fire/chaos slams; flank to predict breath; clear empowered spirits/tornadoes post-50%. |
Jamanra, the Abomination | Dreadnought Vanguard | Two-phase phys/fire/lightning; rear hide in Phase 1 beacons/storms; dodge Phase 2 tornados/portals. |
Rathbreaker in Vastiri Outskirts unleashes pure physical punishment, supported by endless hyena packs and spear volleys from hilltop scavengers. Stick to the boss's starting zone to minimize ranged threats, prioritizing adds with area clears while chipping away at him.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Sword slashes, claw swipes | Circle-strafe to avoid |
All Fight | Charge forward (triggers spear rain) | Sidestep the line |
65% | Wind waves into ground slam (Requires Dodge) | Roll perpendicular to waves |
65% | Hyena swarm rush | AoE burst them fast |
65% | Sword slam with wind burst | Evade the forward cone |
Post-kill, scavengers leap down alongside surviving hyenas—clear them quickly to secure your win. High armor and life leech turn this into a straightforward brawl.
Rudja, the Dread Engineer in Mawdun Mine, mixes physical strikes with fire hazards from her grenade toolkit. Her flamethrower tracks relentlessly, so keep mobile and ignite her oil pools yourself to control the battlefield.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Flamethrower stream (tracks) | Constant motion |
All Fight | Gas clouds, explosive volleys, oil pools (-10% fire res, ignites) | Avoid lingering |
All Fight | Stun grenade (pushes others) | Watch trajectories |
90% | Explosive flamethrower rush (self-damages if missed) | Roll as swing starts |
75% | Oil cluster spin-ignite | Clear to safe spots |
More grenades ramp up at low health—flask for fire res and speed to outpace the chaos.
Balbala, the Traitor in Traitor's Passage, hits with physical, fire, and chaos via teleporting strikes and poison setups. Her spirits count as uniques, refilling flasks generously—step on sigils to deny spawns but brace for her slam.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Knife slashes, teleport backstab, forward spin | Predict teleports |
All Fight | Coin sigil (spawns spirit or slam-ignite) | Step then roll out |
All Fight | Circling returning daggers | Stay central |
95% | Random tracking dagger burst | Weave through |
95% | Poison dagger volley (tracks) | Sidestep arcs |
90% | Vanish with spreading poison (slam reveal) | Hunt edges, dodge slam |
90% | Triple explosive cluster | Time eruptions |
Defeating her yields Balbala's Barya—head to Trial of the Sekhemas for ascendancy unlocks. Chaos res is crucial here.
In The Halani Gates, Jamanra the Risen King blends physical advances with fire and lightning. His sweeping swings displace you—use momentum to reposition.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Forward sword sweeps (pushback) | Brace and circle |
All Fight | Chasing fire orb | Kite outward |
90% | Sword channel explosion (Requires Dodge) | Near-sword circle safe |
90% | Arm-charge lightning beam | Roll on thrust |
30% | Immunity + scarab sandstorm | Kill volatiles ASAP |
Burst phases end the fight—lightning res keeps you alive.
The Bone Pits hosts Iktab and Ekbab, dealing physical, fire, and lightning. Lower both before finishing one; prioritize Iktab—empowered Ekbab is simpler.
Boss/Phase | Key Attacks | Dodge Tip |
|---|---|---|
Iktab All | Lightning cluster blasts | Spread out |
Iktab All | Multi-meteor sigils | Path between |
Iktab All | Arena-wide sigil strikes (shocked ground +20% dmg taken) | Avoid residue |
Iktab All | Central sphere novas | Edge timing |
Ekbab All | Ground stomps, tusk swipes | Melee range out |
Ekbab All | Wall-crash charge | Bait to edges |
Post-Iktab | Ekbab: Cone stomps, chasing orb + roaming shooter | Prioritize chaser |
Post-Ekbab | Iktab: Erupting bone spikes, meteor lines, cone sigils, faster sphere | Line weaves |
Kabala, Constrictor Queen in Keth, focuses physical via projectiles and summons. Her bone walls trap you for a vulnerability curse—shatter one with DPS.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Explosive hand tosses, dagger slashes | Mid-range poke |
All Fight | Tail sweep (melee) | Back off |
90% | Blood-jar bone snakes | Group clear |
80% | Spinning projectile nova | Outward roll |
70% | Arena bone cage + explosion (20s armor down) | Smash wall or gap |
Azarian, the Forsaken Son in Buried Shrines, wields physical and fire axes. Destroy corner pots early—they spill persistent burning ground if hit.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Multi-axe heavies | Stagger windows |
All Fight | Ignited spin toward you | Channel-roll away |
All Fight | Rear axe rip (fire trail), rubble toss | Flank carefully |
90% | Axe-clash fire wave | Side evade |
75% | Ground cone fire sunder | Cone perpendicular |
Fight center-north/west/southeast to spare pots.
Zalmarath the Colossus in The Titan Grotto sweeps physical and fire across the arena. Shelter behind his dagger for big beams.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Arm sweeps, dagger stabs/drags/slices | Predict combos |
All Fight | Ceiling rockfall, reposition projectiles | Bait then burst |
90% | Ground waves, dual fire trails, splitting laser cone | Wave hops, trail gaps |
80% | Rapid dagger stabs | Sustained kiting |
65% | Arena-cover beam | Dagger shadow |
40% | Exploding aerial adds | Priority kills |
20% | Spiraling triple beams | Central weave |
Tor Gul the Defiler in The Spires of Deshar corrupts with physical, fire, and chaos. Position dictates his breath direction.
Phase/Health | Key Attacks | Dodge Tip |
|---|---|---|
All Fight | Hand slams, 180 sweeps, head ignite smash | Frontal awareness |
All Fight | Jaw-drop poison (skeletons), ribcage fire mortars | Vomit edge |
90% | Directional fire breath (burn ground) | Circle flanks |
80% | Quad-arm sigil blasts | Sigil paths |
50% | Empowered: Mortars spawn spirits, sigils tornadoes | Extra add clear |
Dreadnought Vanguard's Jamanra the Abomination shifts at 65%, escalating physical, fire, and lightning. Hide behind his shield in storms.
Phase 1:
Health | Key Attacks | Dodge Tip |
|---|---|---|
All | Melee lightning spray, ranged bolt | Range swap |
All | Frontal beacon chains/explosions | Boss rear safe |
90% | Rotating beacon walls | Center or rim |
85% | Shield sandstorm (exploding zombies, shocked ground) | Zombie burst |
80% | Chasing beacon arcs | Bait overlaps |
Phase 2:
Health | Key Attacks | Dodge Tip |
|---|---|---|
All | Air whip knockback, wandering tornados | Tornado kiting |
All | Tracking sword sunder wave (Requires Dodge) | Slam-start roll |
All | Close axe 180 sweep (Requires Dodge) | Rear or far roll |
60% | Dual lightning walls (max 2) | Wall gaps |
40% | Lightning rock cone, circling spears (strikes, max 2 sets), side fire storm lines | Spear circle edge |
20%/15% | Fiery shard portal lines (2 total) | Funnel avoidance |
High DPS prevents overlaps—lightning/fire res essential.
Rathbreaker focuses exclusively on Physical damage through his aggressive sword slashes, claw swipes, charges, and wind-based slams. Supporting Hyena Demons swarm in constantly for additional Physical melee pressure, while Sun Clan Scavengers on the hillside unleash straight-line spear volleys if you stray too far from the starting area. Prioritize stacking maximum Armour (aim for 1,500+), Life Leech, and Endurance Charges to sustain through the relentless adds—clear hyenas with AoE skills during their 65% health surge to prevent overwhelming.
At 90% health, Rudja equips her flamethrower with an explosive grenade and charges while swinging wildly; if she connects, it detonates for massive Physical and Fire damage, often one-shotting undergeared players. Dodge roll precisely as her swing animation begins—without extra movement speed, time it to evade the hitbox entirely, causing the grenade to self-detonate and ignite her instead. Boost Fire Resistance to 75%+, use a Quicksilver Flask for mobility, and maintain flasks up constantly, as she ramps grenade frequency (oil, explosive, gas, stun) at lower health, turning the arena hazardous.
Balbala drops Balbala's Barya, a key item that triggers the "Ascent to Power" quest—return it to Zarka at the Caravan to access the Trial of the Sekhemas. Completing the trial grants your first two Ascendancy points, unlocking class-specific power spikes like enhanced passives, new skills, or massive damage multipliers essential for mid-campaign scaling. Her summoned spirits (from untouched Golden Sigils) also provide generous Flask and Charm charges since they're unique enemies, making this optional fight highly rewarding for progression.
Always target Iktab first after whittling both to low health—killing him empowers Ekbab with cone stomps and chasing lightning orbs, which are far easier to manage than Iktab's upgraded arsenal (meteor lines, cone sigils, faster spheres, and erupting bone spikes). The duo mixes Physical slams/tusks with Fire/Lightning from sigils, meteors, and spheres, leaving shocked ground (+20% damage taken). Cap Lightning/Fire Resistances at 75%, dodge ground effects religiously, and use single-target burst to control the empowerment phase.
At 70% health, Kabala dives into the sand, erecting indestructible Bone Walls at all but one arena entrance, then charges a massive explosion that blankets the area and applies a 20-second Vulnerability debuff (sharply reducing Armour). Identify the open gap quickly or hammer a wall with focused single-target DPS to break through before the blast—walls have substantial health, so bring high attack speed and pierces. Physical-focused fight overall; position mid-range to poke explosives and tail sweeps safely, clearing Bone Snakes at 90% promptly.
The four corner pots in Buried Shrines shatter under AoE attacks (yours or Azarian's), spilling permanent Burning Ground that persists for the entire fight, drastically shrinking safe zones and stacking Fire DoT. Fight centrally or from north/southeast/west flanks to minimize accidental breaks, dodging his Forsaken Cyclone spins, rear fire trails, and cone Infernal Sunders. Prioritize Fire Resistance (75%+) and Flame Dash/Leap Slam for quick repositions—Physical/Fire axes demand solid Armour and block chance.
Zalmarath's Disintegration Beam at 65% health stabs his dagger into the arena center and unleashes a full-coverage sweep—shelter directly behind the dagger for complete protection as it blocks the beam entirely. This colossal Physical/Fire sweeper also drops ceiling rocks, fires splitting lasers, and summons exploding Vril Apparitions at 40%, so burst adds fast and kite during reposition volleys. Max Fire Resist, use phase-specific dodges for sweeps/stabs, and save movement skills for spiral lasers at 20%.
Phase 2 (post-65%) introduces air whip knockbacks, roaming Tornados, mandatory-dodge tracking sword sunders and close-range 180° axe sweeps, plus escalating hazards like dual Lightning Walls (max 2), shattering rock cones, periodic spear circles (lightning strikes, max 2 sets), side-sweeping Fire Storm lines, and dual fiery shard portals at 20%/15% that render swathes unusable. Phase 1 focuses beacon chains/rods, rotating walls, sandstorms with exploding zombies (shocked ground), and chasers—always hide behind his shield. Stack Lightning/Fire Resist to 75%+, emphasize mobility and high DPS to minimize overlaps in this pinnacle Act 2 finale.
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