PoE Sanity

TAVAKAI Boss Guide — Every Ability IN-DEPTH — Act 4 & Jade Isles Anomaly Boss Manoki [PoE2]

Summary

  • Tavakai is a three-phase encounter found at the end of Act 4 and as the endgame Anomaly boss “Manoki, the Chosen” in the Jade Isles/Eye of the Storm maps.
  • Phase 1 focuses on human-form melee attacks and jade-based area-of-effect (AoE) abilities.
  • The Ancestors: Starting in Phase 2, eight totems surrounding the arena trigger unique environmental hazards based on Karui ancestors.
  • Phase 2 introduces “The Fallen” form, featuring blood-based magic, long melee combos, and ground-spike patterns.
  • Phase 3 features “The Consumed” form, requiring careful management of proximity-based spikes and hyper-aggressive “Rampage” combos.
  • Key drops include valuable Lineage support gems in endgame versions.

Phase 1: Tavakai the Chieftain

In this phase, the boss appears in human form wielding a jade axe.

  • Default Attacks:
    • A three-hit combo: kick, ground slam, and a backhand fist.
    • A two-hit combo: a short cleave followed by a ground slam.
    • A wide, long sweep: extremely fast with significant reach. Outrange these or use dodge-rolls to strafe around him.
  • Rolling Slam: A chain of three ground slams. Avoid this by outranging the strikes or strafing quickly to exploit his slow turning speed.
  • Hook Throw: When his axe flashes red, he throws a hook to pull you in for a two-hit combo. If hooked, the first hit is difficult to avoid, but you can move away before the second. Dodge-roll the moment the axe lights up.
  • Ancestral Slam: His head flashes red, and a large spirit appears behind him to perform a heavy ground slam. The slam is offset toward his front, so dodging behind him is the most effective strategy.
  • Jade Leap: He leaps into the air, leaving a jade statue at his original position. Upon landing, he slams the ground twice; the second slam detonates the statue. Stay clear of both the landing zone and the original jump point.
  • Splintering Jade: He stomps to create a line of jade, then slashes it to send a wave of projectiles in a wide cone. Dodge-roll through the projectiles to avoid damage.
  • Jade Bomb: A long six-hit combo ending in a boulder that fires projectiles in all directions. Avoid the boulder; standing on it during detonation is often fatal.
  • Summon Warrior Spirits: He drags his axe across the floor to create a frontal cone that spawns warrior spirits. Sidestep the wind-up and clear the spirits quickly.

The 8 Ancestors

Once Tavakai reaches 50% health, the fight moves to a new arena. Eight totems at the edge of the arena trigger hazards throughout Phase 2 and Phase 3.

  1. Ramako’s Sun: A glowing orb expands ignited ground. After 10 seconds, the orb detonates for high fire damage.
  2. Tawhoa’s Forest: Overgrowth expands from the edges toward the center. Standing on it reduces your damage output and obscures other ground hazards.
  3. Tasalio’s Rain: Cold projectiles rain down on your location for five seconds. Keep moving to avoid them.
  4. Arohongui’s Moonlight: A giant moon beam deals heavy cold damage over time and applies chill.
  5. Valako’s Storm: Darkened ground indicates areas where continuous lightning strikes will land.
  6. Ngamahu’s Eruption: A volcano spawns and spews random fire projectiles.
  7. Rongokurai’s Voice: Three celestial serpents track your position before submerging to create void zones. These zones deal cold damage over time and chill. Try to place them at the arena edges.
  8. Kitava’s Mark: A 15-second debuff causes any damage you take to heal Tavakai. Play defensively while this is active.

Phase 2: Tavakai the Fallen

Tavakai heals to full and transforms. He gains a precursor weapon alongside his axe.

  • Default Attacks: A medium-length stab with the precursor weapon and a quick two-hit axe combo.
  • Summon Warrior Spirits: This uses the same telegraph as Phase 1 (dragging the axe), but the cone consists of emerald fragments.
  • Leap-Slam & Corruption: He leaps to your location and slams the ground. While crouching, he releases a swarm of corruption around him. Steer clear of the landing site.
  • Blood Pustule: He sticks his weapon into the ground to create a pustule, then stomps it to leave a physical damage-over-time puddle.
  • Blood Volley: Streaks of blood are fired outward. Dodge sideways or strafe.
  • Skyfall Combo: A seven-part aggressive melee sequence.
    1. Telegraph: He points at you with the precursor weapon.
    2. The Skyfall: The fourth attack fires projectiles that rain down for seven seconds. The safe zone is the exact spot Tavakai was standing in when he launched the attack.
    3. Finisher: The seventh attack is a leap slam.
  • Corrupted Bloom: He slams his axe, then sticks his precursor weapon into the ground to grow a bloom. The bloom expands and detonates for heavy damage.
  • Blood Spikes: A multi-part sequence triggered by sticking his weapon into the ground:
    1. Wave 1: A spiral pattern. Stand between the spikes.
    2. Wave 2: Features safe zones at close or medium range.
    3. Wave 3: A spiral expanding from the center. Stand at mid-range and dodge inward once the spikes emerge.
    • Note: Getting hit by a spike deals heavy damage and applies Corrupted Blood.

Phase 3: Tavakai the Consumed

Tavakai transforms into his final, largest form at approximately 10% health and heals to full. Ancestor hazards remain active.

  • Default Attacks: A medium-range arm sweep and a spike jab that may lead into a ground slam.
  • Leap Slam: A standard leap to your position; keep moving and dodge-roll the landing.
  • Vertical Spikes: These act as proximity mines. They detonate one second after you step on them. You can safely clear space by walking through them without backtracking.
  • Diagonal Spike Detonation: A four-part combo:
    1. He raises one arm, transfers corruption to the second, and performs three alternating cone slams.
    2. Each slam creates diagonal blood spikes.
    3. He channels (hunches over and pulses) then roars to detonate all diagonal spikes for massive damage.
    4. Survival: Identify diagonal spikes by their bright glow and avoid them when he begins pulsing. This does not detonate vertical spikes.
  • Rampage: A hyper-aggressive seven-part melee combo:
    1. Telegraph: He places a hand on his chest and red corruption spreads across his back.
    2. Attack Sequence: He tracks your position with high accuracy.
    3. Key Threats: The fifth attack is a long-range frontal cone; the seventh is a leap slam. Use timed dodge-rolls and outrange him if possible.

Key References