◀ All Raid Runbooks
🕸️Entrance Trashtrash
Mob Types
Molten Giant170kStomp (AoE knockback + stun), Knock Away (reduces tank threat). Face away from the raid.
Molten Destroyer170kKnockback, Trample AoE. Similar to Molten Giant. Face away from the raid.
Firelord115kRanged fire spells, summons Lava Spawns on death. Kill spawns immediately or they multiply.
Lava Surger98kCharges random players from extreme range. Always kill Surgers first before pulling anything else.
Lava Annihilator195kLarge fire elemental — frontal cleave and fire AoE. Tank away from the raid.
⚠️Lava Surgers charge random players from across the cavern — always clear them first before pulling any nearby pack
  • Kill Lava Surgers first — they charge from extreme range and will add to any pull
    Lava Surgers patrol the open areas and charge random players from very long range. If you pull a pack while a Surger is nearby, it will charge into the fight and create chaos. Always identify and kill Surgers before engaging static packs.
  • Molten Giants and Destroyers — face them away from the raid, they knockback and reduce threat
    Molten Giants and Molten Destroyers have Stomp (AoE knockback + stun) and Knock Away (reduces tank threat significantly). Face them away from the raid at all times. DPS should watch their threat after a Knock Away lands on the tank.
  • When a Firelord dies, immediately AoE the Lava Spawns it leaves behind — if ignored they multiply
    Firelords split into 2 Lava Spawns when killed. These spawns are low HP but if left alive they can split again. Have AoE ready to clean them up immediately after the Firelord dies.
1IncindisIncindisboss
Incindis
HP: Unknown
Located in Incindis' Lair — the hatching grounds of the incendosaurs. First boss upon entering MC.
⚠️Turtle WoW custom boss (Patch 1.18.0). Replaced Gehennas in the tier loot table. Detailed mechanics are not fully documented — adapt from your guild's experience.
Boss Abilities
Tier Gear DropsDrops all tier gear previously dropped by Gehennas.
  • This is a Turtle WoW custom boss — the primordial mother of all incendosaurs
    Incindis is a massive fire lizard/dinosaur added in Patch 1.18.0. She replaced Gehennas in the loot table and is located in Incindis' Lair, the first area you enter in the reworked Molten Core. Specific mechanic details are limited in public documentation — raid leaders should adapt strategy based on guild experience and pull observations.
🕸️Trash to Garrtrash
Mob Types
Firesworn25kSmall fire elementals — EXPLODE on death dealing ~4,000 fire damage in an AoE. Kill them spread apart.
Lava Surger98kCharges random players. Clear before pulling Garr's area.
  • Clear patrolling Lava Surgers before approaching Garr's area
    Surgers in this area will charge into Garr's pull if not killed first. Clear the path completely before positioning for the boss.
2GarrGarrboss
Garr
HP: Unknown
Starts with 8 Firesworn adds (fire elementals). Firesworn explode on death dealing ~4,000 AoE fire damage. Garr's health was reduced 15% in post-launch hotfix.
Boss Abilities
Antimagic PulseDispels all beneficial magical buffs from all players in the raid. Also applies a spell school lockout. Recast your buffs after each pulse.
Magma ShacklesReduces movement speed of nearby players by 60%. Makes repositioning difficult during add management.
Damage Reduction (Turtle WoW rework)Post-1.18.0 Garr has a new damage reduction mechanic. Initial pull damage was reduced compared to launch, but the fight is still strategically demanding due to add management.
Firesworn Abilities
ImmolateFire damage DoT applied via melee. Stacks if tanking multiple Firesworn.
Eruption (on death)When a Firesworn dies, it explodes dealing ~4,000 fire damage to all players within melee range. Separate them before killing and spread melee out.
Separation AnxietyFiresworn gain a damage buff if they are too far from Garr. Off-tanks should keep them at moderate distance, not across the room.
  • Warlocks banish 2-3 Firesworn, off-tanks grab the rest — each add needs to be controlled
    Garr's 8 Firesworn adds are the real fight. Warlocks banish 2-3 of them to reduce the number of active adds. The remaining Firesworn each need an off-tank or kiter. Mark a kill order and burn them down one at a time while keeping the rest controlled.
  • Kill Firesworn one at a time, spread apart — their death explosion hits melee in range
    Each Firesworn explodes on death dealing ~4,000 fire damage AoE. If two die at the same time near each other, the overlapping explosions can kill melee. Kill them one at a time and make sure melee backs away from the one about to die. Greater Fire Protection Potions help absorb the blast.
  • After all adds are dead, Garr himself is straightforward — tank and spank with dispels
    Once all 8 Firesworn are dead, Garr is a simple fight. He does Antimagic Pulse (dispels buffs) and Magma Shackles (movement slow). The tank holds him in place, and the raid burns him down. Rebuff after each Antimagic Pulse.
🕸️Trash to Baron Geddontrash
Mob Types
Lava Annihilator195kLarge fire elemental — frontal cleave and AoE fire damage
Firelord115kRanged caster, spawns Lava Spawns on death
  • Pull packs carefully — Firelords spawn adds on death that must be AoE'd immediately
    The trash between Garr and Baron Geddon includes Firelords that split into Lava Spawns on death. Focus the Firelords down first in each pack and have AoE ready for the spawns. Lava Annihilators should be tanked facing away from the raid.
3Baron GeddonBaron Geddonboss
Baron Geddon
HP: Unknown
No permanent adds. Baron Geddon's health was reduced 20% in post-launch hotfix. Reworked in 1.18.0 with SoD-style fire patch mechanics.
Boss Abilities
InfernoPulsing AoE fire damage centered on Baron Geddon for 8 seconds, dealing ~3,000 fire damage every 2 seconds to all players within melee range. Melee must run out immediately when this starts.
Ignite ManaBurns 400 mana per second from all players within 30 yards for 5 seconds. Also deals fire damage equal to the mana burned. Mana users will lose ~2,000 mana per cast.
Living BombTurns a random player into a Living Bomb for 8 seconds. When the timer expires, the player explodes dealing ~3,200 fire damage to all players within 20 yards AND launching them into the air. The bombed player must run away from the raid immediately.
Fire Patches (Turtle WoW rework)Post-1.18.0 Baron Geddon drops persistent fire patches on the ground (Season of Discovery-style mechanic). The raid must avoid standing in these while managing the other mechanics.
  • Living Bomb — if you get the debuff, run away from the raid immediately
    Living Bomb is the signature mechanic. A random player gets a ticking 8-second debuff. When it expires, they explode for ~3,200 fire damage to everyone within 20 yards AND get launched into the air (fall damage can kill). The affected player must immediately sprint away from the raid. Having a boss mod addon that announces Living Bomb targets is critical.
  • Melee runs out during Inferno — he pulses ~3,000 fire damage every 2 seconds for 8 seconds
    Baron Geddon casts Inferno periodically — a pulsing AoE centered on himself. Melee DPS must disengage and run out of range the moment Inferno starts. Staying in melee range during Inferno will kill you. Resume DPS once Inferno ends.
  • Mana users — Ignite Mana will drain your mana pool fast. Use mana potions and consumables
    Ignite Mana burns 400 mana/second for 5 seconds from all players within 30 yards. Healers and casters will lose ~2,000 mana each time. Bring Major Mana Potions, Dark Runes, and Demonic Runes. Melee and hunters are not affected by this (no mana pool or out of range).
  • Watch for fire patches on the ground — do not stand in them (Turtle WoW rework mechanic)
    The 1.18.0 rework added persistent fire patches to the encounter. These work like the Season of Discovery version of the fight — fire remains on the ground where Baron Geddon stands. The raid may need to slowly reposition to avoid running out of safe space.
🕸️Trash to Shazzrahtrash
  • Clear the packs between Baron Geddon and Shazzrah's alcove — standard fire elemental trash
    The trash between Baron Geddon and Shazzrah is similar to earlier packs. Clear Lava Surgers first, face large elementals away from the raid, AoE Lava Spawns from Firelord deaths.
4ShazzrahShazzrahboss
Shazzrah
HP: Unknown
No adds. Shazzrah's health was reduced 20% in post-launch hotfix.
Boss Abilities
Arcane ExplosionAoE arcane damage to all players within melee range. Cast frequently. Deals significant damage to melee.
Shazzrah's CurseIncreases magic damage taken by 100% for 5 minutes. Applied to all players in range. Must be decursed immediately or the next Arcane Explosion will deal double damage.
CounterspellInterrupts a caster and locks out that spell school. Disruptive to healers casting on the tank.
Gate of Shazzrah (Blink)Shazzrah teleports to a random location in the room and resets his threat table. The tank must immediately re-engage and rebuild threat after every blink.
Deaden MagicSelf-buff that reduces magic damage taken by 50%. Must be dispelled (Purge, Dispel Magic) immediately or the fight takes much longer.
  • Tank must chase the boss after every Blink — threat resets each time
    Shazzrah periodically teleports to a random location in the room and completely resets his threat table. The tank must immediately run to his new location and re-establish aggro. DPS needs to pause for a moment after each blink to let the tank rebuild threat or they will pull aggro.
  • Decurse Shazzrah's Curse immediately — it doubles magic damage taken
    Shazzrah's Curse increases magic damage taken by 100%. If not decursed, his Arcane Explosion hits for double damage and can one-shot non-tank players. Assign multiple decursers (druids and mages) to keep the raid clean at all times.
  • Dispel his self-buff (Deaden Magic) — reduces magic damage by 50%
    Shazzrah periodically buffs himself with Deaden Magic, reducing all magic damage he takes by 50%. Shamans (Purge), priests (Dispel Magic), or any class with offensive dispel should remove this immediately. Leaving it up significantly extends the fight.
  • Melee be aware of constant Arcane Explosion — keep health topped up
    Shazzrah spam-casts Arcane Explosion hitting all melee in range. Healers need to keep melee players topped off. Combined with the Counterspell interrupting healers, this fight requires spread healing assignments so no one healer is solely responsible for the melee group.
🕸️Trash to Sulfuron Harbingertrash
Mob Types
Flameguard85kFire shield — deals fire damage to attackers in melee range
Firewalker68kFire Blossom AoE, ranged fire damage
  • Clear packs methodically — Flameguards have fire shields that damage melee attackers
    Flameguards have a fire damage reflect shield. Melee DPS will take fire damage with every hit. Healers need to be aware of the passive damage melee takes on these pulls. Firewalkers are ranged casters that should be interrupted or line-of-sighted.
5Sulfuron HarbingerSulfuron Harbingerboss
Sulfuron Harbinger
HP: Unknown
Starts with 4 Flamewaker Priest adds that heal Sulfuron and each other. Kill the priests first or the boss never dies. Health reduced 20% in post-launch hotfix.
Boss Abilities
Demoralizing ShoutReduces melee attack power for all nearby players. Rebuff after each application.
InspireBuffs himself and all nearby allies — increases physical damage and attack speed. Can be dispelled.
Flame SpearRanged fire attack on a random player. Moderate fire damage.
Flamewaker Priest Abilities
HealHeals Sulfuron and other Priests for a significant amount. Must be interrupted consistently or the fight becomes impossible.
Shadow Word: PainShadow DoT applied to random players. Can be dispelled.
ImmolateFire damage DoT on random players.
Dark MendingLarge heal — the most important cast to interrupt. Assign dedicated interrupters to each Priest.
  • Kill all 4 Flamewaker Priests first — they heal the boss and each other
    The Priests are the entire fight. They chain-heal Sulfuron and each other, making the boss unkillable if the Priests are alive. Mark a kill order (skull, X, square, moon) and burn them down one at a time while keeping the others interrupted.
  • Assign dedicated interrupters to each Priest — rotating kicks and counterspells
    Each Priest needs at least one dedicated interrupter (ideally two rotating). Their Dark Mending heal is the priority interrupt — if it goes off, it undoes significant damage. Warriors (Pummel/Shield Bash), rogues (Kick), shamans (Earth Shock), and mages (Counterspell) should be assigned specific Priest targets.
  • Once all 4 Priests are dead, Sulfuron himself is an easy tank and spank
    After the Priests die, Sulfuron is straightforward. Tank him in place, dispel his Inspire buff, and burn him down. The hard part is already over.
🕸️Trash to Golemaggtrash
Mob Types
Lava Annihilator195kLarge fire elemental — frontal cleave, fire AoE
Core Hound67kTwo-headed dogs — come in packs. ALL dogs in a pack must die within 10 seconds or they resurrect at full HP
⚠️Core Hound packs must all die within ~10 seconds of each other or they resurrect at full health. Coordinate DPS to kill them together.
  • Core Hound packs — all dogs must die within 10 seconds of each other or they come back
    Core Hounds come in packs of 4-5 two-headed dogs. Each dog has a different debuff (fire, nature, etc.). The critical mechanic is that ALL dogs in a pack must die within approximately 10 seconds of each other, or the dead ones resurrect at full health. Bring them all low, then AoE/cleave them down together. Do not single-target burn one dog while ignoring the others.
6Golemagg the IncineratorGolemagg the Incineratorboss
Golemagg the Incinerator
HP: Unknown
Starts with 2 Core Rager dog adds. Core Ragers have a fixate mechanic in the Turtle WoW rework requiring multiple tanks. Golemagg's health was reduced 25% in post-launch hotfix (the largest reduction of any MC boss).
Boss Abilities
Magma SplashStacking fire damage DoT and armor reduction debuff applied to the main tank. Stacks increasingly reduce armor, making the tank take more and more physical damage over time.
PyroblastRanged fire damage on a random player. Moderate damage, healers need to spot-heal the target.
Earthquake (below 10% HP)At 10% HP, Golemagg starts casting Earthquake — AoE damage and stun to the entire raid. Push through this phase quickly.
Attract Rager (below 10% HP)At 10% HP, Golemagg casts Attract Rager on the entire raid, adding threat on all players to the Core Ragers except for the warriors tanking them. Core Ragers will run loose and attack random players if not controlled.
Core Rager Abilities (Turtle WoW Rework)
Golemagg's TrustIf Core Ragers are close to Golemagg, they gain +500 physical damage and +50% attack speed. Keep them at moderate distance from the boss.
MangleReduces movement speed by 50% and deals 300 physical damage every 2 seconds. Applied to the player tanking the Core Rager.
Fixate (Turtle WoW rework)Core Ragers fixate on random players periodically. Multiple tanks are needed to pick them up when fixate targets switch. This is the mechanic that requires ~4-6 tanks total for this encounter.
  • Core Ragers away from Golemagg — Golemagg's Trust buffs them massively if they're close
    The Core Rager dogs gain Golemagg's Trust when near the boss — +500 physical damage and +50% attack speed. Off-tanks must keep the dogs at moderate distance from Golemagg. Not across the room (they may leash), but far enough that the Trust buff drops off.
  • Multiple tanks needed for Core Rager fixate — have 4-6 tanks available for this encounter
    The Turtle WoW rework added a fixate mechanic to the Core Ragers. They periodically fixate on random players, requiring multiple tanks to pick them up and control them. Combined with the need for a main tank and off-tank on Golemagg himself (due to Magma Splash stacking), this encounter needs 4-6 tanks total depending on your raid composition.
  • Below 10% HP — Golemagg casts Attract Rager and Earthquake, push through fast
    At 10% HP, Golemagg enters a dangerous final phase. He casts Attract Rager which gives threat on all non-warrior-tank players to the Core Ragers, causing them to run loose and attack random raid members. He also casts Earthquake (AoE stun + damage). The raid must burn him down quickly through this phase. Save DPS cooldowns for the sub-10% push.
7Smoldaris & BasaltharSmoldaris & Basaltharboss
Smoldaris & Basalthar
HP: Shared health pool
Twin stone giant boss encounter. Both bosses share a single health pool. You must alternate damage between them — attacking only one causes damage to be reduced or ignored on that target.
⚠️Alternate your DPS between both targets. If you keep hitting the same one, your damage becomes minimal. Swap targets regularly.
  • They share a health pool — you MUST alternate DPS between both targets
    Smoldaris and Basalthar share one combined health pool but you cannot just focus one target. If you keep attacking the same one, it builds resistance and your damage becomes minimal. The raid must regularly swap between the two targets to keep damage flowing. Coordinate target swaps with raid marks or call-outs.
  • Assign raid groups to alternate — Group 1 starts on Smoldaris, Group 2 starts on Basalthar, then swap on call
    Split your DPS into two groups. One group starts on Smoldaris, the other on Basalthar. When the raid leader calls for a swap (based on when damage resistance builds), both groups switch to the other target. This keeps consistent damage flowing into the shared health pool.
  • Both bosses need a tank — position them apart so their abilities don't overlap
    Each stone giant needs its own tank. Keep them separated enough that their AoE abilities don't overlap onto both groups of DPS, but not so far apart that healers can't reach both tanks.
8Sorcerer-Thane ThaurissanSorcerer-Thane Thaurissanboss
Sorcerer-Thane Thaurissan
HP: Unknown
Located in the Old Shadowforge area — the ancient hearth of the Dark Iron Dwarves deep within Blackrock Mountain.
⚠️IMPORTANT: Spell Detail must be set to MAXIMUM in video settings or the purple circles will not render on the ground. Tell your raiders before the pull.
Boss Abilities
Rune of CombustionDebuff placed on a random player. When you have Combustion, you MUST step INTO the purple circle on the ground. Failing the mechanic damages the raid.
Rune of DetonationDebuff placed on a random player. When you have Detonation, you MUST move AWAY from the purple circle on the ground. Failing the mechanic damages the raid.
Arcane BarrageKnockback attack on players. Was reduced in post-launch hotfix but still disruptive to positioning.
Arcane MissilesChanneled arcane damage. Can be unpredictable and lead to wipes if targeting a player who is trying to resolve a rune mechanic.
  • CHECK YOUR VIDEO SETTINGS — Spell Detail must be at maximum or you cannot see the ground mechanic
    The purple circles that appear on the ground are the core mechanic of this fight. They do NOT render unless your Spell Detail Level is set to MAXIMUM in Video settings. If even one raider has low spell detail, they will not see the circles and will fail the mechanic repeatedly. Announce this before the pull and have raiders confirm their settings.
  • Rune of Combustion = step INTO the purple circle. Rune of Detonation = get OUT of it.
    This is the core mechanic. Thaurissan places rune debuffs on random players. If you get Rune of Combustion, run TO the purple circle on the ground and stand in it. If you get Rune of Detonation, run AWAY from the purple circle. Getting it backwards damages the raid and can cause a wipe. Watch your debuffs — boss mod addons will announce which rune you receive.
  • Stay close to the boss — he has a 40-yard leash that triggers The Cleaner if exceeded
    If Thaurissan is moved more than 40 yards from his spawn point, it triggers The Cleaner — a wipe mechanic. Everyone should stay relatively close. Do not kite the boss or chase rune circles too far from the fight.
  • Runes fade when the boss dies — focus DPS and push him down
    Rune of Combustion and Rune of Detonation debuffs now fade when Thaurissan is defeated (post-hotfix change). The fight gets harder the longer it goes as more rune mechanics overlap. Push DPS to end the fight quickly.
🕸️Trash to Lucifrontrash
Mob Types
Flamewaker95kFlamewakers use Sunder Armor (stacking), Strike, and Fist of Ragnaros (AoE stun). Interrupt the stun.
Flamewaker Protector115kHigher HP flamewakers — Cleave, Dominate Mind (short mind control)
  • Interrupt Fist of Ragnaros — the AoE stun is very disruptive if it goes off
    Flamewakers cast Fist of Ragnaros which stuns all nearby players for several seconds. Assign interrupters to prevent this. If it goes off while you're fighting multiple mobs, tanks can lose aggro and healers can't heal.
9LucifronLucifronboss
Lucifron
HP: Unknown
Starts with 2 Flamewaker Protector adds. Health reduced 20% in post-launch hotfix.
Boss Abilities
Impending DoomCurse — deals ~2,000 Shadow damage to all cursed players after 10 seconds. Must be decursed immediately.
Lucifron's CurseCurse — doubles the mana cost of all abilities for 5 minutes. Decurse immediately or healers will go OOM in seconds.
Shadow ShockAoE shadow damage to nearby players. Moderate damage, healers need to keep the raid topped.
Mind Control (Flamewaker Protectors)The Protector adds can mind control random players. Crowd control the mind-controlled player until it breaks.
Flamewaker Protector Abilities
Dominate MindMind controls a random player for a short duration. The controlled player attacks the raid. Other players should use stuns, poly, or other CC to control them until it breaks.
CleaveFrontal cleave hitting multiple targets. Face Protectors away from the raid.
  • Decurse immediately — Lucifron's Curse doubles mana costs, Impending Doom ticks for ~2,000 damage
    Lucifron applies two curses to the raid. Lucifron's Curse doubles all mana costs — if not decursed, healers burn through their mana in seconds and the raid dies. Impending Doom deals ~2,000 Shadow damage after 10 seconds if not removed. Assign 3-4 decursers (mages and druids) and have them decursing constantly throughout the fight.
  • One tank on Lucifron, one tank on each Protector — face adds away from the raid
    Each Flamewaker Protector needs its own tank. They cleave, so face them away from the raid. Lucifron himself is tanked separately. DPS focuses Lucifron first while tanks hold the adds — the curses stop when he dies.
  • If a player gets Mind Controlled by a Protector, CC them immediately
    The Protector adds can Dominate Mind (mind control) a random player who then attacks the raid. Use Polymorph, Hammer of Justice, or other crowd control on the mind-controlled player until the effect breaks. Do not kill them.
10MagmadarMagmadarboss
Magmadar
HP: Unknown
No adds. Magmadar's health was reduced 10% in post-launch hotfix. Lava Bomb AoE duration reduced to 20s/40s (was 30s/60s).
Boss Abilities
FrenzyPeriodically Frenzies, increasing physical damage and attack speed significantly. Must be removed immediately with Tranquilizing Shot (Hunter ability).
PanicAoE Fear affecting all players within 30 yards. Lasts 8 seconds. The main tank MUST be protected from this — Fear Ward, Tremor Totem, or Berserker Rage.
Lava BombDrops a fire pool on the ground at a random player's location. Deals heavy fire damage to anyone standing in it. Persists for 20 seconds (40 seconds for the larger version). Move out immediately.
Lava BreathFrontal cone fire damage. Only affects players in front of Magmadar.
  • Hunters — Tranquilizing Shot rotation is mandatory. Two hunters alternate to remove every Frenzy instantly
    Magmadar's Frenzy dramatically increases his damage output. If left active, the tank will die. Assign two hunters to alternate Tranquilizing Shot so there is always one available when Frenzy triggers. Missing even one Frenzy can result in a dead tank.
  • Fear Ward on the main tank at all times — Tremor Totem as backup
    Magmadar's Panic is an AoE Fear that hits everyone within 30 yards. If the tank is feared, the boss runs loose and can kill healers or ranged DPS. A priest must keep Fear Ward on the tank (re-apply after each Fear consumes it). Shamans drop Tremor Totem to break fears on nearby players. Warrior tanks can use Berserker Rage for self-break.
  • Move out of Lava Bombs immediately — fire pools persist for 20-40 seconds
    Lava Bombs drop fire pools on the ground at random player locations. These persist for 20 seconds (short version) or 40 seconds (large version) and deal heavy fire damage to anyone standing in them. When a pool appears under you, move immediately. The Turtle WoW rework reduced these durations from 30s/60s, but they still require awareness.
  • Ranged and healers stay at max range — only the tank should be in front of the boss
    Magmadar's Lava Breath is a frontal cone. Only the tank should be in front of the boss. Melee DPS stands behind him. Ranged DPS and healers stay at maximum range to avoid the AoE Fear radius where possible.
🕸️Trash to Majordomo Executustrash
Mob Types
Flamewaker Elite135kFire Blast, high melee damage. These are the same mob type as Majordomo's adds.
Flamewaker Healer85kHeals other mobs — interrupt all heals. Same mob type as Majordomo's adds.
  • Treat these packs as practice for Majordomo — interrupt heals, CC what you can
    The trash before Majordomo includes the same mob types as his encounter (Flamewaker Elites and Healers). Use these pulls to practice your interrupt rotation and CC assignments for the boss fight.
11Majordomo ExecutusMajordomo Executusboss
Majordomo Executus
HP: N/A — does not die. Kill all 8 adds to make him surrender.
4 Flamewaker Elites + 4 Flamewaker Healers. Flamewaker HP reduced 10% in post-launch hotfix. Teleport stun reduced from 3 seconds to 1 second.
Boss Abilities
TeleportMajordomo periodically teleports a random player to his location and stuns them for 1 second (was 3 seconds pre-hotfix). Can be disruptive to healers and casters.
Aegis of RagnarosDamage-absorbing shield. Casts on himself when taking damage. He cannot be killed — the encounter ends when all 8 adds die.
Flamewaker Elite & Healer Abilities
Fire Blast (Elite)Ranged fire damage. Elites hit hard in both melee and at range.
Blast Wave (Elite)AoE fire damage and knockback centered on the Elite. Melee should be ready for this.
Shadow Shock (Healer)AoE shadow damage from the Healers.
Heal (Healer)Heals other adds for significant amounts. MUST be interrupted at all times or the adds never die.
  • Sheep the Healers, banish or kite the Elites — CC as many adds as possible
    The fight is about controlling 8 adds while killing them one at a time. Mages Polymorph the Healers to keep them out of the fight. Warlocks banish Elites. Hunters can kite an Elite. The fewer active adds at any time, the more manageable the fight is.
  • Kill order: Healers first, then Elites. Interrupt every heal on the current kill target
    Mark a kill order. Healers should die first because their healing keeps the Elites alive. On the current kill target, assign dedicated interrupters to prevent any heals from going off. Once all Healers are dead, the Elites have no sustain and go down quickly.
  • Once all 8 adds die, Majordomo surrenders — he then appears at Ragnaros's lava pool
    You do not kill Majordomo himself. Once all 8 of his Flamewaker adds are dead, he surrenders and despawns. He then reappears at the lava pool where Ragnaros is summoned. Talk to him there to begin the Ragnaros encounter.
12RagnarosRagnarosboss
Ragnaros
HP: Unknown
Every 3 minutes, Ragnaros submerges and summons 8 Sons of Flame. Sons must be killed before he re-emerges. Health reduced 15% in post-launch hotfix. Periodic fire damage massively reduced. Son of Flame mana burn reduced 25%.
⚠️Main tank needs 300+ Fire Resistance. Submerge phase is forced — Sons of Flame must be AoE'd down quickly or the fight becomes unrecoverable.
Boss Abilities
Wrath of RagnarosMassive knockback that sends all melee players flying. Tank must be positioned so knocked-back players don't fly into the lava. Resets threat on knocked-back players.
Magma BlastRanged fire attack dealing ~6,000 fire damage. Used when nobody is in melee range — the tank MUST stay in melee at all times to prevent this.
Hand of RagnarosAoE knockback + stun to all nearby players. Can knock players into the lava.
Lava SplashPeriodic fire damage to the entire raid. Was massively reduced in post-launch hotfix.
Submerge (every 3 minutes)Ragnaros submerges into the lava and becomes untargetable. 8 Sons of Flame spawn and attack the raid. You have ~90 seconds to kill all Sons before Ragnaros re-emerges. This phase is forced and cannot be skipped.
Sons of Flame
Mana BurnBurns mana from nearby players. Reduced 25% in post-launch hotfix but still drains casters and healers. Kill Sons quickly.
  • Main tank needs 300+ Fire Resistance — this is non-negotiable
    Ragnaros deals massive fire damage to the tank. Without 300+ fire resistance, the tank will die to the sustained fire damage. The tank should wear a full fire resistance set for this fight, even at the cost of other stats.
  • Tank positions with back to solid ground — Wrath of Ragnaros knockback must not send melee into lava
    Ragnaros periodically casts Wrath of Ragnaros which knocks all melee players back a significant distance. If the raid is positioned facing the lava, knocked-back players will fly into it and die. Position the tank so the knockback sends players toward solid ground. Melee returns to the boss immediately after knockback.
  • Tank must NEVER leave melee range — Magma Blast hits for ~6,000 if nobody is in melee
    If Ragnaros has no target in melee range (e.g., after a knockback), he spams Magma Blast at ranged players for ~6,000 fire damage each. The tank must get back into melee range as quickly as possible after every knockback.
  • Submerge phase — all DPS switches to Sons of Flame immediately, AoE them down
    Every 3 minutes, Ragnaros submerges and 8 Sons of Flame spawn. They have a mana burn aura that drains casters. The entire raid must switch to AoE'ing the Sons down quickly. If Sons are still alive when Ragnaros re-emerges, you'll be fighting both the boss and remaining adds — this is typically a wipe. Save AoE cooldowns for this phase.
  • Ranged DPS and healers stay at maximum range — avoid unnecessary fire damage
    Ragnaros deals periodic fire damage to the entire raid. Ranged players and healers should stay at maximum casting range to minimize damage taken. Greater Fire Protection Potions should be used by the entire raid.