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Zul'Gurub

Levels 6013 bosses

20-player raid.

Checked for ForeverClassic Era habit: check in game

High Priestess Jeklik

Level ?? boss · Hilltop after the first bridge, right of the entrance path

Bat form, then priestess form: bait her charges and kill bat waves until 50%, then interrupt her heals and Mind Flay while dodging fire.

Watch for
  • ChargeSpread out

    Phase 1: charges the closest player beyond 8 yd; players near where she lands take damage and are silenced.

  • Sonic BurstStay back

    Phase 1: heavy damage to players near her and no spellcasting for 10 sec.

  • SwoopNot in front

    Phase 1: hits players in a cone in front of her and stuns them for 2 sec.

  • Blood LeechStay back

    Phase 1: drains health from players near her and heals her for up to three times that.

  • Pierce ArmorHeal through

    Phase 1: cuts her target's armor by 75% for 20 sec.

  • Summon Frenzied Bloodseeker BatsKill adds

    Phase 1: calls a wave of bats into the fight.

  • Great HealInterrupt

    Phase 2: 4 sec cast that heals her for a large amount.

  • Mind FlayInterrupt

    Phase 2: channel of 750 Shadow damage a second on a player, with a slow.

  • Shadow Word: PainDispel magic

    Phase 2: Magic; 422 to 478 Shadow damage every 3 sec for 18 sec on a random player.

  • Psychic ScreamResistance

    Phase 2: up to 5 players near her flee in fear for 4 sec.

  • Curse of BloodRemove curse

    Phase 2 curse: players near her take 2 more physical damage per hit for 10 min.

  • Throw Liquid FireMove

    Phase 2: Gurubashi Bat Riders drop fire on the ground.

  1. Bat form100–50%

    She charges the closest player beyond 8 yd, Sonic Bursts those near her and calls bat waves. Keep only the tanks in melee if you can, one bait player between her and the raid, and AoE each wave.

  2. Priestess form50–0%

    Charges and bat waves stop. Interrupt every Great Heal and Mind Flay, dispel Shadow Word: Pain, and move out of the Bat Riders' fire.

Group plan
Tank

Tank her where she lands, facing away from the raid. The off-tank picks up bat waves. In phase 2 walk her in a slow circle so the riders' fire misses the melee.

Healer

Stand with the ranged at max range, clear of Sonic Burst. Top off the charge bait before each charge, dispel Shadow Word: Pain, and step out of fire.

Damage

Keep as few melee on her as you can in bat form; ranged stay at max range and AoE each bat wave. In phase 2 run a set interrupt rotation on Great Heal and Mind Flay.

Each class
  • Druid · your class

    Keep Rejuvenation on the charge bait and stay out of Sonic Burst range. In phase 2 Remove Curse clears Curse of Blood from the melee.

  • Hunter · your class

    Be the charge bait: stand alone, closer to her than the ranged group, and get healed after each charge. Volley the bat waves.

  • Mage · your class

    Frost Nova a bat wave, then Blizzard or Arcane Explosion it. In phase 2 Counterspell Great Heal or Mind Flay on your turn.

  • Paladin · your class

    Switch to Fire Resistance Aura when the Bat Riders' fire starts. Cleanse Shadow Word: Pain. Will of the Forsaken breaks Psychic Scream on you.

  • Priest · your class

    Fear Ward the tank before phase 2 for Psychic Scream; every Forever priest has it. Dispel Magic on Shadow Word: Pain, and stay out of Sonic Burst range.

  • Rogue · your class

    Kick Great Heal and Mind Flay on the rotation in phase 2. In phase 1 back out and bandage when Blood Leech and Sonic Burst wear you down.

  • Shaman · your class

    Earth Shock her heals on the rotation. Drop Tremor Totem by the tank for Psychic Scream and Fire Resistance Totem once the riders' fire starts.

  • Warlock · your class

    Stay beyond Sonic Burst range and Rain of Fire the bat waves. If you are on the interrupt list, your Felhunter's Spell Lock can stop a Great Heal.

  • Warrior · your class

    Shield Bash or Pummel Great Heal and Mind Flay. In Berserker Stance, Berserker Rage before Psychic Scream makes you immune to the fear. Off-tank the bat waves.

High Priest Venoxis

Level ?? boss · Room on the left after the second bridge

Priest, then snake: control his cobras, keep melee clear of Holy Wrath, then burn him from range through his poison clouds.

Watch for
  • Holy WrathSpread out

    Phase 1: Holy damage that jumps between nearby players, hitting harder with each jump.

  • Holy NovaStay back

    Phase 1: 875 to 1125 Holy damage to everyone near him.

  • Holy FireDispel magic

    Phase 1: Fire damage on a player plus a Magic burn every 2 sec for 8 sec.

  • RenewPurge

    Phase 1: Magic heal on himself or a cobra every 3 sec for 15 sec.

  • Dispel MagicCrowd control

    Phase 1: removes one harmful Magic effect from one of his allies.

  • Poison CloudMove

    Phase 2: a cloud at his feet deals 500 Nature damage a second for 10 sec.

  • Venom SpitCure poison

    Phase 2: poison on a player, then Nature damage every 2 sec for 10 sec.

  • Summon Parasitic SerpentKill adds

    Phase 2: sends a serpent at a player that infests them with damage over time.

  1. Troll form100–50%

    Razzashi Cobras fight with him. Take them away and kill them one at a time under crowd control. Keep melee off him so Holy Wrath has few targets, and drain his mana.

  2. Snake form50–0%

    He drops Poison Clouds and spits venom. Everyone but the tank stays out of the clouds, the tank walks him clear of each one, and ranged use their cooldowns.

Group plan
Tank

Main tank grabs Venoxis at once and pulls him off the cobras; the off-tank takes the cobras to the raid. In snake form walk him out of each Poison Cloud as it drops.

Healer

Stay in range of the main tank but away from the melee pile. In snake form cure the tank's poison after he leaves a cloud, not while he stands in it.

Damage

Kill the cobras one at a time first. Melee stay off him in troll form while casters drain his mana. At 50% burn him from range and keep out of the clouds.

Each class
  • Druid · your class

    Hibernate a cobra so the off-tank fights one at a time. In snake form Abolish Poison on the tank once he is out of the cloud.

  • Hunter · your class

    Viper Sting Venoxis to drain his mana, and Freezing Trap a cobra. Keep your pet off him in troll form so Holy Wrath has no extra target.

  • Mage · your class

    Polymorph a cobra so the off-tank fights one at a time. You can't cure poison; in snake form open your cooldowns from max range.

  • Paladin · your class

    Cleanse Venom Spit and the tank's poison once he leaves a cloud. Cleanse also removes Holy Fire's burn from raiders.

  • Priest · your class

    Mana Burn him in troll form and Dispel Magic his Renew. Stay out of Holy Wrath's jumps, and keep the tank up through snake form.

  • Rogue · your class

    Blind a cobra if asked. Wait for the melee call, stay out of Holy Wrath range, and keep clear of every Poison Cloud in snake form.

  • Shaman · your class

    Purge his Renew in troll form. In snake form Cure Poison the tank after he leaves a cloud; Poison Cleansing Totem is a slow backup here.

  • Warlock · your class

    Drain Mana him in troll form so he can't heal. Keep your demon away from him and the clouds, and Soulstone the main tank.

  • Warrior · your class

    Off-tank: take the cobras to the raid one at a time. Damage warriors wait for the call; near 20% Bloodrage and run in to Execute between clouds.

High Priestess Mar'li

Level ?? boss · Webbed path off the junction by Mandokir's hill

Troll and spider forms trade about every minute: interrupt Drain Life, kill spiders on sight, and catch her with a waiting tank after webs.

Watch for
  • Poison Bolt VolleyCure poison

    Troll form: poison on players within 30 yd, then damage every 2 sec for 10 sec.

  • Drain LifeInterrupt

    Troll form: 7 sec channel that drains 3500 health from a player and heals her a lot.

  • Hatch EggsKill adds

    Troll form: hatches Spawn of Mar'li, which grow stronger the longer they live.

  • EnlargePurge

    Magic buff: raises an ally's physical damage for 1 min.

  • Enveloping WebsTank swap

    Spider form: roots players within 20 yd for 8 sec, stops their casting and wipes their threat.

  • ChargeTank

    Spider form: after webs she charges a distant player.

  • Corrosive PoisonCure poison

    Spider form: cuts the tank's armor by 5000 and deals Nature damage every 5 sec for 30 sec.

  • Poison ShockSpread out

    Spider form: Nature damage to a player and those near them.

  1. Troll formAbout a minute at a time

    She volleys poison, channels Drain Life and hatches spiders. Interrupt every Drain Life and kill each new spider before it grows.

  2. Spider formAbout a minute at a time

    She webs the melee, wipes their threat and charges. The waiting tank picks her up and walks her back; the old tank becomes the next catcher.

Group plan
Tank

Main tank holds her with the melee. The off-tank waits in the ranged group; after Enveloping Webs, pick her up when she charges and walk her back. Trade roles each time.

Healer

Stand with the ranged, 30 yd or more from her, to stay clear of volleys and webs. Cure Poison Bolt Volley on the melee and dispel Drain Life when it lands.

Damage

Kill the four opening spiders first. Melee run an interrupt rotation on Drain Life. Everyone swaps to each new Spawn of Mar'li at once.

Each class
  • Druid · your class

    Abolish Poison on melee hit by Poison Bolt Volley. Leave Drain Life to a priest or paladin, and Moonfire new spiders before they grow.

  • Hunter · your class

    Multi-Shot the four opening spiders, then switch to each new Spawn of Mar'li at once. Stay in the ranged clump so the catching tank reaches her.

  • Mage · your class

    Frost Nova and Arcane Explosion the four opening spiders. Then stay 30 yd out with the ranged clump and burst each new spider before it grows.

  • Paladin · your class

    Cleanse Poison Bolt Volley and Drain Life. As the catching tank, Judgement under Seal of Fury taunts her off the ranged group after webs.

  • Priest · your class

    Mind Control the Witherbark Speaker at the pull and send it at her. Dispel Magic on Drain Life targets, and stay 30 yd out with the ranged.

  • Rogue · your class

    Kick Drain Life on the rotation; the cast is hard to spot. Swap to each new spider, and expect webs and a threat wipe in spider form.

  • Shaman · your class

    Drop Poison Cleansing Totem by the melee for the volleys. Ask a priest or paladin for Drain Life, and wait for spiders to gather before Chain Lightning.

  • Warlock · your class

    Switch with your demon to each new Spawn of Mar'li. Stay in the ranged clump; after webs, let the catching tank grab her before you cast again.

  • Warrior · your class

    Shield Bash or Pummel Drain Life. As the catching tank, wait in the ranged clump, Taunt her after webs and walk her back to the melee.

Bloodlord Mandokir

Level ?? boss · Behind Venoxis, up the right path; his hill is slightly to the left

Optional

Optional troll and his raptor Ohgan: freeze when he watches you, bait his charges, and keep deaths low so he can't level up.

Watch for
  • Threatening GazeStay back

    Watches a player for 6 sec. If that player moves, casts or attacks, he charges and Guillotines them.

  • ChargeTank

    Charges a player within 40 yd, stuns them for 2 sec and wipes his threat list.

  • WhirlwindStay back

    2 sec spin that hits everyone in melee range.

  • Intimidating ShoutResistance

    Sends the players near him running in fear.

  • Mortal StrikeHeal through

    200% weapon damage that cuts healing on the target by 50% for 5 sec.

  • OverpowerHeal through

    Hits his target hard after a dodge; it can't be blocked, dodged or parried.

  • ExecuteHeal through

    Hits his target hard once it falls to 20% health or less.

  • Level UpHeal through

    Every three player deaths he levels up, growing stronger.

  • EnrageHeal through

    If Ohgan dies, Mandokir gains 65% attack speed and more physical damage for 1.5 min.

  • Sunder ArmorTank swap

    Ohgan: stacks armor loss on his tank, 1000 per stack.

Group plan
Tank

Main tank holds Mandokir; two off-tanks trade Ohgan before Sunder Armor stacks pile up. After each charge, retake Mandokir while damage pauses.

Healer

Keep people alive: every three deaths level him up, and Chained Spirits revive the dead. If Ohgan dies first, focus the main tank through the enrage.

Damage

Kill the Vilebranch Speaker to start. Agree first whether Ohgan or Mandokir dies first. One hunter stands apart to bait charges. Freeze when watched.

Each class
  • Druid · your class

    When watched, don't even shapeshift until the gaze ends. As Bear, trade Ohgan with the other off-tank; Frenzied Regeneration helps through his hits.

  • Hunter · your class

    Bait his charges: stand alone at max range and Feign Death when he lands on you, so the tank can retake him. Stop Auto Shot when watched.

  • Mage · your class

    Amplify Magic the raid; the fight is all physical. When watched, stop casting and stand still; even a Blink counts as an action.

  • Paladin · your class

    Run Devotion Aura for this physical fight. As tank, Judgement under Seal of Fury taunts him back after a charge. Stop everything when watched.

  • Priest · your class

    Keep the tanks topped after charges and Mortal Strike, since deaths level him up. When watched, stop casting, even Power Word: Shield.

  • Rogue · your class

    Stop attacking and stand still when watched. Step out before Whirlwind, and Feint after a charge so the tank can retake him.

  • Shaman · your class

    Tremor Totem by the melee answers Intimidating Shout. When watched, stop casting and placing totems. Chain Heal the melee after Whirlwind.

  • Warlock · your class

    When watched, stop casting and set your demon to passive. After each charge, hold your damage until the tank has him back.

  • Warrior · your class

    Off-tank Ohgan and trade before Sunder Armor stacks pile up. Save Shield Wall for the enrage if Ohgan dies first. Freeze when watched.

Gri'lek

Level ?? boss · Edge of Madness; douse the brazier with Gurubashi Mojo Madness

Optional

Edge of Madness boss: tank him until Avatar, then run from the player he chases while healers dispel roots.

Watch for
  • AvatarKite

    He grows, hits far harder, wipes his threat and slowly chases a player.

  • Entangling RootsDispel magic

    Magic: roots a player for up to 10 sec with Nature damage every 3 sec.

  • Ground TremorStay back

    Stuns players near him for 2 sec.

  • Sweeping StrikesStay back

    His next 5 swings also hit a second nearby player.

Group plan
Tank

Tank him as normal until Avatar. Avatar wipes his threat, so let him chase his target and pick him back up when it ends.

Healer

Spread out. Dispel Entangling Roots at once, first on the player he is chasing. Keep the tank topped through Ground Tremor stuns.

Damage

Spread the casters. If he goes after you during Avatar, run; he is slow. Go back to damage once Avatar ends.

Each class
  • Druid · your class

    If Avatar chases you, shift to Cat Form or Travel Form to break the roots and outrun him. Keep Rejuvenation on whoever is running.

  • Hunter · your class

    If Avatar picks you, run with Aspect of the Cheetah; he is slow. Call your pet back during Avatar so it doesn't spoil the kite.

  • Mage · your class

    Save Blink for when Avatar picks you; it frees you from Entangling Roots and stuns. Spread from the other casters.

  • Paladin · your class

    Cleanse Entangling Roots, first on the player he chases. Blessing of Freedom on that player keeps them running.

  • Priest · your class

    Dispel Magic on Entangling Roots, the chased player first. Power Word: Shield the runner so one stray hit doesn't drop them.

  • Rogue · your class

    If Avatar picks you, Sprint away and keep running until it ends. Otherwise stay behind him, apart from other melee, for Sweeping Strikes.

  • Shaman · your class

    You can't remove Magic roots from allies; call a priest or paladin. Once free, Ghost Wolf helps you outrun him.

  • Warlock · your class

    If Avatar picks you, run and stop casting until it ends. Set your demon to passive during Avatar so it doesn't drag him around.

  • Warrior · your class

    Don't stand in front of him during Avatar; let his target run. When it ends, rebuild threat fast with Sunder Armor and Shield Slam.

Hazza'rah

Level ?? boss · Edge of Madness; douse the brazier with Gurubashi Mojo Madness

Optional

Edge of Madness boss: drain his mana to stop Chain Burn, kill Nightmare Illusions on sight, and keep the tank safe through Sleep.

Watch for
  • SleepStay back

    Puts players near him to sleep for up to 6 sec; damage wakes them.

  • Chain BurnSpread out

    Burns mana from up to 3 players in a chain; each takes damage for the mana lost. He can't cast it without mana.

  • Summon Nightmare IllusionsKill adds

    Calls three illusions that hit very hard but have little health.

Group plan
Tank

Hold him away from the casters. Go into each Sleep with full health and a shield or heal over time on you.

Healer

Stay out of melee range so Sleep misses you. Put heals over time on the tank before each Sleep. Chain Burn eats mana until he is drained.

Damage

Assign at least three hunters or mages to the illusions; AoE doesn't hurt them, so use single-target attacks. Hunters and warlocks keep his mana at zero.

Each class
  • Druid · your class

    Rejuvenation and Regrowth on the tank before each Sleep. Moonfire an illusion on the call; it dies to a few hits.

  • Hunter · your class

    Keep Viper Sting on him to hold his mana at zero. Multi-Shot finishes an illusion, so take illusion duty.

  • Mage · your class

    Take illusion duty: a Fire Blast kills one. Stand out of melee range so Sleep can't catch you.

  • Paladin · your class

    Exorcism kills an undead illusion fast. As an Undead paladin, Will of the Forsaken wakes you from Sleep.

  • Priest · your class

    Shield and Renew the tank before each Sleep, from outside melee range. Mana Burn him to help keep Chain Burn offline.

  • Rogue · your class

    Kill illusions on the call; they have little health. Sleep catches the melee, so keep your health high going in.

  • Shaman · your class

    Keep Tremor Totem by your party; it breaks Sleep. Stoneclaw Totem buys time when an illusion runs at your group.

  • Warlock · your class

    Drain Mana him from the start so Chain Burn stops. Searing Pain or Shadow Bolt an illusion on the call.

  • Warrior · your class

    Tank him away from the casters and enter each Sleep at full health. Damage warriors: switch to illusions on the call; they die fast.

Renataki

Level ?? boss · Edge of Madness; douse the brazier with Gurubashi Mojo Madness

Optional

Edge of Madness boss: a rogue who Gouges the melee, vanishes and ambushes a raider. Use AoE to find him and let a tank grab him.

Watch for
  • GougeTank

    Incapacitates a player for up to 4 sec; he uses it on the melee before he vanishes.

  • VanishStack up

    He drops out of sight; AoE damage can reveal him before he strikes.

  • AmbushHeal through

    He reappears on a random raider and hits hard; cloth wearers often die.

  • EnrageHeal through

    Raises his attack speed by 60% and his physical damage for 2 min.

Group plan
Tank

Hold him in melee. When he vanishes, wait by the caster group, then pick him up after the Ambush and bring him back to the melee.

Healer

Group with the casters and the off-tank. Keep cloth wearers topped so they live through an Ambush, and heal the target at once.

Damage

When he vanishes, AoE around the caster group to pull him out early. Keep your health high; his Ambush hits hard.

Each class
  • Druid · your class

    Hurricane around the group when he vanishes to reveal him. Keep Rejuvenation on cloth healers before the Ambush lands.

  • Hunter · your class

    Volley around the caster group when he vanishes; an AoE hit can reveal him before the Ambush.

  • Mage · your class

    Stand at the edge of the caster group and Arcane Explosion when he vanishes; a hit reveals him before he Ambushes.

  • Paladin · your class

    Blessing of Protection saves a cloth party member he Ambushes. Consecration under the caster group can reveal him.

  • Priest · your class

    Power Word: Shield cloth players before he reappears. Holy Nova around the group can knock him out of stealth.

  • Rogue · your class

    Rogues can tank him; Evasion helps against his melee. Expect a Gouge before he vanishes, then find his Ambush target.

  • Shaman · your class

    Magma Totem under the caster group can reveal him. Lesser Healing Wave the Ambush target at once.

  • Warlock · your class

    Hellfire or Rain of Fire near the caster group can reveal him when he vanishes. Keep a Healthstone ready for the Ambush.

  • Warrior · your class

    Thunder Clap near the casters when he vanishes; an AoE hit can reveal him. Then Taunt him off the Ambush target and bring him back.

Wushoolay

Level ?? boss · Edge of Madness; douse the brazier with Gurubashi Mojo Madness

Optional

Edge of Madness boss: a lightning caster. Face him away, spread for Chain Lightning, and leave Lightning Clouds fast.

Watch for
  • Chain LightningSpread out

    Lightning that arcs between up to 10 nearby players, hitting harder with each jump.

  • Forked LightningNot in front

    1157 to 1343 Nature damage in a cone in front of him.

  • Lightning CloudMove

    15 sec cloud: Nature damage when it lands, then more every 5 sec.

Group plan
Tank

Face him away from the raid and walk him out of each Lightning Cloud. He hits hard, so call for help early.

Healer

Spread out and focus the main tank. Move out of clouds at once; nature resistance helps.

Damage

Spread so Chain Lightning can't jump, stay off his front, and leave clouds fast. Hunters and warlocks drain his mana.

Each class
  • Druid · your class

    Gift of the Wild adds Nature resistance against his lightning. Heal the tank from a spread spot and step out of clouds.

  • Hunter · your class

    Aspect of the Wild raises your party's Nature resistance. Viper Sting him for mana, and keep your pet out of his front.

  • Mage · your class

    Spread from other casters so Chain Lightning can't jump through you, and move out of clouds at once. Cast from his side, never his front.

  • Paladin · your class

    Stay off his front and out of clouds. Concentration Aura cuts the spell pushback from his lightning hits.

  • Priest · your class

    Spread out; Chain Lightning jumps to players near you. Power Word: Shield the tank as he walks out of clouds.

  • Rogue · your class

    Attack from behind; Forked Lightning covers his front. Step out of clouds at once.

  • Shaman · your class

    Drop Nature Resistance Totem by the melee and tank. Spread from other healers so Chain Lightning can't jump between you.

  • Warlock · your class

    Drain Mana him to cut his casts. Keep your demon behind him and out of clouds.

  • Warrior · your class

    Tank: face him away and walk him out of each cloud. Damage warriors attack from behind; Forked Lightning hits his front.

High Priest Thekal

Level ?? boss · Down the right-hand path from the junction, by a cage

Thekal and two zealots must die within 10 sec of each other; then Thekal rises as a tiger with knockbacks and tiger adds.

Watch for
  • Great HealInterrupt

    Zealot Lor'Khan: 4 sec cast that heals an ally for a large amount.

  • SilenceDispel magic

    Thekal: Magic; silences a player for 6 sec.

  • BloodlustPurge

    Magic buff: raises an ally's attack speed by 75% for 30 sec.

  • Mortal CleaveHeal through

    Thekal: 150% weapon damage that cuts healing on the target by 50% for 5 sec.

  • GougeTank

    Zealot Zath: incapacitates his tank, then he turns to the next target.

  • BlindTank

    Zealot Zath: sends a player wandering confused for up to 10 sec.

  • Force PunchTank swap

    Tiger form: knocks the raid back and drops his threat on the tank.

  • ChargeTank

    Tiger form: charges a player and stuns them for 2 sec.

  • Summon Zulian GuardiansKill adds

    Tiger form: calls tiger adds.

  • EnrageHeal through

    Tiger form, at 20%: 60% attack speed and more physical damage for 2 min.

  1. CouncilPull until all three die

    Thekal, Zealot Lor'Khan and Zealot Zath. Tank the three apart, interrupt Great Heal, bring all three low, then AoE them down so they die within 10 sec of each other or the dead rise again.

  2. Tiger formAfter the council dies

    Thekal rises as a tiger and calls Zulian Guardians. Two tanks trade him after each Force Punch; polymorph the Guardians and kill them one at a time. He enrages at 20%.

Group plan
Tank

Three tanks: one each on Thekal, Lor'Khan and Zath, held apart. Zath's Gouge and Blind drop his threat, so keep a backup close. In tiger form, trade him after Force Punch.

Healer

Dispel Silence from healers and casters. Watch Zath's tank after Gouge or Blind. In tiger form Force Punch hits and knocks back everyone, so heal the tank who takes him next.

Damage

Split damage across the three, interrupt every Great Heal, and hold each low for the joint AoE finish. In tiger form melee kill the Zulian Guardians while ranged stay on Thekal.

Each class
  • Druid · your class

    Hibernate a Zulian Guardian in tiger form so tigers come one at a time. In the council, Bash Lor'Khan's Great Heal if you are in melee.

  • Hunter · your class

    Viper Sting Zealot Lor'Khan to starve her heals. In tiger form switch to each Zulian Guardian as it appears, then back to Thekal.

  • Mage · your class

    Counterspell Lor'Khan's Great Heal on your turn. Polymorph a Zulian Guardian in tiger form. If Zath Gouges his tank and turns on you, Blink to the tank.

  • Paladin · your class

    Hammer of Justice stops Lor'Khan's Great Heal; she can be stunned. Cleanse Silence off healers, and heal the new tank after each Force Punch.

  • Priest · your class

    Dispel Magic: Silence off raiders, Bloodlust off the trolls. Shadow priests can Silence Lor'Khan's Great Heal.

  • Rogue · your class

    Kick Lor'Khan's Great Heal and Kidney Shot her between kicks. In tiger form kill each Zulian Guardian as it comes out of Polymorph.

  • Shaman · your class

    Earth Shock Lor'Khan's Great Heal and Purge Bloodlust off Thekal and Zath. In tiger form Chain Heal the raid after each Force Punch.

  • Warlock · your class

    Drain Mana Zealot Lor'Khan to stop her heals. Near 10% stop Bane of Agony and pet damage on held targets so all three die together.

  • Warrior · your class

    Disarm Thekal, Lor'Khan and Zath on cooldown and Pummel Great Heal. When Zath Gouges or Blinds his tank, the backup tank Taunts him.

Gahz'ranka

Level ?? boss · Pagle's Pointe; summoned from the water with a Mudskunk Lure

Optional

Optional summoned fish boss. Fight him in the water so his knockbacks can't hurt you with falls, and let the tank retake him after each geyser.

Watch for
  • Frost BreathNot in front

    Frost cone in front of him that steals mana and slows for 10 sec.

  • Gahz'ranka SlamTank

    Hits players near him and knocks them back.

  • Massive GeyserMove

    Throws players high in the air and cuts their threat; landing on dry ground hurts.

Group plan
Tank

Clear the fish in the moat first, then tank him in the water. After each geyser or Slam, rebuild threat before the raid goes back to full damage.

Healer

Stand in the water behind him, in range of the tank. Frost Breath steals mana from anyone in front, so stay out of it.

Damage

Stay in the water behind him. Give the tank time to retake him after each geyser before you go back to full damage.

Each class
  • Druid · your class

    Fight from the water behind him; a fall onto dry ground hurts. As Bear, rebuild threat with Maul and Swipe after each geyser.

  • Hunter · your class

    Keep your pet behind him. Feign Death if a geyser leaves you on top of his threat list, then let the tank retake him.

  • Mage · your class

    Cast from the water behind him; his front holds Frost Breath. Slow Fall stops fall damage if a geyser throws you over land.

  • Paladin · your class

    Heal from the water behind him; Frost Breath steals mana from anyone in front. Lay on Hands saves a tank thrown onto land.

  • Priest · your class

    Heal from the water behind him. Power Word: Shield anyone a geyser throws onto land, and keep Renew on the tank.

  • Rogue · your class

    Attack from behind in the water. After a geyser, wait for the tank before going back to full damage; Feint if you top his threat.

  • Shaman · your class

    Stand in the water behind him. Place totems where they can stand within party range, and Chain Heal players hit by the Slam.

  • Warlock · your class

    Keep your demon behind him in the water. After each geyser, hold your casts until the tank has him back.

  • Warrior · your class

    Tank him in the middle of the moat. After each geyser, Sunder Armor and Revenge to retake threat before damage resumes.

High Priestess Arlokk

Level ?? boss · Temple of Bethekk pyramid; strike the Gong of Bethekk to call her

Panther priestess: she marks players for panthers, vanishes, then returns in panther form with Whirlwind. Kill panthers while she is gone.

Watch for
  • Mark of ArlokkKill adds

    Marks a player; panthers from the side pens go after that player.

  • Shadow Word: PainDispel magic

    Magic; 704 to 796 Shadow damage every 3 sec for 18 sec.

  • GougeTank swap

    Incapacitates her tank; she turns to the next target.

  • RavageHeal through

    Hits a player for extra damage and stuns them for 2 sec.

  • VanishKill adds

    She stealths and stops attacking, then reappears on a raider.

  • WhirlwindStay back

    Panther form: 2 sec spin that hits everyone near her.

  1. Troll formFrom the gong

    She casts Shadow Word: Pain and Gouges her tank. Marked players draw panthers; hold them with tanks, fears or Frost Nova and keep damage on Arlokk.

  2. VanishRepeats through the fight

    She disappears. AoE the panthers on the casters now, but leave those the off-tanks hold; more keep coming. The main tank waits in the middle of the room to pick her up when she returns.

  3. Panther formWhen she reappears

    She comes back as a panther and Whirlwinds. Melee stay off her until the tank has her back in the middle.

Group plan
Tank

Main tank holds her in the middle of the room and retakes her after Gouge and after each Vanish. Off-tanks pick up panthers chasing marked players.

Healer

Watch marked players and her first target after Vanish; both take big hits. Dispel Shadow Word: Pain, and keep cloth players topped while she is gone.

Damage

Keep damage on Arlokk while she is visible. When she vanishes, AoE the panthers on the casters and leave those the off-tanks hold. Melee stay off her in panther form.

Each class
  • Druid · your class

    If marked, run to the panther tank. Hurricane the gathered panthers once she vanishes; in Bear Form, Swipe helps hold a pack.

  • Hunter · your class

    If marked, lead the panthers to their tank. Volley the pack once she vanishes, and keep your pet off her in panther form.

  • Mage · your class

    Frost Nova panthers that reach the casters, then Blizzard or Arcane Explosion the pack once she vanishes.

  • Paladin · your class

    Cleanse Shadow Word: Pain. Blessing of Protection saves a cloth party member she lands on; Consecration helps a tank hold panthers.

  • Priest · your class

    Psychic Scream panthers that reach the healers while she is visible. Dispel Shadow Word: Pain, and shield her first target after Vanish.

  • Rogue · your class

    Stay off her in panther form; Whirlwind shreds melee. Hit her in troll form, and switch to panthers when she vanishes.

  • Shaman · your class

    If marked, lead the panthers to their tank. Earthbind Totem slows panthers heading for healers; Chain Lightning the pack once she vanishes.

  • Warlock · your class

    Howl of Terror panthers that reach the casters while she is visible. Rain of Fire them once she vanishes. If marked, run to their tank.

  • Warrior · your class

    Off-tank at a panther pen: Demoralizing Shout, and in Forever Thunder Clap works in Defensive Stance. Main tank: retake her after each Vanish.

Jin'do the Hexxer

Level ?? boss · Up the road past Arlokk's pyramid; a skeleton pit lies nearby

Optional

Optional caster with totems and hidden shades: kill shades, then healing wards, then Brain Wash Totems, then Jin'do. Never remove his curse.

Watch for
  • HexDispel magic

    Magic: turns his top-threat target into a frog for 5 sec; he attacks the next player.

  • Delusions of Jin'doKill adds

    Curse: damage every 2 sec, and a Shade of Jin'do appears that only cursed players can see and hit.

  • Shadow ShockResistance

    Shades of Jin'do hit cursed players with Shadow damage.

  • Powerful Healing WardKill adds

    A ward that heals Jin'do in an area over time.

  • Summon Brain Wash TotemKill adds

    A totem that mind controls a player until the totem dies.

Group plan
Tank

Hex turns the tank into a frog and he attacks the next on threat, so two tanks stay close on threat. Guides say a Bear Form druid isn't Hexed and can tank alone.

Healer

Dispel Hex off the tank at once. Never remove Delusions of Jin'do. If cursed, help kill shades. Shadow protection and shadow resistance gear help.

Damage

Kill shades, then Powerful Healing Ward, then Brain Wash Totem, then Jin'do. Shades need single-target attacks. A mage or warlock clears skeletons when he drops a player in the pit.

Each class
  • Druid · your class

    Bear Form tanks him without Hex trouble. Never use Remove Curse on Delusions of Jin'do; if cursed, Moonfire and Wrath the shades.

  • Hunter · your class

    Hunter's Mark a shade so you can still find it after your curse ends. Shoot the Powerful Healing Ward and Brain Wash Totems on the call.

  • Mage · your class

    Never use Remove Lesser Curse on Delusions of Jin'do. Fire Blast and Frostbolt shades while cursed, and Blizzard the skeletons in the pit.

  • Paladin · your class

    Cleanse Hex off the tank at once. Run Shadow Resistance Aura for the shades. Hit totems, and shades while you are cursed.

  • Priest · your class

    Dispel Magic Hex off the tank. Use Psychic Scream on cooldown so a brainwashed you can't fear the raid. Prayer of Shadow Protection before the pull.

  • Rogue · your class

    Put Wound Poison on Jin'do to cut the Healing Ward's heals. Hit totems at once, and shades while cursed.

  • Shaman · your class

    You can't remove Hex; call a priest or paladin. Lightning Bolt the Powerful Healing Ward and Brain Wash Totems, and hit shades while cursed.

  • Warlock · your class

    Kill Brain Wash Totems at once with your demon's help. While cursed, Shadow Bolt shades; Rain of Fire clears skeletons in the pit.

  • Warrior · your class

    Use Intimidating Shout before the pull and on cooldown so a brainwashed warrior can't fear the raid. Keep Mortal Strike on Jin'do.

Hakkar

Level ?? boss · Temple across the bridge; Sons of Hakkar on the side platforms

Final boss; kill the five High Priests first. Take Poisonous Blood before every Blood Siphon, stay spread, and swap tanks on Cause Insanity.

Watch for
  • Blood SiphonStack up

    Every 90 sec: stuns players in front of him and drains them to heal him, unless they carry Poisonous Blood.

  • Poisonous BloodStack up

    Poison from a dead Son of Hakkar's cloud. During Blood Siphon it hurts Hakkar instead. Don't cure it.

  • Corrupted BloodSpread out

    Damage, then 200 more every 2 sec for 10 sec; it jumps to players standing close.

  • Cause InsanityCrowd control

    Charms his target for 10 sec, speeding its attacks and movement against its own raid.

Group plan
Tank

He can't be taunted, so two or three tanks build threat from the pull. When the main tank goes insane, the next one takes him. Warrior tanks use Intimidating Shout on cooldown.

Healer

Spread to limit Corrupted Blood. Don't cure Poisonous Blood. When a charmed tank is polymorphed, dispel the sheep once the charm ends.

Damage

Spread except for poison runs. Before each Blood Siphon, kill the pulled Son of Hakkar and step into its cloud. Crowd control a charmed tank.

Each class
  • Druid · your class

    Hibernate the pulled Son of Hakkar until it's time to kill it. Never Abolish Poison before a siphon; Poisonous Blood is what hurts him.

  • Hunter · your class

    If assigned, pull a Son of Hakkar from a side platform and hold it near the raid. Step into its cloud before each Blood Siphon.

  • Mage · your class

    Polymorph a charmed tank until the charm ends. Polymorph can also hold the pulled Son of Hakkar. Take the poison before each siphon.

  • Paladin · your class

    Leave Poisonous Blood alone; Cleanse only on call. Once a charmed tank's charm ends, Cleanse the Polymorph off them.

  • Priest · your class

    Stand spread at the center rear. Dispel Magic the Polymorph off a tank once Cause Insanity ends. Take the poison before each siphon.

  • Rogue · your class

    Step into the Son's poison cloud before each Blood Siphon. Stop hitting a charmed tank, and follow the control call.

  • Shaman · your class

    Don't drop Poison Cleansing Totem here; it would strip Poisonous Blood. Chain Heal spread players hit by Corrupted Blood.

  • Warlock · your class

    Take the planned poison before each Blood Siphon. Hold damage off a charmed tank, and keep your assigned curse on Hakkar.

  • Warrior · your class

    He can't be taunted, so tanks build threat from the start. Use Intimidating Shout on cooldown so a charmed warrior can't fear the raid.