Twin Val ' kyr The Twin Val ' kyr , and , are a pair making up the fourth ( and ostensibly final ) encounter in the Trial of the Crusader raid . They both share the same health pool much like the Twin Emperors . Fjola and Eydis are two very powerful Val ' kyr that were originally sent by the Lich King along with their Vengeful Val ' kyr army to disrupt , destroy , and terrorize the Argent Tournament and its citizens . But during this attack Argent Confessor Paletress comes to the defense of the tournament and battles the twins . Paletress is victorious , and Fjola and Eydis are captured . Their bonds are maintained by Priestess Alorah and Priest Grimmin . They later appear as the " final " challenge of the coliseum after the raid has defeated the Faction Champions . Concentrated Essences . Floats around the room . When a player of the same Essence absorbs it , they gain Powering Up . When a player of the opposite essence absorbs it , they take damage . 25 - player abilities . Eydis Darkbane . Eydis uses an arsenal of shadow related spells Fjola Lightbane . Fjola uses an arsenal of holy ( thus unresistable ) related spells 10 - player abilities . Eydis Darkbane . Eydis uses an arsenal of shadow related spells Fjola Lightbane . Fjola uses an arsenal of light spells ( which deal fire damage ) Normal mode strategy . As usual , the encounter is started by talking to the NPC . The Twins and four portals spawn : two portals near the Twins , and two on the opposite side ( near the NPC and the door ) . If the whole raid stays close to the NPC , the Twins will not aggro . It ' s also safe to use the portals on the NPC side of the room . The four portals - two light , two dark - are the central element of the encounter . Using one of them gives the player either a light or a dark buff . This buff reduces damage against same - color targets by 50 % , but increases the player ' s damage against opposite - color targets and makes the player immune to same - color damage . To address this mechanic , the raid should be divided into two halves . Both halves should have one tank , a similar number of healers , and be able to deal similar DPS . One half of the DPS takes the light buff and sets up near ; the other half takes the dark buff and goes to . Each tank takes the buff of the opposite color as the boss they will be fighting , as otherwise they will not be able to keep aggro . The Twins ' melee damage is not modified by the tanks ' colors so this is a non - issue . The Twins share a health pool and will die simultaneously without any special coordination on the raid ' s part . Orbs . Once the encounter is started , light and dark orbs spawn from the walls at regular intervals and move randomly around the room . If they touch an opposite - color player , the player takes 7000 damage . To mitigate raid damage from these , healers should attune to the opposite color of the DPS group they are healing and act as soakers for orbs of their color . For example , a light - attuned healer should intercept light orbs headed for the group of dark - attuned DPS attacking Lightbane , but allow the dark orbs through . ( Fire Resistance and Shadow Resistance Aura may also be helpful , as the light orbs do Fire damage and the dark orbs do Shadow . ) If the orbs touch a same - color buffed player , the player receives a stacking speed and damage buff called Powering Up . At 100 stacks , this will trigger Empowered Light or Empowered Darkness , which increases damage dealt to opposite - color targets by 100 % for 20 sec . Thus both DPS and healers should actively seek out orbs of the same color as their essence to acquire this boost . Special Abilities . The Twins share the same two main abilities : Vortex and Twin ' s Pact . If either Twin uses either of these abilities , the other half of the raid must swap their color buff , wait until the effect is over , and then switch back to their original color . The abilities are used in a random order , but the Twins will cycle through all four abilities - Light Vortex , Dark Vortex , Light Pact , and Dark Pact - before repeating one . This gives the raid some limited ability to predict which is coming next and preemptively swap colors if necessary . Vortex . When one boss casts Vortex ( 8 sec . cast ) , each player must be sure to have the same - color buff as the boss who is casting or they will take a total of 30 , 000 damage . After the Vortex is finished , the affected players should switch back to their original color . This swapping is made simpler by tanking each Val ' kyr next to a portal of the same color so that , for instance , light - attuned melee attacking Darkbane can quickly and easily attune dark to survive her Dark Vortex , then run to the light portal to reattune . Twin ' s Pact . If either Lightbane or Darkbane casts Twin ' s Pact , that twin shields herself and begins a 15 second cast which heals the Twins for 20 % of their maximum HP . In order to interrupt the cast , the shield must be removed by damage . All damage dealers should change to the appropriate color to bring down the shield . Once the shield is down , the cast must still be interrupted . In standard UI , if the enemy cast bar is turned on , the cast bar will be in metal frame indicating it is uninterruptable . The moment the shield is down the frame will disappear so it can be used as an visual clue . Deadly Boss Mods will also throw up a warning saying " Interrupt Now " when the shield is broken . You can also just have all DPS swap to the other target immediately , since by the time most people get to the opposite color , get back , and start DPSing again , the shield timer will be almost done and the heal will most likely go through . In addition , when Lightbane or Darkbane cast Twin ' s Pact , the other gains Power of the Twins for 15 seconds . The tank on the Twin not casting will take increased damage during this time , as each melee hit the Twin lands increases her attack speed until Power of the Twins fades . < br > < br > Otherwise , the Twins deal insignificant tank and raid damage . Players just need to focus on the following list : Focus - fire alternate strategy . Have the majority of the raid attune to one color and attack only one Twin . If , for example , the raid attunes light and attacks Darkbane , this trivializes Dark Shields and Light Vortexes , and the raid only really needs to worry about the other two abilities . To further simplify the encounter , raids who choose to focus damage on only one Twin often ignore shields on the other Twin and allow the 20 % heal to go off . However , this is only viable if your raid has high enough DPS to compensate . Healers should still attune to the opposite color of their targets and act as orb soakers . Heroic mode strategy . Twin ' s Pact now heals for 50 % rather than 20 % . This means interrupting it is almost essential . You can allow them to get off one heal and still defeat the encounter , but two heals will mean hitting the enrage timer . The Twins also gain a new ability called Touch of Light and Touch of Darkness . This is cast on random players during the encounter and causes them to inflict AOE damage to players around them who are of opposite attunement . It can be preemptively removed if the affected player swaps colors . However , Touch of Light / Darkness will not harm players with the same attributes as the Touch , so if the raid is segregated properly this poses little threat . Finally , light and dark orbs now do significant amount of damage to players of the opposite attunement ( around 15000 HP ) . It is a guaranteed swift death to anyone who is not a tank if they take two orbs of the wrong color or are affected by Touch of Lightness / Darkness . You can deal with the orbs in one of two ways : With both methods , you may end up with uneven number of DPSers of each attunement . Because Empowered Darkness lasts longer than Empowered Light on Heroic mode , assign the greater share of DPS to attune dark . Beyond the positioning , the Soaker Strategy is exactly the same as normal mode . However , the Doorway Strategy is quite different . For this approach , the raid remains dark - attuned during the entire fight to maximize DPS time and simply tries to heal through the Light Vortexes via raid healing techniques ( e . g . paladin ' s Aura Mastery ) . Everyone must blow their defensive cooldowns to help the healers during a Vortex of the opposite color . Warlocks and holy / disc priests have no such abilities and should be placed together in one group for Prayer of Healing spam . Due to the length of some classes ' cooldowns , it may not be possible for the raid to survive two Light Vortexes . Thus a major goal of this strategy is to get the Twins down after only 4 or 5 special abilities have been used . Another issue with this strategy is dealing with the dark twin ' s shield . Prior to Patch 3 . 2 . 2a , Twin ' s Pact only healed the Twins for 20 % and could be safely ignored . However , with the increase to 50 % , this is no longer an option . Because the raid remains dark - attuned , DPS is nerfed by 50 % against Darkbane . All DPS should save their offensive cooldowns for a dark shield , and preemptively target the dark twin when a special ability is incoming to get a head start in case a " bad " shield occurs . Loot . As with the other bosses in the instances , there are separate versions of each item for Alliance raids and for Horde raids . Fjola drops two items from her loot table and Eydis drops one when slain . Trivia . This boss encounter may have been inspired by Ikaruga , a game with a similar mechanic : absorb one color of bullet , avoid the other color , and switch on demand which color you want to absorb . Video . 25 - player encounter . < youtube > B8bM5FPAwHg < / youtube >