Tomb of Sargeras Tanking Guide

In this guide, you’ll find simple tanking strategies for the Tomb of Sargeras raid in Legion. It covers LFR, normal, heroic, and mythic (though some versions are still being iterated on).

If you’re looking for more specific guidelines, don’t forget to check out the Notes tabs!

Labels

Goroth

LFR / NormalHeroicMythicNotes
  • Tank Swap Run away from raid and spikes Fire Damage When hit with Burning Armor, taunt swap and run to a place where the circle around you doesn’t include people or spikes, to confine the effect of Melted Armor.
  • Position Boss Away From Spikes Tank Goroth away from any spikes. He’ll destroy any that touch his hitbox.
  • Avoid Line of Sight During AoE Hide behind spikes during Infernal Burning.
  • Tank Swap Run away from raid and spikes Fire Damage When hit with Burning Armor, taunt swap and run to a place where the circle around you doesn’t include people or spikes, to confine the effect of Melted Armor.
  • Position Boss Away From Spikes Tank Goroth away from any spikes. He’ll destroy any that touch his hitbox.
  • Avoid Line of Sight During AoE Hide behind spikes during Infernal Burning.
  • Move out of Green Fire If fire appears or will appear in your quadrant for Fel Eruption, move the boss out.
  • Tank Swap Run away from raid and spikes Fire Damage When hit with Burning Armor, taunt swap and run to a place where the circle around you doesn’t include people or spikes, to confine the effect of Melted Armor.
    • The circle is much bigger in mythic, so be careful not to out-range your healers.
    • Fire Damage Raid damage, especially from Shattering Star (bowling ball), will deal dangerous damage to the tank with Melted Armor. Keep magic damage reduction ready even when not tanking.
  • Position Boss Away From Spikes Tank Goroth away from any spikes. He’ll destroy any that touch his hitbox.
  • Avoid Line of Sight During AoE Hide behind spikes during Infernal Burning.
    • Run to Pillars Very Quickly There are a few Infernal Burnings that happen a few short seconds after Burning Armor, requiring very quick movement skills to get to safety.
  • Move out of Green Fire If fire appears or will appear in your quadrant for Fel Eruption, move the boss out.
  • Soak Meteor Fire Damage If you are currently tanking, soak a nearby big red meteor from Rain of Brimstone. Do not soak if Burning Armor is active on you.
  • Wowhead/Fatboss guide
  • Heroic damage profile:
    • 75% damage from melee
    • <10% damage from Burning Armor (fire)
  • Mythic damage profile:
    • 33% fire damage (Burning Armor, pillar explosion, raid damage)
      • fire damage is bursty, tends to be what kills tanks
    • 66% melee damage
      • avg melee hit: 2m
  • Brewmaster
    • my talents on mythic: Mystic Vitality (magic damage burst was what killed me most), High Tolerance (smooth out that burst)
    • my legendaries on mythic: Prydaz (easier on healers for times I’m out of range), Archimonde’s Hatred Reborn (for the bowling ball + burning armor combo)

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Demonic Inquisition

LFR / NormalHeroicMythicNotes
  • Tank Atrigan, Belac is not tanked. Bosses share health.
  • Tank Swap at High Torment When your Torment is high, taunt swap and clear it with your extra action button, Confess. This teleports you to a different room.
  • Add Step on Orbs Inside the Confession Room, step on purple orbs, Remnant of Hope, to clear Torment. Once you and the rest of your team in the room has 0, use your extra action button to leave.
    • Avoid Green Swirls Stay out of the green swirls on the ground, which deal damage.
  • Run from Spinning Boss Separate from Fiery Boss Kite Atrigan away from the raid during Bone Saw. Pull Atrigran away from Belac during Fel Squall. Attack the casting boss as little as possible to keep Torment low.
  • Cleave Face Atrigan away from the raid for Scythe Sweep.
  • Tank Atrigan, Belac is not tanked. Bosses share health.
  • Tank Swap at High Torment When your Torment is high, taunt swap and clear it with your extra action button, Confess. This teleports you to a different room.
  • Add Step on Orbs Inside the Confession Room, step on purple orbs, Remnant of Hope, to clear Torment. Once you and the rest of your team in the room has 0, use your extra action button to leave.
    • Avoid Green Swirls Stay out of the green swirls on the ground, which deal damage.
  • Run from Spinning Boss Separate from Fiery Boss Kite Atrigan away from the raid during Bone Saw. Pull Atrigran away from Belac during Fel Squall. Attack the casting boss as little as possible to keep Torment low.
  • Cleave Face Atrigan away from the raid for Scythe Sweep.
  • Step Out of Cleave If targeted by Calcified Quills, it will hopefully be pointed away from the raid anyway. Side step out of the way or else you’ll get knocked in the air.
  • Tank Atrigan, Belac is not tanked. Bosses share health.
  • Tank Swap at High Torment When your Torment is high, taunt swap and clear it with your extra action button, Confess. This teleports you to a different room.
  • Add Step on Orbs Inside the Confession Room, step on purple orbs, Remnant of Hope, to clear Torment. Once you and the rest of your team in the room has 0, use your extra action button to leave.
    • Avoid Green Swirls Stay out of the green swirls on the ground, which deal damage.
    • When you leave the Confession Room, you’ll spawn a fixated add that explodes on death with Explosive Anguish. Leave the room at the same time as everyone else so that the adds can be AoE’d quickly.
  • Run from Spinning Boss Separate from Fiery Boss Kite Atrigan away from the raid during Bone Saw. Pull Atrigran away from Belac during Fel Squall. Attack the casting boss as little as possible to keep Torment low.
  • Cleave Avoidable Face Atrigan away from the raid for Scythe Sweep. Can be dodged or parried.
  • Step Out of Cleave If targeted by Calcified Quills, it will hopefully be pointed away from the raid anyway. Side step out of the way or else you’ll get knocked in the air.
  • Wowhead/Fatboss guide
  • Damage profile:
    • 60% damage from melee
  • Brewmaster
    • It’s actually practical to use AM around Elusive Brawler stacks here, since Atrigan hits so slow and hard. If you can build up a guaranteed dodge for Scythe Sweep, all the better.
    • Legendaries: Sal’salabim’s (for Elusive Brawler, aoe damage), Prydaz
    • Talents: High Tolerance (he does hit hard when it lands)

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Harjartan

LFR / Normal / HeroicMythicNotes
  • Tank Swap ~5 Avoidance Physical DoT Taunt swap when stacks of Jagged Abrasion fall off. They are applied with melee swings, so avoidance will reduce the rate of application. The debuff itself deals heavy bleed damage.
  • Meteor Effect The raid and tank will need to stack to help soak Unchecked Rage.
  • Tank Adds When not tanking the boss, pick up murloc adds.
  • Tank Swap ~5 Avoidance Physical DoT Taunt swap when stacks of Jagged Abrasion fall off. They are applied with melee swings, so avoidance will reduce the rate of application. The debuff itself deals heavy bleed damage.
  • Meteor Effect The raid and tank will need to stack to help soak Unchecked Rage.
    • Eggs and Tadpoles When healthbars appear above the eggs, pull the boss near one set (blue one is highest priority) and hit them with Unchecked Rage. This will enable your group to kill that egg, though the other group will still spawn.
    • Kill away from boss Most tadpoles fixate on others (Colicky and Sickly Tadpoles), except Drippy Tadpoles, though if you prioritize blue eggs you should never see those. All tadpoles should be attacked and killed away from the boss to avoid them permanently buffing the boss.
  • Tank Adds When not tanking the boss, pick up murloc adds.
  • Wowhead/Fatboss Guide
  • Heroic damage profile
    • 30%-40% damage comes from Physical DoT
    • 40% damage comes from melee
  • Mythic damage profile
    • 50% from Physical DoT
    • 35% melee
    • 5% Unchecked Rage
  • Vengeance
    • Talents: Demonic Infusion (for high Demon Spikes uptime to reduce rate of application of debuff), Sigil of Chains (add management), Spirit Bomb (easy add pickup and damage)
  • Brewmaster
    • My Talents: Healing Elixir (self heals for bleed) or Dampen Harm, Rushing Jade Wind (aoe), Elusive Dance (to keep stagger damage healable)
    • My Legendaries: Gai Plin’s, Prydaz (both to manage damage from bleed), Sal’salabim’s would also probably be good for aoe damage and extra Elusive Brawler stacks
    • Prioritize brews for high stacks of bleed, Unchecked Rage. Usually purified above 100% stagger
  • Mythic notes
    • taunt swap as soon as stacks fall off to keep them low
    • self healing / sustenance is helpful for managing bleed, since damage is constant and difficult to heal

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Mistress Sass’zine

NormalHeroicMythicNotes
Phase 1: Ten Thousand Fangs
  • Magical DoT Avoid Physical Damage Tank Swap Taunt swap immediately after application of Burden of Pain to reduce damage spread to the raid. Deals ticking shadow damage and replicates all physical damage dealt to the target to the raid as well, so avoid all physical damage.
  • Eel Adds Drop Pools in Useful Places Pick up Abyss Stalkers, whose melee attacks deal shadow damage. When they die, they drop pools of Concealing Murk, which are needed to avoid tornadoes later but reduce hit chance if you stand in them.
  • Run Through Tornado Gaps Run through the gaps in the wall of Slicing Tornado. Gaps are created when tornados go through Concealing Murk.
  • Avoid Jellyfish Move out of Jellyfish circles, Thundering Shock,otherwise they’ll stun you for a long time.
Phase 2: Terrors of the Deep
  • Continue to manage:
    • Magical DoT Avoid Physical Damage Tank Swap Burden of Pain
    • Eel Adds Drop Pools in Useful Places Abyss Stalkers
  • Don’t get eaten Devouring Maw pulls everyone toward one side of the room. Don’t get eaten by it.
  • Avoid Blue Projection Run out of the blue ground effect, Crashing Wave.
Phase 3: Vast Oceans of Wrath
Phase 1: Ten Thousand Fangs
  • Magical DoT Avoid Physical Damage Tank Swap Taunt swap immediately after application of Burden of Pain to reduce damage spread to the raid. Deals ticking shadow damage and replicates all physical damage dealt to the target to the raid as well, so avoid all physical damage.
  • Eel Adds Drop Pools in Useful Places Pick up Abyss Stalkers, whose melee attacks deal shadow damage. When they die, they drop pools of Concealing Murk, which are needed to avoid tornadoes later but reduce hit chance if you stand in them.
    • Interrupt Interrupt Dark Depths to keep the eels from leaping to other areas, risking bad pool placement and raid damage.
  • Run Through Tornado Gaps Run through the gaps in the wall of Slicing Tornado. Gaps are created when tornados go through Concealing Murk.
  • Avoid Jellyfish Move out of Jellyfish circles, Thundering Shock,otherwise they’ll stun you for a long time.
  • Stand in 1 green beam  Help soak Hydra Shot.
Phase 2: Terrors of the Deep
  • Continue to manage:
    • Magical DoT Avoid Physical Damage Tank Swap Burden of Pain
    • Eel Adds Drop Pools in Useful Places Abyss Stalkers
    • Stand in 1 green beam Hydra Shot.
  • Don’t get eaten Devouring Maw pulls everyone toward one side of the room. Don’t get eaten by it.
  • Avoid Blue Projection Run out of the blue ground effect, Crashing Wave.
Phase 3: Vast Oceans of Wrath
  • Most of the significant changes in Mythic are unique to non-tanks. Non-tanks can pick up Bufferfish that increase their damage or mana regen as long as they don’t take damage. The most tanks can do is be very good about preventing excess raid damage, like being good at interrupts and tank swaps.
Phase 1: Ten Thousand Fangs
  • Magical DoT Avoid Physical Damage Tank Swap Taunt swap immediately after application of Burden of Pain to reduce damage spread to the raid. Deals ticking shadow damage and replicates all physical damage dealt to the target to the raid as well, so avoid all physical damage.
  • Eel Adds Drop Pools in Useful Places Pick up Abyss Stalkers, whose melee attacks deal shadow damage. When they die, they drop pools of Concealing Murk, which are needed to avoid tornadoes later but reduce hit chance if you stand in them.
    • In Mythic, the pools do not last long, so the eels must be killed right around the time the boss summons tornadoes. 
    • Interrupt Interrupt Dark Depths to keep the eels from leaping to other areas, risking bad pool placement and raid damage.
  • Run Through Tornado Gaps Run through the gaps in the wall of Slicing Tornado. Gaps are created when tornados go through Concealing Murk.
    • In Mythic, the tornadoes do not disappear after hitting a puddle, they only get pushed back. This makes the gaps more difficult to run through.
  • Avoid Jellyfish Move out of Jellyfish circles, Thundering Shock, otherwise they’ll stun you for a long time.
  • Stand in 1 green beam  Help soak Hydra Shot.
    • Never ever risk standing in 2 beams at once, as it will stun you for 30 seconds and likely wipe the raid since it will mess up a tank swap.
  • Avoid Red Puddles Move out of red shark circles that spawn from an expiring Bufferfish, as they will one shot you.
  • Murloc Adds Razormaw Waverunners that spawn after players intentionally stand in Thundering Shock hit extra hard when they buff each other with Murloc Mash.
Phase 2: Terrors of the Deep
  • Continue to manage:
    • Magical DoT Avoid Physical Damage Tank Swap Burden of Pain
    • Eel Adds Drop Pools in Useful Places Abyss Stalkers
    • Stand in 1 green beam Hydra Shot
    • Avoid Red Puddles Shark circles
  • Don’t get eaten Devouring Maw pulls everyone toward one side of the room. Don’t get eaten by it.
  • Avoid Blue Projection Run out of the blue ground effect, Crashing Wave.
Phase 3: Vast Oceans of Wrath
  • Phase 1 and 2 combined, continue to manage:
  • Wowhead/Fatboss Guide
  • Damage profile:
    • 45% damage from melee
    • 30% damage from Burden of Pain (shadow DoT)
    • 15% damage from shadow melee
  • Vengeance:
    • Talents: Sigil of Chains (add management), Spirit Bomb (add pickup)
  • Brewmaster:
    • Talents: Celerity (short distance, frequent movement is useful to escape things), Rushing Jade Wind (adds), Chi Burst (ranged murloc pickup)
  • Cooldown points
    • Hyrdra shot (whole raid taking damage)
    • Tornadoes (healers moving)
    • Many murloc adds (big magic damage)

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Sisters of the Moon

Normal / HeroicMythicNotes
Phase 1: The Huntress
  • Clear Debuff if it gets too high Floor phases like the moon, one side shadow and one side arcane. Occasionally you’ll need to swap sides like if your Umbra Suffusion or Lunar Suffusion  debuffs gets too high.
  • Tank Stack Physical Damage Tank Swap Clear Debuff on other Side Tanks stack with one other person, then swap after Moon Glaive. The effected tank should swap to the other side of the moon to clear Discorporate.
  • Avoid Glaive Watch out for the arrow pointing from the boss that indicates where the purple spinning Twilight Glaive goes.
  • Avoid Volley Move out of the circle of falling arrows, Twilight Volley.
Phase 2: Bow of the Night
Phase 3: Wrath of Elune
Phase 1: The Huntress
  • Clear Debuff at specific times In Mythic the whole raid gains stacks of Astral Vulnerability when someone crosses the terminator line. Strats vary, but you’ll likely need to cross the line in groups of about 4, being careful not to carry on the debuff from a previous group.
  • Tank Stack Physical Damage Healing Reduction Tank Swap Tanks stack, then swap after Moon Glaive.
    • You can’t clear Discorporate at will, you should wait to clear it at your designated time. This means you might have to tank a few seconds with the debuff, so be prepared with damage reduction and avoidance.
  • Avoid Glaive Watch out for the arrow pointing from the boss that indicates where the purple spinning Twilight Glaive goes.
  • Avoid Volley Move out of the circle of falling arrows, Twilight Volley.
Phase 2: Bow of the Night
Phase 3: Wrath of Elune
  • Wowhead/Fatboss Guide
  • Damage profile:
    • 75% melee damage
  • Mythic
    • Brewmaster
      • For the times you might have to tank with a few seconds of Discorporate, save Exploding Keg and exploit Elusive Brawler stacks to avoid almost all the damage.

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Desolate Host

NormalHeroicMythicNotes
Phase 1
  • There are two realms, living and spirit. The raid will roughly split in half between them, one tank in each. Click on one of the braziers around the room to switch.
  • Avoid Purple Triangle Don’t stand between the boss and the person with the purple sphere Tormented Cries. If you get targeted, try to point it away from other players.
  • Living Realm:
    • Tank the Engine of Souls.
    • Adds Pick up Reanimated Templars and Ghastly Bonewardens.
    • Avoid Red Ruptures Templars cast Rupturing Slam that creates four ruptures that travel out from the caster.
  • Spirit Realm:
    • Adds Pick up Soul Queen Dejahna and other adds that you can.
      • Shadow Damage The miniboss spams Crush Mind, which deals shadow damage.
    • Shadow Damage Wailing Souls deals shadow damage to everyone in the spirit realm.
Phase 2
  • At 30% the boss will be attackable in both realms.
  • Tank Swap Meteor Effect Before Sundering Doom, the living realm should stack around the boss. Once it finishes, the spirit realm tank should taunt. Repeat but with the shadow realm for Doomed Sundering.
Phase 1
  • There are two realms, living and spirit. The raid will roughly split in half between them, one tank in each. Click on one of the braziers around the room to switch.
  • Because of Dissonance, each group will have to stay mostly confined to their sides of the room.
  • Avoid Purple Triangle Don’t stand between the boss and the person with the purple sphere Tormented Cries. If you get targeted, try to point it away from other players.
  • Living Realm:
    • Tank the Engine of Souls.
    • Adds Pick up Reanimated Templars and Ghastly Bonewardens.
    • Bonecage Armor reduces damage dealt to the add, must be dispelled by being near Shattering Scream in the spirit realm. This means that players that get 5 stacks of Shattering Scream in the spirit realm should be standing in the same place as the mobs are tanked in the living realm.
    • Avoid Red Ruptures Templars cast Rupturing Slam that creates four ruptures that travel out from the caster.
  • Spirit Realm:
    • Adds Pick up Soul Queen Dejahna and other adds that you can.
      • Shadow Damage The miniboss spams Crush Mind, which deals shadow damage.
    • Shadow Damage Wailing Souls deals shadow damage to everyone in the spirit realm.
Phase 2
  • At 30% the boss will be attackable in both realms.
  • Tank Swap Meteor Effect Before Sundering Doom, the living realm should stack around the boss. Once it finishes, the spirit realm tank should taunt. Repeat but with the shadow realm for Doomed Sundering.
Phase 1
  • There are two realms, living and spirit. The raid will roughly split in half between them, one tank in each. Click on one of the braziers around the room to switch.
  • Because of Dissonance, each group will have to stay mostly confined to their sides of the room.
  • Mythic typically uses 3 tanks: one in the living realm tanking Templars up near the entrance, a second in the living realm tanking everything else, and a third in the spirit realm.
  • Adds that die will travel to the opposite realm, where they will need to be killed once more. This means spirit realm will have to deal with Bonecage Armor and living realm will have to deal with interrupting priestesses.
  • Avoid Purple Triangle Don’t stand between the boss and the person with the purple sphere Tormented Cries. If you get targeted, try to point it away from other players.
  • Adds in Both Realms
    • Living realm tank picks up Engine of Souls (physical damage), spirit realm tank picks up Soul Queen Dejahna (shadow damage).
    • Adds Main tank picks up Ghastly Bonewardens, off tank picks up Reanimated Templars and pulls them to the entrance.
    • Bonecage Armor reduces damage dealt to the add, must be dispelled by being near Shattering Scream in the spirit realm. This means that players that get 5 stacks of Shattering Scream in the spirit realm should be standing in the same place as the mobs are tanked in the living realm.
    • Avoid Red Ruptures Templars cast Rupturing Slam that creates four ruptures that travel out from the caster.
    • Interrupt Interrupt Fallen Priestess’s Shattering Scream when Bonecage Armor is not up.
Phase 2
  • At 30% the boss will be attackable in both realms.
  • Tank Swap Meteor Effect Before Sundering Doom, the living realm should stack around the boss. Once it finishes, the spirit realm tank should taunt. Repeat but with the shadow realm for Doomed Sundering.
  • Wowhead/Fatboss Guide
  • Damage profile in spirit realm
    • 50% shadow damage
    • 30% melee (from p2)
  • Damage profile in living realm
    • 50% melee
    • 40% bone shards
  • Vengeance
    • In spirit realm:
      • Legendaries: Cloak of Fel Flames
  • Brewmaster
    • In spirit realm:
      • Mystic Vitality, Rushing Jade Wind, Ox Statue (for pickup) or Leg Sweep (for interrupts)
  • Mythic
    • Some groups may opt to have a tank solo-soak Sundering Doom / Doomed Sundering, so plan your cooldowns wisely.

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Maiden of Vigilance

NormalHeroicMythicTrashNotes
  • Avoid Opposites Half the raid is infused with holy, half with fel. Organize in like-color groups on either side of the boss.
  • Tank Swap Taunt before the Hammer of your infusion, Hammer of Creation or Hammer of Obliteration to soak it with your infusion team.
  • Jump in the Pit Jump into the pit about 1 second before Unstable Soul expires. This debuff appears when you get hit by the opposite infusion or if you are the holy tank.
  • Pick up Matching Orbs During Wrath of the Creators, pick up orbs that match your infusion to increase damage and healing. Avoid orbs that do not match.
  • Avoid Opposites Half the raid is infused with holy, half with fel. Organize in like-color groups on either side of the boss.
  • Tank Swap Taunt before the Hammer of your infusion, Hammer of Creation or Hammer of Obliteration to soak it with your infusion team.
  • Jump in the Pit Jump into the pit about 1 second before Unstable Soul expires. This debuff appears when you get hit by the opposite infusion or if you are the holy tank.
  • Pick up Matching Orbs During Wrath of the Creators, pick up orbs that match your infusion to increase damage and healing. Avoid orbs that do not match.
  • Most raids will have tanks solo-soak the hammers in Mythic. This simplifies an already very complicated fight for non-tanks, though it requires some hefty cooldown management from tanks.
  • Avoid Opposites Half the raid is infused with holy, half with fel. Organize in like-color groups on either side of the boss.
  • Tank Swap Physical + Holy/Fel Damage Taunt before the Hammer of your infusion, Hammer of Creation or Hammer of Obliteration to soak it.
    • Avoid Green / Yellow Pools This leaves behind a pool, Light Remanence or Fel Remanence that you should move out of. Also move out of the smaller, temporary pools, Light Echoes or Fel Echoes.
    • See Notes for an example cooldown rotation for solo-soaking.
  • Jump in the Pit Jump into the pit about 1 second before Unstable Soul expires. This debuff appears when you get hit by the opposite infusion or if you are the holy tank.
  • Pick up Matching Orbs During Wrath of the Creators, pick up orbs that match your infusion to increase damage and healing. Avoid orbs that do not match.
  • To get down the gauntlet of orbs, pick one color and only run through that color.
  • Face the big trash mobs toward the raid. They have a Hammer ability just like the boss that needs to be split (but without requiring matched colors).
  • Wowhead/Fatboss Guide
  • Damage profile:
    • 60% physical melee
    • 15% fel or holy DoT
      • DoT ticks for about 200k every 3s
    • 10% fel or holy sustained (pulse from orb soaking phase)
    • 10% fel or holy burst (hammers)
      • hammers hit for 600k – 2m, depending on how many people soak it
  • Brewmaster
    • Beware of melees during hammer cast, they happen and they will break zen meditation without the legendary hat.
    • Talents: tiger’s lust (help with orb pickup), dampen harm (hammer)
    • Solo-soaking cooldown rotation (with zen meditation hat and legendary trinket)
      • 1 zen meditation + trinket
      • 2 dampen harm + external
      • 3 fortifying brew  + trinket
      • 4 zen meditation
      • 5 dampen harm + trinket

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Fallen Avatar of Sargeras

NormalHeroicMythicNotes
Phase 1 – A Slumber Disturbed
  • Add Tank Maiden On Beam Position the Maiden of Valor to intercept the Corrupted Matrix and prevent the Fallen Avatar from gaining energy.
  • Tank Swap at 2 Physical Damage Taunt swap around when stacks of Desolate fall off. The Maiden tank might have to move closer to the boss to facilitate a quick swap.
  • Run Away Run away from the Fallen Avatar while he casts Rupture Realities. Distance decreases the damage. Then return quickly to melee range to tank him afterwards.
  • Avoid Purple Blades Shadowy Blades spawn from the boss, targeting a random player and hitting anyone in their path.
  • Physical Damage Both Maiden and the boss deal exceptionally high melee damage.
Phase 2 – An Avatar Awakened
  • Position on edges Run Away Tank the boss on the edges of the platform so that he destroys less when he casts Rupture Realities. Continue to run away when he casts it.
  • Tank Swap at 2 Physical Damage Continue to swap for Desolate.
Phase 1 – A Slumber Disturbed
  • Add Tank Maiden On Beam Position the Maiden of Valor to intercept the Corrupted Matrix and prevent the Fallen Avatar from gaining energy.
  • Tank Swap at 2 Physical Damage Taunt swap around when stacks of Desolate fall off. The Maiden tank might have to move closer to the boss to facilitate a quick swap.
  • Run Away Run away from the Fallen Avatar while he casts Rupture Realities. Distance decreases the damage. Then return quickly to melee range to tank him afterwards.
  • Avoid Purple Blades Shadowy Blades spawn from the boss, targeting a random player and hitting anyone in their path. These will spawn snaring pools, Lingering Darkness, that you need to avoid, especially while positioning the maiden.
  • Physical Damage Both Maiden and the boss deal exceptionally high melee damage.
Phase 2 – An Avatar Awakened
  • Position on edges Run Away Tank the boss on the edges of the platform so that he destroys less when he casts Rupture Realities. Continue to run away when he casts it.
  • Tank Swap at 2 Physical Damage Continue to swap for Desolate.
  • Avoid Purple Tornadoes Quickly run from the path of Black Winds .
  • Stand in Pools Help soak purple circles, Touch of Sargeras, to reduce raid damage.
Phase 1 – A Slumber Disturbed
  • Add Tank Maiden On Beam Position the Maiden of Valor to intercept the Corrupted Matrix and prevent the Fallen Avatar from gaining energy.
    • Corrupted Matrix changes location much more often on mythic difficulty.
    • There will also be the purple Tainted Matrix. These need to be soaked by non-tanks as they will apply a stacking healing debuff, Tainted Essence.
  • Tank Swap at 2 Physical Damage Taunt swap around when stacks of Desolate fall off. The Maiden tank might have to move closer to the boss to facilitate a quick swap.
  • Run Away Run away from the Fallen Avatar while he casts Rupture Realities. Distance decreases the damage. Then return quickly to melee range to tank him afterwards.
  • Avoid Purple Blades Shadowy Blades spawn from the boss, targeting a random player and hitting anyone in their path. These will spawn snaring pools, Lingering Darkness, that you need to avoid, especially while positioning the maiden.
    • These will also spawn at the back of the room in mythic difficulty.
  • Physical Damage Both Maiden and the boss deal exceptionally high melee damage.
  • Soak Green Pools Help soak Touch of Sargeras by standing in the nearby green pools, as long as it doesn’t conflict with your other tasks.
Phase 2 – An Avatar Awakened
  • Position on edges Run Away Tank the boss on the edges of the platform so that he destroys less when he casts Rupture Realities. Continue to run away when he casts it.
  • Tank Swap at 2 Physical Damage Continue to swap for Desolate.
  • Avoid Purple Tornadoes Quickly run from the path of Black Winds .
  • Stand in Pools Help soak purple circles, Touch of Sargeras, to reduce raid damage.

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Kil’Jaeden

NormalHeroicMythicTrashNotes
Phase 1 : The Betrayer
  • Physical Damage Tank Swap After Boss Buff Falls When the boss gains the Felclaws buff, use physical damage reduction abilities, then taunt swap immediately after Kil’Jaeden drops his buff.
  • Physical Damage Intercept Big Meteor When Kil’jaeden casts Armageddon , whoever is not tanking should stand in the biggest orange circle, Armageddon Hail.
    • If you have stacks of Felclaws, this will hurt a lot. You might even want to get a damage dealer with a physical immunity to soak it instead.
  • Stand Where You Won’t Get Knocked Off During Rupturing Singularity, stand close to but not directly under the big purple orb, with your back to one of the corners of the room, so that it will not knock you off the platform.
Intermission 1: Eternal Flame
  • Soak in a Line When someone is targeted with Focused Dreadflame (marked with an arrow), stand in a line between the target and the boss to split the damage.
  • Continue to manage:
    • Physical Damage Intercept Big Meteor Armageddon
Phase 2: Reflected Souls
Intermission 2: Deceiver’s Veil
  • Adds The area will be covered in darkness, limiting you and your allies ability to attack and heal to 8 yards. Stand near Illidan to gain Illidan’s Sightless Gaze, then find and kill the adds.
Phase 3: Darkness of A Thousand Souls
Phase 1 : The Betrayer
  • Physical Damage Tank Swap After Boss Buff Falls Cleave When the boss gains the Felclaws buff, use physical damage reduction abilities, then taunt swap immediately after Kil’Jaeden drops his buff. Also face the boss away from the raid.
  • Physical Damage Intercept Big Meteor When Kil’jaeden casts Armageddon , whoever is not tanking should stand in the biggest orange circle, Armageddon Hail.
    • If you have stacks of Felclaws, this will hurt a lot. You might even want to get a damage dealer with a physical immunity to soak it instead.
  • Stand Where You Won’t Get Knocked Off During Rupturing Singularity, stand close to but not directly under the big purple orb, with your back to one of the corners of the room, so that it will not knock you off the platform.
Intermission 1: Eternal Flame
  • Soak in a Line When someone is targeted with Focused Dreadflame (marked with an arrow), stand in a loosely spaced line between the target and the boss to split the damage.
  • Continue to manage:
Phase 2: Reflected Souls
Intermission 2: Deceiver’s Veil
  • Adds The area will be covered in darkness, limiting you and your allies ability to attack and heal to 8 yards. Stand near Illidan to gain Illidan’s Sightless Gaze, then find and kill the adds.
Phase 3: Darkness of A Thousand Souls
  • Stand In Purple Stand in the purple rift when the boss casts Darkness of a Thousand Souls.
  • Avoid Obelisk Pull the boss away from Demonic Obelisk, and avoid the lines of damage that come out from it.
  • Don’t touch the orb Stay away from the giant circle later occupied by a Flaming Orb. (The giant circle looks like Armageddon, but it is not!)
  • Continue to manage:
Phase 1 : The Betrayer
  • Physical Damage Tank Swap After Boss Buff Falls Cleave When the boss gains the Felclaws buff, use physical damage reduction abilities, then taunt swap immediately after Kil’Jaeden drops his buff. Also face the boss away from the raid.
  • Physical Damage Intercept Big Meteor When Kil’jaeden casts Armageddon , whoever is not tanking should stand in the biggest orange circle, Armageddon Hail.
    • If you have stacks of Felclaws, this will hurt a lot. You might even want to get a damage dealer with a physical immunity to soak it instead.
    • It is common in Mythic to leave soaking these circles to damage dealers with immunities (if you have enough of those), so that you don’t need a complicated taunt swapping strategy or three tanks.
  • Stand Where You Won’t Get Knocked Off During Rupturing Singularity, stand close to but not directly under the big purple orb, with your back to one of the corners of the room, so that it will not knock you off the platform.
    • Rupturing Singularity knocks back much further in mythic, requiring you to stand much closer to the orb than you might have before.
  • Add Shadow Reflection: Wailing spawns an add on the tank who deals AoE damage with increasing range the longer it is alive.
    • Magical DoT When the add dies, it applies a DoT to the tank: Lingering Wail
    • Raid Grip on Dispell When Lingering Wail is dispelled, it pulls the entire raid onto the tank’s location with Wailing Grasp. It will eventually need to be dispelled since the damage is high, but that will have to wait until the raid can handle the disruption. Dispelling immediately after Rupturing Singularity can help deal with the knockback.
Intermission 1: Eternal Flame
  • Soak in a Line When someone is targeted with Focused Dreadflame (marked with an arrow), stand in a loosely spaced line between the target and the boss to split the damage.
  • Stand Where You Won’t Get Knocked Off Rupturing Singularity occurs in quick succession, requiring identifying which orbs will hit the ground first and quickly moving to them.
  • Continue to manage:
    • Physical Damage Intercept Big Meteor Armageddon
Phase 2: Reflected Souls
Intermission 2: Deceiver’s Veil
  • Adds The area will be covered in darkness, limiting you and your allies ability to attack and heal to 8 yards. Stand near Illidan to gain Illidan’s Sightless Gaze, then find and kill the adds.
  • Stand Where You Won’t Get Knocked Off Rupturing Singularity also happens in this phase, further complicating positioning.
Phase 3: Darkness of A Thousand Souls
  • Stand In Purple Stand in the purple rift when the boss casts Darkness of a Thousand Souls.
  • Avoid Obelisk Pull the boss away from Demonic Obelisk, and avoid the lines of damage that come out from it.
  • Don’t touch the orb Stay away from the giant circle later occupied by a Flaming Orb. (The giant circle looks like Armageddon, but it is not!)
  • Continue to manage:
  • Interrupt, crowd-control, or death grip the casters. They deal a whole lot of tank damage if their casts go off at the same time.
  • Wowhead/Fatboss guide
  • Damage profile
    • 30% melee
      • heroic avg melee hit: 3m (note that Felclaws increases melee damage)
    • Armageddon Hail
      • heroic avg: 6-8m (Felclaws also increases this damage)
  • Brewmaster
    • Legendaries: Gai Plin’s & Archimonde’s Hatred Reborn
    • My Talents
      • Light Brewing (save up all 4 charges for Fel Claws), Leg Sweep or Ring of Peace to control adds in intermission 2, Dampen Harm for Fel Claws, High Tolerance
    • Fel Claws
      • Alternate Dampen Harm and Archimonde’s Hatred Reborn (if you have it)
      • Can be handled with only Ironskin and Purifying if necessary, it’s just a little rough. Purify might get around 400%.
    • Transcendence works for the knockback as long as you keep it placed close and use it very quickly.
  • Guardian (my cotank)
    • Talents he used: Bristling Fur, Guttural Roars, Feral Affinity, Mighty Bash, Soul of the Forest, Guardian of Elune, Rend and Tear
    • Use Skull Bash for knockback.
  • General Fel Claws notes
    • Fel Claws debuff seems to fall off before almost every Armageddon for the second tank, i.e. the one that doesn’t pull the boss. Could try to plan your tank order by who can most easily manage Armageddon with stacks of Fel Claws (bears, monks).
    • A single tank will always get 5 stacks during the boss buff, but don’t taunt swap until the buff falls off because he will apply a new buff to a fresh tank.
    • Not avoidable.
    • In phase 3 Fel Claws will occasionally sync up with the knockback, be very careful that you’re standing in a good spot and that you won’t collide with anyone while being knocked back. Also, healers will be knocked back so be prepared for fewer heals.

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