Raid Setup
Introduction
Welcome to our Heroic Twin Fangs guide, the sixth boss of the Venomous Abyss raid in Midnight Season 2. This guide covers the fight mechanics and the strategy we recommend to defeat this boss on Heroic difficulty!
Legend has it that Vexhul and Ithraz hatched from the same clutch, and mother Ula'tek could never pick a favorite. Vexhul got the venom glands, Ithraz got the appetite, and for sixteen thousand years they've been stuck guarding the same room together, arguing about whose turn it is to eat the intruders. They never settled it. So now they simply share: she marinates you, he swallows you.
The one thing they agree on is that nobody walks out. And if you're rude enough to kill one of them first, the other takes it very, very personally.
Fight Style: Dual Target / Resource management
Recommended Setup: 2x Tank / 4x Healer / 14x DPS. Specs with constant two target damage are a big comfort pick.
Required utilities: Three soak groups of 7+ for Ravenous Feast, or two groups plus immunities for the third soak.
Hero/Lust usage: On Pull
Easy Mode
General:
- Eternal Venom is the fight. 10 stacks = death, everything green applies it, stacks never expire. Only Ravenous Feast removes them, 1 per player per Feast.
- Bosses don't share HP and can't be moved. Spread loosely, kill them at the same time, or the survivor ramps out of control with Uncoiled Wrath.
- Hard enrage: the third Submerge at 100 energy. Both bosses need to die before it.
The loop (runs twice per cycle):
- Soak every Caustic Globule, one player each. Unsoaked = Eternal Venom stack for the whole raid.
- Vexhul's tank swaps on Caustic Deluge stacks. Tanks alternate soaking the Stone Breaker swirly sets.
- Venomous Emergence = unavoidable raid stack + 3 serpents in the middle. Dodge their spit lines, kill them fast.
- Coiling Ichor circles get dropped at the edge of the room.
- Dodge the green waves during Stir The Depths, the raid-wide part is free.
- Ravenous Feast: 3 explosions, one soak group each, everyone soaking loses 1 venom stack. Nobody soaks twice, the Feasted debuff makes that lethal.
Submerge (100 energy, after the second Feast):
- Bosses swap sides. Vexhul's Vile Flood laser sweeps with the orbs' rotation, so run against it and cross early. Behind the laser is safe.
- Dodge the Sanguine Storm circles while rotating.
- Then the loop restarts, with everyone carrying more venom than before.
Mechanics
Eternal Venom
The core mechanic of the fight. Various abilities apply Eternal Venom, a permanent stacking DoT that never falls off on its own. At 10 applications, you die. Not "take heavy damage", you just die.
The only way to remove stacks is letting Ithraz eat them through Ravenous Feast, which we'll get to below.
The entire fight is venom economy: avoid unnecessary stacks, and spend the ones you have wisely at the Feast.
Toxic Fumes
Constant raid-wide Nature damage every 2 seconds, all fight. Standard background pressure for the healers.
Uncoiled Wrath
When one serpent dies, the survivor gets Uncoiled Wrath, entering into a rage and gaining 25% increased damage every 4 seconds, stacking infinitely.
This is your instruction to kill both bosses at roughly the same time. A small gap is survivable, a big one is not.
Caustic Deluge
Vexhul's tank mechanic. She funnels toxin into her current target for 5 seconds, ticking hard the entire channel, while acid splashes land around the area. Each splash hits players within 4 yards, applies Eternal Venom, and forms a Caustic Globule at the impact spot. So the raid stays clear of the Deluge target while this is going out.
The channel also applies Envenomed to the tank, 10% increased Caustic Deluge damage per stack for 90 seconds. That duration is long, so this is what forces your tanks to trade serpents rather than swapping on the spot.
Caustic Globule
The globules left behind by the Deluge rupture after 10 seconds, and an unsoaked rupture hits the entire raid and gives everyone an Eternal Venom stack. Touched in time, it only affects the player who soaked it.
So every globule is a one player assignment: someone with low venom stacks picks it up, sparing the other nineteen. Left alone, globules are how your raid speedruns to 10 stacks.
Venomous Emergence
Vexhul calls her spawns from the venom sea, hitting the whole raid and applying Eternal Venom to everyone.
This one is unavoidable, which matters for your venom budgeting: some stacks are simply forced on you, so don't waste your buffer on bad dodging elsewhere.
Spawn of Vexhul (Corrosive Spit)
The adds from Venomous Emergence. Each spawn fixates on a player and spews Corrosive Spit, a frontal line that damages and applies Eternal Venom to anyone struck.
Targeted players point the line away from the raid, everyone else stays out of it, and the adds die quickly.
Stir the Depths
Vexhul churns the venom sea for 6 seconds, pulsing raid damage while waves roll across the platform.
Getting clipped by a wave hurts and applies Eternal Venom. Dodge between them.
Concentrated Spittle
Range check. If Vexhul's tank leaves her range, she pelts them with spittle.
Keep her tanked properly and you'll never see it.
Ravenous Feast
The most important ability in the fight. Ithraz tries to consume players 3 times in quick succession, each strike splitting heavy Physical damage between everyone within 14 yards.
Here's the payoff: every player struck loses 1 stack of Eternal Venom. This is the only venom removal in the entire encounter.
Everyone hit also gets Feasted: 800% increased Ravenous Feast damage for 8 seconds, and Ithraz can't consume any more venom from them. Since the 3 strikes come fast, the same group can't soak twice. You run three soak groups, one per strike, and everyone leaves with one venom stack less.
Coiling Ichor
Several players get infused with ichor, a circle around them that ticks on anyone inside and shrinks over time while dealing increasing damage. On expiration, it drops a pool of Congealed Gore that lasts 2 minutes and slows anyone inside by 50%.
Same as every drop mechanic in this raid: targeted players walk out, let it expire somewhere out of the way, and keep the platform playable.
Stone Breaker
Ithraz's tank mechanic. He roars, pushing everyone away, then slams the platform repeatedly. Each slam hits players within 4 yards and stacks 33% increased Stone Breaker damage for 90 seconds.
The catch: if a slam hits nobody, it instead hits the entire raid with armor-ignoring damage and a knockback. So the slams must be soaked, and after the roar knocks everyone back, the tank has to run back in and stand in them.
The 90 second stacking debuff is, again, why tanks trade serpents rather than swapping back immediately.
Clotted Bolt
Same range check as Vexhul's, gore edition. Don't kite Ithraz around and this never matters.
Submerge (100 Energy)
At 100 energy, both serpents dive. The Submerge itself showers the nearby area with venom impacts, each forming a Noxious Slick on the platform. Standing in a slick hurts and increases your damage taken by 30%, so the floor gets noticeably less friendly after each Submerge.
The serpents then reposition and resurface with a combined assault of Vile Flood and Sanguine Storm.
Vile Flood
Vexhul channels a continuous frontal torrent of toxin for 14 seconds. Anything caught in it takes massive ticking damage and stacks Eternal Venom fast enough to kill you outright.
Identify the direction, don't be in it.
Sanguine Storm
At the same time, Ithraz showers the platform with gore globs for 18 seconds. Each impact hits players within 4 yards and leaves a short-lived Congealed Gore pool. So while dodging the Flood, you're also weaving through falling gore and temporary slow puddles.
Survive the storm, and the fight returns to the normal rotation with a dirtier platform than before.
Strategy
Twin Fangs is a one phase fight with a Submerge intermission at 100 energy, where Vexhul and Ithraz hit you with a combined attack sequence before the fight resumes. The whole encounter is built around managing your stacks of one debuff, Eternal Venom.
You're fighting two serpents at once: Vexhul, the venom side, and Ithraz, the physical side. The bosses don't share health and can't be moved, so the raid spreads loosely around them and Hero goes out on pull.
Specs that naturally hit two targets at once are worth their weight in gold here, and killing the serpents at the same time is mandatory, since Uncoiled Wrath turns any surviving serpent into a rapidly stacking problem.

Everything revolves around Eternal Venom. Ten stacks kill you, everything green applies it, some applications are unavoidable, and there's exactly one way to remove a stack. So the guiding principle of every decision below is: don't take stacks you don't have to.
Phase 1
The bosses run a fixed rotation, twice per cycle: Caustic Deluge, Stone Breaker, Venomous Emergence, Coiling Ichor, Stir The Depths and Ravenous Feast.
Caustic Deluge opens on Vexhul's tank, stacking 10% increased Deluge damage for 90 seconds, so the tanks swap when stacks build up. At the same time, Caustic Globule spawn around the area. Each one needs a soaker, who pays one venom stack for it. Unsoaked globules explode after 10 seconds and hand a stack to all twenty of you, so assign these and don't let any slip.

Stone Breaker spawns 3 white swirlies that explode one after another. A tank soaks them, taking 33% increased Stone Breaker damage per soak for 90 seconds, and if a swirly hits nobody, the raid eats heavy damage plus a knockback. With the long debuff, the clean solution is the tanks alternating, one takes every other set.
Venomous Emergence gives the entire raid an unavoidable venom stack and spawns 3 serpents in the middle. They spit Corrosive Spit lines at random players, and anyone else clipped gains a stack. Targeted players hold still or angle it away, everyone else dodges, and the adds die fast.

Coiling Ichor marks several players with red circles that drop slowing puddles on expiration. Walk to the side of the room, drop them along the edge, don't clip each other on the way out.

Stir The Depths deals raid-wide damage with no venom attached, but sends green waves rolling across the room that do apply stacks on top of damage. Weave between them.
Ravenous Feast closes the loop, and this is your only venom refund. A large red circle explodes 3 times in quick succession, splitting massive damage between soakers, and every player who soaks removes 1 stack of Eternal Venom.
There are 2 Ravenous Feast Soak Rules to follow:
Each player can only ever lose 1 stack per Ravenous Feast, no matter how many of the 3 explosions they stand in, and soaking applies an 800% increased Feast damage debuff for 8 seconds. There's zero reward for greeding multiple pops, only a bigger hit.
No group soaks twice. Either run 3 groups of 7+, one per explosion, or run 2 groups and send immunities in for the third pop. The immunity players still get their 1 stack refund, so nothing is lost with that setup. Decide before the pull, not during.

Intermission (Submerge)
After the second Ravenous Feast, the serpents Submerge and swap sides.
Vexhul surfaces in the middle and channels Vile Flood, a laser that sweeps in the direction shown by the spinning orbs around her.
The counterplay is to move against the rotation and cross the laser early, because everything behind it is safe and it never completes a full circle. Any Melee sprinting ahead to reach Ithraz will just need to dodge once the beam catches up. Standing in it stacks venom fast enough to kill.

While the laser sweeps, Sanguine Storm rains red circles across the platform. Nothing special is needed here, just dodge while you rotate.
Once both abilities end, the serpents reposition next to each other and the loop restarts.
The Venom and Caustic Rain Enrage
There are two timers working against you. The soft enrage is the venom itself: every cycle, the raid's average stacks creep up, unavoidable applications pile on, and your margin for sloppy dodging shrinks. The hard enrage is the third Submerge: when the bosses hit 100 energy for the third time, they move to the middle and cast Caustic Rain, which ends the pull quickly.
So the fight plan is simple: play the venom economy tightly, keep both serpents even on health, and have them both dead before that third Submerge arrives.