Shock: The Terrorium is a tier 6 8-player raid in the Shock to the System episode. It also features an elite and elite plus version.
Story[]
Join Static and Rocket in DeSaad's Terrorium for the final fight against DeSaad.
Characters[]
| Allies | Bosses
|
Minor Enemies
|
Map[]

Objectives[]
| 1. | Survive DeSaad's Terrorium |
| 1.1 | Defeat Nightmare Static and Nightmare Rocket |
| 1.2 | Defeat Apokoliptian Nightmare |
| 1.3 | Defeat DeSaad |
| 2. | Exit The Terrorium |
Walkthrough[]
You start the raid by meeting Rocket and Static at DeSaad’s Terrorium, before entering a box room with a series of Parademon add waves that you will need to defeat. After a few add waves, DeSaad will appear and summon nightmare versions of Static and Rocket that you will need to defeat.
Overarching mechanics for the raid:
- Relentless Misery: Periodically, a player or ally (this can affect Robot Sidekicks) will be hit by a shockwave of energy from DeSaad, dealing heavy raidwide damage initially, followed by a moderate damage over time (affected players will have a purple fire animation on them during this). This is most likely to affect an ally pet, such as a pet trinket or robot sidekick. This will also ground players. The initial impact of this will be seen from the centre of the room.
1st Boss: Nightmare Static & Nightmare Rocket[]
Reasonably challenging but doable in the normal version. The elite version can be much trickier as you will need to defeat both bosses in a similar timeframe. It may be preferred for some groups to have 2 tanks for the elite version, however for endgame tanks who are competent they should be able to solo tank this. The elite plus version has minimal differences, but it is best practice to separate the bosses as they will buff each other when close together.
Recommended roles for regular: 5 DPS, 1 Controller, 1 Heal, 1 Tank
Recommended roles for elite: 4-5 DPS, 1 Controller, 1 Heal, 1-2 Tank
Recommended roles for elite plus: 4 DPS, 1 Controller, 1 Heal, 2 Tank
On PS, Hold R1 to block
Note that in the elite version you will need to defeat Nightmare Static and Nightmare Rocket in a similar timeframe. There will be onscreen text at the start of the fight for this, stating: “Defeat Both Nightmares within Seconds of One Another”. If one boss is defeated and the other is not defeated with a certain short period of time, the boss who was defeated will revive and rejoin the fight with approximately 40% health.
Mechanics[]
Kinetic Dome phase[]
- Periodically a blue dome will spawn in one of the four corners of the room. In the normal version of the raid two will spawn in different corners of the room, and in the elite version one blue dome will spawn.
- There will be onscreen text when this occurs, stating: “Enter Kinetic Dome to avoid Nightmare Explosion!”.
- If players do not reach the dome quick enough they will not be shielded from a raidwide attack that will occur caused by DeSaad, KOing any players who are not in the Kinetic Dome in the elite version. (Nightmare Explosion)
- During this phase Nightmare Static and Nightmare Rocket will become invulnerable to incoming damage and will do a Headache emote.
Nightmare Static[]
- Periodically there will be onscreen text stating: “Block Nightmare Static’s Taser Punch!”. This will be shortly followed by Nightmare Static launching and spinning into the air, dealing a powerful uppercut to his target. Nightmare Static will have a red skull icon above his head before this occurs. Players should block when this occurs or they may take heavy damage or be KO’d by Nightmare Static (Electro-Taser Blast). This is most likely to be an issue if the player who directly has Nightmare Static’s aggro (the tank) does not block this attack. This can cause a group wipe.
- Periodically Static will spawn an Electrostatic Shield around himself. There will be onscreen text when this occurs, stating: “Electrostatic Shield - Stop Attacking Nightmare Static!”. During this, Nightmare Static will raise his hand in the air for a short time, before blocking. He will also have a shield icon above his head. If players attack Static while this shield is active, blue electric AOEs will spawn on that player, perhaps multiple times depending on how long after the shield goes up the player stops attacking Static. These AOEs will deal heavy damage over time to affected players, and will likely KO in the elite versions.
- Lightning Ball: Nightmare Static may sometimes wave his hands in front of him, producing electric projectiles. These do moderate damage to affected players.
- Spark Barrage: Nightmare Static may sometimes force his hands in front of him, producing a barrage of electric projectiles. These do moderate damage to affected players, and may hit multiple times.
- Pull: Nightmare Static may periodically try to pull group members towards him. This will deal moderate damage over time to affected players.
- Electric Overload: Nightmare Static may give a random targeted player an electric damage over time. This may also affect nearby allies or group members, giving them an Electrocute damage over time.
- Static Discharge: Nightmare Static will throw several blue bombs in front of him towards the group. If a player is hit directly by one of these, they will receive a blue aura around them, becoming bigger with time. After a short time this aura will explode, dealing heavy damage, stunning and knocking back the affected player as well as nearby players. This is fairly easy to avoid, however it is best practice if the affected player moves away from other group members when they are hit by a blue bomb.
- Voltaic Blast: Nightmare Static will prepare himself, before launching in the air, summoning lightning on all group members in range. Does heavy damage especially in the elite versions, and especially if group members are in close proximity to each other.
- Static Push: Nightmare Static will prepare himself, before producing an electric shockwave in front of him. Does moderate damage to players/allies in melee or midrange who are affected.
- Arc Lightning: Nightmare Static will prepare himself, before firing a beam of electric energy at its target, dealing considerable damage. If the targeted player or ally is close to other players, this attack will arc to other nearby players also, dealing considerable damage to them as well.
Nightmare Rocket[]
- Fear Gas: Nightmare Rocket may leave an AOE on a random targeted player. This may stun and deal moderate damage over time to affected players.
- Stasis Field: Nightmare Rocket may deal a heavy attack to a targeted player, dealing considerable/massive damage. This may KO the player especially in elite, however if it doesn't KO it may encase and stun the player in a force field. This may also be followed by a more moderate damage over time.
- Kinetic Surge: Nightmare Rocket may deal a cone attack towards a targeted player, dealing moderate damage.
- Paralyzing Dart: Nightmare Rocket will throw a dart at their her, releasing a paralyzing toxin to stun the affected player and heavily damage the player and nearby allies/group members to that player.
- Kinetic Burst: Nightmare Rocket may spawn a light pink AOE around herself, dealing moderate damage over time to affected players and pulling players towards them.
- Kinetic Shards: Nightmare Rocket may move their right fist closer to their chest, producing a pink shockwave. Players/allies in front of Nightmare Rocket who are affected will take moderate damage.
- Gauss Grenade: Nightmare Rocket may throw a grenade at her target, dealing moderate damage to the affected player or ally.
- Vortex Cannon: Nightmare Rocket may produce a cone attack at her target, dealing considerable damage to the affected player or ally.
- EMP Pulse: Nightmare Rocket will activate an electromagnetic pulse bomb, heavily damaging and stunning nearby players/allies.
- Cuff'em: Nightmare Rocket will slap handcuffs on her target, dealing moderate to heavy damage and stunning the affected player. There is a chance this may KO a non-tank player in the elite version.
Kinematic Levitation[]
- Nightmare Rocket will prepare herself for a powerful attack, and all group members will receive a purple aura. Group members will also take damage over time, and may be stunned in the air for a time as a result of Nightmare Rocket tethering pink beams to all group members in range. This will be followed by a powerful pink shockwave attack emitting from each affected player.
- If players are not spread out from each other, this will deal massive damage and may even cause a group wipe. It will be important for players to recognise when this mechanic is going to occur and spread out accordingly. Furthermore if players breakout while stunned in the air it will cause massive damage to nearby players quicker, which will be more likely to cause KOs in the elite version. As such if you are stunned in the air do NOT breakout (don't press the R1 button on console) at this moment, especially if close to other players.
- Once players have landed from being stunned in the air, players may be able to block provided they have sufficient distance from other players, and don't try to block too soon (as the button for blocking/breaking out is the same). This will mitigate incoming damage.
- In the elite version, primarily because of this mechanic it is best practice for the group to be spread out, as the breakouts from this will increase the chance of KO's/group wipes considerably the closer group members are to each other. This mechanic is the most likely to cause issues in elite during this boss encounter.
Differences/considerations for elite plus:
- Nightmare Static and Nightmare Rocket will buff each other's damage output if they are stood close to each other. There will be onscreen text for this at the start of the fight, stating: "Keep Nightmare Static and Rocket Separate!".
After Nightmare Static and Nightmare Rocket are defeated, the group will fight several more waves of Parademon adds. After a time, DeSaad will appear and spawn an Apokoliptian Nightmare.
2nd Boss: Apokoliptian Nightmare[]
Can be tricky in the elite version if the group doesn't adhere to mechanics perfectly throughout the boss encounter. May also be tricky in the elite plus version if players don't co-ordinate and have good timing/positioning in certain situations.
Recommended roles for regular/elite: 5 DPS, 1 Controller, 1 Heal, 1 Tank
Recommended roles for elite plus: 4-5 DPS, 1 Controller, 1 Heal, 1-2 Tank
Mechanics[]
- Scornful Blast: The boss will have a red skull icon above their head, before spawning orbital strike AOEs on all group members. Players will be grounded when this initially appears. These should be avoided before the orbital strike impact or they will KO affected players. Players who are trying to interact with the Nightmare Void may take reduced damage from this.
- Pool of Nightmares: Various purple pool AOEs with hands will spawn in various areas of the room at different times over the course of the boss encounter. If a player moves over them Nightmare Parademon adds will spawn to assist the Apokoliptian Nightmare in battle. The longer players are stood in the purple pool AOEs the more adds that will spawn. (There will be a purple outline tell shortly before these AOEs spawn) The hands (Grasping Hand) may deal damage over time to affected players, stunning, grounding and rooting the affected player.
Nightmare Void mechanic[]
- Periodically, small concentrated orbs of Nightmare Void will spawn around the room, each of these having a purple icon and timer that players will need to interact with. Usually these will spawn two at a time in regular and elite versions.
- If any orbs aren’t interacted in time before the timer runs out, the orbs will explode, dealing massive raidwide AOE damage to the entire group (Nightmare Void Blast), and likely causing a group wipe in the elite or elite plus versions.
- There may be onscreen text when this occurs, stating: “Absorb the Void Energy to Prevent it Exploding!”
- While players are stood near the Nightmare Void and while interacting with it, they will take considerable damage over time (Terror Snare) that goes through Shield Powers, and will need to be healed. The Terror Snare dot will not interrupt players who are trying to interact with the void.
- This mechanic is also present during the second half of the DeSaad last boss encounter.
Apokoliptian Nightmare forms[]
The Apokoliptian Nightmare will take various forms/phases over the course of the boss encounter. There are five possible forms, however only four may be seen in a given raid run. The start of the fight will usually begin with the Clownsanity form, followed by the Babyface form.
Clownsanity
- Ground Pound: Clownsanity will have a red skull icon above his head, before skipping and punching the ground. This will do very heavy damage to players in range, and may KO in the elite version especially for non-tank players who are not blocking.
- Spin-A-Roo: Clownsanity may have a red skull icon above his head, before smashing the ground. If a targeted player isn’t blocking, they will be hard stunned above the floor, before being grabbed by the boss and spun around for a short time, dealing moderate damage over time to the affected player. The boss will then throw the affected player far away to another part of the room. Any players too close to Clownsanity while he is spinning the targeted player around will take considerable damage and may be knocked back.
Babyface
- Jump Shot: Babyface may jump to a new target. When it lands this may deal mild damage to nearby players/allies in range.
- Knockback Attack: While Babyface is moving, it may knockback and deal moderate damage to players/allies who are too close nearby.
- I See You: Babyface may cause a purple explosion to occur on a random player. The affected player as well as nearby players will take moderate damage and be knocked back.
- Primary Attack: Babyface will have a red skull icon above its head while facing a target player, and will look down to the floor with some of its arms raised. Babyface will then do a flame breath in front of it. Does considerable to massive damage to affected players, but should be fairly easy to avoid.
In a given raid (regular or elite) run, only two of the three forms below may be seen.
Steel
- Lunging Strike: Steel will look towards the ceiling and prepare himself while having a red skull icon above his head briefly, before charging across the room at lightning speed towards the group. In the elite versions this charge will KO and knockback affected players, especially if the affected players are not blocking. The reaction time for this is very short, so players will need to stay vigilant. This will often be followed by Hammerang.
- Hammerang: Steel may throw his hammer in front of him towards the player who has his aggro. Anyone in line of sight will take heavy damage and may be knocked back. This can be interrupted by lunging the boss.
- Vengeful Displacement: Steel will look towards the ceiling and prepare himself, producing a shockwave at melee range that does mild damage to affected players/allies.
Grail
- Bracer Deflection: Grail may do a reflect attack - this will be indicated via a red skull icon beforehand over Grail's head. Do not attack Grail with weapon/powerset abilities during this time as it will reflect damage and knock players away. During this Grail will be blocking and will have a red shield icon above her head.
- Periodically Grail will teleport via Boom Tube and slam the floor with her staff, producing a red shockwave that deals damage and some knockback to affected players. Grail will then throw her staff towards her target (this can be interrupted by lunging her). It is best practice to not be stood in front of where Grail is facing when she is doing this.
- While Nightmare Grail is active, group members should refrain from using a Supply Drop. If this occurs Grail will launch to the player that used the Supply Drop and do a powerful spinning attack (Blade Storm), KOing any players in range.
Supergirl
Probably the least threatening form to the group, but nevertheless a few mechanics to be aware of.
- Cold Breath: Supergirl may have a red skull icon above her head, before rotating 360 degrees around and doing a freezing breath animation. Affected players will take considerable damage.
- Whirlwind Attack: Supergirl may have a red skull icon above her head while preparing herself, before launching and spinning up in the air. Does mild to moderate damage over time to nearby players. This may also pull/CC nearby players towards her.
- Booya!: Supergirl may launch up in the air and charge a targeted player or ally. Deals heavy damage on impact.
Differences/considerations for elite plus:
- Infectious Ire: Most players will receive a red proximity marker with a timer. This player should go away from the group or it will do significant damage or KO nearby players, if the timer runs out when the affected player is close to other players. The range of the marker is greater than expected compared to the size of the marker, so it is best practice to spread out away from other players when this mechanic is active. This mechanic will also need to be kept in consideration when dealing with the Nightmare Void mechanic, any boss charges, Scornful Blast (orbitals) and reviving fallen group members.
- Certain spinning attacks (such as Spin-A-Roo or Whirlwind Attack) are much more deadly in the elite plus version.
After the Apokoliptian Nightmare is defeated, the group will deal with several more Parademon add waves, before DeSaad appears and confronts you himself.
Final Boss: DeSaad[]
A fairly straightforward boss encounter in both regular and elite versions. It can be somewhat more difficult with lower damage output from the group, however with competent DPS this shouldn't be a challenging boss encounter in regular or elite versions.
Note that the Nightmare Void mechanic from the second boss encounter also occurs in the second half of this boss encounter.
Recommended roles for regular/elite: 5 DPS, 1 Controller, 1 Heal, 1 Tank
Recommended roles for elite plus: 4-5 DPS, 1 Controller, 1 Heal, 1-2 Tank
Depending on if the group are aiming for certain feats, 2 Tanks may be preferred with one tank keeping hold of any adds and Nightmare DeSaad, while the other tank keeps hold of DeSaad in another part of the room.
Mechanics[]
- Mega-Rod Multi Blast: DeSaad may target multiple players/allies with a beam, dealing mild to moderate damage over time to affected players/allies.
- Desaad may spawn Nightmare Desaad and Parademon Summoner adds to assist him in battle. Later he may also spawn Controlled Bruiser adds. Nightmare DeSaad may do a Charge attack, which may KO in the elite version to affected players. Besides for feat reasons, it is best practice to defeat Nightmare DeSaad whenever it spawns as soon as possible. It is also preferred to defeat the Parademon Summoner adds as soon as possible so that more adds don't spawn and potentially overwhelm the group, in amongst other mechanics.
- Theta Blast: DeSaad will target a random targeted player with a yellow beam, dealing considerable damage and grounding the affected player.
- Overwhelming Terror: DeSaad may give players a purple AOE attack, which does damage over time. If other players are close by, the AOE may stun and move players for a time. The stuns may interfere with player's rotations if they don't spread out. It is best practice for players to spread out for this, especially if the player has a purple face icon above their head.
Symbol phase[]
- A grid will appear on the floor with several symbols (and numbered icons).
- There will be onscreen text for this, stating: “Stand on Matching Symbol!”.
- Each group member will get a symbol above their head (as well as a numbered icon respective to that symbol) and will need to stand on the corresponding symbol/number on the floor.
- If they stand on the wrong symbol/numbered icon or don’t stand on the correct symbol/numbered icon in time, they will be KO’d in the elite and elite plus versions. (Terrorium Torment)
Differences/considerations for elite plus:
- During this boss encounter, 3 Nightmare Voids will spawn at the same time rather than two in other versions of the raid. This will require more co-ordination from the group and less margin for error, especially when considering the Overwhelming Terror and Nullifier Aura mechanics.
- During the symbol phase, if you stand on the wrong symbol at all before Terrorium Torrent occurs, you will be stunned, and will need to breakout. This will slow your movement and reduce the chance of you reaching the correct symbol in time.
- Following the symbol phase, some players who have stood on the correct symbol will receive a large aura around them (Nullifier Aura). If these players stand too close to other players then those players will have their power bar significantly drained or depleted. If the player with the aura and the other affected player stand near each other for too long the affected player will also be damage debuffed and will do very low damage output for a short time.
Once you have defeated DeSaad you have completed the raid.
Rewards[]
Collectibles[]
Briefings and Investigations[]
- Deal with DeSaad (Investigations)
- Terrorium's Touch
Collections[]
- n/a
Feats[]
- Absorbing Nightmares: The Terrorium Raid (Normal): Defeat DeSaad without allowing any Nightmare Voids to explode (25 Points)
- Nightmare Parademons: The Terrorium Raid (Normal): Defeat Apokoliptian Nightmare after defeating at least 14 Nightmare Parademons (25 Points)
- On the Grid: The Terrorium Raid (Normal): Defeat DeSaad without anyone taking damage from Terrorium Torment (25 Points)
- Taser Blocked: The Terrorium Raid (Normal): Defeat Nightmare Static and Nightmare Rocket without triggering a Electro-Taser Blast (25 Points)
- Under the Dome: The Terrorium Raid (Normal): Defeat Nightmare Static and Nightmare Rocket without anyone taking damage from Nightmare Explosion)
- Welcome to My Nightmare: The Terrorium Raid (Normal): Defeat DeSaad without knocking out Nightmare DeSaad (25 Points), grants title: the Nightmare
- You've Been Summoned: The Terrorium Raid (Normal): Defeat DeSaad without defeating any Parademon Summoners (25 Points), grants title: the Summoner
Elite
- Gridlocked: The Terrorium Raid (Elite or Elite Plus): Defeat DeSaad without anyone taking damage from Terrorium Torment (25 Points)
- Parademon Nightmares: The Terrorium Raid (Elite): Defeat Apokoliptian Nightmare after defeating at least 26 Nightmare Parademons (25 Points)
- Tasered Out: The Terrorium Raid (Elite or Elite Plus): Defeat Nightmare Static and Nightmare Rocket without triggering a Electro-Taser Blast (25 Points)
- There's Nowhere Like Dome: The Terrorium Raid (Elite or Elite Plus): Defeat Nightmare Static and Nightmare Rocket without anyone taking damage from Nightmare Explosion (25 Points)
- To Summon or Not to Summon: The Terrorium Raid (Elite or Elite Plus): Defeat DeSaad without defeating any Parademon Summoners (25 Points)
- Void Where Prohibited: The Terrorium Raid (Elite): Defeat DeSaad without allowing any Nightmare Voids to explode (25 Points)
Elite Plus
- Always Alone: The Terrorium Raid (Elite Plus): Defeat Nightmare Static and Nightmare Rocket without allowing them to buff one another (25 Points), grants title: The Agile
- Don't Avoid the Void: The Terrorium Raid (Elite Plus): Complete the Raid without allowing any Nightmare Voids to explode (25 Points), grants title: of the Terrorium
- More Parademon Nightmares: The Terrorium Raid (Elite Plus): Defeat Apokoliptian Nightmare after defeating at least 32 Nightmare Parademons (25 Points)
- Nullified Number: The Terrorium Raid (Elite Plus): Defeat DeSaad without (25 Points)
- Unshared Anger: The Terrorium Raid (Elite Plus): Defeat Apokoliptian Nightmare without anyone taking damage from Infectious Ire (25 Points)
- Welcome to Your Nightmare: The Terrorium Raid (Elite Plus): Defeat DeSaad without knocking out Nightmare DeSaad (25 Points)
Trivia[]
- Nightmare Static's mechanics are heavily inspired by the Electricity powerset.
- Nightmare Rocket's mechanics are heavily inspired by the Gadgets powerset.
- Although the Terrorium is floating in space, New Genesis is visible to the northeast while Apokolips is visible to the west.
