Nighthold Tanking Guide

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

Labels
Positioning Change Position / Movement Cleave / Watch Positioning Adds / Change Targets Tank Swap Defensive Cooldown / Active Mitigation Environmental Dangers Interrupt

Changes in heroic. Includes mechanics that might have existed in easier difficulties, but might not have been relevant until harder difficulties.

Changes in mythic. Includes mechanics that might have existed in easier difficulties, but might not have been relevant until harder difficulties.

Skorpyron

LFR / NormalHeroicMythicNotes
  • One tank on adds, one tank on boss.
  • Adds Magic DoT Pick up baby scorpids. They put a stacking damage over time effect on the tank, Energy Surge.
  • Cleave Move to Break Tether Magic Burst Aim the boss away from your raid during Arcanoslash.
    • After the three quick hits in succession of Arcanoslash, move 10 yards from where you were standing to break Arcane Tethers.
  • Hide behind a rock During Shockwave, hide behind one of the shards around the room.
  • Breath Attack When the boss faces a new direction and casts Focused Blast, run from his breath.
  • One tank on adds, one tank on boss.
  • Adds Magic DoT Pick up baby scorpids. They put a stacking damage over time effect on the tank, Energy Surge.
    • Move before it dies Drag big Volatile Scorpids away from the raid when they’re about to die so that no one except you gets hit by Volatile Chitin.
  • Cleave Move to Break Tether Magic Burst Aim the boss away from your raid during Arcanoslash.
    • After the three quick hits in succession of Arcanoslash, move 10 yards from where you were standing to break Arcane Tethers.
  • Hide behind a rock During Shockwave, hide behind one of the shards around the room.
  • Breath Attack When the boss faces a new direction and casts Focused Blast, run from his breath.
  • One tank on adds, one tank on boss.
  • Adds Magic DoT Pick up baby scorpids. They put a stacking damage over time effect on the tank, Energy Surge.
    • Move before it dies Drag big Volatile Scorpids away from the raid when they’re about to die so that no one except you gets hit by Volatile Chitin.
    • Shift out of green puddles Drag the big green Acidmaw Scorpids out of Toxic Chitin pools. Try to avoid tanking them in areas where the raid needs to stack.
  • Cleave Move to Break Tether Magic Burst Aim the boss away from your raid during Arcanoslash.
    • After the three quick hits in succession of Arcanoslash, move 10 yards from where you were standing to break Arcane Tethers.
    • In mythic, the Arcane Tether persists for 15 seconds. Don’t return to that area until it despawns.
  • Hide behind a rock During Shockwave, hide behind one of the shards around the room.
  • Breath Attack When the boss faces a new direction and casts Focused Blast, run from his breath.
  • Wowhead Guide
  • Fatboss video (alpha)
  • Brewmaster
    • Rushing Jade Wind and Ox Statue if you’re on adds.
  • Vengeance
    • Adds: Abyssal Strike, Fallout, Flame Crash, Feed the Demon, Quickened Sigils, Spirit Bomb, Soul Barrer

Chronomatic Anomaly

LFR / Normal / HeroicMythicNotes
  • The durations of debuffs, movement speed, personal cooldowns, cast times, etc will increase or decrease periodically over the fight due to Passage of Time.
  • Tank Swap Swap before getting 10 stacks of Chronometric Particles. You will likely die if you ever reach 10. The duration and rate of application will change with the Passage of Time.
  • Adds Interrupt Pull boss to any adds and interrupt.
  • When the boss starts casting Power Overwhelming, click on a Temporal Rift (bubble that appears from the corpses of adds) and use your extra action button to interrupt it.
  • Environmental Dangers Avoid any of the purple things on the ground (Burst of Time, Time Bomb, etc), dodge blue Temporal Orbs.
  • The durations of debuffs, movement speed, personal cooldowns, cast times, etc will increase or decrease periodically over the fight due to Passage of Time.
  • Tank Swap Swap before getting 10 stacks of Chronometric Particles. You will likely die if you ever reach 10. The duration and rate of application will change with the Passage of Time.
  • Adds Interrupt Pull boss to any adds and interrupt.
    • Two adds will spawn on opposite sides of the room. The raid will split up, and each tank will need to pick up an orb.
  • When the boss starts casting Power Overwhelming, click on a Temporal Rift (bubble that appears from the corpses of adds) and use your extra action button to interrupt it.
    • Holding the Temporal Rift will deal increasing magic damage, which can become significant on Mythic.
  • Environmental Dangers Avoid any of the purple things on the ground (Burst of Time, Time Bomb, etc), dodge blue Temporal Orbs.
  • Wowhead Guide
  • Almost all magic damage, sustained DoTs.
  • Brewmaster
    • Chi Torpedo or Tiger’s Lust for moving between adds
    • Gift of the Mists?
    • Leg Sweep for tiny adds
    • Mystic Vitality
    • Invoke Niuzao for dps burn
  • Vengeance
    • Abyssal Strike for quick traversal between adds, if you have to run far
    • Fel Devastation for quickly killing little adds
    • Soul Barrier for the DoT / magic damage

Trilliax

LFR / Normal / HeroicMythicNotes
  • Tank Swap Tanks Stack Magic Damage Tanks should stand on top of each other for Arcane Slash, then taunt swap after 2 stacks of the debuff. Use magic damage reduction if you need it.
  • Shift Boss Move boss once there are too many pools of Arcane Seepage nearby.
  • Avoid Purple Lasers Avoid Annihilation, shooting out the front and back of the boss, and slowly rotating. It may change direction without warning.
  • Tanks Stack Stand near the person you’re connected to (most likely your cotank) with Arcing Bonds.
  • Tank Swap Tanks Stack Magic Damage Tanks should stand on top of each other for Arcane Slash, then taunt swap after 2 stacks of the debuff. Use magic damage reduction if you need it.
  • Shift Boss Move boss once there are too many pools of Arcane Seepage nearby.
  • Avoid Purple Lasers Avoid Annihilation, shooting out the front and back of the boss, and slowly rotating. It may change direction without warning.
  • Tanks Stack Stand near the person you’re connected to (most likely your cotank) with Arcing Bonds.
  • Add Pick up and prioritize the add that spawns from one of the tunnels. This happens only a couple times during the encounter.
  • Eat Cake Eat any green cakes that appear near the boss. There are many more cakes in mythic.

Spellblade Aluriel

LFR / NormalHeroicMythicNotes
  • Tank Swap Tanks Stack Physical Damage Stack on top of each other and swap after 2 stacks of Annihilated. It does increasing damage to the primary target.
Frost
  • Adds Pick up elementals.
Fire
  • Move from Charge Move out of the boss’s path when she charges a player with Searing Brand.
  • Adds Pick up elementals.
Arcane
  • Tank Swap Tanks Stack Physical Damage Stack on top of each other and swap after 2 stacks of Annihilated. It does increasing damage to the primary target.
Frost
  • Adds Pick up elementals.
  • Do Not Cross Circle Boundries When an elemental teleports away, either get out of the circle very quickly, before it fully forms, or remain in the circle to avoid being turned into an ice block (Frozen Tempest).
Fire
  • Move from Charge Move out of the boss’s path when she charges a player with Searing Brand.
  • Interrupt When the adds spawn near each other, they’ll be buffed by Bound in Flame. If that happens, interrupt Pyroblast. Don’t pick up / interrupt all the adds, let them stay separated.
Arcane
  • Tank Swap Tanks Stack Physical Damage Swap after 2 stacks of Annihilated. Stand together if needed, but some classes can solo-soak it, simplifying the fight.
  • Fel Soul When the Fel Soul spawns, one tank should pick it up. Where you tank it depends on the phase, but you always need to be prepared for the knockback, Decimate.
Frost
  • Adds Pick up elementals.
  • Do Not Cross Circle Boundries When an elemental teleports away, either get out of the circle very quickly, before it fully forms, or remain in the circle to avoid being turned into an ice block (Frozen Tempest).
  • Fel Soul Position away from raid, back to wall Tank the Fel Soul away from the raid (but not too far) so that everyone has time to move out of the Whirling Barrage.
Fire
  • Move from Charge Move out of the boss’s path when she charges a player with Searing Brand.
  • Interrupt When the adds spawn near each other, they’ll be buffed by Bound in Flame. If that happens, interrupt Pyroblast. Don’t pick up / interrupt all the adds, let them stay separated.
  • Fel Soul Position away from raid, back to wall Tank the Fel Soul away from the raid. She will leap to the raid with Fel Stomp, leaving behind green puddles that everyone else has to avoid.
Arcane
  • Wowhead Guide
  • Fatboss video (alpha)
  • Physical burst damage
  • In mythic, the Fel Soul has wonky aggro. Wait until it runs toward someone before taunting and hitting it. A Brewmaster’s Ox Statue can generate threat on it earlier than normal attacks, so it can be a useful tool for positioning it quickly.
  • Brewmaster
    • Dampen Harm for second Annihilate
    • Ox Statue for managing adds / generating early aggro on Fel Soul in mythic
    • Invoke Niuzao for AoE burst
  • Vengeance
    • Sigil of Chains for add control
    • Soul Barrier for additional Annihilate damage reduction

Tichondrius

LFR / Normal / HeroicMythicNotes
Stage One: Lord of the Nathrezim
  • Tank Swap Tank 30 yards from boss Immediately after Feast of Blood, taunt swap and take the adds that spawn from it away from the boss to be killed. They must be at least 30 yards from the boss or else they’ll be buffed by Vampiric Aura. Stuns and kiting will also prevent them from healing too much.
    • Some groups choose to keep the bloods on the boss since they don’t deal much damage to the tank.
  • Hide behind a pillar When the boss begins to channel Echoes of the Void, locate and hide behind one of the fel spires that appear. If possible, go to the pillar with the fewest people.
  • After the Shadow of Terror phase:
    • Adds Position away from boss Whichever tank is not on the boss should pick up any adds that appear following the end of Stage 2 and tank them 30 yards away.
    • Avoid purple pools Nightbourne adds apply a debuff, Volatile Wound, which drops a purple pool, Netherzone, when it expires.
Stage Two: Shadow of Terror
  • Avoid Green Beam Run out of the green ground projection before it activates, Carrion Nightmare.
  • Adds Pick up adds that stream in.
Stage One: Lord of the Nathrezim
  • For mythic, we did used one tank on the bloods and one on the boss.
  • Tank Swap Before Feast of Blood, the blood tank should taunt swap, and the boss tank should taunt back after.
    • If possible, hold the first round of bloods on the boss to be ignored until the second set. Then take all 6 bloods at least 30 yards away to be killed. This simplifies the fight for your damage dealers.
    • Defensive Cooldown for 6 adds They do quite a bit of damage, and cooldowns will likely be needed for the second set of adds.
  • The boss tank can help soak Seeker Swarm by positioning themselves between the boss and the targets of Carrion Plague. This will leave up to 4 stacks of Carrion Plague on the tank, which is a high but manageable amount of magic damage over time. The boss tank can soak every other cast.
  • Hide behind a pillar When the boss begins to channel Echoes of the Void, locate and hide behind one of the fel spires that appear. If possible, go to the pillar with the fewest people.
  • After the Shadow of Terror phase:
    • Adds Position away from boss Whichever tank is not on the boss should pick up any adds that appear following the end of Stage 2 and tank them 30 yards away.
    • Avoid purple pools Nightbourne adds apply a debuff, Volatile Wound, which drops a purple pool, Netherzone, when it expires.
Stage Two: Shadow of Terror
  • Avoid Green Beam Run out of the green ground projection before it activates, Carrion Nightmare.
  • Adds Pick up adds that stream in.
  • Pick up orb You must pick up a purple orb from the ground, Essence of Night, or you will die at the end of the phase.

Krosus

LFR / Normal / Heroic / MythicNotes
  • Tank Swap Taunt swap around 8-10 stacks of Searing Brand.
  • Stand under Fists One tank should stand under each fist during Slam.
    • Run from collapsing bridge Every third Slam, instead of soaking, retreat behind the cracks in the platform.
  • Intercept pools Stand in the green projections, Burning Pitch, to prevent adds from spawning. If adds do spawn, they can’t be tanked.
  • Run to Safe Area During the Fel Beam cast, identify which hand is casting and move to the opposite side of the platform.
  • Wowhead Guide
  • The vast, vast majority of damage is magical damage over time. Make choices that reduce sustained magic damage, or make it easier to heal.
  • Brewmaster
    • Transcendence near the blue marks on the floor (that’s usually close to the cracks), or Transcendence where you know the Slam circles will be so you can help with adds and return to your spot very quickly.
    • Mystic Vitality for magical DoT
    • My talents for Mythic: Eye of the Tiger, Chi Torpedo, Light Brewing, Leg Sweep, Mystic Vitality, Invoke Niuzao, High Tolerance
    • Use periods of low Searing Brand stacks to recharge brews, saving brews for 3 or more stacks (unless you’re already capped on brews) or dangerous raid damage moments (bridge-smashing Slams, Exploding Orbs)
  • Vengeance
    • Razor Spikes, Fracture for damage (not much movement needed)
    • Soul Barrier (for magical DoT)
    • Try to get 5 stacks of Painbringer before soaking Slam.
    • Demon Spikes while tanking & for Slam, rotate Empower Wards and Soul Barrier for high stacks of Searing Brand
    • Sigil of Silence to interrupt adds.

High Botanist Tel’arn

LFR / Normal / HeroicMythicTrashNotes
Stage 1: The High Botanist
  • Tank Swap Taunt around 7 stacks of Recursive Strikes. Damage will be especially high with both tanks have high stacks, even when not tanking.
  • Run out of Circles Run out of the collapsing ring of yellow circles, Solar Collapse, and the expanding orange/purple circle of Controlled Chaos.
Stage 2: Nightosis
  • Second Boss The boss will split into a second mob, Solarist Tel’arn, with shared health, both must be tanked.
  • All abilities from Phase 1 remain.
  • Splash Damage While tanking the Solarist, stand at least 4 yards away from others to reduce splash damage from Flare.
  • Tank Near Spheres After Summon Plasma Sphere, tank the bosses near the golden spheres and cleave damage onto them. Move to the next after the first dies.
Stage 3: Pure Forms
  • Third Boss Tel’arn will split again, leaving three bosses with shared health: Solarist, Naturalist, and Arcanist (original boss, renamed). All need to be tanked, though only the Arcanist needs to be swapped.
  • All abilities from Phase 1 and 2 remain.
  • Move bosses out of green stuff The Naturalist casts Grace of Nature on his location, which will heal all the bosses if they’re left in it.
  • Environmental Dangers Move away from green spores.
  • In Mythic, you start with all three incarnations, killing one at a time. They don’t share health, and heal after each incarnation dies. This basically inverts the fight from normal/heroic. Our kill order was: Naturalist, Arcanist, Solarist.
Stage 1: All Three
  • Tank Swap Taunt around 7 stacks of Recursive Strikes. Damage will be especially high with both tanks have high stacks, even when not tanking.
  • Run out of Circles Run out of the collapsing ring of yellow circles, Solar Collapse, and the expanding orange/purple circle of Controlled Chaos.
  • Splash Damage While tanking the Solarist, stand at least 4 yards away from others to reduce splash damage from Flare.
  • Tank Near Spheres After Summon Plasma Sphere, tank the bosses near the golden spheres and cleave damage onto them. Move to the next after the first dies.
  • Move bosses out of green stuff The Naturalist casts Grace of Nature on his location, which will heal all the bosses if they’re left in it. Try to move the bosses to a low traffic area before he starts the cast, since the puddle will remain for the entire encounter.
  • Environmental Dangers Move away from green spores. If you’re not tanking the main dps target, you can help soak a few.
After Naturalist’s Death
  • Removed: Green healing pools of Grace of Nature.
  • Parasitic Fetters spawn from Plasma Spheres on their destruction. Help to crowd control and kill them before they can focus on tanks or melee.
After Arcanist’s Death
  • VERY BAD Splash Damage Tank Swap Run away for dispel Splash damage from Flare also applies Parasitic Fetter to everyone it hits, including the tank. Tank for as long as you can manage the damage, then call for a tank swap, dispel, and run out of the Controlled Chaos that spawns from your previous location.
  • Position bosses away from Spheres Toxic Spores spawn from Plasma Spheres on their destruction, which causes melee pain, but still tank bosses close enough that target swapping can happen quickly. (They no longer spawn Parasitic Fetters.)
  • Don’t eat the fruit (unless your raid is trying to get the achievement).
  • Clear the trash in front of the boss, around the glass floor, and tank the boss there.
  • Wowhead Guide
  • Mostly physical damage
  • Lots of frequent movement
  • Lots of cleave, but no tankable adds
  • Brewmaster
    • Chi Torpedo to quickly escape the ground effects
    • Ring of Peace for bouncing little adds away from their focus targets
  • Vengeance
    • Agonizing Flames or Razor Spikes for easy cleave

Star Augur Etraeus

LFRNormal / HeroicMythicNotes
  • Each phase reuses the same mechanics but with different themes.
  • Magic Damage Boss primary
    • Ice:  Splash Damage Stand at least 8 yards apart from others while tanking because of Iceburst.
    • Fel: Felburst stacks up a DoT.
    • Void:  Tank Swap Swap around 6 stacks of Voidburst. The goal is to keep stacks as low as possible because the stacks spread to the raid when it expires.
  • Tank Swap Splash Damage Gravitational Pull: Run a little ways away, then:
    • Ice: Stack on One Friend Stack with 1 person to clear Absolute Zero.
    • Fel:  Stand On Green Puddles Stand in areas where there are lots of green pools, Felflame, so that Fel Impact will clean them up. This ability still splashes to nearby players and deals physical damage. This will happen 5 times.
    • Void:  Run Away Add  Run outside the big blue circle at the center of the room.  This will spawn the Thing That Should Not Be, which needs to be tanked far from the boss to prevent Void Shift.
      • Turn Away Before Witness the Void finishes casting, turn your back to the add.
  • Each phase reuses the same mechanics but with different themes.
  • Magic Damage Boss primary
    • Ice:  Splash Damage Stand at least 8 yards apart from others while tanking because of Iceburst.
    • Fel: Felburst stacks up a DoT.
    • Void:  Tank Swap Swap around 6 stacks of Voidburst. The goal is to keep stacks as low as possible because the stacks spread to the raid when it expires.
  • Tank Swap Splash Damage Gravitational Pull: Run a little ways away, then:
    • Ice: Stack on Three Friends Stack with 3 people at a time to clear Absolute Zero, and they must be different people every other comet that hits you, else they’ll get Frozen Solid. This will happen three times.
    • Fel:  Stand On Green Puddles Stand in areas where there are lots of green pools, Felflame, so that Fel Impact will clean them up. This ability still splashes to nearby players and deals physical damage. This will happen 5 times.
    • Void:  Run Away Add  Run outside the big blue circle at the center of the room.  This will spawn the Thing That Should Not Be, which needs to be tanked far from the boss to prevent Void Shift.
      • Turn Away Before Witness the Void finishes casting, turn your back to the add.
  • In mythic, you can solo tank or two tank this fight. Some opt for solo tanking to hit dps checks, though two-tanking simplifies the fight and was less necessary by the time we got to it.
  • Find a matching partner If effected by Grand Conjunction, find someone else who matches your star sign while avoiding anyone who has a different star sign.
Ice
  • Splash Damage Stand at least 8 yards apart from others while tanking because of Iceburst.
  • Tank Swap Splash Damage Stack on Three Friends Gravitational Pull: Run a little ways away, then stack with 3 people at a time to clear Absolute Zero, and they must be different people every other comet that hits you, else they’ll get Frozen Solid. This will happen three times.
    • Since this ability often coincides with other abilities that might send your designated soakers away, coordinate with your raid so that you still at least have three people available in each soak.
Fel
  • Fel: Felburst stacks up a DoT.
  • Tank Swap Splash Damage Stand Near Green Puddles Gravitational PullStand in areas where there are lots of green pools, Felflame, so that Fel Impact will clean them up. This ability still splashes to nearby players and deals physical damage. This will happen 5 times.
    • There will be many more green pools in mythic due to Fel Ember. Prioritize clearing areas that won’t be ruined by the falling meteor, and areas that your teammates are dropping puddles, such that a clear path from the boss to the edge is available for your raid to escape Fel Nova.
Void
  • Tank Swap Splash Damage Run Away Add Gravitational Pull: Run outside the big blue circle at the center of the room.  This will spawn the Thing That Should Not Be, which needs to be tanked far from the boss to prevent Void Shift.
      • Turn Away Before Witness the Void finishes casting, turn your back to the add.
  • Run Out of Giant Eye’s Sight Watch for the giant eyeball, World-Devouring Force, and shift out of the area it’s looking at. It will shoot a wide laser in its line of sight.
    • Run Into Small Eye’s Sight This spawns a small eye, Remanent of the Void, that draws a thin laser which needs to be soaked by as many people as possible.
  • Wowhead Guide
  • Almost all magic damage
  • Brewmaster
    • Mystic Vitality
  • Vengeance
    • Soul Barrier
    • Don’t bother with Demon Spikes, just Soul Cleave your little demonic heart out.

Grand Magistrix Elisande

LFR / NormalHeroicMythicNotes
  • Adds Interrupt Tank the pink Expedient Elementals and pull next to the blue ones. The blue Recursive Elementals cannot be tanked. Both types can be interrupted.
    • Fast Time fields spawn from the corpses of pink elementals.
    • Slow Time bubbles that spawn from the corpses of blue elementals.
Time Layer 1
Time Layer 2
  • Tank Swap Run From Raid When affected by Ablating Explosion, taunt swap and run from your teammates to reduce raid damage.
  • Catch Orbs Intercept Epocheric Orbs that spawn from portals above.
  • White Beam Stay out of the way of people targeted with Delpuric Beam.
Time Layer 3
  • Interrupt Interrupt Ablative Pulse, which the two tanks should be able to handle unless one of them needs to pick up adds. If a cast does get off, swap tanks.
  • This fight is divided into three parts, each layering on top of the other as Elisande nears death, heals, and then resets time.
  • Adds Interrupt Tank the pink Expedient Elementals and pull next to the blue ones. The blue Recursive Elementals cannot be tanked. Both types can be interrupted.
    • Fast Time fields spawn from the corpses of pink elementals.
    • Slow Time bubbles that spawn from the corpses of blue elementals.
Time Layer 1
Time Layer 2
  • Tank Swap Run From Raid When affected by Ablating Explosion, taunt swap and run from your teammates to reduce raid damage.
  • Environmental Dangers Arcenetic Ring and Spanning Singularity will happen at the same times and locations as they appeared in the first time layer. Deal with them in the same way you did before.
  • Catch Orbs Intercept Epocheric Orbs that spawn from portals above.
  • White Beam Stay out of the way of people targeted with Delpuric Beam.
Time Layer 3
  • Interrupt Interrupt Ablative Pulse, which the two tanks should be able to handle unless one of them needs to pick up adds. If a cast does get off, swap tanks.
  • Environmental Dangers Arcenetic RingSpanning Singularity, and Epocheric Orb will happen at the same times and locations as they appeared in the first and second time layers. Deal with them in the same way you did before.
  • This fight is divided into three parts, each layering on top of the other as Elisande nears death, heals, and then resets time.
  • Adds Interrupt Tank the pink Expedient Elementals and pull next to the blue ones. The blue Recursive Elementals cannot be tanked. Both types can be interrupted.
    • Fast Time fields spawn from the corpses of pink elementals.
    • Slow Time bubbles that spawn from the corpses of blue elementals.
    • Interrupt Expedite and Recursion.
    • The blue adds attack the nearest target with a stacking damage spell, Blast. In mythic, this deals enough damage that it can be dangerous for non-tanks to get hit, especially when blue adds aren’t focused. One tank might be assigned to soaking the blue add in these cases.
Time Layer 1
  • Tank Swap Swap at 2 – 4 stacks of Ablation.
  • Collapsing Pink Ring Run through the gaps in Arcenetic Ring. Gaps are best created by dropping a Fast Time field next to a Slow Time bubble.
    • Magic Damage If you are soaking the blue add, you might have to run through the rings. Use a magic damage reduction cooldown.
  • Purple Pool If not tanking, help soak pools of Spanning Singularity to shrink them. The damage is much higher in mythic, so only soak if you absolutely must.
Time Layer 2
  • Tank Swap Run From Raid When affected by Ablating Explosion, taunt swap and run from your teammates to reduce raid damage.
  • Environmental Dangers Arcenetic Ring and Spanning Singularity will happen at the same times and locations as they appeared in the first time layer. Deal with them in the same way you did before.
  • Catch Orbs Intercept Epocheric Orbs that spawn from portals above.
  • White Beam Stay out of the way of people targeted with Delpuric Beam.
Time Layer 3
  • Interrupt Interrupt Ablative Pulse, which the two tanks should be able to handle unless one of them needs to pick up adds. If a cast does get off, swap tanks.
  • Environmental Dangers Arcenetic RingSpanning Singularity, and Epocheric Orb will happen at the same times and locations as they appeared in the first and second time layers. Deal with them in the same way you did before.
  • Wowhead Guide
  • Roughly half physical damage, half magic damage.
  • Good fight for Sephuz’s Secret
  • Brewmaster
  • Vengeance
    • Abyssal Strike for frequent movement
    • Legendaries: Prydaz, Cloak of Fel Flames
  • Mythic notes
    • p1
      • blue 1 – kill
      • blue 2, 3 – offtank soaks, uses AM to soak rings 2 & 3
    • p2
      • blue – 1 kill
      • blue 2 – kill, move back to previous blue bubble before ring
      • blue 3,4 – tank next to, cleave only
    • p3
      • blue 1 – kill
      • blue 2 – offtank soaks,uses AM to soak rings 2 & 3, kill after ring
      • blue 3,4 – tank next to, cleave only

Gul’dan

NormalHeroicMythicNotes
  • Tanks get the extra action button Resonant Barrier, which will need to be used at specific moments throughout the encounter.
Stage One: The Council of Elders
  • These bosses will spawn one at a time.
  • Move out of Laser Shift bosses out of the giant green Fel Efflux cast by Gul’dan.
  • Fel Lord Kuraz’mal
  • Inquisitor Vethriz
    • Environmental Dangers Avoid eye beams
  • D’zorykz the Trapper
    • Tank Swap Run From Raid Run from the raid and taunt swap when affected by Soul Vortex.
Stage Two: The Ritual of Aman’Thul
  • Break Chains Use Resonant Barrier Tank Swap When targeted by Bonds of Fel, break your chain by running from the anchor point. Use Resonant Barrier to absorb the damage. Taunt swap to keep him stationary.
    •   Back away from Ledge At 70%, it will become Empowered Bonds of Fel, which knocks you back. Position with your back away from a ledge so you don’t get knocked off.
    • If Resonant Barrier is not available, stack with others or use a large cooldown while breaking the chains.
  • Cleave Tanks Briefly Stack Soon after Fury of the Fel falls off Gul’dan, tanks should stack to trigger a Fel ScytheThe more often you trigger Fel Scythe, the less damage it does, but you don’t want to trigger it so often that Fury of the Fel stacks. Position the boss so that the rest of the raid doesn’t activate the cleave.
  • Adds / Change Targets When not tanking the boss, pick up Empowered Eye of Gul’dan.
Stage Three: The Master’s Power
  • Tanks get the extra action button Resonant Barrier, which will need to be used at specific moments throughout the encounter.
Stage One: The Council of Elders
  • These bosses will spawn one at a time.
  • Move out of Laser Shift bosses out of the giant green Fel Efflux cast by Gul’dan, and any dangerous-looking green stuff on the ground, such as  Fel Obelisk and Anguished Spirits.
  • Fel Lord Kuraz’mal
  • Inquisitor Vethriz
    • Environmental Dangers Avoid eye beams
  • D’zorykz the Trapper
    • Tank Swap Run From Raid Run from the raid and taunt swap when affected by Soul Vortex.
Stage Two: The Ritual of Aman’Thul
  • Break Chains Use Resonant Barrier Tank Swap When targeted by Bonds of Fel, break your chain by running from the anchor point. Use Resonant Barrier to absorb the damage. Taunt swap to keep him stationary.
    •   Back away from Ledge At 70%, it will become Empowered Bonds of Fel, which knocks you back. Position with your back away from a ledge so you don’t get knocked off.
    • If Resonant Barrier is not available, stack with others or use a large cooldown while breaking the chains.
  • Cleave Tanks Briefly Stack Soon after Fury of the Fel falls off Gul’dan, tanks should stack to trigger a Fel ScytheThe more often you trigger Fel Scythe, the less damage it does, but you don’t want to trigger it so often that Fury of the Fel stacks. Position the boss so that the rest of the raid doesn’t activate the cleave.
  • Adds / Change Targets When not tanking the boss, pick up Empowered Eye of Gul’dan and Dreadlords that spawn from Hand of Gul’dan.
Stage Three: The Master’s Power
  • Tanks get the extra action button Resonant Barrier, which will need to be used at specific moments throughout the encounter. It can only be used once in mythic.
Stage One: The Ritual of Aman’Thul
  • Break Chains Use Resonant Barrier Tank Swap When targeted by Bonds of Fel, break your chain by running from the anchor point. Use Resonant Barrier to absorb the damage. Taunt swap to keep him stationary.
    •   Back away from Ledge At 70%, it will become Empowered Bonds of Fel, which knocks you back. Position with your back away from a ledge so you don’t get knocked off.
    • If Resonant Barrier is not available, stack with others or use a large cooldown while breaking the chains.
  • Cleave Tanks Briefly Stack Soon after Fury of the Fel falls off Gul’dan, tanks should stack to trigger a Fel ScytheThe more often you trigger Fel Scythe, the less damage it does, but you don’t want to trigger it so often that Fury of the Fel stacks. Position the boss so that the rest of the raid doesn’t activate the cleave.
  • Adds / Change Targets When not tanking the boss, pick up Empowered Eye of Gul’dan and minibosses that spawn from Hand of Gul’dan.
    • 1st: D’zorykz the Trapper
      • Tank Swap Run From Raid Run from the raid and taunt swap when affected by Soul Vortex.
    • 2nd: Fel Lord Kuraz’mal
Stage Two: The Master’s Power
  • At this point, you lose Resonant Barrier. Gul’dan will continue to cast Empowered Eye of Gul’dan and Fel Scythe, which should be handled in the same ways. He stops using Empowered Bonds of Fel.
  • Magic Damage Drop Puddles When you get Flames of Sargeras, drop your puddles on top of each other to minimize boss movement. Typically is not taunt swapped in mythic.
  • Run Across Area During Storm of the Destroyer, run from one edge of the room to the other.
  • Run to North Side Before Gusting Winds happens throughout the phase, pushing you toward the south side of the tower frequently.
  • 5 yard spread If you are soaking Souls, stand 5 yards apart from others so that they don’t splash.
Stage Three: The Demon Within
  • Illidan, in the form of The Demon Within, becomes active.
  • Cleave Physical Damage, Healing Absorb Soulsever deals physical damage and prevents healing until your souls are absorbed (by the melee).
  • Be The Furthest The offtank should bait Flame Crash by being the furthest from the boss before he finishes the cast. 
  • Adds Get threat on the Soul Fragment of Azzinoth add, and before it dies drag it to the Nightorb. (Nightorbs are tanked by casters, don’t worry about those.)
  • Hide Under Bubble During Visions of the Dark Titan, help your raid “heal up” the Azzinoth corpse, then seek safety under the Time Stop Field.
  • Wowhead Guide
  • Mostly physical damage, though Bonds of Fel and Fel Scythe are fire damage.
  • Vengeance
    • Fracture for offtanking
    • Quickened Sigils, there’s nothing that works with Sigil of Chains
    • Soul Barrier for magic damage
    • Experimenting with: Fallout,
    • Can solo-soak Bonds of Fel with Soul Barrier and Empower Wards.
    • Best strat for us was to have the DH handle all the Bonds and the other tank mostly handle the boss, since DH struggles with all the spikey boss damage and does well with predictible magic reduction.
  • Brewmaster
    • Chi Burst / Ox Statue / Mystic Vitality / Invoke Niuzao (experimental)
    • Can solo-soak the Bonds of Fel with mystic vitality and an Ironskin Brew, though should be followed up with a quick Expel Harm / Purify.
  • Mythic Notes
    • p1
      • monk takes all the bonds, main tank holds the boss
      • tank boss at edge, near pillars when eyes are about to spawn
    • p2
      • position boss near bubble at center so melee and offtank (monk) can soak souls
      • no tank swap on Flames of Sargeras
      • taunt the eye to the opposite side of the room during storm
    • p3
      • one tank on boss, one tank on azzinoth and flame crash
      • off tank’s job
        • flame crash 1 westish, far from the raid
        • azzinoth 1 spawns
        • flame crash 2 near south-east
        • azzinoth 1 dies in same area, where an orb will eventually spawn
        • flame crash 3 westish, far from raid
        • azzinoth 2 spawns
        • flame crash 4 near north-east
        • azzinoth 2 dies next to night orb
        • azzinoth 3 and 4 follow a similar pattern, dying on top of azzinoth 1 if possible
[wowheadrename]