Wrathion's avatar


Updated on 11/21/2020, 10:14:06
Despite all his precautions, Wrathion could not avoid succumbing to the madness that claimed his father. With his mind twisted by N'Zoth, he believes that the only way he can truly defend Azeroth is to rule it in the Old God's name. A prince no longer, Wrathion now takes his rightful place as the Black Emperor.
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    Fight Summary

    When you pull the boss you will want to re-position him towards the centre of the room as this will allow players to move to the safe spots for Burning Cataclysm later in the encounter with more ease.

    After each Burning Cataclysm, re-position the boss back to the centre for the next cast. The boss will do 2x Burning Cataclysms, and then transition into Phase 2.

    Phase 1 (Boss Phase)

    Searing Breath - This is the main tank mechanic of this encounter. This is cast every ~8 seconds, deals damage to everyone in a conal radius in front of the boss and applies the Searing Armor debuff which lasts for 20 seconds, therefore you will swap on 2 stacks of this debuff.

    Gale Blast - Wrathion will lift off in the air and create a large zone around him. Anyone inside of this zone will take a large amount of Fire damage and be knocked back. Anyone outside of the zone will take a moderate amount of Fire damage. After the Gale Blast has finished casting, Wrathion will launch some fireballs at players which will have a visual on the floor. Avoid being too clumped together when moving out to allow players to dodge these.

    Once all of the Scorching Blisters have spawned they will expand and explode. Anyone caught within one will likely be dead.

    Wrathion will immediately cast Molten Eruption and spawn several Molten Pools, these will be important in Phase 2.

    Scales of Wrathion - Several pools will appear on the floor, the player soaking it will receive 10 stacks of the Burning Madness debuff. This debuff allows you to destroy a Crackling Shard when you run through it, consuming 1 stack for each Shard destroyed and will also extend the duration of the debuff. Players with high mobility should take this.

    Any shards that remain should be killed by the raid. Phase one will resume when all shards have been removed.

    Heroic - During this phase Ashwalker Assassins will spawn around the room. Shortly after spawning they will go into stealth. Keep an eye on where they spawn and use AoE spells or Flares to take them out of stealth.

    If they reach their target whilst in stealth they will stun them for 10 seconds with Noxious Choke. You do not want them to stun your players who have the Burning Madness debuff.


    Creeping Madness - This is the notable new mechanic for Mythic and will change your approach for Phase 1 to be alot more structured. Creeping Madness will apply a 2.3 minute long debuff on everyone in Phase 1 which times out at the end of Phase 1 and refreshes when Phase 1 begins again.

    Each time you move when you have this debuff on you, you will receive a stack of Slow. The slow debuff lasts 45 seconds so you only want to move when absolutely necessary (Burning Cataclysm/Incineration).

    At 50 stacks of slow you will take near lethal damage when you move.

    Abilities that remove movement impairing effects will reset the stacks of slow on a player so these should be used on players with high stacks that need to move, the ones observed to work are: Shapeshifting (Druid), Blessing of Freedom (Paladin), Divine Shield (Paladin), Tiger's Lust (Monk), Cloak of Shadows (Rogue), Ice Block (Mage), Dispersion (Shadow Priest), Vengeful Retreat (Havoc Demon Hunter), Master's Call (Hunter), Disengage (if talented for Posthaste - Hunter), Bladestorm (DPS Warrior), Avatar (Warrior), Demonic Circle: Teleport (Warlock).

    Raid Positioning

    You will want your raid position to be somewhat strict on Mythic to minimise the total amount of movement required.

    You will have the Tanks stand on either side of the boss (but on the same half of the boss so he swings around in front and does not Tail Swipe the Melee DPS) - This is how you lower tank + melee DPS movement.

    The Ranged DPS + Healers will stand a small distance away so that they do not need to move but can still heal both Tanks.

    When Incineration is cast, this is the only time that players will need to move. These players should ideally have Blessing of Freedom / Tiger's Lust placed on them to reset their stacks. I personally used this weak aura (click here) to assign players to left/right/back to minimise bad movement from players second guessing themselves and ensure an equal spread.

    When Gale Blast is cast you will want to have all players run to the ranged stack of players, and then move after the Fireballs have been cast on that location.

    After you have moved into a safe location for Burning Cataclysm, place a Warlock Gateway towards the boss and have the entire raid use it to get back to the boss and minimise movement. This is only applicable for the first Burning Cataclysm for each Phase 1 cycle as your debuff will drop for the second.

    Hardened Core - This debuff transforms how Phase 2 of the fight functions. As each Crackling Shard will be immune to taking any damage until this has been removed and this can only be removed by Burning Madness. This means that you will always have Lava Pools spawn at the end of Phase 2, adding a soft enrage to the encounter.

    At an absolute minimum you will have 2 Lava Pools.

    Tank Damage Profile

    60% Fire
    40% Physical
    40% Combined Searing Breath + Searing Armor 

    Tanking Notes

    Position the boss so he does not Tail Swipe any players.

    Swap on 2 stacks of Searing Armor.

    Always re-position the boss to the centre to allow for easier raid movement.

    Class Tips/Tricks

    [Mythic - UNTESTED] Null Barrier major can remove stacks of Slow on yourself.

    Brewmaster Monk

    The speed boost from Provoke is useful to re-position the boss after Burning Cataclysm.

    [Mythic] Tiger's Lust can be used to remove Slow on players

    Vengeance Demon Hunter

    Fiery Brand can be used to reduce the damage taken from the second stack of Searing Armor

    [Heroic] Sigil of Misery and Sigil of Flame can be used to break the Assassins out of stealth

    Protection Paladin

    Blessing of Spellwarding and Divine Shield can be used to negate a stack of Searing Armor (Please note: You will need to use this ability when Wrathion has started to cast Searing Breath, else he will target another player)

    [Mythic] Blessing of Freedom can be used to remove Slow on players

    [Mythic] Divine Shield can be used to remove Slow on yourself

    Protection Warrior

    Spell Reflection should be used to reduce the damage taken from the second stack of Searing Armor

    [Mythic] Avatar can be used to remove Slow on yourself

    Guardian Druid

    Utilise Stampeding Roar to help your raid move around more effectively

    [Mythic] Shapeshift can be used to remove Slow on yourself

    Blood Death Knight

    Anti-Magic Shell can be used to reduce the damage taken from the second stack of Searing Armor

    [Heroic] You are able to grip the Assassins together during Phase 2

    [Heroic] Death and Decay can be used to break the Assassins out of Stealth

    [Mythic] Anti-Magic Shell can be negate stacks of Slow building on yourself for its duration.

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