The Lich King Boss Fight Strategy Guide Tactics
February 9, 2010 by Zuggy · 8 Comments
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After you defeat the bosses of the Frozen Halls, you come to the Frozen Throne, which is where the Lich King is. This is the fight you’ve been waiting for, and it won’t be easy. The fight against the Lich King has a lot of moving parts, so you’ve got to be on your toes. One of the most important things to remember up front about the fight against the Lich King is that you only have 15 minutes to take him from phase one of the fight to phase four. Phase four begins when the Lich King is at 10 percent health. If you don’t do it within that time frame, then he will enrage and wipe the raid instantly. Here’s a quick Lich King Boss Strategy Guide to help you out.
The Lich King hit points: 17,400,000 (normal) – 78,300,000 (heroic)
The Lich King Boss Abilities
Summon Drudge Ghouls
- 3 Drudge Ghouls
Summon Shambling Horror
- Shockwave ability
Soul Reaper
- 50,000 damage
- Shadow damage
- Increases Lich King’s physical damage dealt 100 percent after 5 seconds
- Only cast on the tank
Necrotic Plague
- 150,000 damage every 5 seconds
- Shadow damage
- Lasts 15 seconds
- Jumps to a nearby unit if the raid member hit with this dies from it or if it is dispelled
- Stacks with each jump
- Increases the Lich King’s power with each jump
Plague Siphon
- Increases physical damage dealt 2 percent
- Lasts 30 seconds
Infest
- 9,425 – 10,575 damage + exponentially increasing damage per second
- Shadow damage
- 50,000 yard radius
- Removed when your health is full
Remorseless Winter
- 9,425 – 10,575 damage per second
- Frost damage
- 45 yard radius
Pain and Suffering
- 2,828 – 3,172 damage plus 500 damage every 3 seconds
- Shadow damage
- Frontal cone
- Stacks up to 5 times
Summon Ice Sphere
- 10,000 damage
- Frost damage
- Knockback
Summon Raging Spirit
- Spawns periodically
- Uses Soul Shriek
Soul Shriek
- 18,850 – 21,150 damage
- Shadow damage
- Frontal cone
- Silences for 5 seconds
Defile
- 3,000 damage
- AoE Shadow damage
- Gets bigger and more powerful every time it hits a raid member
Summon Val’kyr Shadowguard
- A Val’kyr Shadowguard tries to pick up a random raid member and drop them off the top of Icecrown Citadel
Harvest Soul
- 7,500 damage per second
- Lasts 6 seconds
- Transfers soul to Frostmourne
Vile Spirits
- Summons 10 Vile Spirits
- 30 second cast time
- 14,138 – 15,862 damage when they become active
- Shadow damage
- 5 yard radius
Fury of Frostmourne
- 1,000,000 damage
- Shadow damage
- Hits all raid members
The Lich King Boss Strategy Guide
- Start out by tanking the Lich King on the edge of the platform across from the throne. DPS must take out the adds quickly, but not too quickly. The reason you don’t want to take them out too quickly is because of a little ability called Necrotic Plague. Healers need to dispel this off of players who get infected, but every time they do, it jumps to a nearby character. Necrotic Plague can also jump to the adds, so make sure any raid member who gets infected runs to a mob as soon as they are infected so they can pass the Necrotic Plague to the adds instead of other raid members.
- You’ll know when the Lich King is at 70 percent health because he immediately moves to the center of the area and casts Remorseless Winter. All raid members must run to the platform that extends out during the battle. This should get them far enough away to avoid Remorseless Winter.
- While you’re on the platform extension, kill the adds that spawn. Assign about one or two melee DPS to the adds. Ranged can stay on the Lich King. These adds do have a silence ability, so all casters and healers should stay behind them to avoid it. Ranged DPS must target the Frost Orbs and bring them down before they reach the raid to avoid a wipe. The Frozen Orbs look like white balls of light, and they move slowly enough so it’s pretty easy to take them out before they reach the raid.
- DPS must stay spread out during this phase of the fight to keep from spreading Pain and Suffering to each other.
- As soon as the Lich King kneels, all raid members must run back to him because the platform extension will disappear. There are also lines that appear in the ground, radiating from the Lich King when this happens. At this point, go back to tanking the Lich King in the same position you started tanking him in at the beginning of the fight. Avoid the dark pools that appear on the floor during this phase. They will not only kill you, but get stronger the longer you stand in them. Move out of these immediately. Tanks must kite the Lich King out of these pools to keep melee DPS in the fight.
- All DPS, especially ranged, should pick up the Val’kyr Shadowguards that spawn during this phase of the fight. If they don’t, then whoever is picked up by these adds will be dropped off the side of Icecrown Citadel and die.
- The Lich King will move back to the center of the area and cast Remorseless Winter again when he reaches 40 percent health. Just rinse and repeat what you did earlier by running to the platform extension and taking out the adds with the silencing ability. Ranged DPS stay on the Lich King.
- When the Lich King kneels again, run back to him again. DPS should start picking up the next wave of adds that spawns. Beware of this round of adds however, because they explode. Kill them before they explode to avoid the majority of their damage. If you’ve got a good ranged tank, this would be the time to use him.
- Healers, watch out for Harvest Soul. Make sure you heal all raid members through this. Raid members who are healed through Harvest Souls then get sucked into Frostmourne. They should fight their way out to weaken the Lich King even further. Just remember that if you die while you’re inside of Frostmourne, then you strengthen the Lich King, so it’s very important that you fight your way out successfully.
- DPS raid members have a pretty straightforward fight inside of Frostmourne. Just kill the spirit as quickly as you can. Healers however, don’t need to fight to kill that spirit. King Terenas is also inside of Frostmourne, so just heal him until he kills the spirit for you. All raid members who get sucked into Frostmourne (especially healers) much watch out for the stacking debuff on King Terenas. Interrupt this debuff to keep King Terenas in the fight.
- Phase four begins when the Lich King is at 10 percent health. Remember, you’ve got 15 minutes to get him to this point, or the entire raid will die. When the Lich King battle does reach phase four, everyone dies (but not really)! DO NOT RELEASE when you die at the beginning of phase four. It fades to black and is very deceiving, making you think that you did die, but DO NO RELEASE! Watch the interaction between the Lich King and King Terenas. King Terenas will then resurrect all raid members and hold the Lich King at bay while you finish him off. DPS burn him down with everything you’ve got.
Valithria Dreamwalker Boss Strategy Guide Tactics
February 9, 2010 by Zuggy · Leave a Comment
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The battle for Valithria Dreamwalker is truly unique because you’re actually not trying to kill her. You want to save her, so heals are the key for this fight. You’ve got Scourge armies attacking you as you try to save Valithria Dreamwalker, who starts at half health. The goal here is to heal her to full health.
Valithria Dreamwalker Health Points: 12,000,000 (normal) – 30,000,000 (heroic)
Valithria Dreamwalker Boss Abilities
Valithria
- Summon Nightmare Portal: Gives you access to the Dream State
- Emerald Vigor: Regenerates 200 mana every 3 seconds, increases damage done and healing done by 10 percent, stacks up to 100 times, cast every time you kill a Dream Cloud in Dream State
- Dreamwalker’s Rage: 10,000,000 nature damage to nearby enemies, cast at full health
Blazing Skeleton
- Fireball: 4,713 – 5,287 fire damage
- Lay Waste: 3,770 – 5,287 fire damage every 2 seconds for 12 seconds, 50,000 yard radius
Blistering Zombie
- Acid Burst: 9,425 – 13,218 nature damage instantly and 750 – 900 nature damage per second to enemies within 15 yards, lasts 20 seconds
- Corrosion: 2,000 – 2,500 nature damage every 3 seconds, reduces armor by 10 percent, stacks up to 5 times, lasts 6 seconds, only procs when the zombie lands a melee swing
Risen Archmage
- Column of Frost: 11,310 – 15,862 frost damage, 3 yard radius, knockback
- Frostbolt Volley: 8,550 – 13,200 frost damage, reduces movement speed, 200 yard radius, lasts 4 seconds, instant cast
- Mana Void: Burns 800 – 1000 mana per second, 6 yard radius, lasts 30 seconds
Glutonous Abomination
- Gut Spray: 9,425 – 13,218 nature damage plus 2,000 – 2,500 nature damage per second, increases physical damage taken by 25 percent, lasts 12 seconds, instant cast, 8 yard radius
Rot Worm
- Spawned by the Glutonous Abomination when it dies, 4,000 – 5,000 melee physical damage on one target
Supresser
- Supression: Reduces healing received by 10 percent
Valithria Dreamwalker Boss Strategy Guide
- This battle is a very heal-intensive fight. Healers must heal Valithria in addition to their own raid members. Start by splitting your raid into three groups. Two of the groups should include your heavy-hitting DPS, with one ranged tank in each of the two groups. They must focus on keeping the adds from getting past them and hitting the third group, which is comprised of your healers.
- Have all your healers focus on healing Valithria at first, but you should assign two to pick up raid members as the fight goes on. The amount of damage the raid takes will increase as the battle drags on.
- DPS focuses on simply taking the adds down as quickly as possible.
- Healers must run into the green portals as often as they are available. Once inside the portal, the healer then floats through the air and collects as many green clouds as possible. These clouds give the healers a valuable buff that regenerates mana and makes their healing more effective.
- The two ranged tanks should focus on kiting the Blistering Zombies away from the rest of the raid. When the Blistering Zombies are about to explode, run away if you want to live. The two main tanks should focus on keeping aggro off the rest of the raid, especially the healers. Main tanks should pick up any ads, especially the Risen Archmages and the Glutonous Abominations.
- Stay out of the blue portal-like areas that are cast by the Archmages. These do a lot of damage and might kill you.
Toravon the Ice Watcher Boss Strategy Guide Tactics
February 9, 2010 by Zuggy · Leave a Comment
Toravon the Ice Watcher was added to Vault of Archavon, also known as VoA, in February 2010. This is a fairly simple fight. Tanks just need to remember to taunt off each other when their Frostbite stacks get too high. Other than that, just watch out for the white balls that float around during the fight. Light him up and burn him down as quickly as you can.
There is a bit of a DPS race going on with Toravon the Ice Watcher, as healers won’t be able to keep up if the raid’s stacks of Whiteout get too high overall. Here’s a quick Toravon the Ice Watcher Boss Strategy Guide to help you out.
Toragon the Ice Watcher Hit Points: 4,600,000 (normal) – 15,600,000 (heroic)
Toravon the Ice Watcher Boss Abilities
Whiteout
- 11,213 – 13,837 damage
- Frost damage
- Increases frost damage taken by 25 percent
- 2.5 second cast
- Stacks up to 20 times
Frozen Mallet
- If this procs, then it causes Frostbite
Frostbite
- 975 – 2,050 damage every 2 seconds
- Frost damage
- Reduces movement speed by 5 percent
- Stacks up to 100 times
Frozen Orb
- 2,925 – 3,075 damage per second
- 8 yard range
Freezing Ground
- 4,625 – 5,375 damage
- Frost damage
- Immobilizes you for 5 seconds
- Instant cast
- 6 yard range
Toravon the Ice Watcher Boss Strategy Guide
- Tanks should taunt off each other whenever the Frostbite stacks get too high.
- Avoid the Frozen Orbs that are floating around. He releases one every 30 seconds in the 10-man fight, and three every 30 seconds in the 25-man fight. Ranged DPS should be assigned to take these out because it can be very hard to avoid being hit by them if there are a lot.
- Whiteout increases the damage taken by the entire raid about once every minute or so. Just burn him down as quickly as you can, or else you’ll wipe.
Blood-Queen Lana’thel Boss Fight Strategy Guide
January 24, 2010 by Zuggy · Leave a Comment

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Blood-Queen Lana’thel: 14,200,000 (normal) – 59,400,000 (heroic)
It is vital that every single DPS raid member be putting out the highest possible DPS. You simply won’t be able to defeat her if your DPS isn’t high enough. You’ll need at least 9,000 DPS on each DPS raid member for the 25-man version of this raid, and 7,500 DPS for each DPS raid member for the 10-man version. The battle against Blood-Queen Lana’thel comes in two phases: ground and aerial. Here’s a quick Blood-Queen Lana’thel boss strategy guide to get you started.
Blood-Queen Lana’thel Boss The Abilities
Blood Mirror
- Links all of the tank’s damage with another raid member
- Causes shadow damage on that raid member
- Hits whoever’s standing closest to the tank
Delirious Slash
- 50 – 75 percent weapon damage
- Bleed effect
- 4,500 – 6,750 damage every three seconds
- Lasts 15 seconds
Vampiric Bite
- 12,025 – 13,975 damage
- Physical damage
- Grants Essence of the Blood-Queen
Essence of the Blood Queen
- Increases the damage you do by 100 percent
- Gives you the ability to heal yourself with your attacks
- Lasts 60 seconds
- Your threat from your attack disappears
Frenzied Bloodthirst
- Causes raid member infected with Essence of the Blood Queen to need to bite another raid member.
- Instant cast
- Lasts 15 seconds
Uncontrollable Frenzy
- Increases damage dealt 100 percent
- Increases health 5,000 percent
- Increases healing 1,000 percent
- Instant cast
Pact of the Darkfallen
- Causes damage to nearby targets
- Shadow damage
Shroud of Sorrow
- 4,500 damage every 3 seconds
- Shadow damage
- Instant cast
- 40 yard radius
Swarming Shadows
- Creates a void underneath targeted raid member
- 2,313 – 2,687 damage every 1 seconds
- Shadow damage
Twilight Bloodbolt
- 9,250 – 10,750 damage
- Also damages raid members who are nearby the target
- Shadow damage
Bloodbolt Whirl
- 9,250 – 10,750 damage
- Shadow damage
- Hits all raid members
Blood-Queen Lana’thel Boss Fight Tactics
- The most important thing to remember about the fight against Blood-Queen Lana’thel is the biting. She bites a random raid member early on in the battle. Then after about a minute, that raid member must bite another raid member, or he will become mind-controlled. The biting is important because it increases the amount of damage you do by 100 percent. Therefore, the first one you should bite is your top DPS. When that raid member needs to bite someone, he should bite the next highest DPS, and so forth. Healers and tanks should only be bitten after all the DPS members have already been bitten. You want your highest damage dealers doing the most damage possible, because you’ll wipe the entire raid if you don’t kill Blood Queen Lana’thel before you run out of raid members to bite. Each raid member can only be bitten once.
- Keep your ranged DPS and healers spread out evenly to avoid the abilities that damage nearby raid members in addition to the target raid member.
- Healers, pay attention to which raid members have Blood Mirror cast on them. You must heal through this ability because you could end up with a squishy raid member taking as much damage as the tank. You really can’t afford to lose any raid members during this battle.
- If a circle appears under you, just keep moving to stay out of it. All nearby raid members should also move to stay out of it. Swarming Shadows will kill you if you keep standing in.
- If Pact of the Darkfallen is cast on you, look for the other raid members you’re linked to. A red line will connect all the linked players. Linked raid members must run together and meet to get rid of Pact of the Darkfallen.
- Healers, prepare for the aerial part of the battle after the ground part. All raid members will be hit with Bloodbolt Whirl during the aerial part, so be prepared for heavy healing.
Professor Putricide Boss Fight Strategy Guide
January 12, 2010 by Zuggy · Leave a Comment

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Professor Putricide is the third and final boss in the Plagueworks area of Icecrown Citadel. He is the father of Rotface and Festergut and needless to say, he’s not happy when you kill his two boys.
Professor Putricide Boss Abilities
Hit Points: 12,000,000 (normal) – 42,000,000 (heroic)
Mutated Slime
- 4,388 – 4,612 damage per second
Unstable Experiment
- Spawns either a Volatile Ooze or a Gas Cloud
Choking Gas Bomb
- 5,363 – 5,637 damage per second
- Explodes and causes 15,600 – 16,400 damage after 20 seconds
- Creates Choking Gas, which causes 4,388 – 4,612 damage and reduces chance to hit by 75 percent
Create Concoction / Guzzle Potions
- Grants Professor Putricide the Choking Gas Cloud and Malleable Goo abilities
Gas Cloud
- Gaseous Bloat: 1,463 – 1,537 damage every 2 seconds
- Gas Cloud chases the raid member infected with Gaseous Bloat
- If Gas Cloud catches the infected raid member, it causes him to damage other nearby players.
Growing Ooze Puddle
- Mutated Slime: 4,388 – 4,612 damage per second
Volatile Ooze
- Volatile Ooze Adhesive: bonds raid member to volatile ooze, causes 2,438 – 2,562 damage per second, roots the target
- Moves toward the raid member who was targeted by Volatile Ooze Adhesive
- Explodes after 3 seconds
- 165,750 – 174,250 damage spread among all nearby raid members.
Mutated Abomination
- Eat Ooze: Abomination eats Mutated Slime that’s nearby
- Regurgitated Ooze: 6,338 – 6,662 damage every 2 seconds, slows movement speed 50 percent
- Mutated Slash: 100 percent weapon damage, melee range
Professor Putricide Boss Strategy Guide
- Before your main tank pulls Professor Putricide, have your second tank drink a potion on the table and take control of the Mutated Abomination. The abomination basically goes around and eats all the slime pools on the floor. His job is to gain as much ooze power as possible and store it for later when the Volatile Oozes and Gas Clouds come out. If your abomination dies, just drink another potion to get another one.
- When the first Volatile Ooze spawns, DPS must pick it up immediately, and all party members must pay attention to who it’s targeting. Your abomination should use Regurgitated Ooze on the Volatile Ooze. The Volatile Ooze moves toward one infected player and explodes after 3 seconds, doing a lot of damage split among any nearby players. If it’s pretty clear the explosion will hit several players, it’s best just to collapse the group and let the damage be split among everyone. Just kill the Volatile Ooze as quickly as you possible can.
- After Professor Putricide casts another Unstable Experiment, a Gas Cloud will form. Healers will need to heal the player targeted by the Gas Cloud. The target player will also have to run from the Gas Cloud. DPS must take the cloud out before it reaches the targeted player. If Professor Putricide isn’t down to 80 percent health when you kill the Gas Cloud, he spawns another Volatile Ooze, and goes back and forth between his two adds until he reaches 80 percent health.
- Phase two begins when Professor Putricide drunks a bunch of potions on the table and stuns the entire raid for 10 seconds. He also starts using his Choking Gas Cloud and Malleable Goo abilities. Avoid the orange beakers he throws and run away if he tosses one at you. Also run away when the Malleable Goo chases you.
- Phase three starts with another 10-second stun from Professor Putricide. Your abomination should switch over to tanking him at this point, taunting Professor Putricide off the other tank when he’s got four stacks of the Mutating Plague spell.
Professor Putricide Strategy Guide Video
Rotface Boss Fight Strategy Guide Tactics
January 12, 2010 by Zuggy · Leave a Comment
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Rotface is Festergut’s brother, and the battle against him is simply a case of managing your oozes. That’s right, Rotface comes with two different size oozes, and you’ve got to manage them while you’re taking him out.
Rotface Boss Abilities
Hit Points: 8,645,000 (normal) – 36,257,000 (heroic)
Mutated Infection
- 3,900 – 4,100 damage per second
- Cuts healing received in half
- Lasts 12 seconds
- Creates a little ooze when it ends
Ooze Flood
- 5,363 – 5,637 damage per second
- Reduces movement speed 25 percent
- Lasts 5 seconds
Slime Spray
- 5,363 – 5,637 damage per second
- Nature damage
- Lasts 5 seonds
Little Ooze
- Sticky Ooze: 2,925 – 3,075 damage per second, reduces movement speed 50 percent
- Weak Radiating Ooze: 3,413 – 3,587 damage every 2 seconds, merges little oozes with big ooze
Big Ooze
- Sticky Ooze: 2,925 – 3,075 damage per second, reduces movement speed 50 percent
- Radiating Ooze: 4,388 – 4,615 damage every 2 seconds, merges big ooze with little oozes
- Unstable Ooze: Increases damage dealt 20 percent, stacks 10 times
- Unstable Ooze Explosion: 9,750 – 10,250 damage, 6 yard radius
Rotface Boss Strategy Guide
- Use two tanks for this fight. One tank stays on Rotface the entire time, while the other breaks off to pick up the little ooze, which is cast periodically throughout the fight against Rotface. Keep Rotface in the center of the room and have your second tank kite the oozes around him.
- Little oozes spawn every time Mutated Infection ends, and they spawn from the location of the raid member affected by Mutated Infection. When the first little ooze spawns, whoever it spawns from will have to kite it around until a second little ooze forms. That is, unless your ooze tank can suddenly pull the little ooze’s aggro off the raid member it spawned from, but this is very hard to do because they hold a huge amount of aggro at the spawning.
- After a second little ooze is formed, bring the two together and get them to merge. It can easily be done by the raid member taking the newest ooze over to where the other ooze is being kited. The healer should then cleanse the raid member when he’s close to the other ooze. This will cause the two to merge and will definitely allow your ooze tank to pick up the big ooze. Then he just keeps tanking the big ooze around the circle. The big ooze will explode after five little oozes have come together, so healers should watch for this to keep the tank alive, and the tank that’s kiting the ooze should steer it clear of the rest of the raid. DPS have four seconds to run from the ooze if they happen to be near it when it’s about to explode.
- Stay out of the Ooze Flood, which is basically the green areas on the floor. The room is flooded periodically with it, which will kill you slowly if you’re standing in it. It’s not difficult to avoid the Ooze Flood.
- Whenever Rotface turns his head, run away immediately to avoid Slime Spray. It’s pretty obvious right before he uses this ability, so just watch for the head turn and run if you’re in front of the direction he turned his head.
Rotface Boss Video Strategy
Pit of Saron Boss Fight Strategy Guide Tactics
December 17, 2009 by Zuggy · Leave a Comment

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The second wing of the Icecrown Citadel dungeon is the Pit of Saron. It’s a large open area with mobs scattered all around. There are three bosses in this 5-man instance: Forgemaster Garfrost, Krick and Ick, and Scourgelord Tyrannus. You must have beaten the Forge of Souls instance before you can gain access to the Pit of Saron.
Here’s a quick Pit of Saron instance strategy guide.
Pit of Saron Boss Strategy Tactics: Forgemaster Garfrost
The first boss to beat in the Pit of Saron instance is Forgemaster Garfrost. His abilities are mostly frost-based, so use any extra frost resistance abilities or items you have. The battle against Forgemaster Garfrost comes in three phases, and he uses different abilities in each of the three phases.
Forgemaster Garfrost Boss Abilities
Forgemaster Garfrost: 499,000 – 647,000 hit points
Permafrost
- 200 damage
- Frost damage
- Instant cast
- Stacks 30 times
- 200 yard radius
Throw Saronite
- 3,500-5,500 damage
- Physical damage
- Knockback
- 150 yard range
- 2 second cast
Thundering Stomp
- Stuns you for 2 seconds
- 50,000 yard range
- Instant cast
Forge Frozen Blade
- Doubles his frost damage
- 4 second cast
Chilling Wave
- 1,850-2000 damage per second
- Frost damage
- 40 yard range (in front of him)
- 65 yard radius (from the central point where it lands)
Forge Frostborn Mace
- Doubles his frost damage in regular mode
- Triples his frost damage in heroic mode
- 4 second cast
Deep Freeze
- 4,000-6,000 damage
- Frost damage
- Cuts movement speed in half
- Stuns you for 1 second
- 14 second cast
- 50,000 yard range
Forgemaster Garfrost Boss Strategy Guide
- For the first phase, Forgemaster Garfrost utilizes only Permafrost, Throw Saronite, and Thundering Stomp. Start by knocking down the adds which pull with him at the beginning.
- Ranged DPS should watch for this emote: “Forgemaster Garfrost hurls a massive saronite boulder at you.” It means he just cast Throw Saronite at you, so be ready to duck the boulder immediately.
- Pay attention to your Permafrost stack. The spell stacks up to 30 times, which will kill you if you don’t pay attention to it. Healers may not be able to keep with you if your stack gets too high. Remember that Permafrost will stack about every three seconds.
- Phase two of the Forgemaster Garfrost battle begins when he emotes, “Axe too weak. Garfrost make better and Crush you!” At this point he also creates a new weapon, which you’ll find under Forge Frozen Blade. All party members should stand back and let their de-buffs run out while he’s forging his blade. Remember, the new blade doubles his damage output, so be ready for even more damage.
- Phase two also brings the ability Chilling Wave into the mix. The healer and ALL DPS should stay behind Forgemaster Garfrost to avoid this ability.
- Phase three begins when Forgemaster Garfrost is at 33% life. He creates another new weapon at this point, which you can check out under Forge Frostborn Mace. This new weapon doubles or triples his damage output again, so be ready.
- Phase three also adds in the ability Deep Freeze. Healers keep an extra eye on the players who get hit by Deep Freeze because it’s a hard hitter.
Pit of Saron Boss Strategy Tactics: Krick and Ick
The second encounter you’ll face in the Pit of Saron instance is Krick and Ick. This duo works together for a very active encounter. There’s a lot of running in this encounter, so be ready to move with them.
Krick and Ick Boss Abilities
Krick and Ick: 600,000 – 903,227 hit points
Toxic Waste
- Damage 25 percent of your total health every 2 seconds
- Nature damage
- Lasts 10 seconds
- Instant cast
- 40 yard range
Mighty Kick
- 150 percent weapon damage
- Instant cast
- 10 yard range
Shadow Bolt
- 2,125 – 2,900 damage
- Shadow damage
- 40 yard range
Pursuit
- Ick starts chasing one party member
Pursuit Confusion
- Buffs Ick to cut movement speed in half and double damage dealt
Poison Nova
- 12,000 – 30,000 damage plus 1,500 – 6,500 damage every 3 seconds
- Nature damage
- Lasts 21 seconds
Explosive Barrage
- 3,000 – 6,000 damage
- Arcane damage
- 6 yard range
Krick and Ick Boss Boss Strategy Guide
- This is a very simple fight. Ick is the only one who can be targeted, and you may not even notice Krick hanging onto Ick, although he sure does talk a lot.
- The main thing to remember in this battle is not to stand in the green areas on the ground. Stay out of the poison, and you’ll be fine. Tanks can help by keeping the movement going and continually dragging Ick out of the poison areas. Also watch out for Poison Nova and jump away when Ick casts it. Watch for: “Ick begins to unleash a toxic poison cloud!”
- Krick’s main function in the fight is to throw down mines around the fight area, so watch out for those and just keep moving. This is definitely not a fight in which you can just stand in one place.
Pit of Saron Boss Strategy Tactics: Scourgelord Tyrannus
The third and final encounter in the Pit of Saron instance is Scourgelord Tyrannus. He rides on his mount, which is named Rimefang. He dismounts Rimefang at the beginning of the fight, and Rimefang adds to the damage during the battle, although you can’t target him. Just watch out for Rimefang’s effects, but don’t worry about taking him out because you can’t.
Scourgelord Tyrannus Abilities
Scourgelord Tyrranus: 1,078,000 hit points
Forceful Smash
- 28,275 – 52,875 damage
- Physical damage
- Knockback
Overlord’s Brand
- Mirrors all the damage the target is doing onto Scourgelord Tyrannus’ target
- Mirrors all healing from the target onto Scourgelord Tyrannus
- Lasts 8 seconds
Unholy Power
- Increases physical damage 75 percent (or 100 percent on heroic mode)
- Cuts movement speed in half
- Lasts 10 seconds
Rimefang
- Mark of Rimefang: Marks a target for attack
- Hoarfrost: 4,813 – 10,125 frost damage; stuns you for 5 seconds
- Icy Blast: 4,813 – 8,437 frost damage; Reduces movement speed by 75 percent
Scourgelord Tyrannus Boss Strategy Guide
- The battle against Scourgelord Tyrannus is fairly simple. Stay out of the ice patches created by Rimefang. The tank may choose to use the ice patches to help slow Scourgelord Tyrannus’ movement speed, but all party members should keep moving so they’re not on the ice patches.
- The only other thing to watch out for is Overlord’s Brand. Whoever gets this spell cast on them should stop what they’re doing until it’s over. Healers will find themselves healing Scourgelord Tyrannus if they don’t, and DPS will kill the tank if they keep it up during this spell.
Deathbringer Saurfang Boss Strategy Guide Tactics
December 16, 2009 by Zuggy · Leave a Comment

Looking for other Icecrown Citadel boss fight strategy guides? Check out our full instance guide here… Icecrown Citadel Boss Fight Strategy Guides
The fourth boss you’ll face in the first wing of the Icecrown Citadel dungeon is Deathbringer Saurfang. He Is a blood death knight, so bring out all your best abilities against death knights for this fight. Focus on limiting how much blood power he’s able to gather and watch out for all the adds he spawns. A new set pops up every 40 seconds.
Deathbringer Saurfang Abilities
Deathbringer Saurfang: 9,761,000 – 34,860,000 hit points
Blood Link
- Deathbringer Saurfang collects blood power from the damage he deals
- Increases his energy by 1
Blood Power
- Deathbringer Saurfang gets slightly larger and deals slightly more damage
Blood Nova
- 10,000 damage
- Physical damage
- Damages the party member targeted and those nearby
Boiling Blood
- 9,500 damage every 3 seconds
- Physical damage
- Lasts 24 seconds
Call Blood Beast
- Adds 5 blood beasts every 40 seconds
Blood Beast
- Thick Skin: Reduces damage taken by 75 percent
- Scent of Blood: Reduces your party’s movement speed by 80 percent and increases damage by 300 percent
Frenzy
- Increases attack speed 30 percent
Mark of the Fallen Champion
- Adds 5,700 – 6,300 damage to Deathbringer Saurfang’s melee attacks
- Physical damage
- Heals Deathbringer Saurfang 5 percent of total health
Rune of Blood
- Leaches 5,100 – 6,900 health from one party member
- Heals Deathbringer Saurfang 5 times however much it leaches
Deathbringer Saurfang Boss Strategy Guide
- The battle against Deathbringer Saurfang is fairly cut and dry. Ranged DPS should fan out across the battle area so if one of them is hit by Blood Nova, it doesn’t damage anyone else.
- Ranged DPS should also switch from Deathbringer Saurfang to his adds whenever they spawn, which is once every 40 seconds. The Blood Beasts give Deathbringer Saurfang blood power if they damage any party member, so it’s best to take them out before they get close to anyone. Melee DPS should stay on Deathbringer Saurfang the enter battle.
- Use two or three tanks in the fight, and the tanks should taunt off each other every time he casts Rune of Blood to avoid letting him heal himself.
- Deathbringer Saurfang casts Mark of the Fallen Champion when he reaches 100 blood power. Healers should watch for this to be cast and heal the target through it. If the target dies, it heals him 5 percent. Assign one healer to take on the task of healing whoever gets hit with Mark of the Fallen Champion.
Icecrown Gunship Battle Strategy Guide Tactics
Looking for other Icecrown Citadel boss fight strategy guides? Check out our full instance guide here… Icecrown Citadel Boss Fight Strategy Guides
The third encounter in the first wing of the Icecrown Citadel dungeon is the Icecrown Gunship Battle. This is a unique encounter which involves gunship battles between the Horde and Alliance. Muradin Bronzebeard commands the gunship Skybreaker for the Alliance, and High Overlord Saurfang commands the gunship Orgrim’s Hammer for the Horde. The abilities are the same for both sides.
Icecrown Gunship Battle Abilities
- Cannon Blast: 1,000 siege damage
- Incinerating Blast: 1,000 siege damage plus damage per point of heat used to launch
- Muradin Bronzebeard/High Overlord Saurfang
- Battle Fury: Adds 5 percent damage
- Cleave: 120 weapon damage
Skybreaker Sergeant/ Kor’kron Sergeant
- Bladestorm: Instant whirlwind which hits up to four targets
- Wounding Strike: 200 percent weapon damage; reduces effectiveness of healing on target by 25 – 40 percent
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
- Desperate Resolve: Increases armor and attack speed 60 – 120 percent
Skybreaker Mortar Soldier/ Kor’kron Rocketeer
- Rocket Artillery: Fire damage to party members and siege damage to gunships
- Explosion: 6,300 – 7,700 fire damage to party members and siege damage to gunships
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
Skybreaker Marine/ Kor’kron Reaver
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
- Desperate Resolve: Increases armor and attack speed 60 – 120 percent
Skybreaker Sorcerer/ Kor’kron Battle-Mage
- Below Zero: Freezes a party member
Skybreaker Rifleman/ Kor’kron Axethrower
- Hurl Axe: 3,800 – 4,200 physical damage
- Experienced: Increases damage by 30 percent; increases attack and casting speeds 20 percent
- Veteran: Increases damage by 60 percent; increases attack and casting speeds 40 percent
- Elite: Increases damage by 120 percent; increases attack and casting speeds 80 percent
- Desperate Resolve: Increases armor and attack speed 60 – 120 percent
Icecrown Gunship Battle Strategy Guide
- Divide your party into three groups. The gunners should be DPS party members, and their job is to damage the other gunship as much as possible. They can also target enemies on the other ship. Sometimes a mage will pop up to freeze your guns, and when this happens, the gunners will switch over to defending the ship.
- Defenders stay on the gun ship and destroy the enemy boarding party. Assign one tank and one healer to the defender party.
- The third group is your boarding party, and they will jump over to the enemy ship using rocket packs. Assign your main tank and one healer to this group. The healer doesn’t necessarily need to jump back and forth with the group, but he can if you want to do it that way. If the healer is not jumping over, then he needs to stand on the edge of the ship, closest to the enemy ship. All members of the boarding party must remember to grab a rocket pack from the engineer and equip it before the battle begins.
- The boarding party’s tank takes on the enemy commander after they jump over to the other ship. All members of the boarding party must keep an eye on the mage and kill him as quickly as possible so the guns thaw out and become useable again.
- Kill all the enemies as quickly as possible. The longer they stay alive, the higher in the ranks they rise. For example, the rifleman or axethrower will move from experienced to veteran and then elite if you don’t kill him quickly.
- As you’re killing the enemies, make sure you’re dealing damage to the enemy’s siege ship. The whole point of this battle is to do more damage to their gunship than what they do to yours.
- Avoid enemy fire from the other ship by paying attention to the white patterned circles which appear on the floor. You’ve got time to move out of the way, so it’s fairly easy to dodge their fire.
Lady Deathwhisper Boss Strategy Guide
December 16, 2009 by Zuggy · Leave a Comment
Looking for other Icecrown Citadel boss fight strategy guides? Check out our full instance guide here… Icecrown Citadel Boss Strategy Guides
The second boss in the first wing of the Icecrown Citadel dungeon is Lady Deathwhisper. This is a bloody battle because she spawns more adds about once a minute. Tanks also won’t do much good against Lady Deathwhisper.
Lady Deathwhisper stats:
- HP – 3,000,000 – 13,400,000
- Mana – 3,300,000 – 14,000,000
Lady Deathwhisper Boss Abilities
Mana Barrier
- Automatically replenishes Lady Deathwhisper’s health, taking from her mana to do so
Animate Dead
- Reanimates cult adherent or cult fanatic
- Usually raises three of each kind once per minute
Death and Decay
- 4,500-6,000 damage per second
- Shadow damage
- Lasts 10 seconds
- 8 yard radius
- Instant cast
Dominate Mind
- Cast in 25-player mode only
- Increases damage by 200 percent
- Increases healing by 500 percent
- Instant cast
Dark Empowerment
- Grants AoE damage abilities to cult adherents raised by Lady Deathwhisper.
- Makes you unable to interrupt spellcasting by adherents
Dark Transformation
- Transforms cult fanatic into a behemoth
- Increases cult fanatic’s size and damage dealt
Shadow Bolt
- 11,813 – 13,187 damage
- Shadow damage
- 100 yard range
Adherents
- Adherent’s Determination: a buff which makes them almost impervious to magic damage
- Curse of Torpor: Increases ability cooldowns by 15 seconds
- Shroud of the Occult: Absorbs 100,000 damage
- Deathchill Bolt: 8,788 – 13,437 shadowfrost damage
- Frost Fever: Frost damage done every 3 seconds; reduces attack speed by 14 percent
- Deathchill Blast: 11,563 – 13,437 shadowfrost damage
- Dark Martyrdom: 12,000 shadowstorm damage
Fanatics
- Fanatic’s Determination: a buff which makes them almost impervious to physical damage
- Vampiric Might: Increases damage dealt by 25 percent and heals 300 percent of his damage dealt
- Necrotic Strike: 70 percent weapon damage; negates the next 14,000 – 20,000 healing received
- Shadow Cleave: 15,913 – 21,000 shadow damage
- Dark Martyrdom: 12,000 shadowstorm damage
Frostbolt
- 50,700 – 61,000 damage
- Frost damage
- Cuts movement speed in half
- 2 second cast
Frostbolt Volley
- 14,400 – 17,600 damage
- Frost damage
- Reduces movement speed
- Instant cast
Summon Vengeful Shade
- Creates an add that chases a party member and casts Vengeful Blast on them
- Vengeful Blast: 23,160 – 24.840 frost damage
Touch of Insignificance
- Reduces threat by 20 percent
- Stacks up to 5 times
Lady Deathwhisper Boss Strategy Guide
- Your tanks automatically become extra DPS players for this encounter due to Mana Shield. Split your party into two groups: ranged DPS and melee DPS. Ranged DPS should focus on Lady Deathwhisper, while melee DPS will run around the room and take care of the many adds she spawns constantly.
- Lady Deathwhisper spawns a new round of adds every 60 seconds, on alternating sides of the room, so melee DPS should clean up one side before heading over to the other side to work on the next set. All physical damage melee DPS should focus on the adherents, while magic damage melee takes out the fanatics. Watch out for the adds to explode from time to time, dealing a lot of damage.
- Lady Deathwhisper periodically casts Death and Decay on a party member. It shows up as a huge green circle on the floor. Make sure you run out of it as soon as it’s cast to avoid the damage from it.
- If you’re playing in the 25-player mode, Lady Deathwhisper will take over control of one (or three in heroic mode) of your party members at any given time. Use your crowd control tactics on any players under the spell of Dominate Mind.
- Phase two of the battle against Lady Deathwhisper begins after you’ve knocked down her Mana Shield. Tanks head back into a traditional tanking role. They’ll need to use all powers to hold aggro on Lady Deathwhisper at this point because of her ability Touch of Insignificance.
- Party members who can interrupt spellcasting should keep interrupting her Frostbolts because they do a lot of damage.
- Lady Deathwhisper’s adds during phase two are ghosts which chase party members and kill them, so avoid them completely. Just run away when one gets near you.









