If Ahn'Qiraj Were Released as a Mega-Dungeon

Enjoy some wasted time! Building off the prior endeavors at:

Molten Core; Patch 1.0

Uldaman; Patch 3.5

Below, a re-envisioned ‘release’ of the raids of Ahn’Qiraj as a Mega-Dungeon and Raid, with associated stories, if they were made using Modern WoW mechanics and content. This one, compared to others, is a bit of a rush as I wanted to make it out before the Season of Mastery! This is intended as the culmination of the AQ war effort and content.

Patch X.4.0: Call of C'Thun The Might of Kalimdor has been assembled, the combined armies of the Horde and Alliance gather to face the legendary evil that awakens behind the Scarab Wall. The Scepter has been reforged, and when the gong at the entrance of the gate is struck, the amassed armies must clash for the sake of Azeroth itself, else C’Thun will fully emerge from what was to be his eternal prison. The deep tunnels dug by the Qiraji, insectoid servants of the mythical ‘old gods’, hum with their own war preparations. Who will be victorious, the mortal races of the Titans, or the thrumming Qiraji and Silithid swarms loyal to ancient and terrible evils?

Return to Time-Shifted Silithus and manipulate the time-loop to change history itself, bringing the dragons trapped behind the Scarab-Gate into the present after a malign influence begins attempting to corrupt the vision itself and drag the temporal constructs within into reality. With the battle host assembled, ring open the Scarab Gate to rescue the tortured dragons and to potentially bring an end to the awakening evil. Complete a Mega-Dungeon, the Siege of Ahn’Qiraj, to strike at the armies of Qiraji and the Hives of the Silithid, and then delve deep into the Temple of Ahn’Qiraj to explore the shattered Titan Prison, revealing the mass of an old god itself. Help rebuild Cenarion Hold and support the Might of Kalimdor, eventually gaining access to the powerful secrets of the ancient Qiraji, forging equipment from the shells and pieces of the insectoid race itself. Gather Silithyst at the expense of the opposing faction, using the old-god tainted sands to empower your gear – the power to save the world itself is in your hands.


New Faction: The Might of Kalimdor An army forged of the combined soldiers of the Horde and Alliance, The Might of Kalimdor requires both the logistical and military support of the heroes of Azeroth. As war preparations are underway the heroes must help train the soldiers, perform scouting missions into the nearby hives, and help the crafters prepare the arms, armor, siege equipment, and rations that are needed for the main assault. As heroes rise in the eyes of the leader of this army, Varok Saurfang and his war council, the heroes will take on even more dangerous tasks, culminating in a campaign to destroy the hives surrounding Cenarion Hold.

Once the gate opens, heroes will gain new tasks that take them within the walls of the city, gaining daily and weekly quests that encourage them to explore the city on their own or in small groups, performing recon, theft, and assassination missions at the behest of SI:7 and the Shattered Hand, and with the permission of the Might of Kalimdor. These outdoor missions will be difficult, adventuring into areas of elite monsters, hunting down special named foes who might drop powerful loot, toys, and pets. Each week heroes gain a grand mission requiring that they perform a number of objectives within a portion of the city, granting them greatly increased reputation and rewards.


The Salvagers: Dungeon Set 2 One of the contingents of the Might of Kalimdor are the Salvagers, craftsmen and explorers who are focused on turning the weapons of the Qiraji against themselves. As heroes perform world quests in Silithus or defeat bosses in either the Siege of Ahn’Qiraj or the Temple of Ahn’Qiraj they may gain coins and relics of the Qiraji empire that can be exchanged for powerful gear, including a new Tier Set and Dungeon Set.

The Watchers: Faction Epilogue As the heroes assist the Watchers and explore Time-Shifted Silithus, an epilogue is added where the heroes gain access to a region of the Scarab Gates to learn more of the sacrifice of the dragon flights for the barrier’s creation. As more anachronisms appear within the time loop, however, an instability occurs, allowing a malign force to begin influencing events, trying to rewrite history. Assist the Bronze Flight in stabilizing the timeway so that it can be destroyed, preventing the army of the past from leaking out into the modern world. Similarly, join the Bronze Whelp Amadami in enacting a plan to use these fluctuating timeways to save the dragons that sacrificed themselves at the scarab gates, perhaps bringing them to the modern world where they can be saved. While thwarting this evil the heroes can further empower their Signet Ring of the Bronze Dragonflight, granting them power for the trials ahead.

The War of Ahn’Qiraj – Ahn’Qiraj Campaign Part 2 When the Scarab Gate is ready to be opened, heroes can complete story missions to delve to the core of these Hives and sabotage their connection beyond the Scarab Gate, preventing the Qiraji from ambushing the armies during the eventual siege, while also gauging their strength. Additionally, heroes learn of and confront a growing presence of ‘Twilight Cultists’ in Silithus, those who worship and call for the summoning of great ‘old gods’ who are prophesied to destroy Azeroth.

When a hero has completed the campaign to forge the scepter that will open the Scarab Gate, a massive server-wide event occurs, causing new World Quests and invasions to pop up throughout Kalimdor as the buried armies of the Qiraji rise up to slaughter all other life. During this event, players gain additional resources, reputation with the Might of Kalimdor, and materials that can be used to fashion Ahn’Qiraj dungeon and raid gear. At the end of the three-week long event the new World Quests become rare and the invasions will enter rotation with the Elemental Invasions (See Molten Core) and the Chromatic Assaults (See Blackwing Lair).

On opening the Scarab Gate the Mega-Dungeon of the Siege of Ahn’Qiraj becomes available. Completing the Siege of Ahn’Qiraj grants the player a quest which allows them to become attuned to the doors of the Temple of Ahn’Qiraj, allowing them to grant access to the raid.

As the hero continues through the campaign they gain ways to enter the Temple of Ahn’Qiraj in different ways, allowing them to skip bosses in future visits. Eventually the heroes will encounter the Old God C’Thun himself, bringing this part of the story to its world-changing conclusion. Should the heroes be successful, they return to their capital city with news of their victory – that Azeroth must surely be safe and will never hear of these ‘Old Gods’ again.


Emissaries of Twilight – Training Hall & Elemental Core Catchup Drawn to the maddening whispers emanating from deep within the walled city of Ahn’Qiraj, the shadowy followers of the ‘Cult of Twilight’ have set up camp in the wastes of Silithus. Few understand the prophecy, thus many cultists still cling to prior heralds of the destruction of the world. Heroes can gather materials from the cultists to disguise themselves and increase their reputation with Mad Harold, Herald of the End Times (Or Harold of the End Times for short). Capable of summoning a portal into a twisted void, Mad Harold can summon echoes of powerful foes fought by the hero in their adventures, allowing them to practice against the formless apparitions.

While in the world, several Qiraji crystals have been taken over by these cultists, who use the energy to open rifts to the elemental planes and summon their allies. By summoning and defeating the Elemental Royalty (enemies similar to those encountered through the Elemental Invasions) heroes can earn invasion equipment and Elemental Cores used to help the Thorium Brotherhood.


World PvP – The Silithyst Must Flow! As the heroes uncovered Cenarion Hold, the sands of Silithus were laid bare for all to exploit, including the charged ‘Silithyst’ which can be used by both the Horde and Alliance for their war machines. Hoping to gather what they can for their faction to control after the war concludes against the Qiraji, each side has sent a contingent of soldiers to take command of the magical sand. Every four hours the Silithyst becomes open for a faction to take control of, allowing those with Warmode active to participate in this world skirmish. Heroes must gather Silithyst from geysers out in the sands by taking control of these points and holding them while their soldiers gather the sand until the geyser is exhausted, forcing the heroes to move to another. Each faction has a weekly quest that grants a large amount of Might of Kalimdor reputation upon completion, as well as ‘Silithus Battle Commendation’ which can be exchanged for mounts, pets, and other special gear.

Unleash the Might of Kalimdor and lay siege to Ahn’Qiraj!
The Scarab Gate has been opened and the massed armies of the Qiraji and the Might of Kalimdor clash to take control over the sands of Silithus. As the armies clash the heroes begin their vigil, protecting the supply lines of Cenarion Hold from Silithud ambushes intended to cut them off from behind. In the distance, the great Hives spring to life, pouring their denizens onto the sands in an effort to bury the Might of Kalimdor beneath their sheer bulk, while from beneath their feet a rumbling terror springs up, ready to devour the entire army. As the heroes take the battlefield, they must face the ancient general of the Qiraji themselves, before his tactical acumen of General Rajaxx spells doom for the titan-born races, in the first half of the mega-dungeon: Assault on the Scarab Gates!

With the general dead, the gates to the city of Ahn’Qiraj lay open, the heroic host ready to stream in and take on the defenders of the city, forged first by the Titan Keeper Ra and his minions before being abandoned to the Qiraji. The city itself, once the capital of the Tol’vir, is lined with corrupted statues and monuments to the ancient glory of their kingdom, now laid waste before time and the Qiraji’s needs, the ancient Anubisath ambling about at the direction of a new master. Can the adventurers purge the remaining Qiraji forces from the surface, taking on Ossirian the Unscarred, the last monument before the menacing doors of the Temple at the center of the city in the second half of the 5-man Mega-Dungeon, Siege of Ahn’Qiraj?

Dungeon Layout: Assault on the Scarab Gate The adventure begins as heroes must protect Cenarion Hold from several waves of attackers, defeating the Silithid and Qiraji swarms.

After clearing four waves, heroes are dive-bombed by one of the leaders in charge of piercing the battle-lines, Princess Huhuran, a massive Silithid Wasp that commands the air. On the defeat of the royal bug, reinforcements reach Cenarion Hold, granting heroes access to mounts who will take them to one of the three Hives, which can be completed in any order. Heroes can also choose to not complete the three Hive bosses, which grants Ouro, the following non-optional boss, additional reinforcements and phases.

Heroes travelling to Hive Ashi find it swarming with wasps that intercept their mount and prevent the hive from being bombed. Heroes must drag the bomb the remaining way without letting it get destroyed, and then throw it into the Hive to destroy the tunnels and draw out Aluntir, the Hive Ashi Overlord.

Heroes travelling to Hive Zora find that their support crew is dragged beneath the soil by beetle-like Silithid, requiring using thumpers to draw them out and recover their allies. On successfully rescuing their allies and dropping the bomb into the tunnels, Arakis appears, the Hive Zora Overlord.

Heroes travelling to Hive Regal find that it is supported by Twilight Cultists who are both defending and being predated upon by the Silithid. Defeat the Twilight Adherents to clear a path for your sapper team to blow up the tunnels, revealing Xil’xix, the Hive Regal Overlord.

Upon defeating the Overlords of the Hives and destroying the tunnels (or directly after defeating Princess Huhuran) heroes can take a provided flying mount to the warfront at the scarab gates, however in route the mount is attacked by wasps and is forced to land before being swallowed whole by the massive worm Ouro. Heroes must then defeat Ouro to escape the wastelands and reach the battle lines.

On reaching the battle lines the heroes encounter the forces of General Rajaxx, and must defeat the waves of forces he sends forth. Joined in battle by the Might of Kalimdor, the heroes must contend with the army at their front, else the siege will fail. On defeating the general, the gates of the city are open, allowing the heroes to travel within and clear the streets of the city itself.


Dungeon Layout: Siege of Ahn'Qiraj The second half of the Siege of Ahn’Qiraj begins as the heroes take the crumbling terraces just beyond the Scarab Gate, finding that the Twilight Cult has gathered here after sneaking through the battle-lines outside, summoning elemental reinforcements for their dark patron. Committing the ultimate sacrifice, they seek to summon an elemental lord, and while unable to accomplish that, do summon a Vizier of Al’Akir instead, calliong upon Vizier Yor’Yel to blast the opposing army out of the city. Once the elemental is defeated, they try again, this time accidentally summoning an ally of the heroes, Duke Hydraxis, who punishes the cultists for their insolence.

With the path forward ruined, heroes must travel down the grand reservoir, defeating the Anubisath that once protected the avenues from the Qiraji. Following the reservoir to a massive pipe network, heroes take on a vile slime, Viscidus, using the purifiers summoned by Hydraxis to cleanse the dark energies from the giant blob, before it can consume them all. With the slime defeated, Hydraxis opens up the canal network, flushing the heroes through the sewers until they are deposited at the far side of the city, directly into the Hatchery of Hive Zara, into a massive pit with Buru the Gorger, a colossus tending to the eggs salvaged from the ruined Hives.

With the roof of Hive Zara destroyed, the heroes are picked up by reinforcements, who begin an aerial assault to take the city, fighting against the swarms of Silithid. Joining in on flying vehicles and beasts of their own, the heroes are stopped by Ayamiss the Hunter, a massive Zara Wasp, who attempts to feed the heroes to its broodmates to make up for the destroyed Hatchery.

Finally reaching the Watcher’s Terrace, the heroes discover the brooding Horusath construct, Ossirian the Unscarred, unable to join the battle directly because of the gifts of C’Thun. Attempting to unlink the guardian from the systems of the titan complex below causes the defenses to deactivate, revealing part of C’Thun’s plan, with the death of Ossirian the prison complex is weakened, allowing the Old God to finally rise from his eternal prison and start the process of beginning an age of ruin on Azeroth.

Cenarion Hold:

Princess Huhuran

A royal Silithid Wasp, Princess Huhuran is both massive and cunning, and thus has been charged with piercing the battle lines of the Might of Kalimdor and striking at their supply network. One of her most endearing traits is her compassion for her subjects, only eating the frail and elderly once they have had the opportunity to serve the hive to the best of their capacity. This cannibalistic hesitance does not, however, extend to those outside of her hive, so those deemed less than useful become victims of her ravenous hunger.

Cenarion Assault (Hazard, Important): Every 10 seconds a Royal Sapper, Soldier, or Mender (Mythic) digs its way up into Cenarion Hold. Each Royal Silithid takes 5 seconds to dig to the surface from below and can be seen via churning earth where they will appear.

Princess Huhuran

Noxious Poison (Important, Poison): Noxious Poison deals Nature damage every 4 seconds over 20 seconds, dealing greater damage the more stacks are on the target. If cleansed the cleanser takes Nature damage per stack.

Royal Hum : Every 30 seconds Princess Huhuran releases a vibration that summons 5 random Royal Sappers, Soldiers, or Menders (Mythic) onto the battlefield.

Cannibalistic Frenzy : Princess Huhuran charges to any Silithid that dies during the encounter and feeds on their corpse, gaining Rage and a stack of Cannibalistic Frenzy. Princess Huhuran deals 1% more melee damage per stack of Cannibalistic Frenzy. If a hero is defeated, she gains additional Rage and 5 stacks of Cannibalistic Frenzy.

Frenzy : On reaching 30% health Huhuran becomes enraged for the rest of the battle, causing her to gain 1 stack of Cannibalistic Frenzy every 3 seconds and causing her to passively generate Rage over time. Frenzy greatly increases the number of globs and their speed when using Toxic Spit, Huhuran no longer consumes with Cannibalistic Frenzy.

Wasp Sting : Deals Physical damage to Huhuran’s target and inflicts 1 stack of Noxious Poison.

Darting Rush : Huhuran targets a ranged foe and charges at them after 3 seconds. Huhuran strikes the first enemy she comes into contact with, dealing Physical damage and inflicting 1 stack of Noxious Poison, dealing greater damage if she hits her original target.

Rampaging Rush : Princess Huhuran charges at each hero, dealing Physical damage and inflicting 1 stack of Noxious Poison.

Toxic Spit : On reaching full Rage, Princess Huhuran begins launching globs of Acid at the locations of each hero every second over 10 seconds, consuming all her Rage, dealing Nature damage to any enemies within 6 yards of the targeted location.

Royal Sapper

Explosive Burst: Royal Sapper begins channeling Explosive Burst when it surfaces, taking 20 seconds before it bursts, dealing Nature damage to all enemies within 8 yards and inflicting 1 stack of Noxious Poison.

Caustic Evolution (Mythic): Whenever Princess Huhuran eats a Royal Sapper, she gains a stack of Caustic Evolution for the rest of the encounter, increasing the damage dealt by Noxious Poison by 2% per stack.

Royal Soldier

Hardened Shell: Royal Soldier takes 60% reduced damage from single target attacks and abilities.

Hardened Evolution (Mythic): Whenever Princess Huhuran eats a Royal Soldier, she gains a stack of Hardened Evolution for the rest of the encounter, decreasing the damage she takes from single target attacks and abilities by 1% per stack.

Royal Mender (Mythic)

Mending Spittle (Interrupt): Royal Mender begins spitting a binding chemical at Princess Huhuran that restores a small amount of her health.

Restorative Evolution (Mythic): Whenever Princess Huhuran eats a Royal Mender, she gains a stack of Restorative Evolution for the rest of the encounter, restoring 1% of her maximum health every 6 seconds per stack

Hive Ashi/Zora/Regal

Hive Lord Xil'Xix Overlord of Hive Regal, Xil’xix is a fearsome predator that hunts down enemies of the hive and feeds them to the young, using the flesh of their enemies to nourish its offspring. Few risk travelling too near the fearsome soldiers of the hive, but the Twilight Cult appears foolish enough to try and demonstrate their loyalty… which is rewarded with the cultists also being used to feed the young. In reality Xil’xix isn’t that picky.

Hive Lord Xil’xix

Call Slashers : Xil’xix calls upon the swarm of Hive Regal, summoning two Regal Slashers to rise from beneath the ground adjacent to Xil’xix.

Call Fools : Xil’xix calls upon the swarm of Hive Regal, but Twilight Cultists respond instead, causing 2 Twilight Infusers and one Twilight Mender (Mythic) to be summoned.

Regal Presence : Xil’xix gains Regal Presence after being reduced to 70% health, greatly reducing the cooldown of its Call abilities. Xil’xix gains the Inevitable Betrayal and Call Fools ability and immediately calls 2 Twilight Infusers.

Regal Precision : Xil’xix gains Regal Precision after being reduced to 50% health. Xil’xix gains the Regal Dance and Guillotine Dash abilities, the arc of Guillotine increases by 15%.

Regal Ferocity : Xil’xix gains Regal Ferocity after being reduced to 30% health. Xil’xix gains the Focused Strikes ability and it becomes immune to movement impairing effects.

Twin Strike : Xil’xix strikes its foe twice, the second blow causing the target to Bleed for 6 seconds.

Guillotine (Deadly): Xil’xix releases a massive strike against all foes in an arc in front of it, dealing massive, likely fatal damage against Bleeding targets.

Guillotine Dash : Xil’xix chooses a distant enemy and faces them, charging to that target’s location after 4 seconds and dealing a massive blow to a single foe if they are within melee range.

Regal Dance : Xil’xix releases a chilling roar that encourages all Regal Slashers in combat to immediately use Guillotine Dash. Starting at 50% health whenever Xil’xix performs Inevitable Betrayal he also uses Regal Dance.

Bloodsoaked : Xil’xix gains 2% additional damage for each stack of Bloodsoaked it gains. Xil’xix gains a stack of Bloodsoaked for each Twilight Cultist it executes, or 3 stacks whenever it kills a hero.

Focused Strikes : Melee attacks cause Xil’xix to gain a stack of Focused Strikes, increasing its melee attack speed by 1% per stack for 6 seconds.

Inevitable Betrayal : Xil’xix leaps at any Twilight Cultist at 10% or less health, drops all threat, and then executes the cultist.

Sudden Betrayal (Healer, Deadly): Xil’xix charges to each foe in sight, dealing Physical damage. Xil’xix instead deals massive, likely fatal damage if the target is at 10% or less health.

Twilight Infuser

Twilight Infusion (Interrupt): The Twilight Infuser channels dark energy towards Xil’xix, causing its melee attacks and abilities to deal additional shadow damage, increasing for each Twilight Infusion Xil’xix is subject to.

Tasty : Taunts Regal Slashers within 12 yards.

Twilight Mender

Life Transfer (Interrupt): The Twilight Mender channels its life force towards Xil’xix, transferring 1% of its maximum health every 3 seconds.

Tasty : Taunts Regal Slashers within 12 yards.

Regal Slasher

Focused Strikes : Melee attacks cause Regal Slasher to gain a stack of Focused Strikes, increasing its melee attack speed by 1% per stack for 6 seconds.

Guillotine Dash : Regal Slasher chooses a distant enemy and faces them, charging to that target’s location after 4 seconds and dealing a massive blow to a single foe if they are within melee range.


Hive Lord Arakis Overlord of Hive Zora, Arakis is a conniving expert in laying traps for its prey, dragging them beneath the sands to feed slowly on their flesh, tunneling further than any of the other Hive Lords. With the thumpers built by Gnomish engineers, perhaps this menace can be brought to the surface, and then brought to justice.

Sand Thumper (Environment, Important): Heroes can pick up a Thumper and then place it down. After 4 seconds the Thumper begins vibrating the ground for 10 seconds, causing any Burrowed Silithid within 12 yards to end burrow. Unearthed Zora Burrowers gain “Helpless” for 30 seconds, as they flail helplessly and take 100% additional damage. When Arakis is Unearthed by a Thumper it gains “Disrupted” for 10 seconds and takes 25% additional damage. On Mythic, the Sand Thumper has a 15 second cooldown between uses, and heroes will drop the Thumper if damaged in any way.

Hive Lord Arakis

Call Burrower : Arakis calls upon the swarm of Hive Zora, causing two Zora Burrowers to erupt from the ground surrounding him. The Zora Burrowers last until defeated or the end of the encounter.

Zora Ingenuity : Arakis gains Zora Ingenuity on reaching 70% health, granting it the Sand Trap ability, additionally Arakis immediately calls two Zora Burrowers into combat.

Zora Power : Arakis gains Zora Power on reaching 50% health, granting it the Rumble ability, and causing Overthrow to throw targets 10 yards further into the air (20 yards).

Zora Cunning : Arakis gains Zora Cunning on reaching 30% health, granting it the Wandering Sands ability, and causing Arakis to summon two burrowed Zora Burrowers whenever it uses Burrow.

Debilitating Strike : Arakis roughly strikes with its mandibles, dealing Physical damage and slowing the target by 70% for 15 seconds.

Overthrow : Arakis roughly handles its target, dealing Physical damage and throwing them over Arakis, up to 15 yards behind it, 10 yards into the air.

Burrow : Arakis digs into the ground, dealing Physical damage to enemies within 6 yards and becoming untargetable. Arakis leaves behind a trail of churned earth where he moves. While burrowed, Arakis gains 5% move speed every 6 seconds.

Rumble : Arakis hits the ground to cause a localized quake, dealing Physical damage to all enemies in contact with the ground to take Physical damage and be Slowed by 30% for 10 seconds. Arakis burrows after completing Rumble.

Sand Pit : Arakis strikes at an enemy above him, dealing massive physical damage and dragging them partially into the ground, rooting them for up to 30 seconds and dealing ongoing physical damage. Bound targets can jump to reduce the duration of Sand Pit’s root effect by 1 second per jump.

Sand Trap : Arakis leaves behind a Sand Trap whenever he Burrows or Surfaces that lasts until triggered or the end of the encounter. Whenever an enemy enters the 4 yard area of a Sand Trap, it causes them to be affected by Sand Pit.

Wandering Sands : Whenever Arakis uses Burrow it releases two zones of Wandering Sand that share the appearance of the trail left behind while it burrows, each Wandering Sands travels randomly across the battlefield for up to 20 seconds.

Zora Burrower

Burrow : The Zora Burrower digs into the ground, dealing Physical damage to enemies within 6 yards and becoming untargetable. The Burrower leaves behind a trail of churned earth where he moves.

Rupture : The Zora Burrower strikes an enemy above it, dealing Physical damage and ending Burrow.

Reinforced Shell (Dispel): The Zora Burrower gains 75% damage reduction. Cannot be recast once dispelled.


Hive Lord Aluntir Overlord of Hive Ashi, Aluntir is a vicious and cunning predator that few have seen and lived to tell the tale. Master of not just a hive but also the massive spire overlooking Cenarion Hold, any assault on Ahn’Qiraj will have to deal with the flying menace and the swarms at its command.

Hive Lord Aluntir

Call Swarm : Aluntir calls upon the swarm of Hive Ashi, causing five Ashi Swarmers to erupt from the ground surrounding him. The Ashi Swarmers will then move outwards at a slow pace until they travel 30 yards, after which they disperse.

Call Stinger : Aluntir calls upon the swarm of Hive Ashi, causing an Ashi Stinger to erupt form the ground nearby. The Ashi Stinger lasts until defeated or the end of the encounter.

Ashi Focus : Aluntir gains Ashi Focus on reaching 70% health, granting it the Needle Dive and Combo Sting abilities, additionally Aluntir immediately calls two Ashi Stingers into combat.

Ashi Pestilence : Aluntir gains Ashi Pestilence on reaching 50% health, causing its Triple Sting to cause a stack of Ashi Toxin, and granting it the Pestilent Dance ability.

Ashi Rage : Aluntir gains Ashi Rage on reaching 30% health, causing it to deal 10% additional damage with its attacks, and granting it the Enraging Pheromones ability.

Ashi Toxin (Poison): Ashi Toxin deals Nature damage every 3 seconds for up to 15 seconds, the damage increases for each stack.

Triple Sting : Aluntir strikes its current target with 3 melee attacks in a row, each one inflicts a stack of Ashi Toxin after Aluntir reaches 50% health.

Paralyzing Sting : Aluntir strikes its current target, dealing Physical damage and stunning them for 3 seconds.

Needle Dive : Aluntir targets an enemy, preferring one that is not adjacent, and charges to their location to deal a large amount of physical damage to the target and anyone within 6 yards.

Combo Sting : Aluntir performs Paralyzing Sting immediately after using Needle Dive.

Pestilent Dance : Aluntir zips across the battlefield to each enemy in sight, using Call Swarm whenever it reaches each one.

Enraging Pheromones (Enrage): Aluntir causes all Ashi Stingers to become Enraged, dealing 15% additional damage and focusing its target.

Ashi Swarmers

Darting Swarm : Ashi Swarmers take 90% less damage from single target attacks, and 50% more damage from AOE attacks.

Pestilent Swarm : Ashi Swarmer deals Nature damage to enemies within 6 yards every 2 seconds.

Ashi Stinger

Ashi Toxin (Poison): Ashi Toxin deals Nature damage every 3 seconds for up to 15 seconds, the damage increases for each stack.

Ashi Sting : The Ashi Stinger deals Physical damage and inflicts its target with 1 stack of Ashi Toxin.

The Sand Wastes

Ouro A gigantic, armored worm imbued with size and strength by C’Thun itself, Ouro constantly hungers beneath the sands, once trapped behind the Scarab Gates. No longer bound by the wards of the Bronze Flight, Ouro surfaces to attack Cenarion Hold and swallow the enemy army whole. Only the brave will be able stand against the massive, hungering beast and prevent it from decimating the Might of Kalimdor.

Silithyst Geyser (Environment): Across the battlefield three Silithyst Geysers are erupting, causing any hero to touch them to be shot 40 yards into the air towards the center of the arena.

Rescue Plan (Environment): When Ouro reaches 65% health, reinforcements arrive on flying mounts above the battlefield. Any hero that reaches at least 40 yards into the air are grabbed by the rescuers and then can jump off the perfectly good mount, parachuting back down onto the battlefield at a reduced fall speed. Any hero on a mount while Ouro resurfaces have a rock thrown at them, dealing damage and knocking them to the ground when it hits.

Phase 1: The Great Worm
Ouro surfaces as the heroes fly towards the front lines at the Scarab Gates, knocking them from the air.

Sweep : Ouro targets a quarter of the battlefield, slamming its body into the ground to crush foes and then sweeping it over a wide swathe. Deals Physical damage to enemies in the landing area, then deals damage to any foes the body comes into contact with as it sweeps the targeted area.

Sand Blast : Ouro targets an arc out to 45 yards in front of him, breathing in and then exhaling a blast of sand that deals Nature damage and knocks any enemies and debris back 60 yards.

Quicksand : Ouro causes the sand to sink towards the center of the battlefield, pulling heroes and debris to be pulled to the center of the battlefield.

Bury (Deadly): At the end of Quicksand, Ouro uses Bury, causing all foes within 12 yards to take massive, likely fatal Physical damage.

Sand Slash : Ouro releases a pulse of sand at an enemy, travelling up to 100 yards, dealing Physical damage and knocking the target 20 yards into the air. Sand Slash is disrupted by Boulders. Cooldown of 15 seconds.

Sand Thrash : Every 15 seconds while Ouro is above ground the cooldown of Sand Slash is reduced, until it reaches 5 seconds. Sand Thrash is reset whenever Ouro submerges.

Boulder Toss : Ouro throws rocks at random enemies if there are no foes within melee range, dealing Physical damage to anything beneath the boulder when it lands. Boulders block ground level line of sight and last until the next time Ouro uses Sand Blast (causing them to be pushed off the battlefield) or Quicksand (causing the boulder to be sucked down).

Submerge : Ouro burrows beneath the sand on reaching 60% and 30% health, becoming untargetable

Swallow Up (Deadly): Ouro begins channeling swallow up over 15 seconds, causing everything within 30 yards of the ground on the battlefield to be drawn into its maw and suffer fatal Nature damage.

Phase 2: Silithid Hivelords (Hard Mode)
When Ouro submerges at 60% and the ground appears safe, the Hive Lords of the remaining Hives attempt to come to its rescue. Aluntir, Arakis, and Xil’xix arrive, depending on which ones remain alive.

The Hive Lords remain until one is defeated, after which Ouro swallows the corpse to gain new abilities. At 30% when Ouro submerges again the remaining Hive Lords appear, should any be alive, however this time if there are two, the remaining Hive Lord once one is defeated does not retreat when Ouro emerges and instead remains for the duration of the battle. If there are no Hive Lords alive, Ouro begins phase 3.

Aluntir

Triple Sting : Aluntir strikes its current target with 3 melee attacks in a row.

Paralyzing Sting : Aluntir strikes its current target, dealing Physical damage and stunning them for 3 seconds

Hive Ashi Evolution : If devoured by Ouro, it causes the worm to evolve vestigial wings and Ouro gains the Struggling Flight ability.

Arakis

Debilitating Strike : Arakis roughly strikes with its mandibles, dealing Physical damage and slowing the target by 70% for 15 seconds.

Overthrow : Arakis roughly handles its target, dealing Physical damage and throwing them over Arakis, up to 15 yards behind it, 10 yards into the air.

Hive Zora Evolution : If devoured by Ouro, it causes the worm to become more cunning, gaining the Sand Trap ability.

Xel’xix

Twin Strike : Xil’xix strikes its foe twice, the second blow causing the target to Bleed for 6 seconds.

Guillotine (Deadly): Xil’xix releases a massive strike against all foes in an arc in front of it, dealing massive, likely fatal damage.

Hive Regal Evolution : If devoured by Ouro, it causes the worm to become more ferocious, granting him the Sand Guillotine ability.

Ouro

Submerged Fury : Ouro remains submerged until one of the Hive Lords is defeated or he completes the channel of Swallow the World.

Swallow the World : Ouro prepares over 120 seconds, after which he swallows and deals fatal Nature damage to all creatures within 60 yards of the ground.

Phase 3: The Devourer Emerges
Ouro resurfaces, swallowing any dead Hive Lords and absorbing their abilities. Ouro retains all of the abilities from phase 1, and gains the following:

Ground Rupture : Ouro resurfaces, dealing a large amount of Physical damage to all foes within 12 yards, the wave of ruptured earth then strikes in a ring between 12-30 yards out from Ouro, then from 30-60 yards out.

Call Scarabs : On emerging, Ouro calls 8 Scarabs which pick a random target and focuses on attacking them for up to 30 seconds, after which they retreat.

Struggling Flight : If Ouro swallowed Aluntir, he gains Struggling Flight. Ouro begins trying to fly up and then performs a Sweep attack, causing the initial slam of the Sweep attack to deal damage to all foes on the ground, this is followed immediately by a Quicksand attack and Bury.

Sand Trap : if Ouro swallowed Arakis he gains Sand Trap. Wherever a Sand Slash ends, whether hitting a boulder, player, or expiring for reaching max distance, causes the Sand Slash to leave behind a Sand Trap, dealing Physical damage to any enemies that come within 6 yards of the trap and rooting them for 30 seconds and dealing ongoing Physical damage. Jumping reduces the duration of the root by 1 second.

Sand Guillotine : If Ouro swallowed Xel’xix he gains Sand Guillotine. Ouro releases a wave of Sand out 30 yards in a straight line that deals massive physical to any foe it comes into contact with. When Sand Guillotine reaches its destination, it releases five Sand Slashes that target each hero on the battlefield.

Rewards: Ouro drops additional Qiraji relics depending on the number of Hive Lords involved with the encounter and drops an additional piece of loot if all three were drawn into the encounter. The Ilvl of dropped gear also increases a small amount for each Hive Lord defeated with Ouro.

The Scarab Gates

Battle at the Scarab Gates The majority of the Might of Kalimdor battle at the feet of the Scarab Gates, dragon-forged barriers that kept the Qiraji and Silithid bound within their city for centuries. Once before, where these walls now stand, the son of Fandral Staghelm sought to drive back the armies of the Qiraji, his blood mixing with the sands. His sacrifice, and those of countless others will be for naught if the armies under General Rajaxx manage to break through these lines and pour forth across Azeroth. The second war of shifting sands must be won here, decisively, or else the whole world may be doomed.

Phase 1: Battle at the Scarab Gates
The armies have begun their battle, however the heroes can pick through the melee to find and challenge the captains of the Qiraji forces to draw forth General Rajaxx.

Champions of the Qiraji (Important): The Battle at the Scarab Gate is already underway, however heroes can challenge the leaders of the troops to battle. Once the first challenge is issued, General Rajaxx begins commanding his forces to destroy heroes, causing further leaders to approach the heroes and challenge them, even if they have not defeated the prior contingent. Every 60 seconds after the heroes choose their first challenger, Rajaxx chooses a random leader to throw at the heroes. This cooldown is reset each time the heroes encounter a new champion. Heroes fight against two captains and one Major (and the Colonel on Mythic), the others will assist Rajaxx during the encounter in Phase 2. Each champion enters combat with two Swarmguard Needlers and one Qiraji Warrior.

Heated Battle (Environment): The ring of challenge is restricted in size by the surrounding battle. Heroes who attempt to enter the surrounding melee are dealt a small amount of damage and knocked back into the ring of challenge.

Swarmguard Needler

Divebomb : The Swarmguard Needler flies up out of melee for four seconds, then dives down on their target, dealing damage to any creatures within 4 yards of the landing area.

Whirlwind : The Swarmguard Needler spins in a tempest of steel, dealing Physical damage to all foes in 4 yards.

Qiraji Warrior

Execute : The Qiraji Warrior strikes its target, dealing additional damage if the target is below 20% health.

Cleave : The Qiraji Warrior deals Physical damage to enemies in an arc in front of it.

The Captains

Heroes will challenge two captains, the first chosen by them, the second randomly determined by General Rajaxx if the heroes have not challenged a second one within 60 seconds of starting combat.

Captain Queez, Echo of the Emperors

Commanding Roar : On entering combat Captain Queez emits a roar that grants allies in combat a 15% bonus to their attack speed until they are defeated.

Raging Blow : Captain Queez strikes with both weapons to deal Physical damage

Rampage : Captain Queez performs four attacks in quick succession, dealing Physical damage with each.

Intimidating Shout : Captain Queez Roars, causing all enemies within 12 yards to flee in fear for 8 seconds.

Piercing Howl : Captain Queez Howls, slowing all enemies within 12 yards by 70% for 8 seconds.


Captain Tuubid, Tip of the Host

Eye of C’Thun : On entering combat Captain Tuubid marks all enemies with the ‘Eye of C’Thun’, preventing the target from entering Stealth and causing attacks against the target to deal additional Shadow damage. Eye of C’Thun lasts until Tuubid is defeated or the end of combat.

Wing Clip : Captain Tuubid strikes, dealing Physical damage and slowing the target by 20% for 8 seconds.

Carve : Captain Tuubid strikes all enemies in an arc in front of him, dealing Physical damage. Deals additional damage to bleeding targets.

Barbed Harpoon : Captain Tuubid throws a spear at a distant target’s location. If Tuubid strikes an enemy, it deals Physical damage and causes a Bleed for 6 seconds, and Captain Tuubid hurls himself to the harpoon’s location, dropping all threat.

Chakrams : Captain Tuubid throws Chakrams in an arc, which deal physical damage and causes a Bleed for 6 seconds if they come into contact with an enemy.


Captain Drenn, Storm above the Hive

Stormbringer : On entering combat Captain Drenn conjures a storm that causes bolts of lightning to target the ground beneath random enemies every 6-10 seconds, dealing Nature damage to any enemies within 3 yards of the targeted location. This storm lasts until Drenn is defeated or combat ends.

Crash Lightning : Captain Drenn causes a bolt of lightning to strike over him, dealing Nature damage and knocking foes within 6 yards away 20 yards.

Resonant Bolt : Captain Drenn hurls a bolt of Lightning that deals Nature damage

Chain Lightning : Captain Drenn releases a bolt of lightning that chains to other enemies near the target, dealing Nature damage to the initial target and then jumping to up to 3 other enemies within 8 yards of the target, dealing 10% less damage per jump.

Storm Armor (Dispel): Captain Drenn is surrounded by lightning, taking damage causes the storm to strike out, dealing Nature damage to the attacking player.


Captain Xurrem, Ossirian's Hammer

Unscarred Blessing : On entering combat Captain Xurrem marks all allies, causing them to take 20% less damage until the end of the encounter or Xurrem is defeated.

Sundering Blow : Captain Xurrem strikes his target, dealing Physical damage and reducing the target’s armor by 10% for 8 seconds. The Sunder can stack up to 5 times.

Crushing Strike : Captain Xurrem targets a 3 yard area in front of him, striking after 2 seconds and dealing massive physical damage to his target, knocking them back up to 15 yards.

Shockwave : Captain Xurrem strikes the ground, inflicting Nature damage to all enemies within 8 yards and slowing them by 20% for 3 seconds.

Crushing Force : Captain Xurrem strikes the ground in front of him, causing a wave of force to push out in a line up to 20 yards, dealing Nature damage to any creature the wave comes into contact with.

The Majors

Heroes will challenge one major. A random Major will join in after 120 seconds of the start of combat unless the heroes activate a major first.

Major Yeggeth, Prophetguard

Favor of Skeram : On entering combat, Major Yeggeth is immune to all damage for 30 seconds. At the conclusion of Favor of Skeram, Yeggeth takes 30% additional damage until the end of the encounter.

Hammer of Ruin : Major Yeggeth strikes with his hammer, dealing Physical and Shadow damage and causing the target to become Dazed for 4 seconds.

Maddening Gaze (Interrupt): Major Yeggeth stares into the soul of his foe over 6 seconds, warping their essence. If the channel completes the target is Stunned for up to 15 seconds.

Blessing of C’Thun : Major Yeggeth grants a Blessing of C’Thun, making the target ally immune to damage for 8 seconds. At the conclusion of Blessing of C’Thun, the target instead takes 30% additional damage until the end of the encounter.

Desecration : Major Yeggeth desecrates the land beneath him, causing Shadow damage to all enemies that enter into the zone over 15 seconds, also slowing enemies by 50%.


Major Pakkon, Prophet's Disciple

Skeramic Vision : On entering combat, Major Pakkon generates two illusory copies that deal the same damage but only have 10% of his maximum health. The illusions have access to all of Pakkon’s abilities.

X-Blade : Major Pakkon strikes the target with his greatsword and deals Physical damage, marking them with a Mortal Slash, stacks up to 2 times, dealing 15% additional damage per Mortal Slash.

Patient Strike : Major Pakkon strikes his current target after 3 seconds, dealing Physical damage. If the target has 2 stacks of Mortal Slash, the target is dealt massive physical damage.

Bloodwind : Major Pakkon spins, dealing physical damage to all enemies within 8 yards and causing them to Bleed for 8 seconds.

Power Leap : Major Pakkon choose a ranged target within 30 yards and leaps to their location, dealing Nature damage on landing to all enemies within 6 yards. If Pakkom hits a foe, his threat is reset and is immune to taunts for 6 seconds.

The Colonel (Mythic)
On Mythic, after 180 seconds or after defeating both Captains and the Major, heroes will encounter Colonel Zerran the Gluttonous, who leaps into combat.

Colonel Zerran, the Gluttonous

Feeding Frenzy : Zerran consumes the bodies of the fallen commanders, gaining additional powers based on the ones defeated in combat. Any defeated while Zerran is active causes him to leap to their location and consume their body, restoring 15% of his maximum health and gaining their power.

Horrifying Screech (Queez): Colonel Zerran roars, dealing Shadow damage and causing foes to flee for up to 6 seconds.

Bone Harpoon (Tuubid): Colonel Zerran fires a spear of bone at a distant target’s location. If Zerran strikes an enemy, it deals Physical damage and causes a Bleed for 6 seconds, and Colonel Zerran hurls himself to the harpoon’s location, dropping all threat.

Void Tempest (Dispel) (Drenn): Colonel Zerran is surrounded by a cloud of void energy, taking damage causes the storm to strike out, dealing Shadow damage to the attacking player.

Void Rip (Xurrem): Colonel Zerran strikes the ground, inflicting Shadow damage to all enemies within 8 yards and slowing them by 20% for 3 seconds.

Ancient Eye (Yeggeth) (Interrupt): Colonel Zerran stares into the soul of his foe over 6 seconds, warping their essence. If the channel completes the target is Stunned for up to 15 seconds.

Rift Leap (Pakkon): Colonel Zerran chooses a ranged target within 30 yards and opens a void rift between his and their locations, the rift lasting for 30 seconds. Any enemies that get within 4 yards of either end of the rift are pulled to it, taking Shadow damage if they come into contact and spat out at the other side, stunned for up to 3 seconds.

Dark Hunger : Colonel Zerran chooses a target and chases them for 8 seconds. The target being chased is marked with Snack Time, causing them to take 100% additional damage from Zerran’s attacks while he is chasing them.

Void Tantrum : If Colonel Zerran finishes Dark Hunger without catching his prey, he uses Void Tantrum, smashing the ground and causing energy shockwaves to move in a line towards his target’s location when it is cast every second over 6 seconds. Coming into contact with a Shockwave deals Shadow damage. At the end of Void Tantrum Colonel Zerran takes 10% additional damage for 15 seconds.

Phase 2: Taking the Field

General Rajaxx decides to personally enter the battlefield and take out the heroes that are decimating his commanders. Once the heroes have defeated the two captains, major, and the colonel (mythic) has been reduced to 50% health, Rajaxx begins a short dialogue and enters combat. Fortunately, heroes are also joined by the soldiers of the Might of Kalimdor.

The Might of Kalimdor (Important): When Rajaxx enters the battlefield, the heroes are reinforced by the Might of Kalimdor as well, joined in battle by Lieutenant General Andorov and four Kaldorei Champions.

Lieutenant General Andorov

Aura of Command : Heroes and allied NPCs within 12 yards of Andorov gain Inspiring Presence, increasing their Haste by 5% and restoring a small amount of health every 3 seconds.

Taunt : Andorov chooses a foe and taunts them, forcing them to target him for 8 seconds. This cannot be overridden by other taunts.

Bury the Lead : Andorov charges to a target and strikes with both weapons, dealing physical damage.

Twin Cleave : Andorov strikes in an arc in front of him twice, dealing physical damage with each strike.

General’s Command (Important): Throughout the fight General Rajaxx will issue commands to the remaining leaders of his army, having them briefly join in battle to perform a signature move. The abilities used depend on which two captains and which major remains when Rajaxx takes the field, for a total of three of these effects per battle.

Rallying Cry (Queez): When Rajaxx performs General’s Command, Queez performs a Rallying Cry that restores 10% life to all Qiraji soldiers in battle and causes them to enter a Frenzy for 15 seconds, increasing their Haste by 15%.

Swarmsteel (Tuubid): When Rajaxx performs General’s Command, Tuubid steps to the side of the battlefield and begins throwing six Chakrams that arc to the location of an enemy before returning to Tuubid’s location. Any hero that touches a Charkram in flight takes Physical damage and bleeds for 6 seconds.

Storm Burst (Drenn): When Rajaxx performs General’s Command, Drenn leaps to the center of the battlefield and performs Storm Burst, dealing Nature damage to all foes and knocking them away from the center of the battlefield up to 30 yards. The distance of the knockback and damage is reduced the further away they are from the center.

Stalking Force (Xurrem): When Rajaxx performs General’s Command, Xurrem leaps to the side of the battlefield and begins slamming the ground and performing Crushing Force, then moves clockwise around the battlefield and performs it again until he has returned to his starting position. Xurrem performs 12 Crushing Force attacks as he leaps around the battlefield.

Desecrating Swarm (Yeggeth): When Rajaxx performs General’s Command, Yeggeth materializes on a corner of the battlefield and begins channeling Desecrating Swarm for 20 seconds, covering a quarter of the battlefield with a cloud of insects that deals Shadow damage every second to enemies within its boundary.

Bloodstorm (Pakkon): When Rajaxx performs General’s Command, Pakkon leaps to an enemy on the battlefield, dealing Nature damage to all enemies within 6 yards, then performs three Bloodwind attacks in a row, the first at 6 yards, the second at 10 yards, and the third at 15 yards, dealing Physical damage with each and causing those struck to Bleed for 6 seconds.

General Rajaxx

General’s Command: Rajaxx issues a command to one of the remaining leaders of the Qiraji army, causing them to perform a special attack. When Rajaxx reaches 60% health, General’s Command issues orders to two commanders. When Rajaxx reaches 30% health, General’s Command issues orders to all three remaining commanders.

Marching Orders (Mythic): Rajaxx issues a call for reinforcements, two Qiraji Warriors and two Swarmguard Needlers join in combat.

Hardened Carapace (Dispel): Rajaxx’s carapace has been blessed by C’Thun, reducing damage taken by 35%

Meteor Toss : Rajaxx grabs his target and throws them across the battlefield, dealing Physical damage and tossing them 20 yards.

Choking Grab : Rajaxx grabs his target and begins squeezing the life from them, causing them to take 5% of their maximum health in damage every 2 seconds until dead. If Rajaxx takes 5% of his health in damage, he drops his current target. On Mythic, Hardened Carapace is automatically cast when Rajaxx grabs his target.

Pincer Strike : Rajax performs two melee attacks on his target, dealing Physical damage with each strike and sundering the target’s armor for 12 seconds by 10%, the sunder stacks up to 5 times.

Sever : Rakaxx performs a powerful physical attack that instantly kills a Kaldorei Champion if they are his target.

Scarab Terrace

Vizier Yor'yel

The ruins of Ahn’Qiraj are ahead and seemingly ripe for the taking, the majority of the Qiraji forces dedicated to battling the front line. Just within the gates, however, the twilight cultists have snuck through the front line and seek to reinforce the Qiraji with elemental allies. As the heroes clear the last of the cultists summoning elementals using the resonating crystals in the Scarab Terrace, one of their leaders commits a sacrifice to open a larger portal – pulling a massive wind elemental into Azeroth.

Phase 1: The Gathering Sandstorm
The Twilight Cultists have summoned the Djinn Yor’yel, his power gathering the winds to blow away those who would challenge the foes of Al’Akir.

Vizier Yor’Yel

Gathering Storm : While in combat and not moving, Yor’yel gathers the power of the winds, manifesting an intense sandstorm that deals Physical damage to all enemies every 3 seconds. Yor’yel gathers a stack of Gathering Storm every 3 seconds, causing the Sandstorm to deal 5% additional damage per stack. Yor’yel loses a stack of Gathering Storm every 5 yards he moves.

Updraft : Yor’yel causes an updraft to form on the ground underneath a ranged hero over 3 seconds. When the Updraft manifests, the hero is shot into the air 30 yards, causing them to take falling damage on landing. If Updraft doesn’t hit a hero it creates a Wind Trap that lasts until triggered or the end of the encounter.

Wind Trap : A gust of wind bursts upwards when an enemy moves on or near the Wind Trap, causing those within 4 yards to be shot into the air 30 yards and take falling damage on landing.

Downdraft : Yor’yel causes a downdraft to form on the ground underneath a nearby hero over 3 seconds. When the Downdraft manifests all enemies within its 12 yard radius is dealt Physical damage and are pushed away from its center up to 20 yards. Downdraft damage decreases towards the edge of the radius.

Easterly : Yor’yel causes the winds to blow strongly from East to West for 15 seconds, causing heroes moving against the wind to become slowed and those moving with the wind to gain a 10% movement speed bonus. Yor’yel gains the movement bonus and does not lose stacks of Gathering Storm while moving with the winds.

Westerly : Yor’yel causes the winds to blow strongly from West to East for 15 seconds, causing heroes moving against the wind to become slowed and those moving with the wind to gain a 10% movement speed bonus. Yor’yel gains the movement bonus and does not lose stacks of Gathering Storm while moving with the winds.

Phase 2: Faithful till the End!

When Yor’Yel reaches 60% health, the Twilight Cultists return to empower him, channeling energy into the resonating crystals to grant the vizier a stronger connection to the elemental planes. When the phase shift occurs, three sets of 5 cultists travel to three resonating crystals and begin channeling energy, empowering Yor’Yel.

Vizier Yor’Yel

Resonating Hum : While the Twilight Cultists are channeling into the Resonating Crystals, Yor’Yel gains Resonating Hum and is empowered, gaining the following abilities, replacing some powers from phase 1:

Empowered Updraft : Yor’Yel sends out five updrafts at once, one for each hero.

Empowered Downdraft : Downdraft’s radius increases to 20 yards.

Wind Lash : Yor’Yel throws a blade of slicing wind if no enemies are within melee range, targeting a random enemy.

Phase 3: NONE WILL EVADE MY WRATH!
Yor’yel is no longer empowered by the resonating crystals once all of the twilight cultists are defeated, losing the bonuses from Phase 2. In his rage, Yor’Yel gains the following abilities instead:

Crashing Wind : Yor’yel summons a series of 12-yard walls of wind that bisect the center of the battlefield with gaps between them. Coming into contact with Crashing Wind causes Physical damage. The walls from Crashing Wind are pushed by the winds during Easterly and Westerly.

Aeolian Gust : Easterly and Westerly no longer dissipates after 15 seconds and instead lasts until the opposing wind is used.

Devil Wind : Yor’Yel causes Easterly and Westerly to switch directions randomly every 5 seconds over the next 15. If the wind does not change, its effect intensifies, increasing the speed bonus and penalty by 10%, and causing Yor’Yel to gain additional stacks of Gathering Storm while travelling with the winds.

The Reservoir

Viscidus The corruption of C’Thun is an all-consuming rot that inspires zealotry and destruction even as the world crumbles around the maddened masses. The waters of Ahn’Qiraj, the reservoir once pure, now becomes corrupted by a massive slime grown from the castoff energies of C’Thun’s flesh warping. However, when the Twilight Cultists accidentally summon a watery ally of the heroes into the center of the battlefield, the elemental decides that they shall overcome the corruption and cleanse the waters of the desiccated city.

Forces of Hydraxis (Important): As heroes clear the reservoir, the forces of Hydraxis appear above the reservoir waters and purify them. On Normal and Heroic there are 6 Reservoir Purifiers, on Mythic there are 4.

Reservoir Purifier

Purify Water : Whenever Viscidus comes within 20 yards of a Reservoir Purifier, it channels ‘Purify Water’ into the slime, causing Viscidus to gain stacks of ‘Solidify’ every two seconds it is channeled.

Corrupted Purifier

Corrupting Beam (Interrupt): The Corrupted Purifier channels a beam of corrupted water at their target, dealing Nature damage every second it is channeled.

Drown : The Corrupted Purifier encases its target in a toxic bubble, causing them to be stunned for up to 60 seconds or until the bubble is burst by damage. Creatures encased in a bubble take Nature damage every 3 seconds.

Bursting Bile : When defeated, Corrupted Purifier releases a dozen globs of ooze that target the ground between the Corrupted Purifier and the next uncorrupted Reservoir Purifier, dealing Nature damage to all within 3 yards of the landing spots and spawning a Bile Tentacle.

Bile Tentacle

Pool of Ooze : A Bile Tentacle is surrounded by a pool of Ooze that deals Nature damage to enemies within 1 yard of its base.

Grab : A Bile Tentacle grabs a target, dealing Physical damage every second while it whips the target around. The target is considered rooted while grabbed but can still attack. At the end of 5 seconds the Bile Tentacle flings the target 10 yards away.

Viscidus

Corrupted Mass : Viscidus takes 50% damage from all sources

Solidify : Whenever Viscidus is subject to Purify Water cast by a Reservoir Purifier, it gains a stack of Solidify. At 5 stacks, the bonus from Corrupted Mass is reduced to 45%, and at 8 stacks Viscidus is slowed by 15%. At 10 stacks Corrupted Mass is reduced to 40% and at 12 stacks the slow from Solidify increases to 30%. At 15 stacks, Viscidus explodes, using Toxic Burst and then Splatter.

Slime Pod : Viscidus launches a glob of slime that transforms itself into a writhing tentacle of bile that does not move. Bile Tentacles remain until defeated or the end of the encounter.

Toxic Cloud : Viscidus releases a 12 yard radius toxic cloud that moves randomly away from its location, dealing Naure damage every 2 seconds to any enemy that comes into contact with it, also slowing those effected by 40% for 3 seconds.

Toxic Bolt : Viscidus spits a glob of bile at an enemy, dealing Nature damage.

Toxic Volley (Healer, Poison): Viscidus spits a glob of bile at all enemies in sight, dealing Nature damage and causing the enemy to be afflicted with Corrupting Toxin for 10 seconds. Corrupting Toxin deals Nature damage every 2 seconds.

Toxic Burst : Viscidus explodes, dealing Nature damage to all foes within 25 yards. Immediately transforms Reservoir Purifiers in range into Corrupted Purifiers, and deals Nature damage to all other enemies.

Splatter : Viscidus splits into 1-20 slimes that are launched 20-40 yards away from Viscidus body based on his health. Each slime moves back towards Viscidus before being re-absorbed, restoring 5% life for each that makes it, each one defeated causes Viscidus to lose 5% health. If all slimes are defeated, or Viscidus uses Splatter while at less than 5% health, Viscidus is destroyed.

The Hatchery

Buru the Gorger As Duke Hydraxis opens the reservoir, heroes can move through the sewers of the city, pulled along the current until they are unceremoniously dumped at the other end into a massive Silithid hatchery. Hoping to take advantage of the chaos to destroy the nest at the heart of Ahn’Qiraj, heroes take on the guardian, Buru the Gorger, a colossus charged with the protection of the younglings… at least those it doesn’t eat.

Phase 1: Deep in Hive Zara

Hatchery Egg

Explosive Hatching : When reduced to 5% health the Hatchery Egg explodes, dealing Nature damage to all creatures within 12 yards. The explosion causes Corroded Exoskeleton for 20 seconds if it hits Buru. Whenever an Egg explodes, it releases a Zara Hatchling.

Corroded Exoskeleton : Silithid hit by Explosive Hatching gain a stack of Corroded Exoskeleton, causing the creature to take 5% additional damage per stack.

Buru the Gorger

Barbed Exoskeleton : When Buru is dealt damage by physical attacks, he deals a small amount of Physical damage that has a chance to cause the target to Bleed for 6 seconds.

Broken Exoskeleton : When Buru gains 5 stacks of Corroded Exoskeleton, his shell shatters, removing all stacks of Corroded Exoskeleton, removing Barbed Exoskeleton, and replacing them with Expose, causing Buru to take 30% additional damage for the rest of the encounter.

Hungering Gaze : Buru focuses his attention on a single target and chases them for up to 15 seconds.

Skitter : Buru gains a +1% bonus every 3 seconds to his movement speed while chasing a target with Hungering Gaze. Taking damage from Hatchery Egg resets the bonus from Skitter.

Feeding Rush : When Hungering Gaze ends, Buru readies a charge attack, choosing a random enemy and then charging through their location after 3 seconds, dealing damage to any enemy he comes into contact with.

Dismember : Buru strikes his target, dealing Physical damage and causing a Bleed over 12 seconds. Dismember’s Bleed stacks, dealing additional damage with each stack.

Phase 2: Incinerating the Hive
Buru’s shell is broken and the colossus lets out a massive roar, awakening the sleeping guardians of Hive Zara to defend its halls. This causes the roof to collapse, revealing the city above. The armies have taken to the skies and begins firebombing the hive from above.

Collapse (Important, Dangerous): The roof of the Hatchery begins to crumble, revealing the city above. For 30 seconds after Buru uses Colossal Roar the ground beneath the heroes is targeted by falling rocks, causing physical damage to creatures within 6 yards of the landing zone. At the end of the 30 seconds, the roof falls in, dealing a large amount of Physical damage to all heroes in combat and stunning Buru for 15 seconds.

Firebomb (Important): The Might of Kalimdor have taken to the skies and are raining firebombs into the Hive. Firebombs target an 8 yard circle on the ground, dealing fire damage when they land and ongoing Fire damage over 6 seconds. Firebombs initially target any remaining Hatchery Eggs, instantly setting them on fire and killing them. Afterwards, the firebombs target Buru.

Buru the Gorger

Colossal Roar : Shortly after gaining Broken Exoskeleton, Buru goes to the center of the hatchery and uses Colossal Roar, stunning all heroes for 6 seconds and causing the roof to collapse.

Broken Exoskeleton : Buru to takes 30% additional damage for the rest of the encounter.

Terrifying Rage : On reaching 30% life, Buru becomes enraged, causing his attacks to deal 30% additional damage. When this is cast, Buru roars, causing all enemies in combat to run in Terror for 6 seconds.

Feeding Rush : Buru readies a charge attack, choosing a random enemy and then charging through their location after 3 seconds, dealing damage to any enemy he comes into contact with.

Chitter : Buru releases a roar of strange noises, calling two Zara Mind-Renders into the fight.

Dismember : Buru strikes his target, dealing Physical damage and causing a Bleed over 12 seconds. Dismember’s Bleed stacks, dealing additional damage with each stack.

Zara Mind Render

Mental Disruption (Interrupt): The Mind Render channels a thought disrupting psionic assault into their target’s mind, dealing shadow damage every second. If the Mind Render channels for 6 seconds, the target is stunned for 3 seconds.

Ruins Overlook

Ayamiss the Hunter Taking wing to leave the burning husk of Hive Zara, the heroes see the battle taking place across the ruins of Ahn’Qiraj. Looking to take the fight to the leader of the city defenders at the Watcher’s Terrace, heroes will attempt to fly there, dodging the aerial forces of the Silithid and Qiraji as they attempt to counter the air support. Heroes will first encounter Ayamiss in the air as the wasp paralyzes the mount of Overlord Saurfang, then landing to defeat the injured hunter before they can continue their assault.

Phase 1: Skirmish above Ahn’Qiraj
Heroes take wing to offer support during the battle for the surface of Ahn’Qiraj, and can mount either a Gyrocopter, a Wyvern, a Hippogriff, or a Gryphon, each with their own abilities to counter the forces of the Silithid and Qiraji. Ayamiss appears and attempts to ground the heroes. Phase 2 begins once Ayamiss destroys all of the vehicles or reaches 70% health.

Hive Zara Swarmguard : Hive Zara sends the majority of its forces to attack the Might of Kalimdor, sending out Zara Swarmers to attack foes in the air, Zara Slashers to attack any grounded forces, and Bile Launchers to try and shoot down flying foes.

Parachute (Important): When a Flying Vehicle is destroyed the occupant is ejected and uses Parachute to land on the Overlook below.

Gyrocopter

Chain Gun : Fire a chain gun, dealing damage to an airborn foe

Bombs Away : Release a bomb, dealing damage to enemies on the ground directly below the Gyrocopter.

Hippogriff

Wing Buffet : Deal damage to Qiraji Wasps within 8 yards and knock them away.

Lunar Blessing : Place a lunar blessing on an ally, healing them and causing their vehicle to restore health over 10 seconds.

Gryphon

Stormhammer : Fling a Stormhammer at a flying enemy, dealing Nature damage. Stormhammer can be cast immediately when the hammer returns, taking less time to return when flung at nearby enemies.

Wing Roll : Charge forward while spinning, dealing damage to enemies on or adjacent to the Gryphon and knocking them away.

Wyvern

Poison Tipped Spear : Fling a spear at a flying enemy, causing damage and additional Nature damage over time.

Firebomb : Fling a bottle of flaming chemicals to the ground below, dealing damage to ground based enemies.

Ayamiss the Hunter

Focused Sting : Ayamiss strikes its current target, dealing Physical damage to their target and ongoing Poison damage over 10 seconds.

Hunt Down : Ayamiss charges to a new target, dealing physical damage and dropping all threat.

Rip Apart : Ayamiss attaches itself to a vehicle, dealing damage to it over 10 seconds. Some abilities can knock Ayamiss off or away.

Stinger Spray : Ayamiss uses Stinger Spray on reaching 70% health, killing or destroying all vehicles.

Phase 2: Standoff at the Overlook
Ayamiss has grounded the attacking heroic forces, joining in combat after 30 seconds of the last hero landing on the Overlook, giving them a chance to defeat any remaining Bile Launchers or Slashers.

Ayamiss the Hunter

Swarming Pheromone : Ayamiss releases a pheromone that calls other swarmers, summoning 10 Zara Swarmers that arrive by using Dive Sting, then proceed to attack their targets. Starting at 40% health the pheromone also calls a Zara Mind Render.

Nurturing Hum : Ayamiss channels a buzz that calls swarmers to bring Hatching Eggs to the platform. Swarmers bring 3 eggs on normal and heroic, and 5 eggs on Mythic. Eggs Hatch after 3 seconds and release 2-5 Zora Larva.

Focused Sting (Poison): Ayamiss strikes its current target, dealing Physical damage and ongoing Poison damage over 10 seconds.

Stinger Spray : Ayamiss targets a 15-yard cone and begins releasing bursts of venom, dealing Nature damage to all enemies in the area every second over 6 seconds.

Paralyzing Sting (Poison): Ayamiss chooses a target and attaches herself to them, dealing Physical damage and Stunning them, flying them to the center of the platform. When Ayamiss reaches the center, she uses Nurturing Hum. Ayamiss finishes Paralyzing Sting when the target dies, or all larvae have been defeated.

Zara Swarmer

Dive Sting : The Swarmer targets the ground beneath a hero and dives to the location, dealing damage to any enemies on its arrival.

Vile Sting (Poison): The Swarmer strikes with its Stinger, dealing Physical damage and causing additional Nature damage over 10 seconds.

Zara Larvae

Fresh Born : Zara Larvae can be interacted with to stomp on and destroy them.

Infestation : When Zara Larvae spawn they immediately begin crawling towards the target of Ayamiss’ Paralyzing Sting. The first Larvae to reach the body infests it, causing the target to die after 5 seconds, exploding and releasing an Infested Puppet. Any Larvae still active when the target is infested will perish for lack of a host.

Zara Mind Render

Shadow Bolt : The Mind Render flings a bolt of dark energy at their target, dealing Shadow damage.

Mental Disruption (Interrupt): The Mind Render channels a thought disrupting psionic assault into their target’s mind, dealing shadow damage every second. If the Mind Render channels for 6 seconds, the target is stunned for 3 seconds.

Infested Puppet

Shambling Blow : The Infested Puppet strikes with its fist, dealing Physical damage and knocking the target back 5 yards.

Reanimate : On being brought to 0 health, the Infested Puppet begins reviving, returning to life after 15 seconds.

Watcher’s Terrace

Ossirian the Unscarred In the first war of shifting sands, Ossirian single-handedly fought and brought down the dragon Grakkarond, but suffered a mortal wound for his effort. Blessed by C’Thun, the construct was brought deep below the surface to the titan prison, and upon awakening Ossirian was no longer of the simple Anubisath, instead reforged as a Horusath, gaining power over the defenses of the complex. Bound to the titan systems, the furthest Ossirian can now travel is to the surface at the Watcher’s Terrace, from which he oversees the gathering forces of the Qiraji and Silithid swarms.

Phase 1: The Eye of Ra
As the heroes reach the terrace, Ossirian uses the powers granted to him by the Titanic Keeper Ra. Heroes must deactivate the Titan Pylons spread across the terrace to disconnect Ossirian from the systems of the titan complex below.

Titan Network Pylon (Important): Four Network Pylons are spread across the terrace and can be deactivated by interacting with them. Deactivating all four pylons causes Ossirian to lose the Eye of Ra bonus.

Ossirian the Unscarred

The Eye of Ra : Ossirian is empowered, causing his melee attacks to deal 50% more damage and to reduces all damage taken by 70%.

Stormstomp : Ossirian stomps and releases a burst of lightning, dealing Nature damage to all enemies within 8 yards and knocking them back 20 yards.

Vortex Strike : Ossirian strikes his target, dealing Physical damage and causing them to gain the Vortex Mark. After 8 seconds the Vortex Mark activates, causing all enemies within 20 yards of the marked target to be pulled to its location.

Enveloping Winds (Dispel): Ossirian causes his current target to be enveloped by disabling winds, stunning them for up to 10 seconds.

Tornado Blow : Ossirian winds up a powerful blow, striking all foes in an arc in front of him, dealing physical damage and knocking the targets back 20 yards. The force of air causes a Sand Vortex to spawn adjacent to Ossirian. Sand Vortexes last until the end of the encounter.

Sand Vortex : Sand Vortex is untargetable, dealing damage to heroes that come into contact with the 8-yard radius tornado and picking up any heroes that come within range, stunning them for 6 seconds then spitting them out in a random direction.

Phase 2: The Eye of C’Thun
With the power of the titan complex disabled, C’Thun’s presence is immediately felt, reaching up through the depths with the deactivation of the defense systems. The sky darkens and visibility is reduced dramatically, C’Thun’s madness growing until it overwhelms the world.

Titan Network Pylon (Important): The Four Network Pylons sink beneath the sand and move to different locations on the battlefield, buried with only a small point visible. Interacting with a Network Pylon causes it to reactivate, activating all four restarts Phase 1 and removes all stacks of Eye of C’Thun.

The Dark Sun (Important): With the Eye of Ra gone, heroes are plunged into darkness, their visibility restricted to a total of 8 yards around them. Creatures outside of the visible area cannot be targeted by spells or abilities.

Ossirian the Maimed

The Eye of C’Thun : Ossirian is weakened, taking 20% additional damage from all sources. Every 3 seconds Ossirian releases a bolt of Darkness against a random target for each stack of Eye of C’Thun gained, gaining a stack of Eye of C’Thun every 6 seconds. Bolt of Darkness deals Shadow damage to its target.

Babbling : The air around Ossirian is filled with mad gibbering, causing a distraction and reducing casting speed of enemies within 30 yards by 20%.

Voidstomp : Ossirian Stomps and releases a burst of dark energy, dealing Shadow damage to all enemies within 8 yards and pulling in all enemies within 12 yards.

Open the Eyes : Ossirian strikes his target, dealing Physical damage and causing them to gain Eye of C’Thun for 30 seconds. Every 3 seconds the target releases a shadow bolt against a random hero within 12 yards which deals Shadow damage.

Drag Below : Ossirian channels dark energy into the ground, causing a 6-yard pool of darkness to manifest that deals Shadow damage to any enemies that come into contact with it. Enemies damaged by Drag Below gain a Shadow Tether that lasts for 8 seconds. At the end of 8 seconds the Shadow Tether yanks the hero back towards the pool of darkness, up to 12 yards. Pool of Shadows lasts until the end of the Eye of C’Thun phase.

Maddening Shuffle : Ossirian gives in to the madness, causing the Titan Network Pylons to shuffle their on and off positions.

Phase 3: All Shall Become as Ruined as I!
Heroes switch between the Eye of Ra and Eye of C’Thun as needed until Ossirian reaches 30% health, causing the Titan Pylons to shatter. At 10%, Ossirian casts Mad Wanderings and begins channeling Ruinous Prophecy, and must be defeated before he finishes or else the heroes are overcome by C’Thun’s madness.

Topple (Important, Environment): The pylons topple, tipping over and crushing any heroes that they land on, dealing potentially fatal physical damage. At the conclusion of Topple, C’Thonic Eclipse occurs.

C’Thonic Eclipse : The sunlight is blocked by a C’Thonic Eclipse, the eye of C’Thun replacing the sun in the sky. During this phase, heroes can see up to 12 yards around them, however Ossirian gains the abilities of both Phase 1 & Phase 2 rotating through the Ra and C’Thonic versions each time they are used, minus Eye of Ra, and gains the following abilities:

Ossirian the Maimed

Ray of Ruin : Ossirian channels the dark energy of C’Thun and releases it as a ray in front of him, to the other end of the battlefield, dealing massive Shadow damage to any enemy it hits. The light of an incoming Ray of Ruin is visible regardless of the C’Thonic Eclipse and the beam is interrupted by line of sight.

Ray of Ra : Ossirian channels the storm of Ra and releases it as a ray of energy at targeted locations, dealing massive Nature damage to any enemy it hits.

Mad Wanderings : When Ossirian reaches 10% health the heroes are shifted into darkness for 3 seconds and teleported to a far side of the battlefield, while Ossirian teleports to the altar at the other end. Ossirian begins channeling Ruinous Prophecy.

Ruinous Prophecy : Ossirian begins uttering the maddened prophecies of C’Thun over 120 seconds. The heroes must reach the altar and defeat Ossirian before the prophecy is completed or else they submit to the old gods will, becoming Mind Controlled and their hearts exploding, instantly killing them.


Wow, if you made it any portion through that, thanks! And thanks for joining me through this project.

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Face the Madness of the Old God and Cleanse the World of C’Thun!
Join other heroes in delving the Temple of Ahn’Qiraj. With the doors first barred by the prophet and acolyte of C’Thun, the heroes instead must delve into the last great hive of Silithidm Vekniss, defeating the assembled host of insects eager to devour both mind and body, their flesh warped by their master’s proximity. Deeper still is the Titan Prison meant to hold C’Thun. Rediverted back into the temple, can the adventurers purge the vestiges of Qiraji leadership, then finally face an Old God itself, the ever-seeing eye of C’Thun?

Raid Layout: Temple of Ahn'Qiraj

The Temple of Ahn’Qiraj has three main sections containing 10 bosses, and one additional optional boss, as heroes move from Hive Vekniss to the depths of a forgotten titan complex, to the Qiraji built Temple of Ahn’Qiraj to defeat the old god C’Thun. Adventurers begin their delve at the entrance of the temple itself, after defeating Anubisath guardians are confronted by the Prophet Skeram. Revealed to be an illusion, the Prophet seals the temple and summons the Silithid from Hive Vekniss to destroy the heroes, forcing them to battle the Vekniss Grand Colossus.

Diving into the tunnels revealed underneath the corpse of the colossus, the heroes must traverse the maze of Hive Vekniss, travelling deeper and deeper until they come upon the Vekniss Transit Tunnels, where the twin Sand Reavers, Fankriss and Kurinnaxx further develop the winding passages. Defeating the Reavers allows the heroes to find the heart of Hive Vekniss, through the Vekniss Hatchery and then to the Royal Promenade.

In the Royal Promenade, the heroes discover the Hive abuts a strange underground complex as the slime covered tunnels gives way to ancient ruins that bear a similarity to those found in Uldaman. Here, the heroes encounter the Royal Court of Hive Vekniss, and must defeat them to prevent the hive from devouring the entire party.

Moving into the Forgotten Sanctum, the heroes discover a shattered titan complex, the Anubisath that have not abandoned its halls have been driven mad by the whispers of C’Thun, destroying anything that still appears like it might work. Here, in the Network Hub, the heroes discover the titan creation Moam, drawing power from the machinery. With its destruction, the facility springs to life, forcing the heroes to avoid the now active defenses.

Moving forward into the Depths Overlook, the heroes discover that the Qiraji have burrowed into the complex and expanded the Temple deep underground. Seen by one of the Qiraji defenders, the heroes must avoid the titan defenses while also defeating Battleguard Sartura.

With the complex seemingly clear of Qiraji, the heroes can attempt to access its systems, finding a quest that will take them to the Vault of Archaedas Raid to gain system access codes from the Lorekeeper of Norgannon and to fashion a compatible data disc, allowing them to gain access to the optional boss Nul, a titan keeper tasked with the original records of the complex, now thrown into the depths of madness. On defeating Nul, heroes can learn more about the forgotten prison and how Ra fortified it after defeating C’Thun in ages long past.

Delving into the furthest reaches of the prison brings heroes to the Cells of Madness, where the minions of C’Thun were entombed. Now, the cells serve as the prison for the dragons that valiantly volunteered to keep the Qiraji occupied while the Scarab Gates were closed. Awakening with the rest of the complex, the Titan Warden Shai-Ra seeks to continue her research in cleansing the mental corruption of the Old Gods by freeing the dragons from their prison. Cleansing the dragons allows the heroes to bring their powers to assist in defeating the awakening god.

Returning to the surface on the backs of their new dragon allies, the heroes are now able to dispel the illusions and magical barriers that protect the Temple itself, finally confronting the Prophet Skeram.

Venturing further into the temple, the heroes reach the Royal Shrine, where the Twin Emperors commune silently with the god of ruin, turning in unison to face the heroes and protect the Well of Madness beyond.

In the final chamber, the heroes reach the Well of Madness, a shaft bore through the earth to imprison C’Thun in his vault.

With the defenses of the prison weakening, C’Thun rises from the depths, his hungering maw reaching the lip, his eye peering into the souls of those who would delay his return, and through his lidless eye, the heroes see… a vision of ruin. Drawn into the madness of C’Thun, the heroes must survive the Old Gods vision for the future, defending themselves against the flesh-warped monstrosities that he would unleash, destroying his vision of the C’Thrax, Warlord Apephis.

On awakening from the Vision of Ruin, the heroes find themselves dragged into the stomach of the Old God and must weaken him before being regurgitated. Fighting against the hulk of flesh, the heroes force C’Thun to reveal his lidless eye, ending his threat with its destruction.

Podia of the Prophet

Vekniss Grand Colossus

As the Prophet Skeram orders the heroes to keep away from the temple, he calls upon the great Silithid hive of Vekniss buried deep beneath the city. Coming immediately to the call of the Prophet of C’Thun, the colossus of the Vekniss hive bursts forth from beneath the city streets, Frenzied by the battle for Ahn’Qiraj, the colossus heeds the call of the Qiraji, ready to feed upon the corpses of the invading army. Only through their combined arms can the heroes hope to overcome this massive predator.

Phase 1: Fury of the Colossus

The Colossus appears nigh invulnerable, its shell protecting it from the feeble blows of the army below. Perhaps the siege engines brought for the siege of Ahn’Qiraj can make a dent.

Mighty Demolisher (Important): The first time the Colossus becomes crippled, ammo begins arriving for the three Demolishers on the battlefield, lasting until phase 2. Once loaded, the Demolisher can be entered and aimed to strike the Colossus. The Demolishers ignore the damage reduction provided by Hardened Shell.

Colossal (Important): The colossus is too large to effectively fight in the city, causing only the front forelimbs it uses in combat to be targetable by normal attacks.

Vekniss Grand Colossus

Hardened Shell : Vekniss Colossus takes 99% reduced damage from all sources.

Crippled : When the Left Leg and Right Leg are reduced to 0 hit points, the colossus falls to the ground and is stunned for 30 seconds, becoming crippled, Causing Weak Points to be targetable by the Mighty Demolishers. At the end of 30 seconds, the Colossus stands and uses Soldier On.

Weak Points : While Crippled, several weak points appear on the shell of the colossus. Hitting a Weak Point with a Demolisher increases the damage dealt to the shell by 200%.

Soldier On (Frenzy): The Left Leg and Right Leg are restored to 70% health and the Colossus and both Legs gain a stack of Colossal Rage for the rest of the encounter, increasing damage by 5% and reducing the cooldown of Dig In, Scrape, and Impale attacks by 5% per stack.

Shake it Off : If the Left or Right Leg is disabled while the other is active, the colossus begins shake it off, reviving the disabled leg at 50% of its maximum health after 15 seconds, this is interrupted if both legs are disabled.

Chitter : Vekniss Colossus releases a mighty noise that deals Physical damage and interrupts the casting of all enemies, silencing those interrupted for 3 seconds. Summons 3-4 Vekniss Stingers (Heroic).

Stench Gland : Vekniss Colossus releases a spray of chemicals across the battlefield, dealing Nature damage and Dazing for 3 seconds all foes in combat and causing additional Nature damage over 8 seconds. Being Dazed causes enemies to leave their Demolisher. Summons 3-4 Vekniss Hive Crawlers (Heroic).

Crush : The Vekniss Colossus strikes the ground, dealing Physical damage and knocking away all enemies in contact with the ground up to 20 yards, knocking heroes out of their Demolishers. Summons 3-4 Vekniss Soldiers (Heroic).

Left Leg

Dig In : Vekniss Colossus targets the ground beneath an enemy, piercing down with its forelimb to deal physical damage, and then dragging the limb towards itself, in a line, over 12 yards, dealing damage to any enemy that comes into contact with the leg.

Shattered Earth (Mythic): Whenever Vekniss Colossus ends Dig In, the line of earth continues to churn, dealing physical damage to enemies that step into or remain within the zone, lasting 40 seconds.

Impale : Vekniss Colossus raises a leg and aims at a foe over 8 seconds, attempting to impale its target at the end of a leg at the end. Deals a large amount of Physical damage spread amongst all enemies within 6 yards of the target. If a single target takes all of the damage, the target is impaled and immediately killed. If Impale hits a Demolisher it is destroyed.

Right Leg

Scrape : Vekniss Colossus targets the ground beneath an enemy, preferring those nearby, piercing down with its forelimb to deal physical damage, and then pushing the limb away, in a line, over 12 yards, dealing damage to any enemy that comes into contact with the leg.

Shattered Earth (Mythic): Whenever Vekniss Colossus ends Scrape, the line of earth continues to churn, dealing physical damage to enemies that step into or remain within the zone, lasting 40 seconds.

Shattering Strike : Vekniss Colossus raises a leg and aims it at an opponent over 8 seconds, attempting to crush its target. Deals a large amount of Physical damage to the target and all enemies within 6 yards of the target, reducing the target’s armor by 30% on a hit. Taunting the colossus causes it to switch targets with Shattering Strike. If Shattering Strike hits a Demolisher it is destroyed.

Vekniss Soldier (Heroic)

Voracious Frenzy (Enrage): Every 3 seconds Vekniss Soldier is not in melee combat with a target, it gains a stack of Voracious Frenzy, increasing its melee attack damage and movement speed by 5% per stack.

Vekniss Hive Crawler (Heroic)

Burrow : The Hive Crawler digs into the ground, dealing Physical damage to enemies within 6 yards and becoming untargetable. The Crawler leaves behind a trail of churned earth where it moves. Burrow lasts up to 15 seconds.

Rupture : The Hive Crawler strikes an enemy above it, dealing Physical damage and ending Burrow.

Drag Off : At the end of burrow the Hive Crawler chooses a target and begins following them. If the Hive Crawler catches their target, they stun and begin dragging them towards the hive entrance. The Hive Crawler must be killed to stop Drag Off. Any heroes dragged into the hive are killed and presumably devoured.

Vekniss Stinger (Heroic)

Vile Sting (Poison): The Swarmer strikes with its Stinger, dealing Physical damage and causing additional Nature damage over 10 seconds.

Paralyzing Sting : The Vekniss Stinger strikes its current target, dealing Physical damage and stunning them for 3 seconds.

Needle Dive : The Vekniss Stinger targets an enemy, preferring one that is not adjacent, and charges to their location to deal a large amount of physical damage to the target and anyone within 6 yards.

Phase 2: Shadow of the Colossus

The Exoskeleton of the colossus has been shattered – but its wild blows have shattered the gates to the Temple District and crushed the Demolishers. The heroes must make their way to the exposed weak points and apply pressure by climbing to vantage points and clinging to the beast itself to bring it down. The colossus maintains its same abilities, except as follows:

Weak Points (Important, DPS): While crippled, multiple Weak Points appear on the body which can be reached by using the grappling hooks to latch onto the colossus. Damage dealt to the Weak Points bypasses the Hardened Shell bonus and instead deals an additional 100% damage.

Quake and Shake : The Colossus shakes its massive bulk, removing any heroes clinging to it and dealing Physical damage.

Vekniss Transit Tunnels

The Sand Reavers

The ever-growing network of tunnels of the Silithid Hives requires constant maintenance, requiring a specialized brood of drones. The largest and oldest hive, Vekniss, maintains the strongest Sand Reavers to expand the tunnels, the beasts granted greater size and power as the favored pets of the Twin Emperors. Few would dare encroach upon their work, but the path to C’Thun lies through their den, the center of the Hives of Ahn Qiraj.

Tunnelwalkers : Every 45 seconds Kurinnax and Fankriss rotate which of the two Sand Reavers are attacking the heroes on the ground, and which of the two crawl onto the ceiling. While on the ceiling, the Sand Reaver may still be attackable with ranged attacks and abilities, however the Sand Reaver has a different set of abilities that they use depending on whether they are actively engaged with the heroes, or in their Tunnelwalking phase. If one of the Sand Reavers are defeated, the other will drop from the ceiling, using Freefall, and then becomes Enraged until defeated, dealing 30% additional damage with all abilities.

Freefall : The Sand Reaver drops from the ceiling, dealing Physical damage to all foes within 20 yards of where it lands.

Kurinnaxx the Indomitable

Crunch : Kurinnaxx bites the target, dealing physical damage and reducing their Armor by 30% for 12 seconds. Each additional Crunch increases the armor reduction by 10% and resets the duration.

Bodybreaker : Kurinnaxx grabs the highest threat target within melee range and begins biting down on them, dealing physical damage every 3 seconds over 9 seconds, then throwing the grabbed target 20 yards, also clearing that target of all threat.

Cleaving Strike : Kurinnaxx strikes all targets in an arc in front of it, dealing Physical damage

Bulldozer : Kurinnaxx charges forward until it reaches a wall, dealing Physical damage to any enemy it comes into contact with and stunning them for 6 seconds.

Tunnel Dive : When Kurinnaxx begins Tunnelwalking it uses Tunnel Dive, burrowing down into the ground and then moving up to 40 yards, following its last target. When Kurinnaxx travels 40 yards or after 15 seconds Kurinnaxx erupts from the ground and leaps to the ceiling, dealing massive Physical damage to all enemies within its launch zone.

Sandflow (Mythic): After Kurinnaxx launches onto the ceiling, a Vortex of Sand appears below the launch point until the end of the encounter, pulling enemies within its 12 yard radius towards the center. Enemies that are pulled to the center of Sandflow are stunned and take Physical damage every second for 8 seconds.

Destabilize : While Tunnelwalking, Kurinnaxx slams into the ceiling, causing rocks to fall to the ground below over a 20 yard radius, causing the ground beneath the destabilized portion to be pelted with rocks and boulders over 12 seconds, dealing Physical damage to any enemies within the zone.

Abduct (Healer): While Tunnelwalking, Kurinnaxx scurries to the ceiling above its target and reaches down to grab the foe, biting them and thrashing them about, dealing Physical damage every second over 8 seconds, then throwing the grabbed target 20 yards.

Warning Cry (Heroic, Enrage): Every 15 seconds while Kurinnaxx is Tunnelwalking it uses Warning Cry, any Spawn of Fankriss active are enraged for 16 seconds. If there are no Spawn of Fankriss, 2-4 Spawn of Fankriss burrow up from the ground near Fankriss and target a random enemy.

Fankriss the Unyielding

Crunch : Fankriss bites the target, dealing physical damage and reducing their Armor by 30% for 12 seconds. Each additional Crunch increases the armor reduction by 10% and resets the duration.

Bile Volley : Fankriss targets a random ranged enemy and begins launching globs of bile at the ground beneath their feet every second over 4 seconds, causing Nature damage to all enemies in the landing zone and slowing them by 30% for 12 seconds.

Dissolving Bile : Fankriss spews a cone of bile out to 30 yards, dealing Nature damage to all foes and causing any struck to take 10% less healing for 15 seconds.

Binding Filament : Fankriss spits a thread at a ranged target, causing the target to be dragged over 5 seconds towards Fankriss. Heroes targeted by Binding Filament can attempt to move away from Fankriss to prevent being dragged. Foes that are dragged to Fankriss are immediately attacked with Crunch.

Entangling Threads (DPS): When Fankriss begins Tunnelwalking it uses Entangling Threads, targeting up to 5 random foes and wrapping them with binding threads that can be targeted and destroyed. Entangled foes are stunned and are dragged towards the center of the room over 15 seconds, then up into the air towards Fankriss. If any hero reaches Fankriss before being released, Fankriss uses Crunch on the target and then drops them, causing them to take fall damage.

Razorthread : While Tunnelwalking Fankriss begins using Razorthread, targeting two random enemies and spitting a binding tripwire at each. This causes a razorthread to spawn that stretches between the two targets, which deals physical damage to any hero it comes into contact with.

Trap Threads (Mythic): Whenever Fankriss uses Entangling Threads or Razorthread while Tunnelwalking it leaves behind a Trap Thread that reaches from the ceiling to the ground. Enemies that come into contact with the Trap Thread are slowed, increasing the slow the further they attempt to move away from the trap thread, up to 10 yards. After pulling at maximum range for 6 seconds the Trap Thread breaks. This is treated as a root effect.

Bile Drip : While Tunnelwalking Fankriss begins using Bile Drip, target the ground beneath up to three random enemies and spitting bile, causing Nature damage to any the bile comes into contact with.

Distress Call (Heroic): Every 15 seconds while Fankriss is Tunnelwalking it uses Distress Call, causing 4-6 Spawn of Fankriss to pop up from the ground near Kurinnaxx and target a random enermy.

Royal Promenade

Vekniss Royal Court

The heroes manage to catch the Silithid queen of Hive Vekniss on her promenade overlooking the titan facility. Committing regicide is preferable, preventing the hive from expanding further, however little do the heroes know there is an entire family of royal Silithid looking to take the crown and become the new rulers of the favored hive of C’Thun.

Phase 1: Vekniss Hive Queen

The Hive Queen of Vekniss is vulnerable, found attempting to escape the battle above into the Titan complex where she can be closer to C’Thun when he emerges. Defeat the grand lady and perform justifiable regicide.

Crown of Pheromones : The Hive Queen begins with Crown of Pheromones, reducing damage taken by 5%.

Lay Eggs : The Hive Queen releases a batch of eggs that hatch after 30 seconds into 2-6 Vekniss Royal Drones.

Ravaging Strike : The Hive Queen Strikes her current target, dealing Physical damage and causing the target to Bleed over 8 seconds.

Royal Pheromones – Desire : The Hive Queen releases a cloud of Pheromones that drifts across the battlefield until reaching the edge. Any enemies that enter the cloud become enthralled to the queen and are Mind-Controlled while within the cloud and for 15 seconds after leaving it.

Phase 2: Rites of Succession

The Queen is dead, long live the Queen. Princess Yauj, Lord Kri, and Duke Vem burrow from below, Yauj devouring the corpse of the queen while the heroes are stunned from their emergence, becoming the new queen of the Hive. Heroes can choose to defeat Vem and Kri before taking down Yauj, however a hard mode is available where they take down the Silithid with the Crown of Pheromones, empowering the next in line when they are devoured.

Cannibalize : Whenever a member of the Royal Court is defeated, the nearest royal Silithid charges to their corpse and devours them, completely restoring their health and increasing their size and damage dealt by 5% for the rest of the encounter. If the target has Crown of Pheromones, the Silithid gains Crown of Pheromones with all stacks the target had, also gaining a stack.

Crown of Pheromones : Crown of Pheromones reduces damage taken by 5% per stack, up to 20%. Royal Silithid with Crown of Pheromones has royal abilities unlocked.

Royal Guards (Mythic): The death cry of the Hive Queen incites Hive Vekniss, causing the royal guards to appear every 30 seconds throughout the rest of the fight. Royal Guards summons 2 Vekniss Hive Guard from the beginning of combat.

Princess Yauj

Barbed Shell : Physical attacks against Princess Yauj have a chance to cause the attacker to take bleeding damage over 8 seconds.

Sibling Support : While within 20 yards of Prince Vem, Princess Yauj reduces damage taken by 30%.

Overwhelm : Princess Yauj attacks her current target, dealing Physical damage and stunning them for up to 2 seconds. While below 50% health Princess Yauj will use three Overwhelms in a row, against her top three threat targets in melee, retargeting her previous target if her next target is not in range.

Maddening Screech : Princess Yauj releases a painful screech, dealing Shadow damage and causing all enemies in combat to flee in terror for up to 6 seconds. Damage breaks the fear.

Ravaging Whirl : Princess Yauj attacks all foes within 8 yards, dealing Physical damage and causing them to Bleed over 8 seconds.

Royal Pheromones – Rage : Princess Yauj releases a cloud of Pheromones that drifts across the battlefield until reaching the edge. Any Silithid that enter the cloud becomes enraged while within and for 15 seconds afterwards, dealing 10% increased damage. Non-Silithid within the pheromones deal 10% increased damage, but also take 20% increased damage from all sources.

Royal Blessing (Interrupt): Princess Yauj targets either Lord Kri or Vem and after 3 seconds heals them for a large amount and dispels negative effects on them.

Royal Rage (Heroic): Princess Yauj increases in size and damage by 5% every 10% health she is missing.

Death Cry – Beloved : Princess Yauj’s Death Cry immediately calls in 6 Vekniss Drones. On Mythic for the rest of the encounter whenever Royal Guards appear, it also summons in 4-6 Vekniss Royal Drones.


Prince Vem

Heavy Shell (Dispel): Prince Vem takes 60% reduced damage from all sources, but his movement speed is reduced by 60%. If dispelled Heavy Shell is reapplied after 20 seconds, or 10 seconds with Crown of Pheromones.

Sibling Support : While within 20 yards of Princess Yauj, Prince Vem’s attacks and abilities deal 30% additional damage.

Overrun : Prince Vem charges a short burst forward, up to 10 yards, dealing damage to any enemy he comes into contact with and knocking them down, stunning them for up to 2 seconds. While below 50% Prince Vem will use three Overruns in a row, target a different foe to charge at each time.

Erupt : Prince Vem attacks all foes within 8 yards by slamming into the ground, causing it to rupture and knocking all enemies away 6 yards.

Crush : Prince Vem strikes his target, causing them to take 10% increased Physical damage for 8 seconds.

Royal Pheromones – Fortifying : Prince Vem releases a cloud of Pheromones that drifts across the battlefield until reaching the edge. Any Silithid that enter the cloud becomes fortified for up to 15 seconds after leaving the cloud, taking 25% less damage. Non-Silithid within the pheromones take 10% less physical damage, but are also Slowed by 30%.

Royal Shield : Prince Vem places a barrier that intercepts all damage coming from all but a specific direction, determined randomly whenever Royal Guard begins, this lasts up to 15 seconds.

Royal Tenacity (Heroic): Prince Vem increases in size and movement speed by 5% every 10% health he is missing.

Death Cry – Hunger : Prince Vem’s Death Cry immediately summons one Vekniss Devourer. On Mythic, for the rest of the encounter whenever Royal Guards are summoned it also summons a Vekniss Devourer.


Lord Kri

Shimmering Shell : Spells cast against Lord Kri have a 10% chance to be reflected against the attacker. This can occur once every 6 seconds.

Shadowmeld : When there are no enemies facing Lord Kri it can enter into the shadows, entering stealth and allowing it access to the Shadowcleave and Maim abilities. Lord Kri cannot enter stealth for 10 seconds after leaving it.

Maddened Mind : Lord Kri is immune to taunt and resets its threat list every 20 seconds

Acid Spit: Lord Kri spits an acidic missile at a ranged target, dealing Nature damage

Acid Spray : Lord Kri spits a cone of Spray out to 15 yards in front of it. While below 50% Lord Kri will use three Acid Sprays in a row, targeting a different foe in melee with each attack.

Shadowcleave : Lord Kri teleports behind a foe while stealthed and readies an arcing attack, dealing physical damage to all foes within an arc in front of it.

Maim : For 10 seconds after leaving Stealth Lord Kri can use Maim, dealing Physical damage to its melee target and giving the target a stacking 5% slow per attack.

Royal Pheromones – Toxic : Lord Kri releases a cloud of Pheromones that drifts across the battlefield until reaching the edge. Any non-Silithid that enters the cloud takes Nature damage every second and for up to 15 seconds after leaving the cloud.

Royal Dance : Lord Kri teleports behind up to 3 foes in a row and uses Shadowcleave, and is able to use Maim for 10 seconds after completing Royal Dance.

Royal Cunning (Heroic): Lord Kri increases in size and the cooldown of his Royal abilities is reduced by 5% every 10% health he is missing.

Death Cry – Faith : Lord Kri’s Death Cry immediately summons 1-3 Vekniss Mind Reavers, depending on the size of the adventuring party. On Mythic, for the rest of the encounter whenever Royal Guards are summoned it also summons a Vekniss Mind Reaver.

Vekniss Hive Guard (Mythic)

Royal Shield : The Hive Guard becomes immune to all damage from in front of it for 8 seconds.

Intercept : The Hive Guard redirects 10% of all damage directed to the royal Silithid within 12 yards to itself.

Vekniss Royal Drone

Burrow : The Royal Drone digs beneath the ground, becoming untargetable.

Sand Burst : The Royal Drone bursts above whenever an enemy is within 4 yards of where it is burrowed, dealing Physical damage and stunning the target for 2 seconds.

Vekniss Devourer

Fixate : The Devourer fixates on a target and is unable to be taunted or redirected from chasing their prey.

Dissolving Saliva : The attack of the Vekniss Devourer leaves behind Dissolving Saliva, causing the target to take stacking 5% additional damage from all sources for 6 seconds.

Vekniss Mind Reaver

Drain Mind : The Vekniss Mind Reaver disrupts the target’s mind, dealing Shadow damage every second over 6 seconds. If channeled for the full 6 seconds the target is Mind Controlled for 6 seconds.

Network Hub

Moam

Discovered and reclaimed by the Twin Emperors of the Qiraji, this Obsidian Destroyer was made as the ultimate weapon in service to C’Thun, capable of drawing life force from its victims and converting it into arcane energy. When C’Thun corrupted the Silithus time-loop used by the Bronze flight to train the heroes, the emperors saw their chance draw forth the three dragons killed in this timeline and use them to power the unstable weapon. Now, drawing from the dragons hidden somewhere in the prison complex, Moam awakens, its ravenous hunger threatening to overwhelm anything that comes near.

Phase 1: Low Power

Moam is in a low power state, hooked to the systems of the Titan Complex as the energy is diverted to it. Two Mana Reservoirs feed it mana, preventing Moam from devouring energy beyond the control of its handlers.

Mana Reservoir (Environment, Important): Two Mana Reservoirs are on the side of the battlefield, feeding Moam. Destroying the reservoirs or draining their mana begins phase 2. While alive the Mana Reservoirs restore 1% of Moam’s mana every 3 seconds, which costs 1% of the reservoir’s mana.

Moam

Mana Shield : Moam converts all damage taken and applies it to its mana pool.

Emergency Drain : If Moam’s Mana reaches 5% or less it engages Emergency Drain, draining 10% of both reservoirs to restore 20% of its maximum mana.

Mana Feedback (Deadly): If Moam reaches 100% mana, it uses Mana Feedback, causing the two Mana Reservoir’s to explode, dealing Massive, likely fatal Arcane damage to all enemies in combat.

Overcharge : Every 10% mana Moam drains grants a charge of Overcharge, up to 10 stacks.

Arcane Explosion : Moam releases a burst of arcane energy around itself, dealing Arcane damage to all enemies within 12 yards. The radius increases by 1 yards per stack of Overcharge, to a total of 25 yards.

Mana Missiles : Moam releases an Arcane Missile at a random foe, dealing Arcane damage. Mana Missiles fires an additional missile at a random target for each stack of Overcharge.

Arcane Orb : Moam releases an Arcane Orb that slowly travels between 15-60 yards away from it, targeting the location of a random enemy, then lasting for an additional 10 seconds once it reaches its destination, performing arcane explosions to deal Arcane damage to enemies within 6 yards while active. Moam summons an additional Arcane Orb for each Overcharge stack.

Phase 2: Facility Online

Cut off from the reservoirs of power from the prison, Moam begins draining the magic from the prisoners of the complex. The three cells that hold the captured dragons are revealed, allowing Moam to draw energy from them.

Cutoff Mechanism (LFR/Normal): In LFR and Normal heroes can lower the prison cells for 15 seconds with the cutoff mechanism, preventing Moam from drawing power with Mana Tether. This can be done once every minute.

Stasis Cells (Environment, Important): Three Stasis Cells are revealed along the sides of the room. Each cell has a prisoner with 100% mana (each one starts at 50% mana on Mythic). If any of the three prisoners are reduced to 0 mana, the cells are shut down and the Emergency Life Support system activates.

Emergency Life Support System (Environment, Enrage): If activated, Moam begins draining it immediately, restoring 10% of his maximum mana every second until he reaches 100% mana.

Mana Tether : Moam draws energy from the nearest prisoner, restoring 1% of its mana every 3 seconds, costing 1% of the prisoner’s mana and gaining a charge of Emerald, Ruby, or Sapphire Overcharge every 10% drained from a single target.

Moam

Mana Shield : Moam converts all damage taken and applies it to its mana pool.

Mana Feedback (Deadly): If Moam reaches 100% mana, it uses Mana Feedback, causing the facility to explode, dealing Massive, likely fatal Arcane damage to all enemies in combat.

Flesh to Stone : Every 40 seconds Moam reverts to its Stone Form, making it immune to damage and petrified in place for 10 seconds, unable to move. Whenever Moam enters this state it spawns a Mana Wraith for each stack of Overcharge, Emerald Overcharge, Ruby Overcharge, and Sapphire Overcharge it has accumulated. Moam continues drawing with Mana Tether while in its stone form.

Emerald Overcharge : Every 10% mana Moam drains from Merithra grants a charge of Emerald Overcharge

Ruby Overcharge : Every 10% mana Moam drains from Caelestrasz grants a charge of Ruby Overcharge

Sapphire Overcharge : Every 10% mana Moam drains from Arygos grants a charge of Sapphire Overcharge

Flash (Mythic): Whenever Moam gains a charge of Emerald, Ruby, or Sapphire Overcharge while in his flesh state he immediately and simultaneously casts Arcane Explosion, Mana Missiles, and Arcane Orb.

Arcane Explosion : Moam releases a burst of arcane energy around itself, dealing Arcane damage to all enemies within 12 yards. The radius increases by 1 yard per stack of Overcharge, to a total of 25 yards. Arcane Explosion repeats an additional time per stack of Sapphire Overcharge, causes ongoing Arcane damage over time that increases with each stack of Ruby Overcharge, and generates a Mana Bloom for each stack of Emerald Overcharge at a random location within 30 yards of Moam that explodes after 8 seconds, dealing Arcane damage to enemies within 10 yards.

Mana Missiles : Moam releases an Arcane Missile at a random foe, dealing Arcane damage. Mana Missiles fires an additional missile at a random target for each stack of Overcharge. Mana Missiles releases an additional volley of missiles for each stack of Sapphire Overcharge; causes the ground beneath the target to erupt in arcane flames when the target is hit, dealing Arcane damage to those above, increasing in damage and duration (+6 seconds/stack) for each stack of Ruby Overcharge; causes the Mana Missiles to slow the target by an increasing percent (+5%/stack) for each stack of Sapphire Overcharge.

Arcane Orb : Moam releases an Arcane Orb that slowly travels between 15-60 yards away from it, targeting the location of a random enemy, then lasting for an additional 10 seconds once it reaches its destination, performing arcane explosions to deal Arcane damage to enemies within 6 yards while active. Moam summons an additional Arcane Orb for each Overcharge stack. Arcane Orbs get larger, increasing the radius of their explosions by 1 yard for each stack of Emerald Overcharge; the orbs get faster and last 1 second longer for each stack of Ruby Overcharge; at the end of their existence the orbs explode into 6 smaller orbs that travel away from it out to 30 yards, dealing Arcane damage to any enemy they come into contact with, the additional orbs growing larger for each stack of Sapphire Overcharge beyond 1.

Mana Wraith

Phase Shift : The Mana Wraith becomes untargetable while moving

Mana Burst : When defeated, the Mana Wraith explodes, dealing Arcane damage to all enemies within 8 yards.

Warden’s Observatory

Battleguard Sartura

Many of the most powerful Qiraji have been recalled into the Temple after the fall of the city to the Might of Kalimdor, seething at their losses to the mortal races. Ready to prove her worth to the Twin Emperors, the Battleguard Sartura has seen the heroes moving through the Titan complex and now moves to keep them from venturing deeper and discovering the cells holding the dragon prisoners.

Phase 1: You will be judged!

The Battleguard thinks you are unworthy to meet her lords, the Twin Emperors of the Qiraji, and will test your mettle against her blades.

Battleguard Sartura

Stance of Perfect Defense : On reaching 90, 60, and 30% life Battleguard Sartura uses a martial form perfected over centuries to block all incoming physical and magical attacks, gaining between 20-60 stacks of Concentration depending on the size of the raid. Each time a hero comes within 10 yards of Sartura while she is channeling this ability, she immediately uses Spatial Counter, consuming a charge of Concentration. Stance of Perfect Defenses lasts up to 20 seconds or until all stacks of Concentration have been consumed. Regardless of how it ends, Battleguard Sartura uses Steel Wind at the conclusion of Stance of Perfect Defense.

Call Guards : On reaching 80, 40, and 20% life Battleguard Sartura calls upon two Battleguards to join in combat.

Focused Combo : Every 4 basic attacks Sartura gains a stack of Concentration.

Frenzied Strikes : Sartura performs a melee attack against up to two targets in melee with the highest threat

Test the Defenses : Battleguard Sartura marks her current target for 60 seconds, each of her melee attacks against that target increasing her melee attack speed by 2% for 45 seconds. Stacks up to 100%.

Spatial Counter : Battleguard Sartura consumes a stack of Concentration and strikes at an enemy within 10 yards, dealing Physical damage and knocking the target back up to 30 yards. This has no cooldown during any of Sartura’s stances.

Reflecting Blade : Battlegaurd Sartura consumes a stack of Concentration and repeats the last offensive spell cast against her, favoring targeting the enemy that cast that spell.

Mimic Technique : Battleguard Sartura consumes a stack of Concentration and strikes at an enemy in melee, mimicking the last melee ability used against her, favoring targeting the enemy that used that ability.

Steel Wind : Battleguard Sartura attacks all enemies in combat with a whirlwind of blades, dealing a large amount of damage, increasing with each stack of Concentration she has.

Qiraji Battleguard

Tactical Edge : Every 4 melee attacks causes Battleguard Sartura to gain one stack of Concentration.

Whirlwind : The Battleguard strikes all enemies within 8 yards, dealing Physical damage.

Charge : If no foes are within 8 yards the Battleguard charges to a random enemy within 20 yards and deals Physical damage.

Phase 2: Trespassers will be annihilated!

On falling to 70% health Sartura retreats to the next chamber, flying over the defenses of the Titan Complex. Heroes must reach her before she completes her meditations and enters an unstoppable battle trance. Sartura activates two Anubisath Warders to protect her on Mythic.

Hand of Ra : Stepping on certain trapped floor plates causes beams of energy to flare from the hands of the Anubisath statues on the battlefield, targeting that panel. Enemies within 5 yards of the plate are dealt Nature damage and slowed by 30% for 6 seconds.

Shock Plate : Stepping on certain trapped floor plates discharges electric energy, dealing Nature damage to enemies on the panel and stunning them for up to 3 seconds.

Storm Plate : Stepping on certain trapped floor plates causes an updraft of wind, tossing all enemies on the plate into the air 40 feet, causing them to take falling damage on landing.

Anubisath Warder (Mythic)

Unbroken Concentration (Important, DPS): While above 50% health the Anubisath Warder is immune to Stuns, Interrupts, Silences, and similar effects.

Protective Beam (Important, Interrupt): Anubisath Warder projects a beam that protects its target, reducing their damage taken by 50% and granting them the benefits of Unbroken Concentration.

Focused Purpose : If Protective Beam is interrupted the Anubisath Warder falls inactive.

Battleguard Sartura

Stance of Endless Rage (Interrupt): Sartura concentrates over 60 seconds, gaining a stack of Concentration every 2 seconds. At the conclusion of Stance of Endless Rage, if she was not interrupted, Sartura uses Steel Wind and deals likely Fatal damage to her enemies. If Sartura is interrupted, she converts all gathered stacks of Concentration into Rage and enters Phase 3.

Phase 3: I sentence you to death!

On completion of Phase 2 Sartura returns to combat and uses all of her abilities from Phase 1, then repeats Phase 2 when she falls to 45% health. At 10% health Sartura enters Phase 4. During Phase 3 Sartura gains the following abilities:

Enraged Cleave : Sartura consumes Rage and strikes an Arc in front of her, dealing Physical damage to foes within the area.

Enraged Slash : Sartura consumes Rage and strikes her melee target, releasing a pulse of energy behind them that travels up to 60 yards in a line, dealing damage to all foes that come into contact with it.

Enraged Ravage : Sartura strikes her current target four times in a row, consuming Rage.

Abandon Steel : Sartura throws her four blades at up to four enemies on the battlefield, preferring ranged targets, dealing Physical damage to all enemies within 8 yards of their landing area. Sartura gains Rage for each basic attack she performs while Disarmed. At the conclusion after 15 seconds or when Sartura has full Rage, or if Sartura is ready to change phases or enter a stance, Sartura uses Magnetic Call.

Magnetic Call : Sartura calls her four blades, causing them to leap to her hands, dealing damage to any enemy they touch as they return.

Phase 4: I Serve to the Last!

On reaching 10% remaining health Sartura retreats to the Warden’s Overlook and begins calling upon the power of C’Thun. Heroes must reach and defeat the Battleguard before she is able to channel the prophecy of madness. The path to the Overlook is littered with traps as in Phase 2, however the Eye of C’Thun is limiting the ability of the heroes to perceive their surroundings.

Fettered Vision (Environment, Hazard, Important): During this phase the Eye of C’Thun is upon you, limiting vision to 6 yards in either direction, shrouding the world in darkness.

Well of Madness (Environment, Hazard, Important): The Well seethes with C’Thun’s presence. Anything living that gets within 4 yards of its side is grabbed by a dark presence and dragged to C’Thun’s awaiting maw, deep below, killing them instantly.

Battleguard Sartura

Stance of Perfect Madness : Sartura manifests the will of C’Thun, a dark barrier absorbing all damage to her and granting Sartura infinite concentration and removing the cooldown of all of her counter abilities. Each time Sartura consumes a stack of Concentration with her counter abilities, she falls back 1 yard towards the Well of Madness.

Eye of C’Thun : Satura manifests the Eye of C’Thun, gaining a stack every 6 seconds. Eye of C’Thun releases a burst of shadow energy at a random foe every 3 seconds for each stack of Eye of C’Thun that has accumulated.

Prison Archives

Optional Boss: Lorekeeper Nul

Once the archivist of Ra’s private collection of lore, Nul was lost to the madness of C’Thun when a portion collapsed into the Well of Madness and the lorekeeper plunged after it, hoping to save the knowledge of the titans. Having returned, seeing the true form of the old god, Nul now seeks to erase not just the records of Ra and his heresies against C’Thun, but to erase all knowledge in a bid to save the world from the madness that now plagues Nul’s mind.

Download Attempts : Heroes are allowed 10 opportunities to complete the download of the Archives of Ra. If all attempts are failed, the Archives are sealed and cannot be re-opened during this lockout.

The Tablet of Aeons

Nul begins the battle purging the records of the complex. He babbles incoherently, his mind lost to the madness of C’Thun.

Tablet of Aeons (Important, Environment): The Lorekeeper and Nul focus their attention on the Tablet of Aeons, the interface for the Archives of Ra. Separated into a 5x5 grid, the Lorekeeper targets one of the tiles with Download, while Nul, on the other side, targets one of the tiles with Corrupt Data. At the beginning of battle the tiles are split randomly between corrupted nodes, energized nodes, unpowered nodes, and Standard Nodes.

Standard Node: The Lorekeeper of Norgannon downloads at 1% every 3 seconds.

Unpowered Node : The Lorekeeper of Norgannon downloads no information while Download is targeted at this node.

Energized Node : The Lorekeeper of Norgannon downloads 2% every 3 seconds while Download is targeted at this node.

Corrupted Node : The Lorekeeper of Norgannon loses 1% download every 3 seconds while Download is targeted at this node.

Loose Nodes (Important, Environment): Some enemies drop a data orb when defeated, there are 3 types of data orbs which can be picked up and thrown by players at the Tablet of Aeons or Nul.

Unpowered Orb : An unpowered Orb can be used to either Redirect the Download Beam for the Lorekeeper of Norgannon, or can be thrown at Nul. Unpowered Orbs that hit Nul break his concentration, causing him to stop channeling Corrupt Data for 3 seconds and then target a random square when reactivating it.

Powered Orb : A Powered Orb can be thrown at the Tablet of Aeons, and causes Unpowered Nodes to turn into Standard Nodes, and Standard Nodes to turn into Energized Nodes. Transforms a Corrupted Node into an unpowered node for 6 seconds. These orbs always redirect the Lorekeeper of Norgannon’s Download beam.

Corrupted Orb : A Corrupted Orb can be thrown at the Tablet of Aeons, and causes Unpowered Nodes to turn into Corrupted Nodes, Energized Nodes to turn into Standard Nodes, and causes Corrupted Nodes to pulse, applying the transformative effect to all surrounding nodes on the board. These orbs always redirect Nul’s Corrupt Data beam. If a Corrupted Orb is not thrown at the Tablet within 30 seconds of hitting the ground, it explodes, dealing Shadow damage to all enemies in combat, including the Lorekeeper of Norgannon.

Firewall (Important, Environment, Deadly): The battlefield is split into two sides at the beginning of battle, separated by a barrier of dark energy that deals fatal shadow damage to all that come into contact with it. Heroes must split into two sides, one to support the Lorekeeper of Norgannon, another to hinder Nul. The Tablet of Aeons prevents heroes from obtaining line of sight to those on the other side of the battlefield. The firewall is dismissed after the Lorekeeper of Norgannon finishes the download.

Lorekeeper of Norgannon

Download : The Lorekeeper begins downloading the records stored within the Archives of Ra, drawing the ire of Nul. Download takes 360 seconds to channel – if the Lorekeeper has not finished downloading the archive by that time he is locked out of the system and Nul can use Erase Memory, destabilizing the Lorekeeper and obliterating all records he has downloaded, ending the encounter. The Lorekeeper downloads 1% every 3 seconds (requiring 300 seconds without any interruptions), on reaching 100% the Lorekeeper has finished downloading the Archive and Nul becomes destabilized and submits to the heroes.

Destabilized : Every time the Lorekeeper of Norgannon loses 10% of his maximum health he destabilizes, reducing the remaining channel time of Download by 10 seconds.

Refocus : Whenever the Tablet of Aeons is hit with an Unpowered or Powered Data orb, The Lorekeeper of Norganoon begins moving the beam of Download to the targeted location.

Nul

Corrupt Data : Nul begins corrupting the records stored within the Archives of Ra. Whenever Nul channels Corrupt Data into a node for 6 seconds or longer, it transforms into a Corrupted Node. If Nul channels into the same square as the Lorekeeper of Norgannon, the Lorekeeper loses 1% of his maximum life every 3 seconds they channel into the same node. Every 3 seconds that Nul channels into a corrupted Node, all heroes are dealt Shadow damage. Without further direction by data orbs, Nul will attempt to reach the same square as the Lorekeeper of Norgannon, but cannot move on from a square unless it is corrupted unless compelled by a data orb.

Chaos Board : Nul channels into the entire board for 3 seconds, randomly reassigning all nodes into Standard, Unpowered (Mythic), Energized, and Corrupted nodes.

Data Spike : Nul channels into 5 nodes that are not corrupted over 10 seconds, corrupting them at the end of the channel. Nul continues to channel Corrupt Data while using Data Spike.

Complete Corruption : If the Lorekeeper finishes channeling Download before the download reaches 100%, Nul channels Erase Memory over 10 seconds, at the end of which the Lorekeeper of Norgannon is wiped from the system and the download is aborted, ending the encounter.

Corrupted Abstracts : At the start of battle and every 15 seconds the madness of Nul manifests as he generates Corrupted Abstracts, first generating 4-6 Abstract Thoughts on Norgannon’s side of the Tablet, then 4-6 Abstract thoughts on his own after 15 seconds, rotating between the two sides every 15 seconds (Effectively spawning Corrupted Abstracts on one side every 30 seconds). Nul generates 2-3 Abstract Reasonings per side after Norgannon reaches 30 and 60% completion of the download, and then generates 1 Abstract Concept per side after Norgannon reaches 70% completion of the download.

Abstract Thought

Batch Logic : Abstract Thoughts take 100% additional damage from AOE attacks

Data Breach : On death an Abstract Thought hurls a Data Orb up to 8 yards in a random direction, normally an Uncharged Orb, however if the Abstract Thought is charged with either Reason or Madness, they drop either an Energized Orb or a Corrupted Orb respectively.

Data Leak : On death an Abstract Thought transforms into either a Pool of Logic or a Pool of Madness.

Persuasive Data : Any Abstract Thoughts that enter a Pool of Logic become overcharged and if they are on the side with Nul, begin channeling Ordered Mind onto Nul, slowing the speed of Nul’s Data Corruption beam, but reducing the cooldown of Data Spike. Overcharged Abstract Thoughts only last 15 seconds, after which the charge dissipates. Any Abstract Thoughts that enter a Pool of Madness become corrupted and if they are the side with the Lorekeeper of Norgannon, begin channeling Corrupt Mind onto the Lorekeeper, slowing the speed of the Lorekeeper’s Download beam and dealing 1% of the Lorekeeper’s life in damage every 3 seconds. Corrupted Abstract Thoughts only last 15 seconds, after which the charge dissipates.

Abstract Reasoning

Code Switch : Every 20 seconds Abstract Reasoning teleports to the other side of the Tablet, resetting their threat

Data Collection : Abstract Reasoning collects any Data Orbs that are within 12 yards, gaining a charge of Data Storage. When Abstract Reasoning is defeated it bursts, dealing Arcane damage to all enemies within 12 yards, increasing per stored charge, but also releasing double the number of data orbs as it collected, throwing them in random directions out to 12 yards.

Data Leak : On death an Abstract Reasoning transforms into either a large Pool of Logic or a large Pool of Madness. Any Abstract Reasonings that enter a Pool of Logic or Corruption become overcharged or Corrupted, acting similarly to Abstract Thoughts.

Abstract Concept

Absorb Data : Abstract Concept absorbs and neutralizes any Pool of Logic or Corruption it comes into contact with, gaining a charge of either Logic or Corruption. When the Abstract Concept is defeated it releases a massive Pool of Logic or a Pool of Corruption, depending on whether it had more Logic or Corruption charges when defeated.

Dominating Presence : Abstract Concept emits a 30 yard aura that changes all Abstract Thoughts within range to become either Overcharged or Corrupted depending on whether Logic or Corruption has more charges.

Cells of Madness

Sai-Ra

Warden of the deepest prison cells and once keeper of C’Thun’s most powerful minions, Sai Ra focused on behalf of Ra to ‘rehabilitate’ any of those corrupted by C’Thun that she could- though not a single mind of the Qiraji was recovered. Now that she has awakened she wishes to try and bring the captured dragons back to the side of Azeroth and purge their madness, but it will require cleansing their minds of all of the horrors inflicted upon them by C’Thun.

Phase 1: Drink Deep the Waters

Encouraged by the heroes presence, Sai-Ra begins the process of cleansing the minds of the fallen dragons, erasing their memories in an attempt to help purge the voice of C’Thun. As Sai-Ra cleanses each dragon, she takes on their tortured memories, falling further and further into corruption herself. Phase 2 begins when all three dragons have been subject to Purge Trauma or Sai-Ra is overcome by rage.

Well of Lethe (Environment, Important): Sai-Ra spends Phase 1 standing in the Well of Lethe. While players are within the Well of Lethe they slowly lose Madness, 1% every 3 seconds.

Fluttering Thoughts : Every second a hero is within the Well of Lethe they gain a stack of Fluttering Thoughts for 30 seconds. At 15 or more stacks the hero becomes Unburdened, consuming all stacks and Pacifying the hero for 15 seconds.

Corrupted Spring (Hazard, Mythic): On Mythic, the Well of Lethe can only purge X Madness, then it is corrupted until the end of the encounter and instead causes those within to gain 1% Madness every 3 seconds. X is variable depending on the number of players in the raid.

Psychotic Break (Important, Mind Control): Players gain a Madness bar at the beginning of the encounter. If a player reaches 100% madness then C’Thun takes control of their mind for 15 seconds. On being released, the player takes Shadow damage and is returned to 50% Madness. If C’Thun is in control of all the heroes in combat he causes their hearts to explode, instantly killing them and ending the encounter.

Eye of C’Thun (Mythic): On Mythic every 6 seconds a player is mind controlled by C’Thun they gain a stack of Eye of C’Thun until the end of the encounter. Every 3 seconds the player releases a bolt of shadowy energy that damages a random hero per stack of Eye of C’Thun. Eye of C’Thun persists after death, unless the player is disintegrated by Weigh Heart.

Ruinous Gaze : Every 15-45 seconds C’Thun manifests the Unblinking Eye in a random part of the battlefield which begins casting Ruinous Gaze over 6 seconds. Any heroes that are facing the Unblinking Eye at the conclusion of the cast gain a large amount of Madness, and if Sai-Ra or any conscious dragons are facing the eye they gain 10% Rage.

Sai-Ra

Calming Torrent: Sai-Ra channels her energies into the target dragon to calm them, causing their abilities to consume 5% additional Rage for 25 seconds. Sai-Ra uses this on a dragon for every 5% health they lose, its effect stacks.

Revival Protocol : If any dragon is brought to 0 health, Sai-Ra gains 10% Rage and revives them to 100% health after 10 seconds.

Madness Catalyst : Sai-Ra is overwhelmed by the absorbed madness if her Rage reaches 100%, causing her to enter Phase 2 before cleansing the dragons.

Purge Trauma : Once the target Dragon is reduced to 0 Rage, Sai-Ra begins to channel energy and cleanse its mind, finally cleansing it of corruption after 15 seconds. Sai-Ra can only Purge Trauma once every 30 seconds.

Oblivion Snap : Sai-Ra cannot risk the dragons getting loose from the prison after her guards (the players) perish and decides to terminate the procedure, completely erasing the minds of the dragons and ending the encounter.

Arygos

Ruined Mind : Arygos begins at 100% Rage and all abilities consume Rage. On reaching 0 Rage Arygos falls catatonic for 30 seconds and can be targeted by Purge Trauma to be cleansed of the corruption, removing him from combat. If Arygos remains corrupted after 30 seconds, he awakens at 100% Rage and instantly casts Astral Flare.

Umbral Flare : Arygos releases a pulse of energy that deals Shadow damage to all enemies in combat, dealing additional damage if players are facing Arygos.

Perverse Intellect (Heroic): Arygos deals greater Arcane damage the more Rage he has.

Frost Breath : Arygos breathes a cone of cold air, dealing Cold damage and slowing all enemies within the cone by 30% for 12 seconds.

Insanity Orb : Arygos forms a bubble of mana and then rolls it at a ranged foe, dealing Shadow damage to any enemy that comes into contact with the orb. Insanity Orbs last until Arygos is cleansed or the end of the encounter. Taking damage from an Insanity Orb grants Madness.

Gravity Flux : Arygos releases a pulse of magic, rotating between Gravity Pull and Push with each use, dealing Arcane damage to all foes with the attack. Gravity Pull causes all enemies and Insanity Orbs to be pulled up to 30 yards towards Arygos, Gravity Push causes all enemies and Insanity Orbs to be pushed away from Arygos, increasing in distance the closer they are to Arygos when it is used.

Caelestrasz

Ruined Mind : Caelestrasz begins at 100% Rage and all abilities consume Rage. On reaching 0 Rage Caelastrasz falls catatonic for 30 seconds and can be targeted by Purge Trauma to be cleansed of the corruption, removing him from combat. If Caelestrasz remains corrupted after 30 seconds, he awakens at 100% Rage and instantly casts Ruinous Bloom.

Ruinous Bloom : Caelestrasz targets all enemies with Corrupted Lifeseed.

Embers of Madness (Heroic): Caelestrasz deals greater Fire damage the less Rage he has.

Flame Breath : Caelestrasz breathes a cone of flames, dealing Fire damage and causing all enemies within the cone to take additional Fire damage every 3 seconds over 12 seconds.

Corrupted Lifeseed (Dispel): Caelestrasz releases a Corrupted Lifeseed, targeting the ground beneath a ranged foe. If an enemy is hit they gain Corrupted Lifeseed, which reduces 1% of their maximum health every 6 seconds over 30 seconds, the maximum health returning after another 30 seconds. When dispelled or at the end of its duration, Corrupted Lifeseed Blooms, dealing Shadow damage to all enemies within 8 yards of the target or location. There is no maximum number of Corrupted Lifeseeds that can drain a single hero, its draining effect stacks. The Shadow damage dealt by Corrupted Lifeseed causes Madness.

Flame Thrash : Caelestrasz performs two melee attacks in a row and then inflicts his current target with Flame Touch, causing them to take 100% additional Fire damage for 30 seconds.

Merithra

Ruined Mind : Merithra begins at 100% Rage and all abilities consume Rage. On reaching 0 Rage Merithra falls catatonic for 30 seconds and can be targeted by Purge Trauma to be cleansed of the corruption, removing her from combat. If Merithra remains corrupted after 30 seconds, she awakens at 100% Rage and casts Awaken to Madness.

Dreamwalk : While catatonic at 0 Rage, Merithra reveals her dreamwalking form and begins assisting heroes, and can use Regrowth, Efflorescence, and provides Ysera’s Gift.

Awaken to Madness : Merithra’s gifts turn to Madness, transforming any beneficial Regrowth’s into the debuff from Touch of Rot, any Efflorescence zones into Pestilent Miasma, and reverting to Maddened Growth.

Maddened Growth (Heroic): Merithra’s abilities cause additional Madness the more Rage she has

Ysera’s Gift (Dreamwalk): Heroes within 20 yards restore 3% of their maximum life every 3 seconds.

Dream Breath (Dispel): Merithra breathes a cone of acid and divine energy, dealing Nature damage and causing all enemies within the cone to fall asleep for 10 seconds.

Touch of Rot (Disease, Cleanse): Merithra causes a nearby hero to rot, instantly dealing Shadow damage and then additional Shadow damage every 2 seconds over 20 seconds. The shadow damage from this ability causes the target to gain Madness.

Regrowth (Dreamwalk): Merithra blesses an allied hero, instantly restoring life and then healing them every 2 seconds over 20 seconds.

Pestilent Miasma : Merithra releases an 8 yard cloud of rotting miasma that travels to the location of a ranged enemy that remains until Merithra is cleansed or the end of the encounter, dealing Shadow damage every 2 seconds. The shadow damage from this ability causes those damaged to gain Madness.

Efflorescence (Dreamwalk): Merithra releases an 8 yard cloud of revitalizing vapor, travelling to the location of a ranged hero where it remains for 30 seconds, healing all heroes within its area every 2 seconds.

Phase 2: Madness or Oblivion

On Sai-Ra reaching 100% Rage or upon cleansing all of the dragons, Sai-Ra falls to C’Thun’s corruption, expelling her Rage to stun heroes and the dragons for 10 seconds while she undergoes her transformation. During Phase 2, Well of Lethe, Psychotic Break, and Ruinous Gaze still occur and any dragons that are not yet cleansed continue in battle until Sai-Ra defeats the heroes or is defeated.

Blessings of the Cleansed (LFR/Normal/Heroic): Each of the cleansed dragons provides a benefit during Phase 2.

Gift of Merithra : If Merithra begins Phase 2 cleansed, she will enter battle and emit Ysera’s Blessing in a 10 yard zone around herself, healing 3% to heroes within range every 6 seconds.

Gift of Arygos : If Arygos begins Phase 2 cleansed, he will spawn Gravity Orbs around the battlefield whenever Sai-Ra channels Mortal Eclipse. Players can enter a Gravity Orb to be pacified for 10 seconds, after which they are expelled, but are immune to damage while inside. Mortal Eclipse destroys all Gravity Orbs on the battlefield.

Gift of Caelestrasz : If Caelestrasz begins Phase 2 cleansed he will spawn Flames of Truth around the battlefield every minute that last for 20 seconds. Whenever a player enters a Flame of Truth, they take Fire damage every second but also reduce their Madness.

Sai-Ra the Corrupted

Return Memories (Normal/Heroic): While within 15 yards of a cleansed Dragon, Sai-Ra the Corrupted begins passively returning their memories, preventing them from triggering their blessings until she is outside of this radius.

Bind Memories (Mythic): Once corrupted, Sai-Ra banishes all cleansed dragons, removing them from combat.

Paranoid Arc : Sai-Ra strikes in an arc behind her, dealing Shadow damage and increasing Madness

Storm Arc : Sai-Ra strikes in an arc in front of her, dealing Nature damage

Executioner’s Swing : Starting at 80% health, every use of Paranoid Arc or Storm Arc grants Sai-Ra a stack of Executioner’s Swing. Whenever Sai-Ra has three stacks, her next Paranoid Arc or Storm Arc deals greatly increased damage divided between all enemies hit, consuming all stacks.

Midnight Lance : Sai-Ra throws a lance of shadows at an enemy up to 30 yards away, dealing Shadow damage to any foe it comes into contact with. The lance embeds in the ground at the location, dealing Shadow damage every second to enemies within 6 yards over and increasing their Madness.

Storm Lance : Sai-Ra throws a lance of electricity at an enemy up to 30 yards away, dealing Nature damage to its target and giving them 3 stacks of Stormbinding, reducing their speed by 30% per stack. Stormbinding lasts for 12 seconds, however jumping removes a stack.

Weigh Heart : Sai-Ra stuns the foe with the most madness, throwing them to the altar in the center of the room and rooting them in place for 30 seconds. Beams are emitted from Anubisath from three to six corners of the room (depending on raid size, Hexagonal Room), gathering power over 30 seconds. Players may intercept the beams with their bodies and are dealt Holy damage by the charged blast. If none of the beams are intercepted before they finish charging, the target is dealt fatal Holy damage and cannot be revived this encounter, as they are turned to dust.

Mortal Eclipse : On reaching 80% health Sai-Ra can use Mortal Eclipse, channeling the energy of Ra to summon a powerful storm, causing motes of energy to form at the sides of the battlefield and begin travelling to her location over 15 seconds, dealing Nature damage to any hero that touches a mote. When the motes reach Sai-Ra, she finishes Mortal Eclipse, dealing potentially fatal Nature damage to all enemies in combat and also extinguishing all Midnight Lances and Gravity Bubbles on the battlefield. Player’s standing within range of a Midnight Lance’s AoE or in a Gravity Bubble are immune to the damage of Mortal Eclipse.

Memory Extraction (Interrupt): On reaching 60% health Sai-Ra can use Memory Extraction on her enemies, channeling a beam that deals Shadow damage each second and increases the target’s madness, while additionally granting a stack of Fluttering Thoughts for 30 seconds. Heroes with 15 or more stacks of Fluttering Thoughts become Unburdened and are Pacified for 15 seconds. Being interrupted greatly reduces the cooldown of Sai-Ra’s next use of Memory Extraction.

Manifest Regrets : Starting at 30% health, Sai-Ra can begin using Manifest Regrets, causing shadowy memories to leap from the heads of all heroes for 12 seconds. While within 6 yards of a Manifested Regret, heroes take 15% additional Shadow damage and gain a small amount of madness every second.

Tip the Scales : On reaching 10% health Sai-Ra momentarily wrests control of her mind, cleansing all dragons in combat and stunning the heroes. She moves to the Weigh Heart platform and casts Tip the Scales, wiping the memory of C’Thuns corruption from the dragons and sacrificing herself to destroy the corrupting influence.

Podia of the Prophet

Prophet Skeram

It takes a powerful mind to find reason within madness, willing to delve into the infinite permutations of reality and refine the visions into a single stream of reason. Chosen by C’Thun to receive his message, the Prophet Skeram possesses such insight, weaving his magic into illusions to dazzle and befuddle the foes of the old gods and interpreting his messages for the Qiraji to follow. Single handedly protecting the temple doors from the war raging around him, it takes the combined magic of three dragons to begin to unravel his machinations – what hope can a bunch of ragtag heroes have against the speaker of the revelations of ruin, of the Prophecy of C’Thun?

Phase 1: Cower Mortals!

Skeram defends the entrance to the Temple of Ahn’Qiraj, his illusions broken by the combined magic of the dragonflights. Binding them in his own spells, Skeram turns on the heroes before dispatching the meddling dragons for good.

Prophet Skeram

Arcane Burst (Interrupt): Skeram begins drawing arcane energy over 3 seconds, dealing Arcane damage to all enemies within 12 yards.

Psychic Shock : Skeram assaults the target’s mind as he recites the Prophecy of C’Thun, dealing Shadow damage every second so long as his target is outside of melee range.

True Fulfillment (Mind Control, Crowd Control): Tricked by Skeram’s words, the target is converted by the Prophet and empowered by C’Thun for 20 seconds. While converted, the target’s spells cast instantly, damage is increased by 300%, target gains 30% damage resistance and their movement speed is increased by 40%.

Eye of C’Thun (Mythic): Every 6 seconds while under Skeram’s thrall the subject of True Fulfillment gains a stack of Eye of C’Thun until the end of the encounter. Eye of C’Thun releases a pulse of dark energy at a random enemy, dealing Shadow damage, every 3 seconds per stack of Eye of C’Thun.

Chorus of Ruin : When Skeram reaches 90, 80, and 70% health he releases a burst that terrifies all enemies in combat for 3 seconds, teleporting to the door of the temple and conjuring two mirror images at the temple’s entrance that have the his same health percentage, but reduced health. Skeram’s mirror images can use Psychic Shock and True Fulfillment. Whenever a Mirror Image is defeated it releases an Arcane Burst.

Dark Harmony (Heroic): While Skeram or his Mirror Images are within 10 yards of each other, they gain a 10% bonus to Shadow damage, stacking for each Mirror Image in range.

Crescendo of Madness : Skeram purges all negative effects on himself and all Mirror Images every second over 10 seconds, dropping all threat, and then switching places with a random Mirror Image each second and causing all mirror images to revert to his current health percentage.

Phase 2: Drown in Rivers of Blood!

On reaching 60% health Skeram decides to change tactics, instead attempting to trick the heroes into killing each other. Any Mirror Images that survive the phase transition remain until defeated.

Mass Madness (Important): Skeram envelops the battlefield with illusions, causing the heroes to appear as Qiraji and Silithid foes. Heroes appear as enemies to each other and can be targeted and damaged by allied attacks and abilities.

Phantom Army (Important, DPS): Skeram conjures two Mirror Images of each hero in combat that mirror his current health percentage, but have greatly reduced health.

Prophet Skeram

Illusionary Shell : Skeram takes on the appearance of a random hero, taking the place of one of their mirror images. While in Illusionary Shell Skeram has the abilities of, attacks, and performs actions as if a member of that class.

Mass Hysteria : Skeram grants all players and members of the Phantom Army on the battlefield Bloodlust, increasing Haste by 30% for 30 seconds.

Crescendo of Madness : Skeram purges all negative effects on himself and the Phantom Army every second over 6 seconds, dropping all threat and then switching places with a random mirror image of a hero each second and causing all mirror images to revert to his current health percentage.

Phase 3: An Age of Terror Awaits You!

On reaching 40% health or if only 10% of the Phantom Army remains, Skeram decides to change tactics, calling upon powerful illusions based on the Prophecy of C’Thun. Any soldiers of the Phantom Army that survive the phase transition remain until defeated. Skeram returns to his base form and can continue using Arcane Burst, Psychic Shock, True Fulfillment, and continues to gain the benefits of Dark Harmony if any of his base Mirror Images remain.

Prophet Skeram

Chorus of Ruin : When Skeram reaches 30. 20, and 10% health he releases a burst that terrifies all enemies in combat for 3 seconds, teleporting to the door of the temple and conjuring two mirror images at the temple’s entrance that have his same health percentage, but reduced health. Skeram’s mirror images can use Psychic Shock and True Fulfillment. Whenever a Mirror Image is defeated it releases an Arcane Burst.

Prophecy of Corruption : At 35% health Skeram conjures an Illusion of Corruption which begins strafing the battlefield with Cataclysmic Flames every 30 seconds, causing half of the battlefield to erupt in Fire over 15 seconds, dealing massive Fire damage to enemies in the initial blast, and additional Fire damage to enemies every second over 12 seconds.

Prophecy of Death : At 25% health Skeram conjures an Illusion of Death which manifests every 20 seconds, taking 5 seconds to manifest. Any heroes looking at the Illusion of Death when it manifests take Cold damage and are Dazed for 8 seconds.

Prophecy of Despair : At 15% health Skeram conjures an Illusion of Despair that appears at the temple doors and uses a Breath attack every 15 seconds that bisects the battlefield. Enemies that are hit by the Breath of Despair are dealt Shadow damage and cower in Terror for up to 8 seconds or until they take damage.

Prophecy of Chaos (Mythic): At 5% health Skeram conjures the Eye of C’Thun that appears overlooking the battlefield. Skeram despawns all Mirror Images and then summons Mirror Images, two for each hero in combat, around the edges of the battlefield at his current health percentage, and switches places with a random Mirror Image, all of which begin channeling Prophecy of C’Thun over 60 seconds.

Prophecy of C’Thun (Mythic): Skeram shatters the minds of all present, granting them True Fulfillment.

Royal Sanctum

The Twin Emperors

Few have ever seen the secular leaders of the Qiraji, the royal line concealed beneath the sands in an effort to save them from Ra’s purge. Since the formation of the Scarab Wall the Twin Emperors Vek’lor and Vek’nilash have waited, biding their time and building the armies for their patron, the Old God C’Thun. Relying on the visions of Skeram, they have secluded themselves in the Royal Sanctum, their personal chambers for communing with the old god, in an effort to present one final defense against the encroaching armies of the Might of Kalimdor. Who shall emerge victorious – the ancient empire of the Qiraji or the mortal humanoids of Azeroth?

Phase 1: Faithful of C’Thun

The twin emperors enter battle together, forcing heroes to contend with their might and the manifesting ire of C’Thun through his altars, dancing between safe locations to prevent being overwhelmed by C’Thun’s malevolent gaze or the empowered swarms at the Twins Command.

Bonded Vitality : Every 3 seconds the Twin Emperors equalize their health so they have the same health percentage.

Children of the Hive (Environment, Hazard): The floor of the Royal Sanctum is filled with non-hostile Silithid Swarmers that do not engage unless damaged. If killed, Silithid Swarmers respawn after 15 seconds, however Silithid Swarmers do not spawn on the Altars of C’Thun.

Altar of C’Thun (Environment): An altar to C’Thun can be found at each of the cardinal directions of the Royal Sanctum, each consisting of a raised platform.

Manifestation of C’Thun (Environment): Every 45 seconds the altar nearest to each of the Twin Emperors manifests the Eye of C’Thun, causing the ground of the altar to writhe with dark energy for 30 seconds, dealing Shadow damage every second to enemies on the altar.

Twin Teleport : At 85% and 70% health Vek’lor and Vek’nilash teleport to the location of their twin, switching places and swapping threat tables.

Gift of C’Thun : After 15 minutes Vek’lor and Vek’nilash gain the power of C’Thun. All altars gain Manifestation of C’Thun and both Vek’lor and Vek’nilash deal 500% additional damage with all abilities.

Vek’lor

Gaze of C’Thun : Vek’lor manifests the gaze of C’Thun, releasing a 12 yard ray of dark energy in a line in front of himself over 4 seconds, dealing Shadow damage every second to enemies it touches.

Wave of Cold : Vek’lor releases a ring of Cold energy that sweeps out to 12 yards, dealing Cold damage and slowing enemies by 30% for 8 seconds.

Pillar of Flames : Vek’lor releases a pillar of flames at a target’s location, dealing Fire damage to the target and all enemies within 6 yards of them.

Shadow Burst : Vek’lor releases a burst of energy that deals Shadow damage to enemies within 12 yards.

Supportive Magic : While within 30 yards of Vek’nilash, Vek’lor can use Binding Heal.

Binding Heal : Vek’lor heals himself and his brother for a moderate amount of health.

Unstable Infusion : Vek’lor causes several Silithid Swarmers to become unstable. If an Unstable Swarmer gets within 6 yards of an enemy, it explodes, dealing Nature damage to all enemies within 12 yards. A Silithid Swarmer cannot be both incited and infused.

Infusing Aura : Every 10 seconds Vek’lor causes a Silithid Swarmer within 6 yards to gain Unstable Infusion.

Vek’nilash

Chaos Blade (Dispel): Vek’nilash empowers his weapon, dealing additional Chaos damage with each attack.

Uppercut : Vek’nilash targets a random enemy in melee, preferring non-tank foes, and strikes them, dealing physical damage and knocking them up to 60 yards away.

Unbalancing Strikes : Vek’nilash enters a frenzy, swinging three times in 120 degree arcs, pausing for 3 seconds between each strike. Each swing targets a different 120 degree section around him.

Mortal Thrust : Vek’nilash targets a random enemy, preferring ranged enemies, and focuses on them over 4 seconds, releasing a shockwave that hits them or the first enemy it comes into contact with, dealing Physical damage and reducing the healing the target receives by 10% for 30 seconds. The healing reduction effect stacks.

Support Morale : While within 30 yards of Vek’lor, Vek’nilash can use Rallying Cry.

Rallying Cry : Vek’lor and Vek’nilash reduce the cooldown of their spells and abilities by 30%, Vek’lor’s casts 30% faster.

Incite Swarm : Vek’nilash releases a battle cry that incites several Silithid Swarmers, causing them to become hostile and target their nearest enemy, growing in size and dealing 30% additional damage until defeated. A Silithid Swarmer cannot be both incited and infused.

Inciting Aura : Every 10 seconds Vek’nilash causes a Silithid Swarmer within 6 yards to become Incited.

Silithid Swarmer

Virulent Toxin (Poison): The melee attacks of the Silithid Swarmer causes the target to be infected with Virulent Toxin, a stacking debuff, which deals Nature damage per stack every 3 seconds over 30 seconds. At the beginning of phase 2, the Silithid Swarmers burrow underground, including those incited or infused.

Phase 2: You face the Ageless Empire, Cower before our might!

On being reduced to 60% health, the Twins seek to absorb the power of C’Thun, Vek’nilash decides to challenge the heroes himself, summoning the armies of the Qiraji to his side while Vek’lor channels energies through the altars. On reducing Vek’nilash to 40% health Phase 3 begins.

Bonded Vitality : Every 3 seconds the Twin Emperors equalize their health so they have the same health percentage.

Bond of Madness : Vek’lor is immune to damage while channeling C’Thun’s energy.

Shadow Crash : Every 6 seconds while channeling, Vek’lor releases a bolt of Shadow energy at a random foe,

Army of the Sands : Every 20 seconds new Qiraji reinforcements appear based on the following rotation:

Every 20 seconds: 4-6 Vekniss Drones

Every 40 seconds: 1-3 Qiraji Battlegaurd

Every 60 seconds: 1 Qiraji Truthspeaker

Vek’nilash

Vek’nilash continues to use Chaos Blade, Unbalancing Strikes, and Mortal Thrust from phase 1, plus the following abilities:

Lash of Ruin : Vek’nilash strikes his current target, dealing Physical damage and causing them to take 10% additional Shadow damage for 30 seconds. This effect stacks.

Blade of Ruin : Vek’nilash conjures a shadowy blade for 15 seconds that strikes his current target whenever he makes a melee basic attack, dealing Shadow damage.

Inciting Cry : Vek’nilash releases a battle cry that incites several Qiraji, causing them to grow in size and deal 30% additional damage until defeated.

Qiraji Battleguard

Whirlwind : The Battleguard strikes all enemies within 8 yards, dealing Physical damage.

Charge : If no foes are within 8 yards the Battleguard charges to a random enemy within 20 yards and deals Physical damage.

Qiraji Truthspeaker

Drain Mind : The Qiraji Truthspeaker disrupts the target’s mind, dealing Shadow damage every second over 6 seconds. If channeled for the full 6 seconds the target is Mind Controlled for 6 seconds.

Phase 3: Prepare to Embrace Oblivion!

When Vek’nilash is reduced to 40% health, Vek’lor encases him in a protective barrier and enters combat, manifesting the madness of C’Thun. On reducing Vek’lor to 20% health phase 4 begins.

Bonded Vitality : Every 3 seconds the Twin Emperors equalize their health so they have the same health percentage.

Bond of Madness : Vek’nilash is protected from harm while encased in C’Thun’s energy.

C’Thunic Mutation (Mythic): Every 30 seconds Vek’nilash is encased in Bond of Madness, he gains a stack of C’Thunic Mutation, increasing the damage he deals by 5% for phase 4.

Corrupting Miasma (Heroic): After 15 seconds of the phase beginning, the ground lower than the altars of C’Thun are covered with corrupting miasma, dealing Shadow damage to enemies every second within.

Trail of Sanity : Whenever Vek’lor teleports to another altar, a mazelike path appears between the altars within the corrupting miasma. While on the Trail of Sanity, corrupting miasma deals no damage. After 30 seconds, the trail collapses.

Vek’lor

Vek’lor begins channeling at an altar of C’Thun, drawing more power out of it.

Shadow Crash : Every 3-6 seconds while channeling Vek’lor releases a bolt of Shadow energy that targets a random foe’s location, dealing Shadow damage to all enemies within 8 yards of its landing area.

Malevolent Gaze : The eye of C’Thun manifests over the altar over 5 seconds. Any enemy looking at the eye when it manifests is Dazed for 8 seconds and dealt massive Shadow damage.

Baleful Teleport : After 45 seconds or taking 5% health in damage Vek’lor teleports to another altar, dealing shadow damage and dazing all enemies within 6 yards for 3 seconds.

Phase 4: Too late to turn away, face the inevitable!

On bringing Vek’lor down to 20%, the Twin Emperors have drawn all they can from C’Thun and now focus on delaying the heroes long enough for the old god to climb up the Well of Madness. Bring down the last of the emperors of the Qiraji to prevent the old god from have his minions ready upon his arrival.

Bonded Vitality : Every 3 seconds the Twin Emperors equalize their health so they have the same health percentage.

Children of the Hive (Environment, Hazard): The floor of the Royal Sanctum is filled with non-hostile Silithid Swarmers that do not engage unless damaged. If killed, Silithid Swarmers respawn after 15 seconds, however Silithid Swarmers do not spawn on the Altars of C’Thun.

Altar of C’Thun (Environment): An altar to C’Thun can be found at each of the cardinal directions of the Royal Sanctum, each consisting of a raised platform.

Manifestation of C’Thun (Environment): Every 45 seconds the altar nearest to each of the Twin Emperors manifests the Eye of C’Thun, causing the ground of the altar to writhe with dark energy for 30 seconds, dealing Shadow damage every second to enemies on the altar.

Twin Teleport : At 85% and 70% health Vek’lor and Vek’nilash teleport to the location of their twin, switching places and swapping threat tables.

Gift of C’Thun : After 15 minutes Vek’lor and Vek’nilash gain the power of C’Thun. All altars gain Manifestation of C’Thun and both Vek’lor and Vek’nilash deal 500% additional damage with all abilities.

Vek’lor

Gaze of C’Thun : Vek’lor manifests the gaze of C’Thun, releasing a 12 yard ray of dark energy in a line in front of himself over 4 seconds, dealing Shadow damage every second to enemies it touches.

Shadow Crash : Every 3-6 seconds Vek’lor releases a bolt of Shadow energy that targets a random foe’s location, dealing Shadow damage to all enemies within 8 yards of its landing area.

Malevolent Gaze : The eye of C’Thun manifests over the nearest altar over 5 seconds. Any enemy looking at the eye when it manifests is Dazed for 8 seconds and dealt massive Shadow damage.

Wave of Cold : Vek’lor releases a ring of Cold energy that sweeps out to 12 yards, dealing Cold damage and slowing enemies by 30% for 8 seconds.

Pillar of Flames : Vek’lor releases a pillar of flames at a target’s location, dealing Fire damage to the target and all enemies within 6 yards of them.

Shadow Burst : Vek’lor releases a burst of energy that deals Shadow damage to enemies within 12 yards.

Supportive Magic : While within 30 yards of Vek’nilash, Vek’lor can use Binding Heal.

Binding Heal : Vek’lor heals himself and his brother for a moderate amount of health.

Unstable Infusion : Vek’lor causes several Silithid Swarmers to become unstable. If an Unstable Swarmer gets within 6 yards of an enemy, it explodes, dealing Nature damage to all enemies within 12 yards. A Silithid Swarmer cannot be both incited and infused.

Infusing Aura : Every 10 seconds Vek’lor causes a Silithid Swarmer within 6 yards to gain Unstable Infusion.

Vek’nilash

C’Thunic Mutation (Mythic): Based on the duration of Phase 3 Vek’nilash has stacks of C’Thunic Mutation, increasing the damage he deals by 5% per stack.

Chaos Blade (Dispel): Vek’nilash empowers his weapon, dealing additional Chaos damage with each attack.

Uppercut : Vek’nilash targets a random enemy in melee, preferring non-tank foes, and strikes them, dealing physical damage and knocking them up to 60 yards away.

Blade of Ruin : Vek’nilash conjures a shadowy blade for 15 seconds that strikes his current target whenever he makes a melee basic attack, dealing Shadow damage.

Unbalancing Strikes : Vek’nilash enters a frenzy, swinging three times in 120 degree arcs, pausing for 3 seconds between each strike. Each swing targets a different 120 degree section around him.

Mortal Thrust : Vek’nilash targets a random enemy, preferring ranged enemies, and focuses on them over 4 seconds, releasing a shockwave that hits them or the first enemy it comes into contact with, dealing Physical damage and reducing the healing the target receives by 10% for 30 seconds. The healing reduction effect stacks.

Support Morale : While within 30 yards of Vek’lor, Vek’nilash can use Rallying Cry.

Rallying Cry : Vek’lor and Vek’nilash reduce the cooldown of their spells and abilities by 30%, Vek’lor’s casts 30% faster.

Incite Swarm : Vek’nilash releases a battle cry that incites several Silithid Swarmers, causing them to become hostile and target their nearest enemy, growing in size and dealing 30% additional damage until defeated. A Silithid Swarmer cannot be both incited and infused.

Inciting Aura : Every 10 seconds Vek’nilash causes a Silithid Swarmer within 6 yards to become Incited.

Well of Madness

Vision of Ruin

Drawn into the darkened recesses of their own mind, the heroes must fend off the madness of C’Thun before they are digested in his enzymes. Completing a Phase of the Vision of Ruin on LFR and Normal allows heroes to continue from that point forward if defeated.

Phase 1: None Escape His Whispers

Drawn into a vision of C’Thun’s victory, the heroes must avoid the gaze of his Lidless Eye as they venture through a ruined voidscape of Silithus and Cenarion Hold.

Ruins of Cenarion Hold (Environment): Heroes begin the encounter at the Southern entrance of Cenarion Hold. To begin phase 2, heroes must climb to the top of the ruined watch tower and interact with the beacon of hope.

The Lidless Eye : The Lidless Eye of C’Thun watches from the center of Silithus, certain in its victory. It will occasionally turn its burning attention towards the ruins, causing all enemies in line of sight to take massive Shadow damage every second. Hiding in the ruins will break line of sight.

Gibbering Shadow

Gibbering Distraction : Enemies within 12 yards of a Gibbering Shadow are slowed by 15% and are silenced

Clasp onto Light : The Gibbering Shadow latches onto any enemies within 6 yards, rooting them in place until destroyed.

Maddened General

Great Cleave : Deals Physical damage to all enemies in a 12 yard arc in front of it.

Empowered Rend : Deals Physical damage and causes additional Bleed damage over 15 seconds.

Blessed in his Eye : While the Lidless Eye is looking at Cenarion Hold, the Maddened General deals 50% additional damage.

Phase 2: His Withering Gaze

Stepping through a portal into another portion of the vision, defeated heroes are revived and they may continue through a new madness of a withered Darnassus.

Ruins of Darnassus (Environment): Heroes begin the encounter at the portal entrance of Darnassus and must defeat a vision of a despondent father.

The Lidless Eye : The Lidless Eye of C’Thun watches from the center of Darnassus, certain in its victory. It will occasionally turn its burning attention towards different parts of the ruins, causing all enemies in line of sight to take massive Shadow damage every second. Ruined structures will break line of sight.

Gibbering Shadow

Gibbering Distraction : Enemies within 12 yards of a Gibbering Shadow are slowed by 15% and are silenced

Clasp onto Light : The Gibbering Shadow latches onto any enemies within 6 yards, rooting them in place until destroyed.

Withered Walker

Withered : Withered Walker takes greatly increased Fire damage.

Crackling Moan : The Withered Walker releases a despondent moan that chills the soul, dealing shadow damage to all enemies within 8 yards. Withered Walker uses Crackling Moan on being reduced to 0 health.

Despondent Father

Root of Sorrow : Despondent Father begins with three stacks of Root of Sorrow, reducing damage taken by 30% per stack. Defeating a Despondent Lasher hidden throughout the ruins of Darnassus removes a stack.

Root Burst : The Despondent Father targets the ground underneath a hero, dealing damage to all above the targeted location after 3 seconds and rooting them for up to 20 seconds or until the roots are destroyed.

Shared Suffering : The Despondent Father targets all enemies in line of sight and lassos them with a vine, dealing Shadow damage every second and pulling them closer. Running against the pull of the vine will break it after a short while.

Desiccate : The Despondent Father drains life from all enemies within 12 yards, dealing Shadow damage and healing for 10% of the damage dealt.

Blessed in his Eye : While the Lidless Eye is looking at the Temple of Elune, the Despondent Father deals 50% additional damage.

Phase 3: Visions Edge

Stepping through a portal into a third vision of Ruin, defeated heroes are revived and are thrust into a void, finding a giant C’Thrax ready to take them on. Lost to Ra in ages past, the vestiges of Apephis in C’Thun’s vision still seeks to conquer the world for its master.

The Lidless Eye : The Lidless Eye of C’Thun manifests in a cardinal direction every 45 seconds, causing all enemies in line of sight to take massive Shadow damage every second over 5 seconds. Resonating Crystals will break line of sight.

Warlord Apephis

Blessed In His Eye: Whenever the Lidless Eye manifests, Warlord Apephis is immune to damage and stands still, basking in C’Thun’s presence, then deals 5% additional damage for the rest of the encounter (stacking).

Chomp : Warlord Apephis bites down on his target, dealing massive physical damage.

Tendril Cleave : Warlord Apephis strikes an arc in front of him out to 12 yards, dealing Physical damage.

Biting Flesh : Warlord Apephis deals Physical damage to his current target, and additional Bleed damage over 20 seconds.

Tendril Lash : Warlord Apephis targets an enemy, preferring a ranged class, and flings a tendril of flesh at it, binding the target and dragging them towards him over 6 seconds. Running against the pull will break the tendril. If the target is pulled adjacent to Apephis, he uses Chomp on them.

Resonating Crystal : Warlord Apephis marks an enemy, sending a crystalline pulse through the ground to their location over 6 seconds. The crystal erupts from the ground, dealing physical damage to all enemies above it, forming a resonating crystal that lasts until targeted by Topple Pillar. Apephis sends out a crystalline pulse for each stack of Blessed in His Eye that he has beyond 1.

Topple Pillar : Warlord Apephis strikes a resonating crystal, toppling it and causing it to fall apart, forming 5-10 Gibbering Shadows. Apephis can use this 2-3 times in a row. Apephis automatically topples any crystal it comes into contact with.

Cacophony : Warlord Apephis calls upon the shadows, dealing Shadow damage to all enemies and manifesting a Gibbering Shadow adjacent to each hero. The Gibbering Shadow follows their target for up to 8 seconds or until they grab their target. If a Gibbering Shadow has not grabbed a target within 8 seconds, they melt back into the ground.


C'Thun

Coming to their senses, the heroes realize they have already been devoured by the old god, and must struggle to survive, much less defeat the elder being.

*Fight is mostly unchanged, but flipped around so that the heroes begin the fight inside of C’Thun, escape, and then defeat his eye as a more climactic icon for the fight.

Phase 1: You Have Already Failed

Drawn into C’Thun’s maw as he escaped the well of madness, the heroes must now fight their way out of the ravenous old god.

Digestive Acid (Environment, Healer): Every 5 seconds all heroes inside of C’Thun takes Nature damage

Upheaval : Once two Flesh Tentacles are defeated, the maw of C’Thun opens and heroes can ride the spewing sludge out of his stomach for 45 seconds. Heroes take nominal Nature damage while being regurgitated by the old god.

Grasping Flesh : Every 15 seconds C’Thun while not undergoing Upheaval, C’Thun generates 2-4 Grasping Tendrils within its stomach.

Upset Stomach : Whenever a Flesh Tentacle is destroyed, the stomach of C’Thun roils with rage, causing globs of stomach acid to leap from the pools towards heroes, dealing Nature damage to all within 6 yards of their landing zone.

Flesh Tentacle

Flailing Grasp : The Flesh Tentacle grabs the nearest melee target and whips them around, dealing physical damage with each strike, up to 15 seconds, then throws their held target up to 30 yards across the stomach.

Inner Eye

Blink : If brought to 0 health the inner eye closes for three minutes and will not use Withering Glare

Withering Glare : The Inner Eye focuses on a foe within C’Thun’s stomach, releasing a blast of dark energy at their location after 8 seconds. Any heroes touched by the beam take massive Shadow damage and are slowed by 40%.

Grasping Tendril

Retract : If there are no target’s within melee range after 10 seconds, a Grasping Tendril will retract and then Bursts to a foe within the stomach. If there are no targets within the stomach, the tentacle will burst to the first target that enters.

Burst : The tendril bursts from the stomach lining, dealing Physical damage.to all enemies within 4 yards.

Grasp : The tendril grabs a target, snaring them within 6 yards of the tendril. Running against the tendril will snap its grasp and deal 20% damage to it.

Phase 2: Your Courage Will Fail

The carapace of C’Thun is stretched and weakened while he regurgitates the heroes, giving a moment of weakness – perhaps they can exploit it? Destroying the body begins phase 3.

Carapace of Chaos : Carapace of Chaos reduces damage dealt to C’Thun’s body by 90%. During Upheaval, Carapace of Chaos is dispelled and returns when Upheaval finishes channeling.

Regenerative Lining : After Upheaval ends, C’Thun spawns 1 (2 on Mythic) Flesh Tentacles in its stomach. Defeating the tentacle(s) restarts Upheaval.

Devour : While Upheaval is not channeling, C’Thun will Devour a random hero every 15-30 seconds, returning them to the stomach.

Final Swallow : After the first Upheaval, if there are no foes on the surface, C’Thun will channel Final Swallow over 60 seconds, after which he will flood his stomach with digestive enzymes, instantly killing all heroes inside.

Regenerate Tentacles : Every few seconds C’Thun will regenerate additional tentacles on the surface, in the following sequence:

20 seconds: 2-4 Eye Tentacles, 1-3 Grasping Tendrils

30 seconds: 2 Giant Claw Tentacles

60 Seconds: 1 Giant Eye Tentacle

Eye Tentacle

Void Rift : The eye tentacle deals Shadow damage to all enemies within 4 yards every 3 seconds.

Mind Flay (Interrupt): The eye tentacle deals Shadow damage every second over 10 seconds, slowing the target by 30%.

Eye of C’Thun (Mythic): The eye tentacle gains a stack of Eye of C’Thun every 6 seconds, dealing shadow damage to a random enemy every 3 seconds per stack.

Giant Claw Tentacle

Void Rift : The giant claw tentacle deals Shadow damage to all enemies within 8 yards every 3 seconds.

Slam : The tentacle slams the ground within 12 yards, dealing physical damage to all enemies within the area and stunning them for 2 seconds.

Thrash : The tentacle strikes a total of three times on its next attack.

Giant Eye Tentacle

Void Rift : The giant eye tentacle deals Shadow damage to all enemies within 8 yards every 3 seconds.

Focused Glare : The giant eye tentacle focuses on an enemy and releases a cone of shadow energy, dealing Shadow damage split between all enemies within the cone.

Eye of C’Thun (Mythic): The eye tentacle gains a stack of Eye of C’Thun every 6 seconds, dealing shadow damage to a random enemy every 3 seconds per stack.

Phase 3: You Will Die

The body of C’Thun lies shattered, releasing the sole remaining part of it – its eye. The gaze of the old god is fully upon you.

Regenerate Tentacles : Every 20 seconds C’Thun will regenerate additional tentacles on the surface, in the following sequence, this continues from Phase 2:

20 seconds: 2-4 Eye Tentacles, 1-3 Grasping Tendrils

40 seconds: 2 Giant Claw Tentacles

60 Seconds: 1 Giant Eye Tentacle

Eye Tentacle

Void Rift : The eye tentacle deals Shadow damage to all enemies within 4 yards every 3 seconds.

Mind Flay (Interrupt): The eye tentacle deals Shadow damage every second over 10 seconds, slowing the target by 30%.

Eye of C’Thun (Mythic): The eye tentacle gains a stack of Eye of C’Thun every 6 seconds, dealing shadow damage to a random enemy every 3 seconds per stack.

Giant Claw Tentacle

Void Rift : The giant claw tentacle deals Shadow damage to all enemies within 8 yards every 3 seconds.

Slam : The tentacle slams the ground within 12 yards, dealing physical damage to all enemies within the area and stunning them for 2 seconds.

Thrash : The tentacle strikes a total of three times on its next attack.

Giant Eye Tentacle

Void Rift : The giant eye tentacle deals Shadow damage to all enemies within 8 yards every 3 seconds.

Focused Glare : The giant eye tentacle focuses on an enemy and releases a cone of shadow energy, dealing Shadow damage split between all enemies within the cone.

Eye of C’Thun (Mythic): The eye tentacle gains a stack of Eye of C’Thun every 6 seconds, dealing shadow damage to a random enemy every 3 seconds per stack.

Eye of C’Thun

Dark Glare : C’Thun sweeps his gaze across half of the battlefield over 30 seconds, releasing a beam of energy that deals fatal Shadow damage to any hero that comes into contact with it.

Eye Beam : C’Thun releases a beam of dark energy that deals Shadow damage to its target, then jumps to any targets within 12 yards, increasing in damage by 150% each time it jumps.

Phase 4 (Mythic): Only Chaos Remains

With 5% health remaining, C’Thun attempts to pull the heroes back into the Vision of Ruin in a last bid to defeat them

Eye of C’Thun

Staredown : C’Thun gains a stack of Staredown every 6 seconds, increasing the damage of Chaos Glare each stack. C’Thun gains a stack of Staredown at the beginning of the phase for each giant tentacle that remained in combat at the end of phase 3.

Chaos Glare (Healer): C’Thun focuses on the heroes, dealing Shadow damage every second to all living foes.

Fin :partying_face:

1 Like

Good lord two walls of text for this.
Sorry but condense this seriously,
No one is going to bother to read all of that.

As to AQ as a mega. It kinda already was between the two. No need for it to be changed.