Checked for ForeverClassic Era habit: check in game
1
The Prophet Skeram
Level ?? boss · The Temple Gates near the entrance: a middle spot and two side stairs
Control fight: he teleports between three spots, mind controls players and splits into two weaker copies at 75%, 50% and 25%.
Watch for
Arcane ExplosionInterrupt
Arcane damage to everyone near him, cast when five or more players stand in his melee range. Interrupt it.
Earth ShockTank
Nature damage that interrupts spells. He casts it at his target again and again when no one is in his melee range.
True FulfillmentCrowd control
Mind controls a nearby player other than his target for 20 sec, with more damage and instant casts. Can't be dispelled.
Summon ImagesKill adds
At 75%, 50% and 25% he vanishes and returns with two copies that have less health but the same abilities.
TeleportTank
Moves him to the middle or the top of a side stair and wipes his threat. A tank must be waiting there.
Group plan
Tank
Keep the main tank where he starts and an off-tank at the top of each side stair, so a tank is waiting wherever he teleports. Keep a spare tank ready to Taunt if one is mind controlled.
Healer
Heal from the top platform, out of Arcane Explosion range and away from mind-controlled melee. Keep every tank topped off: a dead tank leaves a copy loose.
Damage
Keep four or fewer players in melee per Skeram and interrupt Arcane Explosion. After a split, kill the copies first; they lose health fastest. Wait for tanks after each teleport.
Each class
Druid · your class
In Bear Form, hold a stair spot and Growl a copy that lands there. Hibernate works on a mind-controlled druid only in animal form. Keep Rebirth for a tank.
Hunter · your class
Shoot from the top platform. After a split, put Hunter's Mark on the called copy and kill it first. Don't shoot controlled players; Feign Death if a copy turns on you.
Mage · your class
Polymorph mind-controlled players: True Fulfillment can't be dispelled. Counterspell Arcane Explosion when melee can't kick it.
Paladin · your class
Hammer of Justice a mind-controlled player; Cleanse can't remove True Fulfillment. A Protection paladin can hold a stair: in Forever, Seal of Fury makes Judgement taunt.
Priest · your class
Heal from the top platform with Renew on each stair tank. Dispel Magic can't remove True Fulfillment; if a controlled player runs at you, Psychic Scream it.
Rogue · your class
Kick Arcane Explosion and Gouge or Kidney Shot a mind-controlled player. After a split, spread across the copies so no Skeram has five players in melee.
Shaman · your class
Earth Shock Arcane Explosion when melee can't kick it. True Fulfillment can't be dispelled or purged. Heal from the top platform and watch the stair tanks.
Warlock · your class
Keep Curse of Tongues on each Skeram to slow Arcane Explosion; in Forever it sits beside your Bane of Agony. Fear a mind-controlled player as backup.
Warrior · your class
Hold your assigned spot and Taunt a copy as it lands. Stay in his melee range so he doesn't Earth Shock you, and Shield Bash or Pummel Arcane Explosion.
Level ?? boss · Hive Undergrounds, the Bug Trio's room reached after Skeram
Optional
Optional three-bug council where survivors heal to full when one dies; Kri stacks poison with Toxic Volley and leaves a deadly cloud.
Watch for
CleaveNot in front
Hits his target and up to two players next to it. Only the tank stands in front of him.
Toxic VolleyCure poison
Nature damage to players around him plus a poison that stacks. Cure it before the stacks build.
ThrashTank
Gives him two extra attacks on the tank.
Summon Poison CloudMove
When he dies, a poison cloud forms where he falls and deals Nature damage for 2 min. Get out at once.
Group plan
Tank
Tank Kri in his own corner, apart from the other two. Walk him away from the raid as he nears death: his cloud forms where he falls. If Vem died before him, expect enraged hits.
Healer
Cure Toxic Volley stacks fast; Poison Cleansing Totem, Abolish Poison and Cleanse all help. Kri needs the most healers of the three. Keep mana for the last bug.
Damage
Kill one bug at a time in the agreed order; the others heal to full when one dies. Kri first is the safe start and Kri last the hard one. Run from his cloud when he dies.
Each class
Druid · your class
Keep Abolish Poison on players stacking Toxic Volley; it cures again as it ticks. A Bear can hold Kri in his corner. Stay out of the cloud he leaves.
Hunter · your class
Aspect of the Wild cuts Toxic Volley's Nature damage for your party. Call your pet back before Kri dies so it isn't left in his poison cloud.
Mage · your class
You can't cure poison, so leave Toxic Volley stacks to the healers. Burn Kri on the call, and Blink clear if his poison cloud forms under you.
Paladin · your class
Cleanse or Purify Toxic Volley stacks in your group. A Protection paladin can hold Kri with Seal of Fury and Consecration; walk him clear before he dies.
Priest · your class
You can't cure poison: leave Toxic Volley to shamans, druids and paladins and heal through it. In Forever, Prayer of Healing heals your target's party.
Rogue · your class
Attack from behind, clear of Cleave. Back off as he nears death: the cloud forms at his body. Kill order sets the loot, so hit only the called bug.
Shaman · your class
Poison Cleansing Totem cures your party as it pulses; Cure Poison anyone outside it. In Forever, Totemic Projection moves totems if Kri's tank relocates.
Warlock · your class
Recall your demon before Kri dies so it doesn't sit in his poison cloud. Keep a Healthstone ready for when Toxic Volley stacks outpace the healers.
Warrior · your class
Tank Kri in his corner facing away, so Cleave hits only you. Drag him clear of the raid near death. Save Shield Wall if he ends up last and enraged.
Level ?? boss · Hive Undergrounds, the Bug Trio's room reached after Skeram
Optional
Optional council bug: she fears players near her, wiping her threat, and casts Great Heal that must be interrupted.
Watch for
Great HealInterrupt
2 sec cast that heals her for a large amount. Interrupt every cast.
FearTank swap
About every 20 sec she fears players near her and resets her threat. A second tank takes her back.
RavageTank
Hits her target and stuns it for 2 sec.
Summon Yauj BroodKill adds
When she dies, a swarm of small bugs spawns. Kill them with area damage before they reach healers.
Group plan
Tank
Use two tanks: after each Fear, the tank who wasn't feared takes her back. Tremor Totem and Fear Ward help. Tank her far from the raid and from the room's entrance.
Healer
Cover her tanks through each fear swap; healers in range get feared too. Keep Fear Ward and Tremor Totem on her side. Save mana if she's the last bug.
Damage
Interrupt every Great Heal with a set kick order. When she dies, burn the brood with area damage before it reaches the healers.
Each class
Druid · your class
Feral Charge in Bear Form interrupts Great Heal if you took it. When she dies, Hurricane or Swipe her brood before it reaches the healers.
Hunter · your class
When she dies, Volley the brood and drop Frost Trap at your feet to slow it; in Forever, traps work in combat. Stay outside her fear range.
Mage · your class
Counterspell Great Heal on your turn in the kick order. When she dies, Frost Nova her brood and finish it with Arcane Explosion or Blizzard.
Paladin · your class
Keep Flash of Light on her tank through each fear swap; Will of the Forsaken breaks her fear on you. In Forever, every paladin has Consecration for her brood.
Priest · your class
Fear Ward the tank due to take her after a fear; her fear still wipes threat. In Forever it has a 3 min cooldown, so rotate. Psychic Scream her brood.
Rogue · your class
Rotate Kick on Great Heal with the other interrupters. When she dies, kill the brood fast; Evasion helps if several turn on you.
Shaman · your class
Drop Tremor Totem by her tanks before each fear, and Earth Shock Great Heal on your turn in the kick order. Chain Lightning her brood when she dies.
Warlock · your class
Your Felhunter's Spell Lock can take a turn on Great Heal. When she dies, Howl of Terror or Rain of Fire the brood before it reaches the healers.
Warrior · your class
Trade her with a second tank: Berserker Rage in Berserker Stance before her fear, then Taunt her back. Shield Bash or Pummel Great Heal.
Level ?? boss · Hive Undergrounds, the Bug Trio's room reached after Skeram
Optional
Optional council bug: he charges and knocks players back. His death enrages any bug still alive, so kill him last or second.
Watch for
Berserker ChargeHeal through
Charges a random player outside melee range, hits hard and knocks them back.
Knock AwayTank
Hits the tank and knocks it back.
KnockdownTank
Stuns his target and up to four players next to it for 2 sec.
VengeanceBurst
When Vem dies, any bug still alive enrages and hits far harder. Save cooldowns for it.
Group plan
Tank
Keep your back to a wall so Knock Away can't throw you far, and keep him away from the entrance: a bug that leaves the room resets the fight.
Healer
Vem needs the least healing of the three. Heal the players he charges. If he dies before another bug, save mana for the enraged survivor.
Damage
Kill him last for the safe order, or second; never first. Give the tank time after a charge or knockback before you open up again.
Each class
Druid · your class
Restoration: Rejuvenation on players he charges. As a Bear tank, keep your back to a wall for Knock Away; Frenzied Regeneration helps if a bug ends enraged.
Hunter · your class
Shoot from range and expect Berserker Charge on random ranged players. When Vem is the last bug, use Rapid Fire and send your pet in.
Mage · your class
Mana Shield or Ice Barrier absorbs part of a Berserker Charge. Blink back to your spot after its knockback, and keep damage on the called bug only.
Paladin · your class
Flash of Light players hit by Berserker Charge. A Protection paladin tanking him keeps a wall behind for Knock Away; Holy Shield, if talented, adds block.
Priest · your class
Power Word: Shield players he charges. If Vem dies before another bug, keep Renew and Greater Heal on the survivor's tank: it enrages.
Rogue · your class
Attack from behind and pause after Knock Away until the tank has him again. Feint drops threat while he's loose; in Forever it drops twice as much.
Shaman · your class
Heal charge victims with Lesser Healing Wave. When he's last, Windfury Totem by his melee; in Forever its buff covers the raid, not only your party.
Warlock · your class
Keep your demon off Vem until he's the called target: killing him early enrages the other two. Soulstone a tank before the pull.
Warrior · your class
Tank Vem with your back to a wall so Knock Away doesn't throw you. Keep him cornered, out of most players' sight, and turned from the entrance.
Level ?? boss · Hive Undergrounds, in the room guarding the tunnel to Fankriss
Sartura and three Royal Guards whirlwind, wipe threat and chase random players; kill the guards first and beat her 10-minute berserk.
Watch for
WhirlwindMove
Spins for 15 sec, hitting everyone near her, and chases random players. Threat resets with it.
Sundering CleaveTank
Hits her target and up to two nearby players, and lowers their armor.
EnrageHeal through
At low health her attack speed and damage rise. Save tank cooldowns for it.
BerserkBurst
After 10 min she goes berserk and kills the raid. Finish her before then.
Sartura's Royal GuardKill adds
Three guards that also whirlwind and knock players back. Kill them one at a time before her.
Group plan
Tank
One tank per guard and one on Sartura, spread apart so spins don't overlap. Taunt back after each spin; a tank whose guard dies joins Sartura. Keep clear of the tunnel: knockbacks there pull more bugs.
Healer
Spread across the room with your tanks. Move away from any spinning target; its path changes often. Save mana for her enrage near the end.
Damage
Kill the guards one by one, then Sartura. Stun them between spins; a stun won't stop a spin. Run from whirlwinds and stay away from the tunnel exit.
Each class
Druid · your class
Bash a guard or Sartura between spins; a stun won't stop a spin. Dash out of a spin's path. Restoration: Rejuvenation on tanks before you move.
Hunter · your class
Shoot the marked guard and recall your pet when its target starts to spin. Run from a whirlwind that chases you, and keep clear of the tunnel to Fankriss.
Mage · your class
Blink out of a whirlwind's path and finish casts only from safe ground. Ice Block if a spinning guard catches you low. Keep damage on the marked guard.
Paladin · your class
Hammer of Justice Sartura or a guard between spins; it won't stop a spin. Blessing of Protection a cloth player a spinning guard chases.
Priest · your class
Power Word: Shield the player a spinning guard chases, and Renew each tank before you move. In Forever, Prayer of Healing heals your target's party.
Rogue · your class
Kidney Shot a guard or Sartura between spins and rotate stuns with the other rogues. Sprint out when one starts to whirl.
Shaman · your class
Stoneskin Totem cuts the melee damage her group takes. Windfury Totem by the melee; in Forever, Totemic Projection moves totems when your group runs.
Warlock · your class
Keep your Imp at range and recall a melee demon from a spin. Soulstone a tank: a lost tank leaves a guard loose on the raid.
Warrior · your class
Concussion Blow a target between spins if talented, and Intercept one that runs at a healer. Taunt your guard back after each spin.
Level ?? boss · Hive Undergrounds, at the end of the bug tunnel past Sartura
Tank-swap fight with constant adds: kill each Spawn of Fankriss at once and save players he Entangles from the hatchlings.
Watch for
Mortal WoundTank swap
Stacks on the tank, each stack cutting healing taken by 10%. Swap tanks to let it fall off.
Summon WormKill adds
Summons one to three Spawn of Fankriss that hit hard and enrage if left alive. Kill or stun them at once.
EntangleHeal through
Sends a random player into an alcove at the room's edge and roots them as Vekniss Hatchlings pour out nearby.
Spawn Vekniss HatchlingsKill adds
Hatchlings swarm out of the alcove where an Entangled player lands. Kill those on the player, then off-tank the rest.
Group plan
Tank
Two tanks trade Fankriss as Mortal Wound stacks; turn him away from the raid. Off-tanks gather hatchlings at the tunnels and grab any Spawn of Fankriss loose in the room.
Healer
Heal the boss tank harder as Mortal Wound stacks, and catch Entangled players fast: hatchlings spawn on them. Move toward a tank if loose bugs reach you.
Damage
Switch to every Spawn of Fankriss the moment it appears and kill it before it enrages; stun it if it does. Help Entangled players, then go back to the boss.
Each class
Druid · your class
Restoration: Rejuvenation on Entangled players before hatchlings land. Feral: Bash an enraged worm; Swipe hits three bugs, and in Forever it scales with attack power.
Hunter · your class
Switch to each Spawn of Fankriss at once. Distracting Shot pulls a worm off a healer until a tank arrives; in Forever, Frost Trap works in combat to slow hatchlings.
Mage · your class
Burn each Spawn of Fankriss first. Once an off-tank has hatchlings piled up, Arcane Explosion or Blizzard them. Ice Block if a worm reaches you.
Paladin · your class
Hammer of Justice an enraged worm to buy seconds. In Forever, Consecration hits its first four targets harder, which helps a Protection paladin hold hatchlings.
Priest · your class
Greater Heal the boss tank as Mortal Wound cuts his healing. Power Word: Shield an Entangled player before the hatchlings hit, and Fade if bugs turn on you.
Rogue · your class
Kidney Shot an enraged Spawn of Fankriss so it can't land hits. Switch to worms at once, then back to the boss. Evasion if a worm turns on you.
Shaman · your class
Chain Heal the off-tanks holding hatchlings. Earthbind Totem slows bugs heading for healers; in Forever, the Earthbound talent also roots them.
Warlock · your class
Switch to each Spawn of Fankriss at once and send your demon with you. If loose hatchlings reach a healer, Howl of Terror them until a tank takes them.
Warrior · your class
Trade Fankriss with the other tank as Mortal Wound stacks. Off-tank: in Forever, Thunder Clap works in Defensive Stance to hold hatchlings; Intercept a loose worm.
Level ?? boss · Hive Undergrounds, reached after Fankriss
Optional
Optional puzzle fight: freeze him with Frost hits, shatter him with melee hits, then kill the globs he splits into while curing poison.
Watch for
Poison Bolt VolleyCure poison
Nature damage on players up to 100 yards away, plus a poison that ticks for 10 sec. Cure it fast.
Poison ShockStay back
Nature damage to everyone within 15 yards of him.
ToxinMove
Leaves a poison cloud on a random player's spot that keeps dealing damage. Step out at once.
Viscidus FreezeBurst
Frost hits slow him twice, then freeze him; Frost spells, wands and Frost Oil count. Stall 15 sec and he thaws a stage.
Glob of ViscidusKill adds
Melee hits shatter him once frozen; globs crawl to the middle to rejoin him. Each glob killed takes health off him.
Group plan
Tank
One tank holds him; the others help freeze, shatter and kill globs. Pick him up again each time the globs rejoin and he reforms.
Healer
Cure Poison Bolt Volley at once: the poison ticks hard. Poison Cleansing Totem, Abolish Poison and Cleanse carry the fight. Wear nature resistance if your leader asks.
Damage
Casters freeze him with fast, cheap Frost hits such as rank 1 Frostbolt or a Frost wand. Melee wait outside, then shatter him with fast weapons. Split up and kill globs before they rejoin.
Each class
Druid · your class
Keep Abolish Poison on Poison Bolt Volley targets; it cures again as it ticks. Druids can't use wands, so help freeze only with Frost Oil if assigned.
Hunter · your class
You can't use wands: help freeze only with an assigned Frost Oil or frost-proc melee weapon, then hit him to shatter. Kill globs one at a time.
Mage · your class
Spam rank 1 Frostbolt: the number of Frost hits freezes him, not damage. When he shatters, burn globs with Arcane Explosion as they gather.
Paladin · your class
Cleanse or Purify Poison Bolt Volley in your group. Paladins can't use wands: bring Frost Oil and a fast weapon to help freeze and shatter if assigned.
Priest · your class
Shoot him with a Frost wand between heals to help the freeze. You can't cure poison: Renew poisoned players and carry Powerful Anti-Venom if you have the First Aid.
Rogue · your class
Wait outside until he freezes, then run in with fast weapons: hits shatter him, not damage. Frost Oil helps the freeze. Kill globs one at a time.
Shaman · your class
Poison Cleansing Totem cures your party as it pulses; Cure Poison the rest. Frost Shock counts as a freeze hit. Nature Resistance Totem softens the volleys.
Warlock · your class
Shoot him with a Frost wand: each hit counts toward the freeze, while Shadow and Fire spells don't. Rain of Fire the globs as they converge.
Warrior · your class
Wait outside the room until he freezes, then shatter him with your fastest weapon; hits count, not damage. Whirlwind and Cleave help on the globs.
Level ?? boss · Hive Undergrounds, past Fankriss on the way to the Twin Emperors
Nature-damage race: rotate tanks under Acid Spit, remove her Frenzy, then burn her from 30% while 15 nature-resistant players soak Poison Bolt.
Watch for
Acid SpitTank swap
Nature damage on her target every 2 sec for 30 sec, stacking. Rotate tanks as stacks build.
FrenzyPurge
She goes into a frenzy and hits harder. A hunter's Tranquilizing Shot removes it.
Noxious PoisonSpread out
Silences a random player and those near them, with Nature damage over time. Spread out.
Wyvern StingHeal through
Puts players near her to sleep. Removing it early deals heavy Nature damage, so leave it unless called.
Poison BoltResistance
Nature damage on the 15 players closest to her, during Frenzy and again and again after 30%.
BerserkBurst
At 30% she berserks to the end, attacking faster and casting Poison Bolt. After 5 min she berserks anyway.
Phase 1100–30%
Rotate tanks as Acid Spit stacks, remove each Frenzy with Tranquilizing Shot, stay spread for Noxious Poison and hold damage while tanks trade threat.
Phase 230–0%
She berserks. The 15 nature-resistant soakers move closest and take Poison Bolt while everyone else burns her with every cooldown.
Group plan
Tank
Rotate at least three tanks as Acid Spit stacks. She can't be taunted: the next tank builds threat while the current one stops or takes Blessing of Protection. Tanks wear nature resistance.
Healer
Spread so one Noxious Poison can't silence several healers. Leave Wyvern Sting alone unless called. Save mana for 30%, when the soakers take Poison Bolt over and over.
Damage
Hold damage while tanks trade her, then go all out at 30% with every cooldown. Soakers wear nature resistance and stand closest; everyone else stays outside the closest 15.
Each class
Druid · your class
Restoration: keep Rejuvenation on the soakers before 30% and Innervate a priest who heals them. Leave Wyvern Sting sleepers alone unless the raid calls it.
Hunter · your class
Rotate Tranquilizing Shot on each Frenzy with the other hunters; the Forever client lists it at 60. Aspect of the Wild cuts Nature damage for your party.
Mage · your class
Stay outside the closest 15 and spread for Noxious Poison. Hold damage early to spare the tanks' threat, then use Arcane Power or Combustion at 30%.
Paladin · your class
Blessing of Protection lets a tank drop her so the next can take over, since she can't be taunted. Remove Wyvern Sting only on the raid's call: removal hurts.
Priest · your class
At 30%, heal soakers with Prayer of Healing; in Forever it heals your target's party, so target a soaker. Power Word: Shield tanks as Acid Spit stacks.
Rogue · your class
Soakers wear the nature set and stand closest at 30%. Hold back early and Feint: in Forever it drops twice the threat, which helps tanks trade her.
Shaman · your class
Drop Nature Resistance Totem by the soakers' party at 30% and Chain Heal them while they stack close to her. Leave Wyvern Sting sleepers alone unless called.
Warlock · your class
Stay outside the closest 15 and hold damage until 30%. Soulstone a healer of the soakers, and keep a Healthstone for a stray Poison Bolt.
Warrior · your class
She ignores Taunt: the next tank builds threat with Sunder Armor before the swap. Soakers wear nature gear at 30%. Shield Wall covers a heavy Acid Spit stack.
Level ?? boss · Twin Emperors' chamber past Huhuran; pull each twin to its own side
Caster twin who shares health with his brother and is immune to physical damage; a warlock tanks him while the raid dodges Blizzard and bugs.
Watch for
Shadow BoltTank
Fast Shadow damage on his target, cast again and again. His tank needs Shadow resistance.
BlizzardMove
Frost damage over 10 sec on a target area. Move out of it.
Arcane BurstStay back
Arcane blast that knocks back players in his melee range. Stay out of his melee range.
Explode BugMove
Makes a nearby bug swell and explode, hitting everyone near it hard. Move away.
Heal BrotherTank
Heals Vek'nilash for 30000 when the twins are within 60 yards. Keep them far apart.
Twin TeleportTank swap
The twins swap places and drop all threat. The closest player gets each twin, so the right tank must be closest.
EnrageBurst
After 15 min he enrages and keeps casting a powerful Arcane Explosion.
Group plan
Tank
A warlock tank with Shadow resistance holds him with Searing Pain from range, outside his melee reach. After each teleport, the right tank must be closest. Keep the twins far apart.
Healer
Heal his warlock tank from outside Blizzard range. Move out of Blizzard and away from swelling bugs. Be ready to switch to the warrior tank when the twins teleport.
Damage
He's immune to physical damage: casters only, and never in his melee range. Kill hostile bugs first. Hold damage after a teleport until his tank has him back.
Each class
Druid · your class
Restoration: keep Rejuvenation and Regrowth on his warlock tank from outside Blizzard. Feral damage is physical and does nothing to him. Rebirth a fallen tank.
Hunter · your class
He's immune to physical damage, so shoot Vek'nilash or pull mutated bugs to the off-tanks if assigned. Stay out of Blizzard and back off from swelling bugs.
Mage · your class
Cast at him from range once his tank has him; Frost Ward soaks part of a Blizzard. Kill hostile bugs on call and never step into his melee range.
Paladin · your class
Shadow Resistance Aura helps his warlock tank's group take Shadow Bolt. Holy: heal the warlock tank with Flash of Light from outside Blizzard.
Priest · your class
Shadow Protection on his warlock tank: he needs every point of Shadow resistance. Heal him from outside Blizzard and Power Word: Shield him as bolts land.
Rogue · your class
He's immune to physical damage and blasts melee with Arcane Burst. Stay on Vek'nilash; after a teleport, follow him and wait for the warrior to take him.
Shaman · your class
Heal his warlock tank from outside Blizzard. Frost Resistance Totem softens Blizzard for your party. Lightning Bolt hurts him; Enhancement shamans melee Vek'nilash.
Warlock · your class
Tank him with Searing Pain from range in Shadow resistance gear. In Forever, Suppression and Demonic Brand lower your threat, so a tank build skips them.
Warrior · your class
Your attacks do nothing to him. After a teleport, step away so the warlock tank is closest. Kill hostile bugs and stay out of Blizzard.
Level ?? boss · Twin Emperors' chamber past Huhuran; pull each twin to its own side
Melee twin who shares health with Vek'lor and is immune to magic; a warrior tanks him through Unbalancing Strike while casters kill mutated bugs.
Watch for
Unbalancing StrikeTank
350% weapon damage on the tank and 100 less defense for 6 sec. Top the tank off after each one.
UppercutHeal through
Hits a random player in melee range hard and knocks them back.
Mutate BugKill adds
Turns a nearby bug into a large hostile bug that hits hard. Kill it.
Heal BrotherTank
Heals Vek'lor for 30000 when the twins are within 60 yards. Keep them far apart.
Twin TeleportTank swap
The twins swap places and drop all threat. The closest player gets each twin, so the right tank must be closest.
BerserkBurst
After 15 min he goes berserk, moving faster and dealing far more damage.
Group plan
Tank
A warrior holds him with his back to a wall. After each teleport, the warrior must be the closest player to him. Keep the twins far apart.
Healer
Heal his tank before damage lands: Unbalancing Strike and Uppercut come in bursts. Keep heals over time rolling and top off after each strike.
Damage
Melee and hunters kill him; he's immune to magic. Back off before each teleport so the warrior gets him first. Casters kill mutated bugs.
Each class
Druid · your class
Cat Form melee can hurt him. Restoration: Swiftmend his warrior after Unbalancing Strike; in Forever, Swiftmend no longer eats the heal over time.
Hunter · your class
Shoot him: Vek'lor is the twin you can't hurt. Back off before a teleport, and Feign Death if he lands next to you after a swap.
Mage · your class
He's immune to magic: kill his mutated bugs, then cast at Vek'lor. Keep clear of his melee so Uppercut never finds you.
Paladin · your class
Holy: Flash of Light his warrior right after Unbalancing Strike and save Lay on Hands for a double hit. Retribution: melee him and leave before each teleport.
Priest · your class
Precast heals on his warrior so they land after Unbalancing Strike, keep Renew rolling, and Power Word: Shield him as he takes over after a teleport.
Rogue · your class
Attack only after his warrior has him, and leave before each teleport. Feint if you climb threat: in Forever it drops twice as much. Sprint back after Uppercut.
Shaman · your class
Windfury Totem by his melee; in Forever its buff covers the raid. Chain Heal his warrior and the melee after Uppercut. He's immune to your shocks.
Warlock · your class
He's immune to magic: kill his mutated bugs or cast at Vek'lor. Keep your demon off him so it can't drag him toward his brother. Soulstone his warrior.
Warrior · your class
Tank with your back to a wall. Demoralizing Shout lowers his attack power. Be the closest player to him after each teleport, ahead of the melee.
Level ?? boss · Hive Undergrounds, his burrow reached after the Twin Emperors
Optional
Optional sandworm: tank him away from the raid, dodge Sand Blast and Sweep, run from quakes while he burrows, then burn him below 20%.
Watch for
Sand BlastNot in front
2 sec cast: a wide Nature cone in front of him that wipes the threat of anyone it hits.
SweepStay back
1.5 sec cast: hits and knocks back everyone around him.
BoulderTank
After 20%, he hurls boulders at random players whenever no one is in his melee range.
QuakeMove
While he burrows, dirt mounds roam the room and hurt anyone standing on them. Keep moving.
Ground RuptureMove
Hits players where he bursts out of the ground.
Ouro ScarabKill adds
Scarabs swarm out when he surfaces. Kill or crowd control them.
BerserkBurst
At 20% he stops burrowing and hits much harder, with quakes and scarabs while he stays up.
Phase 1100–20%
He fights on the surface, then burrows on a timer or when no one is in melee. Dodge Sand Blast and Sweep, run from quakes while he's under, and kill scarabs when he surfaces.
Phase 220–0%
He berserks and stays up, using his surface attacks along with quakes and scarabs. Use every cooldown.
Group plan
Tank
Turn him away from the raid. Sand Blast wipes the threat of everyone it hits, so off-tanks stay ready to take over. Keep someone in melee at all times or he burrows; Intercept back after Sweep.
Healer
Stay out of his front and spread so one Sand Blast can't hit several healers. Dodge quakes while he burrows and use fast heals on the move. Save mana for the burn below 20%.
Damage
Stay out of his front and step out before Sweep. Kill scarabs when he surfaces, dodge quakes, and save cooldowns for 20%.
Each class
Druid · your class
Restoration: Rejuvenation lets you heal while running from quakes. A Bear off-tank takes him after Sand Blast; Feral Charge back in after Sweep.
Hunter · your class
Stay out of his front, where Sand Blast lands. Volley the scarabs as he surfaces and pull your pet back before Sweep.
Mage · your class
Frost Nova the scarabs as he surfaces and finish them with Arcane Explosion or Blizzard. Blink out of a quake; Ice Block if Sand Blast leaves you low.
Paladin · your class
Consecration under the scarabs as he surfaces. Holy: Flash of Light heals while you dodge quakes; save Divine Shield for a bad moment.
Priest · your class
Renew and Power Word: Shield keep players up while you run from quakes. Psychic Scream scarabs that reach you, and stay out of his front.
Rogue · your class
Attack from behind him and step out before Sweep. Feint to stay under the tanks; in Forever it drops twice as much. Save Adrenaline Rush for below 20%.
Shaman · your class
Nature Resistance Totem softens his quakes. Earthbind Totem slows scarabs; in Forever, Totemic Projection moves totems as the fight shifts.
Warlock · your class
Hold damage until a tank has him after he surfaces. Howl of Terror scarabs that reach the casters, and stay clear of his front.
Warrior · your class
Off-tanks build threat with Sunder Armor so one can take over after Sand Blast. Intercept back in after Sweep: with no one in melee, he burrows.
Level ?? boss · C'Thun's chamber at the far end of the Hive, past the Twin Emperors
Two-phase finale: spread out against the Eye's chaining Eye Beam and sweeping Dark Glare, then break C'Thun's shield from inside his stomach.
Watch for
Eye BeamSpread out
Nature bolt that jumps to players near its target, hitting harder with each jump. Stay 10 yards apart.
Dark GlareMove
Phase 1: a beam that sweeps half the room and kills anyone it touches. Move ahead of it.
Mind FlayInterrupt
Eye Tentacles channel it on random players for Shadow damage and a slow. Interrupt it and kill them first.
Ground RuptureSpread out
Tentacles knock back and damage players near the spot where they burst out.
Giant Claw TentacleTank
Phase 2: spawns under a player, hits very hard with Thrash and stuns with Ground Tremor. A tank takes it.
Giant Eye TentacleCrowd control
Phase 2: casts Eye Beam again and again. Stun it so it can't cast, then kill it.
Carapace of C'ThunKill adds
Phase 2: cuts his damage taken by 99%. Kill both Flesh Tentacles in his stomach to drop it for 45 sec.
Digestive AcidMove
Stacking Nature damage inside his stomach. Leave through the exit at around 10 stacks.
Phase 1Until the Eye dies
Spread 10 yards apart. The Eye fires Eye Beam, then sweeps the room with Dark Glare. Kill and interrupt Eye Tentacles first and stay clear of Claw Tentacle spawns.
Phase 2After the Eye dies
C'Thun rises behind a 99% shield. Tanks take Giant Claw Tentacles, the raid stuns Giant Eye Tentacles, swallowed players kill both Flesh Tentacles, then everyone hits C'Thun for 45 sec.
Group plan
Tank
Spread with the raid at 10 yards. In phase 2, spread tanks around the room to pick up each Giant Claw Tentacle fast. If swallowed, leave at once: tanks aren't needed inside.
Healer
Spread evenly so every area is covered. Heal beam, Mind Flay and spawn victims fast. If swallowed, heal the damage dealers inside to full, then leave before the acid stacks high.
Damage
Hold 10 yards apart. Kill and interrupt Eye Tentacles first, then Giant Eye Tentacles. If swallowed, burn the Flesh Tentacles and leave near 10 stacks. Hit C'Thun only while weakened.
Each class
Druid · your class
Restoration: Rejuvenation heals spread players without standing near them. Bash an Eye Tentacle to stop Mind Flay. Rebirth only where a beam can't chain to you.
Hunter · your class
Shoot Eye Tentacles first; they channel Mind Flay. Scatter Shot stops a Giant Eye Tentacle's beam. With Aspect of the Wild, you can enter first to take the opening beams.
Mage · your class
Counterspell an Eye Tentacle's Mind Flay. Blink to escape Dark Glare or a tentacle spawn. If swallowed, burn the Flesh Tentacles from range.
Paladin · your class
Hammer of Justice an Eye Tentacle or Giant Eye Tentacle to stop its cast. Holy: heal your area of the room without closing within 10 yards of others.
Priest · your class
Power Word: Shield the player who enters first to take the opening beams. If swallowed, heal the damage dealers to full, then leave before Digestive Acid stacks high.
Rogue · your class
Kick Mind Flay and Kidney Shot Giant Eye Tentacles to stop their Eye Beam. If swallowed, hit the Flesh Tentacles and leave near 10 stacks of Digestive Acid.
Shaman · your class
Earth Shock an Eye Tentacle's Mind Flay. Use single-target heals while the raid is spread; Chain Heal needs players close. Leave the stomach near 10 stacks.
Warlock · your class
Your Felhunter's Spell Lock can stop an Eye Tentacle's Mind Flay. If swallowed, Shadow Bolt the Flesh Tentacles and leave before Digestive Acid stacks high.
Warrior · your class
Tank a Giant Claw Tentacle where it spawns; its Ground Tremor stuns players nearby. Pummel or Shield Bash Eye Tentacles. If swallowed as a tank, leave at once.