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Recommended Team Setup
Bard
Impairment
Optional Items
Panacea | Whirlwind Bomb
General Battle Mechanics
The boss will run away automatically when it reaches 70% and 40% health.
The boss enters its 3rd phase at 30% health.
The boss's 2nd phase is barely any different from its 1st phase, so I will not be differentiating them.
The boss will periodically turn red during each phase as shown below.
You can accelerate this phase by knocking the boss.
If the boss is not red when you knocked him initially, he will turn red after getting back up.
If you've knocked the boss when it has already turned red, it's recovery attack will be a jumpback.
The tail is able to be cut during this time, but it is not worth it because it just accelerates him to Phase 3.
The boss will periodically try grabbing players. The telegraph is easy to notice and the arcana below dodges it.
If players get CC'd, they are priority targets for getting grabbed.
When someone gets grabbed, make sure to use as much impairment skills to break him free ASAP.
During the boss's 3rd phase, any player he CC's, will be a priority target for his Charge attack.
This CC includes his tail swipe and his freeze bomb.
The boss has a high tendency to telegraph who his next aggroed target is and who he will use his next attack on. When he has chosen a target to attack, he will "slide" to face him and use a skill as shown below.
Moveset
Tail Swipe
One of Beru's most annoying moves especially for melee is his tail swipe attack because it stuns you.
It's telegraphed by him swaying his tail in the direction of the swipe before attacking.
Dive
When running away, it's ideal to run away together in a group so that there is less downtime for attacks.
If a teammate is lagging behind, that person should just run in another direction because the boss might pop out beneath them.
Safest option is running in 4 directions away from each other.
360
Easily telegraphed.
Freeze Bomb
Screams and AoE circles appear. Frozen players have a high chance of getting grabbed.