Zul'Farrak

10 players · Tanaris 38.7, 19.9

Take a group of up to 10 into the Sandfury city in Tanaris for its bosses and pyramid rescue. Bring the finished mallet if Gahz'rilla is part of the run; rescuing the prisoners opens the route to Chief Ukorz Sandscalp, the final fight behind the gate.

Preparation

  • For Gahz'rilla, have someone carry the Mallet of Zul'Farrak before entering. To make it, take the Sacred Mallet from Qiaga the Keeper at the Altar of Zul, then use it at the Jintha'Alor Altar in the Hinterlands. The Sacred Mallet alone is not the finished gong mallet.

  • The pyramid's prisoner cages need the Executioner's Key, obtained from the Sandfury Executioner inside Zul'Farrak. Loot it before trying to release the prisoners.

  • Arrange disease removal for Theka's and Nekrum's Fevered Plague and the graveyard's Infected Wound. Keep a friendly Magic dispel available for Sandfury Shadowhunter Hex, basilisk Petrify and Gahz'rilla's Freeze Solid.

Entrance streets

Clear through the entrance streets to the junction, then take the route to the pool before the eastern detours. Bring Sandfury casters around a corner into cleared streets rather than following them into another group. Keep ranged players outside a Blood Drinker's melee cluster.

Creatures

  • Sandfury Witch DoctorElite Humanoid

    Sandfury Witch Doctors prolong street pulls with Flash Heal and Healing Ward. Destroy their wards and move the fight away from Lava Spout Totems instead of letting the next patrol join a stalled pull.

    • Flash Heal

      Calls upon Holy magic to heal an ally.

      Interrupt Flash Heal before the Witch Doctor restores the pull's target.

    • Healing Ward

      Summons a ward that lasts 30 seconds. and periodically heals allies in an area around it.

      Destroy the healing ward before returning to the trolls it is healing.

    • Lava Spout Totem

      Move the street pull away from the totem's nearby Fire damage.

  • Sandfury ShadowhunterElite Humanoid

    A Sandfury Shadowhunter can disable the tank or healer with Hex while the rest of the street pack is still attacking. Control the Shadowhunter before the pull or remove Hex promptly.

    • Hex

      Transforms an enemy into a frog, rendering it unable to attack or cast spells for 10 seconds.

      Dispel Hex from the tank or healer; the frog transformation prevents attacks and spellcasting.

  • Sandfury Blood DrinkerElite Humanoid

    Blood Leech lets a Sandfury Blood Drinker heal from players clustered around it. Keep ranged players back and finish a Blood Drinker before engaging another.

    • Blood Leech

      Limit the players standing close enough to be drained; the stolen health heals the Blood Drinker.

Gahz'rilla's pool

Clear the trolls around the pool and intercept Hydromancer Velratha's patrol on cleared ground. After Velratha, the mallet carrier can ring the gong for Gahz'rilla; leave the gong alone if the group is skipping that fight. Return to the junction for the eastern side of the city.

Creatures

  • Sandfury ShadowcasterElite Humanoid

    Sandfury Shadowcasters can stay at casting range while the pool patrol moves past them. Pull them around cover before fighting Velratha, and remove Shadow Word: Pain rather than carrying its damage into the gong pull.

    • Shadow Bolt

      Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.

      Break the caster's line of sight to bring it onto cleared ground, then interrupt Shadow Bolt.

    • Shadow Word: Pain

      Utters a word of darkness, inflicting Shadow damage to an enemy every 3 sec. for 18 seconds.

      Remove the damaging Magic effect before the next pool encounter.

Hydromancer Velratha

Elite Humanoid

Intercept Velratha's pool patrol without adding nearby trolls, then stop her healing and summoning ward from prolonging the fight.

Abilities

  • Healing Wave

    Calls upon Nature magic to heal an ally.

    Interrupt Healing Wave so the isolated patrol cannot recover its health.

  • Shadow Bolt

    Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.

    Interrupt Shadow Bolt when the Healing Wave assignment is covered.

  • Shadow Bolt Volley

    Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.

    Stop the volley to prevent Shadow damage across players near Velratha.

  • Ward of Zum'rah

    Casts a Ward of Zum'rah totem, which lasts 20 seconds. and periodically summons a Skeleton of Zum'rah. Each Skeleton lasts 20 seconds.

    Destroy the Ward of Zum'rah immediately so its summons do not accumulate around the pool.

Tank
Pull Velratha from her pool patrol onto cleared ground. Collect anything her ward summons without moving into the remaining pool packs.
Healer
Keep the pool pull within reach while the tank intercepts Velratha. Prepare to heal players hit by Shadow Bolt Volley rather than treating this as tank-only damage.
Damage
Assign an interrupt to Healing Wave and another to Shadow Bolt Volley when possible. Switch to her ward as it appears, then return to Velratha without cleaving into nearby pool trolls.

Gahz'rilla

Elite Not specified

The gong summon tests whether the group can keep healing through Freeze Solid and stay together after Gahz'rilla Slam knocks players back.

Abilities

  • Freeze Solid

    Dispel the Magic stun promptly and heal its victim through the accompanying Frost damage.

  • Icicle

    Heal the Frost hit and account for the movement slow when returning after a Slam.

  • Gahz'rilla Slam

    Inflicts normal damage plus 50 to nearby enemies and knocks them back.

    Use a solid wall behind the tank to limit the knockback; ranged players should stay outside the nearby Slam.

Tank
Set Gahz'rilla against a solid pool wall with your back to it. After Slam, restore that position on cleared ground instead of following the knockback toward another troll pack.
Healer
Dispel Freeze Solid and heal its victim while they cannot act. After Slam, check that the tank remains within healing range before settling back into position.
Damage
Ranged players should stay outside Slam's nearby area. Return to the tank's cleared pool position after a knockback; do not scatter through the surrounding streets while slowed by Icicle.

Basilisk ravine

Regroup outside Antu'sul's alcove before approaching him. Keep the fight inside the cleared ravine so Earthgrab does not strand players among other packs. Pick up each summoned Servant of Antu'sul before it reaches the healer.

Creatures

  • Servant of Antu'sulElite Not specified

    A Servant of Antu'sul can Petrify its target while Antu'sul continues fighting. Collect the servant on the tank and remove Petrify promptly, especially when it stops the tank from controlling the next summon.

    • Petrify

      Stuns an enemy, but increases its armor by 30% for 8 seconds.

      Dispel the Magic stun; its armor increase does not let the petrified player attack or cast.

Antu'sul

<Overseer of Sul>Elite Humanoid

Antu'sul combines summoned servants with healing and immobilizing totems, so the group must keep control of the ravine while denying his recovery.

Abilities

  • Antu'sul's Minion

    Bring the summoned Servant of Antu'sul onto the tank and deal with its Petrify before another servant reaches the healer.

  • Healing Ward

    Summons a ward that lasts 30 seconds. and periodically heals allies in an area around it.

    Destroy the Healing Ward before it restores Antu'sul and his servants.

  • Earthgrab Totem

    Summons an Earthgrab Totem that lasts 30 seconds. and periodically immobilizes nearby enemies.

    Break the Earthgrab Totem so rooted players can move away from incoming servants.

  • Healing Wave of Antu'sul

    Keep an interrupt for Healing Wave of Antu'sul instead of allowing him to heal while damage switches to totems.

Tank
Keep Antu'sul on the cleared ravine floor and collect his servants before they surround the healer. Call for Petrify removal when its stun prevents you from picking up a servant.
Healer
Dispel Petrify from the tank and watch for servants reaching players immobilized by Earthgrab. Keep enough distance from the alcove to see both Antu'sul's tank and newly summoned attackers.
Damage
Destroy Healing Ward on sight and release rooted players by breaking Earthgrab Totem. Keep Healing Wave interrupted while switching to the servants; killing Antu'sul does not replace finishing attackers still in the pull.

Scarab courtyard

Separate Theka from the scarab clusters before starting broad area attacks. Remove his plague and change damage schools when he transforms; do not drag the fight through the rest of the courtyard while physical attacks are ineffective.

Creatures

  • ScarabBeast

    Area attacks can catch surrounding scarabs while the group is trying to isolate Theka. Keep damage on the engaged cluster and gather any scarabs already attacking the healer before resuming the boss.

Theka the Martyr

Elite Undead

Theka's transformation stops Physical and Shadow damage while Fevered Plague and surrounding scarabs can keep the courtyard fight dangerous.

Abilities

  • Fevered Plague

    Interrupt Fevered Plague when possible and cure the Disease when it lands.

  • Theka Transform

    Use damage other than Physical or Shadow while the transformation is active; otherwise deal with engaged scarabs and wait for the immunity to end.

Tank
Separate Theka from untouched scarab clusters before the group uses area damage. Hold the courtyard position through his transformation and collect scarabs already attacking the healer rather than dragging Theka across more beetles.
Healer
Remove Fevered Plague as a Disease. Keep healing the courtyard pull during the transformation even if physical attackers have stopped damaging Theka.
Damage
Change to a damage school other than Physical or Shadow during Theka Transform. If your attacks cannot hurt him, finish engaged scarabs without sweeping area damage across untouched clusters.

Burial ground

Clear visible undead before approaching Witch Doctor Zum'rah. Open any graves the group intends to loot between pulls, not during his fight. Leave room to collect undead without chasing them into another graveyard pack, and destroy his summoning ward as soon as it appears.

Creatures

  • Zul'Farrak Dead HeroUndead

    A Zul'Farrak Dead Hero's Infected Wound increases the victim's Physical damage taken. Cure it before adding Zum'rah or another undead pack to the pull.

    • Infected Wound

      Remove this Disease from the tank rather than carrying the increased Physical damage into the next fight.

  • Sandfury ZombieElite Undead

    Sandfury Zombies add melee attackers to graveyard pulls. Let the tank collect an opened grave's attackers before opening another, and stop opening graves once Zum'rah is engaged.

Witch Doctor Zum'rah

Elite Humanoid

Zum'rah turns the graveyard into a fight against repeated summons and party-wide Shadow damage unless his ward and casts are stopped.

Abilities

  • Ward of Zum'rah

    Casts a Ward of Zum'rah totem, which lasts 20 seconds. and periodically summons a Skeleton of Zum'rah. Each Skeleton lasts 20 seconds.

    Destroy Ward of Zum'rah immediately to stop it producing more attackers among the graves.

  • Healing Wave

    Calls upon Nature magic to heal an ally.

    Interrupt Healing Wave so Zum'rah cannot recover while the group clears his summons.

  • Shadow Bolt Volley

    Hurls missiles of dark magic, inflicting Shadow damage to nearby enemies.

    Interrupt the volley to prevent Shadow damage across the players near Zum'rah.

  • Shadow Bolt

    Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.

    Use spare interrupts on Shadow Bolt after covering Healing Wave and the volley.

Tank
Start Zum'rah only after the visible graveyard pull is cleared. Gather undead onto the cleared fighting ground without opening more graves or moving the fight through untouched packs.
Healer
Cure any Infected Wound left from the graveyard before starting Zum'rah. During the fight, cover the players struck by Shadow Bolt Volley while the tank collects the ward's attackers.
Damage
Switch immediately to Ward of Zum'rah so the graveyard does not fill with its summons. Divide interrupts between Healing Wave and Shadow Bolt Volley, and leave graves unopened during combat.

Pyramid

Clear the pyramid's base, climb to the Sandfury Executioner and take the Executioner's Key. Restore resources before opening the prisoner cages. Defend the stairhead beside the prisoners through the attacks ending with Nekrum and Sezz'ziz. Afterwards, finish the prisoners' dialogue to have Ukorz's gate demolished; wait for the gate to open before provoking Sergeant Bly.

Creatures

  • Sandfury ExecutionerElite Humanoid

    The Sandfury Executioner guards the cage key. His Cleave can hit a player beside the tank, and Execute makes a low-health tank particularly vulnerable before the rescue has even started.

    • Cleave

      Keep other players away from the tank's position so Cleave does not hit a second target.

    • Execute

      Restore the tank's health promptly; Execute targets wounded enemies.

  • Sergeant BlyElite Humanoid

    Sergeant Bly's optional confrontation belongs after the gate demolition. If the group challenges him, keep the healer out of his Shield Bash reach and expect Revenge counterattacks after he blocks, dodges or parries.

    • Shield Bash

      Bashes an enemy with the caster's shield, inflicting Physical damage and interrupting the spell being cast for 8 seconds.

      Cast heals outside Bly's melee reach to avoid the shield interrupt.

    • Revenge

      Keep healing the tank through counterattacks following Bly's blocks, dodges or parries.

Nekrum Gutchewer

Elite Undead

Nekrum brings Fevered Plague into the pyramid's final attack while Sezz'ziz can heal him and fear nearby players.

Abilities

  • Fevered Plague

    Interrupt the plague cast when possible and remove its Disease without abandoning the interrupt on Sezz'ziz's healing.

Tank
Collect Nekrum at the stairhead when the final pyramid attackers arrive. Keep him away from the healer while another player controls or interrupts Sezz'ziz.
Healer
Cure Nekrum's Fevered Plague before it adds sustained damage to the final wave. Stand away from Sezz'ziz's nearby Psychic Scream so a fear does not stop healing Nekrum's tank.
Damage
Focus Nekrum first while an assigned player stops Sezz'ziz's heals. Finish any engaged pyramid attackers before following the prisoners toward Ukorz's gate.

Shadowpriest Sezz'ziz

Elite Humanoid

Sezz'ziz can undo the group's work on Nekrum with Heal and Renew while Psychic Scream disrupts the stairhead defense.

Abilities

  • Heal

    Calls upon Holy magic to heal an ally.

    Reserve an interrupt for Heal, including while damage is focused on Nekrum.

  • Renew

    Dispel Renew from its enemy recipient so healing over time does not prolong the final wave.

  • Shadow Bolt

    Hurls a bolt of dark magic at an enemy, inflicting Shadow damage.

    Interrupt Shadow Bolt when the Heal interrupt is already covered.

  • Psychic Scream

    Lets out a psychic scream, causing up to 5 nearby enemies to flee for 6 seconds.

    Keep healers and ranged players away from Sezz'ziz's nearby fear. Use a fear-breaking ability if caught; Magic dispels do not remove this scream.

Tank
Keep Sezz'ziz on the cleared pyramid fighting ground rather than taking the group down into the remaining crowd. Recover control after Psychic Scream while the assigned interrupter continues stopping Heal.
Healer
Stand outside Sezz'ziz's nearby fear while retaining sight of the stairhead tank. Keep a feared tank in healing sight without following them into Sezz'ziz's fear range.
Damage
Keep Heal interrupted while Nekrum is the kill target, and remove Renew from whichever enemy receives it. Finish Sezz'ziz after Nekrum; ranged players should not move into Psychic Scream just to join the melee group.

Chieftain's enclosure

Pass through the demolished gate for Chief Ukorz Sandscalp and Ruuzlu. Mark Ruuzlu as the first target, keep the group away from Ukorz's front and save tank protection for Ukorz's Enrage after Ruuzlu falls.

Chief Ukorz Sandscalp

Elite HumanoidRuuzluElite Humanoid

Ruuzlu's Execute punishes a wounded tank while Ukorz's frontal Wide Slash and Enrage make the enclosed final fight dangerous for a clustered group.

Abilities

  • Wide Slash

    Ukorz hits a cone in front of him; keep everyone except his tank outside that cone.

  • Enrage

    Use tank protection when Ukorz gains Enrage, which increases his attack speed and Physical damage.

  • Execute

    Ruuzlu can Execute a wounded target; focus him first and keep his tank's health out of danger.

Tank
Secure both Ukorz and Ruuzlu, then keep Ukorz's front away from the group attacking Ruuzlu. Save protection for Ukorz's Enrage rather than spending it all before Ruuzlu dies.
Healer
Keep Ruuzlu's tank healthy enough to avoid his Execute condition. Expect heavier and faster Physical attacks from Ukorz during Enrage, and stay outside his Wide Slash cone.
Damage
Kill Ruuzlu before switching to Ukorz so Execute leaves the fight early. Attack from outside Ukorz's frontal cone and finish him without drawing other players into Wide Slash.

Legacy Challenges