Tendris Warpwood

West: gardens and upper halls
Clear the trees around Tendris before engaging him, then work through the upper halls. Clear the guardians around each pylon along the way; defeating the named enemies alone does not open Immol'thar's prison. Tsu'zee is an optional rare encounter in the halls, not a required stop before the prison.

Tendris Warpwood
Elite ElementalTendris combines nearby vine damage and roots with Uppercut, making healer range and a cleared landing area matter throughout the fight.
Abilities

Grasping Vines
Inflicts Physical damage to nearby enemies, knocking them down and immobilizing them for 10 seconds.
Keep ranged players out of the nearby vine attack. Remove Grasping Vines as a magic effect when its immobilization prevents the tank or healer from recovering position.

Entangle
Entangles an enemy in roots, inflicting Nature damage every 3 sec. and immobilizing it for up to 10 seconds.
Keep the rooted player healed through Entangle. Do not plan on ordinary magic dispelling to remove this root.

Uppercut
Inflicts normal damage plus 50 to an enemy, knocking it back.
Put a cleared wall or boundary behind the tank before Uppercut knocks them back.

Trample
Leave only necessary melee players near Tendris for Trample, so its nearby damage does not compete with healing the rooted player.
Tank- Clear the surrounding trees, then position for Uppercut to land on cleared ground. Keep Tendris within the healer's reach if roots prevent the healer from following your displacement.
Healer- Remove Grasping Vines when its magic root disrupts positioning, but heal through Entangle rather than relying on the same dispel. Stand outside Trample while remaining in range of the tank's landing area.
Damage- Ranged players should stay outside Grasping Vines and Trample. If the tank is knocked away while the healer is rooted, allow the tank to return instead of drawing Tendris farther across the garden.