Auriaya Boss Strategy Guide
April 13, 2009 by Zuggy · Leave a Comment

Looking for more great ulduar strategies? Check out the complete Ulduar Boss Strategy Guide!
Auriaya is the seventh boss of Ulduar and is located within the Shattered Walkway.
Auriaya Boss Abilities
- Health Points: 16,730,00 (heroic), 3,200,000 (normal)
- Horrifying Screech – All nearby enemies flee in horror for 5 seconds
- Sentinel Blast – Deals 5,500 shadow damage and increases the shadow damage taken by 100% for 5 seconds, stacks up to 5 times.
- Sonic Screech – Shockwave like ability that deals 185,000-215,000 shadow damage to all enemies with the path. This damage is split amongst all the raid members hit.
- Summon Swarming Guardian – summons panthers adds.
- Sanctum Sentry
- Health Points: 558,000
- Savage Pounce – Deals 13,875-16,125 damage with an additional 7,400-8,600 bleed every second for 5 seconds.
- Strength of the Pack – Increases damage done by 50% when other sanctum sentries are within 20 yards.
- Feral Spirit
- Health Points:
- Feral Essence - Each essence buff increases the damage dealt by 50%. There are 9 total stacks of feral essence (…9 lives, lawl). The feral defender can revive himself at the cost of one of these essences.
- Feral Pounce – 4 second stun and inflecting 602-698 shadow damage every second for 4 seconds.
- Feral Rush – charge, deals 1,609-1,691 damage. Interrupts casting.
- Seeping Feral Essence - Left behind upon the dead of a feral spirit, similar to a void zone. Deals 9,000 shadow damage every second to those standing within.
Auriaya Boss Strategy
When you pull Auriaya you’ll need 1 tank holding Auriaya and 1 tank managing the adds. The raid should be pilled up with the adds and killing them as quickly as possible. Your main tank who has Auriaya will want to be around 20 yards away with the boss facing the raid. This is due to the sonic screech ability.
After the raid has killed the adds they can begin attacking the boss, ensuring that they are always standing in front of the boss (melee specifically). When the feral spirit spawns you off tank needs to pick him up. After you’ve killed the feral spirit he will drop a seeping feral essence, similar to a void zone…so don’t stand in it.
After you’ve killed the add you can begin attacking the boss again. Shortly the feral sprit will be resurrected and you’ll need to repeat the above steps. Continue dragging the boss around to provide drop areas for the seeping feral essence until you’ve killed the boss.
Auriaya Video Strategy Guide (10 man)
Auriaya Video Strategy Guide (25 man)
The Iron Council Boss Strategy Guide
April 11, 2009 by Zuggy · Leave a Comment

Looking for more amazing ulduar strategies? Check out the complete Ulduar Boss Strategy Guide!
The Iron Council is the 5th boss encounter of Ulduar. This encounter includes 3 separate bosses: Steelbreaker, Runemaster Molgeim, and Stonecaller Brundir. After killing any of the 3 the other 2 will receive a +25% damage increase. Killing one of the remaining 2 bosses grants the final boss left alive additional abilities.
The Iron Council Abilities
- Health Points: 30,000,000 (total, heroic), 10,000,000 (total, normal)
- Enrage timer after 10 minutes
- Supercharge – after one of the other bosses die the remaining bosses gain a +25% damage increase and an additional ability.
- Elemental Adds:
- Lightning Blast – When these adds get to their targets they deal 14,138-15,862 nature damage 30 yard radius explosion, killing the add. Spawned by Rune of Summoning (detailed below).
- Steelbreaker:
- Health Points: 10,000,000 (heroic), 3,000,000 (normal)
- Fusion Punch – Deals 100% weapon damage an an additional 8,000 nature damage per second.
- High Voltage – An aura that deals 2,500 nature damage every 3 seconds.
- Static Disruption – Steelbreaker gains this buff when one of the other bosses has been killed first. It deals 7,500 nature damage and increases nature damage taken by 50% for 20 seconds.
- Runemaster Molgeim:
- Rune of Power – 5 yard radius group buff that deals more damage to anyone standing in it.
- Rune of Death – Runemaster gains this buff when one of the other bosses has been killed first. Deals 6,000 damage per second to anyone standing in this 13 yard radius of this AoE on the ground.
- Rune of Summoning – Runemaster gains this buff when two of the other bosses has been killed first. Summons elemental adds that explode when they touch players (detailed above).
- Stormcaller Brundir:
- Chain Lightning – Deals nature damage that arcs up to 5 different targets. Can be interrupted.
- Overload – Deals 25,000 nature damage to anyone within a 30 yard radius. Goes off after the emote “PEASANTS HAS CROSSED THE LINE”.
- Lightning Whirl – Stormcaller gains this buff after one of the other bosses has been killed first. Hurls a lightning bolt at a random target, deals 6598-7402 nature damage, 5 second duration.
- Lightning Tendrils – Stormcaller gains this buff after two of the other bosses have been killed first. Runs around the room very fast and deals 8,000 damage per second to anyone nearby. Should be taunted back to the floor, where you can DPS him.
The Iron Council Boss Strategy
Phase 1 – All 3 Bosses Up
Raid groups can kill the 3 bosses in any order you wish, however, the generally accepted easiest route is Steelbreaker –> Molegeim –> Brundir. Step one in this fight is simply setting up your tanking positions. Steelbreaker and Molgeim should be tanked in the front corners of the room. Due to the overload explosion you must tank Brundir away from the raid, generally towards the back of the room is the optimal position.
Boss Specific Notes
- The tank on Brundir needs to run away from the boss as Overload is going off, minimizing damage.
- Players attacking Brundir should always try to interrupt chain lightning casts.
- Molgeim will drop rune of power throughout the fight underneath Brundir and Steelbreaker. Tanks should reposition these bosses when this occurs to remove them from getting the buff and allow your DPS to get the buff.
- Steelbreaker will be fusion punching your tank. When this occurs he will need additional heals and a dispel.
Phase 2 – 2 Bosses Up
After your raid has killed the first boss the other two bosses will gain new abilities. If you are killing the bosses in the order suggested above then you’ll have Molgeim and Brundir up at this point.
Boss Specific Notes
- Molegeim now has Rune of Death. Massive green AoE rune on the ground, deals 6,000 damage per second to those players standing within it. Move out of it.
- Brundir now has lightning whirl. Randomly tosses lightning bolts at raid members, heal through it.
Phase 3 – 1 Boss Up
At this point only Brundir is left up, so let’s take him down! With Molegeim now dead Brundir gains a new ability, lightning tendrils. Using these tendrils he will lift up into the air. Anyone standing nearby will take massive amounts of nature damage…so, don’t stand near the boss if you’re not a tank.
You can keep Brundir in the same location by rotating taunts with 3 tanks. Thus allowing your range DPS to deal more damage. In addition, Brundir will occasionally drop to the ground, allowing melee DPS a chance to get some DPS in.
At this point it’s simply a matter of continuing to burn Brundir down and keeping heals flowing. Keep it up and you’ll have Brundir down in no time.
The Iron Council Hard Mode Strategy
To complete The Iron Council on hard mode you must kill Steelbreaker last.
Complete strategy for hard mode will be added in the coming days.
The Iron Council Video (10 man)
The Iron Council Video (25 man)
Ulduar Instance Guide & Boss Strategies
April 10, 2009 by Zuggy · 9 Comments
Ulduar is blizzard’s newest instance creation and the first major patch development project for Wrath of the Lich King. This instance features some of blizzard’s finest design work and will certainly be one of the most challenging dungeons yet.
Ulduar is the first dungeon to be developed with various in-fight difficulty levels. Of course, there are normal and heroic (10 / 25 man) modes, but in addition many fights now have a “hard mode”. This works similar to the way Sartharion worked, with the addition of each drake ramping up the overall difficulty of the fight. All normal, heroic, and “hard mode” difficulties will be covered below in the individual ulduar boss strategies guides below.
Ulduar Boss Strategies
- Flame Leviathan
- Ignis the Furnace Master
- Razorscale
- XT-002 Deconstructor
- The Iron Council
- Kologarn
- Auriaya
- Mimiron
- Freya
- Thorim
- Hodir
- General Vezax
- Yogg-Saron
- Algalon the Observer
Flame Leviathan Boss Strategy Guide
April 10, 2009 by Zuggy · 6 Comments

Looking for more great Ulduar strategies? Check out the complete Ulduar Boss Strategy Guides!
Flame Leviathan is the first boss raids will encounter in Ulduar. This unique encounter requires players use siege vehicles (similar to malygos) to complete this encounter.
Siege Vehicles Basics
Before the fight even begins players will be split up into different siege vehicles. You will use these vehicles to defeat the dwarven army ahead of you and ultimately, Flame Leviathan. On heroic mode there are 4 of each vehicles and on normal mode there are 2 of each vehicles.
- Siege Engine Driver – Attack buildings by ramming them, knock back mobs, and engage a speed boost
- Siege Engine Passenger & Gunner – Shoots pyrite ammo out of the air, helps shoot targets on the ground
- Demolisher Driver – Shoots fireballs and pyrite barrels
- Demolisher Passenger & Gunner – Picks up pyrite ammo to reload the demolisher, may also load launch the passenger from the cannon
- Chopper Driver – Drops inflammable oil slicks, may also pick up players to protect them from damage and death
All vehicle passengers may pick up explosive to throw at the dwarven armies.
Siege Vehicle Abilities
Salvaged Siege Engine
- Health Points:
- Driver x 1, Gunner x 1, Passengers x 2
- Driver Abilities:
- Ram (40 energy) – 5400-6600 damage with a knockback addition
- Electroshock (38 energy) – Spell interrupt with a 4 second lockout period, 25 yard cone effect
- Steam Rush (40 energy) – Charges very fast with a minor damage on impact
- Gunners Abilities:
- Anti-Air Rocket (10 energy) – Rapid fire long range (1000 yard) missile launcher
- Cannon (20 energy) – Launches a cannon ball that does medium damage
Salvaged Demolisher
- Health Points: 428,000
- Driver x 1, Passengers x 2
- Driver Abilities:
- Hurl Boulder – 13,500-16,500 damage, ignites oil slicks dropped by choppers.
- Hurl Pyrite Barrel – 27,000-30,000 damage, consumes 5 pyrite
- Ram – 8550-9450 damage with a knockback addition
- Throw Passenger – Launch a passenger who has loaded themselves into the catapult.
- Passenger Abilities:
- Cannon – Fire a cannon ball forward, explodes after traveling 50 yards dealing damage in a 10 yard area of effect radius.
- Grab Crate – Pick up a crate with your hook, reloading the demolisher with liquid pyrite.
- Increase Speed – Uses the liquid pyrite you’ve been picking up, increases movement speed by 100% for a 1 minute duration.
- Load into Catapult – You get in the catapult and the drive may fire you as a projectile.
Salvaged Chopper
- Health Points:
- Driver x 1, Passenger x 1
- Driver Abilities:
- Sonic Horn (20 energy) – 3150-3850 damage in a 35 yard range frontal cone.
- Tar – Lays down a pool of tar that slows enemies by 75% for a 45 second duration. This pool may be ignited by demolishers.
- Speed Boost (50 energy) – increases the vehicle’s movement speed by 100% for 5 seconds.
Dwarf Army Mobs
Steelforge Defender:
- Health Points: 8,316
Titanium Stormlord:
- Health Points: 75,600
- Melee hits are around 1,500 damage
- Cyclone – Hits demolisher vehicles for approximately 3,000 nature damage
Ulduar Colossus:
- Health Points: 315,000
- Shockwave – casted ability, should be interrupted by siege engines
Buildings and Towers
Note that in order to complete this encounter on hard mode for achievements and additional loot you must leave up at least one tower. The more towers you leave up better quailty and increased amount of loot you’ll receive.
- Tower of Nature (Freya’s Ward) – Deals 15,000 nature damage and summons guardians of nature
- Tower of Frost (Hodir’s Fury) – Deals 15,000 frost damage, attacks entomb enemies in blocks of ice
- Tower of Flames (Mimiron’s Inferno) – Deals 15,000 fire damage, leaving a fires behind
- Tower of Storms (Thorim’s Hammer) – Deals 15,000 damage
- Storm Beacon – Each beacon summons ads in a small radius.
Flame Leviathan Abilities
- Flame Jets – Channeled cast, deals large radius area of effect damage, 2000 damage per second, cast lasts 10 seconds.
- Battering Ram – Knock back on target that’s within melee range. Applies a debuff to the knock backed target increased damage taken by 100%.
- Gathering Speed – Increases movement speed, 5% per stack up to 20 stacks.
- Missile Barrage – All players and vehicles take 700 damage every few seconds.
Hard Mode Strategy
Raid groups attempting to defeat Flame Leviathan on hard mode will need to leave at least one tower up. These towers place a pillar of light on the ground (associated colors below) that deal their respective abilities. Note that these beams can be avoided.
- Storm Tower (purple) – lightning balls come down from the sky
- Flames Tower (red) – beam moves across the ground leaving fires behind
- Frost Towers (blue) – freezes players and siege engines
- Nature (green) – spawns adds that must be killed
Flame Leviathan Boss Strategy
As soon as you engage Flame Leviathan he will randomly target a siege engine vehicle. The driver of this vehicle must kite the boss. Initially it’s very easy to kite, but as time passes Flame Leviathan will begin to pickup speed, making it more difficult.
Every 30 seconds Flame Leviathan will target a new siege engine, which will be tasked with kiting (if a siege engine is not alive he will target a demolisher or chopper). This fight really comes down to the kite and each vehicle fulfilling its role successfully (as described below).
Siege Engine Role
While this kiting is going on other players in siege engines can be doing damage with ram and more importantly using electroshock to interrupt flame jets. However, be prepared to kite as the 30 second kite cycle comes to an end. The passengers of the siege engines should be shooting down pyrite ammo in the air. If there aren’t any pyrite ammo left they may DPS the boss.
Demolisher Role
Demolishers are the bulk of the damage output on this fight. Your demos should be attacking the boss with hurl boulder, hurl pyrite barrel, and launch passenger. In order to maximize damage it’s a good idea to save your hurl pyrite barrel for when the overload circuit has been activated.
Interlude on Catapult Passenger Launch
After your overload circuit wears off you’ll want to have your demolishers launch a single DPS class and a single healer to the back of Flame Leviathan. There are 4 turrets here, after killing a target a button will pop up. You will channel a cast on this button and upon completion Flame Leviathan will be stunned, increase the damage you deal to him by 50%, and reset his movement speed. These players will be knocked off Flame Leviathan and should be promptly picked up by a chopper and returned to a demolisher, in preparation for the upcoming launch.
Choppers Role
Chopper’s are tasked with dropping their flammable oil slicks on the ground in front on Flame Leviathan. This will slow him and deal additional damage if they catch fire. In addition, choppers should be picking up any players that are coming off the back of Flame Leviathan or players that have been launched and missed their targets.
Flame Leviathan Video (10 man)
Flame Leviathan Video (25 man)









