Raid boss guidesThe Voidspire
Midnight Season 1 encounter guide

Lightblinded Vanguard

The Lightblinded Vanguard is a formation fight against ranks of zealots, not a single boss. Every Vanguard Horn marches in the next rank: tanks group it, assigned players interrupt every Litany of Lightblind Wrath, Verdicts and Bonds resolve away from the kill zone, and each rank must be fully dead before High Chaplain Bellamy enters - every soldier still alive empowers him through Blinding Faith.

Before the pull

Set the encounter assignments before pull

  • Build the interrupt roster before the pull: two kickers per War Chaplain in a called rotation with a named backup. Litany of Lightblind Wrath must never complete; spare kicks go to Battlefield Absolution.
  • Mark the kill zone where tanks stack each rank and an edge lane where Blind Verdict carriers detonate. On Mythic each Verdict leaves a Radiant Scar pool, so the lane needs depth.
  • Map one raid healing cooldown per Blinding Radiance and hold the largest for Final Judgement in Stage 2.
  • Hold Bloodlust or Heroism for High Chaplain Bellamy unless a specific rank overlap is your progression wall - a clean Stage 2 entry matters more than a fast third rank.
Fight flow

Resolve the encounter in this order

  1. 01

    Group the rank

    Each Vanguard Horn marches in a rank: Lightblinded Zealots, one or more War Chaplains, and a Sunforged Judge. Tanks pick up the Judge and drag the Zealots into the marked kill zone; AoE begins only once the rank is grouped.

  2. 02

    Kill the Litanies

    War Chaplains chain-cast Litany of Lightblind Wrath - stacking raid damage that must never finish. Kick in your assigned rotation, never double-kick, and shut down Battlefield Absolution before it refunds your cleave.

  3. 03

    Resolve Verdicts and Bonds

    Blind Verdict marks players who carry it to the edge lane before it detonates. Bond of Light links pairs on Heroic and Mythic - sprint thirty yards apart the moment the chain appears.

  4. 04

    Turn from the Radiance

    The Sunforged Judge periodically flares Blinding Radiance. Face away as the flash completes or spend the next five seconds disoriented inside a rank of Zealots.

  5. 05

    Finish before the Horn

    A rank must be fully dead before the next Horn sounds. Overlapping ranks doubles the interrupt load, and every soldier alive when Stage 2 begins permanently empowers Bellamy through Blinding Faith.

  6. 06

    Break Bellamy

    High Chaplain Bellamy enters on the final Horn. Stack to split every Final Judgement, shift the camp as Consecrated Advance swallows the floor, and burn him before the Advance runs out of room.

Mechanics

What each mechanic asks of you

Vanguard Horn and rank control

Tanks

Group each rank fast: Judge tanked out of the raid, Zealots gathered, Chaplains kicked into the pile so cleave covers everything.

Failure: Loose Zealots eat the backline and split cleave, turning a timed rank into an overlap.

Litany of Lightblind Wrath

Assigned interrupters

Rotate kicks so no Litany ever completes; the backup covers deaths and lockout mistakes.

Failure: Each completed Litany stacks raid-wide Holy damage that quickly outpaces healing during Radiance.

Blind Verdict

Marked players

Carry the mark to the edge lane, detonate, come back. On Mythic, place each Radiant Scar deeper down the lane than the last.

Failure: A Verdict detonated in the kill zone chunks the melee camp and, on Mythic, scars your own AoE space.

Bond of Light

Linked pairs

Sprint apart to thirty yards immediately - one player moves toward the edge lane, the other holds the kill zone.

Failure: A held Bond drains both players and pulls healers off rank damage at the worst possible time.

Blinding Radiance

Everyone

Face away as the flash completes, then snap back. Interrupters time their slot around the flash so the rotation never gaps.

Failure: Disoriented players stand in Zealot cleave and miss their kick in the Litany rotation.

Final Judgement, Consecrated Advance, and Blinding Faith

Everyone

Stack for every Judgement split, move the camp ahead of the Advance, and enter Stage 2 with zero soldiers alive.

Failure: Each surviving soldier makes Judgement hit harder, and the Advance eventually leaves nowhere left to stand.

Encounter Journal

Lightblinded Vanguard's actual abilities

The named boss spells, their individual sub-abilities, and the response for each. Ability names with known spell IDs open their own WoW-God spell pages.

Vanguard HornWave timer

Sounds on a fixed timer and marches the next rank of the Vanguard into the arena.

Raid response: Treat the Horn as your enrage clock: every rank must die inside its own window.

  • Lightblinded Zealot: Swarming melee that must be grouped for cleave.
  • War Chaplain: Caster that chain-casts Litany of Lightblind Wrath and Battlefield Absolution.
  • Sunforged Judge: Rank captain that must be tanked; casts Blind Verdict and Blinding Radiance.

An interruptible channel that stacks raid-wide Holy damage each time it completes. Normal ranks bring one Chaplain; Heroic and Mythic bring two.

Raid response: It never completes. Two assigned kicks per Chaplain, rotating, with a named backup.

A Chaplain heal that restores a large slice of the rank's total health.

Raid response: Interrupt it with whatever the Litany rotation can spare - a completed Absolution refunds your cleave.

Blind VerdictSunforged Judge

Sentences marked players: after six seconds the Verdict detonates at their position. Mythic detonations leave a Radiant Scar pool.

Raid response: Walk to the edge lane, detonate, return. Never detonate in the kill zone.

Bond of LightHeroic and Mythic ranks

Chains two players together, draining both until they are thirty yards apart.

Raid response: Sprint apart immediately using the agreed convention: one out, one holds.

Blinding RadianceSunforged Judge

A flash that disorients everyone facing the Judge when the cast completes.

Raid response: Turn away as it finishes, then snap back. Plan interrupt slots around the flash.

Bellamy's consecrated ground spreads outward from his entrance, permanently swallowing floor space.

Raid response: Shift the camp ahead of it. The Advance is the fight's true enrage - kill Bellamy before the room runs out.

A massive Holy strike on the raid, split among all players stacked at the marked spot.

Raid response: Everyone in, every time. Pair each Judgement with a mapped healing cooldown and personals as Blinding Faith stacks rise.

Bellamy is permanently empowered for every Vanguard soldier still alive when Stage 2 begins.

Raid response: Zero stacks is the plan. Finish the final rank completely before he enters, even at the cost of early boss uptime.

Role plan

Your job in the pull

Tanks

Rank control is your fight: Judge tanked out of the raid, Zealots gathered fast, and the camp shifted early in Stage 2 so the Advance never forces a panic move.

Healers

Damage comes in rank-shaped pulses: pickup, Radiance, and Verdict misplays. Keep the mapped cooldown for each Radiance and your largest for Final Judgement - Blinding Faith stacks decide how much it hurts.

DPS

AoE wins the fight but kicks win the pull. Your interrupt slot outranks your damage: a completed Litany costs more than any cleave you gain by ignoring it.

Everyone

The Horn is the timer. Dead ranks and a zero-stack Bellamy make Stage 2 routine; overlapping ranks make it unhealable.

Video guide

Watch Lightblinded Vanguard guides

Review available video breakdowns alongside the written assignments.

Live data

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