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.
Sindragosa Boss Strategy Guide Tactics
February 9, 2010 by Zuggy · Leave a Comment
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After you heal Valithria to full health, she wipes the Scourge armies so you can move on to the next boss. Sindragosa is the last boss standing between you and the Lich King, but you’ve got to bring down Rimefang and Spinestalker before Sindragosa spawns. Basically, use a tank and spank approach for Rimefang and Spinestalker. Stay out of the icy patches on the ground during the fight against Rimefang. All melee DPS should stay next to Spinestalker during that part of the battle to avoid Tail Sweep and the very strong melee swing.
As soon as Sindragosa spawns, start your 10 minute timer. You have 10 minutes to take her down before she enrages and wipes the raid.
Sindragosa hit points: 11,560,000 (normal) – 38,348,000 (heroic)
Sindragosa Boss Abilities
Cleave
- Adds 50 to all normal damage
- Affects up to 10 raid members
Tail Smash
- 11,250 – 18,750 damage
- Physical damage
- Knockback
Frost Aura
- 4,500 damage every 3 seconds
- Frost damage
Icy Grip
- Drags all raid members to her in preparation for Blistering Cold
Blistering Cold
- 35,000 damage
- Frost damage
- 25 yard radius
Unchained Magic
- Causes Arcane backlash after 8 seconds
Instability
- 2,000 damage per spell cast while you’re under the effect of Unchained Magic
- Begins 8 seconds after your spell ends
- Stacks up to 99 times
Frost Beacon
- Marks which raid member will be locked into Ice Tomb
Ice Tomb
- Ice blocks you
- 10 yard radius around the targeted raid member
- 454,000 hit points to get you out of the ice block
Frost Bomb
- 23,563 – 26,437 damage
- Frost damage
- Affects all raid members in line of sight
Mystic Buffet
- Increases magic damage taken by 10 percent
- Lasts 8 seconds
- Stacks up to 99 times
Sindragosa Boss Strategy Guide
- The fight against Sindragosa covers both ground and air. She starts off on the ground. All melee DPS should stay next to her to avoid that nasty tail and all the damage she causes up front also. Every time Sindragosa takes off, she’ll target five players with Frost Beacon. All raid members should take note who’s being targeted, because they will be Ice Blocked next. All DPS switches to the ice blocks to rescue the frozen players during this area phase. While knocking down the ice blocks, make sure you keep the blocks between you and Sindragosa to avoid her Frost Bombs. Also don’t DPS the ice blocks down too quickly, or you won’t have anything to hide behind to avoid the Frost Bombs.
- Run away when Sindragosa starts casting Blistering Cold. The cast begins, gives you just enough time to run, and then she pulls you back toward her, so the further you can run from her during the cast time, the better.
- Stop all casting if Sindragosa casts Unchained Magic on you. Unchained magic has the potential to kill you if you don’t because you’re hurting yourself while you hurt Sindragosa. Healers can try to heal through this, but the best course of action may be for the caster to stop DPS during Unchained Magic and Instability.
- When Sindragosa hits 30 percent life, she stays on the ground and adds Mystic Buffet to her abilities. This last part is a DPS race to burn Sindragosa down before the Mystic Buffet stacks get too high and wipe the entire raid.
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.
Blood Prince Council Boss Fight Strategy Guide
January 24, 2010 by Zuggy · Leave a Comment

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Blood Prince Council Hit Points: 5,620,000 (normal) – 22,500,000 (heroic)
The Blood Prince council consists of three princes who all share the same health pool. Only one becomes active at a time, starting with Prince Valanar. After that, the order they become active in is random. You’ll need three tanks for this fight, one for each prince. One of those tanks should be a ranged tank, preferably a warlock. Defeat the Blood Prince Council in 10 minutes or less. Otherwise they’ll berserk and wipe the raid. Here’s a quick Blood Prince Council boss strategy guide to get you started.
Blood Prince Council Boss Abilities
Prince Valanar
- Empowered Shock Vortext: 7,000 physical damage, knockback, unlimited range
- Shock Vortext: Physical damage and knockback.
- Kinetic Bomb: 12,000 physical damage to all raid members near it if it hits the floor, Knockback 200 yards
Prince Keleseth
- Empowered Shadow Lance: 85,313 – 89,687 shadow damage, 40 yard range
- Shadow Lance: 17,063 – 17,937 shadow damage, 40 yard range
- Shadow Resonance: Summons the Dark Nucleus
- Dark Nucleus: 1,000 damage, reduces shadow damage taken by 35 percent, lasts 6 seconds
Prince Taldaram
- Conjure Empowered Ball of Flames: Damages nearby raid members on the way to its target, explodes and causes fire damage, the amount of damage caused on impact depends on how many raid members were damaged along the way to the target
- Conjure Ball of Flames: 10,000 fire damage when the Ball of Flames explodes
- Glittering Sparks: 16,152 fire damage over 8 seconds, reduces movement speed 20 percent
Blood Prince Council Boss Strategy Guide
- Start out by positioning each of your tanks by all three Blood Princes. The ranged tank goes to Blood Prince Keleseth. All ranged DPS and healers should be spread out across the area evenly. Melee DPS should start further out from the princes, but ready to run to Prince Valanar after he casts Empowered Shock Vortex.
- Prince Valanar casts Empowered Shock Vortex as soon as he becomes active, so melee DPS can approach after this is cast. Obviously, melee DPS should run away from Prince Valanar when he first activates later in the fight, but they can start out a distance away.
- Ranged DPS should focus on keeping the Kinetic Bombs in the air. They’re the white glowing balls of light, and they will explode if they hit the ground. Assign about two (more for a 25-man) ranged DPS to keep the balls up.
- The next prince to activate is random, but you’ll know when they switch because Prince Valanar’s health will suddenly go to zero. Switch to the Blood Prince that has health inside his health bar. The other two will be empty.
- For Prince Keleseth, use a ranged tank to hold aggro on both the prince and his Dark Nuclei. The ranged tank should not get within melee range however, because he hits hard. All raid members other than the ranged tank must not hit the Dark Nuclei because the ranged tank needs the buff from them to stay alive. The ranged tank should stay away from Prince Keleseth but close to the Dark Nuclei.
- As soon as Prince Taldaram activates, he will Conjure Empowered Ball of Flames. This targets a random raid member, but it gives off sparks along the way to the raid member. It’s very important for all raid members who can get into the path of the ball of flames to do so and take some of the damage. This will keep it from killing the targeted raid member when it reaches him because the ball gets smaller as it spits sparks.
- It’s pretty much rinse and repeat from there, using the proper strategy for the right Blood Prince.
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
Festergut Boss Fight Strategy Guide Tactics
January 12, 2010 by Zuggy · Leave a Comment

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The second wing of Icecrown Citadel opened January 5th, and there are three new bosses to kill in the 10- and 25-man raid. There’s a great deal of strategy involved with all four bosses, so you’ll want to study this article before you head in.
Festergut Boss Strategy Guide
The key to beating Festergut is killing him before he berserks. If he goes into berserk mode, he will explode and likely wipe the entire party. You’ve got five minutes to kill him before the berserk phase begins, so make sure you’ve got high enough DPS to take him out in time.
Festergut Boss Abilities
Hit Points: 9,000,000 (normal) – 40,440,000 (heroic)
Gas Spore
- Hits two random party members
- Causes 1,950 – 2,050 damage to nearby party members after 12 seconds
- Physical damage
- Instant cast
Gaseous Blight
- 4,388 – 4,612 damage
- Shadow damage
- Hits all party members
Inhale Blight
- Increases Festergut’s damage by 30 percent.
- 3.5 second cast
Pungent Blight
- 48,750 – 51,250 damage
- Shadow damage
- 3 second cast
- Damages every party member
Vile Gas
- 4,875 – 5,125 damage every two seconds
- Lasts six seconds
- Causes infected party members to vomit and damage other nearby party members for about 4,000 points
Gastric Bloat
- 9,750 – 10,250 damage
- Nature damage
- Damage increases 10 percent each time it’s cast
- Causes Gastric Explosion when it reaches 10 stacks.
- Instant cast
- Lasts 100 seconds
Gastric Explosion
- Kills the infected party member
- 29,250 – 30,750 damage to nearby party members.
- Shadow damage
Festergut Boss Strategy Tactics
- Use two tanks to draw Festergut into the middle of the room. All ranged DPS should fan out around Festergut, keeping at least 10 yards in between them. Melee DPS should take their usual position behind Festergut.
- Unlike most abilities in any other boss you’ve ever fought, make sure all party members get hit by Gas Spore. It causes minimal damage, but protects against Festergut’s Pungent Blight ability, which hits for 50,000 damage. Festergut will cast Gas Spore three times, hitting two players each time. The raid members who were hit by Gas Spore will have a colored ball above their heads. All raid members who were not hit by it should run over to the nearest affected party member to catch the Gas Spores. Infected DPS standing closest to the tanks should also make a point of running to the tanks to make sure they get the Gas Spores. Tanks should hold their position and let infected players come to them. DPS must resume their positions when Gas Spore is not being cast in order to avoid killing each other with Vile Gas.
- Tanks should taunt off each other throughout the fight, keeping an eye on each other’s Gastric Bloat stack. When the first tank’s stack reaches 9, the second tank must taunt Festergut off of him or he will explode, possibly causing a raid wipe. The number 9 is very important because the infected tank’s DPS keeps going up with each stack, so higher numbers are better until 10, when he immediately explodes.
- Healers, be ready for the tank switch and heal other raid members through the other abilities. As long as your DPS follow the pattern of spreading out and running back in to get the Gas Spores, you should be able to focus on your two tanks.
Festergut Strategy Guide Video
Pit of Saron Boss Fight Strategy Guide Tactics
December 17, 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 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.









