DuckyDuckyFebruary 23, 2025

Heroic Rik Reverb

WHAT IS THAT MELODY?

A step up from the previous two fights, Rik Reverb is a fight about draining the power of amplifier pylons with adds, sonic rings, frontals, beams, and all of the other things that people find annoying. This fight was considerably bugged on the PTR and has some unanswered questions about how some of the mechanics work.

#Link to this headingResources

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#Link to this headingMechanics

#Link to this headingPhase One

Amplification!
JBL Speakers
Resonance
Keep Boss Away from Amplifiers
Sonic Blast
Melee Frontals
Tank
Sound Cannon
Fixated Frontal
Faulty Zap
Spread Circles
Sparkblast Ignition
Firework Adds!
Important

#Link to this headingAmplifiers

Lingering Voltage
Draining the Amplifier
Noise Pollution
Rot Damage
Resonant Echoes
Sonic Rings
Haywire
Full-Energy Enrage

#Link to this headingIntermission

At 100 energy Rik shields himself with Sound Cloud 🙄, taking 99% reduced damage and overloads his amplifiers with country music. He will cast Blaring Drop and Blowout 4 times, destroying 4 of the 5 amplifiers each round, with the extra amplifier carrying over to the next phase. If he reaches the intermission for a 3rd time he casts Hype Fever, enraging.

Blaring Drop
Sonic Wave
Blowout
Fangirling Amplifiers

#Link to this headingStrategy

The following strategy is adapted from a theoretical mythic strategy theory by Reloe, as this is a noticably more annoying fight than the previous two so there is merit to one. The goal is to optimize ranged having to move as little as possible despite us constantly needing to drain the amplifiers. It's reasonable for us to yolo this boss in heroic, or fail at something like below to the point it's essentially yoloing the fight, but I'm describing the thought process so you understand how to think about the fight.

A ring of arbitrary markers are placed in a circle around the room. The tanks will bring the boss to Square Marker on pull, and the boss will drop a single amplifier underneath him. Ranged will hang around Triangle Marker.

I am using ovals to denote amplifiers that spawn at the same time.

The boss will then be moved to Diamond Marker until he drops the second amplifier. When this happens ranged will spawn the third amplifier underneath them at Triangle Marker.

As melee are chilling on Diamond Marker until the second amplifier spawns, they will need to peel off and occasionally drain the amplifier at Square Marker. We only need two melee assigned to alternate soaking the amplifier at this location for the duration of the fight.

The boss is moved to the middle after the second round of amplifiers spawn and ranged will shift counter-clockwise to Star Marker. A pair of melee will now be responsible for keeping the amplifier at Diamond Marker drained, and a pair of ranged will be responsible for the Triangle Marker amplifier.

Ranged will remain at Star Marker until they spawn the fourth amplifier, but the tanks will need to move the boss to Circle Marker in time for the fifth to spawn there. The amplifiers spawn 40 seconds apart, so the tanks should leave the boss in the middle of the room for about 30 seconds.

In the intermission the boss puts out his Sound Cloud remix, causing the highest energy amplifier to fangirl and rapidly bring itself to Haywire and exploding from Blowout, letting us avoid the Blaring Drop. This repeats four times and then the intermission ends. This means an amplifier will carry over to the next phase 1, for 6 total, then 7, then the last intermission he enrages.

The amplifiers have been modified throughout the PTR, and the latest information I have is that the amplifiers that aren't fangirling lose energy during the intermission to the point where it's random which amplifier explodes 3rd and 4th.

The second time we reach phase 3, assuming the random amplifier issue continues onto live servers, the solution is simple — we start counter-clockwise of wherever the remaining amplifier is. The movements are all the same, just with a different starting position. This allows ranged to still only move between 2 adjacent markers.

The third and final time we enter phase 1 we will have 2 extra amplifiers. This might seem confusing but we always want to start counter-clockwise, or to the left if we're in the middle of the room facing the markers, of the amplifier that gives us the most space.

  • If the remaining amplifiers have less than 2 markers between them, we can repeat what we did the second time we got to phase 1, starting to the left of an amplifier such that we have 5 contiguous markers to work with.

  • If the remaining amplifiers have 2 markers between them, we still want to start to the left (from the inside looking out; counter-clockwise) of the amplifier that gives us the most free markers. This still allows ranged to only need to move between 2 markers. The melee will have to skip over an amplifier on the last set.

  • If the remaining amplifiers are equidistent from each other, aka they have 3 markers between them, the placement decision is arbitrary and ranged will need to jump a marker after the second set.