If Zul'Gurub Were Released as a Modern Raid

Enjoy some additional wasted time! Building off the prior endeavor at:

Molten Core

Onyxia’s Lair

Blackwing Lair

Sunken Temple

Below, a re-envisioned ‘release’ of the Zul’Gurub raid and the associated stories, if they were made using Modern WoW mechanics and content. This builds on the Sunken Temple campaigns and turns Yojamba Island into a Molten Front style questing hub!

Patch X.3.0: Curse of the Blood God The prophecy foreseen by Vol’jin has come true, the Loa Hakkar the Soulflayer has been reborn in Azeroth. Mastermind of countless insurrections and plagues of the ancient Troll empires, the self-proclaimed Blood God has been resurrected using the nightmare infused blood of the green dragonflight and returned to his seat of power in Zul’Gurub. Promising the return of the Gurubashi empire in exchange for complete obedience, the spirit now challenges the rule of the Alliance and the might of the Horde for control of the world.

Complete new World Quests and Invasions in the Hinterlands, Tanaris, Stranglethorn, and Darkshore as the Gurubashi attempt to reclaim their lost empire, while attempting to gain the trust of the servants of Zanza and the armies of the Yojamba Accord, where heroes learn of the ancient Zandalari artifacts that may protect them from the Blood God’s wrath.

As you increase in reputation with the Yojamba Accord and reclaim the powerful Troll mojo and bijou claimed by the Hakkari, the Zandalari will grant you access to powerful new equipment sets, Troll artifacts, and ‘Mojo’ for your gear and weapons. You can spend your cleansed Bijou, gathered by completing quests across Azeroth and from raiding Zul’Gurub to empower these collected relics, making them stronger against the Curse of the Blood God.


Faction - Yojamba Accord Vol’jin learns that the Zandalari trolls have attempted to mount a resistance against the Soulflayer's empire, sending in an army of their own priests and warriors to overcome their ancient threat, in their hubris claiming they are capable of defeating the Loa themselves. Members of the Horde and Alliance will join together and liberate a portion of the Zandalari army from the Blood Curse and then rebuild the siege camp on Yojamba Island, serving as a base of operations for further adventurers into Stranglethorn.

Heroes begin in their capital city by learning about the appearance of the Golden Fleet off the shores of the Eastern Kingdom, an emissary of the Zandalari appearing to the leaders to declare their intent on defeating the Gurubashi without the assistance of either the Horde or Alliance. When portions of the fleet reappear off the coasts of Troll controlled regions and begin attacking those not allied with the Gurubashi, the leaders of the factions send representatives to Stranglethorn to determine what happened to the Zandalari forces.

Completing a scenario where the heroes rescue the remaining soldiers of the army on Yojamba Isle, the followers of Zanza reclaim the fortification and fashion the Yojamba Accord, creating a ritual bond between the armies in an attempt to ward off further attempts to divide them by Hakkar. Upon completing the introductory quests, heroes will be able to challenge the Gurubashi empire to gain reputation, increasing the power afforded to members of the Accord by Zanza in order to supply the army and lay siege to Zul’Gurub.


Questing Hub - Yojamba Island Heroes that have rescued the Zandalari survivors are tasked with reinforcing their shattered army and fortifying Yojamba Island against the attacks of the Gurubashi. By spending Bijous obtained from World Quests and adventures into Zul’Gurub the heroes can order the construction of buildings and supplies that will offer new Daily Quests and tasks that can be accomplished. As heroes reach higher levels of reputation within the Yojamba Accord, they can also empower the ritual that protects their people from the influence of Hakkar, granting them additional power while in Zul’Gurub and allowing them easier movement in the raid, even skipping encounters and bosses.

World Bosses - Cache of Madness Zanza the Restless, a lesser Loa of Life and History has accumulated a number of treasures that he can bequeath to his followers and those he finds worthy. By unlocking Zanza’s altar on Yojamba Island and empowering the Cache of Madness, Zanza can call upon the spirits of legendary Zandalari trolls to come forth and challenge those who seek his gathered knowledge. The spirits summoned by the Cache rotate each time one is defeated, and a hero can obtain treasure once per day by defeating the conjured souls.

Relics of the Troll Wars (Class Sets) After the failed assault on the Gurubashi, Zanza requests that the heroes gather relics of the past. Adventurers will journey with a Zandalari representative for their class and gather the components to recreate or recover equipment tied to the ancient war between the Zandalari and Gurubashi in an attempt to give the army an advantage over the Hakkari cultists.

Death Knight/Paladin – Path of the Freethinker Sometimes the greatest heroes came from outside of the rigid hierarchy of the Zandalari, casteless that rose above their station to become heralded innovators and champions of the empire’s people. Never fearing the oppression of the royal seat, the Freethinkers delved into the powers of other races, light and darkness, to protect the populace from those that would abuse them. Paladins and Death Knights are tasked with assisting Chabal in his quests to find outside powers and learn of legendary Freethinkers, returning to Yojamba to inscribe the discovered runes of power into the Freethinker’s armor.

Adventurers will then join Chabal in discovering a Heroes Brand, a powerful fetish marking the bearer as a champion of the people, and obtain a potent Charm of Gri’lek, a wandering Warrior cursed by the Loa.

Death Knight Set – Runic Freethinker’s Armor
2 – Lichborne instantly generates 1 Rune.
3 – Increases the duration of Lichborne, Rune Tap, and Icebound Fortitude by 3 seconds.
5 – Spending a Rune increases your Versatility by 1% for 5 seconds, stacking up to 10%

Paladin Set – Divine Freethinker’s Armor
2: Hammer of Justice instantly generates 1 Holy Power.
3: Increases the duration of all Blessings by 3 seconds.
5: Spending Holy Power increases your Versatility by 1% for 5 seconds, stacking up to 10%

Gri’lek’s Charm of Valor (Trinket):

  • X Int/Str
  • X Stam
    Use: Increases the critical strike chance of your abilities that consume Runes or Holy Power by 10% for 15 seconds (1 Min Cooldown)

Heroes Brand (Neck):

  • X Int/Str
  • X Stam
    Equip: Your Hand of Reckoning/Dark Command grants you a shield equal to 5% of your maximum health for 5 seconds if used on an enemy not currently targeting you.

Demon Hunter/Warlock – Path of the Demoniac Even the Trolls were known to make bargains with demons, using their magic to bind the creatures within them. During the war against Hakkar the Zandalari made alliances with a cult of demon worshippers that manifested their abilities by completely consuming the soul of the demon, fighting for control over their body and using the fel powers of the consumed creature. Demon Hunters and Warlocks will find power by assisting the Jungle Troll Witch Doctor T’wansi who will help them conjure and command a demon, trapping it within a set of powerful threads.

Adventurers will then join T’wansi in recovering Kezan’s Taint from the ruins of the island, a shrunken head of a goblin that whispers secrets to the bearer and icon of the ancient slave-practices of the Zandalari. Finally, the heroes will obtain Hazza’rah’s Charm of Destruction, a bijou once owned by a Witch Doctor cursed by the Loa.

Warlock Set – Demoniac’s Imbued Threads
2 – Completing a cast of Drain Soul instantly regenerates a Soul Shard
3 – Increases the duration of Unending Resolve by 5 seconds
5 – Spending a Soul Shard increases your Versatility by 1% for 5 seconds, stacking up to 10%

Demon Hunter Set – Demoniac’s Binding Threads
2: When Metamorphosis ends you release a soul fragment for each enemy defeated while it was active.
3: Increases the duration of Metamorphosis by 5 seconds
5: Gathering a Soul Fragment increases your Versatility by 1% for 5 seconds, stacking up to 10%

Hazza’rah’s Charm of Destruction (Trinket):

  • X Int/Agi
  • X Stam
    Use: Instantly generate a Soul Shard or 2 Soul Fragments. This cooldown of this ability is reduced by 3 seconds each time you defeat an enemy that would provide experience or honor.

Kezan’s Taint (Neck):

  • X Int/Agi
  • X Stam
    Equip: You gain the benefits of the Demonic/Demon Skin Talent. If you already have the talent its benefit increases by 4 seconds/5%.

Druid – Path of the Haruspex The ancient Troll wars forced many loa to choose sides, some with the Zandalari and some with the Gurubashi. Many of the lesser ancient spirits of Azeroth could not form a priesthood, and thus they congregated around the Haruspex, who would manifest the powers of nature without relying on ‘druidic’ magic. For the Zandalari, these Haruspex could turn the tide when the loa’s might were evenly matched, so the Witch Doctor Khufu seeks to recreate their power and bring the remaining ancient spirits into the renewed conflict. Druids will find power by assisting Khufu and finding the enclaves of the lesser loa whose gift can be woven into a set of powerful vestments.

Adventurers will then join Khufu in searching the Maelstrom for imbued kelp which will be used to fashion the Amulet of the South Seas, an artifact thought to help defeat the ancient beast Gahz’ranka. Finally, the heroes will obtain Wushoolay’s Charm of Nature, a mystic token once owned by a Witchdoctor cursed by the Loa.

Druid Set – Haruspex’s Garb
2 – Casting Regrowth on another player also grants you the heal over time component for 6 seconds.
3 – Increases the passive benefit of your affinity talent by 3 yards, 5% speed, 1% health, or 2% less damage taken.
5 – Shapeshifting increases your Versatility by 2% for 5 seconds, stacking up to 10%

Wushoolay’s Charm of Nature (Trinket):

  • X Int/Agi/Str
  • X Stam
    Use: Increase Haste by X and reduce the mana cost of your spells by 5% for 15 seconds.

Amulet of the South Seas (Neck):

  • X Int/Agi/Str
  • X Stam
    Equip: You gain a 5% increase to your Swim speed, increased to a 10% bonus while in Aquatic Form. You gain increased health regeneration while in your Aquatic Form.

Hunter – Path of the Predator The Zandalari hunting tradition is one of silently stalking the prey, the thrill of the hunt, and the final and conclusive snap of the trap. Whether hunting beasts or sentient humanoids, the greater the danger to the hunter the more prestigious the kill – even hunting other hunters is encouraged to demonstrate lethal aptitude. Traveling from the Savagelands, Huntmaster Vol’ka instructs hunters in the ritual adornment for those seeking to overcome the Predator’s trials, granting them the spirits of those they have ritually tracked down and eliminated.

Adventurers will then join Vol’ka in traveling to the Maelstrom and attempting to siphon some of its immense power, imbuing an amulet with the wrath of nature, crafting the Maelstrom’s Wrath. Finally the heroes will obtain Renataki’s Charm of Beasts, a bijou once held by a Warrior cursed by the Loa.

Hunter Set – Predator’s Armor
2 – Dealing damage with your Shots, Kill Command, and Raptor Strike has a chance of afflicting your target with a Predator’s Mark, increasing the damage of your next Kill Shot against them by 3%, stacking up to 30%.
3 – The Duration of Concussive Shot/Wing Clip is increased by 3 seconds.
5 – Defeating an enemy that would grant experience or honor increases your Versatility by 1% for 5 seconds, stacking up to 10%

Renataki’s Charm of Beasts (Trinket):

  • X Agi
  • X Stam
    Use: Instantly grants a free charge of Aimed Shot (MM), Kill Command (SV), or Barbed Shot (BM)

Maelstrom’s Wrath (Neck):

  • X Agi
  • X Stam
    Equip: The cooldown of Feign Death is reduced by 15 seconds, further reduced by 3 seconds whenever you defeat an enemy that grants experience or honor. You regenerate 2% of your maximum health every second while feigning death.

Mage – Path of the Illusionist Few would deny the arcane might of the ancient troll empires, whose magic was copied by the elves and then codified into the arcane traditions known today. Using mojo to befuddle the minds of their foes, Zandalari Illusionists would protect their homeland from Gurubashi attacks, forming phantom armies and inflicting madness upon those who dared stand against them. The Seer Al’Tabim the All-Seeing wishes to recover this mythical power and will advise heroes seeking the Illusionist’s Attire, powerful pieces thought to be woven from mojo-infused threads.

Adventurers will then join Al’tabim in searching ruins near the island of Kezan for shards of Kaja’mite, refashioning the Jewel of Kajaro. Finally the heroes will obtain Hazza’rah’s Charm of Magic, a token of power once held by a Witch Doctor cursed by the Loa.

Mage Set – Illusionist’s Attire
2 – Your Blink/Shimmer leaves behind a Mirror Image that lasts for 5 seconds
3 – The cooldown of Counterspell is reduced by 3 seconds
5 – Whenever your Mirror Images are destroyed or end, you gain a 2% bonus to your Versatility for 5 seconds, stacking up to 10%.

Hazza’rah’s Charm of Magic (Trinket):

  • X Int
  • X Stam
    Use: Extend the duration of any active Mirror Images by 5 seconds and cause them to become empowered, dealing 20% additional damage for their duration.

Jewel of Kajaro (Neck):

  • X Int
  • X Stam
    Equip: The cooldown of Invisibility is reduced by 30 seconds. You regenerate 1% of your maximum mana every second while Invisible.

Priest – Path of the Confessor The will of the king is absolute, and few are more in tune with his desires than the Zandalari Confessors, a caste of priests meant to enact the rules of the Zandalari and enforce the judgment of the upper castes. Considered lords of the laws of the land, the Confessors were instrumental in the defeat of Hakkar in ages past and seeking out his cultists, and Exzhal, Servitor of Rastakhan, seeks to instruct priests in the will of his lord. Priests seeking additional power will work at the behest of Exzhal to enact the will of Rastakhan and hunt down the Hakkari to earn the Confessor’s Raiment.

Adventurers will then join Exzhal in overcoming a powerful acolyte of Hakkar and obtaining a confession in order to earn The All Seeing Eye of Zuldazar, marking them as an agent of the King. Finally, the heroes will obtain Hazza’rah’s Charm of Healing, a bijou once held by a Witch Doctor cursed by the Loa.

Priest Set – Confessor’s Raiment
2 – The target of Mind Soothe deals 3% reduced damage for its duration.
3 – The duration of Focused Will increases by 3 seconds
5 – Casting Power Word: Shield grants you a 2% bonus to your Versatility for 5 seconds, stacking up to 10%.

Hazza’rah’s Charm of Healing (Trinket):

  • X Int
  • X Stam
    Use: Increase Haste by X and reduce the mana cost of your healing spells by 5% for 15 seconds.

All Seeing Eye of Zuldazar (Neck):

  • X Int
  • X Stam
    Equip: Reduces the casting time of Mind Control by .5 seconds. Every second you control an enemy with Mind Control you probe its weaknesses, causing it to take a stacking 1% additional damage from your spells for 10 seconds once Mind Control ends

Rogue – Path of the Madcap Few realize how close the trolls were to the races of the old gods, embracing the power of the void and madness at the margins of their society. Known for using chaos as a weapon against their enemies and being entirely unpredictable, Madcaps sowed destruction in their wake, carving their way through the Gurubashi forces and bringing the war to a swift end. Rogues seeking power will be guided by Falthir the Sightless in finding the materials and secrets behind the Madcap’s Outfit, woven with thread and leather imbued with pure chaos.

Adventurers will then follow Falthir in performing the will of King Rastakhan (in their own way) and hunting down the cultists of Hakkar, granting them the Zandalarian Shadow Mastery Talisman. Finally, the heroes will obtain Renataki’s Charm of Trickery, a token of power once held by a Warrior cursed by the Loa.

Rogue Set – Madcap’s Outfit
2 – Using Blind reduces increases the damage of your next Eviscerate within 15 seconds on the target by 15%.
3 – The cooldown of Kick is reduced by 3 seconds
5 – Casting Eviscerate grants a 1% bonus to your Versatility for 5 seconds per combo point spent, stacking up to 10%.

Renataki’s Charm of Trickery (Trinket):

  • X Int
  • X Stam
    Use: Instantly generate half of your missing energy, the cooldown is reset whenever you enter Stealth.

Zandalarian Shadow Mastery Talisman (Neck):

  • X Int
  • X Stam
    Equip: Reduces the cooldown of Blind by 30 seconds. The cooldown is further reduced by 1 second for each Combo Point you spend.

Shaman – Path of the Augur Devotion in Zandalar takes on many forms, some worship the Loa or draw their power from the spirits, however others commune with the elements and attempt to gain power by divining the future. Known as augurs and searchers of bones and the stars, Augurs were instrumental in the defeat of the Gurubashi in the ancient wars, foreseeing their battle plans. The apprentice seer Maywiki works with heroes to develop their foresight, helping them gather the reagents for the Augur’s Regalia and divine the battle plans of the Hakkari.

Adventurers will then follow Maywiki’s prognostications to the islands near Kezan and rescue Voodress from Gurubashi influence, gaining the compendium known as the Vision of Voodress, filled with ancient foretellings about Hakkar. Finally, the heroes will obtain Wushoolay’s Charm of Spirits, a token of power once held by a Witch Doctor cursed by the Loa.

Shaman Set – Augur’s Regalia
2 – Your shock spells increase the damage of your next Lightning Bolt by 5% or healing of your next Healing Surge by 5%; and increases the Range of Lightning Bolt and Healing Surge by 5 yards, stacking up to 15% and 15 yards.
3 – The duration of Astral Shift is increased by 3 seconds
5 – Dealing damage with Lightning Shield grants a 2% bonus to your Versatility for 5 seconds, stacking up to 10%.

Wushoolay’s Charm of Spirits (Trinket):

  • X Int/Agi
  • X Stam
    Use: Increase the duration of all active totems by 10 seconds and increase their range by 5 yards.

Vision of Voodress (Neck):

  • X Int/Agi
  • X Stam
    Equip: At the conclusion of Astral Shift you heal for 25% of the damage taken for its duration over 10 seconds.

Warrior – Path of the Vindicator The King of the Zandalari relies on his Vindicators to enact his vengeance, soldiers that will punish those who break the laws of the kingdom or incite rebellion against Rastakhan. Avatar of might and bringer of retribution, Jin-Rokh the Breaker guides heroes in the training required to take on the role of the Vindicator and to become the hand of the king, enacting his vengeance against the Gurubashi. Heroes that undertake the trials set forth by Jin-Rokh are rewarded with the Vindicator’s Battlegear for their labors.

Adventurers are then challenged by Jin-Rokh to enact the vengeance of Rastakhan amongst the Hakkari, earning them his respect and the Rage of Mugamba. Finally, the heroes will obtain Gri’lek’s Charm of Might, a bijou once held by a Warrior cursed by the Loa.

Warrior Set – Vindicator’s Battlegear
2 – For 10 seconds after you Charge, Intervene, or Heroic Leap your Whirlwind’s range increases by 5 yards and it costs 5 less Rage.
3 – The duration of Hamstring’s slow is increased by 3 seconds
5 – Using Charge, Intervene, or Heroic Leap increases your Versatility by 1% for 5 seconds, stacking up to 10%

Gri’lek’s Charm of Might (Trinket):

  • X Str
  • X Stam
    Use: Instantly fill your Rage

Rage of Mugamba (Neck):

  • X Str
  • X Stam
    Equip: The cooldown of Intimidating Shout is reduced by 15 seconds. The cooldown is reduced by 3 seconds each time you Taunt and for each enemy caught in Intimidating Shout.

Zanza’s Legacy – Mojo Imbuements: Zanza tells of ancient rituals empowered by Mojo that allowed the trolls to imbue their equipment with powerful effects that increased their potency in battle. The Elves would steal these secrets and rename them Arcanum, but those who prove their power to Zanza are allowed access to the original essences of might and rituals to empower weapons and armor. By gathering mojo and key ingredients from Zul’Gurub and the Sunken Temple a hero can imbue their helmet with Mojo. There are several Rituals available to all classes, however each class has a special imbuement made available through their Relic campaign.

Sample General Mojo Imbuement:
Greater Mojo of Gonk’s Rapidity – Your helm permanently gains +X Agil & +X Stam; your abilities have a chance to imbue you with a Raptor’s Speed, increasing your movement speed by X for 10 seconds.

Greater Mojo of Gral’s Hunger – Your helm permanently gains +X Stam; your abilities have a chance to imbue you with a Shark’s Hunger, increasing your Leech by 10% for 10 seconds.

Sample Class Specific Imbuement:
Syncretist’s Sigil (Paladin) – Your helm permanently gains +X Stam; Spending Holy Power has a chance of granting you X of your primary stat and increases your Dodge chance by 5% for 10 seconds. Successfully dodging an attack can extend this bonus by 1 second, up to 15 seconds.

Prophetic Aura (Priest) – Your helm permanently gains +X Stam; If Focused Will is activated you also gain X of your primary stat for its duration and Focused Will causes you to regain 8% of your maximum mana over 8 seconds.



The Soulflayer Beckons in Zul’Gurub
The armies are in place and the Troll forces have been fortified against the oppressive magic of Hakkar, the walled city of Zul’Gurub lays before you to besiege. The Yojamba Accord offer weekly quests for those that will defy the will of the Loa of Blood and press the attack on Normal, Heroic, and Mythic difficulties. By advancing and preparing for the assault players can complete questlines that will allow them to bypass bosses and advance beyond the Gates of Zul’Gurub and its encounters, even cutting off the power streaming to Hakkar from the imprisoned champions without engaging them directly.

Raid-Layout: Assault on Zul'Gurub The Loa of Blood, the Soulflayer Hakkar has been reborn and now sits at his place of power in the center of what will be the capital of his new empire, Zul’Gurub. Promising might to those who pledge themselves to his service, Hakkar has drawn in trolls from across Azeroth and imprisoned the mighty champions sent against him by the Zandalari – stripping them of their sanity and draining their energy. Heroes must besiege the fortified city, fight past the amassed armies that have pledged themselves to Hakkar’s service, defeat the seat of power of the Hakkari, sever the links allowing the Soulflayer to absorb the might of the other Loa, and return the Loa of Blood to his grave before Hakkar’s plague heralds a crimson dawn for Azeroth.

The Assault on Zul’Gurub begins as the heroes travel from their staging ground on Yojamba Island to the very gates of the city, fighting through the might of the armies of the Gurubashi and their combined allies. At the gates of the city they encounter Gathering of Speakers petitioning the general of the Hakkari armies to let them join in the campaign. Even after defeating the speakers of the Vilebranch, Witherbark, Bloodscalp, Sandfury, and Skullsplitter the heroes find their advance halted by one more challenger, the Bloodlord Mandokir. Defeating Mandokir finally ends the Siege, allowing the armies of the Yojamba Accord access to the city itself.

Once the walls have been breached the heroes may challenge the bosses within its gates in any order, the city itself divided into four general districts, or they may challenge Hakkar directly while he is being empowered by the imprisoned champions of the Zandalari. Heroes will find threats when attempting to defeat these controlled champions, traveling to the Ziggurats of the Lesser Loa in the north and eastern parts of the city to find High Priestess Arlokk of the Loa Bethekk, and High Priest Thekal, champion of Shirvallah. Among the ziggurats the treacherous Yeh’kinya also raids the temple of Zanza, using the masks of the mystical loa to try and trap him, dispelling his protective wards over the armies of the Yojamba Accord

In the Fallen Temples of Zul’Gurub along its southern border, lost to the ravages of Zandalari might, the sanctums of Shadra, Hir’eek, and Hethiss are being used to secure the captured champions of the loa. High Priestess Jeklik oversees the excavation of the abandoned city, having been fully engulfed by Hakkar’s blood haze, while High Priest Venoxis is being held in the temple of Hethiss, writhing in agony as the curse slowly overcomes his mind. High Priestess Mar’li fights against the will of Hakkar, but it is a losing battle as she hides in the ruins of her loa’s shattered temple.

Heroes exploring the shadowy edges of Zul’Gurub will discover a darkened corner where the Hexxer Jin’do conducts his experiments on the souls and minds of Hakkar’s foes. Keen to finish his own studies and search for power, the Blood God leaves the hermit alone for now, ready to strike in case the Witch Doctor’s ambition outgrows his usefulness. On the other side of the city, a lonely portal returns the heroes to a beach somewhere in Stranglethorn, where a Hakkari priest beseeches the dark spirits of the sea to release an ancient terror upon the world, the tidal beast Gahz’ranka, the many-headed horror that once brought desolation to the Gurubashi empire.

Once the heroes feel they are prepared they can climb the Ziggurat at the center of Zul’Gurub and face the vile might of the Soulflayer Hakkar. Whether fully empowered or weakened the heroes will have a challenge as they attempt to withstand the insidious nature of the Loa of Blood’s assault on their mind and bodies, fighting the Loa itself at the pinnacle of the Altar of the Blood God.


Gates of Zul'Gurub

Gathering of Speakers Having battled through the armies of the combined lesser tribes, the heroes encounter the chosen speakers of the Witherbark, Skullsplitter, Sandfury, Bloodscalp, and Vilebranch at the gates of Zul’Gurub. Hoping to demonstrate their strength to Bloodlord Mandokir and join the armies of Hakkar the speakers are tasked with defeating the heroes that have fought their way to the empires doorstep.

Phase 1: Sandfury Challenger
As the eldest speaker and champion of the Sandfury, none oppose Speaker Jakra’zet as he levels the initial challenge against the gathered heroes. Jakra’zet seeks his revenge against the Alliance and Horde for their pillaging of his tribe’s capital.

Speaker Jakra’zet of the Sandfury

Mortal Strike: Jakra’zet strikes his current target, dealing Physical damage and reducing the healing they take by 30% for 30 seconds.
Blinding Strike: Jakra’zet strikes all enemies within 6 yards, dealing Physical damage and blinding them for 4 seconds.
Ravager: Jakra’zet throws his scythe at a random enemy on the battlefield, preferring ranged, where a sand manifestation continues to strike at enemies within 3 yards over 10 seconds, dealing Physical damage.

Whirling Sands: At 80% health Jakra’zet gains Whirling Sands. Whenever Jakra’zet uses Blinding Strike he also strikes all enemies between 6 and 18 yards away, dealing Physical damage and blinding them for 2 seconds.

Sand Slash: At 60% health Jakra’zet gains Sand Slash, allowing him to gather strength for 2 seconds before charging forward 20 yards and dealing Physical damage to any enemy he moves through.

Sand Ravager: At 30% health Jakra’zet creates two simulacrums of his scythe from sand that last until Jakra’zet is defeated. The simulacrums deal Physical damage to all enemies within 6 yards and mimic his use of Blinding Strike and Sand Slash.


Phase 2: Battle Royale, Round 1 With the Sandfury speaker defeated the Bloodlord issues a challenge to the remaining armies, causing a battle royal between their soldiers as they fight for the honor of beating the gathered champions of the Yojamba Accord. Spawned enemies will target their opposing tribes before heroes, however their AOE attacks will still damage those that get in their way. Phase 2 ends when there are only two armies remaining on the battlefield, at which point the remaining soldiers retreat and the speakers of the two victorious armies enter combat. In LFR the Bloodscalp and Skullsplitter Tribes will always be ‘victorious’ in this round.
Forces of the Lesser Tribes Witherbark Axe ThrowerWithering Toxin:The basic attacks of the Axe Thrower applies Withering Toxin, dealing additional Nature damage over 10 seconds.

Witherbark Bonebreaker
Dire Rage (Enrage): On being reduced to 50% health the Bonebreaker Enrages, increasing damage dealt by 30%.
Shatter: The Bonebreaker deals physical damage to the target and reduces their armor by 20% for 10 seconds.

Witherbark Shadowcaster
Shadowbolt Volley: Deal Shadow damage to all enemies within 12 yards
Mass Weakness: Curse all enemies within 12 yards, reducing their damage dealt by 20% for 2 minutes. Being reduced to 75% or less health removes the curse.

Vilebranch Ambusher
Stealth: When not actively engaged in combat for 3 seconds the Ambusher enters stealth, preventing enemies from targeting the ambusher with spells and abilities. Taking damage removes stealth.
Ambush: Requires Stealth. Deal massive Physical damage to the target and stun them for 3 seconds.

Vilebranch Blood Drinker
Blood Frenzy (Enrage): Any time an enemy dies within 10 yards of the Blood Drinker it gains a stack of Blood Frenzy for 15 seconds, increasing its melee attack speed and damage by 5%.
Cannibalize: On defeating an enemy the Blood Drinker feasts on the corpse, healing 5% health per second until restored to full health.

Vilebranch Soul Eater
Dark Offering: Sacrifices health to restore 25% of target ally’s maximum life.
Soul Bite: Instantly drain life from a target, dealing Shadow damage and restoring a nominal amount of health to the Soul Eater.

Skullsplitter Hunter
Disengage: The Hunter leaps backwards 8 yards
Mongoose Bite: Deals Physical damage and increases the Hunter’s attack speed by 5% for 6 seconds.

Skullsplitter Berserker
Enrage (Enrage): The Berserker becomes enraged, gaining 10% attack speed for 10 seconds.
Bladestorm: Deal Physical damage to all enemies within 6 yards every second, channeling for up to 5 seconds. The Berserker can continue moving while channeling Bladestorm.

Skullsplitter Spiritchaser
Soul Link: Links the souls of two allies, reducing damage taken by 10% and causing them to split health evenly every second until defeated.
Soul Push: Deals Shadow damage to a target, pushing their soul out of their body for up to 6 seconds, pacifying them for the duration or until the soul returns to its body.

Bloodscalp Scout
Aimed Shot: Channels over 2 seconds to fire a shot that deals Physical damage to its target.
Multi-shot: Deals Physical damage to the target and up to 4 other enemies within 6 yards of the target.

Bloodscalp Headhunter
Cleave: Deal Physical damage to up to 5 enemies within a 4 yard arc.
Execute: Deal Physical damage to the target, dealing additional damage if the target has less than 30% health remaining.

Bloodscalp Witch Doctor
Healing Totem: Drop a Healing Totem that restores life to allies within 12 yards every second until destroyed.
Lightning Bolt: Release a bolt of lightning at a target, dealing Nature damage.


Phase 3: Victorious Challenge The speakers of the two armies with soldiers remaining enter battle, either Speaker O’zola, Speaker Sedra, Speaker Zulwa, or Speaker Dizonni. In LFR Speakers Zulwa and Dizonni will always enter the battle.

Shifting Rivalries (Normal+): The rivalries of the speakers are determined based on which faction killed more of their soldiers apart from the heroes during the previous Battle Royale phase. On LFR the Bloodscalp and Skullsplitter are always rivals.

Speaker Zulwa of the Bloodscalp

Skullsplitter Rivalry: If the Skullsplitter speaker is in combat Zulwa’s attacks and abilities treats him as an enemy, allowing Dizonni to trigger traps or take damage if within an area of effect attack. If the subject of Zulwa’s rivalry is within 10 yards for longer than 5 seconds she enrages until the subject is removed.

Red-Edge: Zulwa strikes her current target to deal Physical damage, causing the target to Bleed for additional damage over 15 seconds.
Butchery: Strikes up to 5 enemies within 6 yards, dealing Physical damage and causing the targets to Bleed for additional damage over 15 seconds
Kill Shot: Zulwa throws an axe at a ranged target, dealing a large amount of Physical damage, increasing if the target is below 20% health. Zulwa throws another kill shot immediately if the strike is fatal to her target.

Razor Trap: At 80% health Zulwa gains Razor Trap, allowing her to place a trap within 6 yards which arms over 2 seconds. The next enemy that comes into contact with a Razor Trap takes Physical damage and additional Bleed damage over 6 seconds.

Chop and Carve: At 60% health Zulwa gains Chop and Carve. Zulwa concentrates over 4 seconds and then performs three consecutive Butchery attacks, each having a greater radius from 6/9/12 yards. Enemies damaged by all three take increased Bleed damage over 15 seconds.

Rapid Throw: At 30% health Zulwa gains Rapid Throw. Zulwa chooses a non-melee target and begins throwing axes at the target’s location over 8 seconds, the axes hit the first enemy they come into contact with, dealing Physical damage and slowing the target a cumulative 5% per strike for 8 seconds.

Speaker Dizonni of the Skullsplitter

Bloodscalp Rivalry: If the Bloodscalp speaker is in combat Dizonni’s attacks and abilities treats her as an enemy, allowing Zulwa to trigger traps or take damage if within an area of effect attack. If the subject of Dizonni’s rivalry is within 10 yards for longer than 5 seconds he enrages until the subject is removed.

Skullsplitter: Dizonni strikes his current target to deal Physical damage, reducing their armor by 5% for 15 seconds. The armor reduction stacks each time Skullsplitter is used.
Overpower: Dizonni strikes his current target to deal Physical damage.
Warbreaker: Dizonni strikes the ground in front of him after 1 second, dealing Physical damage to those within the striking zone and increasing the damage they take by 5% for 10 seconds.

Hammer Combo: At 80% health Dizonni gains Hammer Combo, allowing him to strike his current target twice with Overpower. On doing so, Dizonni releases a shockwave up to 30 yards behind the target, dealing Physical damage to those within the area.

Meteor Slam: At 60% health Dizonni gains Meteor Slam, causing him to target a distant enemy over 4 seconds, throwing him hammer at the target’s location after charging for 2 seconds. Enemies within the radius when the hammer lands take Physical damage, also increasing the damage the target takes by 5% for 10 seconds. Dizonni will then charge to the hammer’s location to pick it up.

Swat: At 30% health Zulwa gains Swat. Dizonni strikes his current target, dealing Physical damage and knocking them back 40 yards.


Phase 4: Battle Royale, Round 2 When either of the speakers are defeated Bloodlord Mandokir calls in the armies of the two remaining speakers to begin a new round of combat. The attacks and abilities of the speaker still on the battlefield can target and deal damage to the warring armies, and their kills count for his or her tribe for the purposes of Shifting Rivalries. When only one army has soldiers on the field they depart and the two remaining speakers join in the fray.


Phase 5: Victorious Challenge The two remaining speakers enter battle when only one army stands victorious on the battlefield, either Speaker O’zola, Speaker Sedra, Speaker Zulwa, or Speaker Dizonni. In LFR Speakers O’zola and Sedra will always enter the battle.

Shifting Rivalries (Normal+): The rivalries of the speakers are determined based on which faction killed more of their soldiers apart from the heroes during the previous Battle Royale phase. On LFR the Vilebranch and Witherbark are always rivals.

Crowned Champion (Heroic/Mythic): The speaker of the army remaining on the battlefield at the end of the Battle Royale is crowned the champion, granting them 25% increased health and damage.

Speaker O’zola of the Witherbark

Vilebranch Rivalry: If the Vilebranch speaker is in combat O’zola’s attacks and abilities treats her as an enemy, allowing Sedra to trigger traps or take damage if within an area of effect attack. If the subject of O’zola’s rivalry is within 10 yards for longer than 5 seconds he enrages until the subject is removed.

Shiv: O’zola strikes his target, dealing Physical damage.
Dagger Throw: O’zola throws a dagger at a distant target, dealing physical damage to the first enemy that the dagger hits.
Poison Bomb: O’zola throws a vial of acidic toxins at a distant target’s location, dealing Nature damage to those in the landing zone. The Bomb creates a 6 yard pool of acid for 12 seconds, which deals Nature damage to those that enter or stand in it.

Witherbark Toxins: At 80% health O’zola begins coating his weapons with a number of vile toxins, switching to a different poison every 20 seconds. Shiv, Dagger Throw, and the initial damage of Poison Bomb inflict the poison on their target.
Dessicating Toxin: The poison deals Nature damage over 15 seconds, slowing the target’s movement speed by 30% for the duration.
Dizzying Toxin: The poison deals Nature damage over 15 seconds, causing the target to be stunned for 1 second every 5 seconds.
Shadra’s Bite: The poison deals Nature damage over 15 seconds, dealing additional Nature damage when it ends if it continued for its full duration. If applied to a target already taking Nature damage from a poison, instead instantly deals Nature damage.

Vile Vials: At 60% health O’zola gains Vial Belt, causing his Poison Bomb attack to always throw vials at three targets at a time.

Dark Pursuit: At 30% health O’zola gains Dark Pursuit. O’zola enters stealth and becomes untargetable unless revealed, choosing a random enemy target and chasing them down over 8 seconds. If O’zola reaches his target before Dark Pursuit ends he strikes the target, dealing massive Physical damage and infecting them with his poison.

Speaker Sedra of the Vilebranch

Witherbark Rivalry: If the Witherbark speaker is in combat Sedra’s attacks and abilities treats him as an enemy, allowing O’zola to trigger traps or take damage if within an area of effect attack. If the subject of Sedra’s rivalry is within 10 yards for longer than 5 seconds she enrages until the subject is removed.

Shadow Bolt (Interrupt): Sedra evokes a bolt of dark energies, dealing Shadow damage to her target.
Cursed Skull: Sedra tosses a Cursed Skull to an enemy within 30 yards, causing them to take Shadow damage every second the skull is in their possession. The target can toss the skull to any ally or enemy within 30 yards, however a target cannot be the recipient of a single skull more than once. After 15 seconds the skull explodes, dealing Shadow damage to the bearer and causing the bearer to take 50% additional Shadow damage for 30 seconds. Speakers that are tossed a skull will throw it after holding for 3 seconds.
Suffocate (Dispel): Sedra channels dark energy to conjure ephemeral hands that grab her target and draw the breath from their lungs, stunning the target for up to 10 seconds and dealing Shadow damage every second.

Shadow Volley: At 80% health Sedra’s Shadow Bolt transforms into Shadow Volley, targeting all enemies within 30 yards.

Cursed Collection: At 60% health Sedra will throw two skulls at a time when using Cursed Skull and the cooldown is greatly reduced. Holding a Cursed Skull leaves a lingering corruption that deals Shadow damage over 6 seconds. Sedra will no longer accept tossed skulls.

Last Gasp: At 30% health Sedra gains Last Gasp, causing her Suffocate to deal greatly increased damage and it transfers to the dispeller if dispelled. Every second the target is being suffocated they emit a cone of dark energy over 8 yards in front of them, dealing Shadow damage.


Bloodlord Mandokir Champion of the Hakkari and leader of the Loa’s armies, Mandokir revels in carnage, though his intense pride prevents him from turning down any challenge from those he sees as a potential fodder. Quick of blade and mind, the Bloodlord learns from his victories and failures, getting stronger with every challenger he faces.

Phase 1: Bloodlord’s Decree
Bloodlord Mandokir unleashes his prized Raptors and Cavalry on the unsuspecting heroes, inciting panic amongst the gathered armies. Bloodlord Mandokir unleashes 3 Razzashi Riders and a swarm of Razzashi Raptors.

Razzashi Raptor
Thrash: The Raptor releases a series of basic attacks against their target over 3 seconds.
Ravage: The Raptor rips into its target, dealing Physical damage and causing the target to Bleed over 3 seconds.
Pounce: The Raptor chooses a distant target and charges at their location, dealing physical damage to any creature in its landing zone.

Razzashi Rider
Dismount: The Razzashi Rider dismounts on reaching 50% health, spawning a Razzashi Raptor
Mortal Strike: The Rider strikes his current target, dealing Physical damage and reducing the healing they take by 50% for 10 seconds.
Whirlwind: The Rider concentrates for 2 seconds and then performs a whirling strike, dealing Physical damage to all enemies in melee range.


Phase 2: Dis is De Way
When the 3 Razzashi Riders are defeated Bloodlord Mandokir steps down from his saddle to deal with the infidels, personally.

Chained Spirits: If defeated a hero becomes a ghost, capable of interacting with a Chained Spirit. On interacting with the spirit the hero will be revived with 100% health and mana. On LFR and Normal there are 59 Chained Spirits. On Heroic and Mythic there are 29 spirits. If all heroes are dead then Hakkar’s influence sweeps through the spirits, purging them from Zul’Gurub and absorbing the souls of the heroes trapped there.

Bloodlord Mandokir

Level Up: Mandokir begins combat with one stack of Level Up. On killing an enemy Mandokir gains a stack of Level Up, causing him to flex and increasing his damage by 10%. Bloodlord Mandokir can have up to 60 stacks of ‘Level Up’, increasing his size when he reaches level 10, 20, 30, 40, 50, and 60.

Mortal Strike: Mandokir strikes his current target, dealing Physical damage and reducing the healing they take by 50% for 10 seconds.

Whirlwind: Mandokir concentrates for 2 seconds and then performs a whirling strike, dealing Physical damage to all enemies in melee range.

New Prey: Mandokir charges at a distant foe, dealing Physical damage and stunning the target for 2 seconds. Mandokir wipes all threat.

Devastating Slam: Mandokir leaps into the air, bringing his blade down on foes in front of him after 2 seconds, dealing fatal Physical damage to those in range.

Threatening Gaze: Mandokir chooses an enemy within line of sight and marks them with his threatening gaze. If the target performs any action Mandokir performs Guillotine
Guillotine: Mandokir charges at a foe and instantly decapitates them, dealing fatal Physical damage

Intimidating Roar: Mandokir releases a feral roar, scaring all enemies in combat and causing them to panic for 6 seconds.

Frenzy: Mandokir goes into a Frenzy on reaching 20% health, increasing his attack speed by 100% and greatly reducing the cooldown of Threatening Gaze.
Protect the Child: Mandokir goes into a Frenzy if Ohgan is defeated, increasing his attack speed and damage dealt by 50%. This stacks with Frenzy.


Ohgan
Thrash: Ohgan releases a series of basic attacks against her target over 3 seconds.

Shred Armor: Ohgan strikes her target, dealing physical damage and reducing the target’s armor by 5% for 20 seconds, stacking per use up to 100%.

Pounce: Ohgan chooses a distant target and charges at their location, dealing physical damage to any creature in her landing zone


The Fallen Temples

High Priest Venoxis Once worshipped by both the Gurubashi and the Zandalari, the temple of Hethiss had a prominent position near the central altars of Zul’Gurub. Shattered and left unattended, now the fallen High-Priest of Hethiss, whose mind is being corrupted by Hakkar’s toxins, holds his service with the serpents drawn to the return of the Loa’s presence.

Phase 1: Corrupted Veins
Venoxis spews nonsense in an attempt to keep his mind active, drawing a congregation of serpents to protect himself from threats.

High Priest Venoxis
Venom Nova: At the beginning of combat and before changing phases Venoxis releases a pulse of toxins that deals Nature damage to enemies within 10 yards and knocks them 30 yards back.

Toxic Wrath (Interrupt): Venoxis chooses a random enemy at range and fires a beam of toxins at them, dealing Nature damage every second. The beam then jumps to nearby enemies, dealing 30% of the damage, dealing increased damage the longer the beam is maintained.

Toxic Link: Venoxis links 2 random enemies, favoring either two melee or two ranged with a chain of vile toxins that deals Nature damage to both linked targets every second. If the enemies move more than 25 yards from each other the link breaks, causing a Toxic Explosion at their location.

Toxic Explosion: A burst of toxins is released at an enemies feet, dealing Nature damage to the target and any enemy within 8 yards.

Whisper of Hakkar: Venoxis empowers a Razzashi Cobra, dispelling any negative or crowd control effects on the creature and causing it to become Enraged for 20 seconds, increasing its attack speed by 30%.

Serpentskin Blessing (Dispel): Venoxis blesses a Razzashi Cobra, causing it to heal for 50% of its maximum health over 15 seconds.

Razzashi Cobra
Bite of Hethiss (Poison): Melee attacks inflict the Bite of Hethiss Poison for 30 seconds, up to 10 stacks, which deals Nature damage every second, dealing additional damage the more stacks the target has accumulated.
Spit (Interrupt): The Cobra spits a toxic substance at their target, dealing Nature damage and knocking them back up to 5 yards. Infects the target with a stack of Bite of Hethiss.


Phase 2: Blessing of Hethiss
His mind failing when he reaches 50% health, Venoxis gives in to the whispers of Hakkar, taking in the blessing of Hethiss as his mind and body are warped by the evil coursing through him. Venoxis transforms into the Avatar of Hethiss, giving in to the fury and losing the abilities from the prior phase.

Avatar of Hethiss
Bite of Hethiss (Poison): Melee attacks inflict the Bite of Hethiss Poison for 30 seconds, up to 10 stacks, which deals Nature damage every second, dealing additional damage the more stacks the target has accumulated.

Spit: The Avatar spits a toxic substance at their target, dealing Nature damage and knocking them back up to 5 yards. Infects the target with a stack of Bite of Hethiss.

Poison Volley: The Avatar spits at all enemies within line of sight, dealing Nature damage and infecting the target with a stack of Bite of Hethiss.

Pool of Tears: The Avatar releases a pool of toxins at his location that spreads over 12 yards, dealing Nature damage to enemies within its area every second.

Gift of Hethiss: Empowers the Avatar of Hethiss, granting him 10 stacks of Empowered Venom. The next 10 applications of Bite of Hethiss and Spit consume a charge of Empowered Venom, instantly causing the target to gain 5 stacks of Bite of Hethiss or take additional Nature damage if they are already at 10 stacks.

Parasitic Call: Calls upon one (two in Normal, three in Mythic) Parasitic Serpents that fixate and move towards random enemies in combat, attempting to reach their target unless destroyed. If a Parasitic Serpent reaches its target it will infect them with Parasitic Infestation until the end of the encounter.

Parasitic Infestation: Target takes Nature damage and has a 10% reduction in movement speed until the end of the encounter. The damage and movement speed stack for each Parasitic Infestation on the target.


High Priestess Jeklik High Priestess of the Loa Hir’eek, Jeklik has never been the most stable influence among the chosen priests sent by the Zandalari. Falling quickly to the voice of Hakkar, the priestess now oversees those excavating the ruined portions of Zul’Gurub, using the Bat-Riders to burn away the dense undergrowth of the jungle. With her efforts disturbed, she quickly manifests her patron, taking on the power of Hir’eek for her new master, the Loa of Blood.

Phase 1: Blessing of Hir’eek
The High Priestess has already fallen to the malign influence of Hakkar, drawing upon the powers as an avatar of Hir’eek to harry her foes and wait for reinforcements.

Avatar of Hir’eek
Sonic Burst: The Avatar of Hir’eek releases an ear-shattering shriek, dealing Physical damage to all enemies in Line of Sight and interrupting spellcasting. All interrupted enemies are Silenced for up to 10 seconds.

Rallying Screech: The Avatar of Hir’eek calls upon several Bloodseeker Bats. On Heroic/Mythic this also summons Bloodseeker Swarms.

Piercing Bite (Tank): The Avatar of Hir’eek strikes its target, dealing Physical damage and reducing their armor by 75% for 20 seconds.

Exsanguinate (Healer): The Avatar of Hir’eek strikes a target in melee, preferring non-tank enemies, reducing the target to 30% of its maximum health and causing a Bleed effect that deals damage until the target is healed to full health.

Swoop: The Avatar of Hir’eek deals Physical damage to enemies in a cone in front of it, stunning targets hit for 2 seconds.

Bloodwing: The Avatar of Hir’eek charges to an edge of the battlefield, dealing damage to all enemies between itself and the destination. The Avatar repeats this attack for each 10% health it is missing. At the conclusion of the charges the Avatar casts Blood Leech.

Blood Leech: The Avatar of Hir’eek draws blood from all enemies within 40 yards, dealing Physical damage and healing itself for three times the damage dealt.

Bloodseeker Bat
Blood Frenzy (Enrage): On being summoned the Bloodseeker Bat enters a frenzy for 15 seconds, causing it to gain 30% additional movement and attack speed.
Drain Blood (Interrupt): The Bloodseeker Bat draws blood from its target, dealing Physical damage every second and healing itself.

Bloodseeker Swarm
Swarm: Bloodseeker Swarm takes 90% less damage from most damage sources, taking 75% additional damage from area of effect spells and abilities.
Draining Bites: Enemies sharing the space with the Bloodseeker Swarm take Physical damage every second, healing the swarm for a small amount while it is dealing damage.


Phase 2: Gurubashi Heed My Call! Once Jeklik reaches 50% health her connection with her loa is severed, Hir’eek withdrawing the power granted to his High Priestess. Greatly weakened, Jeklik calls upon the armies of Hakkar under her command, including the Bat Riders.

Bombing Run: Every 30 seconds a contingent of three Bat Riders will come to bombard the battlefield, dealing damage along random lines. After the strafing run the Bat Riders will engage in combat until defeated. When the next group of Bat Riders arrive, all existing Bat Riders will also perform a new strafing run.

High Priestess Jeklik
Razor Dagger: Jeklik’s deals physical damage and causes the target to take ongoing Bleed damage for 15 seconds, stacking up to 5 times, each stack causing additional damage.

Shadow Word: Bleed: Jeklik causes a psychic wound that deals immediate Shadow damage and then additional Shadow damage every second, lasting until the target is returned to full health.

Mind Flay (Interrupt): Inflict Shadow damage to an enemy every second and reduce their movement speed by 80% for 3 seconds. Chains to nearby targets.

Curse of Blood: Jeklik links her current target and several random heroes within line of sight for 10 seconds. Whenever any of the linked heroes take damage, all of the other linked heroes take 30% of that damage.

Blessing of Blood (Dispel): Jeklik gains Blessing of Blood for 15 seconds, causing Shadow damage she deals to heal her for 10% of the damage dealt.

Psychic Scream: Jeklik lets out a Psychic Scream, causing up to 5 nearby enemies to flee for 6 seconds.

Dark Apparitions: Jeklik vanishes momentarily and summons two shadow apparitions that last for 20 seconds, reappearing alongside them. Shadow Apparitions can use Jeklik’s Shadow Word and Mind Flay powers but have greatly reduced health. If the apparitions last their entire duration they use Psychic Scream before dissipating.

Gurubashi Bat Rider
Liquid Fire: Throw a vial of Liquid Fire at the ground beneath a target enemy, dealing Fire damage to those within 6 yards of the target and causing a pool of Liquid Fire to burn at the location for 1 minute. Enemies that are within the pool of liquid fire take Fire damage every second, taking additional Fire damage for 6 seconds on leaving the pool.


High Priestess Mar’li Ever vigilant against betrayal, Mar’li was the last of the champions taken by Hakkar, her will and the paranoia instilled in her by the Loa of Venom giving her strength against the Soulflayer’s whispers. Regardless, the priestess still fights against Hakkar’s influence, hiding herself away in the ruined temple to Shadra amidst the rubble of the ancient portions of Zul’Gurub. Here, the priestess awaits redemption or damnation, using her connection to Shadra to watch the movements of the Hakkari, binding herself when Hakkar’s influence overwhelms her.

Phase 1: Blessing of Shadra
Weakened from fighting the whispers of Hakkar, the heroes encounter the High Priestess mere moments before her will dissolves, giving in to the Soulflayer’s demands.

Avatar of Shadra
Whispers of Hakkar: Mar’li is overtaken by the corruption of the Soulflayer, transforming into the Avatar of Shadra. While in this form Mar’li’s basic attack deals greatly increased damage. The whispers dissipate after 1 minute.

Thrash: The Avatar’s next melee attack strikes its target 2 additional times.

Poison Shock: The Avatar deals Nature damage to their target, dealing additional Nature damage over 10 seconds. The ongoing damage also damages all enemies within 6 yards of the target.

Barbed Thread: The Avatar fires a harpoon at a distant target, which deals Physical damage to the first enemy it comes into contact with and begins pulling them to the Avatar over 10 seconds, taking Physical damage if they attempt to move against the pull. If the target gets within 6 yards of the Avatar the target is dealt massive Physical damage and immediately subject to Enveloping Webs. Barbed Thread has no cooldown if the Avatar of Shadra has no enemies in melee range or all melee targets are already subject to Enveloping Webs.

Enveloping Webs: The Avatar charges over 4 seconds and roots all enemies within 20 yards for 8 seconds, silencing them and reducing their melee attack speed by 100%. Enemies enveloped generate no threat.


Phase 2: Thread by Thread
When the Whispers of Hakkar dissipate Mar’li returns to her natural state. Surprisingly the Children of Shadra appear, using their threads to try and pull the corruption from her. Four Children of Shadra enter from the edges of the battlefield and attach Soul Threads to Shadra, pulling a Hakkari Corruption from her. Each corruption the heroes destroy before Hakkar’s whispers overtakes Mar’li increases the damage the avatar takes for the rest of the encounter.

High Priestess Mar’li
Weakening Resolve: Mar’li is temporarily in control of her senses for 1 minute and becomes nonhostile to the heroes. Attacks against Mar’li by the heroes reduce her resolve, reducing the time until she loses her mind to Hakkar again and manifests as the Avatar of Shadra.

Hakkari Corruption
Soul Thread: The Hakkari Corruption is ensnared by a Soul Thread, pulling it towards the Children of Shadra. If not destroyed before Mar’li is overtaken by the Whispers of Hakkar it returns to Mar’li and heals the Avatar for 2% of its maximum health (5% on Heroic/Mythic). If the Corruption is pulled within 6 yards of the Children of Shadra it takes a massive amount of damage.

Fractured Soul: If the Hakkari Corruption is defeated it applies a stack of Fractured Soul to the Avatar of Shadra/Mar’li for the rest of the encounter. Each stack of Fractured Soul increases the damage taken by the Avatar by 5% (2% on Heroic/Mythic).


Phase 3: Web of Souls
Heroes are caught in the middle as the Loa Hakkar and Shadra fight over the soul of Mar’li, giving their boons to those in combat to enact their will. When the avatar/Mar’li reaches 75%/50%/25% health the Avatar of Shadra, Mar’li and Hakkari Corruptions, or the Children of Shadra gain new abilities. The fight alternates between the Blessing and Thread by Thread phases every minute. When brought to 5% health, Mar’li breaks free of Hakkar’s influence, drawing to her a group of Gurubashi partisans who seek to undo the works of the Loa of Blood.

Avatar of Shadra

Hakkari Empowerment: On being reduced to 75% health Hakkar renews his assault on Mar’li’s mind, empowering the Avatar of Shadra. Until the end of the encounter the Avatar of Shadra gains the Poison Volley and Draining Thread abilities. Barbed Thread now deals Shadow damage instead of physical damage.

Poison Volley (Interrupt): The Avatar of Shadra flings globs of acidic bile at all enemies within 30 yards, dealing Nature damage on impact and then additional Nature damage over 10 seconds.

Draining Thread: The Avatar of Shadra targets a non-tank enemy with a shadowy thread, connecting them for up to 30 seconds, dealing Shadow damage every second and healing the avatar. Moving more than 20 yards away from the avatar breaks the thread.

Children of Shadra

Shadra’s Eyes: On the Avatar/Mar’li being reduced to 50% health Shadra grants power directly to her children, empowering their ability to pull the corruption from Mar’li. Children of Shadra gain the Soul Purge and Enlarge abilities.

Soul Purge: While the Children of Shadra are pulling a Hakkari Corruption with Soul Thread, they deal Shadow damage to it every second.

Enlarge: Heroes can channel energy into the Children of Shadra to enlarge them, causing them to deal increased Shadow damage to the Hakkari Corruption with Soul Purge and increasing the speed the children draw the soul in using Soul Thread.

High Priestess Mar’li

Unstable Soul: On being reduced to 25% health the soul of Mar’li is greatly weakened, reducing the duration of future Thread by Thread phases to 30 seconds, increasing the health of Hakkari Corruptions by 50%, and granting Hakkari Corruptions the Soul Void and Shadow Tether abilities. Mar’li emits Corrupted Soul Fragments every 5 seconds during the Thread by Thread phase.

Corrupted Soul Fragment: A shadowy essence of corruption skitters away from Mar’li’s form to the edge of the battlefield before dissipating, dealing Shadow damage to the first hero it touches.

Hakkari Corruption
Soul Void: On being defeated or when absorbed back into Mar’li the Hakkari Corruption leaves behind an 8 yard zone of necrotic energy that lasts until the end of the encounter, dealing Shadow damage to any enemy that enters the region every second.

Shadow Tether: Tethers of Shadow connect the Hakkari Corruptions, dealing Shadow damage to any enemy that comes into contact with the beams.


Temples of the Lesser Loa

Yeh'kinya The treacherous Yeh’kinya has been hard at work developing a ritual to break or dispel Zanza’s protection over the Yojamba Accord, developing a potent magic that will disperse the Loa’s soul and prevent him from further interference with Hakkar’s plans. Heroes discover Yeh’kinya near the Temple of Zanza, his ritual nearing completion. Just a little push and this Troll’s efforts may come to naught….

Phase 1: Disrupting the Ritual
The heroes discover the Troll deep in his ritual, ready to bind the Loa Zanza to three ritual masks. Empowered by the magic, Yeh’kinya cannot be hurt, but perhaps the ritual can be disrupted.

Yeh’kinya
Mojo Shield: Yeh’kinya is empowered by a barrier of stolen magic and cannot be damaged, Mojo Shield has three charges

Mojo Beam: Yeh’kinya fires a beam of pure energy at a target, targeting over 4 seconds and then firing over 3 seconds. Mojo Beam deals massive damage in a line to the target location and all enemies between Yeh’kinya and the target. If the Mojo Beam hits a Ritual Mask, it causes a feedback, removing a charge of Mojo Shield.

Excess Mojo: While charging and firing a Mojo Beam Yeh’kinya constantly expels excess mojo, targeting the ground beneath 2-5 random enemies every two seconds, dealing Arcane damage to any creature in the landing zone. The landing leaves behind a pool of mojo for 10 seconds over 8 yards that deals Arcane damage to any creature that enters or is within its radius.

Binding Ritual (Deadly): After ten minutes of combat Yeh’kinya draws enough power to trap Zanza within the ritual masks, ending the protection of the Yojamba Accord and allowing Hakkar’s Blood Curse to wipe out the amassed armies.


Phase 2: Masks of the Old Ways
Yeh’kinya is instantly ripped apart by the magic of his ritual, causing the masks to absorb his soul – but the battle has not been won. Yeh’kinya continues to perform the ritual, hoping to trap Zanza in the masks along with himself.

Binding Ritual (Deadly): After ten minutes of combat Yeh’kinya draws enough power to trap Zanza within the ritual masks, ending the protection of the Yojamba Accord and allowing Hakkar’s Blood Curse to wipe out the amassed armies.

Yeh’kinya
Inhabit Mask: Every 30 seconds Yeh’kinya jumps to a different ritual mask, empowering it. Yeh’kinya takes damage equal to 35% of his maximum health each time the Mask he is inhabiting is defeated. If Yeh’kinya is reduced to 0 hp, Zanza breaks the ritual and forever binds Yeh’kinya’s soul to the ritual mask and renders it inert.

Residual Magic (Mythic): On Mythic, a mask continues to be empowered for 15 seconds after Yeh’kinya jumps to a new one.

Rebinding: Any time a mask Yeh’kinya is not inhabiting is defeated he revives it to 50% health. If a mask is defeated while empowered by Yeh’kinya it becomes discharged and cannot be revived by Rebinding. Discharged masks can be picked up and used by heroes.

Animate Mask (Heroic): If a discharged mask is not worn for 15 seconds, Yeh’kinya animates it to 10% health, allowing it to move around the battlefield and use its basic Bite and Glare attacks.

Invade Mind (Important, Mythic): If a hero wears a discharged mask for 30 seconds, Yeh’kinya invades their mind and mind-controls them for the rest of the encounter.

Mask of Magic
Bite: The Mask bites at its current target, dealing Physical damage. While empowered, this inflicts a charge of Arcane Overcharge. At 10 charges or after 30 seconds the target explodes, dealing Arcane damage to the target and all allies within 8 yards, increasing the damage per charge.

Arcane Glare: The Mask fires a burst of arcane energy at its current target, dealing Arcane damage. While empowered Arcane Glare inflicts one charge of Arcane Overcharge.

Breath of Magic: The Mask exhales a breath infused with mana, dealing Arcane damage to all creatures within line of sight. While empowered, Mask of Magic will use Breath of Magic if there are no targets within range to Bite.

Arcane Volley: The Mask targets a random enemy and releases a salvo of arcane missiles over 3 seconds that targets the ground beneath them. While empowered the Mask will target every enemy within line of sight.

Unbound Magic: When defeated while empowered a hero can pick up the Mask of Magic, greatly increasing their resource regeneration until the mask is dropped or the encounter ends. Once dropped a hero cannot pick up the same mask for 30 seconds.

Mask of Carnage
Bite: The Mask bites at its current target, dealing Physical damage. While empowered, this inflicts a charge of Burning Desolation for 30 seconds. Burning Desolation causes the target to take Fire damage every 3 seconds, the damage increasing per charge, up to 10 charges.

Fiery Glare: The Mask fires a burst of flame at its current target, dealing Fire damage. While empowered Fiery Glare inflicts 1 charge of Burning Desolation.

Breath of Carnage: The Mask exhales a fiery breath, dealing Fire damage to creatures in a cone up to 10 yards and dazing them for up to 3 seconds. While empowered, Breath of Carnage causes each creature hit to gain a charge of Burning Desolation.

Flamewake: The Mask targets a random distant enemy and releases a burst of Flame on the ground beneath them, dealing Fire damage to any creature within the 12 yard radius. While empowered the Mask will use Flamewake if there are no targets within range to Bite.

Unbound Flames: When defeated while empowered a hero can pick up the Mask of Carnage, greatly increasing their critical strike damage or critical healing amount until the mask is dropped or the encounter ends. Once dropped a hero cannot pick up the same mask for 30 seconds.

Mask of Death
Bite: The Mask bites at its current target, dealing Physical damage. While empowered, this inflicts a charge of Withered Soul for 30 seconds. The target takes 10% less healing per charge of Withered Soul, up to 100%.

Death Glare: The Mask fires a burst of necrotic energy at its current target, dealing Shadow damage. While empowered Death Glare inflicts 1 stack of Withered Soul.

Breath of Death: The Mask exhales a breath infused with necrotic energy, inhaling over 2 seconds and pulling enemies within 15 yards closer to it, then dealing Shadowfrost damage to all creatures within a targeted line of effect up to 20 yards, inflicting a charge of Withered Soul for 30 seconds. While empowered, Breath of Death has no cooldown if there are no targets within range of Bite, and the range of its inhale increases to all enemies within line of sight.

Soul Call: The Mask channels dark energy at a target over 6 seconds, releasing a massive blast of Necrotic energy that deals Shadow damage split between the target and all allies within 8 yards. While empowered the cooldown of Soul Call is significantly reduced.

Unbound Death: When defeated while empowered a hero can pick up the Mask of Death, greatly increasing their Leech and attack speed. Once dropped a hero cannot pick up the same mask for 30 seconds.


High Priest Thekal Shirvallah long ago fell from favor among the Gurubashi after joining the Zandalari in the ancient wars, his temple left to crumble and rot. In the ruins, the High Priest Thekal holds vigil along with the other priests taken under Hakkar’s sway, their minds lost forever to the Soulflayers will. Here, extolling the power and grace of Shirvallah to a phantom congregation, Thekal is slowly dwindling away as Hakkar steals away the gifts of his loa and his life-force.

Phase 1: Court of Thekal
Having gathered together the faithful of Shirvallah under his banner, the High Priest demonstrates the might of his patron loa and the power of their faith to protect them.

High Priest Thekal
Great Heal (Interrupt): Heal an ally for 30% of their maximum health.
… Its Grrrrreat

Smite: Thekal blasts a foe with radiance, dealing Holy damage

Shirvallah’s Grace: Thekal Dispels 1 magic debuff from himself and all allies, healing himself and the allies for each effect dispelled for X.

Silence (Magic): Thekal interrupts the casting of a target enemy, silencing them for 6 seconds.

Shield of Shirvallah (Dispel): Thekal grants a shield to a target ally, absorbing X damage. The shield has a high chance of striking melee or ranged attackers for Holy damage.

Presence of Shirvallah: Allies within 15 yards of Thekal heal for 3% of their maximum health every 4 seconds.

Mass Resurrection: Thekal resurrects all dead allies at 20% of their maximum health.

Zealot Lor’Khan, Shirvallah’s Fang
Cleave: Strike target for Physical damage and deal additional damage to enemies adjacent to them.

Fang of Shirvallah: Strike target for physical damage and wound them, reducing healing taken by 10% for 10 seconds, this effect stacks with each application up to 100%.

Shirvallah’s Fury Totem: Place a totem that increases the attack speed of allies by 75% for up to 30 seconds. Destroying the totem ends the effect.

Disarming Blow: Lor’Khan strikes the target for physical damage and knocks the weapon from their hands, reducing their damage dealt by 75%

Fang and Claw: Lor’Khan gains a 30% bonus to attack damage while within 15 yards of Zath.

Reviving Roar: Lor’Khan revives all dead allies at 20% of their maximum health

Zealot Zath, Shirvallah’s Claws
Double Strike: Quickly strike the current target twice, dealing Physical damage

Gouge: Zath strikes and incapacitates his current target, dealing Physical damage and stunning them for up to 4 seconds. Zath will switch to a new enemy while the target is incapacitated.

Tiger Swipes: Zath’s attacks are empowered and will hit all adjacent foes for up to 15 seconds.

Tiger Kick: Zath strikes his current target, dealing physical damage and interrupting their casting.

Fang and Claw: Zath gains a 20% bonus to attack and movement speed while within 15 yards of Lor’Khan

Reviving Roar: Lor’Khan revives all dead allies at 20% of their maximum health


Phase 2: Blessing of Shirvallah
Thekal and his court has fallen, but his faith in Shirvallah allows the High Priest to continue onwards despite the setback. Thekal is infused with his Loa’s might, becoming the Avatar of Shirvallah.

Totem of Shirvallah: At 90/60/30% health the Avatar of Shirvallah places a Totem of Shirvallah in a corner of the battlefield. On summoning and every minute afterwards every Totem of Shirvallah summons a Radiant Guardian that lasts until defeated or the end of the encounter

Avatar of Shirvallah
Fang of Shirvallah: Strike target for physical damage and wound them, reducing healing taken by 10% for 10 seconds, this effect stacks with each application up to 100%.

Shield of Shirvallah (Dispel): The avatar of Shirvallah gains a shield of light that absorbs X damage. The shield has a high chance of striking melee or ranged attackers for Holy damage.

Force Punch: Strike target to deal Physical damage and knocks them back 20 yards.

Charge: Charge an enemy, inflicting damage and stunning them for up to 3 seconds.

Speed Slash: The Avatar of Shirvallah marks up to 6 enemies. After concentrating for 4 seconds the Avatar will charge to each enemy, dealing damage to them, stunning them for up to 3 seconds, and dealing damage to each creature he moves through. At the conclusion of Speed Slash the Avatar returns to his original target and immediately uses Force Punch.

Enrage: On reaching 20% health the Avatar of Shirvallah enters a divine frenzy, increasing his attack speed and damage by 50% for up to 2 minutes.

Radiant Guardian
Radiant Burst: On being defeated the Radiant Guardian releases a burst of light after 3 seconds, dealing Holy damage to each enemy within 6 yards

Pounce: The Radiant Guardian pounces at a distant target, dealing Physical damage to anyone in the vicinity where it lands and then returning to its previous target


High Priest Arlokk Taken by the Gurubashi and dominated by Hakkar, the High Priestess Arlokk manifests the swiftness and cunning of the Loa Bethekk, the Panther. Relegated to the depths of the temple once devoted to her patron, Arlokk has been caged much like the animals sacred to her loa. Struggling to free herself, it will not be long before Hakkar’s influence leaves Arlokk forever in a feral haze and thirsty for the blood of her prey.

Phase 1: Pits of the Temple
The heroes discover Arlokk caged in the depths of the temple to Bethekk, one of the loa revered by the Gurubashi empire before Hakkar’s takeover. A Hakkari Flayer unleashes the frenzied panthers on the heroes, not realizing this would trigger Arlokk’s frenzy.

Hakkari Flayer
Open Cage: The Hakkari Flayer charges to an unopened cage and opens it, releasing any Child of Bethekk caged within. This spawns between 5-15 Child of Bethekk enemies.

Flay: The Hakkari Flayer strikes their melee target, dealing Physical damage and reducing their armor by 10% for 15 seconds. This stacks by 10% each time Flay is applied to the same target.

Whirling Flay: The Hakkari Flayer strikes in a whirl of steel, dealing Physical damage to all enemies within 3 yards and causing them to take Bleeding damage over 8 seconds.

Child of Bethekk
Stealth: Child of Bethekk is stealthed until it strikes and enters combat

Ravage: The Child of Bethekk strikes out in a fury, dealing Physical damage to enemies in front of it over 6 seconds.

Pounce: The Child of Bethekk pounces at a distant target, dealing Physical damage to anyone in the vicinity where it lands and then returning to its previous target

High Priestess Arlokk
Feral Release: Whenever a panther is killed, High Priestess Arlokk gains energy. On reaching 100 energy or when the Hakkari Flayer is defeated the High Priestess breaks her cage and her energy is reduced to 0. On LFR and normal modes she also kills the Hakkari Flayer in her frenzy if he is still alive.

Mass Release: On escaping, Arlokk will run to any unopened cages and open them, releasing any remaining caged Children of Bethekk.


Phase 2: Blessing of Bethekk
Arlokk has entered a frenzy and cannot tell friend from foe, forcing the heroes to defeat her before she hunts them down. The fury has unleashed the champions inner rage, transforming her into the Avatar of Bethekk

Breakout (Environment): The locks on the cages are weak, and Arlokk’s escape has riled the caged animals. Every 15-30 seconds one of the cages will open and begin releasing the caged Children of Bethekk. Closing the door will prevent additional children from entering combat.

Avatar of Bethekk
Bethekk’s Hunt (Important): Arlokk gains energy whenever a Child of Bethekk is killed. On reaching 100 energy Arlokk will stealth. Several heroes will be marked with the Mark of Bethekk for 10 seconds. As Arlokk closes in on her prey the additional marks fade over 7 seconds, leaving the true target of her hunt the additional time to prepare for her Lethal Frenzy.

Mark of Bethekk: Every 40 seconds Arlokk marks a target on the battlefield and begins to hunt, entering stealth, and chasing the target over 8 seconds. Arlokk will perform a Lethal Frenzy if she catches the target.

Lethal Frenzy: Arlokk performs a Feral Gouge, Feral Ravage, and then a Feral Finisher on the target.

Feral Gouge: Arlokk strikes her current target, dealing physical damage and stunning them for 3 seconds.

Feral Ravage: Arlokk makes a series of three attacks against the target over 3 seconds, dealing Physical damage. Each attack increases the damage of the next strike by 10%. If all three strikes hit the target it causes the next Feral Finisher against the target to deal 30% additional damage.

Feral Finisher: Arlokk strikes the target, dealing Physical damage and causing the target to take Bleed damage over 8 seconds.

Whirling Claws: On reaching 30/70 energy Arlokk performs a Whirling Claws attack, striking all enemies within 3 yards over 6 seconds to deal Physical damage and causing them to take Bleed damage over 8 seconds.

Wild Mark: On reaching 40/60/80 energy Arlokk charges to one/two/three cages and unlocks them, releasing the Children of Bethekk. She chooses two enemies and gives them a Wild Mark for 15 seconds, causing all Children of Bethekk to target the closest of either marked enemy.

Roar of Bethekk: On reaching 20/90 energy Arlokk releases a feral roar that enrages all active Children of Bethekk, causing them to prowl for up to 5 seconds, making their next attack from stealth deal 20% additional damage.


The Bloodfire Pit

Jin'do the Hexxer Hungry for power and swearing fealty to Hakkar, but not loyalty, Jin’do’s true motives are well hidden from the Soulflayer. Using his knowledge of spirit magic to develop new magic, Jin’do scares many that encounter him, capable of manipulating the minds of the living and the dead. Those who stumble into the grasp of the crafty Witch Doctor are lucky to escape with their lives, much less their sanity.

Bloodfire Pit (Environment): Jin’do’s failed experiments are destroyed in the Bloodfire pit, those within its area take Shadowflame damage every second.

Bone Pit (Environment): Jin’do keeps a pit filled with the bones and corpses of those that fall before the might of the Gurubashi empire, using them to conduct his experiments. The dark energies cause mindless undead to rise from its depths, mindless but hungry to drag down anything placed within. Those within the Bone Pit are constantly attacked by the undead creatures trapped within, which will constantly spawn skeletons.

Jin’do the Hexxer
Hex Bolt: Jin’do fires a Hex Bolt that deals Shadow damage to its target

Totem Mastery: Jin’do places a random totem; On Mythic Jin’do places 2 totems every third use
Brain Wash Totem: Mind-Control the nearest enemy until the Brain Wash totem is destroyed
Hakkari Healing Totem: Heal Jin’do for 3% of his maximum health every 3 seconds.
Bloodfire Totem: Causes the ground within 15 yards to erupt in flames, dealing Shadowflame damage every second to enemies within range.
Soulward Totem (Heroic): Create a shield that protects all active totems from damage until Soulward Totem is destroyed.

Delusional Grandeur (Mythic): Jin’do randomly performs a Soul Push, Malicious Teleport, or Jin’do Hex on every enemy. The cooldown of Delusional Grandeur is greatly reduced after 8 minutes.

Soul Push: Jin’do pushes the soul of one to three targets out of their body 30 yards, forcing the hero to return to its body. The soul is pacified while outside the mortal form. Jin’do favors using Soul Push on healers.

Malicious Teleport: Jin’do teleports 1-3 random enemies into either the Bloodfire Pit or Bone Pit. Jin’do favors using Malicious Teleport on DPS.

Jin’do Hex (Dispel): Transform the character highest on Jin’do’s threat list into a Frog for up to 15 seconds. Jin’do will not attack the Hexxed target unless he has no other targets available.

Dead Zone: Jin’do targets a ranged enemy and conjures a Dead Zone at their location. Enemies within a Dead Zone take Shadow damage every second, take 90% less damage from other sources, but their casting speed is reduced by 90%. A Shade of Delusion becomes visible and targetable while within a Dead Zone.

Delusions of Jin’do (Curse, Important): Jin’do curses an enemy, causing them to take Shadow damage every second up to 10 seconds. Enemies suffering from Delusions of Jin’do can see and target Shades of Delusion. Whenever Jin’do casts Delusions of Jin’do he summons a Shade of Delusion (Two on Heroic, Three on Mythic).

Shade of Delusion
Delusional Shift: Shade of Delusion can only be seen and targeted by those suffering from Delusions of Jin’do or while it is within the area of a Dead Zone. Shade of Delusion is immune to damage from AOE spells and abilities.

Disrupting Touch: Shade of Delusion’s basic attacks deal shadow damage and interrupt the casting of their target.

Delusional Focus: Shade of Delusion fixates on a creature when it spawns and will follow and attack that target until defeated


Distant Shore

Gahz’ranka One of the massive Hydras thought to be manifestations of the Old Ones, the deep terrors were worshipped by the ancient Gurubashi Empire prior to its domination by Hakkar and his blood priests. The last time the ancient Hydra was called upon, it heralded a wave that drowned large swathes of the Gurubashi holdings. Willing to sacrifice everything, a mad priest of ancient powers now brings on the storms and waves to summon the massive beast.

Presence of the Hungering Tide (Environment): Lightning Bolts target the ground beneath random heroes, up to 1/3 of the raid every 20 seconds. Lightning Bolts favor those with heavier armor types, Plate and Mail, over those wearing Leather and Cloth armor. Enemies within the 6 yard radius zone around a lightning bolt are dealt Nature damage and are stunned for up to 2 seconds.

Storm Rager (Heroic/Mythic): On Heroic and Mythic difficulties if a Lightning Bolt deals damage it also summons a Storm Rager.
Wind Slam: The Storm Rager delivers a powerful blow that deals Physical damage and knocks the target back 6 yards, also interrupting casting.
Call Lightning: On defeat the Storm Rager disperses, calling a Lightning Bolt to its location after 3 seconds.

Forgotten Fishing Pole (Normal+): Heroes with a Mudskunk Lure may use the Forgotten Fishing Pole to end the pre-boss waves of enemies and immediately summon Gahz’ranka.

Gahz’ranka
Hungering Eye: Gahz’ranka marks the three highest targets on his threat list with Hungering Eye.

Hungering Maws: Gahz’ranka strikes the three highest enemies on his threat list with his basic melee attack. If any of the targets are outside of melee attack range Gahz’ranka gains Hunger for 20 seconds, giving him a 5% bonus to attack speed. Hunger stacks up to a 100% bonus.

Thrash: Gahz’ranka’s next melee attack is empowered, striking an additional two times on its melee target.

Tidal Slam: Gazh’ranka’s next melee attack leaves behind a pool of water under its target

Frost Breath: Gahz’ranka breathes a chilling miasma after inhaling for 3 seconds that causes Cold damage, split into three lines that travel up to 30 yards in front of the Hydra. Each line leaves behind several pools of water.

Geyser: Gahz’ranka targets a random enemy at range, causing a pool of water to well up underneath them after 2 seconds, dealing Cold damage and knocking them up, stunning them for up to 2 seconds. A Geyser leaves behind a pool of water.

Sky-splitting Roar: Gazh’ranka channels a roar over 3 seconds, causing Lightning Bolts to target random enemies every second. The duration of Sky-Splitting Roar increases to 6 seconds at 60% and 9 seconds at 30%.

Waterspout: Gahz’ranka causes all pools of water to erupt with a Geyser, dealing Cold damage to those above them and knocking them up, stunning them for 2 seconds.

Tidal Crash: At 80 and 40% health Gahz’ranka roars, drawing in a tidal wave that deals Cold damage to the entire raid, washing away all pools of water


Altar of the Blood God

Hakkar the Soulflayer Loa of Blood, Hakkar has been reborn on Azeroth and is ready to lead his devoted followers in a grand war to overtake every other mortal race and kingdom, giving his army power in exchange for the blood of the fallen. Stealing the power of other loa by imbibing the blood and life force of their chosen followers, Hakkar’s might has been greatly magnified, allowing him to challenge the fundamental forces of Azeroth. Heroes will want to defeat the other aspects, else they face the full fury of the Soulflayer.

Stolen Aspects (Important): Hakkar gains 10% additional health and damage per Loa Aspect he has bound to his will and gains additional abilities he can use throughout the encounter. If Hakkar has all 5 Aspects bound, he gains an additional 50% additional health and damage, to a total of 100%. On LFR, Hakkar is not empowered with any aspects.

Corrupted Blood (Disease): Several of Hakkar’s abilities infect their target with Corrupted Blood, which lasts for 15 seconds and deals Nature damage to the target every 3 seconds. Whenever Corrupted Blood deals damage it also causes the target to release a pulse of vile energy, dealing Nature damage to allies within 3 yards and infecting those damaged with Corrupted Blood.


Phase 1: Destroy the Infidels! Hakkar is empowered by his Blood Priests, protected by their faith and a shield of the blood of the fallen. Heroes must defeat the Blood Priests to encourage Hakkar to face them personally.

Son of Hakkar
Thrash: The Son of Hakkar strikes their melee target an additional three times.
Blood Nova: The Son of Hakkar releases a burst of dark energy, dealing Shadow damage

Blood Tempest: The Son of Hakkar releases three pulses of dark energy with an increasing radius, dealing Shadow damage to enemies within 4/8/12 yards.

Corrupted Essence (Important): On defeat the Son of Hakkar releases a pool of miasma that deals Shadow damage every second to enemies within its radius. Each second an enemy takes damage the pool shrinks, the pool lasts until it deals 10 seconds of damage. Taking damage infects the target with Corrupted Essence, causing them to take Shadow damage every 3 seconds until drawn out by Blood Siphon.

Soulflayer
Soul Link (Interrupt): The Soulflayer channels a beam of energy, linking its soul to a target and causing the target to take 10% of the damage dealt to the Soulflayer.

Soul Scythe: The Soulflayer releases a wave of dark energy that travels 20 yards in a line forward, dealing Shadow damage to each enemy it comes into contact with.

Corrupted Essence (Important): On defeat the Soulflayer releases a pool of miasma that deals Shadow damage every second to enemies within its radius. Each second an enemy takes damage the pool shrinks, the pool lasts until it deals 10 seconds of damage. Taking damage infects the target with Corrupted Essence, causing them to take Shadow damage every 3 seconds until drawn out by Blood Siphon.

Hakkari Blood Priest
Blood Funnel: The Hakkari Blood Priests share a health pool

Blood Bolt: The Hakkari Blood Priest releases a bolt of dark energy, dealing Shadow damage to an enemy.

Drain Blood (Interrupt): The Hakkari Blood Priest chooses an enemy within their line of sight and begins drawing their blood, dealing Shadow damage every second and healing themselves each second they are channeling.

Blood Nova: The Hakkari Blood Priest releases a burst of dark energy, dealing Shadow damage.

Hakkar the Soulflayer
Blood Shield: Hakkar is immune to damage while being enhanced by the Hakkari Blood Priests

Soul Spear: Hakkar releases a beam of energy that targets the ground underneath an enemy, dealing massive Shadow damage to anything within the area when it lands. Enemies damaged by Soul Spear gain Corrupted Blood.

Blood Siphon (Deadly, Dispel): Hakkar begins drawing blood from every enemy within line of sight, Stunning them and dealing Shadow damage until the target dies. If the target has Corrupted Essence, Blood Siphon instantly ends on that target. consuming the corruption.

Children of Hakkar: Hakkar calls upon his progeny every 45 seconds, drawing a Son of Hakkar and a Soulflayer onto the Altar.

Cause Insanity (Important, Heroic): Drive an enemy temporarily insane, speeding its attacks by 100% and its movement by 150%, as well as causing it to attack its own allies for 10 seconds. Hakkar prefers non-tank enemies with Cause Insanity.


Phase 2: Wrath of the Soulflayer With the Blood Priests defeated, Hakkar no longer is empowered by the blood of his faithful and must defend the temple himself. Heroes must flit between life and death in order to survive the Blood Loa’s onslaught.

Hakkar the Soulflayer
Mortal Coil: Hakkar gains the Blood Rain, Soul Scythe, Soul Thrash, Blood Nova, and Blood Tempest abilities when manifested in the mortal world and maintains all abilities from the prior phase.

Blood Rain: Hakkar releases a volley of Soul Spears, targeting the ground beneath 3-8 enemies within line of sight, dealing massive Shadow damage to anything within the area when it lands. Enemies hit by Blood Rain are infected with Corrupted Blood.

Soul Scythe: Hakkar releases a wave of dark energy that travels 20 yards in a line forward, dealing Shadow damage every time it strikes an enemy. Enemies hit by Soul Scythe are infected with Corrupted Blood.

Soul Thrash: Hakkar chooses a target within line of sight and begins channeling over 6 seconds, releasing a Soul Scythe every second. Enemies hit by Soul Thrash are infected with Corrupted Blood.

Blood Nova (Interrupt): Hakkar releases a burst of dark energy, dealing Shadow damage to enemies within 10 yards. Enemies hit by Blood Nova are infected with Corrupted Blood.

Blood Tempest (Interrupt): Hakkar releases three pulses of dark energy with an increasing radius, dealing Shadow damage to enemies within 8/12/15 yards. Enemies hit by Blood Tempest are infected with Corrupted Blood.


Phase 3: Sever the Soul On reaching 70% health Hakkar begins directly feeding on the champions he has taken control of. At 70, 60, 50, 30, and 20% remaining health Hakkar will manifest one of the Loa whose champion has not been rescued until he has absorbed all of the remaining loa’s powers. If there are no champions to absorb power from or once Hakkar has absorbed those champions remaining, Hakkar will instead sever the souls of all heroes on the battlefield at 70, 50, and 20% health, shifting them to the spirit world until they locate their physical forms on the Altar.

Aspect of Jeklik: The radius of Blood Nova/Blood Tempest increases by 3 yards and Blood Nova can no longer be interrupted. Hakkar gains Shriek of Pain.
Shriek of Pain: Hakkar releases a soul-chilling shriek, dealing Shadow damage and interrupting casting. Interrupted enemies are silenced for up to 8 seconds.

Aspect of Venoxis: Corrupted Blood deals additional Nature damage. Hakkar gains Corrupted Plague:
Corrupted Plague: Hakkar releases a burst of vile toxins, dealing Nature damage and infecting all enemies in Line of Sight with Corrupted Blood.

Aspect of Mar’li: The speed that Soul Spear/Blood Rain travels increases dramatically, Soul Spear/Blood Rain stuns anyone damaged by the initial impact for 3 seconds. Hakkar gains Ichor Cocoon.
Ichor Cocoon: Hakkar binds a target in a cocoon of viscera, stunning them for up to 30 seconds. The cocoon can be damaged to release the trapped character.

Aspect of Thekal: The cooldown of Soul Scythe is dramatically reduced and can be cast while casting or channeling other abilities. Hakkar gains Blood Rage.
Blood Rage (Enrage): Hakkar increases the attack speed and damage of his children by 30% for 10 seconds. The duration is increased by 1 second each time he hits an enemy with his basic abilities.

Aspect of Arlokk: Enemies hit by Soul Scythe and Soul Spear take Bleed damage for 10 seconds. Hakkar gains Disrupt Soul
Disrupt Soul: Hakkar stuns all tanks for 6 seconds and removes all threat.

Hakkar the Soulflayer
Soul Flay (Important): If Hakkar has no champions to drain, he instead casts Soul Flay, ripping the souls from the bodies of several enemies on the Altar of Hakkar. The Souls will be teleported to the entrance of the altar and must overcome the spectral defenses to return to their body. Each soul ripped from the body increases the shield granted by Blood Barrier.

Blood Barrier: Hakkar gains a shield that increases for each enemy he rips the soul from. Blood Barrier absorbs damage and prevents Hakkar from being interrupted while active.

Reign of Blood (Deadly, Interrupt): Hakkar releases a fatal burst of dark energy that overwhelms all living things within range of the Altar of the Blood God and shatters the souls of those in the vicinity.

Will of Hakkar (Mind Control, Mythic): Hakkar can take control of an enemy with Corrupted Blood, Mind Controlling them until killed or the end of the encounter. Enemies killed while under the Will of Hakkar return to the base of the altar on death as if subject to Soul Flay and revive with 10% of their maximum hit points when they return to their body.


Phase 4: All Life is Forfeit (Heroic) On reaching 10% life Hakkar enters an enraged state, greatly increasing his strength as he desperately clings to his amassed powers. Hakkar will no longer call on his children once he enrages.

Eternal Rage: Hakkar becomes enraged, increasing his basic ability damage and reducing the cooldown of all of his basic abilities dramatically.

Notes on Treasure/Champion Absorbtion for Hakkar Fight Treasure bonuses for increased difficulty are cumulative, 5 Champion rewards 6 additional pieces of loot, all loot is +X ilvls higher than standard, with a chance to drop treasures from Hakkar’s Improved Loot List:

5 Champion Fight – Hakkar uses all phases to absorb a champion – Increased Ilvl +X, +2 Treasure Drop

4 Champion Fight – Hakkar performs a Soul Flay at 70%, then absorbs champions at 60/50/30/20% - +2 Treasure Drop

3 Champion Fight – Hakkar performs a Soul Flay at 70 and 20%, and absorbs champions at 60/50/30% - Improved Loot List

2 Champion Fight – Hakkar performs a Soul Flay at 70/50/20%, absorbs champions at 60/30% - +2 Treasure Drop

1 Champion Fight – Hakkar performs a Soul Flay at 70/50/20%, absorbs champion at 60% - Increased Ilvl +X

0 Champion Fight – Hakkar performs a Soul Flay at 70/50/20%

*Hakkar’s Improved Loot List includes all loot that would have dropped from champions alive at the time of Hakkar’s defeat and special trinkets.

[fin] :partying_face:

Don’t forgot to have non existent loot in it to

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