◀ All Raid Runbooks
1Razorgore the UntamedRazorgore the Untamedboss
Razorgore the Untamed
HP: 350,000
Phase 1: Dragonkin (melee, ~20k HP), Blackwing Legionnaires (melee, ~12k HP), and Blackwing Mages (ranged, ~10k HP, cast Fireball and Polymorph) spawn continuously from four corners of the room.
Tanks: 3-4Healers: 8-10Need Hunters for kiting Dragonkin. Mages essential for Blizzard slows on adds. One designated Orb controller (Warlock, Hunter, or Druid preferred for survivability).
⚠️UPDATED IN 1.18.1: Razorgore now has THREE phases. Phase 3 begins after all eggs are destroyed -- Razorgore becomes an active combatant with Fireball Volley, Conflagration, War Stomp, and Warming Flames (self-heal). This is no longer a simple tank-and-spank after eggs.
Boss Abilities
Mind Control OrbA player clicks the Orb of Domination on the platform to mind control Razorgore. While controlled, Razorgore can use Destroy Egg to destroy one of the 30 dragon eggs in the room. If the controller takes damage or is interrupted, control breaks. Only one player can use the Orb at a time.
War StompAoE stun around Razorgore during Phase 1 when not mind controlled, and during Phase 2. Stuns all nearby enemies for 2 seconds.
CleaveFrontal cleave hitting the tank and nearby melee for ~3,000-4,000 physical damage. Phase 2 ability.
Fireball VolleyRazorgore casts Fireball Volley hitting the entire raid for ~2,000-3,000 fire damage. Phase 2 ability.
ConflagrationTargets a random player, stunning them and dealing fire damage over time (~1,000 fire damage every 2 sec for 10 sec). Also damages nearby players. Phase 2 ability. The target cannot move or act while Conflagrated.
Warming Flames (NEW 1.18.1)Self-cast healing/buff ability. Razorgore heals himself, adding urgency to the egg destruction phase and increasing the DPS check in Phase 3.
Phase 1 Add Abilities
Dragonkin MeleeDragonkin are the most dangerous adds — high melee damage (~1,500 per hit) and a Cleave. Must be kited or tanked by dedicated tanks. Hunters are ideal for kiting.
Legionnaire MeleeBlackwing Legionnaires hit moderately hard (~800-1,000). Can be AoE tanked and crowd-controlled.
Mage Fireball / PolymorphBlackwing Mages cast Fireball (~1,500 fire damage) and Polymorph on random raid members. Interrupt Polymorph as a priority. Kill Mages quickly as they are the squishiest adds.
  • Phase 1 — one player uses the Orb to mind control Razorgore and destroy all 30 eggs while the raid holds off waves of adds
    The Orb of Domination sits on a raised platform. One player (the controller) clicks it to mind control Razorgore. While controlling Razorgore, use his Destroy Egg ability to break the dragon eggs scattered around the room — there are 30 total and all must be destroyed to trigger Phase 2. The controller is stationary and vulnerable on the platform, so they need dedicated healers and a tank standing nearby to pick up any adds that target them.
  • Kite Dragonkin with Hunters, AoE slow the Legionnaires and Mages with Blizzard
    Adds spawn from the four corners of the room in waves throughout Phase 1. Dragonkin are the biggest threat — they hit hard and cannot be easily tanked by multiple. Hunters should kite Dragonkin around the outer edges of the room using Concussive Shot and Frost Trap. Mages cast Blizzard on the Legionnaire and Mage packs to slow them while the raid AoEs them down. Warlocks can Fear stray adds. The goal is to survive long enough for all 30 eggs to be destroyed.
  • If the Orb controller dies or breaks, someone else grabs it immediately
    If the mind control breaks (controller takes a big hit, gets stunned, or dies), Razorgore becomes hostile and will War Stomp the raid. Another designated player must immediately click the Orb to re-establish control. Have 2-3 backup controllers assigned. Razorgore retains progress on destroyed eggs, so no work is lost if control breaks.
  • Phase 2 (changed in 1.18.1) -- all eggs destroyed, Razorgore enters active combat. NOT a simple burn anymore.
    Once all 30 eggs are destroyed, all remaining adds despawn and Razorgore enters Phase 3. He now actively fights with Cleave, Fireball Volley (raid-wide fire AoE, 2s cast -- can be interrupted), Conflagration (10s fire DoT on random player, 5-9s cooldown), War Stomp (5s AoE stun, 25s cooldown), and Warming Flames (self-heal). The tank holds him while the raid burns him down. Interrupt Fireball Volley when possible. Spread slightly for Conflagration.
🕸️Death Talon Packstrash
Mob Types
Death Talon Captain~120kMark of Detonation (AoE explosion if not dispelled), Aura of Flames (fire thorns that burns melee attackers and radiates to nearby Death Talon mobs). Highest HP in the pack — kill last or second-to-last.
Death Talon Seether~80kEnrages, doubling attack speed. Applies a fire vulnerability debuff on the tank. Needs a fire-resistant tank.
Death Talon Flamescale~55kModerate fire melee damage. Random Intercept — charges a raid member for ~300 damage. Off-tanks must be ready.
Death Talon Wyrmkin~60kRanged fire caster — shoots a fireball at everyone in line of sight simultaneously. Sleep or Polymorph these during the pull.
⚠️Each pack has 6 dragonkin with random composition. Death Talon Captains have Mark of Detonation which explodes for massive AoE — dispel immediately. Death Talon Seethers enrage and hit extremely hard.
  • Pull each 6-pack back into Vaelastrasz's room — CC the Wyrmkin, kill Flamescales first
    There are two Death Talon packs between Razorgore and Vaelastrasz, each containing exactly one Captain and a mix of the other three types. Pull them back to Vaelastrasz's room for space. Polymorph or Sleep the Death Talon Wyrmkin (ranged fire casters that hit everyone in LOS simultaneously). Kill Flamescales first (lowest HP), then Seethers, then the Captain. Dispel Mark of Detonation immediately — it explodes for massive AoE fire damage if it expires.
  • Tank Seethers with fire-resistant tanks — they enrage and hit extremely hard
    Death Talon Seethers enrage during the fight, doubling their attack speed and applying a fire vulnerability debuff on their target. Assign your most durable tanks (ideally with some fire resistance) to the Seethers. When a Seether enrages, use defensive cooldowns and focus heal the tank.
2Vaelastrasz the CorruptVaelastrasz the Corruptboss
Vaelastrasz the Corrupt
HP: 3,300,000
None
Tanks: 4-5Healers: 8Tank rotation is MANDATORY. Each tank will die to Burning Adrenaline — have the kill order planned before the pull. This is a DPS race with a hard 3-minute enrage timer (Essence of the Red expires).
⚠️UPDATED IN 1.18.1: Vaelastrasz now casts Blaze of Glory, a raid-wide debuff affecting all players simultaneously. Burning Adrenaline still exists. HP was increased in the March 25 hotfix. This fight is significantly harder.
Boss Abilities
Essence of the RedBuff applied to all raid members at the start of the fight. Grants 500 mana per second (casters), 10 energy per second (rogues), and 20 rage per second (warriors) for 3 minutes. Enables unlimited resource usage — DPS should go all out.
Burning AdrenalineApplied every 15-20 seconds. On a tank: increases damage dealt, increases size, reduces cast time, but kills the target after 20 seconds. On DPS/healers: same effect, target explodes on death dealing ~4,000 fire damage to nearby players.
Fire NovaAoE fire damage to all players in melee range, dealing ~600-1,000 fire damage. Used frequently.
Flame BreathFrontal cone fire attack dealing ~3,000-4,500 fire damage. Only hits players in front of Vaelastrasz. Tank-only concern — melee must stay behind.
Tail SweepKnocks back and deals ~1,500 damage to players behind the boss who stand too far back. Melee should stand at the boss's hind legs, not directly behind the tail.
Blaze of Glory (NEW 1.18.1)Raid-wide affliction cast by Vaelastrasz on the entire raid simultaneously. All 30+ members are affected. Occurs alongside Burning Adrenaline (which still exists). Appears to be an additional damage/healing check layered on top of the existing Burning Adrenaline rotation.
  • This is a DPS race — you have 3 minutes before Essence of the Red expires. Go all out.
    Essence of the Red gives the entire raid unlimited resources for 3 minutes. This is the enrage timer. If Vaelastrasz is not dead in 3 minutes, the raid loses its resources and wipes. Every DPS class should use every consumable, every cooldown, and every global cooldown on damage. There is no mana management — just burn.
  • Tank rotation — Burning Adrenaline kills your tank every 15-20 seconds. Next tank taunts immediately.
    Burning Adrenaline is placed on the current tank roughly every 15-20 seconds. Once applied, that tank has 20 seconds to live — they will die no matter what. The next tank in the rotation must Taunt immediately to take over. Plan the tank order before the pull: Tank 1, Tank 2, Tank 3, Tank 4, Tank 5. Each tank needs to be second on threat so they can Taunt smoothly. Warriors should Sunder Armor during their tanking window to help the next tank hold aggro.
  • DPS with Burning Adrenaline — run to the back wall and die away from the raid
    When a DPS or healer gets Burning Adrenaline, they must immediately run to the designated death spot (typically the back wall or entrance ramp). When they die after 20 seconds, they explode for ~4,000 fire AoE damage. If they die in the raid, they will kill nearby players. The BA target can still DPS while running — their damage is increased, so continue casting while moving to the death spot.
  • Melee stand at the boss's hind legs — avoid Flame Breath and Tail Sweep
    Flame Breath is a frontal cone dealing 3,000-4,500 fire damage — only the tank should be in front. Tail Sweep hits players directly behind the boss for knockback and ~1,500 damage. Melee DPS should position at the boss's hind legs (the sweet spot between frontal cone and tail sweep) to avoid both.
  • Use Soulstones and battle rez wisely — they can extend your DPS time
    Warlocks should Soulstone key DPS players (typically themselves or top damage dealers) before the fight. Druids should hold Battle Rez for high-value DPS who die to Burning Adrenaline early. A rezzed player still has Essence of the Red and can continue contributing damage. Every second of DPS matters in this 3-minute race.
🕸️The Suppression Roomtrash
Mob Types
Suppression DeviceN/ATrap on the floor — 20yd aura: -80% movement speed, +400% attack time, +80% cast time. Rogues Disarm Trap to disable temporarily. Multiple rogues cycling are needed.
Corrupted Whelp~3k (non-elite)Blue, Bronze, Green, and Red variants with matching resistances. Respawn every ~30 seconds. Must be AoE'd continuously — they pile up fast.
Death Talon Hatcher~90kCannot be CC'd. Growing Flames — proximity AoE fire that escalates from ~50 to 1,000+ damage per tick the longer you stand near it. Tank at least 15 yards from the raid. 20-minute respawn.
Blackwing Taskmaster~50kPatrols in groups of 3. Can heal themselves and each other. Can be Sheeped — CC 2, burn 1, then clean up.
⚠️The most notorious trash gauntlet in all of Classic WoW. Suppression Devices on the floor reduce movement speed by 80% and increase cast time by 80%. Rogues must Disarm Trap to clear a path. Whelps respawn every 30 seconds. Blackwing Spellbinders are immune to ALL magic damage. POST-1.18.1: After defeating Broodlord Lashlayer, a SHORTCUT becomes available to bypass the Suppression Room on future runs/re-entries.
  • Rogues run ahead and cycle Disarm Trap on the Suppression Devices — this is the only way to move through at normal speed
    Suppression Devices line the floor of two large rooms connected by a corridor. When active, they reduce movement speed by 80%, increase attack time by 400%, and increase cast time by 80% — making the raid nearly useless in their aura. Rogues must run ahead and use Disarm Trap on each Device to temporarily disable it. With 3-4 rogues rotating, you can keep a clear path through the gauntlet. Without rogues, this room is nearly impossible.
  • Mages and Warlocks continuously AoE the whelps — they respawn every 30 seconds and will overwhelm you if ignored
    Corrupted Whelps (Blue, Bronze, Green, Red) are non-elite but respawn approximately every 30 seconds from egg piles scattered throughout both rooms. If the raid stops AoEing them, they pile up and their combined damage becomes lethal. Mages use Arcane Explosion and Blizzard, Warlocks use Hellfire and Rain of Fire. Instant-cast AoE is preferred since the Suppression Devices slow cast times.
  • Death Talon Hatchers must be tanked 15+ yards from the raid — Growing Flames escalates rapidly
    Death Talon Hatchers cannot be crowd controlled. They have Growing Flames, a proximity-based fire AoE that starts at ~50 damage per tick but escalates to over 1,000 damage per tick the longer players remain nearby. Tank them at least 15 yards from the raid group and burn them down. They have a 20-minute respawn, so on a wipe you may need to wait or re-engage quickly.
  • CC the Blackwing Taskmasters — they patrol in groups of 3 and heal each other
    Blackwing Taskmasters roam in groups of three. They can heal themselves and each other, making them tedious to kill if you fight all three simultaneously. They can be Sheeped. Polymorph two, burn the third, then clean up the remaining two one at a time.
  • Move methodically — this room has wiped more guilds than most bosses. Do not rush.
    The Suppression Room contains two large rooms with 5-6 Hatchers and two Taskmaster groups each, plus the connecting corridor. Clear each room methodically: rogues disable traps, AoE whelps, pull Hatchers and Taskmasters one group at a time. Broodlord Lashlayer waits on a platform at the far end of the second room.
3Broodlord LashlayerBroodlord Lashlayerboss
Broodlord Lashlayer
HP: 1,000,000
None
Tanks: 2Healers: 6-8The boss himself is straightforward — the Suppression Room gauntlet before him is the real guild-breaker.
⚠️UPDATED IN 1.18.1: Broodlord now applies Serrated Wound, a brutal 540/sec bleed DoT lasting 10 seconds. Tank healing is significantly harder. After killing Broodlord, a SHORTCUT through the Suppression Room becomes available for subsequent runs.
Boss Abilities
Blast WaveAoE fire damage and knockback to all players within 15 yards of the boss, dealing ~1,100-1,500 fire damage. Knocks players back a significant distance.
Mortal StrikeHits the current tank for ~4,000-6,000 physical damage and applies a 50% healing reduction debuff for 5 seconds. Healers must compensate with larger heals.
Knock AwayKnocks the current tank back and reduces their threat by 50%. The off-tank must be ready to pick up the boss if the main tank loses aggro.
Serrated Wound (NEW 1.18.1)Physical bleed DoT applied to the current tank. Initial hit of 155-458 physical damage, then ticks for 540 physical damage per second for approximately 10 seconds. Requires heavy tank healing and potential tank swaps to manage the bleed.
  • Tank Broodlord facing away from the raid — melee behind him
    Broodlord Lashlayer stands on a platform at the end of the Suppression Room. Tank him facing away from the raid so Blast Wave only hits the tank. Melee DPS stands behind the boss. Ranged and healers stand at maximum range to avoid Blast Wave entirely.
  • Heal through Mortal Strike — 50% healing reduction on the tank
    Mortal Strike hits the tank for 4,000-6,000 physical damage and reduces healing received by 50% for 5 seconds. Healers need to pre-cast larger heals on the tank and chain them during the Mortal Strike debuff window. If the tank drops low during Mortal Strike, use emergency cooldowns (Last Stand, Shield Wall, Lay on Hands).
  • Off-tank stays second on threat — Knock Away dumps 50% of MT's threat
    Knock Away is the most dangerous mechanic. It knocks the main tank back and reduces their threat by 50%. If the off-tank is not second on threat, Broodlord will run into the raid and Blast Wave the healers. The off-tank must maintain a steady second position on the threat meter and be ready to Taunt the instant Knock Away hits. The main tank should charge or Intercept back immediately.
🕸️Lab Packs (Crimson Laboratories)trash
Mob Types
Blackwing Warlock~100kPRIORITY KILL. Rain of Fire (AoE 925-1075 fire/tick). Demon Portal summons Enraged Felguards. Shadow Bolt (~1700). Cannot be Sheeped.
Blackwing Spellbinder~28kImmune to ALL magic damage — must be killed by melee only. Greater Polymorph (turns players into critters). Flamestrike (1600-1900 fire + DoT). Interrupt Polymorph as priority.
Death Talon Overseer~90kResistant to 4 of 5 magic schools but 100% vulnerable to one (Fire, Frost, Arcane, Shadow, or Nature — changes per mob). Test with low-rank spells. Fire Blast, Cleave.
Blackwing Technician~16kThrows AoE grenades/bombs dealing moderate fire damage. Multiple Technicians bombing simultaneously overwhelm healers. Kite with Hunters or AoE down fast.
⚠️Blackwing Warlocks open Demon Portals that summon Enraged Felguards — kill the portal or the Warlock immediately. Spellbinders are immune to ALL magic damage. Death Talon Overseers are vulnerable to only ONE magic school each — test with low-rank spells to find it.
  • Kill Warlocks FIRST — their Rain of Fire and Demon Portals are the deadliest trash mechanic in BWL
    Blackwing Warlocks cast Rain of Fire dealing 925-1075 fire damage per tick over a wide area, and they open Demon Portals that summon Enraged Felguards. If a Felguard spawns, it must be tanked and killed immediately. Always kill Warlocks first in every pull. They cannot be Sheeped. Assign your best DPS to burn them down while tanks hold everything else.
  • Assign melee to Spellbinders — they are immune to all magic damage and cast Greater Polymorph
    Blackwing Spellbinders are completely immune to all magic damage. Only melee (rogues, warriors) can kill them. They cast Greater Polymorph which turns players into critters — interrupt this immediately with Kick or Pummel. They also drop Flamestrikes dealing 1,600-1,900 fire damage plus a DoT. Move out of the fire.
  • Test each Overseer's magic vulnerability with a low-rank spell before committing — they resist 4 of 5 schools
    Death Talon Overseers are resistant to 4 out of 5 magic schools (75% reduction) but take 100% bonus damage from one specific school (Fire, Frost, Arcane, Shadow, or Nature). The vulnerable school changes per individual mob. Have a warlock or mage test with Rank 1 spells to identify the weakness, then assign the matching casters to nuke it. Tank Overseers facing away from the raid — they Cleave.
  • AoE or kite the Technicians — their bombs stack up fast when multiple are throwing
    Blackwing Technicians have low HP but throw AoE grenades that deal moderate fire damage. When 4-5 Technicians are bombing the same area simultaneously, the damage becomes significant. Hunters can kite them while mages pick them up with Arcane Explosion. Do not ignore them — they tend to target healers.
4FiremawFiremawboss
Firemaw
HP: 1,400,000
None
Tanks: 2-3Healers: 8-10Fire Resistance gear for tanks (200+). The raid must use the wall/pillar line-of-sight strategy or Flame Buffet stacks will wipe the group. Post-1.18.1: Need 2-3 dedicated soakers for Shadowflame Jets.
⚠️UPDATED IN 1.18.1: After each Shadow Flame cast, Shadowflame Jets spawn on the ground 4 seconds later. These MUST be soaked within 8 seconds or they explode for raid-wide damage. Assign dedicated soakers.
Boss Abilities
Flame BuffetApplied every 3 seconds to every player in Firemaw's line of sight. Stacks indefinitely. Each stack deals increasing fire damage and reduces attack speed. At high stacks (10+), the damage becomes unhealable. Players must break line of sight to drop stacks.
Shadow FlameMassive frontal cone dealing ~4,000-6,000 shadow/fire damage. Instant kill for anyone without significant Shadow Resistance or high HP. Only the tank should ever be in front of Firemaw.
Wing BuffetFrontal cone knockback that also reduces the target's threat by 50%. Forces tank swaps or requires the tank to be positioned against a wall.
Shadowflame Jets (NEW 1.18.1)Floor zones that spawn 4 seconds after each Shadow Flame cast. These create ground-targeted areas that MUST BE SOAKED by players. If a jet goes unsoaked for 8 seconds, it triggers a Shadowflame Explosion dealing heavy raid-wide damage. Multiple unsoaked jets = multiple explosions. Assign 2-3 players to soak duty.
  • Flame Buffet stacks on anyone in line of sight — DPS and healers must rotate behind the wall to drop stacks
    Flame Buffet is applied every 3 seconds to every player Firemaw can see. It stacks and each stack increases fire damage taken and reduces attack speed. At around 8-12 stacks the damage becomes unhealable. The raid positions near a wall or pillar. DPS and healers step out from behind the wall to cast, accumulate 4-6 stacks, then step back behind the wall to drop the debuff (stacks fall off after a few seconds out of LOS). This creates a rotation where half the raid is DPSing/healing while the other half is resetting stacks.
  • Tank rotation for Flame Buffet stacks — swap at 6-8 stacks
    Tanks cannot break LOS because Firemaw must stay in position. Tank 1 holds the boss until their Flame Buffet stacks reach 6-8, then Tank 2 taunts and takes over while Tank 1 moves behind the wall to drop stacks. With Fire Resistance gear (200+), tanks can survive higher stacks, but do not push it — the damage ramps exponentially. Three tanks make the rotation smoother.
  • Shadow Flame is a one-shot frontal cone — only the tank stands in front
    Shadow Flame deals ~4,000-6,000 damage in a frontal cone. For anyone without fire resistance gear, this is lethal. All melee DPS must stand behind or to the side of Firemaw. Never run through the boss to get to the other side — go around.
  • Wing Buffet reduces threat by 50% — position the tank against a wall
    Wing Buffet knocks the tank back and cuts their threat in half. If the tank is not against a wall, they get knocked far away and Firemaw may turn and Shadow Flame the raid. Position the main tank with their back against a wall so Wing Buffet does not move them. The off-tank should be ready to Taunt as a backup if threat drops.
🕸️Drake Wing Trashtrash
Mob Types
Death Talon Wyrmguard~55kPacks of 3. Each has one magic vulnerability (100% bonus from one school, 75% resist to others) AND one Brood Power: Green (sleeps tank), Red (heavy fire damage), Black (burst fire hits 800-1200), Blue (slows tank), Bronze (disorients tank, preventing aggro + cleaves nearby).
Blackwing Warlock~100kSame as Lab Packs — Rain of Fire, Demon Portal, Shadow Bolt. Kill first.
Blackwing Spellbinder~28kImmune to magic. Greater Polymorph, Flamestrike. Melee only.
Blackwing Technician~16kAoE bombs. Kite or AoE down.
⚠️Wyrmguard packs are considered HARDER than the drake bosses. Each Wyrmguard has a unique magic vulnerability AND a unique Brood Power. You must identify both before pulling. Lab packs also continue in this area.
  • Wyrmguard packs of 3 appear between each drake — each Wyrmguard must be tanked separately with dedicated tanks
    Death Talon Wyrmguard packs are groups of exactly 3 Wyrmguards. Each one must be tanked separately because their Brood Powers create overlapping chaos if stacked. Assign one tank per Wyrmguard. Space them far apart. Free Action Potions on tanks help against the Green (sleep) and Bronze (disorientation) variants.
  • Identify each Wyrmguard's Brood Power before pulling — Green and Bronze are the most dangerous
    Each Wyrmguard has a color-based Brood Power: Green sleeps the main tank (requiring an instant off-tank taunt), Red deals heavy fire damage (extra healing needed), Black deals unpredictable burst fire damage (800-1200 hits), Blue slows the tank (least dangerous), and Bronze disorients the tank preventing aggro and causing cleave hits on nearby players (extremely dangerous). Identify each one's color and assign tanks accordingly — your best tank gets Bronze, your most durable gets Green.
  • Test each Wyrmguard's magic vulnerability — casters must match their school to the right target
    Like Death Talon Overseers, each Wyrmguard is 100% vulnerable to one magic school and 75% resistant to the other four. Test with Rank 1 spells at the start of the pull. Then assign Frost Mages to the frost-vulnerable one, Warlocks to the shadow-vulnerable one, etc. Casters attacking the wrong Wyrmguard deal almost no damage.
  • More Lab Packs also appear between drakes — same kill order: Warlocks first, then Spellbinders, then Overseers
    Lab-style packs (Warlocks, Spellbinders, Overseers, Technicians) continue through the Drake Wing area. The same strategy applies — kill Warlocks first to stop Rain of Fire and Demon Portals, assign melee to Spellbinders, test Overseer vulnerabilities. Clear all packs and patrols before engaging each drake boss.
5EbonrocEbonrocboss
Ebonroc
HP: 1,400,000
None
Tanks: 2-3Healers: 6-8Tank communication is critical. The debuffed tank must stop being hit or Ebonroc will heal to full.
⚠️UPDATED IN 1.18.1: Shadowflame Sparks spawn at fight start. Healers MUST outrange them -- position healers at max range.
Boss Abilities
Shadow of EbonrocDebuff placed on the current tank. While active, any melee damage Ebonroc deals to the debuffed tank heals Ebonroc for the same amount. Lasts 8 seconds. Forces an immediate tank swap.
Shadow FlameMassive frontal cone dealing ~4,000-6,000 shadow/fire damage. Only the tank should be in front.
Wing BuffetFrontal knockback that reduces the target's threat by 50%. Same as Firemaw.
ThrashEbonroc gains 2 extra attacks on her next swing. Can deal burst damage of 6,000-9,000 in a single swing timer if all three hits land.
Shadowflame Sparks (NEW 1.18.1)Persistent adds/hazards that spawn at the start of the fight. Healers must stay at maximum range to outrange the Sparks until they despawn. Melee and tanks deal with Sparks near the boss.
  • Tank swap immediately when Shadow of Ebonroc is applied — the debuffed tank must NOT be hit
    Shadow of Ebonroc is the core mechanic. When it lands on the current tank, every melee hit Ebonroc deals to that tank heals the boss for equal damage. If the debuffed tank continues tanking, Ebonroc will outheal all raid DPS. The off-tank must Taunt immediately when Shadow of Ebonroc appears. The debuffed tank stops attacking, moves away slightly, and waits 8 seconds for the debuff to expire before rebuilding threat.
  • Melee behind the boss — avoid Shadow Flame and Wing Buffet
    Same positioning as the other drakes. Shadow Flame is a lethal frontal cone. Wing Buffet knocks back and drops threat. All melee DPS stands behind Ebonroc. Only the active tank should be in front.
  • Position near a wall to minimize Wing Buffet displacement
    Wing Buffet knocks the tank back and reduces threat by 50%. Position the fight near a wall so the tank is not knocked far away. This also helps the off-tank pick up the boss quickly during Shadow of Ebonroc swaps.
  • Watch for Thrash — it causes burst damage on the tank
    Thrash gives Ebonroc 2 extra attacks on her next swing. This means the tank can take three hits in rapid succession — potentially 6,000-9,000 damage in under a second. Healers must keep the tank topped off at all times. If Thrash coincides with Shadow of Ebonroc being up, the healing to Ebonroc is tripled as well, so fast tank swaps are essential.
6FlamegorFlamegorboss
Flamegor
HP: 1,400,000
None
Tanks: 2Healers: 6-8At least 2 Hunters with Tranquilizing Shot are required. If Frenzy is not removed, the tank dies almost instantly.
⚠️UPDATED IN 1.18.1: Flamegor now Mind Controls raid members with Overbearing Rage. The MC CANNOT be CC'd -- you must DPS the player to 25% HP to break it. Do NOT kill them. This completely changes the fight.
Boss Abilities
Fire NovaRaid-wide AoE fire damage dealing ~1,000-2,000 fire damage to all players. Used frequently throughout the fight.
Shadow FlameMassive frontal cone dealing ~4,000-6,000 shadow/fire damage. Only the tank should be in front.
FrenzyFlamegor enters a Frenzy, increasing attack speed by 225%. Must be removed immediately with Hunter Tranquilizing Shot or the tank will be killed in seconds.
Wing BuffetFrontal knockback that reduces the target's threat by 50%. Same as the other drakes.
Overbearing Rage - Mind Control (NEW 1.18.1)Afflicts a random raid member with Mind Control. The MC player CANNOT be CC'd (immune to Polymorph, Fear, etc.). The only way to break the effect is to bring the afflicted player's health down to 25%. Affected player is marked with Diamond raid icon. DPS must carefully reduce their HP to 25% without killing them, then immediately heal them back up.
  • Hunters must Tranquilizing Shot every Frenzy immediately — this is the entire fight
    Flamegor is the simplest of the three drakes, but Frenzy is a raid-wiper if not handled. When Flamegor Frenzies, his attack speed increases by 225% — the tank will die in 2-3 seconds. Hunters must have Tranquilizing Shot ready and fire it the instant they see the Frenzy emote or buff appear. Assign at least 2 Hunters to rotate Tranq Shot duty so there is always one off cooldown.
  • Fire Nova is raid-wide AoE — keep everyone healed above 2,000 HP at all times
    Fire Nova hits the entire raid for ~1,000-2,000 fire damage and is used frequently. No one should ever sit below 2,000 HP or a Fire Nova could kill them. Healers should maintain steady raid healing throughout the fight. Fire Resistance buffs and aura help reduce the damage.
  • Shadow Flame frontal cone — only the tank in front, melee behind
    Same as Firemaw and Ebonroc. Shadow Flame is a massive frontal cone that will kill non-tanks. All melee stand behind Flamegor. Tank faces the boss away from the raid.
  • Tank against a wall for Wing Buffet — off-tank ready for threat drop
    Wing Buffet knocks the tank back and halves their threat. Position the tank against a wall to prevent displacement. The off-tank should maintain second on threat and be ready to Taunt if the main tank loses aggro after Wing Buffet.
🕸️Trash to Chromaggustrash
Mob Types
Death Talon Wyrmguard55kFinal Wyrmguard pack(s). Same mechanics — identify vulnerability and Brood Power, tank separately.
Death Talon Captain60kMark of Detonation (explodes for massive AoE fire if not dispelled), Mark of Flames (fire DoT).
Blackwing Technician16kAoE bombs. Kill fast.
⚠️Final Wyrmguard and lab packs before Chromaggus. Make sure everyone loots Hourglass Sand from the Wyrmguard trash — you need it for the Chromaggus fight.
  • Same approach as earlier — Wyrmguard packs separated, test vulnerabilities, CC what you can
    The final corridor to Chromaggus has more Wyrmguard packs and mixed trash. Same strategy as before — tank each Wyrmguard separately, identify Brood Powers and magic vulnerabilities, kill in priority order. Pull carefully and clear all patrols.
  • Loot Hourglass Sand from the Wyrmguard kills — every player needs one for Chromaggus
    Hourglass Sand drops from Death Talon Wyrmguard trash. It is the ONLY way to remove Brood Affliction: Bronze during the Chromaggus fight. Every single raid member must have at least one Hourglass Sand in their inventory before engaging Chromaggus. If you run out, Bronze Affliction will randomly stun you and there is no other way to remove it.
7ChromaggusChromaggusboss
Chromaggus
HP: 3,200,000
None
Tanks: 2Healers: 10+Need ALL dispel classes represented — different Brood Afflictions require different dispel types. Hunters for Tranq Shot. Everyone must loot Hourglass Sand from trash for Bronze Affliction. The fight difficulty varies significantly based on which 2 breaths Chromaggus has each week — Time Lapse is the hardest.
⚠️UNCHANGED IN 1.18.1: Chromaggus is the ONLY boss explicitly not updated in the 1.18.1 patch. Standard vanilla mechanics apply.
Boss Abilities
Breath Attacks (2 Random Types)Chromaggus has 2 breath attacks randomly chosen each week from: Incinerate (fire damage ~3,500-4,500), Corrosive Acid (armor reduction ~6,000 armor for 15 sec), Frost Burn (attack speed reduction + ~1,500 frost damage), Time Lapse (stuns entire raid for 6 sec + reduces HP by 50%), Ignite Flesh (fire DoT ~750/tick for 60 sec). Breaths are frontal cones cast every 30 seconds, alternating between the two types.
Brood Affliction: RedFire DoT dealing ~500 fire damage every 3 seconds. Healable. Dispelled by: Druid Decursify (if magic), varies by week.
Brood Affliction: GreenNature DoT dealing ~250 nature damage every 5 seconds, stacking healing reduction. Dispelled by Abolish Poison or Cure Poison.
Brood Affliction: BlueDrains mana, reduces movement speed by 70%, and puts target into a frozen state if not dispelled. Dispelled by Mage Decurse or Druid Decurse.
Brood Affliction: BlackIncreases fire damage taken by 100%. Dispelled by Warlock Devour Magic (Felhunter) or Priest Dispel Magic.
Brood Affliction: BronzeRandomly stuns the target for 4 seconds. Cannot be conventionally dispelled — removed by Hourglass Sand item (looted from Chromaggus trash mobs).
Brood Affliction: Mind ControlIf a player accumulates all 5 colors of Brood Affliction simultaneously, they become permanently mind controlled and hostile to the raid. This CANNOT be broken. Dispelling afflictions before all 5 stack is critical.
FrenzyChromaggus Frenzies, increasing attack speed by 135%. Must be removed immediately with Hunter Tranquilizing Shot.
EnrageAt 20% HP, Chromaggus Enrages permanently, increasing damage dealt significantly. Burn phase — use all cooldowns.
  • Dispelling Brood Afflictions is the #1 priority — if any player gets all 5 colors, they are permanently mind controlled
    Chromaggus applies 5 different colored debuffs (Red, Green, Blue, Black, Bronze) to random raid members throughout the fight. Each color requires a different class to dispel it. If any single player accumulates all 5 colors at once, they become permanently mind controlled and hostile — there is no way to break it. Assign specific dispellers to each color: Priests handle Black (Dispel Magic), Druids handle Blue (Decurse), Paladins/Shamans handle Green (Cure Poison), and so on. Bronze can only be removed with Hourglass Sand — every player must have these in their inventory.
  • Breaths are frontal cones — only the tank in front, entire raid stands behind
    Chromaggus alternates between two breath attacks every 30 seconds (the two types are randomly determined each reset). All breaths are frontal cones. The entire raid stands behind Chromaggus. Only the tank eats the breaths. If Chromaggus has Time Lapse, it is the exception — Time Lapse is a 30-yard AoE that stuns the entire raid and reduces HP by 50%, regardless of positioning. Healers must top everyone off immediately after a Time Lapse.
  • Hunters Tranq Shot the Frenzy immediately — 135% attack speed will kill the tank
    Same as Flamegor — Chromaggus Frenzies periodically, gaining 135% increased attack speed. Hunters must Tranquilizing Shot it off immediately. Assign 2-3 Hunters to Tranq Shot rotation so one is always available.
  • At 20% HP, Chromaggus Enrages — pop all cooldowns and burn him down
    At 20% HP, Chromaggus permanently Enrages, dealing significantly more damage. The tank will take massive hits. Pop all DPS cooldowns, Heroism/Bloodlust if available, and burn Chromaggus down as fast as possible. Healers should use emergency cooldowns on the tank. This is a race to kill him before the tank dies.
  • Time Lapse breath (if present) — healers must top the raid immediately after the 6-second stun
    If Chromaggus has Time Lapse as one of his two breaths, it stuns the entire raid for 6 seconds and reduces everyone's current HP by 50%. During the stun, no one can heal. After it breaks, every healer must immediately chain AoE heals and top the raid before the next mechanic lands. HoTs pre-applied before Time Lapse can tick during the stun and are extremely valuable. This is considered the hardest breath combination.
🕸️Blackwing Alchemists (Ezzel's Laboratory)trash
Mob Types
Blackwing Alchemist~60-80k (estimated)Casts Alchemist's Fire -- a spreadable 8-second debuff. Afflicted players must run out of the raid immediately. Interruptible cast. Found in packs in Ezzel's laboratory wing.
⚠️NEW IN 1.18.1: These mobs guard the path to Ezzel Darkbrewer in the new BWL extension zone. Alchemist's Fire is a SPREADABLE debuff -- afflicted players must immediately leave the raid or it chains to nearby members.
  • Interrupt Alchemist's Fire casts. If someone gets afflicted, they run OUT of the raid immediately.
    Blackwing Alchemists cast Alchemist's Fire which spreads to nearby players over 8 seconds. Assign kick rotations to interrupt the casts. If someone does get afflicted, they must run away from the group immediately. After 8 seconds the debuff clears and they can return.
  • Pull carefully -- packs can overlap with existing lab trash
    The Blackwing Alchemists are in the new extension section leading to Ezzel's laboratory. Pull carefully to avoid double-packs. CC and focus fire one at a time.
8Ezzel Darkbrewerboss
HP: NaN
None directly, but Blackwing Alchemists (new trash) guard the path to his laboratory in the new BWL extension zone.
Tanks: 1-2Healers: 6-8Need interrupters for Transmute to Gold. Warlocks must apply Curse of Tongues below 15%. Raid must understand pillar positioning to remove Chemical Rage. Nature Resistance helps with Acid Bomb.
Boss Abilities
Acid BombAoE Nature damage zones. Deals ~450 Nature damage per tick to all players in the affected area. Multiple bombs can be active simultaneously, hitting the entire raid. Major healing check -- NR gear or NR totems/auras help.
Charge (at 80% / 55% / 30% HP)Has a short cast time. Ezzel charges a random player (marked with Triangle). When Ezzel charges into a PILLAR, it removes his Chemical Rage buff. This is the core mechanic -- kite him into pillars during charges. Charge frequency increases at 80%, 55%, and 30% HP thresholds.
Chemical Rage / ConcussionGrants Ezzel 80% damage reduction. Effectively permanent unless removed by making Ezzel charge into a pillar. While Chemical Rage is active, the boss takes almost no damage. Concussion stuns nearby players.
Earthquake + Falling DebrisGround AoE that causes environmental Falling Debris damage. Move out of the earthquake zone to avoid the debris. Stay mobile.
Transmute to Gold (WIPE MECHANIC)Cast at low health (~15%). Approximately 7 second cast time. If this cast completes, it WIPES THE RAID. Must be interrupted or the boss must be killed before it finishes. Apply Curse of Tongues below 15% HP to slow the cast.
  • Core mechanic: Ezzel gains 80% damage reduction (Chemical Rage) that is ONLY removed by kiting him into pillars during Charge
    Ezzel periodically charges a random player (marked with Triangle). Position the raid so the charge path goes through a pillar. When he hits a pillar, Chemical Rage is removed and the raid can DPS freely until he reapplies it. At 80%, 55%, and 30% HP, charge phases become more frequent. Between charges, dodge Acid Bomb zones and Earthquake/Falling Debris.
  • Heal through Acid Bomb -- 450 Nature damage per tick hits the whole raid
    Acid Bomb creates AoE zones dealing ~450 Nature damage per tick to anyone in range. Multiple bombs can overlap. Healers must keep the raid topped. Nature Resistance Totem/Aura and NR consumables (Nature Protection Potions) significantly reduce incoming damage. Spread loosely to minimize overlap.
  • Below 15% HP: Transmute to Gold is the WIPE MECHANIC. Interrupt it or die.
    When Ezzel reaches approximately 15% HP, he begins casting Transmute to Gold (~7 second cast). If this cast completes, the entire raid wipes. Warlocks MUST apply Curse of Tongues before 15% to slow the cast, giving the raid more time. Save DPS cooldowns for the sub-15% burn. Every second counts.
  • Stay mobile -- dodge Earthquake zones and keep near pillars for charge phases
    Earthquake creates ground effects with Falling Debris. Move out immediately. Keep the raid loosely positioned between pillars so charge kiting is possible at all times. The tank holds Ezzel in the center area, and raid members position near pillars.
9NefarianNefarianboss
Nefarian
HP: 2,600,000
Phase 1: Chromatic Drakonids and colored Drakonids spawn from side doors (Red, Blue, Green, Bronze, Black). Chromatic Drakonids are the most dangerous. Phase 3: Bone Constructs rise from dead Drakonid corpses.
Tanks: 3-4Healers: 10-12ALL classes must know their Class Call response. Warriors need Berserker Rage macro ready. Hunters bring a backup ranged weapon. Priests must stop casting during Priest call. Paladins must cancel Blessing of Protection on Nefarian immediately. Shamans must destroy corrupted totems. Onyxia Scale Cloaks recommended for Shadow Flame protection.
⚠️UPDATED IN 1.18.1: Nefarian now has Nefarian's Barrier (self-shield) and enhanced shaman class calls (Healing Stream, Windfury Totem, Stoneskin). March 21 hotfix fixed crash spot in his room and missing collision on balcony barriers.
Boss Abilities
Phase 1 — Shadowflame Initial BreathWhen the fight begins, Nefarian (still in the air) breathes Shadowflame across the entire room, dealing ~4,000-5,000 shadow damage. The raid should be positioned along the sides of the room near the Drakonid spawn doors to avoid the center. Equipping an Onyxia Scale Cloak negates Shadow Flame damage.
Phase 1 — Drakonid WavesDrakonids spawn from two doorways on opposite sides of the room. Chromatic Drakonids are the most dangerous — they have all five chromatic abilities. Colored Drakonids each have abilities matching their dragonflight. Waves continue until Nefarian lands.
Phase 2 — Shadow Flame BreathFrontal cone dealing massive shadow/fire damage. Only the tank should be in front. Players wearing Onyxia Scale Cloak are immune.
Phase 2 — Bellowing RoarAoE fear affecting the entire raid. 30-yard range, lasts 3 seconds. Can be resisted with Fear Ward, Tremor Totem, or Berserker Rage.
Phase 2 — Veil of ShadowDebuff reducing healing received by 75%. Applied to the tank. Must be dispelled immediately or the tank will die.
Phase 2 — Tail LashKnockback and ~1,500 damage to players standing behind Nefarian. Melee should stand at his side/flank, not directly behind.
Phase 2 — Class CallsEvery 25-35 seconds, Nefarian targets a specific class and disrupts them. Warriors: forced into Berserker Stance (20% more damage taken). Mages: randomly Polymorph raid members. Priests: forced to heal Nefarian with their next casts. Hunters: equipped ranged weapon breaks instantly. Rogues: teleported to Nefarian and rooted. Warlocks: Infernals summoned near Warlocks. Druids: forced into Cat Form. Paladins: cast Blessing of Protection on Nefarian, making him immune to physical. Shamans: drop corrupted totems that damage the raid.
Phase 3 — Bone ConstructsAt 20% HP, Nefarian raises all dead Drakonids as Bone Constructs. They have moderate HP and hit hard. Must be off-tanked and AoE'd down while the raid burns Nefarian.
Nefarian's Barrier (NEW 1.18.1)Lord Victor Nefarius casts a self-shield making himself immune or highly resistant to damage. Observed being cast twice during the encounter approximately 12 minutes apart. Likely tied to phase transitions. The raid must wait for the barrier to drop or meet specific conditions to break it.
Shaman Class Calls (UPDATED 1.18.1)Nefarian now uses shaman-themed abilities during class calls: Healing Stream (healing totem), Windfury Totem (melee haste buff for himself or adds), and Stoneskin (damage reduction). These add defensive layers during the shaman class call -- destroy totems immediately.
  • Phase 1 — tank the Drakonids at the side doors, AoE them down before Nefarian lands
    When the fight starts, Nefarian breathes Shadowflame across the room from the balcony. The raid should be hugging the side walls near the Drakonid spawn doors, not in the center. Drakonids spawn in waves from both doors. Tanks pick them up immediately. Kill Chromatic Drakonids first — they have abilities from all five dragonflights and are extremely dangerous. AoE down the rest. All Drakonids must be dead (or nearly dead) before Nefarian lands to start Phase 2, because their corpses become Bone Constructs in Phase 3.
  • Phase 2 — MT holds Nefarian in center, melee at his flanks. Dispel Veil of Shadow. Fear breaks ready.
    Once Nefarian lands, the main tank picks him up and holds him in the center of the room. Melee DPS stands at his sides — not directly in front (Shadow Flame) or behind (Tail Lash). Ranged and healers spread around at maximum range. Dispel Veil of Shadow from the tank immediately — it reduces healing by 75% and will kill the tank. Bellowing Roar is an AoE fear — Tremor Totems, Fear Ward, and Berserker Rage should be used proactively.
  • Class Calls are the core mechanic — every class must know what to do when called
    Every 25-35 seconds, Nefarian calls out a specific class and disrupts them. This is the defining mechanic of the fight. Warriors: forced into Berserker Stance — use Berserker Rage, then immediately swap back to Defensive Stance if tanking (the forced stance change lasts a few seconds). Mages: randomly Polymorph raid members — other Mages and Druids must decurse/break these immediately. Priests: next casts heal Nefarian instead of the raid — STOP CASTING during Priest call, do not heal or the boss heals. Hunters: equipped ranged weapon is destroyed — bring a cheap backup weapon to equip before the fight. Rogues: teleported directly to Nefarian and rooted in place — they will eat a Shadow Flame if in front; Nefarian should already be facing away. Warlocks: Infernals are summoned near each Warlock — Warlocks must Banish or off-tanks pick them up. Druids: forced into Cat Form — cannot heal; other healers must compensate. Paladins: automatically cast Blessing of Protection on Nefarian, making him immune to physical damage — Paladins must right-click the buff off Nefarian immediately. Shamans: drop corrupted totems that damage the raid — Shamans must immediately destroy their own totems.
  • Phase 3 at 20% — dead Drakonids rise as Bone Constructs. Off-tanks pick them up, AoE them, and burn Nefarian.
    At 20% HP, Nefarian raises all dead Drakonid corpses as Bone Constructs. This is why it is important to clear the Drakonid corpses or position them away from the raid in Phase 1. Off-tanks must immediately pick up the Bone Constructs and hold them away from the raid. AoE DPS burns them down while the main DPS continues on Nefarian. Class Calls continue during Phase 3. Pop all remaining cooldowns — the fight becomes a race to kill Nefarian before the Bone Constructs overwhelm the raid. If the raid has strong AoE and the tanks hold, this phase should be manageable.