General Vezax Boss Strategy Guide
April 14, 2009 by Zuggy · Leave a Comment
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General Vezax is the 12th boss encounter of Ulduar. General Vezax guards the prison holding Yogg-Saron.
General Vezax Abilities
- Health Points: 25,100,000 (heroic), 6,275,250 (normal)
- Shadow Crash – deals 11,310-12,690 shadow damage and knocking back all enemies near the impact point. Leaves a magical area at the impact point for 15 seconds that increases magic damage by 50%, reduces healing by 50%, and reduces mana cost by 30%.
- Searing Flames - deals 13,875-16,125 fire damage to all players within a 20 yard radius. Reduces armor by 75% for 10 seconds. 2 second casting time, can be interrupted.
- Surge of Darkness – increases physical damage by 100% and reduces movement speed by 55% for a 10 second duration. When the General buffs himself with this you must kite him.
- Aura of Despair - prevents normal mana regeneration through out the fight. You can still gain mana via evocation, mana pots, etc. You can destroy the crystals flying around the room to get mana. These crystals drop a cloud on the ground, which will convert your health into mana.
- Profund of Darkness – deals 500 damage to all enemies and increases shadow damage by 10% per stack. Stacks on the raid (related to achievements)
General Vezax Boss Strategy
For the most part this is a pretty standard tank and spank fight…with a few slight variations. When you engage General Vezax simply start DPS like normal, have your DPS interrupt searing flames as often as possible. When General Vezax casts surge of darkness all DPS should stop, allowing your tank to kite General Vezax around the room. This is a great time for your casters to take advantage of the clouds for mana regeneration. Make sure you are rotating your casters appropriately, it’s important everyone maintains thier mana (particuarlly healers).
Continue to DPS General Vezax until he is about 35% health. Before reaching 35% you’ll want to make sure all your casters have enough mana, if not slow DPS and allow them to get some mana regeneration going. After you take Vezax to 35% he will summon Saronite Animus. Generally you want to simply off tank Saronite Animus and finish off the general. If you want to complete the achievement you need to kill Saronite Animus before Vezax. Continue burning down the General until he’s dead.
General Vezax Hard Mode Strategy
The hard mode is the same type of fight as I’ve detailed above, except you cannot use any of the mana-regeneration clouds for the duration of the fight.’
General Vezax Video Strategy (10 man)
coming soon…
General Vezax Video Strategy (25 man)
Hodir Boss Strategy Guide
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Hodir is the 11th boss encounter of Ulduar. He’s located in the Halls of Winter.
Hodir Boss Abilities
- Health Points: 25,000,000 (heroic), 8,400,000 (normal)
- Melee hits on plate for up to 25,000
- Biting Cold – Aura that stacks up, dealing frost damage. Move to dispel the DoT.
- Freeze - Deals 5,550-6,450 frost damage, immobilizing them for 10 seconds. 10 yard radius, dispellable.
- Flash Freeze – Freezes players in ice blocks, kill these ice blocks immediately. If a player is hit by a 2nd flash freeze they will die.
- Icicles - shards fall from the sky dealing a knockback and 12,000 frost damage to all players within the radius. These also create snowdrifts, which you can stand in to avoid being hit by flash freeze.
- Frozen Blows – self buff, adds 40,000 frost damage to all melee attacks and reduces physical damage by 70%.
Hodir Boss Strategy
Throughout the entire encounter you’ll need to constantly be moving to avoid biting cold. Periodically Hodir will randomly root a member of the raid, all players within a 10 yard radius will also be rooted. Stay spread out as much as possible to avoid large groups being rooted. Priests and paladins will need to be quick on their dispels here to avoid losing anyone.
Be watching for snowflakes pouring down from the ceiling, these indicate that icicles are about to fall. Anyone hit by these will take 12,000 frost damage and get knocked back.
Periodically Hodir will use frozen blows on himself. This essentially turns his damage from physical to frost. When this happens your frost resist tank needs to taunt. Healers should also be prepared to transition to the new tank. When frozen blows falls off the primary tank should taunt him back.
Finally, you’ll want to watch out for flash freeze. These are preceded by two icicles that create a snow mound. These mound of snow will protect the entire raid from being hit by the icicle. Anyone that doesn’t make it to the mound of snow should have their iceblock killed immediately to avoid death.
Hodir Hard Mode Boss Strategy
Defeat Hodir before he can shatter any of the chests in the room. The first chest is shattered at the 3 minute mark
Hodir Video Strategy (10 man)
Hodir Video Strategy (25 man)
Thorim Boss Strategy Guide
April 14, 2009 by Zuggy · Leave a Comment

Looking for more amazing Ulduar strategies? Check out the complete Ulduar Boss Strategy Guide!
Thorim is the 10th boss encounter of Ulduar. This boss is located in the Clash of Thunder.
Thorim Boss Abilities
- Health Points: 11,300,000 (heroic)
- Stormhammer – deals 2,451-2,551 damage, knocking down and stunning for 2 seconds. Causes deafening thunder to all nearby enemies.
- Defeaning Thunder – inflicts 4,625-5,375 nature damage to enemies in close proximity of a stormhamer. Silences for 6 seconds
- Beserk – Increases damage by 500%, attack / cast speed by 200% and health by 300% of Thorim and his allies.
- Unbalancing Strike – Deals 250% weapon damage and leaves the target unbalanced, reducing defense by 200 for 15 seconds
- Lightning Charge – absorbs energy from a target, deals nature damage to all enemies in a frontal cone between caster and the targeted enemy. Increases the caster’s melee damage / attack speed by 20%.
Gauntlet Mobs and Abilities
- Jormungar Behemoth
- Acid Breath – deals 12,000 nature damage and 1500 additional damage every 2 seconds.
- Sweep – deals 6,000 damage and knockdown for 3 seconds.
- Captured Horde / Alliance Soldier
- Barbed Shot – deals 4,513-4,987 physical damage and an additional 500 damage every 3 seconds for 12 seconds.
- Captured Horde / Alliance Soldier 2
- Heroic Strike – strong melee attack that deals 5,088-5,912 with a high amount of threat
- Devastate – sunders armor and causes 50%, sunder armor stacks up to 5 times
- Captured Horde / Alliance Healer
- Heal – area of effect healing (details needed)
- Dark Rune Acolyte
- Holy Smite – deals 7,500 holy damage
- Greater Heal – heals an ally for 86,500 (confirmation needed on this number)
- Dark Rune Champion
- Whirlwind – standard area of effect whirlwind damage plus an additional 100
- Mortal Strike – deals 250% weapon damage and reduces healing by 50% for 5 seconds.
- Charge – charges and enemy knocking them down and dealing normal weapon damage plus 120.
- Dark Rune Evoker
- Runic lightning – deals 7.875-10,125 nature damage
- Runic Mending – heals an ally for 18,500-21,500 then heals an additional 6,000 health every 1 second for 15 seconds.
- Dark Rune Commoner
- Low Blow – standard attack and reduces the target’s damage dealt by 3% for 20 seconds.
- Pummel – interrupts spell casting for 5 seconds.
- Dark Rune Warbringer
- Runic Strike – deals nature damage equal to weapon damage with an additional 1000
- Iron Honor Guard
- Cleave – deals 150% of melee damage, standard cleave mechanic
- Hamstring – Deals 50% of normal melee damage and reduces movement speed by 50% for 6 seconds
- Iron Ring Guard
- Whirling Trip – 2 second knockdown, dealing weapon damage
- Impale – causes target to bleed until healed past 90% of maximum health. Deals 1750 damage per second until removed.
- Ancient Rune Giant
- Stomp – weapon damage plus a 2 second knock down.
- Runic Colossus
- Smash – deals 13,875-16,125 damage, knocking them up
- Charge – charges an enemy, deals normal damage with an additional 120 and a knock back
- Runic Barrier – reduces physical damage taken by 50% and deals 2,000 arcane damage to attackers
Thorim Boss Strategy
Before the fight even begins you’ll want to split your raid into 2 groups. Group 1 will be the gauntlet group and should be composed of at least 2 tanks, 3 healers and caster DPS. Group 2 will be the Colosseum group and will fight the mobs in the arena area. This group should also have 2 tanks, 3 healers and your melee / hunter dps (due to the silence). The gauntlet group will work their way up to Thorim and the Colosseum group will simply fight the mobs and survive until group 1 makes it to Thorim.
After group 1 completes the gauntlet Thorim will jump down into the Colosseum, group 1 will follow him. At this point it’s a pretty standard tank and spank fight. When Thorim hits a tank with unbalancing strike another tank will need to taunt. Continue pumping out as much DPS as possible. Now it’s just a DPS race against lightning charge, which will 1 shot tanks.
Thorim Hard Mode Strategy
Most are saying the hard mode encounter includes Sif, Thorim’s dead wife. She won’t be tankable and will simply run around producing additional raid damage. Note that this has yet to be confirmed.
Thorim Video Strategy (10 man)
Thorim Video Strategy (25 man)
Razorscale Boss Strategy Guide
April 10, 2009 by Zuggy · 5 Comments
Looking for more Ulduar strategies? Check out the complete Ulduar Boss Strategy Guide!
Razorscale is the third boss of Ulduar and is located within Razorscale’s Aerie, across from the Colossal forge.
Razorscale Boss Abilities
- Health Points: 12,600,000 (heroic), 3,900,000 (normal)
- Wing Buffet – Knocks back in a large radius around Razorscale. 1.5 second cast time.
- Flame Breath – Deals 17,500-22,500 fire damage in a frontal cone. 2.5 second cast time.
- Flame Buffet – Increases fire damage taken by 1500. Last for 60 second duration.
- Devouring Flame – Launches a lava bomb at a target, deals 8788-10,212 fire damage. In addition, deals 8788-10212 fire damage everyone second to anyone standing within a 6 yard radius of the explosion site.
Razorscale Boss Strategy
Phase 1 – Air Phase
To start phase 1 simply talk to the expedition commander. During this phase you are tasked with defending the dwarven crews while they repair the harpoon launchers. Your primary focus here is killing all of the adds and avoiding the devouring flames that Razorscale will be launching.
As each harpoon launcher is successfully repaired they may be clicked to fire a harpoon at Razorscale. After all 4 turrets have been fired Razorscale will come to the ground. Once on the ground Razorscale will be stunned temporarily, during this time your DPS will want to blow all cooldowns to do as much damage as possible.
After the stun ends Razorscale will fly up into the air again and you’ll repeat the firing process to bring her down.
Phase 2 – Ground Phase
Once you’ve got Razorscale below 50% she will land. During this phase you’ll want your tank to spin her face away from the main raid to avoid flame breaths. At this point the fiight becomes a standard tank and spank fight. Continue to avoid devouring flame and keep DPS up. As flame buffet stacks on your tank he will be taking some serious damage towards the end of the fight, so maximizing your DPS during this phase will be crucial.
Ignis the Furnace Master Boss Strategy Guide
April 10, 2009 by Zuggy · 6 Comments

Looking for more great Ulduar strategies? Check out the complete Ulduar Boss Strategy Guides!
Ignis the Furnace Master is the second boss of Ulduar, located within the Colossal Forge.
Ignis the Furnace Master Abilities
- Health Points: 24,400,000 (heroic)
- Scorch – Fires a frontal jet of flames, deals 3770-4230 fire damage every 0.5 seconds for 3 seconds. Additionally, catches the ground on fire, dealing 3299-3701 fire damage every 0.5 seconds to all nearby enemies (heats up Iron Constructs)
- Flame Jet – Stomps the ground, calling up geysers of fire that deal 8483-9517 fire damage, knocking targets up into the air and interrupting spell casting for 8 seconds. Applies a damage over time of 1000 fire damage per second for 8 seconds.
- Slag Pot – Picks up a random target, hurling them into the slag pot. The slag pot deals 5000 fire damage every second for 10 seconds. The target cannot attack while in the slag pit. If they survive the target gains a buff that increases haste by 150%.
- Strength of the Creator – Increases damage by 20%. This stackable debuff is applied each time an Iron Construct is summoned and removed each time an Iron Construct is shattered.
- Activate Construct – Iron Constructs within the scorch area gain a stacking buff. At 20 stacks it will become molten, causing it to deal 4713-5287 fire damage to all enemies within a 7 yard radius. Dragging the construct through water will cause it to turn “brittle”, allowing you the ability to shatter it by dealing more than 5,000 damage in a single attack.
Ignis the Furnace Master Boss Strategy
This encounter is more or less a standard tank and spank fight. The major addition to this fight involves the iron constructs. You’ll want to drag these iron constructs into the scorch fires on the ground. Standing in these fires increased a buff that stacks to 20, at 20 stacks they turn molten.
After turning molten you will drag the iron constructs into the water, which turns them brittle. This stuns them for 20 seconds, increases chance to be critically hit by 50%, and will cause them to shatter if they take more than 5000 damage in a single hit. Shattering a construct removes one stack of Ignis’ damage buff.
Casters should be aware of the timer on the Flame Jets and avoid being hit by this, as it will lock you out of that school for 8 seconds. Beyond that there isn’t much too this fight…tank and spank, don’t get hit by scorch areas, heal through the DoT on the charge, and don’t get locked out by jet stream.
Note: there is no hard mode for this encounter
Ignis the Furnace Master Video (10 man)
Ignis the Furnace Master Video (25 man)










