music/draenor/mus_60_warriorsjourney_h4.mp3
Updated maps
Dungeon Journal
The Grimrail Depot is a vital hub in the Iron Horde war machine, allowing for the transport of troops and materiel produced in the Blackrock Foundry to the front lines of the war being waged across Draenor. The Depot's namesake is the Grimrail itself, a massive train that can bear entire battalions of troops and artillery. On this day, the Grimrail has been fitted with a massive railgun powerful enough to shatter the shield protecting Shattrath, and is about to depart....
Rocketspark and Borka
Railmaster Pauli Rocketspark, chief foreman of the Grimrail Depot, has been enlisted by Garrosh Hellscream to build the technology required for the Iron Horde's infrastructure. Given the dim-witted assistant Borka to do the heavy lifting, Rocketspark set about building the Grimrail.
NormalHeroic
Overview: Borka the Brute assaults players with powerful physical attacks, as Railmaster Rocketspark uses his jet pack to move between locations on the platform, firing missiles when he lands.
Rocketspark periodically unleashes a Missile Barrage, damaging all players. If Borka's Mad Dash strikes Rocketspark at that time, it will disrupt his Missile Barrage.
VX18-B Target Eliminator: Launches missiles at up to 2 enemy targets. Each missile inflicts 46250 to 53750 Fire damage to all targets within 3 yards of the impact.
X21-01A Missile Barrage: Fires volleys of missiles inflicting 5180 to 6020 Fire damage to two targets every 1 second for 20 sec.
Locking On!: Railmaster Rocketspark locks on to the players, increasing his damage done by 10% every 1 sec. until he can be interrupted.
New Plan!: Railmaster Rocketspark quickly devises a new plan when Borka the Brute is slain and begins launching missiles that inflict 6475 to 7525 Fire damage every 5 sec.
In addition, Rocketspark starts Locking On!.
Slam: Inflicts 27750 to 32250 Physical damage to all players. (Normal)
Slam: Inflicts 27750 to 32250 Physical damage to all players and interrupts casting for 3 sec. (Heroic)
Mad Dash: Borka the Brute charges forward trampling over anything in his path inflicting 60125 to 69875 Physical damage and interrupting spell casts for 3 sec.
Unmanaged Agression: Borka the Brute slips into an uncontrolled blood craze when Pauli Rocketspark is slain, increasing both his damage done by 50% and his attack speed by 50%.
Nitrogg Thundertower
With a zeal for flame and explosives, Nitrogg was a natural fit in the mechanized and weaponized army that Garrosh's plans brought to Draenor, and he has risen quickly through the Iron Horde. He oversees the artillery on the Grimrail, and is eager to break through the defenses around Shattrath and conquer the enemies of the Iron Horde within.
NormalHeroic
Overview: At 60% health, Nitrogg Thundertower retreats to his Assault Cannon at the far end of the train car. Players must reclaim Blackrock Munitions from soldiers that pour into the area, and use them destroy Nitrogg's cannon, after which they may dispatch Nitrogg directly.
Damage Dealers: Defeat Grom'kar Boomers to loot
[Blackrock Mortar Shells], then enter a Blackrock Turret to heavily damage Nitrogg's Assault Cannon.
Take shelter behind an obstacle when targeted by Nitrogg's
[Suppressive Fire].
Healers: Take shelter behind an obstacle when targeted by Nitrogg's
[Suppressive Fire].
The platform has many tight turns; be aware of your lines of sight to other party members.
Tanks: Reinforcements continually enter the encounter area and must be tanked.
Take shelter behind an obstacle when targeted by Nitrogg's
[Suppressive Fire].
Blackrock Mortar: Throws a series of Blackrock Mortar shells towards a target's location, inflicting Fire damage to enemies within 4 yards of the impact.
Blackrock Grenade: Throws a Blackrock Grenade at a target, inflicting Fire damage to enemies within 3 yards.
Suppressive Fire: Readies a salvo of Suppressive Fire, interrupting casts for 1 sec and inflicting rapid Physical damage. Suppressive Fire lasts 10 sec. Targets may hide behind cover to mitigate the damage from this ability.
Slag Blast: Fires a concentrated salvo of molten slag at a targeted location, engulfing the area in flames. These flames increase Fire damage taken by 30% and inflict 2000 Fire damage every second for 6 sec. This effect stacks.
Blackrock Munitions:
Defeated Blackrock weapons specialists will leave behind munitions, which players may picked up and use against Nitrogg and his soldiers.
Blackrock Shrapnel: Carrying Shrapnel, allowing the use of a Blackrock Turret's Shrapnel Cannon ability.
Shrapnel Cannon 35 yd range Instant |
Blasts enemies in a frontal cone, inflicting 55000 Fire damage every second to nearby enemies. |
(Heroic)
Shrapnel Cannon: Blasts enemies in a frontal cone, inflicting 55000 Fire damage every second to nearby enemies.
Blackrock Mortar Shells: Carrying Mortar Shells, allowing the use of a Blackrock Turret's Homing Shell ability.
Homing Shell Unlimited range Instant |
Shoots an homing shell, inflicting 1000000 Fire damage to the Assault Cannon. |
Artillery Shell: Shoots an homing shell, inflicting 1000000 Fire damage to the Assault Cannon.
Blackrock Grenades: Carrying Grenades, allowing the use of Blackrock Grenade.
Blackrock Grenade 20 yd range Instant |
Throws a Blackrock Grenade at a targeted location, inflicting 114000 to 126000 Fire damage to enemies within 3 yards and knocking them back. |
Blackrock Grenade: Throws a Blackrock Grenade at a targeted location, inflicting 114000 to 126000 Fire damage to enemies within 3 yards and knocking them back.
Reinforcements
Iron Infantry: The Iron Infantry stand as the backbone of the Iron Horde, combating foes with their sharpened axes.
Grom'kar Gunner: Defeated Grom'kar Gunner will drop Blackrock Shrapnel. (Heroic, Challenge)
Shoot: Blasts enemies in a 13 yard frontal cone, inflicting 11875 to 13125 Fire damage every half-second to enemies.
Grom'kar Boomer: Defeated Grom'kar Boomer will drop Blackrock Mortar Shells.
Blackrock Mortar: Throws a Blackrock Mortar shell, inflicting Fire damage to enemies within 4 yards of the impact.
Blackrock Grenade: Throws a grenade at a target's location, inflicting Fire damage to enemies within 3 yards.
Skylord Tovra
Before the rise of the Iron Horde, Tovra had never ventured beyond the frigid tundra of Frostfire, where she led groups of Thunderlord trackers to snare and capture the fiercest rylaks on Draenor. Her mastery of rylaks has made Tovra an invaluable asset, and she now commands the aerial forces of the Iron Horde.
NormalHeroicThe traditional burial grounds of the Shadowmoon clan are the final resting place for countless generations of ancestors. The fallen chieftain Ner'zhul, in the depths of his depravity, has sacrificed the very soul of his clan in a desperate quest for power. Now the ancestral spirits are restless, tormented and used to fuel dark rituals that will pull all of Draenor into the void if allowed to run their course.
Sadana Bloodfury
Sadana Bloodfury is a powerful acolyte of the Shadowmoon clan, deeply connected to the lunar cycles. When the whispers of the dark star worked their way into the hearts of the Shadowmoon, Sadana followed her chieftain Ner'zhul into their clan's burial grounds, using her powers to lure the spirits of the dead for a twisted purpose.
NormalHeroic
Nhallish
When Ner'zhul tore the fabric of reality and allowed the Void to spill into the ritual burial grounds of the Shadowmoon clan, the malefic spirit Nhallish came through that rift in search of souls upon which to feed. Ancient and born of pure darkness, Nhallish seeks to devour all life.
NormalHeroic
Overview: Nhallish raises spirits to attack his foes, calls down blasts of void energy, and periodically banishes all players to a spectral realm where they must defeat and recapture their own souls to escape.
Damage Dealers: Defeat your spirit while afflicted by
[Soul Shred] in order to return to the realm of the living and gain
[Returned Soul].
Planar Shift: The caster twists the flow of void energy around himself, preparing to teleport towards an enemy within 150 yards.
Void Vortex: A powerful vortex pulls enemies towards the center, inflicting 15000 Shadow damage each second.
Void Blast: A dark energy tears at your flesh, inflicting 37500 Shadow damage every second.
Void Devastation: Channeling a dark energy, launching bolts of Shadow magic for 15 sec.
Exhume the Crypts: Unleashes a wave of necromantic energy, disturbing the undead from their crypts within 45 yards.
Soul Steal: Nhallish periodically tears players' spirits from their bodies, dealing damage until they subdue and recapture their soul.
Soul Shred: Tears the soul from an enemies body, inflicting 5000 Shadow damage every 1 sec. enemies who recapture their soul within 20 sec, you will be empowered by Returned Soul.
Returned Soul: Successfully recovering your soul empowers you, increasing all damage and healing done by 40% for 20 sec.
Bonemaw
Deep within the subterranean caverns under Shadowmoon Valley, the carrion worm Bonemaw has a symbiotic relationship with Ner'zhul's followers: The creature feasts upon the dead left in the wake of the Shadowmoon cult's dark rituals, and in return it serves as a formidable guardian of Ner'zhul's inner sanctum.
NormalHeroic
Overview: Bonemaw smashes his massive frame across the platform to crush his foes, as lesser carrion worms rise from the depths. Periodically, Bonemaw attempts to inhale all players with powerful suction.
Damage Dealers: Avoid
[Body Slam] from Bonemaw and the lesser Carrion Worms.
[Necrotic Pitch] is damaging, but standing in it as Bonemaw begins to
[Inhale] will negate his suction.
Necrotic Pitch: Bonemaw spews a Necrotic Pitch over a random player's location, inflicting 6000 Shadow damage every second and reducing movement speed by 75%.
Corpse Breath: Inflicts 7800 to 8200 Shadow damage to all enemies every second.
Fetid Spit: Bonemaw slimes his current target with a fetid spit, inflicts 39000 to 41000 Nature damage to the enemy target.
If he has no valid targets in melee range, he will spit uncontrollably.
Body Slam: Bonemaw thrusts his body forward, inflicting 87750 to 92250 Physical damage to enemies in front of him and knocking them back.
Inhale: Inhales enemies at an increasingly powerful rate.
If a player is caught in his deadly maw, they suffer 97500 to 102500 Nature damage and are removed from the platform.
Fetid Spit: Inflicts 19511 to 20489 Nature damage to the enemy target.
If left without any valid melee targets, this unit will spit uncontrollably.
Body Slam: Inflicts 87750 to 92250 Physical damage to enemies in front of the caster, knocking them back.
Ner'zhul
Ner'zhul, chieftain and elder shaman of the Shadowmoon clan, sacrificed the heart and soul of his tribe in an attempt to join the Iron Horde. He has now retreated to his clan's ancient burial grounds as he ventures ever further along a dark path, embracing the power of the Void and the necromantic arts.
NormalHeroicHighmaul is the seat of power for the Gorian Empire, the ogre civilization that ruled Draenor for generations, until the arrival of the draenei. A massive city that belies the ogre reputation for brutish stupidity, Highmaul is full of bustling markets, wealthy nobles, and the roar of the Coliseum crowd echoing through the streets of the slums. Visible from everywhere within the city's walls, Imperator Mar'gok's citadel casts a long shadow, a reminder of his watchful eye and iron grip.
Kargath Bladefist
Kargath Bladefist, Warlord of the Shattered Hand, honed his brutal skills as a slave in the ogres' gladiatorial games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired "champions." Fueled by rage, Kargath tore off his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he returns to the arena to teach you the true meaning of savagery.
NormalHeroicMythicRaid Finder
Overview: Kargath's Berserker Rush cannot be stopped until he either kills his target, or finds something else to take his anger out on.
As the fight progresses, Iron Bombers and Drunken Bileslingers rain destruction from the arena stands. Players can dispatch these creatures after being tossed into the crowd by Kargath's Chain Hurl.
In Mythic difficulty, the raid must perform well to gain favor that is tracked by Roar of the Crowd. If the raid gains enough favor from Roar of the Crowd, the raid is granted increased damage dealing.
Monster's Brawl: Kargath uses Chain Hurl to toss raid members into the arena stands. Once in the stands, the raid members can attack the audience until either the Highmaul Sweeper knocks them out of the stands, or their corpse is thrown back into the arena.
Roar of the Crowd: Favor gained by performing well is tracked by Roar of the Crowd. As the raid's favor increases, they gain Crowd Favorite buffs that increase the raid's damage done. (Mythic)
Impale: Kargath skewers an enemy, inflicting 53750 Physical damage every 1 sec. for 8 sec. If the target survives, they take increased damage from consecutive Impales.
Blade Dance: With blinding speed, Kargath rushes random targets every 2 sec. for 10 sec, doing 50000 Physical damage to anyone within 7 yards.
Chain Hurl: Kargath uses his chain to lash the 5 closest enemies and toss them into the arena's stands.
In Looking for Raid difficulty, Kargath automatically tosses the tank with the highest amount of Open Wounds stacks, one random healer, and three random DPS into the crowd.
Drunken Bileslinger: Drunken Bileslingers appear in the stands and throw Mauling Brew into the arena.
Mauling Brew: Hurls a mug of vile Mauling Brew into the arena, doing 100000 Nature damage on impact and leaves a pool that inflicts 62500 Nature damage every 1 sec. for 30 sec.
Vile Breath: Vile Breath stuns targets located in front of the caster.
Heckle: Reduces the favor within Roar of the Crowd. (Mythic)
Iron Bomber: Iron Bombers appear in the stands and hurl Iron Bombs into the raid.
Iron Bomb: Inflicts 27500 Fire damage to an enemy and an additional 10500 Fire damage every 2 sec. for 10 sec.
Fire Bomb: The bomb explodes, damaging everyone around it for 100000 Fire damage.
Heckle: Reduces the favor within Roar of the Crowd. (Mythic)
Iron Grunt: A seemingly endless throng of rowdy orcs.
In Mythic difficulty, killing Iron Grunts grants favor for Roar of the Crowd.
Grapple: Inflicts 20000 Physical damage to the current target and reduces their movement speed by 25% for 4 sec.
Fire Pillar: A pillar of screaming skulls that belch a continuous stream of flames.
Flame Jet: Deals 87500 Fire damage every 1 sec.
Flame Gout: Inflicts 55000 Fire damage to random targets every 5 sec. (Mythic)
Ravenous Bloodmaw: Ravenous Bloodmaws prowl hungrily within their pits, waiting to maul anyone unfortunate enough to fall in.
In Mythic Difficulty, the Ravenous Bloodmaws are released from their pits. Setting these beasts on fire will gain favor for Roar of the Crowd.
(Normal, Mythic, Heroic)
On the Hunt: The Ravenous Bloodmaw rushes towards its prey, intent on ripping flesh from bone. (Mythic)
The Butcher
Born in the fetid Underbelly of Highmaul, this ogre may have once had a proper name, but it is long forgotten. Abused and beaten from his earliest days, the hardship only strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his days.
NormalHeroicMythicRaid Finder
Overview: The Butcher attacks relentlessly, hacking at his foes with his dual implements of destruction. His main abilities seek to target large clumps of enemies, and positioning is key to handling and overcoming his attacks.
Damage Dealers: Players in melee range must form clumps of varying sizes throughout the fight to manage the Butcher's
[Cleave] and allow
[Gushing Wounds] to fade.
Players at range must clump in order to survive the Butcher's Bounding Cleave sequence.
Healers: Groups that are struck by
[Cleave] suffer periodic damage from
[Gushing Wounds], which can stack.
All players in the raid suffer Physical damage when the Butcher begins his Bounding Cleave sequence.
Tanks: [Heavy Handed] causes the Butcher to attack the player closest to his current target with a copy of all of his melee attacks. These attacks can be mitigated and avoided as usual. If another player is not close enough, the second attack will trigger on the primary target.
[The Tenderizer] will always hit. It cannot be dodged or parried, but it can be blocked.
[The Cleaver] will only apply its damage over time effect if the attack successfully lands on its target.
Heavy Handed: All of the Butcher's standard auto attacks trigger a second attack on the next closest target within 5 yards. If no target is found, the primary target is struck again.
The Cleaver: The Butcher's Cleaver cuts its victims down to the bone, causing them to bleed profusely over time. This effect stacks.
This attack will not apply its bleed component if it is avoided.
The Tenderizer: The Butcher's Tenderizer hits his current target for significant Physical damage and increases the damage taken by further attacks made with the Tenderizer by 50%
This attack always hits.
Meat Hook: The caster pulls in their target with a meat hook.
Cleave: The Butcher targets the largest clump of players in melee range and strikes them for massive Physical damage. The damage is split between all targets in the clump.
Victims of Cleave are afflicted with Gushing Wounds.
Bounding Cleave: When the Butcher reaches 100 Energy he begins the Bounding Cleave sequence by knocking all players back, then charging to a clump at range and cleaving targets within that clump.
Gushing Wounds: The Butcher's blade causes the victim to bleed profusely for Physical damage for 15 sec. If the victim reaches 5 stacks they will perish instantly.
Frenzy:
After the Butcher reaches 30% health remaining, he Frenzies. While Frenzied the Butcher deals 10% more damage and attacks 30% faster.
Night-Twisted Cadaver: In Mythic Difficulty, Night-Twisted Cadavers will spawn and walk towards The Butcher in a final, vain attempt to slay him. When the Cadaver reaches The Butcher or when they walk near a player, they will Explode, leaving a pool of Pale Vitriol behind for the duration of the encounter. (Mythic)
Paleobomb: The caster explodes, inflicting 146250 to 153750 Physical damage to all enemies within 8 yards. This damage ignores armor. (Mythic)
Pale Vitriol: Standing in the remains of the Pale Orcs causes the player to suffer 67500 Shadow damage every second and to take 100% more damage from the Butcher's Cleave attacks.
Victims are also slowed by 30%. (Mythic)
Tectus
An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintain control over this imposing force of nature.
NormalHeroicMythicRaid Finder
Overview: Tectus cannot be killed by traditional means. He builds energy, channeling Tectonic Upheaval whenever he reaches 100. Depleting Tectus's health before the end of Upheaval shatters it into two Shards of Tectus; otherwise, Tectus heals and resumes gaining energy.
Each Shard splits into four Motes of Tectus when shattered. Players must kill all eight Motes to defeat Tectus.
Tectus, The Living Mountain: Tectus begins the battle fully formed, able to inflict full damage.
The Living Mountain: Tectus is unkillable as long as he is under the affects of The Living Mountain.
He will periodically gain energy, with the rate of gain increasing as he loses health.
The power of The Living Mountain is consumed whenever Tectus channels Tectonic Upheaval, leaving him vulnerable to shattering.
Accretion: Tectus periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks.
Damaging Tectus removes stacks of Accretion.
On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.
Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.
Tectus uses this ability when he reaches 25 Energy.
On Mythic difficulty, Tectus also uses this ability at 50 Energy.
Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.
Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.
Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 27750 to 32250 Nature damage to all players.
If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.
Hollowed Heart of the Mountain: After being shattered, Tectus' hollowed core stands again, with a fraction of his health. Hollowed cores do not gain additional energy as their health percentage decreases. (Mythic)
Shard of Tectus: When shattered, the remnants of Tectus will form two Shards of Tectus.
Shards of Tectus share Tectus' abilities, but individually deal less damage.
Shard of the Mountain: Tectus is unkillable as long as he is under the effects of Shard of the Mountain.
He periodically gains energy, with the rate of gain increasing as he loses health.
The power of Shard of the Mountain is consumed whenever Tectus channels Tectonic Upheaval, leaving him vulnerable to shattering.
Accretion: Tectus periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks.
Damaging Tectus removes stacks of Accretion.
On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.
Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.
Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.
Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.
Tectus uses this ability when he reaches 25 Energy.
On Mythic difficulty, Tectus also uses this ability at 50 Energy.
Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 27750 to 32250 Nature damage to all players.
If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.
Hollowed Shard of the Mountain: After being shattered, the Shard of Tectus' hollowed core stands again, with a fraction of his health. Hollowed cores do not gain additional energy as their health percentage decreases. (Mythic)
Mote of Tectus: When shattered, the remnants of each Shard of Tectus will form four Motes of Tectus.
Motes of Tectus do not need to be shattered. Players are victorious over Tectus after they have killed all of the Motes of Tectus.
Mote of the Mountain: The Motes of Tectus can be killed outright. However, they still gain energy and will cast Tectonic Upheaval upon reaching 100 energy.
Accretion: Tectus periodically absorbs nearby earth into his body, increasing his damage inflicted by 5%. This effect stacks.
Damaging Tectus removes stacks of Accretion.
Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.
Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.
Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.
Tectus uses this ability when he reaches 25 Energy.
On Mythic difficulty, Tectus also uses this ability at 50 Energy.
Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 27750 to 32250 Nature damage to all players.
If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.
Night-Twisted Pale: While Tectus is fully formed, Night-Twisted Pale will attempt to enter the fight, empowering Tectus and attacking players.
In Mythic difficulty, Night-Twisted pale continue to attack after Tectus is shattered.
Gift of Earth: Creates a swirling vortex of earth in an attempt to empower Tectus.
If the vortex reaches Tectus, he will gain 10 stacks of Accretion.
Players may intercept the vortex - if they do, they suffer 235875 to 274125 Physical damage and are afflicted with Petrification.
Petrification: A player's skin begins to turn to stone after intercepting the Gift of Earth.
A petrified players movement speed is reduced by 2%, and Tectus will absorb their petrification whenever he makes a melee attack against them, granting him stacks of Accretion and healing him.
Earthen Flechettes: Raises Earthen Flechettes from the ground, inflicting 161875 to 188125 Nature damage to all enemies within a cone in front of the caster.
Raving Assault: The Berserker is afflicted with temporary insanity, forgetting their current target, clearing all threat, and dashing towards a random player.
The Berserker inflicts 68450 to 79552 Physical damage to targets caught in the path of the dash.
Brackenspore
The Iron Horde juggernaut moored in the waters beside Highmaul drew the attention of Brackenspore, ancient walker of the deep. The aquatic giant spreads fungal growth and moss in his wake, and is driven by primal instinct to eradicate any traces of civilization on Draenor.
NormalHeroicMythicRaid Finder
Overview: Brackenspore emerges from the infested waters beneath the cliffs of Highmaul, spreading fungal growth that will engulf the beach if left unchecked. Players must use available Flamethrowers to keep Creeping Moss in check, while defeating hostile fungi that Brackenspore creates in his wake.
Tanks: Grab the attention of Fungal Flesh-Eaters as they stream in from the sea.
Interrupt
[Decay] which is cast by the Fungal Flesh-Eaters.
Damage Dealers: Interrupt
[Decay] which is cast by the Fungal Flesh-Eaters.
Intercept the damage from
[Spore Shot] away from other players, to avoid splashing the damage.
Healers: Heal friendly mushrooms to full to gain their effects. Once they are healed to full they will begin to wither and die at an increasing rate. Keep them healed in order to maintain their beneficial effects.
Heal Living Mushrooms to full to gain
[Living Spores] in order to survive the damage caused by
[Infesting Spores].
Creeping Moss: Inflicts 34125 to 35875 Nature damage every second to players and reduces their movement speed by 50%.
This effect will heal fungal creatures for 2% of their health every 2 sec. (Raid Finder, Heroic, Normal)
Creeping Moss: Tangles of moss rejuvenate Fungal Spawns, regenerating 2% of their health every 2 seconds. This also increases their damage done by 50%. (Mythic)
Rot: Inflicts 6975 Nature damage every second. This effect stacks.
Necrotic Breath: Inflicts 49500 to 50500 Nature damage every second to frontal enemies, and reduces their healing taken by 99%.
Infesting Spores: Inflicts 4000 Nature damage every second to all enemy players. This effect stacks up to 10 times and lasts 3 sec.
Call of the Tides: A mighty stomp calls forth the sea, crashing in on players for 243750 to 256250 Frost damage. (Mythic)
Exploding Fungus: Sprouts exploding mushrooms that inflict 195000 to 205000 Fire damage to players within 3 yards of the detonation. (Mythic)
Hostile Fungus
Spore Shot: Shoots an exploding spore at a random enemy, inflicting 48750 to 51250 Nature damage within 8 yards on contact.
Mind Fungus: Summons a Mind Fungus whose ooze seeps into your veins, affecting your brain. Casting speed reduced by 75%.
Flesh-Eater: Consumes the flesh of his enemy, increasing damage dealt by 10%,
attack speed by 10%, and
casting speed by 10%. This effect stacks.
Decay: Inflicts 97500 to 102500 Nature damage to all enemies.
Beneficial Mushrooms
Living Mushroom: Heal this unit to full to gain the effects of Living Spores.
Living Spores: Heals all units within 20 yards for 22425 to 23575 every second.
Wither: This mushroom will wither away and die over time. The rate at which this mushroom decays increases over time.
Withering: This mushroom will wither away and die over time. The rate at which this mushroom decays increases over time.
Blackfuse Company 9000:
Players may use this weapon to burn away Creeping Moss.
Flamethrower: This flamethrower will generate heat based on the duration that it is used. If it overheats, it must cool for at least 10 seconds before use.
Burning Infusion: Adrenaline burns in your veins, increasing your damage and healing dealt. This effect stacks up to 30 times. Every 2 sec, an application of this aura is removed.
Twin Ogron
Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar'gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.
NormalHeroicMythicRaid Finder
Overview: The Twin Ogron combat players while performing attacks at specific energy thresholds. At 33 energy, an Ogron uses his special weapon attack. At 66 energy, an Ogron performs a large shout. Finally, at 100 energy, an Ogron performs a large, raid-wide attack.
As the distance between the Ogron increases, their haste increases and casting time additionally decreases, reducing the amount of time players have to react to various abilities.
Healers: Be ready to heal on the move when
[Quake] and
[Blaze] begins.
Watch for
[Interrupting Shout], as it will interrupt and lock you out of spellcasting for a short duration.
Tanks: [Whirlwind] has a large radius, and can be deadly when combined with
[Shield Bash].
Controlling the distance between the Twin Ogron is essential to managing the potency of their abilities.
Shield Bash: Savagely bashes a target with his shield, inflicting 0% normal damage and interrupts the spell being cast for 3 sec.
Arcane Bash: Irradiates the target with Arcane energy, inflicting an additional 50% normal damage as Arcane. (Mythic)
Shield Charge: Charges in the direction of a distant target, inflicting Physical damage and knocking back all enemies within his path. This damage increases based on the distance traveled.
Upon reaching the end of the path, he slams his shield into the ground, inflicting Physical damage to enemies within 10 yards, knocking them back.
Arcane Charge: 3 twisted, Arcane forms of the Ogron appear, mirroring the effect of Shield Charge but inflicting Arcane damage. Upon reaching the end of the charge, they perform an Arcane Slam, inflicting Arcane damage to enemies with 11 yards of their location before collapsing into nothing. (Mythic)
Injured: Shield Charge injures targets, inflicting 12500 Physical damage every second for 18 sec. (Heroic, Normal, Mythic)
Interrupting Shout: Inflicts 57000 to 63000 Physical damage to all enemies and interrupts spellcasting for 6 sec.
Pulverize: Pulverizes the ground, causing various chunks of the ceiling to slam into the ground.
The first Pulverize strikes the location of all players, inflicts Physical damage to players within 3 yards.
The second Pulverize strike loosens several chunks of the ceiling, which fall, inflicting Physical damage to players within 8 yards of the targeted locations.
The final Pulverize loosens a massive chunk of the ceiling to fall at once, inflicting Physical damage to all players, increasing in damage the closer a player is to the point of impact.
Arcane Fragment: Manipulates an arcane fragment from several enemies, repositioning them after 3 sec and inflicting 48750 to 51250 Arcane damage to players within 5 yards upon arrival.
Double Slash: Fiercely attacks a target with both weapons, inflicting 0% and 0% normal damage.
Arcane Wound: Afflicts the target with an Arcane wound, inflicting 15000 Arcane damage every second for 9 sec. This effect stacks. (Mythic)
Whirlwind: Spins around in a circle, inflicting Physical damage every half-second for 9 sec. All targets struck gain Weakened Defenses.
Arcane Vortex: Empowered by Arcane Twisted, the force of Whirlwind now draws in nearby players. (Mythic)
Weakened Defenses: Increases damage taken from Shield Bash by 10%. This effect stacks.
Enfeebling Roar: Lets forth a furious howl, increasing damage taken by (30 * 10)% for 300 sec., dividing the magnitude and duration amongst all targets within 20 yards. The duration and magnitude of this effect carry over.
Arcane Volatility: Places a mark of Arcane Volatility on a target, inflicting Arcane damage to targets within 8 yards of the target after 6 sec. (Mythic)
Quake: Hurls both weapons nearby and begins to violently pound the ground, inflicting Nature damage to all players.
Blaze: Creates a pyre at a targeted location, burning nearby targets. As well, moving flames form at the pyre, traveling outward.
Coming into contact with either of these elements applies Blaze to the target, inflicting 7500 Fire damage every second for 12 sec. This effect stacks.
Warming Up: Getting a grip on the current situation, the Ogron wait 10 sec before using their abilities.
Ko'ragh
Ko'ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, and was left with a near-complete immunity to all magic. Rumors abound regarding his connection to the Imperator, with some wondering why Ko'ragh would remain subservient to a sorcerer despite his unique gifts.
NormalHeroicMythicRaid Finder
Overview: Ko'ragh is protected by a Nullification Barrier that absorbs all magic damage taken. When the barrier is removed, he activates a rune that recharges it. While recharging, one player may also absorb some of the rune's energy and receive a Nullification Barrier.
As the fight progresses, an increasing amount of Overflowing Energy orbs spill from the rune and float to the ground, exploding when they land.
Players who have a Nullification Barrier can catch and absorb Overflowing Energy to mitigate the amount of raid wide damage and prevent a lethal amount of damage from occurring.
In Mythic difficulty, two players may enter the rune per phase of Charging.
Healers: Focus intense healing on players absorbing
[Caustic Energy] to allow them to survive the transformation.
[Expel Magic: Fire] inflicts heavy raid wide damage and requires dispels to mitigate some of the damage.
[Expel Magic: Shadow] absorbs all healing on the raid until it is removed.
Tanks: Tanks marked with
[Expel Magic: Arcane] must run away from their allies and avoid the periodic explosions.
Volatile Anomalies will spawn periodically during the charging phase. If they are killed within a
[Suppression Field], they will not cast
[Destabilize].
Breaker's Strength: While Ko'ragh maintains a Nullification Barrier, his damage done is increased by 6% every 10 seconds. This effect stacks. When the barrier expires, Breaker's Strength is removed.
Charging: When the Ko'ragh's Nullification Barrier is removed, he begins to recharge. After 20 sec, the barrier is restored.
Caustic Energy: One player may enter the rune with Ko'ragh, absorbing a portion of its energy. The energy inflicts 45000 Arcane damage every second and reduces all healing received by 35% for as long as the player remains inside of the rune. This effect pierces all immunities and damage reductions.
When the rune powers down, the player receives their own Nullification Barrier, proportional to the amount of time spent inside the rune. The Nullification Barrier received by players can absorb up to 15000000 Magic damage.
In Mythic difficulty, two players may enter the rune per phase of Charging.
In Raid Finder difficulty, five players may enter the rune per phase of Charging.
Suppression Field: Ko'ragh strikes the ground at a player's location, inflicting 78000 to 82000 Arcane damage in an 8 yard area. In addition, a field of suppressing energy is created that silences all players and inflicts 48000 Arcane damage every second.
This effect will also silence Volatile Anomalies.
Volatile Anomalies: While the Rune of Nullification is active, 3 Volatile Anomalies spawn every 8 sec.
Destabilize: Volatile Anomalies explode upon death, inflicting 38000 to 42000 Arcane damage to all players.
Expel Magic
Fire: Ko'ragh expels Fire magic inflicting 15000 Fire damage every second for 10 sec. to all players. When Expel Magic: Fire expires, it inflicts 95000 to 105000 Fire damage to all allies within 5 yards.
Expel Magic: Fel: Ko'ragh expels fel magic into 3 random players, marking them for 12 sec. When Expel Magic: Fel expires, it creates a line of fel energy between where the wearer gained this effect and where the effect expired. The fel energy persists for 1.50 min, and inflicts 95000 Fire damage to all players within it. (Mythic)
Arcane: Ko'ragh blasts a player with corrupted Arcane energy that marks their current location every 0.5 sec. for 10 sec. After 1.5 sec., the marked location explodes, inflicting 190000 to 210000 Arcane damage to all players within 5 yards. In addition, this effect increases Physical damage taken by 100%.
Frost: Ko'ragh expels an orb of Frost that inflicts 85500 to 94500 Frost damage to all players. The orb persists for 20 sec and slows movement speed of all players within 30 yards by up to 85%. The snare effect of Expel Magic: Frost decreases as a player stands farther away from the expelled orb.
Shadow: Ko'ragh expels Shadow magic, inflicting all players with a heal absorption effect that prevents up to 140000 healing received.
Overflowing Energy: Arcane energy bleeds from the rune stone, inflicting 1500000 Arcane damage to enemies it comes into contact with. If the energy reaches the ground, it explodes, inflicting 64125 to 70875 Arcane damage to all enemies.
This effect pierces all immunities and damage reductions.
In Mythic difficulty, the rate that Overflowing Energy forms is accelerated.
Dominating Power: Imperator Mar'gok uses the power of the rune stone to mind control all players that come into contact with Overflowing Energy. This effect grants immunity to all Magic and is removed when the player is brought below 20% health. (Mythic)
Forfeit Power: Players mind controlled by Dominating Power attempt to forfeit 5% of their shield and give Ko'ragh 5% of his shield. (Mythic)
Imperator Mar'gok
As the grand Imperator of Highmaul, Mar'gok is descended from a long line of sorcerers who have ruled the Gorian Empire. Equal parts cunning and brutality, Mar'gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor.
NormalHeroicMythicRaid Finder
Overview: Imperator Mar'gok assaults players with destructive Arcane magic and summons Arcane Aberrations to fight for him.
When Imperator Mar'gok reaches 85%, 55% and 25% health remaining, he activates one of the runestones in his throne room, augmenting his abilities with additional effects.
The runestones activated at 55% and 25% must be awakened from their dormant state. As they charge, guards arrive to defend the Imperator as Volatile Anomalies pour from the stone.
In Mythic difficulty, Imperator Mar'gok maintains the effects of 2 runestones at once and begins to awake a new runestone at 66% and 33% health remaining.
Damage Dealers: [Arcane Wrath] spreads to nearby allies.
[Destructive Resonance] will inflict lethal damage if triggered.
Arcane Aberrations inflict heavy raid wide damage as long as they are alive.
Healers: [Arcane Wrath] inflicts heavy damage when it expires from a target.
Arcane Aberrations will inflict raid wide damage every second that they are alive.
[Force Nova] inflicts heavy damage to players as it moves over them.
Tanks: [Accelerated Assault] will stack indefinitely until Imperator Mar'gok melee attacks a different target.
[Mark of Chaos] will inflict damage to allies within 35 yards when it expires.
Imperator Mar'gok will periodically summon Arcane Aberrations.
Phase 1: Might of the Crown
Arcane Wrath: Imperator Mar'gok blasts a random player with Arcane energy, branding them for 4 sec.
When Branded expires it inflicts 61750 to 68250 Arcane damage to the wearer and jumps to their closest ally within 200 yards.
Each time Arcane Wrath jumps, its damage increases by 25% and range decreases by 50%.
Destructive Resonance: Imperator Mar'gok summons an Arcane mine that persists for 1 minute.
If triggered, Destructive Resonance inflicts 84000 Arcane damage to all players. In addition, this effect inflicts 186200 to 205800 Arcane damage to the player that triggered it, increasing their Arcane damage taken by 45% for 1 min and stunning them for 1.50 sec whenever they take Arcane damage.
Collapsing Entity: Arcane Aberrations pulse with unstable energy, inflicting 11875 to 13125 Arcane damage to all players every second.
Mark of Chaos: Imperator Mar'gok marks a player with chaotic magic. After 8 sec., the magic explodes, inflicting 237500 to 262500 Arcane damage to their allies within 35 yards.
Force Nova: Imperator Mar'gok releases a nova of Arcane energy that inflicts 15795 to 16605 Arcane damage every 0.3 sec. to all players within the nova's area of effect.
Accelerated Assault: With each consecutive melee attack against the same target, Imperator Mar'gok's attack speed increases by 8%. This effect stacks.
Phase 2: Rune of Displacement: When Imperator Mar'gok reaches 85% health remaining, he activates the Rune of Displacement.
In Mythic difficulty, Imperator Mar'gok begins the fight with both the Rune of Displacement and Rune of Replication active.
Arcane Wrath: Displacement: In addition to Arcane Wrath's normal effects, Branded Players are unable to move more than 10 yards from the location they were marked. Attempting to leave the marked area will teleport the player back to the location they were originally marked.
Impactful Pulse: Upon death, Displacing Arcane Aberrations knock all players away.
Force Nova: Displacement: In addition to Force Nova's normal effects, it now also pushes players away as the nova moves outwards.
Intermission: Dormant Runestones: When Imperator Mar'gok reaches 55% health remaining, he begins to awaken the Rune of Fortification. The rune charges for 1 minute before releasing its power.
In Mythic difficulty, Imperator Mar'gok begins to awaken the Rune of Fortification at 66% health remaining. This causes the Rune of Replication to become dormant.
Gorian Warmage: Two Gorian Warmages come to defend Imperator Mar'gok as he charges the Rune of Fortification.
Dominance Aura: Empowers allies within 25 yards, increasing damage done by 50% and
melee, ranged and spell casting speed haste by 50%.
Nether Blast: Gorian Warmages blast a player with arcane energy, inflicting 61750 to 68250 Arcane damage to any player within 5 yards.
Nether Energy: Each succesful cast of Nether Blast increases all damage done by 15% for 6 sec. This effect stacks. (Mythic)
Slow: Gorian Warmages slow a random player, reducing their movement, attack and spell casting speed by 50% for 45 sec.
Fixate: Gorian Warmages fixate on a random player, attacking only them for 15 sec.
Volatile Anomaly: As the Rune of Fortification charges, Volatile Anomalies pour from the rune stone every 12 sec.
Destabilize: Volatile Anomalies explode upon death, inflicting 38000 to 42000 Arcane damage to all players.
Phase 3: Rune of Fortification
Arcane Wrath: Fortification: In addition to Arcane Wrath's normal effect, the jump range of Arcane Wrath is only decreased by 25% with each jump.
Fortified: Fortified Arcane Aberrations are immune to all crowd-controlling effects and have 75% more health.
Force Nova: Fortification: In addition to Force Nova's normal effects, an additional nova is released every 8 sec,. for 16 sec.
Intermission: Lineage of Power: When Imperator Mar'gok reaches 25% health remaining, he begins to awaken the Rune of Replication. The rune charges for 1 minute before releasing its power.
In Mythic difficulty, Imperator Mar'gok begins to awaken the Rune of Replication at 33% health remaining. This causes the Rune of Displacement to become dormant.
Gorian Reaver: A Gorian Reaver comes to defend Imperator Mar'gok as he charges the Rune of Replication.
Devastating Shockwave: Gorian Reavers send a wave of force in a frontal cone, inflicting 237500 to 262500 Physical damage to all players within 0 yards.
Crush Armor: Gorian Reavers crush a player, increasing their Physical damage taken by 15% for 25 sec. This effect stacks.
Kick to the Face: Gorian Reavers kick a player in the face, inflicting 190000 to 210000 Physical damage. This effect clears all threat and knocks the target back.
Gorian Warmage: Two Gorian Warmages come to defend Imperator Mar'gok as he charges the Rune of Replication.
Dominance Aura: Empowers allies within 25 yards, increasing damage done by 50% and
melee, ranged and spell casting speed haste by 50%.
Nether Blast: Gorian Warmages blast a player with arcane energy, inflicting 61750 to 68250 Arcane damage to any player within 5 yards.
Nether Energy: Each succesful cast of Nether Blast increases all damage done by 15% for 6 sec. This effect stacks. (Mythic)
Slow: Gorian Warmages slow a random player, reducing their movement, attack and spell casting speed by 50% for 45 sec.
Fixate: Gorian Warmages fixate on a random player, attacking only them for 15 sec.
Volatile Anomaly: As the Rune of Replication charges, Volatile Anomalies pour from the rune stone every 12 sec.
Destabilize: Volatile Anomalies explode upon death, inflicting 38000 to 42000 Arcane damage to all players.
Phase 4: Rune of Replication
Arcane Wrath: Replication: In addition to Arcane Wrath's normal effects, a second player will be Branded the first time Arcane Wrath jumps.
Destructive Resonance: Replication: In addition to Destructive Resonance's normal effects, two additional Destructive Resonances are created nearby when it detonates or expires.
Replicate: Upon death, Replicating Arcane Aberrations split into 7 Arcane Remnants.
Mark of Chaos: Replication: In addition to Mark of Chaos' normal effects, 8 Orbs of Chaos are conjured when Mark of Chaos expires. Each orb flies out from the wearer and inflicts 190000 to 210000 Arcane damage to all players that they move through.
Force Nova: Replication: In addition to Force Nova's normal effects, players who are damaged by Force Nova will inflict 16625 to 18375 Arcane damage to their allies within 5 yards.
Draenor is a savage land, birthplace of the orcish race yet named by draenei refugees hundreds of years ago. For generations, orcs, draenei, and the Gorian ogre imperium all coexisted, though not without strife and territorial skirmishes. Ancient and primal forces of creation and destruction clashed, maintaining equilibrium through violence. This is the world on which Garrosh awoke after his escape. And now, thanks to the Iron Horde and the dark hand of Gul'dan, the fate of two worlds hangs in the balance.
Drov the Ruiner
Drov was called Ruiner by the Blackrock clans of old, who quickly learned to give the fearsome magnaron a wide berth. Drov carves a swath of devastation where he walks, as though the earth itself senses his arrival and parts to make way.
NormalHeroicMythicRaid Finder
Tarlna the Ageless
It is said that before Tarlna arrived in Gorgrond, the entire region was a barren wasteland. It is said that verdant life springs up in the wake of each footstep of the ancient genesaur. It is said that the creature is immortal, renewed like a forest in the aftermath of a great blaze. Much is said of Tarlna, but little is truly known or understood.
NormalHeroicMythicRaid Finder
Damage Dealers: Quickly defeat Untamed Mandragoras to prevent them from overwhelming your group.
[Trample] sprouting lashers before
[Genesis] completes to prevent Giant Lashers from spawning.
Tanks: Untamed Madragora and Giant Lashers spawn periodically and must be tanked.
[Colossal Blow] inflicts lethal damage to enemies in front of Tarlna.
Colossal Blow: Tarlna rears back and slams the ground, inflicting 76000 to 84000 Physical damage to all enemies in front of him, stunning them for 5 sec. In addition, this effect inflicts 95000 to 105000 Physical damage to all enemies.
Genesis: Tarlna creates a field of sproutlings and begins to channel Genesis for 6 sec. When the channel is complete, all sproutlings that were not Trampled, grow into Giant Lashers.
Trample: Walking over an unsprouted Giant Lasher tramples it to death.
Lasher Venom: Giant Lashers spit venom at a random player, inflicting 23750 to 26250 Nature damage.
Noxious Spit: Untamed Mandragora spit poison at a random enemy, creating a pool of venom that inflicts 25000 Nature damage every 1 sec.
Rukhmar
Rukhmar occasionally appears as a blazing firehawk soaring through the skies high above the Spires of Arak. The origins of the great bird are unknown, though Rukhmar is venerated as a deity by the arakkoa, seen as an embodiment of the sun itself.
NormalHeroicMythicRaid FinderThe history of this imposing fortress is long and complex. Carved into the fiery core of Blackrock Mountain by the Dark Iron clan centuries ago, and eventually taken by the black dragon Nefarian and his brood, the upper reaches of Blackrock Spire are now home to the Ironmarch vanguard. As preparations to use the Spire as the staging ground for a full-scale invasion of Azeroth continue, the Iron Horde has set up a terrifying contingency plan: a doomsday weapon within the heart of Blackrock Mountain.
Orebender Gor'ashan
A powerful elementalist with a natural affinity for shaping and channeling his powers through metal, Gor'ashan was part of the Iron Horde vanguard in their initial invasion of Azeroth. He bides his time waiting for further orders by attempting to unravel the secrets of the Dark Iron runes left behind by the Spire's creators.
NormalHeroic
Kyrak
One of the last remaining survivors of Nefarian's twisted experiments, Kyrak was spared by the Iron Horde and tasked with finding ways to preserve and fortify the few Black Dragonflight eggs remaining in the Spire Rookery. Iron Horde emissaries quickly struck a deal with the cunning dragon.
NormalHeroic
Commander Tharbek
A cunning warrior of the Warsong clan, Tharbek was entrusted with the task of leading the expeditionary Ironmarch assault through the Dark Portal. Following Garrosh's instructions, he made his way to the home of the Blackrock orcs in Azeroth to rally forces for the next phase of the operation.
NormalHeroic
Overview: After sending out waves of lesser minions, Commander Tharbek swoops in atop his vicious rylak mount, the Ironbarb Skyreaver. Once the rylak is sufficient injured, Tharbek dismounts and attacks on foot.
Tanks: Quickly grab the attention of Black Iron Guards as they enter to protect your party from damage.
Spread out to avoid being hit by
[Iron Reaver]
Tharbek, Commander of the Iron March
Iron Axe: Inflicts 42750 to 47250 Physical damage and causes the target to bleed for 2000 Physical damage every 1.5 sec. for 6 sec.
Iron Reaver: Charges a target, inflicting 38000 to 42000 Physical damage to anyone in the way.
Imbued Iron Axe: Throws a whirling axe, inflicting 38000 to 42000 Fire damage to nearby enemies.
Iron Rage: Damage inflicted increased by 50%.
Incinerating Breath: Breathes a cone of fire, inflicting 25000 Fire damage every 1 sec. and increases Fire damage taken by 100%. This effect stacks.
Noxious Spit: Creates a puddle of acid, inflicting 25000 Nature damage every 1.5 sec.
Ragewing the Untamed
Ragewing is a gargantuan proto-drake raised in the Twilight Highlands by the Dragonmaw clan. Her indomitable spirit has kept her from being broken and used as a mount, although she has formed a close bond with Warlord Zaela herself, following her to Blackrock Spire and roosting in its cavernous halls.
NormalHeroic
Warlord Zaela
When Garrosh instructed the Ironmarch vanguard as to their mission in Azeroth, he urged them to rendezvous with an old ally whom he knew would be fierce, loyal, and thirsting for revenge: Zaela, Warlord of the Dragonmaw clan. Now, as she readies a doomsday weapon in the heart of Blackrock Mountain, her moment of vengeance draws near.
NormalHeroic
Overview: Zaela begins by engaging players on foot, but once sufficiently injured will retreat to a flying proto-drake for a time. For the remainder of the fight, the party must deal with Zaela and swooping flame breath attacks from her drakes.
Zaela, Warlord of the Dragonmaw Clan
Destructive Smite: Inflicts 137750 to 152250 Physical damage and knocks the enemy back. (Challenge, Heroic)
Black Iron Cyclone: Zaela enters a combat frenzy, fixates on a random target, and starts dealing 45000 Physical damage to all nearby enemies every 1.5 sec.
Emberscale Ironflight: These proto-drakes swoop down to scorch the combat area during later stages of the fight.
Burning Breath: Breaths a wide line of fire, inflicting 23750 to 26250 Fire Damage.
Black Iron Wyrm Riders: When Zaela reaches 60% health remaining, she retreats to the back of a nearby proto-drake, and Wyrm Riders dismount to attack the party.
On the northern coast of Gorgrond, the Iron Docks represent the heart of the Iron Horde's naval might. Huge warships and artillery, forged and assembled within the Blackrock Foundry, are readied for war within this massive port. The greatest beasts of Draenor are broken and trained alongside elite infantry units, comprising the ground troops that will surge ashore to break the will of any who would dare oppose the Iron Horde.
Fleshrender Nok'gar
This fierce Warsong warleader has risen rapidly through the ranks of the Iron Horde, and now commands a battalion of orcish soldiers. From atop his wolf Dreadfang, he surveys their drilling and preparation as they ready themselves to lead a naval assault on Shattrath.
NormalHeroic
Fleshrender Nok'gar: Fleshrender Nok'gar rides into battle on his trusted wolf Dreadfang, and commands a mighty Grom'kar archer battalion. After enough time has elapsed, or when Dreadfang falls, Nok'gar will dismount to attack directly and bring new attacks to bear.
Tanks: Nok'gar cannot be directly targeted or attacked while mounted.
Immediately stop attacking Nok'gar while he is under the effects of
[Reckless Provocation] to avoid being feared.
Move Nok'gar and Dreadfang quickly away from the arrow barrages that Nok'gar calls down.
Barbed Arrow Barrage: Signals Grom'kar Archers to release a barrage of arrows that rain down from above inflicting 25000 Physical damage.
Burning Arrows: Signals Grom'kar Flameslingers to launch a continuous volley of flaming arrows, leaving a burning trail on the ground that inflict 7500 Fire damage every 1 sec.
Reckless Provocation: Nok'gar howls an intimidating warsong. Striking him during its effect will cause the attacker to flee in fear.
Bloodletting Howl: Dreadfang howls, causing his allies to inflicts 20% additional Physical damage for 8 sec.
Savage Mauling: Dreadfang snarls and leaps towards his prey mauling them savagely, reducing their movement speed by 45% and inflicting 12000 Physical damage every 1 sec. for 6 sec.
Shredding Swipes: Dreadfang lunges forward gnawing everyone caught in his path, inflicting 25000 Physical damage.
Grimrail Enforcers
The Grimrail Enforcers are elite mercenaries in the employ of the Blackfuse Company, hired to protect the trains that run through Gorgrond. The trio consists of a Burning Blade swordsman, a goblin engineer, and a shaman who is versed in dark blood magic. The sole threads that bind them are greed and zeal for killing.
NormalHeroic
Grimrail Enforcers: The trio of Enforcers attack together, with Makogg wielding his blade, as Neesa deploys traps and bombs, and Ahri'ok uses blood incantations to protect her allies and afflict her foes.
Blood Bolt: Ahri'ok Dugru conjures a black miasma and releases a bolt of blood, inflicting 19000 to 21000 Shadow damage.
Sanguine Sphere: Ahri'ok summons an orb of blood to protect her most injured ally, absorbing 120000 damage. The shield will trigger a groupwide heal if broken by damage.
Abrupt Restoration: A surge of power is released, healing 5% of max health every 1 sec. for 3 sec.
Tainted Blood: Ahri'ok manifests a foul toxin that ravages your body, inflicting 8000 Nature damage every 2 secs. for 10 sec.
Flaming Slash: Makogg dashes forward spinning his massive blade, inflicting 40000 Fire damage to all enemies.
Lava Sweep: Makogg slashes his burning blade with ferocity and conjures crashing waves of lava, inflicting 15000 Fire damage.
Gutshot: Fires a slug inflicting 14250 to 15750 Physical damage.
Ogre Traps: Neesa anticipates your movements and carefully calibrates her trap launcher, flinging 8 ogre traps around your feet.
Shredded Tendons: Ogre traps snap closed around your ankles, slowing your movement by 15% and inflicting 4000 Physical damage every 1 sec for 7 sec.
Hypercharged Jumper Cables 9000-XL: Neesa's automatic defibrillator causes her to spring back to life and powers up her jumper cables, releasing a chain of lightning that revives and heals her allies for 15% heath.
Big Boom: Bombsquad primes his core and charges towards an enemy, inflicting 19000 to 21000 Fire damage to enemies within 7 yards upon detonation.
Oshir
Once a savage predator who prowled the Spires of Arak, feared and respected within his pride, the saberon Oshir fell into a Thunderlord snare and was brought to Gorgrond to be broken and trained as an Iron Horde combatant. Not a day passes that Oshir does not dream of tasting his captors' blood.
NormalHeroic
Skulloc
The mighty gronn Skulloc represents one of the great successes of the Iron Horde's subjugation of the giants of Gorgrond. Towering over the Grom'kar forces, and fitted with a pair of cannons that would feel at home on any ironclad warship, Skulloc stands ready to unleash destruction at the behest of his new masters.
NormalHeroic
Overview: Skulloc attacks with fierce melee strikes, alongside the warrior Koramar and First Mate Zoggosh in a mechanized turret. Periodically, Skulloc slams the deck, knocking players to the rear of the ship as he begins to unleash a withering Cannon Barrage.
Damage Dealers: Quickly hide behind cover when Skulloc begins
[Cannon Barrage], working your way towards him during lulls between volleys.
Do not linger near the rear of the ship during
[Cannon Barrage], or
[Backdraft] will incinerate you.
Healers: Quickly hide behind cover when Skulloc begins
[Cannon Barrage], working your way towards him during lulls between volleys.
Do not linger near the rear of the ship during
[Cannon Barrage], or
[Backdraft] will incinerate you.
Tanks: Quickly hide behind cover when Skulloc begins
[Cannon Barrage], working your way towards him during lulls between volleys.
Do not linger near the rear of the ship during
[Cannon Barrage], or
[Backdraft] will incinerate you.
Cannon Barrage: Barrages enemies with his cannons, inflicting 4875 to 5125 Fire damage to enemies within 9 yards of the blast.
Backdraft: A plume of heat and smoke backdrafts from the rear of the ship, inflicting 39000 to 41000 Fire damage to enemies. The more cannon barrages occur, the more severe this explosion is.
Berserker Leap: Koramar crashes down on enemy targets, inflicting 9750 to 10250 Nature damage to enemies within 8 yards of his landing.
Melee Sparks: Koramar skims his blade across the ground, causing melee sparks that inflict 14625 to 15375 Fire damage to enemies within the area of effect.
Bladestorm: Attacks in a whirl of steel, causing 60% weapon damage to each enemy within melee range.
After the disruption of the Dark Portal, the Kirin Tor realized that to fight the Iron Horde on their own soil, they would need a supply line for reinforcements. Thus, they created outposts across Draenor with magical links back to Azeroth. Unfortunately, what seemed like a prime strategic location near the Blackrock Foundry was known to the botani as The Everbloom, a sacred place within the Gorgrond woodlands. The outpost was quickly overgrown, but it still contains a link to the outskirts of Stormwind....
Witherbark
Deep within the lush forests of Gorgrond, Witherbark has seen countless cycles of life and death, decay and rebirth. The upstart "Iron Horde" and the strange beings that seem to have arrived in their wake are just a new skin on an old snake. They will be gone soon. And Witherbark will endure.
NormalHeroic
Overview: Witherbark grows increasingly dehydrated as he attacks the group, consuming his stores of Aqueous Energy. When his Energy is depleted, he roots himself in the soil and calls globules of water from the nearby lake to restore his vitality. Players may destroy those Globules before they reach him to prolong this phase.
Damage Dealers: Lead
[Unchecked Growth] away from your allies.
Destroy Aqueous Globules before they can reach Witherbark.
Brittle Bark: Witherbark's bark dries and becomes brittle, stunning him and increasing his damage taken by 100%.
This effect is removed when Witherbark reaches 100 Aqueous Energy.
Parched Gasp: Unleashes a torrent of unbridled natural energy, inflicting 95000 to 105000 Nature damage to all enemies in a cone in front of the caster.
Unchecked Growth: Creates a viney growth that moves towards a player. Upon reaching that player, the growth erupts and emits poisonous vapors inflicting 12187 to 12813 Nature damage every 1 sec to anyone in the area.
In Heroic difficulty, Witherbark can continue to cast Unchecked Growth even while affected by Brittle Bark.
Unchecked Growth: When touched by the life giving power of an Aqueous Globule, the Unchecked Growth uproots itself and attacks nearby players.
Agitated Water: The enchanted waters of the nearby lake bubble and churn launching a bolt of water at a player's location. Upon impact, the bolt inflicts 14625 to 15375 Frost damage to all players within 3 yards.
Aqueous Globules: Spheres of pure water form from the nearby lake and move in a line towards Witherbark. Each Aqueous Globule that reaches Witherbark restores 25 Energy.
Aqueous Burst: Upon reaching zero health, the Aqueous Globule erupts and inflicts 14917 to 15683 Frost damage to all players.
Ancient Protectors
Gola and Telu, a pair of botani forest-tenders, spread creeping growth as they urge the forest to reclaim and swallow the ill-fated outpost in its midst. Guarding them as they perform this task is the terrible brute Dulhu, long ago a Blackrock clansman who wandered too far into primal woodlands, but now more plant than orc.
NormalHeroic
Overview: This trio of forest protectors complement each other to overcome their foes. Life Warden Gola is a healer who can also empower his allies with
[Rapid Tides] and heals them with
[Revitalizing Water]. Earthshaper Telu protects his allies with
[Briarskin] and disrupt players with
[Bramble Patch].
Damage Dealers: Use spell interrupts or crowd control to prevent Telu's
[Briarskin], or use offensive dispels to remove it.
Use spell interrupts or crowd control to prevent Gola's
[Rapid Tides], or use offensive dispels to remove it.
Tanks: Use spell interrupts or crowd control to prevent Telu's
[Briarskin].
Use spell interrupts or crowd control to prevent Gola's
[Rapid Tides].
Shaper's Fortitude: When a protector's ability is interrupted, they gain immunity to all crowd control and interrupt effects for 8 sec. (Heroic, Challenge)
Water Bolt: Life Warden Gola blasts a random player with water, inflicting 11875 to 13125 Nature damage.
Rapid Tides: Life Warden Gola empowers an ally, removing cooldowns from all of their abilities.
Nature's Wrath: Earthshaper Telu blasts a random player, inflicting 11400 to 12600 Nature damage.
Bramble Patch: Earthshaper Telu conjures a patch of brambles under a random player for 45 sec. The brambles inflict 15000 Nature damage every 1 sec. and slows movement speed by 55%.
Briarskin: Earthshaper Telu protects an ally with briars for 8 sec. This effect reduces all damage taken by 75% and inflicts 16625 to 18375 Nature damage to attackers.
Noxious Eruption: Dulhu erupts, inflicting 23125 to 26875 Nature damage to all players within 10 yards, knocking them back.
Venomous Charge: Dulhu charges to a random player, wounding them. This effect inflicts 4800 Physical damage every second for 15 sec.
Grasping Vine: Dulhu wraps a random player in vines, pulling them towards him and Slashing at them.
Slash: Dulhu lashes out at his Grasping Vine target, inflicting 71250 to 78750 Physical damage to all players in front of him within 0 yards.
Archmage Sol
Archmage Sol was among the last holdouts of the Kirin Tor expedition at Violet Bluff, but ultimately succumbed to spores that took root in her brain. Perhaps a portion of her humanity remains buried deep within, but she now lives as a prisoner in her own body.
NormalHeroic
Overview: Archmage Sol casts spells from one school at a time, starting with Fire, then Frost, and finally Arcane. She periodically attempts to cast
[Parasitic Growth]; interrupting that spell will cause her to shift to using a new magic school.
Damage Dealers: Interrupt
[Parasitic Growth] to force Archmage Sol into a new magic school.
Jump over expanding
[Firebloom] rings to avoid taking damage from them.
Healers: When in Arcane mode, Sol's
[Arcane Burst] inflicts heavy damage to the entire group.
Jump over expanding
[Firebloom] rings to avoid taking damage from them.
Tanks: Interrupt
[Parasitic Growth] to force Archmage Sol into a new magic school.
Jump over expanding
[Firebloom] rings to avoid taking damage from them.
Fire Magic
Fireball: The caster hurls a ball of fire at the target, inflicting Fire damage.
Firebloom: The caster fires off flames that will detonate all nearby Firebloom seeds in rapid succession. When the Firebloom detonates, it creates a rapidly expanding ring of Fire that inflicts Fire damage to all enemies caught in its path who fail to jump over it.
Frost Magic
Frostbolt: The caster hurls a bolt of frost at the target, inflicting Frost damage.
Frozen Rain: Creates a cloud of Frozen Rain that pelts victims below it, inflicting Frost damage.
Arcane Magic
Arcane Burst: The caster sends a blast of arcane energy at the target, inflicting Arcane damage.
Arcane Blossom: The caster fires a multitude of Arcane Missiles in all directions. Players caught in the path of these missiles suffer Arcane damage.
Parasitic Growth: The spores inside Archmage Sol's brain are trying to take further control. If successful, Archmage Sol's casting speed and damage dealt will be increased by 50%
In Heroic difficulty, when Archmage Sol switches magic schools, the lingering effects from her prior school will remain.
Spore Image: Spore Images form every time Archmage Sol's cast of Parasitic Growth is interrupted and will continue to use the basic magic spell Archmage Sol had been casting. These images target enemies at random. (Challenge, Heroic)
Fireball: The caster hurls a ball of fire at the target, inflicting Fire damage. Victims burn for additional Fire damage for 9 sec. (Challenge, Heroic)
Frostbolt: The caster hurls a bolt of Frost at the target, inflicting Frost damage. Victims of this attacked have their movement speed slowed by 20% for 10 sec.
This effect stacks up to 3 times. (Challenge, Heroic)
Parasitic Injection: Every time the caster changes their magical school focus, they are injected by the parasites that have taken root in their brain. Each stack of Parasitic Injection increases the damage the caster deals by 50%.
Xeri'tac
This venomous spider matriarch guards her brood in a cave deep in the hills of Gorgrond, trapping and devouring any prey foolish enough to wander near.
NormalHeroic
Overview: Xeri'tac begins the fight crawling around the ceiling of her cavern and periodically
[Descending] to strike at random locations. Xeri'tac is unattackable during this initial phase, but once players have defeated 8 Toxic Spiderlings, Xeri'tac will drop down to the floor for the remainder of the encounter.
Damage Dealers: Avoid Xeri'tac's
[Descend] ability.
Toxic Spiderlings leave an area of
[Toxic Gas] when they die.
Creatures that gain
[Toxic Blood] will become more powerful the longer they are alive.
Healers: Avoid Xeri'tac's
[Descend] ability.
Creatures that gain
[Toxic Blood] will become more powerful the longer they are alive.
[Venomous Sting] targets players at random and can be dispelled.
Tanks: Toxic Spiderlings leave an area of
[Toxic Gas] when they die.
Position Venom-Crazed Pale Ones to be struck by Xeri'tac's
[Descend] ability to cause them to suffer significant damage.
Creatures that gain
[Toxic Blood] will become more powerful the longer they are alive.
Stage One: The Venomous Brood:
During the initial phase of the encounter, Xeri'tac unleashes her brood, while periodically descending to strike.
Descend: Xeri'tac descends from her web, looking for unsuspecting prey. Any pale orcs or players in the vicinity will be bitten for significant Physical damage.
Stage Two: Spider Matriarch:
Once 8 Toxic Spiderlings have fallen, Xeri'tac descends to engage her prey directly.
Toxic Bolt: The caster hurls a bolt of their toxic blood at the target, inflicting Nature damage.
Venomous Sting: The caster stings a nearby player at random. Once stung, the victim suffers Nature damage every 3 sec. for 15 sec.
Gaseous Volley: The caster releases her toxic blood in the form of 2 missiles at ranged targets. When the missiles land, they form areas of Toxic Gas. Players who stand in these areas suffer Nature damage.
Consume: Xeri'tac consumes a pale orc. If successful, Xeri'tac will heal for 25% of her maximum health.
Toxic Blood: The caster's blood burns brightest in the heat of combat. The caster's damage is increased by 10% every 10 sec.
If the caster ever reaches 10 stacks of Toxic Blood they will explode, leaving behind an area of Toxic Gas.
Toxic Gas: Whenever a Toxic Spiderling perishes it leaves behind a cloud of Toxic Gas. Players who enter the area suffer Nature damage. Venom-Crazed Pale Ones will rush to these clouds to inhale them.
Swipe: The caster swipes the air in front of them with both hands, inflicting Physical damage to all players in front of the caster.
Inhale: The orc inhales the toxic fumes left over by the fallen spiderling. If successful, the orc gains Toxic Blood.
Gorged Bursters: Gorged Bursters will fixate on a random player.
Burst: The caster explodes, dealing 92500 to 107500 Nature damage to all nearby enemies.
Venom Sprayers
Venom Spray: The caster hurls a bolt of their toxic blood at the target, inflicting Nature damage.
Yalnu
Ancient and inscrutable, the genesaur Yalnu was drawn to the Kirin Tor outpost in Gorgrond by strange energies radiating from the bluff. For ages the genesaur have battled their eternal foes - the magnaron, the gronn, children of stone - to a stalemate across the world of Draenor. But in these emanations, Yalnu sensed a new world, where his kind could flourish and spread unchecked.
NormalHeroic
Overview: Yalnu's presence causes an array of living plants to spring up from the earth to attack players. Kirin Tor mages assist the party in defense of Azeroth, using powerful magic to keep both Yalnu and his creations in check, but players must protect them to keep them in the fight.
Damage Dealers: When Yalnu uses
[Genesis], step on any sprouting lashers to
[Trample] them and prevent them from becoming full-grown.
Quickly destroy
[Entanglement] to keep your Kirin Tor allies alive.
Defeat the enemies spawned by
[Font of Life] to avoid being overwhelmed.
Healers: When Yalnu uses
[Genesis], step on any sprouting lashers to
[Trample] them and prevent them from becoming full-grown.
Heal Lady Baihu her Kirin Tor Battle-Mages to keep them in the fight.
[Colossal Blow] inflicts heavy group-wide damage.
Tanks: [Font of Life] will continuously create adds that will overwhelm players if not tanked.
Colossal Blow: Yalnu rears back and slams the ground, inflicting 76000 to 84000 Physical damage to all enemies in front of him, stunning them for 5 sec. In addition, this effect inflicts 40000 Physical damage to all enemies.
Font of Life: Yalnu radiates life, periodically creating Swift Sproutlings, Vicious Mandragoras, and Gnarled Ancients nearby.
Tendon Rip: Swift Sproutlings stab at an enemy, slowing their movement speed by 5% for 6 sec. In addition, this effect inflicts 2500 Physical damage every second and can stack.
Noxious Breath: Vicious Mandragoras exhale a cone of noxious gas, inflicting 12000 Nature damage every 1 sec to all enemies in front of it.
Lumbering Swipe: Gnarled Ancients crush all players in front of them, inflicting 51300 to 56700 Physical damage.
Genesis: Yalnu creates a field of sproutlings and begins to channel Genesis for 15 sec. When the channel is complete, all sproutlings that were not Trampled grow into Feral Lashers.
Trample: Walking over an unsprouted Feral Lasher tramples it to death.
Lasher Venom: Feral Lashers spit venom at a random player, inflicting 11875 to 13125 Nature damage.
Entanglement: Yalnu hurls his arborblade at a random Kirin Tor Battle-Mage, creating life that entraps them. This effect stuns the Kirin Tor Battle-Mage and inflicts Nature damage every second until the Entanglement is destroyed.
In Heroic and Challenge difficulty, Entanglement can target players.
The Kirin Tor:
Lady Baihu and her Kirin Tor Battle-Mages combat Yalnu in an attempt to stop his invasion.
Fireball: Hurls a fiery ball that inflicts 26600 to 29400 Fire damage.
Flamestrike: Calls down a pillar of fire, burning all enemies within the area for 12000 Fire damage every second for 15 sec.
Frostbolt: Launches a bolt of frost at the enemy, inflicting 26600 to 29400 Frost damage and slowing movement speed by 50% for 15 sec.
Ice Comet: Calls down a comet of ice that inflicts 87400 to 96600 Frost damage to all enemies within 8 yards.
Arcane Blast: Blasts the target with energy, inflciting 26600 to 29400 Arcane damage.
Arcane Orb: Launches an Arcane Orb forward, inflicting 87400 to 96600 Arcane damage to enemies it passes through.
Auchindoun is the holy mausoleum of the draenei, a sanctum of the Light in which the spirits of the dead find respite. The crystalline structure also serves to protect and shield draenei souls from their eternal enemies: the Burning Legion, who hunger eternally for draenei spirits. This fact makes it a location of particular interest to Gul'dan and his Shadow Council, who seek to gain favor with their demonic masters.
Vigilant Kaathar
The greatest warriors of the draenei may be called upon for one final service as they stand on the precipice of the afterlife: inhabiting one of the armored constructs that serve as the eternal protectors of Auchindoun and the draenei civilization on Draenor. This particular Vigilant is tasked with guarding the last remaining crystal that powers the shield around Auchindoun.
NormalHeroic
Soulbinder Nyami
Nyami is a draenei priestess, entrusted as a soultender with access to the holiest grounds within Auchindoun. However, her true loyalties lie with the Shadow Council, and she plots to bring down the barrier that protects the mausoleum from invaders.
NormalHeroic
Overview: Soulbinder Nyami twists the spirits of fallen Auchindoun partisans into weapons of her own will. Whilst combating these spirits, players should be aware of her deadly torus-shaped spell, Soul Vessel.
Healers: [Soul Vessel] inflicts high damage to players standing outside the protective zone.
Mind Spike: Blasts the target for 17550 to 18450 Shadowfrost damage.
Shadow Word: Pain: A word of darkness that causes 9950 to 10050 Shadow damage instantly, and an additional 5000 Shadow damage every 1.5 sec. over 9 sec.
Soul Vessel: Twists the souls of fallen Draenei, forming multiple tori of Shadow damage at a specific location. The epicenter of this ability is safe from damage.
Torn Spirits: Rips the spirits out of fallen Auchenai partisans, forcing them to fight.
Arbiter's Hammer: Stuns a target, inflicting frequent Holy damage to additional allies within 5 yards for 2 sec.
Radiant Fury: Charges a target, creating multiple prisms of Holy energy which radiate away from the caster. These prisms inflict 11700 to 12300 Holy damage upon contact.
Arcane Bolt: Blasts a target with a burst of Arcane energy, inflicting 16185 to 17015 Arcane damage.
Arcane Bomb: Focuses nearby Arcane energies into several orbs of immense power. Upon contact or after 10 sec, these orbs explode, inflicting 8775 to 9225 Arcane damage to enemies within 5 yards.
Malefic Defender: Donning mace and shield, Malefic Defenders compulsively defend Soulbinder Nyami.
Crusader Strike: Inflicts 7125 to 7875 damage to an enemy and increases damage taken by 10% for 15 sec. This effect stacks. (Challenge, Heroic)
Azzakel
On Argus - the former homeworld of the draenei, now the stronghold of the Burning Legion - Azzakel waits, poised for a servant of the Legion to open a portal to one of the countless worlds they seek to invade. As Soulbinder Nyami lowers the defenses of Auchindoun, Azzakel senses that his moment is nigh.
NormalHeroic
Overview: Azzakel alternates between engaging players directly in combat and summoning reinforcements from the demon world Argus. While summoning reinforcements, Azzakel cannot be attacked and players should focus on quickly defeating the reinforcements that emerge from the portal, so that they are not overwhelmed as more demons invade.
Damage Dealers: Do not stand too close to Blazing Tricksters to avoid
[Conflagration].
Interrupt
[Felblast] or kill Cackling Pyromaniacs before they finish casting it.
Do not stand near other players while affected by
Healers: Do not stand too close to Blazing Tricksters to avoid
[Conflagration].
Do not stand near other players while affected by
Tanks: The Felguards summoned while Azzakel channels
[Claws of Argus] inflict heavy melee damage and must be tanked.
Do not stand near players affected by
[Conflagration].
Fel Lash: Azzakel lashes out with a blow backed by Fel energy, inflicting Physical damage, knocking the targeted player back, and increasing the player's Physical damage taken by 40% for 7.50 sec.
Curtain of Flame: Azzakel engulfs a player in Fel flame, inflicting 10000 Fire damage to the affected player every 3 sec for 9 sec.
When Curtain of Flame deals damage, it will also spread to any other players within 5 yards of the affected player.
Claws of Argus: Azzakel becomes immune to damage and opens the Claws of Argus, his portal to the demon homeworld. Demons spew forth from the portal for the duration of the channel.
Conflagration: Blazing Tricksters are wreathed in intense flames, burning any targets who come too close to them.
Burned targets are disoriented and suffer 6000 Fire damage every sec. for 5 sec.
Felblast: The caster conjures a blast of Fel fire, inflicting 35625 to 39375 Fire damage to the target.
Fel Stomp: Stomps the ground with fel-infused might, inflicting 47500 to 52500 Physical damage to all targets within a cone in front of the caster, and knocking them back.
Fel Pool: Players in a Fel Pool suffer 8000 Fire damage every 1 sec.
In Heroic and Challenge Mode difficulties, Fel Sparks shoot out from the Fel Pool when it is created.
Teron'gor
Working alongside the Sargerei, Gul'dan's agent Teron'gor plots to feast upon the bounty of souls contained within the barriers of the holy mausoleum of Auchindoun.
NormalHeroic
Overview: Teron'gor is a powerful warlock. At 75% health, he will drain and corrupt the power of the soul of one of the ancient spirits of Auchindoun, healing to full and gaining powers of either a Demonology, Destruction, or Affliction warlock depending on which spirit he drains.
In Challenge Mode, Teron'gor will siphon all three spirits and gain a combination of their powers.
Stage One: Teron'gor
Shadowbolt: Fires a bolt of shadow energy at the targeted player, inflicting 17100 to 18900 Shadow damage.
Corruption: Corrupts the target's blood with malevolent energy, inflicting 8000 Shadow damage every 3 sec. for 18 sec.
Drain Life: Drains the life from a player, inflicting 15000 Shadow damage to them every 3 sec. for 6 sec. Each time it deals damage it also restores 2% of the caster's health.
Rain of Fire: Fiery meteors rain down at the targeted location, inflicting 22500 Fire damage to all enemies within the area every 2 sec. for 8 sec.
Summon Abyssal: The caster calls down a Felborne Abyssal that relentlessly pursues a chosen target. (Challenge, Heroic)
Felborne Abyssal: These infernal creatures fixate on a single target and pursue them relentlessly.
Stage Two: Devoured Souls: At 75% health, Teron'gor twists and devours one of the ancient souls of Auchindoun, gaining malevolent powers directly opposed to the good deeds the Draenei heroes stood for in life.
In Challenge Mode, Teron'gor will siphon all three spirits and gain a combination of their powers.
Arcanist Joraa: Teron'gor corrupts Arcanist Joraa's passion for order and creation, gaining powers of Destruction.
Immolate: Ignites the target's flesh, inflicting 12000 Fire damage every 3 sec. for 18 sec.
Conflagrate: Burns the target, inflicting 13300 to 14700 Fire damage and reducing the target's movement speed by 50% for 8 sec.
Rain of Fire: Fiery meteors rain down at the targeted location, inflicting 22500 Fire damage to all enemies within the area every 2 sec. for 2 min.
Incinerate: Sends a wave of fire to the current target, inflicting 22800 to 25200 Fire damage.
Vindicator Iruun: Teron'gor corrupts Vindicator Iruun's burning hatred of demons, gaining powers of Demonology.
Doom: Inflicts 20000 Shadow damage every 15 sec.
Corruption: Corrupts the target's blood with malevolent energy, inflicting 8000 Shadow damage every 3 sec. for 18 sec.
Touch of Chaos: Unleashes energy at the enemy, causing 16150 to 17850 Chaos damage.
Atop the crowning pinnacle of the Spires of Arak, amidst the clouds, Skyreach stands as the seat of power of the Adherents of Rukhmar. The arakkoa have gathered and harnessed the Apexis technology of their forebears, and now they are ready to unleash the focused power of the sun upon their enemies.
Ranjit
Ranjit has spent a lifetime honing his skill with the bladed chakram, and found that as his mastery of the traditional arakkoa weapon grew, he could shape the wind itself and wield it against his enemies. He now guards access to the inner sanctum of Skyreach, willing to die to protect the seat of arakkoa power atop the Spires.
NormalHeroic
Araknath
The high arakkoa of Skyreach closely observed the civilization of the draenei, taking a keen interest in the towering Vigilants that guard their cities and temples. The arakkoa set out to create their own superior version, powered by solar energy - an unwaveringly obedient engine of destruction.
NormalHeroic
Rukhran
This majestic bird, rumored to be the progeny of the arakkoa sun-god Rukhmar, soars through the skies above the Spires of Arak. Rukhran has an affinity for solar energy, and can absorb the sun's power and unleash it to incinerate any prey.
NormalHeroic
High Sage Viryx
High Sage Viryx has dedicated her rule wholly to harnessing Apexis artifacts in service of Rukhmar's will. At last, thanks to the completion of the massive crystal superweapon that focuses the sun's energy to destroy their enemies, it is time for the arakkoa to claim their rightful place as rulers of Draenor.
NormalHeroicThis foundry was the ancestral home of the Blackrock orcs, wherein master smiths smelted and worked the impossibly hard ore that is the clan's namesake. Now, massive giants captured and broken by the Thunderlord heat the great forges, flamebenders of the Burning Blade imbue the ore with an inner fire, and engineers shape the slag according to otherworldly schematics. Warlord Blackhand's foundry is the center of the Iron Horde's military might, churning out the weaponry that will be used to raze Azeroth.
Gruul
Garrosh knew that the surest path to breaking the gronn lay in subjugating their great father, Gruul. Known in another time as the Dragonkiller, here Gruul has been reduced to the role of menial laborer. In a cruel mockery of the Shattered Hand's warrior tradition, his hand has been replaced with a hook to enable him to more easily haul pallets of fuel to the furnace.
NormalHeroicMythicRaid Finder
Overview: Gruul attacks with massive sweeping blows that require the coordinate efforts of multiple players to withstand, and periodically enters a
[Destructive Rampage], ignoring all targets and continually performing
[Overhead Smash].
Damage Dealers: If afflicted by
[Petrify], stay away from allies to avoid collateral damage when
[Shatter] occurs.
Players must stand in close proximity to one another in order to share the damage from
[Inferno Slice].
Healers: If afflicted by
[Petrify], stay away from allies to avoid collateral damage when
[Shatter] occurs.
Players must stand in close proximity to one another in order to share the damage from
[Inferno Slice].
Crumbling Roar: The ceiling cracks and crumbles, caving in over players for 58500 to 61500 Physical damage every second.
Overwhelming Blows: Inflicts 219375 to 230625 Physical damage to enemies within 10 yards. Also increases damage taken from Overwhelming blows by 5% per application.
Flare: Inflicts 97500 to 102500 Fire damage to players within the blast, and hurls a fiery Flare into the distance.
This Flare inflicts 97500 to 102500 Fire damage to those it passes through and increases their Fire damage taken by 20%. (Mythic)
Petrify: Knocks players in a random direction and begins the process of petrification.
Players turn to stone over time, eventually shattered by Gruul's mighty roar, causing players to inflict 39000 to 41000 Nature damage to all allies within 8 yards.
Shatter: Your petrify shatters for 39000 to 41000 Nature damage to all allies within 8 yards.
Overhead Smash: Slams the ground inflicting 243750 to 256250 Nature damage to all enemies in a line in front of the caster.
World Shaking: Gruul, blinded with rage, increases his haste by 50% and repeatedly slams the ground in fury.
Oregorger
The storehouses of the Blackrock Foundry, laden with heaps and pallets of unprocessed Blackrock ore, represent a grand banquet feast for the ravenous rock-eating goren who have burrowed into the chamber. Oregorger is by far the largest of the invaders, gluttony swelling his frame far beyond the size of any goren previously seen in Draenor.
NormalHeroicMythicRaid Finder
Overview: Oregorger draws upon his reserves of Blackrock Ore to attack his enemies. When he has spent all his Blackrock Ore, he begins rampaging around in search of new Blackrock Ore to replenish himself. Once Oregorger is sated, he stops rolling and returns to fighting.
Damage Dealers: Interrupt
[Blackrock Barrage] to prevent raidwide damage and slow Oregorger's consumption of Blackrock Ore.
Breaking open Ore Crates during Feeding Frenzy will leave Blackrock Ore on the ground for Oregorger to consume.
Healers: Shielding and using damage mitigating abilities on the closest target of
[Acid Torrent] can decrease the damage dealt to rest of the targets.
Tanks: Position yourself to be closest in the
[Acid Torrent] cone and use damage mitigating abilities to decrease the damage dealt to others.
Quickly regain threat after Oregorger leaves his Feeding Frenzy.
Satiated Slaughter:
When sated, Oregorger draws upon his Ore reserve to unleash powerful attacks against his enemies.
Acid Torrent: Sprays a cone of acid at a ranged target, inflicting 475000 to 525000 Physical damage to the closest target and increases the damage Acid Torrent deals by 475000 to 525000 for 20 sec. All other targets take 250000 Nature damage reduced by the closest target's total damage mitigation.
Retched Blackrock: Regurgitates Blackrock Ore at a target, leaving a pool of acid that inflicts Nature damage every 1.5 sec.
Explosive Shard: Launches an explosive shard, inflicting 85500 to 94500 Physical damage and knocking back enemies in the area. After 3 sec, the shard explodes, dealing 190000 to 210000 Fire damage and stunning nearby enemies.
Blackrock Barrage: Launches Blackrock Spines, inflicting 61750 to 68250 Physical damage to all enemies.
Acid Maw: Covers the target in acid, inflicting 7500 Nature damage every 2 sec for 8 sec.
Feeding Frenzy:
When his Blackrock Ore reserves have depleted, Oregorger rampages through the room, trampling all in his path as he searches for ore to eat.
Rolling Fury: Becomes a rolling juggernaut, inflicting 190000 to 210000 Physical damage and knocking down anyone in the way.
Earthshaking Collision: Shakes the earth, inflicting 33250 to 36750 Nature damage to all players.
In Mythic difficulty, these collisions also leave Unstable Slag residue at the location of the collision. Unstable Slag explodes if another collision occurs at the same location.
Hunger Drive: The longer Oregorger remains in Feeding Frenzy, the more furious he grows, increasing damage inflicted by Earthshaking Collision by 5% per application. Stacks 100 times.
Unstable Slag Explosion: Unstable Slag explodes, sending waves of fire in all directions that inflict 71250 to 78750 Fire damage. These waves of fire will detonate other Unstable Slag they hit. (Mythic)
Beastlord Darmac
As a young orc, Darmac quickly rose through the ranks of the Thunderlord as a gifted trainer of beasts. Where others only saw animal instincts, he recognized intellect and drew forth untapped potential from brain and muscle and bone. When the Iron Horde demanded his service, Darmac saw no greater honor than to outfit and train the most savage beasts Draenor had to offer.
NormalHeroicMythicRaid Finder Stage Three: Spiritual Successor:
Darmac is empowered by slain Prime Beasts.
Cunning of the Wolf: Increases attack speed by 35% for all other allies within 30 yards.
Grants usage of Rend and Tear while dismounted.
Rend and Tear: Leaps to a target, causing enemies within 7 yards to bleed for 26076 Physical damage every 3 sec. and increasing damage taken from Rend and Tear by 10% for 30 sec.
Darmac then leaps back, inflicting the same bleed when landing.
Spirit of the Rylak: Imbues Pin Down and Call the Pack with elemental fire.
Grants usage of Superheated Shrapnel while dismounted.
Superheated Shrapnel: Inflicts 65373 to 75975 Fire damage instantly and another 12165 Fire damage every 3 sec. to enemies caught in the blast.
Flame Infusion: Pack Beast corpses smolder with intense heat, inflicting 20625 Fire damage every 1 sec. to enemies in the fire.
Seeking Embers: Heavy Spears catch flame, flinging burning embers at a random enemies, inflicting 19887 to 23113 Fire damage.
Fury of the Elekk: Increases Physical damage done by 25%.
Grants usage of Tantrum while dismounted. (Heroic, Normal, Raid Finder)
Tantrum: Inflicts 23452 to 25922 Nature damage every 1 sec. for 5 sec.
Fury of the Elekk: Increases all damage done by 25%.
Grants usage of Tantrum while dismounted. (Mythic)
Tantrum: Inflicts 23452 to 25922 Nature damage every 1 sec. for 5 sec.
Heart of the Clefthoof: Increases health by 125% and activates Unstoppable.
Grants usage of Epicenter while dismounted. (Mythic)
Epicenter: Inflicts 34230 Nature damage every 1 sec. to enemies caught in the epicenter.
Slows movement speed by 25%.
Unstoppable: Periodically increases damage dealt by 10%.
Unsteady: Gathering power bursts forth, inflicting 11759 to 12997 Physical damage to all enemies and slowing their movement speed by 50% for 3 sec.
Flamebender Ka'graz
Under the banner of the Iron Horde, Blackhand has enlisted Flamebender Ka'graz of the Burning Blade to imbue the Blackrock-forged armaments with the essence of flame. Along with her assistant Aknor Steelbringer, Ka'graz toils before an everburning forge in support of the Iron Horde's conquest of Draenor.
NormalHeroicMythicRaid Finder
Overview: Flamebender Ka'graz gains energy over time, unlocking new abilities at given thresholds. At 100 energy, Ka'graz channels a Firestorm, fully consuming her energy and beginning the cycle anew.
Damage Dealers: Ranged damage-dealers should beware
[Lava Slash], which chains to nearby allies.
When Ka'graz reaches 25 Molten Energy, help split the damage of
[Molten Torrent].
If afflicted with
[Blazing Radiance], move away from other players.
Destroy Cinder Wolves before Ka'graz reaches 100 Molten Energy.
Healers: Spread out to avoid
[Lava Slash], which chains to nearby allies.
When Ka'graz reaches 25 Molten Energy, help split the damage of
[Molten Torrent].
If afflicted with
[Blazing Radiance], move away from other players.
At 100 Molten Energy,
[Firestorm] will inflict heavy raidwide damage.
Molten Energy:
Flamebender Ka'graz gains energy over time allowing her to access even more powerful abilities.
She gains abilities at 25, 50, 75, and 100 Molten Energy.
Summon Cinder Wolves: Summons forth Cinder Wolves to do Flamebender Ka'graz's bidding.
Granted at 50 Molten Energy.
Fixate: A Cinder Wolf has set his attention on an enemy. Lasts 10 sec.
Fiery Link: A fiery beam connects the Cinder Wolves. Contact with the beam inflicts
Singe.
Singe: Inflicts 9250 to 10750 Fire damage every 1 sec. for 8 sec. This effect stacks.
Rekindle: When the Cinder Wolves life is depleted it begins to
Rekindle, healing 50% of the Cinder Wolf's life if there are any living Cinder Wolves.
Overheated: The Cinder Wolf has absorbed enough heat energy to become Overheated increasing movement speed by 150% and Physical damage dealt by 50% for 20.50 sec. Also allows the use of Charring Breath.
Charring Breath 300 yd range Instant |
Inflicts 50000 Fire damage to all targets in a cone in front of the caster.
Increases damage of the next Charring Breath by 200%. This ability stacks. |
Charring Breath: Inflicts 50000 Fire damage to all targets in a cone in front of the caster.
Increases damage of the next Charring Breath by 200%. This ability stacks.
Blazing Radiance: Inflicts 40000 Fire damage to all allies within 10 yards every 2 sec.
Granted at 75 Molten Energy.
Firestorm: Inflicts 17550 to 18450 Fire damage to all enemies every 0.5 sec. for 12 sec.
Each Cinder Wolf alive when the channel begins also inflicts 17550 to 18450 Fire damage to all enemies every 0.5 sec.
Granted at 100 Molten Energy.
Magma Monsoon: Firestorm creates motes of lava that coalesce into molten orbs that rain down every 2 sec. for 30 sec., inflicting 71250 to 78750 Fire damage to all enemies within 3 yards of the impact.
Flamefury: Consuming all of Flamebender Ka'graz's Molten Energy she empowers her blade to inflict
Rising Flames for 50 sec.
Rising Flames 40 yd range Instant |
Inflicts 11000 Fire damage every 1 sec. for 8 sec. This ability stacks. |
Rising Flames: Inflicts 11000 Fire damage every 1 sec. for 8 sec. This ability stacks.
Flambender Ka'graz
Lava Slash: Inflicts 78487 to 82513 Fire damage to all targets within 7 yards of the impact and leaves behind an area of flame that inflicts 50000 Fire damage to any enemy standing in the flames.
In addition, any player within 6 yards of the eruption is also targeted with a Lava Slash.
Summon Enchanted Armaments: Summons forth a blazing sword wreathed in flames that casts Unquenchable Flame every 3 sec.
Unquenchable Flame 10 yd range 0.5 sec cast |
Inflicts 95000 to 105000 Fire damage every 3 sec. to enemies within 6 yards. |
Unquenchable Flame: Inflicts 95000 to 105000 Fire damage every 3 sec. to enemies within 6 yards.
Empowered Armament: The Cinder Wolves' Fiery Link empowers the Enchanted Armament, inflicting 11875 to 13125 Fire damage to players within 6 yards every 0.5 sec. for 9 sec.
In addition, the Armament spews forth molten lava at a random player every 0.5 sec. for 9 sec., inflicting 43500 Fire damage. (Mythic)
Devastating Slam: Inflicts 219375 to 230625 Physical damage to all enemies in a frontal cone 15 yards in front of the caster.
Drop the Hammer: Aknor leaps towards a random player and slams his hammer down inflicting 100000 Physical damage to anyone within 10 yards of the impact and knocking them back.
Hans'gar and Franzok
Hans'gar and Franzok are twin brothers raised and trained as masterful brawlers of their clan. Both carved paths of glory as warriors, but destiny had other plans. The brothers, each unwilling to slay the other in the rite of mak'gora, were banished from their clan and left for dead. They survived as outcasts in the savage wilds of Draenor, and when the Iron Horde called, these powerful warriors found a new home in the massive war machine.
NormalHeroicMythicRaid Finder
Overview: The battle against Hans'gar and Franzok takes place amidst an operational Blackrock assembly line.
At fixed health thresholds, one of the twin orcs jumps out of the fight space to activate the factory machinery, enabling the conveyor belts that bear plates of molten Blackrock ore, or massive presses that stamp down from overhead.
Damage Dealers: Franzok's
[Disrupting Roar] interrupts spellcasting, and is performed more quickly as he gains Rage.
Hans'gar and Franzok are
[Bound by Blood] and share a single effective health pool.
Healers: When either Hans'gar or Franzok land they cause
[Aftershocks] that deal raid-wide damage.
Franzok's
[Disrupting Roar] interrupts casting, and is performed more quickly as he gains Rage.
When either Hans'gar or Franzok leaves the fight space, they will pick up both tanks and
[Crippling Suplex] them together for high Physical damage.
Tanks: When either Hans'gar or Franzok leaves the fight space, they will pick up both tanks and
[Crippling Suplex] them together for high Physical damage.
When Hans'gar and Franzok land from jumping they will inflict
[Shattered Vertebrae], which increases damage taken with each application in an area around them.
Environmental Threats:
The battle takes place admist an active Blackrock processing line, which poses many dangers to the unaware player.
Searing Plates: Searing Plates speed across the room on the conveyor belts burning nearby enemies for 200000 Fire damage every 1 sec.
Scorching Burns: A wave of searing heat erupts from the grill scorching nearby enemies, inflicting 85000 Fire damage.
Stamping Presses: Stamping presses crash down from the roof smashing into nearby enemies, inflicting 200000 Physical damage.
Smart Stampers: Stamping Presses periodically respond to your presence. They will stay down for longer and will block your movement. (Mythic)
Shattered Vertebrae: A brutal body slam crashes upon you, increasing the Physical damage taken by 30%.
In Mythic difficulty, this effect inflicts 500000 Physical damage split evenly among enemies within 12 yards.
Aftershock: A brutal shockwave erupts through the room blasting you, inflicting 25000 Physical damage every 2 sec.
Bound by Blood: Hans'gar and Franzok are bound by blood, and share health.
Crippling Suplex: Picks up an enemy and smashes them against his highest threat target, dealing Physical damage equal to the maximum health of the picked up enemy.
Pumped Up: When Hans'gar or Franzok take damage, they gain increasing amounts of Rage.
As their Rage increases, Pumped Up increases in power and they inflict more melee damage, increase the hammers thrown by Skullcracker, reduce the cast time of Disrupting Roar, and increase the number of jumps performed during Body Slam.
Skullcracker: Throws a hammer towards a nearby enemy, inflicting 125000 Physical damage.
Shattered Vertebrae: A brutal body slam crashes upon you, increasing the Physical damage taken by 30%.
In Mythic difficulty, this effect inflicts 500000 Physical damage split evenly among enemies within 12 yards.
Aftershock: A brutal shockwave erupts through the room blasting you, inflicting 25000 Physical damage every 2 sec.
Bound by Blood: Hans'gar and Franzok are bound by blood, and share health.
Crippling Suplex: Picks up an enemy and smashes them against his highest threat target, dealing Physical damage equal to the maximum health of the picked up enemy.
Pumped Up: When Hans'gar or Franzok take damage, they gain increasing amounts of Rage.
As their Rage increases, Pumped Up increases in power and they inflict more melee damage, increase the hammers thrown by Skullcracker, reduce the cast time of Disrupting Roar, and increase the number of jumps performed by Jump Slam.
Operator Thogar
Known more for his cruelty and cleverness than for brute strength, Thogar oversees the operation of the Grimrail. From the Foundry's depot, he coordinates the ongoing ground battle against the draenei in Talador, with entire batallions of troops and artillery at his beck and call.
NormalHeroicMythicRaid Finder
The Blast Furnace
The Blackrock clan's unique ability to smelt the black ore, a substance so dense that ordinary flame does not even soften it, has always been their most closely-guarded secret. Deep within the Foundry, their furnace contains a primal force as old as Draenor itself, raging within the confines of its prison as it emanates a preternatural heat.
NormalHeroicMythicRaid Finder
Overview: The objective of this encounter is to destroy the Foundry's massive furnace. Players must first disable the Blast Furnace's Heat Regulators, which will release the Heart of the Mountain, a blazing fire Fury that powers the furnace. Primal Elementalists then join the fight and channel beams to control the raging Fury. Once the Primal Elementalists have fallen, the Heart of the Mountain is unleashed and must be dealt with directly.
Damage Dealers: Furnace Engineers attach bombs to random targets. Detonate these bombs near a Heat Regulator to damage them.
Defeat Slag Elementals near Primal Elementalists to temporarily disrupt their protective shield.
Interrupt Firecallers'
[Cauterize Wounds].
Healers: Players in the vicinity of Foreman Feldspar suffer Fire damage as long as they are close to him.
Foreman Feldspar targets random players with his
[Pyroclasm] ability.
Every time the Heart of the Mountain reaches 100 Energy, he will cast
[Blast].
Slag Elementals pick targets at random to fixate on and attack.
Tanks: Position Security Guards so they cannot protect nearby allies with their
[Defense] ability.
Slag Elementals fixate on random players, and cannot be taunted.
Firecallers will heal their allies for a significant amount.
When facing the Heart of the Mountain, take turns tanking in order to manage your stacks of
[Tempered] and
[Heat].
Phase 1 - Sabotage:
Players must disable the Heat Regulators located on each side of the Blast Furnace to disable it.
The Blast Furnace
Blast: The Blast Furnace periodically unleashes a burst of heat upon the whole room. All players suffer 74000 to 86000 Fire damage.
Electrocution: The caster fires a bolt of electricity at a random enemy that inflicts 23400 to 24600 Nature damage. The electricity will jump to up to 2 other targets within 5 yards of the initial target.
Repair: The caster attempts to repair a nearby Heat Regulator for 2% of its maximum health.
Bomb: The caster attaches bombs to random enemies. After 15 sec the bombs will detonate.
Drop Lit Bombs: The caster drops their sack of bombs. The force of dropping to the ground causes them all to arm; they will explode shortly after being picked up. If all the bombs are taken out of the sack, the sack will dissappear. Otherwise the sack will explode after 15 sec. (Mythic, Heroic, Normal)
Defense: The caster provides protection for their nearby allies, preventing nearly all damage.
Slay Elemental: The caster strikes the target, disabling any protection their elemental nature would normally provide and causing the target to take an additional 50% more damage for 20 sec.
Only works on Slag Elementals.
Pyroclasm: The caster hurls a massive glob of pyroclastic sludge at a random target for 46250 to 53750 Fire damage.
Rupture: The ground beneath the target's feet rips open, revealing pyroclastic flows that inflict 40000 Fire damage to all players in the vicinity every second.
Hot Blooded: Foreman Feldspar's very presence burns his enemies with Fire damage.
Melt Armor: The caster lashes forward with their molten gauntlets, inflicting 55500 to 64500 Fire damage and melting the victim's armor.
Further instances of this attack received within 30 sec inflict 30% more damage.
Phase 2 - The Heart Exposed:
The Heart of the Mountain escapes from the Blast Furnace! Primal Elementalists join the fight in an effort to keep the Heart of the Mountain from destroying everything.
The Blast Furnace
Blast: The Blast Furnace periodically unleashes a burst of heat upon the whole room. All players suffer 74000 to 86000 Fire damage.
Slag Pool: The Slag Pool continues to heat up the Heart of the Mountain as long as it remains in the area. (Mythic)
Cooling Down: When the Heart of the Mountain exits the Blast Furnace it loses heat. (Raid Finder, Heroic, Normal)
Damage Shield: The caster raises a shield of elemental forces, making them immune to all damage.
Shields Down: Primal Elementalists are vulnerable to damage when their Damage Shield has been removed.
Cauterize: The caster seals the target's wounds with flames, cauterizing them and healing the target for 10% of their maximum health.
Players healed in this way are healed for 1/10th this value.
Lava Burst: The caster hurls a massive glob of lava at a random target for 50875 to 59125 Fire damage.
Volatile Fire: Afflicts random enemies with a seed of Volatile Fire that will explode after 8 sec. When the seed explodes, it inflicts 92500 to 107500 Fire damage to all enemies within 8 yards of the explosion.
Erupt: The caster causes lava underneath the target Slag Elemental to rise up out of the ground, heating them up. The Slag Elemental is energized to full.
Slag Elemental: Slag Elementals will go Dormant and remove the Damage Shield of any nearby Primal Elementalist when they are reduced to 1 hitpoint. While Dormant, the Fury's Blasts will restore 20 Energy. When the Slag Elemental reaches 100 Energy they will revive.
Burn: The caster inflicts 27750 to 32250 Fire damage to their current target.
Fixate: Slag Elementals fixate on a random target, focusing their spells on the victim.
Slag Bomb: Upon reaching zero health remaining, the Slag Elemental explodes for 92500 to 107500 Fire damage to all enemies within 8 yards and goes Dormant.
Hardened Slag: Hardened Slag is impervious to nearly all damage. (Mythic)
Defense: The caster provides protection for their nearby allies, preventing nearly all damage.
Slay Elemental: The caster strikes the target, disabling any protection their elemental nature would normally provide and causing the target to take an additional 50% more damage for 20 sec.
Only works on Slag Elementals.
Phase 3 - Freedom!:
With all of the Primal Elementalists defeated, the Heart of the Mountain attacks everything in site.
Blast: The Blast Furnace periodically unleashes a burst of heat upon the whole room. All players suffer 74000 to 86000 Fire damage.
Tempered: Exposure to Heat from the Heart of the Mountain's attacks gradually increases damage taken from Heat. Tempered will only increase its efficacy when exposed to greater Heat levels than your current Tempered level and any time Heat is initially applied to you.
Heat: Heats up the victim's arms and armor. This heat inflicts 20000 Fire damage every second for each application and is increased by the victim's Tempered level.
Melt: The caster heats the floor under a random enemy. Players entering the affected area suffer 50000 Fire damage every second.
Kromog
The magnaron are mysterious in their ways, ancient and inscrutable. Miners excavating an expansion to the Foundry, in support of the Iron Horde's massive production needs, were horrified to unearth a chamber containing a living magnaron. To their astonishment, Kromog began to assist in their endeavors, and now uses his massive stone fists to hammer out the gigantic plates needed for the Iron Horde's dreadnaughts and siege machinery.
NormalHeroicMythicRaid Finder
Overview: The massive magnaron Kromog stands immobile overlooking a ledge as he assaults players with his fists and the very stone beneath them. Many of Kromog's mighty attacks create
[Reverberations], and at 30% remaining health, Kromog gains the effect of
[Frenzy].
Tanks: Allow yourself to be gripped by a hand created by
[Rune of the Grasping Hand] in order to avoid critical damage from
[Thundering Blows].
Kromog's
[Slam] ability deals less damage the farther away players are from his fists when they slam onto the ground.
Kromog's normal attacks cause
[Fists of Stone], inflicting heavy damage which may be shared by up to 2 targets.
If Kromog is not being tanked, he will continually cast
[Stone Breath].
Warped Armor: Reduces the movement speed of the target by 15%. Also increases physical damage taken by 30%. This effect stacks up to 5 times.
Stone Breath: Deals 24375 to 25625 Nature damage to all enemies every second.
If there are no valid targets in melee range, Kromog will continue to breathe until he finds one.
Fists of Stone: Inflicts 402187 to 422813 Physical damage split evenly between enemies, up to 2 targets within 15 yards.
Slam: Deals 500000 Physical damage, scaling based on how close the target is to the caster.
Rippling Smash: Kromog smashes the ground violently, causing a cascading eruption that inflicts 214500 to 225500 Nature damage to those within its wake.
Rune of the Grasping Hand: Kromog places a mighty palm on the ground, summoning the very stone from the earth. Fists of stone grasp at players, inflicting 7800 to 8200 Nature damage per second, but shielding them from Physical damage and holding them to the ground. The damage increases over time.
Thundering Blows: Kromog smashes his fists repeatedly, inflicting 97500 to 102500 Physical damage to all players every second, knocking them high into the air.
Rune of Crushing Earth: Kromog bends the earth to form two outstretched hands. These hands will slam together, inflicting 195000 to 205000 Nature damage to enemies on contact, stunning them for 5 sec.
Reverberations: The clamorous impact of Kromog's fists causes sound reverberations to amass, inflicting 97500 to 102500 Sonic damage to enemies with which they come into contact and dissipate.
Rockfall: Deals 58500 to 61500 Nature damage to 4 random targets.
Frenzy: Damage increased by 20%.
Attack Speed increased by 20%.
Abilities are cast more frequently.
Kromog will gain the effects of Frenzy at 30% remaining life.
Rune of the Stone Geyser: Kromog channels the earth, causing massive pillars to erupt for 146250 to 153750 Nature damage. These pillars will recede back into the earth unless shattered. (Mythic)
Call of the Mountain: Inflicts 1170000 to 1230000 Physical damage to enemies within line of sight. (Mythic)
The Iron Maidens
With little opportunity to exercise her tactical brilliance under the ancient social structure of the orc clans, Gar'an was thrilled to be one of the first warriors to volunteer for naval duty under the Iron Horde. Instantly successful in battle, she was named Admiral of the Iron Horde fleet and selected Marak and Sorka as her lieutenants. Together, they are called the Iron Maidens, and have crushed any who have dared face them in battle.
NormalHeroicMythicRaid Finder
Overview: The Iron Maidens periodically gain Iron Fury. As the Maidens gain Iron Fury, they gain new abilities.
Periodically, one of the Maidens will move to bombard players from the Dreadnaught's main cannon. A team of players must use loading chains to get to the deck of the boat, defeat the Deckhand stationed there, and sabotage the ammunition of the main cannon before it finishes
[Warming Up].
Whenever one of the Maidens reaches 20% health, they will all activate
[Iron Will]. Players must then quickly defeat them before being overwhelmed.
Damage Dealers: [Blade Dash] can be deadly - avoid standing close to other players if you are battling Sorka.
Intercept Garan's
[Penetrating Shot] to save the targeted player.
Healers: Players who fail to avoid the
[Detonation Sequence] from bombs fired by the Dreadnaught's main cannon will take heavy damage.
While
[Sanguine Strikes], is active, the raid while take heavy Shadow damage.
Ensure players targeted by
[Dark Hunt] are not low on health when it expires.
Tanks: Move between Marak and the target of her
[Blood Ritual] to intercept the effect of
[Crystalized Blood].
Minimize damage taken by Marak's melee strikes while
[Sanguine Strikes] is active.
Pursue Sorka or Marak when they board the Dreadnaught to bombard the docks.
The Iron Maidens
Iron Will: The Iron Maidens are bound together with Iron Will - whenever any of them is critically low on health, they will all rise to 100 Iron Fury. Every 20 seconds thereafter their damage dealt will increase by 10%.
Iron Shot: Admiral Gar'an fires a shot from her rifle at a random player, inflicting 64750 to 75250 Physical damage.
Rapid Fire: Admiral Gar'an readies her rifle and tracks a player, firing a barrage of high-explosive rounds. Each round inflicts 111000 to 129000 Fire damage to players within 5 yards of the impact location.
Penetrating Shot: Gar'an lines up a Penetrating Shot at the vitals of her target, inflicting 500000 Physical damage to the target after 6 sec.
Players can move between her and her target, disrupting her aim causing the damage inflicted to be split among all intercepting players and the target.
Gar'an gains this ability at 30 Iron Fury.
Deploy Turret: Gar'an deploys an automated Dominator Turret, which fires a series of blasts in a circular pattern.
Dominator Blasts inflict 35000 Fire damage every 1 sec. for 8 sec to any players they come into contact with. This effect stacks.
Gar'an gains this ability at 100 Iron Fury.
Blade Dash: Dashes through a player within 45 yards, chaining to targets within 8 yards, as well as Sorka's primary target, inflicting 92500 to 107500 Physical damage to targeted players.
Swirling Vortex: Follows in the path of Blade Dash. Inflicts 41625 to 48375 Nature damage and stuns for 1.50 sec. (Mythic)
Sorka's Prey: Damage taken from Blade Dash is increased by 400%. (Mythic)
Convulsive Shadows: Inflicts 20000 Shadow damage per stack every 2 sec. A stack is removed each time damage is dealt.
When dispelled, inflicts 40,000 Shadow damage per stack to the dispelled player.
Sorka gains this ability at 30 Iron Fury.
Lingering Shadow: When Convulsive Shadows deals damage, a pool of Lingering Shadow is created, applying Convulsive Shadows to players. (Mythic)
Crystallized Blood: Inflicts 277500 to 322500 Physical damage to the player closest to Marak affected by Blood Ritual.
Boomerang Axe Barrage: Bounces between 3 marked targets for up to 400000 Physical damage. Damage decreases the farther the axe travels between each target.
Marak gains this ability at 30 Iron Fury.
Volatile Blood Orb: Spawns a Volatile Blood Orb at the location of players hit by Bloodsoaked Heartseeker, periodically casting Volatile Bloodbath. (Mythic)
Volatile Bloodbath: A Volatile Blood Orb erupts in a bath of corrupted blood magic, inflicting up to 27750 to 32250 Shadow damage to all players on the dock. Players further from the Volatile Blood Orb take less damage. (Mythic)
Sanguine Strikes: Marak the Blooded's melee attacks become so powerful as to corrupt the life essence of her target, causing their blood to erupt, duplicating a portion of damage dealt to her primary target to all players as Shadow damage.
Marak gains this ability at 100 Iron Fury.
The Dreadnaught:
When one of the Maidens mans the Dreadnaught's main gun, a group of players must use the loading chains to travel to the Dreadnaught and defeat that Maiden's deckhand before the Maiden completes the warmup sequence of the main gun.
While the gun is warming up, the main cannon will barrage the docks with bombs, which players who remain on the docks must avoid.
Blackhand
A ruthless tyrant and fierce warrior, Blackhand is Warlord of the Blackrock clan, second only to Grommash in stature within the Iron Horde. Bathed in sweltering heat that few other mortals could withstand, Blackhand oversees the operations of his Foundry from atop its Crucible, wielding his smoldering slag hammer to forge weapons of peerless quality.
NormalHeroicMythicRaid Finder
Overview: Upon reaching 70% and 30% health, Blackhand causes the floor beneath the players to give out, falling to a lower level of the tower and changing the environmental hazards that he brings to bear to destroy his foes.
Damage Dealers: During the initial phase, stay far from
[Massive Demolition]'s impact point, and take shelter behind Debris Piles if you are
[Marked for Death].
Once falling to the second level, defeat Siegemakers and Iron Soldiers.
On the third level, avoid being knocked off by
[Impaling Throw].
Healers: During the initial phase, stay far from
[Massive Demolition]'s impact point, and take shelter behind Debris Piles if you are
[Marked for Death].
Once falling to the second level, Iron Soldiers will fire at players, inflicting raid damage.
On the third level players hit with
[Impaling Throw] and Slag Bombs require significant healing.
Tanks: During the initial phase, Blackhand will knock his primary target into the Molten Slag.
On the second level, Iron Soldiers spawn on the balcony above and must be killed.
On the third level,
[Shattering Smash] causes large Slag Craters that must be avoided.
Stage One: The Blackrock Forge:
Blackhand pours Molten Slag into the moulding of the room, the slag slowly encoaches on players as the phase progresses.
Molten Slag: The Molten Slag will destroy any Slag Bombs or Debris Piles it comes in contact with. Inflicts 9750 to 10250 Fire damage every 0.5 sec while standing in the Molten Slag. Damage from Molten Slag increases by 50% every 0.5 sec. Stacks.
Demolition: Blackhand throws his hammer at the ceiling, causing Demolition and Massive Demolition to occur. Demolition inflicts 20000 Physical damage to all enemies within 12 yards. The damage inflicted is decreases the farther away an enemy is from the impact point.
Massive Demolition: Massive Demolition inflicts 300000 Physical damage to all enemies and creates a Debris Pile at the location. The damage is decreases the farther away an enemy is from the impact point.
Marked for Death: Blackhand marks a target for death. After 5 sec Blackhand will cast Impaling Throw at the target. Impaling Throw impacts the first object it hits. Marked targets move speed is increased by 30%.
Impaling Throw: Inflicts 195000 to 205000 Physical damage, ignoring armor and knocking the target back and causing Impaled, inflicting 50000 Physical damage every 3 sec for 45 sec. Impaling Throw impacts the first object it hits.
Throw Slag Bombs: Blackhand throws Slag Bombs at several nearby locations. Slag Bombs arm after 3 sec, a triggered Slag Bomb inflicts 146250 to 153750 Fire damage to enemies within 10 yards of the bomb, applying Slagged. Slag Bombs will detonate on contact with Molten Slag.
Slagged: Increases damage taken by 100% for 15 sec.
Shattering Smash: The Shattering Smash inflicts 243750 to 256250 Physical damage split among all enemies within 5 yards, knocking the targets back clearing all threat and stunning them for 3 sec.
Stage Two: Storage Warehouse:
Blackhand has stored deadly siege weaponry and calls in reinforcements on the balcony above.
Siegemaker: Siegemakers are called in periodically by Blackhand and Fixate on the nearest target and go into an Overdrive after casting Mortar.
Mortar: Fires a Mortar that creates a Blaze that spreads.
Black Iron Plating: The Siegemaker's Blackiron Plating decreases damage taken by 90% per stack. Piercing the armor with an Impaling Throw will weaken the armor.
Battering Ram: Inflicts 146250 to 153750 Physical damage to enemies in a cone in front of the Tank, knocking enemies back.
Iron Soldier: Iron Soldiers reinforce the balcony at an increasing rate.
Explosive Rounds: Fires an Explosive Round at the target inflicting 24375 to 25625 Fire damage to enemies within 6 yards.
Marked for Death: Blackhand marks a target for death. After 5 sec Blackhand will cast Impaling Throw at the target. Impaling Throw impacts the first object it hits. Marked targets move speed is increased by 30%.
Impaling Throw: Inflicts 195000 to 205000 Physical damage, ignoring armor and knocking the target back and causing Impaled, inflicting 50000 Physical damage every 3 sec for 45 sec. Impaling Throw impacts the first object it hits.
Throw Slag Bombs: Blackhand throws Slag Bombs at several nearby locations. Slag Bombs arm after 3 sec, a triggered Slag Bomb inflicts 146250 to 153750 Fire damage to enemies within 10 yards of the bomb, applying Slagged. Slag Bombs will detonate on contact with a Siegemaker.
Shattering Smash: The Shattering Smash inflicts 243750 to 256250 Physical damage split among all enemies within 6 yards, knocking the targets back clearing all threat and stunning them for 3 sec.
Stage Three: Iron Crucible:
The Iron Crucible has hardened over after the Black Furnace was destroyed.
Marked for Death: Blackhand marks a target for death. After 5 sec Blackhand will cast Impaling Throw at the target. While on the Iron Crucible Blackhand is empowered and Impaling Throw impacts all targets in a line.
Impaling Throw: Inflicts 97500 to 102500 Physical damage, ignoring armor and knocking the target back and causing Impaled, inflicting 50000 Physical damage every 3 sec for 30 sec. While on the Iron Crucible Blackhand is empowered and Impaling Throw impacts all targets in a line.
Attach Slag Bombs: Blackhand throws Slag Bombs at several nearby enemies, attaching the bomb to the target. Slag Bombs arm after 3 sec, a triggered Slag Bomb inflicts 146250 to 153750 Fire damage to enemies within 10 yards of the bomb, applying Slagged and creating a Slag Hole.
Massive Shattering Smash: The Massive Shattering Smash inflicts 731250 to 768750 Fire damage instantly and an additional 117000 to 123000 Fire damage every 1 split evenly among all targets within 6 yards, knocking the targets back and creating a Slag Crater.
On the northern outskirts of Frostfire Ridge, the Bloodmaul ogres run a brutal mining operation amidst the sweltering heat of active volcanic caverns. Slaves from across Draenor are transported to the mines, never to leave alive. The Slag Mines produce abundant yields of gemstones and ore, but it is rumored that the true purpose of these mines is to dig for an ancient relic of immense power.
Magmolatus
The ogre geomancers of Frostfire pride themselves on harnessing the elements, but sometimes they overreach. Gog'duh has stoked the flames of his forge to new heights, driving Magmolatus into such a fury that it requires Gog'duh's full concentration to keep the raging slag elemental under control.
NormalHeroic
Overview: Forgemaster Gog'duh hurls two greater elementals at the party in an attempt to buy time.
When the Forgemaster is critically wounded, Magmolatus escapes from the furnace and engages the party. Magmolatus periodically calls in Molten Elementals to assist him.
Damage Dealers: While Forgemaster Gog'duh is alive, defeat the elementals called into combat.
Interrupt Calamity's
[Firestorm] to prevent heavy Fire damage.
While Magmolatus is active, kill Molten Elementals to avoid being overwhelmed.
Tanks: [Rough Smash] and
[Slag Smash] both do high damage and stun players!
Molten Elementals are immobile and cannot be tanked.
Stage One: Frantic Forgemaster:
Gog'duh assaults players with blasts of magma, pausing only to hastily conjure elementals in his defense.
Stage Two: Menacing Magma:
Once Gog'duh is badly injured, the powerful elemental Magmolatus escapes and begins to wreak havoc.
Magmolatus: Magmolatus assaults players with a fierce combination of earth and fire.
Withering Flames: Inflicts 3000 Fire damage every 2 sec. Also reduces attack, casting, and movement speed by 25%.
If is not dispelled, it will periodically ignite another ally with Choking Ashes.
Choking Ashes: Inflicts 3000 Fire damage every 2 sec. Also reduces attack, casting, and movement speed by 25%.
Slag Smash: Smashes the ground, inflicting 13300 to 14700 Physical damage to nearby enemies and stunning them for 3 sec.
Molten Impact: Creates a Molten Impact near an enemy target, summoning a Molten Elemental. The impact inflicts 8550 to 9450 Fire damage to enemies near the center, decreasing in damage the further away targets are.
Magma Barrage: Lava splashes to the floor, inflicting 4000 Fire damage every 2 sec. to enemies in the lava pool.
Volcanic Tantrum: Hot magma erupts outwards, causing 5362 to 5638 Fire damage to enemies in a line.
Slave Watcher Crushto
This cruel ogre taskmaster oversees the mining operation within the sweltering pits beneath Frostfire Ridge. Slaves from across Draenor are delivered to Crushto's care, who views them as expendable and will not hesitate to bludgeon them into submission (or worse) if they step out of line.
NormalHeroic
Roltall
Roltall is a fearsome elemental conjured by Gug'rokk himself and tethered to the threshold of Gug'rokk's chambers as a final bit of insurance in case of a slave revolt. The fiery creature keeps eternal vigil in its appointed place, calling down molten rock to repel any intruders.
NormalHeroic
Gug'rokk
Born in the capital of Highmaul, Gug'rokk was at first disdainful of his assignment as the governor of the Bloodmaul mines deep within Frostfire. Over time, however, he has come to appreciate the merits of operating on the outskirts of the Gorian Empire, with absolute control and minimal oversight.
NormalHeroicClasses
Forum |
Talent CalculatorSpellsChanges
- Ferocious Bite: Finishing move that causes damage per combo point and consumes up to 25 additional Energy to increase damage by up to 100%.Critical strike chance doubled against bleeding targets. 1 point : 321%500% of Attack power) * 1 / 5] damage 2 points: 321%500% of Attack power) * 2 / 5] damage 3 points: 321%500% of Attack power) * 3 / 5] damage 4 points: 321%500% of Attack power) * 4 / 5] damage 5 points: 321%500% of Attack power) * 5 / 5] damage
Talents and SpecializationChanges
Restoration
- Grove Guardians: Summons a Treant which will immediately cast Swiftmend on your current target. The Treant will cast Healing Touch on that target or a nearby ally periodically, healing for 0.909091360% of Spell power) / 1.1]. Lasts 15 sec. Maximum 3 charges.
Forum |
Talent CalculatorTalents and SpecializationChanges
Holy
- Flash of Light: Heals a friendly target for (250%300% of Spell power).
- Holy Light: Heals a friendly target for (250%300% of Spell power).
Protection
- Flash of Light: Heals a friendly target for (250%300% of Spell power).
Retribution
- Flash of Light: Heals a friendly target for (250%300% of Spell power).
Forum |
Talent CalculatorTalents and SpecializationChanges
Discipline
- Clarity of Will: Shields the target with a protective ward, absorbing (Spell power * 6.00 * 11.1) damage within 20 sec.
Discipline
- Penance: Launches a volley of holy light at the target, causing Holy damage to an enemy or 200%220% of Spell power) * 3] healing to an ally over 2 sec.
Forum |
Talent CalculatorSpellsChanges
- Healing Surge: Heals a friendly target for (344.405%412.5% of Spell power).
Talents and SpecializationChanges
Restoration
- Healing Wave: Heals a friendly target for (344.405%412.5% of Spell power).
Forum |
Talent CalculatorTalents and SpecializationChanges
- Sudden Death: Your autoattack hits have a 10%20% chance to make your next Execute cost no initial Rage and be usable on any target, regardless of health level.
Fury
- : Wild Strike costs 1525 less Rage.
Fury
- Bloodthirst: Instantly strike the target for 72%50% Physical damage, generating 10 Rage, and restoring 1% of your health. Bloodthirst has an additional 30% chance to be a critical strike.Replaces Heroic Strike.
Professions
Changes- Accuracy: Permanently enchants a cloak to increase crit by 1112. Cannot be applied to items higher than level 600.
- Greater Agility: Permanently enchants bracers to increase Agility by 1112. Cannot be applied to items higher than level 600.
- Major Intellect: Permanently enchants a shield or off-hand item to increase Intellect by 1011. Cannot be applied to items higher than level 600.
- Superior Critical Strike: Permanently enchants a cloak to increase critical strike by 1112. Cannot be applied to items higher than level 600.
- Superior Intellect: Permanently enchants a cloak to increase Intellect by 1112. Cannot be applied to items higher than level 600.
Changes- Master's Inscription of the Pinnacle: Permanently adds 10 dodge and 118 dodge and 8 Stamina to shoulder armor.Can only be applied to your own armor, and doing so will cause it to become soulbound. Cannot be applied to items higher than level 600.
- Master's Inscription of the Storm: Permanently adds 15 spell power and 85 critical strike to shoulder armor.Can only be applied to your own armor, and doing so will cause it to become soulbound. Cannot be applied to items higher than level 600.
Changes- Master's Spellthread: Permanently embroiders your pants with master's spellthread, increasing Intellect by 1819 and critical strike by 10.Only11.Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound.
- Sanctified Spellthread: Permanently embroiders your pants with sanctified spellthread, increasing Intellect by 1819 and Spirit by 10.Only11.Only the tailor's pants can be embroidered, and doing so will cause them to become soulbound.
NPC Abilities
This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.
View changes
- Healing Touch: Heals one of the most injured nearby friendly targets for (1.360% of Spell power).
- Hodir's Protective Gaze: Allows Hodir to save a friendly target who sustains fatal damage by encasing them in a nearly impenetrable block of ice for up to 10 secuntil cancelled. Hodir must rest after performing this action.
Uncategorized
New
- : Inflicts Physical damage.
- : Inflicts Physical damage.
- : Pounds the ground, inflicting 7600 to 8400 Physical damage and sending enemies flying the direction they are currently facing.
- : A meteor from the skies lands at this location, knocking back nearby units.
- : Inflicts Fire damage every 2 sec.
- : Increases damage done to the Firefury Giant by 0%.Immune to Environmental damage.
- : Increases damage done to the Firefury Giant by 0%.Immune to Environmental damage.
- : Crumbling to dust.
- : Inflicts Fire damage every 5 sec.
- : Hurls a Fel Firebomb to a ground location, setting it ablaze for 30 sec. Contact with the Firebomb inflicts Fire damage every second.
- : Inflicts Physical damage.
- : -
- : Charms the target, increasing damage done by 100% and health by 100%.
- : Throws your weapon, inflicting 150% weapon damage on the target.
- : Fire a volley of arrows, inflicting Physical damage to enemies within a 40-yard cone.
- : Defeating enemies increases movement speed by 50% for 10 sec.
- : Summons an enchanted crystal that periodically freezes enemies within 0 yards.
- : Summons an enchanted crystal that periodically freezes enemies within 0 yards.
- : Summons an enchanted crystal that periodically restores health and mana to friendly units.
- : Summons an enchanted crystal that periodically restores health and mana to friendly units.
- : Damage increased by 100%.
- : Defeating enemies increases movement speed by 50% for 10 sec. This potion has no effect outside of your garrison.
- : Heals an ally for 25% of their maximum health.
Changes
- Angerhide Leg Armor: Permanently attach armor onto pants to increase Strength by 1819 and critical strike by 10.Can11.Can only be attached to leg armor in your inventory. Cannot be applied to items higher than level 600.
- Anti-Magic Shell: The caster is surrounded by an unholy shell, reducing incoming Magic damage by 100.
- Arcane Retreat: Attempt to teleport away from an enemy, possibly placing the caster in a safer location.
- Ascendance: The Shaman transforms into a being of raw elemental energy, increasing damage by 50%, healing by 50% and haste by 25%33% for 30 sec.
- Avenging Wrath: Damage and attack speed increased by 20%50%.
- Barkskin: The Druid's skin becomes as tough as bark, reducing all damage taken be 20%40% and increasing damage done by 10%.
- Berserk: Druid attack speed and damage increased by 20%33%.
- Blink: Teleports the caster forward and increases Haste by 30%50% for 10 sec.
- Blizzard: Ice shards pelt the target area doing Frost damage over 8 sec and slowing enemies by 50%.
- Blood Boil: Boils the blood of all enemies within 10 yards, dealing Shadow damage.
- Bloodthirst: Instantly attack the target causing normal damage. In addition, successful melee attacks will heal the caster for 50%33% of the damage done. This effect lasts 10 sec seconds.
- Bloodthirst: Successful melee attacks will heal the caster for 50%33% of the damage done. This effect lasts 10 sec seconds.
- Bone Shield: The caster is surrounded by whirling bones, reducing incoming Physical damage taken by 100%.
- Boulder: Deals 19000 to 2100020900 to 23100 damage to the target.
- Brutal Leg Armor: Permanently attach armor onto pants to increase Strength by 11 and critical strike by 6.Can7.Can only be attached to leg armor in your inventory. Cannot be applied to items higher than level 600.
- Carnage: Inflicts Physical damage to all nearby enemiesnearby enemies in front of the caster every 1 sec. for 6 sec.5 sec.
- Carnage: Inflicts Physical damage to all nearby enemiesnearby enemies in front of the caster every 1 sec. for 6 sec.5 sec.
- Celestial Alignment: The Druid gains 50% damage and 25%33% haste for 15 sec.
- Cerulean Spellthread: Permanently embroiders spellthread into pants, increasing Intellect by 11 and critical strike by 6.Enchanting7.Enchanting the item causes it to become soulbound. Cannot be applied to items higher than level 600.
- Chain Heal: Infuses a wounded ally with healing energy that spreads to another nearby ally. The spell affects up to 4 targets, but the healing energy is diminished by 15% for each successive target.
- Chi Wave: A wave of Chi energy flows through you, dealing Nature damage to the target enemy and returning healing to you.
- Chi Wave: A wave of Chi energy to flows through friends and foes, dealing 500700 Nature damage or 500 healing.
- Cleanse: Dispels magic on the target, removing harmful spells while applying increased attack and casting speed.
- Counter Shot: Interrupts spellcasting, silencing the spellcaster for 3 sec.
- Counterspell: Counters the enemy's spellcast, silencing the target for 6 sec.
- Create Shipment - Inscription: Reagent Cerulean Pigment amount decreased from 5 to 2.
- Crusader Strike: Inflicts damage to an enemy and increases the Holy damage it takes. Can be applied up to 5 times.
- Dark Command: Commands the target to attack the caster for 36 sec.
- Dash: Increases movement speed by 50%33% for 12 sec and grants the caster an additional 20%50% haste.
- Death and Decay: Shadow damage inflicted every 1 sec. to all targets in the affected area for 36 sec.
- Death Coil: Deals Shadow damage to the current target.
- Deterrence: You take 75%50% less damage for 10 sec. Additionally, you have a 50% chance to reflect spells back at the attacker.
- Detox: Dispels magic on the target, removing 1 harmful spell and applying a periodic heal over time for 15.
- Disengage: You attempt to leap backwards, stunning nearby enemies and increasing Haste and Physical damage dealt for 8 sec.
- Dispel Magic: Dispels Magic on a friendly target. Removes 1 harmful spell and makes them immune to Magic for 5 sec.
- Divine Shield: Protects the caster from all attacks and spells for 9 sec.
- Dominate Mind: Attack the enemy's mind, causing them to wander around for 155 sec.
- Doom: Inflicts 3000020000 Shadow damage every 15 sec.
- Drain Life: Drains the life from enemies, inflicting Shadow damage to them every 21 seconds and transferring it to your allies for 10 sec.
- Enchant Weapon - Glorious Tyranny: Permanently enchants a weapon to increase your PvP Power by 3839 and reduces the duration of Disarm effects by 50%. Disarm duration reduction does not stack with other similar effects. Cannot be applied to items higher than level 600.
- Energizing Brew: Attack speed increased by 20% and multistrike chance increased by 10%50% for 12 sec.
- Entangling Roots: Entangles an enemy in roots, inflicting Nature damage every 1 sec. and immobilizing it for up to 8 sec.
- Evasion: Increases the caster's chance to dodge by 100%.
- Explosive Shot: Inflicts Fire damage to an enemy and all of its nearby allies.
- Fear: Strikes fear in an enemy, causing it to flee in terror for 8 sec.
- Feast: Restores you to full health and mana over 10 secuntil cancelled. Must remain seated while eating. If you spend at least 10 sec eating you will become well fed and gain a beneficial effect for 10 sec.until cancelled.
- Feign Death: Feign death, tricking enemies into ignoring you. Lasts up to 84 sec.
- Felbolt: Shoots a bolt of flame at an enemy, inflicting Fire damage.
- Freezing Trap: Launch a frost trap to the target location that freezes all enemies in 6 yards, preventing all action for 1510 sec.
- Frostbolt: Inflicts Frost damage to an enemy and reduces its movement speed.
- : New name : Portal to GarrisonReturns you to your Garrison.
- Ghost Wolf: Turns the Shaman into a Ghost Wolf, increasing movement speed by 20% and attack speed by 20%50%.
- Greater Cerulean Spellthread: Permanently embroiders spellthread into pants, increasing Intellect by 1819 and critical strike by 10.Enchanting11.Enchanting the item causes it to become soulbound. Cannot be applied to items higher than level 600.
- Greater Pearlescent Spellthread: Permanently embroiders spellthread into pants, increasing Intellect by 1819 and Spirit by 10.Enchanting11.Enchanting the item causes it to become soulbound. Cannot be applied to items higher than level 600.
- Growl: Taunts the target to attack you, and increases threat that you generate against the target for 36 sec.
- Guard: Reduces damage taken by 25%50% while increasing healing taken by 5%50% for 15 sec.
- Hammer of the Righteous: Hammer the current target, causing a wave of light that hits all targets within 810 yards.
- Heal: A slow casting spell that heals a single target for up to 592807 hit points.
- Hex: Transforms an enemy into a frog, rendering it unable to attack or cast spells for 12 sec.
- Holy Radiance: Imbues a friendly target with radiant energy, healing that target and all allies within 10 yards for 452 to 548.633 to 767.
- Howl of Shadow: Inflicts 19475 to 2152511400 to 12600 Shadow damage to all targets in a cone in front of the caster.
- Howling Blast: Blast the target with a frigid wind dealing Frost damage to all enemies within 10 yards.
- Hurl Boulder: Hurls a massive boulder into the distance, dealing Fire damage to enemies within 6 yards of the explosion.
- Hurricane: Creates a violent storm in the target area causing 125300 Nature damage to enemies every 5 sec. and reducing movement speed by 20% for 10 sec.
- Hurricane: Creates a violent storm in the target area causing 125300 Nature damage to enemies every 5 sec. and reducing movement speed by 20% for 10 sec.
- Ice Block: You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.
- Ignite: Burns all nearby enemies within 40 yards for 6125 to 78753937 to 5063 Fire damage every 2 sec.
- Inscription of Shattered Crystal: Permanently adds 87 Agility and 5 mastery to a shoulder slot item.Enchanting the item causes it to become soulbound. Cannot be applied to items higher than level 600.
- Inscription of the Frostblade: Permanently adds 2322 spell power and 8 critical strike to a shoulder slot item.Enchanting the item causes it to become soulbound.
- Ironscale Leg Armor: Permanently attach armor onto pants to increase Stamina by 2728 and dodge by 10.Can11.Can only be attached to leg armor in your inventory. Cannot be applied to items higher than level 600.
- Keg Smash: Smash a keg of brew on the target, dealing Physical damage to all enemies within 8 yards and reducing their movement speed by 50% for 4 sec.
- Kick: A quick kick that interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
- Launch Rocket: Launches a massive rocket into the distance, dealing Fire damage to enemies within 6 yards of the explosion.
- Lava Burst: You hurl molten lava at the target, dealing Fire damage.
- Lava Pool: Deals fire damage every second.
- Leap of Faith: Pulls a friendly target to the caster, granting 20% haste and 20%25% haste and 50% movement speed for 8 sec.
- Mage Portal: The Mages of Stormshield Stronghold have activated the Mage Portal within Ashran. Use the portal to quickly return to Stormshield Stronghold.The Mage portal can be found marked on your map, located west near King's Rest. Turning in 500400 found throughout Ashran to Ecilam in Stormshield Stronghold will activate the portal.
- Mage Portal: The Mages of Warspear Outpost have activated the Mage Portal within Ashran. Use the portal to quickly return to Warspear Outpost.The Mage portal can be found marked on your map, located west near King's Rest. Turning in 500400 found throughout Ashran to Fura in Warspear Outpost will activate the portal.
- Marked for Death: Mark the target, increasing the damage it takes by 25% for 30 sec.100% for 20 sec.
- Mass Polymorph: Transforms all nearby enemies into sheep, forcing them to wander around for up to 106 sec, quickly regenerating their health. Only works on beasts, dragons, giants, humanoids, and critters.
- Meld Super Cooling Module: Combine a super cooling regulator, tubing, coolant and pump into a super cooling module.
Reagent removed: Universal Language Compensator.
Reagent removed: Universal Language Filter.
Reagent removed: Universal Language Repository.
New reagent required: Super Cooling Regulator x1.
New reagent required: Super Cooling Tubing x1.
New reagent required: Super Cooling Coolant x1.
New reagent required: Super Cooling Pump x1. - Metamorphosis: Transform into a demon for 30 sec, increasing health by 50% and damage done by 25%40%.
- Might of the Ogron: Transform into a ogron for 2 min, granting you the strength to crush boulders.Damage cancels this effect.
- Mind Flay: Inflicts periodic Shadow damage to an enemy and reduces its movement speed by 50% for 3 sec.
- Mind Sear: Causes an explosion of shadow magic around the target, dealing periodic Shadow damage to all enemies within 10 yards around the target every 1 sec. over 5 sec.
- Moonfire: Burns the enemy for (15.984%75% of Attack power) Arcane damage and then an additional (80.1864%455% of Attack power) Arcane damage over 14 sec. Generates 1 combo point.
- Mortal Strike: Inflicts weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 25% for 5 sec.
- Multi-Shot: Fires several missiles, hitting your current target and all enemies within 8 yards.
- Napalm: Inflicts 96 to 104 Fire damage every 1 sec.
- Nature's Cure: Cures harmful effects on the current friendly target while restoring 5% of their health every 5 sec. for 5 sec.
- Paralysis: Incapacitates the target for 156 sec.
- Pearlescent Spellthread: Permanently embroiders spellthread into pants, increasing Intellect by 11 and Spirit by 6.Enchanting7.Enchanting the item causes it to become soulbound. Cannot be applied to items higher than level 600.
- Penance: Launches a volley of holy light at the target, causing Holy damage to an enemy or 200%220% of Spell power) * 3] healing to an ally over 2 sec.
- Penance: Launches a volley of holy light at the target, causing Holy damage to an enemy or 200%220% of Spell power) * 3] healing to an ally over 2 sec.
- : Launches a volley of holy light at the target, causing Holy damage to an enemy or 200%220% of Spell power) * 3] healing to an ally over 2 sec.
- : Launches a volley of holy light at the target, causing Holy damage to an enemy or 200%220% of Spell power) * 3] healing to an ally over 2 sec.
- Polymorph: Transforms an enemy into a sheep, forcing it to wander around for up to 15 sec. While wandering, the sheep cannot attack or cast spells.
- Power Infusion: Infuses the target with power, increasing Haste by 25%50% and reducing the cooldown of all spells by 20%33%. Lasts 15 sec.
- Prayer of Healing: Invokes Holy magic to heal nearby party members.
- Provoke: Taunts the target to attack you, increasing target movement speed by 50%.
- Pummel: Pummel the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
- Purify Spirit: Dispels magic on the target, removing 1 harmful magical effect and regenerating health and mana.
- Rain of Fel Fire: Calls down a molten rain, burning all enemies in a selected area for Fire damage every 1 sec. for 6 sec.
- Rapid Fire: Zoggosh focuses on a single enemy, rapidly firing at them and all enemies standing in between for 1755 to 18453510 to 3690 Fire damage every half second.
- Rapid Fire: Increases haste by 100% for 15 sec.
- Rapid Fire Targeting: Zoggosh focuses on a single enemy, rapidly firing at them and all enemies standing in between for 1755 to 18453510 to 3690 Fire damage every half second.
- Rebuke: Interrupts spellcasting and prevents any spell in that school from being cast for 4 sec.
- Recklessness: Grants your attacks an additional 100%50% chance to critically strike, and increases damage by 25%33%. Lasts 10 sec.
- Reckoning: Taunts the target to attack you, and increases threat that you generate against the target for 36 sec.
- Rejuvenation: Imbues the target with a burst of rejuvenating energy and restores additional health every 5 sec. for 109 sec.
- Repair Item: Combine with 4 Frostweed5 Fireweed and 5 Talador Orchid to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent removed: Frostweed.
Reagent removed: Cracked Potion Vial.
New reagent required: Fireweed x5.
New reagent required: Talador Orchid x5. - Repair Item: Combine with 4 Blackrock5 Blackrock Ore and 5 True Iron Ore to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent Blackrock Ore amount increased from 4 to 5.
Reagent removed: Battered Shield.
New reagent required: True Iron Ore x5. - Repair Item: Combine with 10 Sumptuous FurDraenic Dust to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent removed: Sumptuous Fur.
Reagent removed: Torn Voodoo Doll.
New reagent required: Draenic Dust x10. - Repair Item: Combine with 4 Raw Beast Hides5 Cerulean Pigment to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent removed: Raw Beast Hide.
Reagent removed: Faintly Magical Vellum.
New reagent required: Cerulean Pigment x5. - Repair Item: Combine with 8 Blackrock5 Blackrock Ore and 5 True Iron Ore to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent Blackrock Ore amount decreased from 8 to 5.
Reagent removed: Crumbling Statue.
New reagent required: True Iron Ore x5. - Repair Item: Combine with 410 Sumptuous Fur to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent Sumptuous Fur amount increased from 4 to 10.
Reagent removed: Weathered Bedroll. - Repair Item: Combine with 810 Raw Beast Hide to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent Raw Beast Hide amount increased from 8 to 10.
Reagent removed: Cracked Hand Drum. - Repair Item: Combine with 45 Blackrock Ore and 5 True Iron Ore to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent True Iron Ore amount increased from 4 to 5.
Reagent removed: Broken Hunting Scope.
New reagent required: Blackrock Ore x5. - Repair Item: Combine with 2 Frostweed and 210 Sumptuous Fur to restore this item for your garrison. Also. Grants 5 skill, up to a max of 600.
Reagent removed: Frostweed.
Reagent Sumptuous Fur amount increased from 2 to 5.
Reagent removed: Abandoned Medic Kit. - Repentance: Puts the enemy target in a state of meditation, incapacitating them for up to 158 sec.
- Rising Sun Kick: You kick upwards, dealing Physical damage. The effectiveness of healing on the target by is reduced by 25% and all enemies within 8 yards take 20% increased damage for 4 sec.
- Rocket: Deals 23750 to 2625011400 to 12600 damage to the target.
- Rocket: Deals 23750 to 2625012350 to 13650 damage to the target.
- Roll: Roll a short distance.
- Roll: Attack speed increased 20%25% for 12 sec.
- Sap: Incapacitates the target for up to 8 sec.
- Sergeant: Earn 0 more honorable kills to advance to the next rank.Damage, healing and health increased by 1%3%
- Sha-Touched Leg Armor: Permanently attach armor onto pants to increase Agility by 11 and critical strike by 6.Can7.Can only be attached to leg armor in your inventory. Cannot be applied to items higher than level 600.
- Shadowleather Leg Armor: Permanently attach armor onto pants to increase Agility by 1819 and critical strike by 10.Can11.Can only be attached to leg armor in your inventory. Cannot be applied to items higher than level 600.
- Shield Wall: Reduces all damage taken by 50% for 15 sec.
- Shred: Shred the target, causing Physical damage and reducing the target's movement speed by 50% for 4 sec.
- Sinister Strike: Inflicts a sinister strike upon an enemy.
- Spear Hand Strike: You jab the target in the throat, interrupting their spell cast and preventing further spellcasting for 35 sec.
- Sprint: Increases your movement speed by 50% and attack speed by 25%50% for 12 sec. Usable while stealthed.
- Stormstrike: Instantly attack with all weapons. In addition, Nature damage dealt to the target is increased by 20% for 510 sec seconds.
- Sudden Death: Your autoattack hits have a 10%20% chance to make your next Execute cost no initial Rage and be usable on any target, regardless of health level.
- Taunt: Taunts the target to attack you, and increases threat that you generate against the target for 36 sec.
- Thrash: Strikes all enemy targets within 8 yards for Physical damage, inflicting additional bleed damage every 5 sec. over 5 sec.
- Thunderclap: Inflicts Nature damage to nearby enemies, increasing the time between their attacks and slowing their movement speed for 3 sec.
- Time Warp: Warp the flow of time, increasing haste by 30% for all allies within 100 yards. Lasts 30 sec.
- Toughened Leg Armor: Permanently attach armor onto pants to increase Stamina by 16 and dodge by 6.Can7.Can only be attached to leg armor in your inventory. Cannot be applied to items higher than level 600.
- Unending Resolve: Hardens your skin, reducing all damage taken by 50%, and granting immunity to interrupts and silences for 15 sec.
- Unnerving Howl: A howl from beyond fears all targets within 10 yards of the caster for 6 sec.
- Vile Spit: Inflicts 19500 to 20500 Nature damage to the enemy target.
- Warlock Gateways: The Warlocks of Warspear Outpost have activated the Gateways within Ashran. They are located on your map, in the north-west and south-east of Ashran. Use them to travel around Ashran faster.Turning in 500400 found throughout Ashran to Nisstyr in Warspear Outpost will activate the gateways.
- Warlock Gateways: The Warlocks of Stormshield Stronghold have activated the Gateways within Ashran. They are located on your map, in the north-west and south-east of Ashran. Use them to travel around Ashran faster.Turning in 500400 found throughout Ashran to Marketa in Warspear Outpost will activate the gateways.
- Wild Growth: Heals all injured party or raid members within 30 yards of the target every 5 sec. over 7 sec.
- Wind Shear: Disrupts the target's concentration with a burst of wind, interrupting spellcasting and preventing any spell in that school from being cast for 3 sec.
Scenarios:
Changes:
- Fire from the Skies
Defeat the InfernalAbyssal Invader.
Broadcast Text:
New:
- NER'ZHUL
NER'ZHUL - KILROGG
KILROGG - KARGATH
KARGATH - GUL'DAN
GUL'DAN - BLACKHAND
BLACKHAND
Globalstrings:
Changes:
- OBJECT_NPC_OUTLINE_MODE_TWO:: Quest Objectives and Mouseover Only (Default)
- OBJECT_NPC_OUTLINE_MODE_THREE:: Quest Objectives, Mouseover, and Target
- OBJECT_NPC_OUTLINE_MODE_ONE:: Quest Objectives Only