Alzzin the Wildshaper

East: Alzzin's chamber
Clear the Warpwood Crushers on the ramp before pulling Alzzin. Keep the cleared ramp behind the tank so Knock Away cannot send them into another Crusher.

Alzzin the Wildshaper
Elite DemonAlzzin's changing forms combine tank displacement and weapon disarms with mana drain, disease and self-healing that need different responses.
Abilities

Enervate
Remove Enervate as a poison, especially from the healer, before its repeated mana drain limits the group's healing.

Wither
Remove Wither as a disease; it combines Nature damage with reduced Strength, making it particularly disruptive on the tank.

Wild Regeneration
Interrupt Wild Regeneration, or remove the healing buff with an offensive magic dispel if the cast succeeds.

Disarm
Disarms an enemy, forcing it to stop wielding its weapon for 6 seconds.
A disarmed tank needs threat tools that do not require the weapon. Give them time to keep Alzzin controlled instead of increasing damage during the disarm.

Knock Away
Inflicts normal damage plus 30 to an enemy and knocks it back.
Keep the tank's back toward cleared ground so Knock Away does not send them into a surviving ramp pack.

Thorns
Remove Thorns with an offensive magic dispel when possible to stop melee attacks from returning Nature damage.

Mangle
Inflicts 200 damage to an enemy every 2 sec. and slows its movement by 50% for 20 seconds.
Heal the Mangle victim through its repeated damage and slow; do not confuse this effect with Wither when assigning disease removal.

Dire Wolf Form
Prioritize the tank's health during Dire Wolf Form rather than spending the entire window on nonessential debuff removal.
Tank- Use the cleared ramp as the safe direction for Knock Away. Keep non-weapon threat options available for Disarm, and regain contact with Alzzin before the group increases damage.
Healer- Remove Enervate from mana users and Wither from the tank with the appropriate poison or disease removal. Keep healing the Mangle victim and preserve a defensive response for Dire Wolf Form.
Damage- Keep Wild Regeneration interrupted and remove Thorns if your group has an offensive magic dispel. Ease damage when Disarm or Knock Away prevents the tank from maintaining contact.