◀ All Raid Runbooks
🕸️AQ40 Entrance Trashtrash
Anubisath Sentinels (55k HP, linked pairs), Obsidian Eradicators (42k HP, mana drain), Anubisath Defenders (90k HP, Explode mechanic)
Tanks: 2-3Healers: 4-6
Boss Abilities
Anubisath Sentinel — Random Abilities (2 per Sentinel)Each Sentinel spawns with 2 random abilities from: Mending (heals nearby allies), Mortal Strike (-50% healing on target), Knock Away (knockback + threat reduction), Reflect Shadow, Reflect Fire, Reflect Arcane, Reflect Frost, Thorns (melee damage reflected), Thunder Clap (AoE slow + damage), Shadow Storm (AoE shadow damage to all nearby players).
Sentinel LinkSentinels are linked in pairs. When one dies, the surviving Sentinel absorbs both of its partner's abilities, becoming double-strength with 4 total abilities.
Obsidian Eradicator — Drain ManaDrains mana from nearby players and converts the drained mana into a powerful AoE damage blast. If left alive too long, healers will be completely OOM.
Anubisath Defender — ExplodeAt low HP, the Defender can Explode — killing itself and dealing massive AoE damage to all nearby players. Can easily wipe melee if not anticipated.
Anubisath Defender — MeteorCalls down a Meteor on a player's location, dealing heavy fire damage split among all players in the impact area.
Anubisath Defender — ThunderclapAoE damage and attack speed slow to all nearby players.
  • Sentinels are linked in pairs — when one dies the other absorbs its abilities
    Always pull Sentinel pairs together. Before committing DPS, identify which 2 random abilities each Sentinel has. If one has Mending, kill it first or it will chain-heal the other. If one has a dangerous reflect, make sure that spell school stops casting. The surviving Sentinel inherits the dead one's abilities, so plan the kill order around which combination is least dangerous at double-strength.
  • Kill Obsidian Eradicators fast before they drain all healer mana
    Eradicators drain mana from nearby players and convert it into AoE damage. The longer they live, the more mana they steal and the harder they hit. Prioritize them immediately when they appear. Melee DPS and hunters are ideal since they are less affected by the mana drain. Keep healers at max range.
  • Watch for Anubisath Defender Explode — back away at low HP
    Defenders can Explode at low health, killing themselves but dealing catastrophic AoE damage. When a Defender reaches roughly 10-15% HP, all melee should back out and let ranged finish it off. The Explode radius is large enough to kill melee in one shot if they are stacked.
  • Pull carefully and identify abilities before committing
    Do not chain-pull AQ40 trash. Each Sentinel pack requires checking abilities first. Use a warlock or hunter to test reflects with low-rank spells. Mark kill targets based on ability combinations. Careless pulls here cause more wipes than some bosses.
1The Prophet SkeramThe Prophet Skeramboss
The Prophet Skeram
HP: 750,000
Creates 2 images of himself at 75%, 50%, and 25% HP — images have the same abilities but less health
Tanks: 3Healers: 6-8One tank assigned per platform for split phases
Boss Abilities
Arcane ExplosionAoE blast dealing ~2,000 arcane damage to all players within melee range. Triggered frequently when melee are nearby.
True Fulfillment (Mind Control)Mind Controls a random player, granting them +250% damage and +250% healing. The MC'd player will attack allies and must be crowd-controlled immediately — a MC'd healer or DPS with that buff can kill other players in seconds.
Earth ShockInterrupts a spellcast and deals ~2,000 nature damage to the target. Used on healers and casters in range.
Split (75%, 50%, 25%)At 75%, 50%, and 25% HP, Skeram splits into 3 — the real Skeram and 2 images. All three teleport to different platforms in the room. Images have the same abilities but significantly less HP. The real Skeram retains his current HP percentage.
  • Tank Skeram on the elevated platform — assign one tank per platform for splits
    Position the main tank on the upper platform with Skeram. Assign a second tank to the left platform and a third to the right platform. When Skeram splits at 75%, 50%, and 25%, each copy teleports to a different platform and each tank must immediately pick up whichever copy lands on their platform.
  • Kill images first — they have less HP than the real Skeram
    After a split, the two images have noticeably less HP than the real Skeram. Focus DPS on the images to eliminate them quickly and simplify healing. Once images are dead, return all DPS to the real Skeram. You can identify the real one by HP percentage — he retains his health from before the split.
  • CC mind controlled players immediately — they hit for +250% damage
    True Fulfillment gives the MC'd player a massive damage and healing buff. A MC'd warrior or rogue can two-shot a healer. Assign mages to Polymorph and warriors to Intimidating Shout on MC targets. Do not try to DPS them down — the CC will break when the MC ends. Healers should stay spread to avoid being the MC target near the boss.
  • Melee spread out to reduce Arcane Explosion damage
    Skeram uses Arcane Explosion frequently when players are in melee range. Melee DPS should not stack tightly — spread around the boss to reduce the chance of the entire melee group being hit simultaneously. Ranged DPS should stay at max range to avoid Arcane Explosion entirely.
🕸️Trash to Bug Triotrash
Mob Types
Vekniss Soldier~15,000
Vekniss Wasp~12,000
Vekniss Hive Crawler~18,000
  • Large packs of bugs — AoE them down
    These packs consist of Soldiers, Wasps, and Hive Crawlers mixed together. Group them up and AoE. Mages and warlocks should lead the damage while tanks hold aggro on the pack. The individual mobs are not threatening but the volume of them adds up.
  • Watch for patrols linking into pulls
    Patrols of Vekniss bugs roam the hallways between Skeram and the Bug Trio room. Time your pulls to avoid patrols walking into an active fight. A linked patrol can double the pack size and overwhelm healers.
  • Stay left or right to avoid extra packs
    The corridor has packs on both sides. Stay to one side and clear a path rather than pulling everything. Pulling extra packs from the opposite side is unnecessary and increases the risk of wipes.
2Bug TrioBug Trioboss
Bug Trio
HP: NaN
When Lord Kri dies, his corpse spawns a swarm of scarab beetles that must be AoE'd immediately
Tanks: 3Healers: 8-10Only the last boss killed drops loot — choose kill order based on desired loot table
Boss Abilities
Vem — ChargeCharges a random player, dealing damage and knocking them back.
Vem — Knock DownStuns the current target briefly.
Lord Kri — Toxic VolleyFires a volley of nature damage at all players within 100 yards, applying a stacking poison DoT. The more stacks, the more damage per tick. This is the most dangerous ability of the trio.
Lord Kri — ThrashGains extra melee attacks against the current target.
Lord Kri — CleaveFrontal cone physical damage hitting the tank and anyone near them.
Princess Yauj — FearAoE Fear affecting all nearby players. Tremor Totems and Fear Ward are essential.
Princess Yauj — HealCasts a large heal on the other bosses. Must be interrupted or she will undo all DPS progress.
Princess Yauj — DispelRemoves debuffs from the other bosses, clearing any slows, DoTs, or other harmful effects applied to them.
Shared — Heal to Full on DeathWhen any one of the trio dies, the remaining two heal to full HP and gain increased power.
  • Kill order: Kri first, Yauj second, Vem last
    Lord Kri's Toxic Volley is the most dangerous ability — it stacks poison on the entire raid and will eventually overwhelm healers. Kill him first to remove this pressure. Yauj is second because her heals and fears are disruptive. Vem is the least dangerous and can be killed last. Note that only the last boss killed drops loot, so adjust kill order if specific loot is desired.
  • Tank all three separated — do not let them stack
    Each boss must be tanked in a different area of the room. If they are tanked together, Kri's Cleave and Yauj's Fear create overlapping chaos. Keep Kri facing away from the raid. Tank Yauj near a wall so feared players don't run far. Vem can be kited or tanked at range since his Charge targets random players anyway.
  • Interrupt Yauj's heals or she undoes all DPS
    Princess Yauj will repeatedly try to heal Lord Kri and Vem. Assign dedicated interrupters — rogues with Kick, warriors with Pummel or Shield Bash — to stand on Yauj and interrupt every heal cast. If even one heal goes through, it can set DPS back significantly.
  • AoE scarabs immediately when Kri dies
    When Lord Kri dies, his corpse spawns a swarm of scarab beetles. These are individually weak but come in large numbers and will overwhelm healers if not killed. Have mages and warlocks ready with AoE spells on Kri's death location. Flamestrike, Blizzard, Rain of Fire, and Consecration should be pre-positioned.
🕸️Trash to Battleguard Sarturatrash
Mob Types
Qiraji Warrior~25,000
Qiraji Swarmguard~30,000
  • AoE down the Warriors, interrupt Swarmguard Shield Bash
    Qiraji Warriors are the weaker mobs and should be AoE'd quickly. Swarmguards are more dangerous — their Shield Bash interrupts healers and casters, so assign melee to focus them down or keep them stunned. Do not let Swarmguards roam freely into the ranged group.
  • Clear the entire room before pulling Sartura
    Battleguard Sartura's Whirlwind causes her to charge randomly around the room. If any trash packs remain alive in the room when the boss is pulled, her Whirlwind will path through them and pull everything into the fight at once. Clear every pack in Sartura's chamber before engaging her.
3Battleguard SarturaBattleguard Sarturaboss
Battleguard Sartura
HP: 800,000
3 Sartura's Royal Guard — immune to stun and slow effects
Tanks: 4Healers: 6-81 tank on Sartura, 3 tanks on Royal Guards
Boss Abilities
WhirlwindSartura spins and charges through the raid randomly for several seconds, dealing ~4,000 physical damage per hit to anyone she passes through. Cannot be controlled during Whirlwind.
EnrageBelow 20% HP, Sartura enrages — increased attack speed and damage. Burns the raid down quickly if not killed fast.
Sundering CleaveFrontal cone attack that reduces armor on the tank.
Royal Guard Abilities
WhirlwindSmaller version of Sartura's Whirlwind — guards spin and deal damage to nearby players, though less than the boss.
KnockbackKnocks back the current target, potentially causing positioning issues.
  • Melee disengage when Sartura starts Whirlwind — she spins randomly through the raid
    Sartura's Whirlwind makes her charge around randomly, hitting anyone she passes for ~4,000 damage. When she starts spinning, all melee must immediately back off and wait for it to end. Ranged DPS can continue attacking during Whirlwind. Healers should be spread around the room so she doesn't path through the entire healing team.
  • Kill Royal Guards first, then focus Sartura
    The 3 Royal Guards are immune to stun and slow, making them difficult to control but they have significantly less HP than Sartura. Tank each guard separately and burn them down one at a time. Once all guards are dead, the fight simplifies to handling Sartura's Whirlwinds.
  • Tank guards away from the raid to contain their Whirlwinds
    Royal Guards also Whirlwind, and having 4 mobs spinning through the raid simultaneously is lethal. Tank each guard on the edges of the room, away from the main raid group. Melee DPS on guards should be ready to disengage just like on Sartura.
  • Save cooldowns for sub-20% — she enrages hard
    Below 20% HP, Sartura enrages and her damage output skyrockets. Save DPS cooldowns (Recklessness, Death Wish, trinkets, potions) for the burn phase below 20%. Healers should be prepared for heavy tank damage. The goal is to kill her as fast as possible once she enrages.
4Fankriss the UnyieldingFankriss the Unyieldingboss
Fankriss the Unyielding
HP: 1,000,000
Spawns Hatchlings periodically from bug holes in the walls of the room
Tanks: 2Healers: 8Tank swap required for Mortal Wound stacks
Boss Abilities
Mortal WoundStacking debuff on the tank reducing healing received by 10% per stack. At 4-5 stacks, healing on the tank becomes dangerously low and a tank swap is required.
EntangleTeleports a random player to a side bug tunnel, roots them in place, and summons worms to attack them. The player will die if not rescued by DPS quickly.
  • Tank swap at 4-5 stacks of Mortal Wound
    Mortal Wound reduces healing received by 10% per stack. At 4-5 stacks, the tank is receiving 40-50% less healing and will die to normal melee attacks. The off-tank taunts and takes over while the first tank's stacks expire. Coordinate swaps cleanly — a missed taunt during high stacks is a dead tank.
  • Assign DPS to rescue Entangled players immediately
    When a player is Entangled, they are teleported to a side tunnel, rooted, and swarmed by worms. Assign 2-3 DPS (preferably ranged) to watch for Entangle targets and immediately switch to killing the worms in the tunnel. The rooted player cannot move or defend themselves and will die in seconds without help.
  • AoE Hatchlings when they spawn from the bug holes
    Hatchlings spawn periodically from holes in the room walls. They are individually weak but come in numbers. Assign AoE DPS (mages, warlocks) to burn them down quickly before they swarm the healers. Hatchlings left unchecked will overwhelm the backline.
  • Straightforward tank-and-spank with add management
    Outside of the tank swap mechanic and Entangle rescues, Fankriss is a relatively simple fight. Keep the boss faced away from the raid, maintain tank swap discipline, handle adds promptly, and DPS the boss. There is no enrage timer to worry about, so steady execution wins.
🕸️Trash to Viscidustrash
Mob Types
Vekniss Stinger~20,000
Vekniss Hive Crawler~18,000
  • Short path through bug tunnels — pull carefully to avoid getting surrounded
    The path from Fankriss to Viscidus runs through narrow bug tunnels. The confined space makes it easy to aggro packs from multiple directions. Pull packs back to cleared areas rather than pushing forward into unknown groups. Getting surrounded in the tunnels is extremely dangerous.
  • Nature Resist helps with Stinger damage
    Vekniss Stingers deal nature damage with their Stinger Charge and poison. Players who already have Nature Resistance gear equipped for Viscidus or Huhuran will take noticeably less damage from this trash. Healers should watch for poison DoTs stacking on the tank.
5ViscidusViscidusboss
Viscidus
HP: 1,000,000
When shattered, splits into dozens of small blobs that slowly crawl back together. Any blobs that reach the center reform into Viscidus with proportional HP.
Tanks: 1Healers: 8-10All raid members need frost damage capability — frost oils on melee weapons, frost wands for healers. Nature Resist gear highly recommended.
⚠️Requires massive frost damage and coordinated melee hits. Bring frost oils, frost wands, and have all mages spec frost.
Boss Abilities
Poison Bolt VolleyFires a volley of poison bolts at all players in the room, dealing nature damage and applying a poison DoT. Constant raid-wide damage that stresses healers over time.
Toxin CloudDrops a green Toxin Cloud on the ground at a player's location. Standing in the cloud deals heavy nature damage per second. Move out immediately.
Freeze PhaseViscidus must be hit with frost damage approximately 200 times to freeze solid. Progress is shown by his color changing: green → blue → frozen. Frost spells, frost wands, frost oils on melee weapons — everything counts.
Shatter PhaseOnce frozen solid, Viscidus must be hit with approximately 150 melee attacks rapidly to shatter him. All melee, hunters, and even healers should run in and melee. When shattered, he splits into small blobs.
  • Phase 1: DPS normally while managing poison damage
    Before the first freeze, DPS Viscidus with normal abilities while dealing with Poison Bolt Volley and Toxin Clouds. Healers need to keep the raid topped off through constant poison damage. Dispel poisons aggressively. Nature Resist gear on healers significantly reduces healing pressure.
  • Freeze phase: Entire raid switches to frost damage — 200+ frost hits to freeze him solid
    When ready to freeze, all mages spam Frostbolt, all melee swing with Frost Oil on their weapons, and everyone else uses frost wands. Watch his color: green means unfrozen, blue means getting close, fully frozen means he is ready to shatter. Coordinate the switch so all frost damage is concentrated — a slow trickle will not freeze him before he resets the counter.
  • Shatter phase: ALL players melee simultaneously — 150+ hits to shatter
    Once frozen, every single raid member — melee, ranged, healers, everyone — must run into melee range and attack with melee swings. The goal is 150+ melee hits as fast as possible. Faster weapons are better (daggers, fist weapons). If you are too slow, he thaws and you start over. Pre-position ranged players close so they can reach him quickly.
  • Kill blobs before they reform — repeat freeze/shatter cycle until dead
    When Viscidus shatters, he splits into many small blobs that crawl back to the center. Kill as many blobs as possible — each blob killed reduces his HP when he reforms. AoE the blobs, chase down stragglers. Whatever blobs reach the center reform into Viscidus with proportional health remaining. Repeat the freeze/shatter cycle until he stays dead.
6Princess HuhuranPrincess Huhuranboss
Princess Huhuran
HP: 1,200,000
None
Tanks: 1-2Healers: 10+Need 15 players with 200+ Nature Resistance stacked in melee for Berserk phase
⚠️15 melee-range soakers with Nature Resistance (200+) are needed for the sub-30% Berserk phase
Boss Abilities
FrenzyHuhuran enrages, gaining +50% damage and +60% attack speed. Must be removed immediately with Hunter Tranquilizing Shot or she will kill the tank.
Noxious PoisonAoE nature damage and silence to random players in melee range. During Berserk phase, this is spammed constantly on the nearest 15 players.
Wyvern StingPuts a random player to sleep with a nature damage DoT. Dispellable — remove it quickly to get the player back in the fight.
Berserk (30% HP)At 30% HP, Huhuran permanently enrages and begins spamming Noxious Poison on the 15 nearest players every few seconds. This phase is a DPS race — the soakers absorb the poison while DPS burns her down.
  • Above 30%: tank and spank with Tranq Shot rotation on every Frenzy
    Before Berserk, Huhuran is a straightforward fight. Tank her in place and DPS. When she Frenzies (emote: 'Princess Huhuran goes into a frenzy!'), hunters must immediately fire Tranquilizing Shot to remove it. Assign 3-4 hunters to a Tranq Shot rotation so coverage is guaranteed. A missed Tranq Shot during Frenzy can kill the tank in 2-3 hits.
  • Dispel Wyvern Sting quickly — sleeping players cannot contribute
    Wyvern Sting puts a player to sleep with a nature DoT. Assign dispellers to remove it immediately. A sleeping healer or key DPS at the wrong moment can cascade into a wipe, especially during the transition to Berserk phase.
  • Pre-position 15 Nature Resist soakers in melee before pushing 30%
    Before pushing Huhuran to 30%, all 15 designated NR soakers must be stacked in melee range. These players need 200+ Nature Resistance to survive the constant Noxious Poison spam. Warriors, paladins, and druids in NR gear are ideal soakers. Do NOT push 30% until all soakers are in position.
  • At 30% Berserk: burn her down while soakers absorb Noxious Poison
    Once Huhuran hits 30%, she permanently Berserks and spams Noxious Poison on the nearest 15 players. The NR soakers absorb this damage while all DPS go all-out with cooldowns, potions, and consumables. Healers focus entirely on keeping soakers alive. This is a pure DPS race — if she does not die before the soakers do, it is a wipe.
🕸️Trash to Twin Emperorstrash
Mob Types
Anubisath Sentinel~55,000
Qiraji Mindslayer~65,000
Obsidian Nullifier~50,000
  • Mindslayers are the biggest threat — assign CC for Mind Control targets and kill them first
    Qiraji Mindslayers will Mind Control a raid member, turning them hostile. A MC'd warrior or rogue with raid buffs can kill a healer in seconds. Assign dedicated CC — Polymorph, Fear, Intimidating Shout — to immediately control any MC'd player. Always kill Mindslayers first in every pull. Their Mind Flay also deals significant shadow damage and slows the target, making them dangerous even without the MC.
  • Sentinel pairs still require ability scouting — kill linked pairs together
    The Anubisath Sentinels here work exactly like the entrance trash. They come in linked pairs with random abilities. Scout abilities before committing DPS, watch for reflects, and manage the kill order so the surviving Sentinel does not gain a lethal combination of 4 abilities.
  • Do NOT engage Nullifiers near the raid — they strip all buffs
    Obsidian Nullifiers have a persistent aura that purges all player buffs within range. This includes consumable buffs, world buffs, and class buffs — everything is stripped. Tank Nullifiers far away from the raid group. Melee DPS can engage them but the rest of the raid must stay at maximum range. Losing all buffs mid-trash means significantly reduced performance for the Twin Emperors fight ahead.
  • This stretch wipes more guilds than the bosses — take it slow
    The trash between Huhuran and Twin Emperors is widely considered the hardest trash in all of AQ40. The combination of Mindslayer Mind Controls, Sentinel random abilities, and Nullifier buff stripping creates pulls that are more complex than most boss fights. Do not rush. Mark every pull, assign CC targets, and recover fully between packs. Wiping here and having to reclear is demoralizing and time-consuming.
7Twin EmperorsTwin Emperorsboss
Twin Emperors
HP: NaN
Qiraji Scarabs spawn periodically from bug tunnels along the walls
Tanks: 2Healers: 10+1 warrior tank for Vek'nilash (physical immune to magic), 1 warlock tank for Vek'lor (physical immune to melee). Warlock tank needs ~10k HP buffed with shadow resist gear.
Boss Abilities
Vek'lor — Arcane Burst10-yard AoE arcane damage around Vek'lor. Hits anyone in melee range — since he is immune to physical damage and tanked by a warlock, melee should never be near him.
Vek'lor — Shadow BoltFires a Shadow Bolt at his aggro target for ~3,000 shadow damage. This is his primary attack against the warlock tank.
Vek'lor — BlizzardDrops a Blizzard AoE on a random area, dealing frost damage over time. Move out immediately.
Vek'lor — Immune to Physical DamageAll physical attacks deal zero damage. Must be tanked by a warlock using threat from Shadow Bolt and Searing Pain. Only magical DPS (casters) can damage him.
Vek'nilash — UppercutMassive knockback on the current target. Tank with back against a wall to avoid being punted across the room.
Vek'nilash — Unbalancing StrikeDebuffs the tank to take +100% increased damage for 6 seconds. Healers must react immediately with large heals or the tank will die to the next melee swing.
Vek'nilash — Mutate BugTransforms a nearby Qiraji Scarab into a large elite bug with significantly more HP and damage.
Vek'nilash — Immune to Magical DamageAll magical attacks deal zero damage. Must be tanked by a warrior. Only physical DPS (melee, hunters) can damage him.
Twin TeleportEvery 30-40 seconds, both Emperors teleport and swap positions. Tanks must immediately pick up the correct boss on their new side.
Proximity HealIf the two Emperors are within 60 yards of each other, they rapidly heal. They must be kept on opposite ends of the room at all times.
  • Keep them on opposite sides of the room — they heal rapidly if within 60 yards
    The Twin Emperors must be tanked on opposite ends of the room at all times. If they get within 60 yards of each other, they rapidly heal to full. The room is designed with two platforms — one Emperor per platform. After every teleport swap, make sure they are re-established on opposite sides before DPS resumes.
  • Warlock tanks Vek'lor (immune to physical), warrior tanks Vek'nilash (immune to magic)
    Vek'lor is immune to all physical damage and must be tanked by a warlock using Searing Pain for threat, with Shadow Bolt as filler. The warlock needs high stamina and shadow resistance gear to survive Shadow Bolts. Vek'nilash is immune to all magical damage and must be tanked by a warrior. Split DPS accordingly: casters on Vek'lor, melee and hunters on Vek'nilash.
  • When they teleport (every 30-40s), tanks must instantly pick up the correct boss
    Both Emperors teleport simultaneously and swap sides. The warrior tank and warlock tank do NOT move — they stay on their platform and pick up whichever Emperor lands on them. Since they swap, the warrior will always get Vek'nilash and the warlock will always get Vek'lor. The critical moment is the few seconds after teleport before threat is re-established — healers be ready for spike damage.
  • Assign AoE DPS to clear Scarab adds — kill Mutated Bugs as priority
    Qiraji Scarabs spawn from tunnels along the walls throughout the fight. If left alone, Vek'nilash can Mutate them into large elite bugs that hit hard. Assign 2-3 AoE DPS to kill scarabs before they can be mutated. If a scarab does get mutated, it becomes a priority kill target — offtank it and burn it down.
  • DPS both Emperors roughly evenly to avoid one dying while the other heals from proximity
    Since the Emperors have separate health pools, try to keep their HP percentages roughly even. If one dies significantly before the other, there is a risk of positioning errors during the final burn causing proximity healing. Balanced DPS also ensures both die in quick succession, minimizing the fight duration.
🕸️Trash to Ourotrash
Mob Types
Qiraji Champion~70,000
Qiraji Slayer~50,000
Qiraji Mindslayer~65,000
Anubisath Warder~55,000
Obsidian Nullifier~50,000
⚠️This is some of the hardest trash in AQ40. However, there is a well-known skip that lets the entire raid bypass every pack. See strategy below.
  • THE OURO SKIP: Have the entire raid remove their armor, pull Ouro, wipe on the slope, then self-rez inside his room — bypasses all trash
    This well-known skip saves 10+ minutes of the hardest trash in AQ40. Here's how: (1) After Twin Emperors die, have the entire raid REMOVE ALL ARMOR to prevent durability loss. (2) Soulstone one healer. (3) Run past all the trash (you will die) into Ouro's chamber. (4) Pull Ouro and have everyone run to the LARGE SLOPE/RAMP on the RIGHT SIDE of Ouro's room. (5) Ouro will teleport and kill raid members one by one — do not resist, just stay on the slope. (6) Once the entire raid is dead, Ouro resets and re-submerges. (7) The Soulstoned healer self-rezzes and mass-resurrects the raid. You are now inside Ouro's chamber with all the trash still alive behind you — completely skipped.
  • If clearing normally: Kill Mindslayers FIRST in every pack — they Mind Control and can see through invisibility
    If your raid chooses to clear this trash normally, Qiraji Mindslayers are the top priority kill target in every pack. Their Mind Control turns a raid member hostile with buffed damage — a MC'd warrior can kill a healer in seconds. They also drain mana and cast Mind Blast. Importantly, Mindslayers can see through invisibility effects, which limits scouting options. Assign CC (Polymorph, Fear) to immediately control any MC'd player.
  • Anubisath Warders spam Fire Nova — tank at max range with ranged DPS only
    Anubisath Warders use Fear, Root, Silence, and most dangerously, a powerful Fire Nova AoE. They should be tanked at maximum range while ranged DPS kills them. Melee should avoid engaging Warders entirely unless no ranged option exists — the Fire Nova will shred melee in seconds.
  • Keep Obsidian Nullifiers far from the raid or they strip ALL your buffs
    Obsidian Nullifiers have a persistent aura that purges every buff on nearby players — consumables, world buffs, class buffs, everything. Losing all buffs before the Ouro fight significantly reduces your raid's performance. Tank Nullifiers at maximum range away from the raid. If using the skip, this is another strong reason to bypass this corridor entirely.
8OuroOuroboss
Ouro
HP: 1,100,000
Scarab swarms spawn when Ouro submerges underground
Tanks: 2-3Healers: 8-10
Boss Abilities
SweepFrontal cone knockback dealing moderate physical damage. Tank should face Ouro away from the raid.
Sand BlastFrontal cone dealing ~4,000 nature damage to all players in front of Ouro. Also wipes threat on the current target, requiring an immediate tank swap.
Ground RuptureWhen Ouro emerges from the ground, deals heavy AoE nature damage to all players in the area where he surfaces. Spread out during submerge to avoid stacking on the emergence point.
SubmergeOuro burrows underground, becoming untargetable. Spawns waves of scarab adds. After a short time, re-emerges at a random location with Ground Rupture.
Enrage (20% HP)Below 20% HP, Ouro stops submerging and permanently enrages, dealing increased melee damage. This is the final DPS burn — he must die before the raid does.
  • Face Ouro away from the raid — Sweep and Sand Blast are frontal cones
    Both Sweep (knockback) and Sand Blast (4k nature damage + threat wipe) hit everything in front of Ouro. The main tank must keep the boss facing away from the raid at all times. Ranged DPS and healers should be behind and to the sides, never in front.
  • Off-tank taunts immediately after Sand Blast — it wipes threat
    Sand Blast resets the main tank's threat to zero. The off-tank must immediately taunt after every Sand Blast to prevent Ouro from turning and Sweeping the raid. The original main tank then rebuilds threat and takes over again on the next rotation. Assign a clear taunt order between 2-3 tanks.
  • When Ouro submerges, AoE scarabs and spread out for re-emergence
    During submerge, Ouro spawns scarab adds that must be AoE'd down. More importantly, spread out across the room — when Ouro re-emerges, Ground Rupture deals heavy damage at his emergence point. If the raid is stacked in one spot and he comes up underneath them, it can be a wipe. Watch for the dirt mound visual indicating where he will surface.
  • Sub-20% he stops submerging and enrages — save cooldowns for the burn
    Below 20% HP, Ouro permanently enrages and stops submerging. His melee damage increases significantly. This is the DPS race — pop all cooldowns, use potions, Bloodlust/Power Infusion, everything. The longer this phase lasts, the more likely the tanks die. Aim to kill him within 30-45 seconds of the enrage.
🕸️Trash Before C'Thuntrash
Mob Types
Eye Tentacle~10,000
Claw Tentacle~15,000
  • Clear the tentacles carefully — they foreshadow C'Thun's mechanics
    C'Thun's chamber contains Eye Tentacles and Claw Tentacles as a preview of the boss fight mechanics. Eye Tentacles fire shadow bolts and Claw Tentacles slam nearby players. Clear them methodically before positioning for the boss pull.
  • Stay spread — Eye Tentacles chain bolts between nearby players
    Eye Tentacles fire bolts that chain between closely grouped players, dealing increased damage with each jump. This is the same mechanic as C'Thun's Eye Beam. Use this trash as a rehearsal — practice maintaining 10+ yard spacing between players. If the raid cannot stay spread for the trash, they will wipe on the boss.
9C'ThunC'Thunboss
C'Thun
HP: NaN
Eye Tentacles (small, shoot Shadow Bolts), Claw Tentacles (melee, ground slam), Giant Claw Tentacles (large melee, ground slam), Giant Eye Tentacles (large, cast Eye Beam), Flesh Tentacles (inside stomach, must be killed to weaken C'Thun)
Tanks: 4+Healers: 10-12Extremely positioning-dependent fight. All players must understand the 10-yard spread rule. Tanks needed for Giant Tentacles.
⚠️Positioning is everything. Stay spread 10+ yards apart at all times in Phase 1 or the Eye Beam chain will one-shot the raid.
Boss Abilities
Phase 1 — Eye Beam (Chain)The Eye of C'Thun fires a beam at a random player. If any other player is within 10 yards, the beam chains to them with increased damage. Each chain doubles the damage. A beam chaining through 3-4 players will one-shot them all. This is the defining mechanic of the fight.
Phase 1 — Dark GlareA massive green beam that rotates slowly around the room. Instantly kills any player it touches. Watch for the direction and move ahead of or behind the beam. It rotates approximately 180 degrees over several seconds.
Phase 2 — Giant TentaclesGiant Claw Tentacles and Giant Eye Tentacles spawn around the room during the body phase. Giant Claws do massive melee damage and Ground Slam. Giant Eyes cast a damaging Eye Beam. Both are priority kill targets.
Phase 2 — Eye TentaclesSmall Eye Tentacles periodically sprout from the ground in groups, firing Shadow Bolts at random players. AoE them down quickly to reduce raid damage.
Phase 2 — Stomach Portal (Swallowed)Randomly throughout Phase 2, a player is swallowed by C'Thun and teleported into his stomach. Inside are 2 Flesh Tentacles — killing them weakens C'Thun, reducing his damage reduction on the body. After a short time, the player is ejected back into the room. Getting swallowed is beneficial if the player can kill the Flesh Tentacles.
  • Phase 1: Spread out 10+ yards apart — Eye Beam chains between nearby players for lethal damage
    The entire raid must maintain 10+ yards of spacing between every player at all times during Phase 1. Eye Beam targets a random player and chains to anyone within 10 yards, doubling damage with each jump. A chain through 2-3 players deals enough damage to instantly kill them all. Use assigned positions in a circle around the Eye. This mechanic is non-negotiable — one person out of position wipes the raid.
  • Phase 1: Dodge Dark Glare — the rotating green beam is instant death
    The Eye periodically fires Dark Glare, a massive green beam that slowly rotates around the room. Anyone touched by it dies instantly. When Dark Glare starts, identify the rotation direction and move ahead of or behind the beam. Maintain your 10-yard spacing while moving — do not panic and stack up to dodge the beam, or Eye Beam chains will kill you instead.
  • Phase 2: Kill Giant Tentacles as top priority — they deal massive damage
    In Phase 2, Giant Claw Tentacles and Giant Eye Tentacles are the primary threats. Tanks pick up Giant Claw Tentacles immediately while DPS burns them down. Giant Eye Tentacles should be interrupted and killed quickly. Small Eye Tentacles are secondary — AoE them between Giant Tentacle spawns. If Giant Tentacles are left alive, their damage will overwhelm the healers.
  • When swallowed, kill the 2 Flesh Tentacles inside the stomach to weaken C'Thun
    Players swallowed into C'Thun's stomach find themselves on a platform with 2 Flesh Tentacles and a pool of digestive acid. Kill both Flesh Tentacles before you are ejected — each one killed reduces C'Thun's damage reduction, making the body take more damage from the outside raid. Stand on the platform to avoid acid damage. If the Flesh Tentacles are not killed, C'Thun's body remains heavily damage-resistant and the fight becomes unwinnable.
  • Burn the body between tentacle spawns — DPS windows are limited
    C'Thun's body is only efficiently damageable after Flesh Tentacles have been killed inside the stomach. Between tentacle spawn waves, the entire raid should be DPSing the body. When new Giant Tentacles spawn, DPS switches to them, then back to the body. The fight is a marathon of tentacle management and body DPS windows. Mana management and consumable usage are critical for the long fight duration.