Raids

Sha of Fear

The Sha of Fear is the physical manifestation of terror in Pandaria. Imprisoned by the legendary pandaren emperor Shao Hao long ago, the entity has been newly strengthened by rising conflict across the island.

The Terrace of Endless Spring :

The Sha of Fear looms atop the Terrace, attempting to consume the pure light emanating from its center.

Pure Light : A narrow column of uncorrupted light still projects skyward from the center of the terrace. When a player stands in this light it bends, forming a protective wall that extends back from this Champion of the Light in a 'V' shape. This attracts the attention of the Sha of Fear, who fixates on the Champion.



Wall of Light : The Champion and other players standing within the wall of light take 10% reduced damage from all sources. The wall also deflects the Sha's Breath of Fear attack.



Breath of Fear : The Sha of Fear unleashes a horrible breath attack, inflicting 248625 to 261375 Shadow damage to all enemies over 1 sec. Afflicted enemies are also feared for 5 sec. Players standing behind the Wall of Light are unaffected.



Eerie Skull : The Sha throws a skull at a player's location, inflicting 36000 to 44000 Shadow damage to enemies within 0 yards of the impact point.



Ominous Cackle : The Sha cackles ominously and transports a group of players to one of the outer shrines to battle a former guardian of the terrace.



Terror Spawn : The Sha periodically summons a pair of Terror Spawns to attack players. A bulwark of dark energy protecting each Terror Spawn deflects spells and attacks that strike the front of the creature.



Penetrating Bolt : The Terror Spawn hurls a bolt of Sha energy at a player's location, inflicting 57000 to 63000 Shadow damage to enemies within 0 yards of the impact point. Affected enemies take 25% increased Shadow damage for 15 sec.



Reaching Attack : The Sha strikes at a distant target, inflicting 100% of weapon damage as Shadow and increasing Shadow damage taken by 20% for 12 sec. The Sha uses this ability when no targets are in melee range.



Lei's Hope : The light in the terrace seems to glow more brightly after players force the Sha to retreat to the Dread Expanse. Attack and casting speeds are increased by 20% within the Terrace of Endless Spring on subsequent attempts.

The Outer Shrines :

The group of players transported by Ominous Cackle must defeat one of three Sha possessed crossbowmen. The former terrace guardians Yang Guoshi, Cheng Kang, and Jinlun Kun attack the players.

Shoot : The caster shoots at the target, inflicting 75% weapon damage as Physical.



Dread Spray : The caster rapidly fires sprays of Dread Bolts in specific directions for 8 sec. The caster gains immunity to taunt for the duration. Each spray of Dread Bolts fires in a cone in front of the caster, inflicting 75% of weapon damage as Shadow and afflicting the target for 8 sec. At 2 stacks, the Dread Spray fears the target for 2 sec.



Death Blossom : The caster spins in a circle, unleashing a hail of bolts in all directions for 6 sec. Each bolt that strikes an enemy inflicts 23750 to 26250 Physical damage.



Sha Globe : Globes of Sha energy are knocked out of the possessed crossbowman as he loses health. Touching a globe will consume it, inflicting 10000 Shadow damage but refilling the player's primary resource. If not consumed within 8 sec the globe will return to the bowman, healing him for 8% of his maximum health.



Fearless : Defeating any of the possessed crossbowmen allows the group to return to the central terrace and grants them 60% increased damage and healing, 60% increased movement speed, and immunity to Fear effects for 30 sec.

The Dread Expanse :

On heroic difficulty the Sha of Fear retreats to the Dread Expanse at low remaining health, dragging players along with him. This watery wasteland is a place of the Sha's making where he has access to a new set of abilities.

Fading Light : The last glimmers of light from the terrace heal players as they are extinguished, restoring 90% health and mana over 6 sec. In addition, all player cooldowns are reset.



Pure Light : The uncorrupted light from the terrace binds itself to the current champion and takes on a new form. It grows stronger, granting the champion immunity to fear and horror effects and reduces their damage taken by 25%.



Transfer Light : The champion can use this ability to move the Pure Light to a targeted friendly player.



Implacable Strike : The Sha unleashes an Implacable Strike in the direction of his current target that inflicts 605500 to 794500 damage to enemies up to 0 yards away.



Naked and Afraid : The Sha strips the gear from his current target before performing Implacable Strike, reducing the target's armor and chance to dodge by 100% for 40 sec.



Waterspout : The Sha agitates the water under several players, creating a series of waterspouts. Each waterspout takes 1.5 sec. to form and explode, inflicting 121875 to 128125 Frost damage to enemies within 2 yds.



Huddle in Terror : The Sha terrifies several players, causing them to cower in fear and inflicting 80000 Shadow damage every 1 sec. for 15 sec.



Submerge : The Sha disappears below the surface of the Dread Expanse for a short time, then emerges under a random player and inflicts 585000 to 615000 Frost damage to enemies within 10 yds. The Sha summons a Dread Spawn at his location every time he submerges.



Dread Spawn : This creature fixates on the current champion of the light. If a new player becomes the champion the Dread Spawn changes targets.



Sha Spine : The Dread Spawn emits Sha Spines. Each spine inflicts 95062 to 99937 Shadow damage to a random player.





Eternal Darkness : The Dread Spawn kills his current target when he reaches melee range.





Gathering Speed: The Dread Spawn periodically gains 100% movement speed. This effect can stack up to 3 times, but is reset when a new Champion of the Light is chosen.

Protectors of the Endless

When the Sha of Fear invaded the Terrace of Endless Spring, three venerated jinyu protectors were corrupted, and they betrayed the other mortal sentinels, slaying them all. The twisted guardians have now turned their attention to any intruders who might interrupt the sha's attack on the area's last defenses.

Sha Corruption : Killing a member of the Protectors causes Sha Corruption to explode from their bodies and possess the remaining Protectors. Sha Corruption heals each Protector to their maximum health, increases their damage done by 25%, and grants them additional abilities.

Protector Kaolan :



Touch of Sha : Protector Kaolan corrupts a player, inflicting 35000 Shadow damage every 3 seconds until players defeat Protector Kaolan.



Defiled Ground : Protector Kaolan uses this ability after gaining a single dose of Sha Corruption.Protector Kaolan desecrates the land beneath a player's location for the remainder of the fight, inflicting 65000 Shadow damage every second and increasing damage taken from Defiled Ground by 10% for 1 min. This effect stacks.



Expel Corruption : Protector Kaolan uses this ability after gaining two doses of Sha Corruption.Protector Kaolan expels a mass of corruption at his location for the remainder of the fight, inflicting 85000 Shadow damage to all players within 30 yards every 3 seconds. The damage of Expelled Corruption decreases as a player stands farther away from the source of corruption.

Elder Regail :



Lightning Bolt : Elder Regail hurls a bolt of lightning at his current target, inflicting 185000 to 215000 Nature damage.



Lightning Prison : Elder Regail imprisons 2 players in a field of lightning and stuns them. The Lightning Prison causes each player to inflict 35000 Nature damage every second to all players within 7 yards. In 25 player Difficulty, Elder Regail imprisons 5 players.



Lightning Storm : Elder Regail uses this ability after gaining a single dose of Sha Corruption.Elder Regail summons a Lightning Storm, creating several waves of lightning strikes. The first wave strikes at Elder Regail's location and then successive waves strike in a ring around him at 20, 40, 60 and 80 yards. Each strike inflicts 92500 to 107500 Nature damage to all players within 10 yards of Lightning Storm's impact.



Overwhelming Corruption : Elder Regail uses this ability after gaining two doses of Sha Corruption.Corruption overwhelms Elder Regail, inflicting 6500 Shadow damage to all players every 3 seconds and increases their damage taken from Overwhelming Corruption by 10%. This effect stacks.

Elder Asani :



Water Bolt : Elder Asani hurls a bolt of water at a random player's location, inflicting 46250 to 53750 Nature damage to all players within 3 yards of the targeted location.



Cleansing Waters : Elder Asani summons a globe of Cleansing Waters at a Protector's location. When the globe reaches the ground, it heals all targets within 3.5 yards for 5% of their total health every second. Targets also receive 50% additional healing from all sources for 30 sec.



Corrupted Waters : Elder Asani uses this ability after gaining a single dose of Sha Corruption.Elder Asani summons a globe of Corrupted Water that empowers all Protectors, granting them 100% melee and casting speed until destroyed.



Purified : Destroying the Corrupted Waters grants all players within 15 yards the Purified effect, increasing melee, ranged and spell casting speed by 25% for 20 sec.



Overwhelming Corruption : Elder Asani uses this ability after gaining two doses of Sha Corruption.Corruption overwhelms Elder Asani, inflicting 6500 Shadow damage to all players every 3 seconds and increases their damage taken from Overwhelming Corruption by 10%. This effect stacks.

Minion of Fear :

Minions of Fear pour from the Terrace of Endless Spring, pursuing the Protector with the lowest remaining health.

Corrupted Essence : When a Minion of Fear dies, it infects the 2 closest players with Corrupted Essence, increasing their damage done by 10% for 2 min. This effect stacks up to $118191U times.If Corrupted Essence ever reaches $118191U stacks, the player replaces the Corrupted Essence effect with the Essence of Fear. In 25 player Difficulty, Corrupted Essences infect the 5 closest players.



Essence of Fear : The Essence of Fear inflicts 250000 Shadow damage to all players within 30 yards.



Greater Corrupted Essence : When a Minion of Fear reaches a Protector, it fills them with Greater Corrupted Essence, increasing their damage done by 10% for 2 min. This effect stacks up to $117905U times.If Greater Corrupted Essence ever reaches $117905U stacks, the Protector replaces the Greater Corrupted Essence effect with the Greater Essence of Fear.



Greater Essence of Fear: The Greater Essence of Fear inflicts 500000 Shadow damage to all players and horrifies them for 3 sec.

Tsulong

Legends speak of a spiraling, golden serpent that can sometimes be seen high in the sky, basking in the sunlight above the clouds. The few who claim to have observed it themselves say the creature is fiercely protective of the terrace.

The Night :

Tsulong struggles at Night with the Sha's corrupting influence. Bringing Tsulong's remaining health to zero while at Night permanently destroys the Sha's influence over him. When he reaches 100 energy, he temporarily purges the Sha's influence and radiant sunlight turns Night into Day.

Dread Shadows : The Dread Shadows created by the Sha within Tsulong inflict 9750 to 10250 Shadow damage on all players and increases their Dread Shadows damage taken by 10%. This effect stacks.



Nightmares : The Sha within Tsulong projects Nightmares at the location of a random player. The Nightmares inflict 48750 to 51250 Shadow damage and fear players within 8 yards of the impact for 3 sec.



Shadow Breath : Tsulong expels out Sha energy in a 30 degree cone in front of him, inflicting 136500 to 143500 Shadow damage and increasing Shadow damage taken by 100% for 30 sec. This effect stacks.



Sunbeam : Tsulong's attempts to resist the Sha allow him to protect the players from Dread Shadows. Tsulong summons a Sunbeam onto the battlefield, and the Sunbeam grants immunity to Dread Shadows for players standing within the beam. The protected area of the Sunbeam shrinks over time as more players stand within it.



The Dark of Night : The Dark of Night appears at a random location and moves towards the nearest Sunbeam. The Dark of Night extinguishes a Sunbeam upon reaching it.

The Day :

During the Day, Tsulong gains the upper hand over the Sha corruption. Players may heal and aid Tsulong during the Day, and bringing him to full health while in the Day permanently destroys the Sha's influence over him. When he reaches 100 energy, the Sha corrupts his emotions and Night descends upon the Terrace.

Embodied Terror : Embodied Terrors spawn as the Sha fights to control Tsulong. When players destroy an Embodied Terror, five Fright Spawns burst out.



Terrorize : The Embodied Terror casts Terrorize on both a random player and on Tsulong. The terror inflicts 10% of the player's current health as Shadow damage every 1 sec for 10 sec. Tsulong suffers 1% of his total health as Shadow damage every 1 sec. for 10 sec.



Fright Spawn : Five Fright Spawns appear when players destroy an Embodied Terror.



Fright : A Fright Spawn unleashes a wave of Fright, inflicting 19500 to 20500 Shadow damage and fear on players within 30 yards for 2 sec.



Unstable Sha : Unstable Sha appear around Tsulong and then move towards him, inflicting massive Shadow damage to Tsulong if they reach him.



Unstable Bolt : The Unstable Sha unleashes shadowy energy at a random player, inflicting 48750 to 51250 Shadow damage on the target. The Unstable Bolt also damages the Unstable Sha for 10% of its maximum health.





Instability : If an Unstable Sha reaches Tsulong, it inflicts 975000 to 1025000 Shadow damage on Tsulong and disappears.



Sun Breath : Tsulong breathes out solar energy in a 60-degree cone in front of him, inflicting 3900000 to 4100000 Nature damage to Sha within 0 yards and stunning them for 8 sec. The breath also places the Bathed in Light effect on players within its area.



Bathed in Light : The warmth of the Sun instantly restores 25% of a player's total mana and increases their healing done by 500% for 6 sec.



The Light of Day: The Light of Day appears at a random location. Interacting with The Light of Day restores mana every 1 sec. and increases healing done by 1500% for 6 sec. The amount of mana restored increases while the healing done decreases over the duration of the effect.

Lei Shi

For countless years, this friendly water spirit frolicked in the Fountains of Endless Spring with childlike wonder and glee. When fighting suddenly broke out in this peaceful place, Lei Shi saw the crystal-clear water turn cloudy and murky, and terror fell over her mind.

Afraid : Lei Shi grows more afraid as players hurt her. She gains 1% casting speed for each 1 percent health of her total health lost.

Spray : Lei Shi casts Spray instead of using melee attacks. Spray causes water to burst from the ground at a player's feet, inflicting 104000-218400 Frost damage to all players within 2.5 yards and increasing their Frost damage taken by 10% for 15 sec.

Hide : Lei Shi hides from players. Players cannot target her while hiding, but area of effect attacks and spells can still hit her. Lei Shi reveals herself after the players strike her enough times.

Get Away! : Lei Shi channels the waters of the Endless Spring, pushing players away and inflicting 60000 periodic Frost damage. Players who fight the current take half damage. Lei Shi channels for 30 sec or until players inflict 5% of her maximum health in damage.

Protect : Lei surrounds herself with an inpenetrable bubble and animates several elementals to protect her. She maintains the bubble until players defeat one of her Animated Protectors.

Animated Protector : When Lei Shi casts Protect, she animates these elementals from the bracers scattered throughout the area. The elementals turn back into water and fall to the ground when the effect ends.

Scary Fog: Sha energy coalesces around several players, inflicting 5000 Shadow damage every 2 sec. for 40 sec. In addition, players and enemies near an afflicted player take 5% more damage from all sources. This effect stacks.

The Stone Guard

The first line of defense against those daring to enter the vaults is a stolid row of enchanted, bestial statues. Hard as granite and ceaseless in their vigil, the sentries of the Stone Guard present an insurmountable wall of flame, fangs, and claws.

Amethyst Guardian : The Amethyst Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Amethyst Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. The Amethyst Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Amethyst Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week. In 10 player Heroic Difficulty, a rotating set of three of the four guardians are present each week. In Raid Finder Difficulty, a rotating set of three of the four guardians are present each week.

Amethyst Pool : The Amethyst Guardian creates a pool that inflicts 39000 Shadow damage every 1 sec. to enemies who enter the area. Lasts 1 min.



Amethyst Overload : Upon reaching full energy the guardian overloads, inflicting 150000 Shadow damage to all enemies and interrupting Amethyst Petrification. The Overload does not free fully petrified enemies.



Amethyst Petrification : The Guardian attempts to turn its enemies to amethyst, reducing the Shadow damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.

Cobalt Guardian : The Cobalt Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Cobalt Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. The Cobalt Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Cobalt Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week. In 10 player Heroic Difficulty, a rotating set of three of the four guardians are present each week. In Raid Finder Difficulty, a rotating set of three of the four guardians are present each week.

Cobalt Mine : Launches a charged cobalt shard at a player's location. After a 2 sec arming time, any player within 7 yds will detonate the shard, inflicting 71250 to 78750 Frost damage and rooting all players within 7 yds for 6 sec.



Cobalt Overload : Upon reaching full energy the guardian overloads, inflicting 150000 Arcane damage to all enemies and interrupting Cobalt Petrification. The Overload does not free fully petrified enemies.



Cobalt Petrification : The Guardian attempts to turn its enemies to cobalt, reducing the Arcane damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of Petrification turn to stone and cannot move or act.

Jade Guardian : The Jade Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jade Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week. In 10 player Heroic Difficulty, a rotating set of three of the four guardians are present each week. In Raid Finder Difficulty, a rotating set of three of the four guardians are present each week.

Jade Shards : The Jade Guardian fires shards of jade in all directions, inflicting 24700 to 27300 Nature damage to all players.



Jade Overload : Upon reaching full energy the guardian overloads, inflicting 150000 Nature damage to all enemies and interrupting Jade Petrification. The Overload does not free fully petrified enemies.



Jade Petrification : The Guardian attempts to turn its enemies to jade, reducing the Nature damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.

Jasper Guardian : The Jasper Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jasper Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. The Jasper Guardian gains energy when within 12 yards of another Guardian. The Guardian uses this energy to cast Jasper Overload. If no other Guardian is within range, it instead gains the Solid Stone effect. In 10 player Normal Difficulty, a rotating set of three of the four guardians are present each week. In 10 player Heroic Difficulty, a rotating set of three of the four guardians are present each week. In Raid Finder Difficulty, a rotating set of three of the four guardians are present each week.

Jasper Chains : The Jasper Guardian chains two enemy targets together. While the targets are over 1649 to 2098 (+ 180% of SpellPower) yds apart the chains inflict 30000 Fire damage every 1 sec. This damage increases by 20% each second they remain apart. The chains will break if the targets remain apart for 15 total seconds.



Jasper Overload : Upon reaching full energy the guardian overloads, inflicting 150000 Fire damage to all enemies and interrupting Jasper Petrification. The Overload does not free fully petrified enemies.



Jasper Petrification : The Guardian attempts to turn its enemies to jasper, reducing the Fire damage they take by 90% but progressively slowing their movement speed. Enemies who reach 100 stacks of petrification turn to stone and cannot move or act.

Shared Abilities :

All four guardians have access to these abilities.

Solid Stone : When no other stone guards are nearby the Guardian reverts to stone form. While in this form it takes 90% reduced damage but cannot gain energy.



Rend Flesh : The Guardian rends the flesh of the target, causing 24949 to 26228 Physical damage every 1 sec. Lasts 15 sec.



Power Down : When the guardians reach 75% and 40% remaining health, one of them will power down all Energized Tiles in the room to prevent players from using the energy.

Encounter Area :



White Floor Tiles : These tiles absorb the energy from Living Amethyst, Living Cobalt, Living Jade, and Living Jasper when a player stands on them. Each tile absorbs one charge of energy. For each tile currently energized in the room, every player gains a stack of Energized Tiles.



Energized Tiles : The energy of the living stone flows through the room tiles, empowering players and increasing damage dealt by 1% and Spirit by 1%. This effect stacks.



Living Amethyst Crystal : The energy that powers the Amethyst Guardian forms into a crystal. Players who interact with this crystal gain the Living Amethyst effect.



Living Amethyst : 5 charges of the energy that animates the Amethyst Guardian tear though your body. Each charge inflicts 15000 Shadow damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.



Living Cobalt Crystal : The energy that powers the Cobalt Guardian forms into a crystal. Players who interact with this crystal gain the Living Cobalt effect.



Living Cobalt : 5 charges of the energy that animates the Cobalt Guardian tear though your body. Each charge inflicts 15000 Arcane damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.



Living Jade Crystal : The energy that powers the Jade Guardian forms into a crystal. Players who interact with this crystal gain the Living Jade effect.



Living Jade : 5 charges of the energy that animates the Jade Guardian tear though your body. Each charge inflicts 15000 Nature damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.



Living Jasper Crystal : The energy that powers the Jasper Guardian forms into a crystal. Players who interact with this crystal gain the Living Jasper effect.



Living Jasper: 5 charges of the energy that animates the Jasper Guardian tear though your body. Each charge inflicts 15000 Fire damage every 1 sec. Players drain the energy charges into white floor tiles to energize them.

Feng the Accursed

Long ago, Feng Shri was the Mogu'shan Vaults' caretaker, tasked with preserving the treasures kept within these shadowy halls. After years of faithful service, he was caught stealing from the shelves (although some say he was framed by a jealous underling) and the mogu ruler punished him with a fatal curse. The doomed spirit of Feng Shri has wandered the vaults ever since, communing with the shades of past mogu heroes and warlords.

Spirit Bolt : Feng the Accursed unleashes a volley of Spirit Bolts, inflicting 50700 to 53300 Shadow damage to 3 random players. In 25 Player and 25 Player Heroic Difficulty, Feng the Accursed hits 8 random players with Spirit Bolts.

Strength of Spirit : Every time Feng absorbs a Mogu Champion Spirit, his damage dealt increases by 5% for the remainder of the encounter.

Essence of the Mogu Champions :

Around 95%, 66%, and 33% remaining life, Feng siphons the essence out of a pre-selected statue of Mogu Champions past, gaining their boon. Around 95%, 66%, and 33% remaining life, Feng siphons the essence out of a pre-selected statue of Mogu Champions past, gaining their boon. In Heroic Difficulty, Feng siphons from the statue nearest to him around 100%, 75%, 50%, and 25%.

Spirit of the Fist :



Lightning Fists : Feng slams a lightning-charged fist into the ground, causing a shockwave to pulse in front of him. The shockwave inflicts 117000 Nature damage and stuns those caught in its path.





Lightning Fists : Feng slams a lightning-charged fist into the ground, inflicting 78000 to 82000 Nature damage and causing three shockwaves to pulse in front of him. The shockwave inflicts 117000 Nature damage and stuns those caught in its path.





Epicenter : Feng channels a violent earthquake that inflicts Nature damage. The quake inflicts more damage towards its epicenter, and reduces players' chance to hit by 75%.



Spirit of the Spear :



Flaming Spear : Feng's fiery spear sears the flesh of his current target, inflicting 50% of his normal melee attack as Fire damage. The fire then inflicts an additional 19500 to 20500 Fire damage every 2 sec. for 20 sec.





Wildfire Spark : Feng the Accursed targets a random player then engulfs them with a Wildfire Spark. The Spark explodes after 5 seconds, igniting a Wildfire at their location. The Wildfire then spreads out and inflicts 116975 Fire damage every 1 sec. to any player standing within the fire.





Draw Flame : Feng attempts to absorb the Wildfire and cause his melee swings to inflict 18500 to 21500 additional Fire damage to all enemies.



Spirit of the Staff :



Arcane Velocity : Feng channels an Arcane storm, inflicting 15843 to 16656 Arcane damage every 1 sec. to all enemies. The bolts from the storm inflict increasing damage to targets as they stand further away from Feng.





Arcane Resonance : Feng charges random players with Arcane Resonance, inflicting 1000 Arcane damage to the target and all other nearby players within 6 yards. Each additional affected player amplifies the damage done to them all by 1000.



Spirit of the Shield :



Siphoning Shield : Feng's cursed shield draws the souls of 10 random enemies to it, healing him for 5% of his life per absorbed soul.





Siphoning Shield : Feng's cursed shield draws the souls of 5 random enemies to it, healing him for 10% of his life per absorbed soul.





Chains of Shadow : Feng strikes a random player with a Chain of Shadow that arcs to another nearby player. The Chain affects up to 8 targets, inflicting diminishing Shadow damage to each successive target.

Stolen Essences of Stone :

Players assuming the tank role gain access to the leftover essence shards from the awakened statues.

Nullification Barrier : Players with this Stolen Essence of Stone may place a Nullification Barrier around themselves. The Barrier negates any harmful magical effects cast on players standing inside the Barrier.



Shroud of Reversal: The Shroud of Reversal allows players with this Stolen Essence of Stone to target a player suffering from a harmful effect, then cast a copy of that effect at Feng the Accursed.

Gara'jal the Spiritbinder

Leader of the Zandalar trolls' assault on the vaults, Gara'jal is determined to crack open this trove of ancient mystery and bring back whatever arcane power and knowledge he can find. Gifted with dark talents and surrounded by a loyal cadre of Zandalar mystics, he has broken through the outer walls and will not rest until the vaults belong to him.

Spirit Totem : Gara'jal the Spiritbinder periodically summons a Spirit Totem at a random location.

Cross Over : Spirit Totems cause the nearest $116166I players within 6.5 yards to cross over to the spirit world when they are destroyed. The process of Crossing Over leaves the victim with 30% of their current health.



Cross Over : Players use Spirit Totems to cross over into the spirit world. Players exist in the spirit world for 30 sec before returning to the real world and gain the ability Return Soul.



Return Soul : Return Soul causes the player to return their soul to their body in the real world.



The Spirit World : Players crossing over to the Spirit World must return to the real world within 30 sec or die.



Frail Soul : Returning to the real world from the Spirit World inflicts players with a Frail Soul for 30 sec. Attempting to cross into the Spirit World with a Frail Soul kills the player.



Spiritual Innervation : Healing a player in the Spirit World energizes their soul with Spiritual Innervation. The effect of Spiritual Innervation varies depending on the class and specialization of the healed player, and the effect grows as the player continues to receive heals.



Revitalized Spirit : When a player in the Spirit World is healed to full, their spirit is revitalized. Players with Revitalized Spirit gain the Return Soul ability.



Return Soul : Return Soul causes the player to return their soul to their body in the real world.

Shadowy Minion : Shadowy Minions only exist in the Spirit World, but damage players in the real world with Spiritual Grasp.

Spiritual Grasp : A Shadowy Minion reaches into the real world with a Spritual Grasp, inflicting 18000 to 22000 Shadow damage on a random player in the real world.



Shadow Bolt : A Shadowy Minion fires a bolt at a random player in the Spirit World, inflicting 24050 to 27950 Shadow damage.

Voodoo Dolls : Gara'jal the Spiritbinder fixates on his current target and 2 other players to turn into Voodoo Dolls. A Voodoo Doll opies 90% of their damage received to all other Voodoo Dolls in the raid. The Voodoo Doll effect persists until either the victim perishes or Gara'jal the Spiritbinder banishes his fixated target to the Spirit World.Players turned into Voodoo Dolls cannot enter the Spirit World. In 25 player raids, Gara'jal chooses 3 other players from the raid to turn into Voodoo Dolls.

Banishment : Gara'jal the Spiritbinder banishes his current target to the Spirit World. While in the Spirit World, a Severer of Souls assaults the victim. In Heroic Difficulty, three Severers of Souls attack.

Severer of Souls : Severers of Souls attempt to tear apart the soul of Banished victims.



Soul Sever : If players do not defeat every Severer of Souls within 30 sec., the Banished victim dies.





Soul Explosion : The Severer of Souls' immense spiritual energy explodes outward at a random player in the real world. The Soul Explosion inflicts 40500 to 49500 Shadow Damage to the target and all players within 5 yards of them.

Frenzy: Gara'jal the Spiritbinder Frenzies when he reaches 20% remaining health, gaining 100% melee haste and inflicting 50% additional damage.Gara'jal the Spiritbinder also stops summoning Spirit Totems.

The Spirit Kings

Ancient records tell of these legendary rulers, powerful mogu who carved an empire from the very rock of Pandaria. Their names still cause the land to tremble: Zian of the Endless Shadow, Meng Sharpfang, Qiang Steelskin, and Sebotai Swiftfoot. Some say their spirits lurk in the vaults, lost in ghostly memories of battle and glory.

Meng Sharpfang :

When the players defeat the Mad King, he remains in battle in a weakened state and only uses his Maddening Shout ability.

Maddening Shout : The Maddening Shout of Meng Sharpfang causes all enemies to go mad, inflicting 2925 to 3075 Shadow damage every 3 sec. and causing all enemies to hate each other. Players regain their sanity after taking 10000 damage from another player.The Mad King retains Maddening Shout after being defeated.



Crazed : The Mad King becomes more insane every 0.5 sec. Crazed increases the Mad King's Physical damage dealt by a percentage equal to twice his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Cowardice.



Cowardice : The Mad King becomes more insane every 0.5 sec. Cowardice causes the Mad King to reflect damage equal to 50% of his current Insanity. When the Mad King reaches 100 Insanity, he switches personalities to Crazed.



Crazy Thought : A Crazy Thought crosses the Mad King's warped mind, increasing his Insanity by 10.



Delirious : The Mad King enrages, doubling the rate he gains insanity.

Qiang Steelskin :

When the players defeat the Warlord King, he remains in battle in a weakened state and only uses his Flanking Orders ability.

Flanking Orders : The Warlord King orders a flank, calling in a wave of Mogu attackers. These Flanking Mogu cast Overhand Strike, inflicting 97500 to 102500 Physical damage to enemies in front of them within 0 yards.The Warlord King retains Flanking Orders after being defeated.



Massive Attacks : No single man or woman can stand against the brutal attacks of the Warlord King. His Massive Attacks inflict 400000 Physical damage, split among all enemies hit.



Annihilate : Qiang focuses on Annihilating his enemies in front of him, inflicting 200000 damage to enemies within 0 yards.



Impervious Shield : The Warlord King uses his Impervious Shield, gaining immunity to all attacks and spells and increasing his attack speed by 0% for 10 sec.

Sebotai Swiftfoot :

When the players defeat the Bandit King, he remains in battle in a weakened state and only uses his Pillage ability.

Pillage : The Bandit King charges a random player and Pillages them, stealing all of the target's possessions. The Pillaged effect reduces the player's damage and healing done by 50% and reduces their armor by 50%.The Bandit King retains Pillage after being defeated.



Volley : Sebotai launches three Volleys in quick succession. The first inflicts 24375 to 25625 Physical damage to enemies in a large cone in front of the caster, then 48750 to 51250 Physical damage in a medium cone, and finally 68250 to 71750 Physical damage in a small cone.



Rain of Arrows : The Bandit King fires a Rain of Arrows at the location of a random player, inflicting Pinned Down on all targets within the 8 yard area. Pinned Down inflicts 9750 to 10250 Physical damage every 1 sec. until another player removes the arrow from the victim.



Pinning Arrow : The Pinning Arrow causes Pinned Down, inflicting 9750 to 10250 Physical damage every 1 sec. until a player destroys the Pinning Arrow.



Sleight of Hand : Damaging attacks against the Bandit King cause the attacker to suffer being Robbed Blind. The effect reduces damage and healing done by 50% and reduces armor by 50%. The Bandit King becomes vulnerable to Stun effects while using Sleight of Hand.



Robbed Blind : Robbed Blind reduces the target's damage and healing done by 50% and reduces their armor by 50%.

Zian of the Endless Shadow :

When the players defeat the Sorcerer King, he remains in battle in a weakened state and only uses his Undying Shadows ability.

Undying Shadows : The Sorcerer King creates an Undying Shadow at the location of a random player. The Undying Shadow inflicts 14625 to 15375 Shadow damage every 1 sec to players within 10 yards until destroyed.The Sorcerer King retains Undying Shadows after being defeated.



Undying Shadow : The Undying Shadow inflicts 14625 to 15375 Shadow damage every 1 sec to players within 10 yards until destroyed. An Undying Shadow fixates on the closest nearby player when the Sorcerer King summons it. After the Undying Shadow dies it starts to reform itself, creating Coalescing Shadows. After 30 seconds the Undying Shadow fully coalesces and reforms.





Coalescing Shadows : The Coalescing Shadows inflicts 14625 to 15375 Shadow damage every 5 sec. to players within 10 yards. After 30 seconds the Undying Shadow fully coalesces and reforms.



Shadow Blast : The Sorcerer King launches a Shadow Blast at the location of a random player. The Shadow Blast inflicts 68250 to 71750 Shadow damage upon impact to players within 8 yards of the targeted location.



Charged Shadows : The Sorcerer King blasts a random player with Charged Shadows, inflicting 57525 to 60475 Shadow damage to the target then chaining to further targets within 8 yards of each other.



Shield of Darkness : The Sorceror King protects himself with a Shield of Darkness. The Shield inflicts 292500 to 307500 Shadow damage to all enemies whenever a damaging ability lands on the Sorceror King.



Darkness: Inflicts 292500 to 307500 Shadow damage to all enemies.

Elegon

Dedicated to the advancement of their empire, the mogu salvaged and repurposed titan technology to generate untold power in the depths of this ancient complex. Why these energies have been focused into the cold will of a celestial dragon is a mystery that lies at the very heart of the vaults.

Energy Vortex :

An active Energy Vortex transforms any player or creature who stands in it, granting a small taste of the Titan's true power. An active Energy Vortex transforms any player or creature who stands in it, granting a small taste of the Titan's true power. In Heroic Difficulty, the Energy Vortex prevents targeting into or out of the Energy Vortex.

Touch of the Titans : Contact with the Energy Vortex transforms the target into celestial form, increasing all damage done by 50% and healing received by 50%.



Overcharged : The Energy Vortex periodically inflicts players with Overcharge, causing them to take 5% additional damage. This effect stacks.

Stage One: Entering Defensive Mode :

Elegon activates the Energy Vortex, attacking with Celestial Breath and calling for Celestial Protectors to help defend the Engine of Nalak'sha.Stage One ends at 90% and 50% remaining health.

Celestial Breath : Elegon's breath inflicts 42750 to 47250 Arcane damage to players within a 100 yard long 60 degree cone.



Materialize Protector : When Elegon has more than 50% remaining health, he summons a Celestial Protector to attack the players.



Celestial Protector : A construct of pure energy, the Celestial Protector serves as primary defense for the Engine of Nalak'sha.





Phasing : The Celestial Protector exists in a state of flux, held together by the immense power of the Energy Vortex. When the Protector has over 25% remaining health and exists outside the bounds of the Energy Vortex, players inflict 90% less damage to it.







Arcing Energy : The Celestial Protector inflicts 76000 to 84000 Arcane damage to two random players and applies Closed Circuit to each target.







Closed Circuit : After being hit by the Arcing Energy, the Closed Circuit reduces the healing received by the target by 50% for 20 sec.





Stability Flux : Upon reaching 25% remaining health, the Celestial Protector begins to pulse energy and periodically inflicts 47500 to 52500 Arcane damage on all players.





Total Annihilation : Celestial Protectors explode when near death, inflicting 585000 to 615000 Arcane damage to all players. In Heroic Difficulty, Total Annihilation will trigger Catostrophic Anomaly if it hits no targets.





Catostrophic Anomaly : With no targets to absorb the excess energy of Total Annihilation, the Engine of Nalak'sha explodes, inflicting 760000 to 840000 Arcane damage to the entire raid.

Grasping Energy Tendrils : With no targets in melee range, Elegon grabs and pulls all enemies to him, inflicting 47500 to 52500 Arcane damage.

Radiating Energies: When Elegon reaches 50% remaining health, he becomes dangerously unstable. Elegon periodically inflicts 78375 to 86625 Arcane damage to all players not protected inside the Energy Vortex.

Stage Two: Primary Power Offline:

Elegon attempts to reactivate the Engine of Nalak'sha by creating Energy Charges to energize the Empyreal Focuses. If players destroy all Energy Charges in a wave, Elegon will continue to create more Energy Charges. The creation process permanently weakens his physical form.Stage Two ends once an Energy Charge leaves the Energy Vortex.

Draw Power : Elegon attempts to restart the Engine of Nalak'sha by constructing six Energy Charges from his own body, permanently increasing all damage taken by 10%. This effect stacks.

Energy Charge : A small part of Elegon himself, the Energy Charge contains enough Arcane energy to restart The Engine of Nalak'sha.



High Energy : With each successive cast of Draw Power, the created Energy Charge gains an additional 20% movement speed. This effect stacks.





Discharge: Upon reaching zero health, the Energy Charge explodes and inflicts 585000 to 615000 Arcane damage to all players.

Stage Three: Power Draw Stable:

Elegon has reactivated The Engine of Nalak'sha, disabling the Energy Vortex and activating all Empyreal Focuses. Elegon shields himself from all damage.Stage Three ends once players destroy all the Empyreal Focuses.

Empyreal Focus : The Focuses activate whenever the Engine of Nalak'sha begins operation, venting energy into the surrounding platform. Damaging all six Empyreal Focuses temporarily disables the Engine of Nalak'sha.

Energy Conduit : The Empyreal Focus vents excess energy, inflicting 142500 Arcane damage to all players touching the energy conduit every 0.5 sec.



Overloaded : Upon reaching zero health, the Empyreal Focus deactivates and vents excess energy back to Elegon, increasing his damage inflicted by 20% and casting speed by 20%. This effect stacks.

Unstable Energy : Elegon periodically inflicts 23750 to 26250 Arcane damage to all players.

Energy Cascade : Elegon fires a ball of Titan plasma at the location of random player, inflicting 190000 to 210000 Arcane damage on impact to players within 5 yards and creating a Cosmic Spark.

Cosmic Spark: Small pure energy constructs created by Elegon.

Will of the Emperor

The core chamber of the vaults is protected by stone soldiers who have been motionless for centuries. They are row upon row of warriors, statues armed for a battle that never began. What treasures do they guard? And what is their tie to the titanic power buried with them here in the shadows?

Titan Gas : Titan Gas fills the room, inflicting 8000 Frost damage every 1 sec. to all players and energizing any constructs, increasing their damage dealt by 25%.

Emperor's Rage : The smallest Terracotta warriors, the Emperor's Rage strike quickly with dual axes and often formed the forward lines in Lei Shin's mechanical armies.

Focused Assault : Every Emperor's Rage fixates on a random player, attacking only that player until the player dies or the Rage can no longer attack them.



Unarmored : The Emperor's Rage wear very little armor, and all types of crowd control effects work against them.

Emperor's Courage : The Emperor's Courage carry a polearm to harry opponents and form a powerful defensive wall with shields and armor.

Focused Defense : The Emperor's Courage comes to the aid of Jan-xi or Qin-xi by fixating on a tank, attacking only that player until the player dies or the Courage can no longer attack them.



Impeding Thrust : The Impeding Thrust of the Emperor's Courage inflicts 150% normal melee damage and reduces the target's movement speed by 25% for 10 sec. Stacks up to $117485U times.



Half Plate : The Emperor's Courage wear armor protecting the front of their bodies. The Half Plate blocks or deflects any damage dealt by players to the front of the Emperor's Courage, but they remain susceptible to movement impairing effects.

Emperor's Strength : The heavily-armored Emperor's Strength strike earth-shaking blows with their massive two-handed hammers.

Energizing Smash : The Emperor's Strength smash the ground in front of them, inflicting 200000 Physical damage to players within 10 yards of the strike zone and stunning them for 2 sec. The radius of the effect increases by 1 yard after each use of Energizing Smash.



Full Plate : The Emperor's Strength wear heavy armor that grants them immunity to all crowd control effects.

Jan-xi and Qin-xi :

Jan-xi and Qin-xi activate after 90 seconds and share their health pool.

Devastating Combo : Jan-xi and Qin-xi perform a devastating combination of five attacks. Jan-xi and Qin-xi perform a devastating combination of five attacks. In Heroic Difficulty, the Devastating Combo consists of ten attacks.



Devastating Arc : Jan-xi and Qin-xi strike a 25 yard hemispherical area to the left, right, or in front of them. These Devastating Arc attacks inflict 100000 Physical damage and reduce the target's armor by 10% for 30 sec. Stacks up to $116835U times. The immense power of these attacks ignore any player effects that grant damage immunity.





Stomp : Jan-xi and Qin-xi stomp the ground, inflicting 100000 Physical damage to all players within 12 yards and stunning them for 2 sec. The immense power of this attack ignores player effects that grant damage immunity.



Magnetic Armor : Jan-xi and Qin-xi magnetize their current targets for 10 sec. If a magnetized player moves more than 16 yards away from the constructs, a strong magnetic force pulls them back.

Opportunistic Strike : If every player avoids all the attacks in a Devastating Combo, Jan-xi or Qin-xi becomes unbalanced. All players within 16 yards gain the Opportunistic Strike ability for 3 sec, which inflicts 1000000 Physical damage.

Titan Spark : When any construct dies, it releases a Titan Spark.

Focused Energy : A newly created Titan Spark fixates on a player, attacking only that player until the player dies or the Spark can no longer attack them.



Energy of Creation: When a Titan Spark dies or reaches its target, it releases the Energy of Creation. The Energy inflicts 750000 Nature damage to all players within 8 yards and energizes any constructs, increasing their attack speed by 50% for 2 min. This effect stacks.

Imperial Vizier Zor'lok

Zor'lok shrieks his proclamations so they're heard throughout the sprawling mantid palace. He is the Voice of the Empress, and his words alone inspire the insectoid race's warriors to give their lives without question. Unwaveringly loyal, Zor'lok will stop at nothing to defend his beloved matriarch, regardless of the corruption within her.

Inhale : Imperial Vizier Zor'lok takes a large breath to fill his lungs. Inhale increases the damage of Exhale by 100% for each stack present and lasts until Exhale triggers with 3 or more stacks.

Exhale : Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage and stunning them for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.

Exhale : Imperial Vizier Zor'lok selects a random player and screams at them, inflicting Physical damage for 6 sec. The first player between Imperial Vizier Zor'lok and the initial target suffers additional Physical damage every 0.5 seconds.

Stage One: Her Gifts are Many :

Imperial Vizier Zor'lok flies to a random platform in the room, then attacks the players from there. When Zor'lok loses 20% of his total health, he changes positions to a different platform. Imperial Vizier Zor'lok gains one ability while at each platform, but loses that ability when he moves to a different platform.

Pheromones of Zeal : The lower section of Imperial Vizier Zor'lok's chamber fills with toxic Pheromones of Zeal. Players in the area suffer 28500 damage per second and are silenced for as long as they are in the area of effect.



Attenuation : Imperial Vizier Zor'lok emits a dizzying series of sonic rings that travel outward from him in a spiraling pattern. Sonic rings inflict 323750 to 376250 Physical damage to all targets in their path. In 10 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 370000 to 430000 Physical damage to all targets in their path. In 25 player Heroic Difficulty, Attenuation also sends out Sonic Pulses. Sonic Pulses inflict 370000 to 430000 Physical damage to all targets in their path.



Force and Verve : Imperial Vizier Zor'lok shouts with pure volume to inflict 115625 to 134375 physical damage to all players every 1.5 seconds for 10 sec.Players standing in Noise Cancelling zones suffer 40% less damage from this ability.



Noise Cancelling : Before Imperial Vizier Zor'lok begins channeling Force and Verve, he summons Noise Cancelling zones nearby. Standing in these zones reduces the damage of Force and Verve by 40%. In 10 player Difficulty, only four players can benefit from each Noise Cancelling zone at a time. In 25 player Difficulty, only nine players can benefit from each Noise Cancelling zone at a time. In 10 player Heroic Difficulty, only three players can benefit from each Noise Cancelling zone at a time. In 25 player Heroic Difficulty, only seven players can benefit from each Noise Cancelling zone at a time.



Convert : Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of one player at random, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health.



Convert : Imperial Vizier Zor'lok uses the pure voice of the Empress to sway the allegiance of two players at random, causing them to fight for the Mantid Empire. Convert lasts until the victim reaches 50% health.

Stage Two: We Will Not Disappoint Her :

When Imperial Vizier Zor'lok reaches 40% remaining health, he flies to the center of the chamber and inhales the Pheromones of Zeal. Imperial Vizier Zor'lok now uses all of his abilities from Stage One.

Inhale Pheromones : Imperial Vizier Zor'lok inhales all of the Pheromones in the chamber, increasing his damage by 10% and haste by 20%.

Song of the Empress :

Whenever Imperial Vizier Zor'lok finishes a transition he will raise his voice in praise to the empress. Failing to engage Imperial Vizier Zor'lok in melee combat will result in him inflicting Physical damage to all players in the zone until they die. Engaging Imperial Vizier Zor'lok in melee combat will end this effect.

Echoes of Power :

In Heroic difficulty, Imperial Vizier Zor'lok will leave copies of himself behind at the first two platforms he visits. During stage two of the encounter he will randomly summon Echoes of Power to aid him in battle.Echoes of Power inherit one of Imperial Vizier Zor'lok's abilities and will continue to use that power until they are defeated.

Echo of Attenuation : Echo of Attenuation will use Zor'lok's Attenuation ability as well as fight players in melee combat.



Echo of Force and Verve : Echo of Attenuation will use Zor'lok's Force and Verve ability as well as fight players in melee combat.



Song of the Empress: Any echoes that Imperial Vizier Zor'lok has summoned will use the Song of the Empress any time they are not actively using one of their abilities and they are not engaged in melee combat. As with Imperial Vizier Zor'lok engaging the echoes in melee combat will end this effect.

Blade Lord Ta'yak

Ta'yak is known for his patience and intelligence. In battle, he is a master at discovering his opponent's weaknesses and awaiting the perfect opportunity to strike. Ta'yak's skill with a blade is unmatched, and he cherishes imparting his martial knowledge on young mantid warriors.

Tempest Slash : Blade Lord Ta'yak slashes the air, creating a tornado that inflicts 190000 to 210000 Nature damage and knocks away any enemies in its' path.

Unseen Strike : Blade Lord Ta'yak fixes his eyes on a random player and then disappears. He reappears 5 sec. later and inflicts 6000000 Physical damage split amongst all players in a 15 yard long cone in front of him.

Wind Step : Blade Lord Ta'yak teleports to random player and inflicts a quick strike. The blow causes all targets within 8 yards to bleed for 160000 Physical damage every 3 sec. for 30 sec.

Intensify : Blade Lord Ta'yak's fury intensifies during the encounter. Every 60 sec. Ta'yak increases his damage dealt by 5% and his haste by 5%. This effect stacks.

Overwhelming Assault : Blade Lord Ta'yak performs an overwheming attack on his current target, inflicting 200% of a normal melee swing's attack. The attack leaves the target's defenses exposed, increasing the target's damage taken when an Overwhelming Assault lands by 100% for 45 sec.

Storm Unleashed : Upon reaching 20% health Blade Lord Ta'yak traps all of the players within a mass of tornados, moving them to one end of the hall. The constant buffeting of the powerful winds on every player inflicts 15200 to 16800 Nature damage every 1 sec. This damage increases with Ta'yak's current Intensity level.Ta'yak then assumes position at the opposite end of the hall, then unleashes a barrage of tornados towards the players. Tornados that pass over players carry the player away from Ta'yak.

Blade Tempest: Blade Lord Ta'yak rapidly spins his blade, pulling all enemies towards himself and inflicting 285000 to 315000 Physical damage every 0.5 sec.

Garalon

It may be time to reconsider stepping on bugs. Don't make fun of this hulking behemoth's tiny wings; that'll just make him angry.

Furious Swipe : Garalon performs a Furious Swipe to targets in a large cone in front of him, inflicting 800000 Physical damage. If Garalon fails to hit at least 2 targets with his Furious Swipe, he gains Fury.

Fury : Fury increases Garalon's damage dealt by 10% and movement speed by 10% for 30 sec. This effect stacks.

Crush : Garalon crushes his foes, inflicting 100000 Physical damage to all players. Any player within 12 yards receives an additional 800000 Physical damage as Garalon's body slams down upon them. Garalon's massive bulk also knocks down all players for 2 sec. Garalon crushes foes whenever he detects their presence beneath him. In Normal Difficulty, Garalon also crushes foes when Pheromones passes to a new target. In Heroic Difficulty, Garalon periodically crushes foes.

Pheromones : Garalon surrounds a player with powerful pheromones, fixating on the target. Every 2 sec. the Pheromones inflict 20000 Nature damage and Pungency on the target, then spawn a Pheromone Trail.Pheromones pass to allies in close proximity.

Pungency : Exposure to Garalon's Pheromones renders the player extra pungent, increasing Pheromone damage by 10% for 1 min. This effect stacks.



Pheromone Trail : The Pheromone Trail on the ground inflicts 25000 Nature damage to players within 4 yards.

Garalon's Legs : Players attack Garalon's legs separately from his body.

Weak Point : Close proximity to Garalon's leg allows attackers to see weak points, increasing their damage dealt to the leg by 100%.



Broken Leg : Breaking one of Garalon's legs damages Garalon for 3% of his maximum health and reduces Garalon's movement speed by 15%. This effect stacks up to $122786U times.



Mend Leg : Garalon periodically mends one of his broken legs, restoring it to full health.

Damaged : In Heroic difficulty, Garalon gains the Damaged effect upon reaching 33% remaining health.

Pheromones : While Garalon has the Damaged effect, Garalon ignores the fixate effects of Pheromones.



Melee Attack: While Garalon has the Damaged effect, Garalon uses his normal melee attack and gains a dramatic speed increase.

Wind Lord Mel'jarak

Wind Lord Mel'jarak commands the mantid's numerous aerial forces. Although he exudes arrogance, the cunning insectoid is fiercely protective of his soldiers and enjoys fighting at their side. Mel'jarak believes the mantid are superior to all other races, convinced that his kind cannot be defeated.

Whirling Blade : Wind Lord Mel'jarak hurls his blade at a random player's location, inflicting 100000 Physical damage to all players in the blade's path. After the blade reaches its destination, it returns to Wind Lord Mel'jarak. The blade also inflicts 100000 Physical damage to all players in its return path.

Rain of Blades : Wind Lord Mel'jarak rains blades down on all players, inflicting 30000 Physical damage. Wind Lord Mel'jarak throws three sets of blades before stopping.

Watchful Eye : Wind Lord Mel'jarak watches over his swarm, dispelling all forms of crowd control from every warrior if he ever senses that players are incapacitating more than four.When one group of Wind Lord Mel'jarak's swarm falls, he becomes more watchful. He now dispels all forms of crowd control from every warrior if he ever senses players are incapacitating more than two.When a second group of Wind Lord Mel'jarak's swarm falls, he becomes even more watchful, dispelling all forms of crowd control from every warrior if he ever senses players are incapacitating any. In Heroic Difficulty, Wind Lord Mel'jarak does not become more watchful and only dispels crowd control effects if players incapacitate more than four warriors.

Reinforcements : When a group of Wind Lord Mel'jarak's swarm falls, he calls for a new group of warriors to replace them. He calls for these reinforcements 45 seconds after a group falls.

Recklessness : When Wind Lord Mel'jarak sees a group of his warriors fall in battle, he becomes reckless for the remainder of the fight. This increases his damage dealt and taken by 50%. This effect stacks.

Recklessness : When Wind Lord Mel'jarak sees a group of his warriors fall in battle, he becomes reckless for 30 sec. This increases his damage dealt by 100% and his damage taken by 600%.

The Swarm :

Wind Lord Mel'jarak fights alongside his most trusted warriors.

Fate of the Swarm : Each group of Mel'jarak's swarm shares health with their fellow swarm members.



Impaling Spear : Up to four players can use the weapon racks left by the Mantid army to gain the Impaling Spear ability.Impaling Spear stuns a target for 50 sec. Any damage dealt directly to the target by a player causes the target to break free.



Sra'thik Amber-Trapper :



Amber Prison : Sra'thik Amber-Trappers imprison a random player and their allies within 2.5 yards in amber, stunning them until freed.Players can smash an Amber Prison and free the imprisoned allies inside by interacting with it. Residue afflicts players who destroy Amber Prisons.





Residue : Residue prevents a player from destroying Amber Prisons for 45 sec.





Corrosive Resin : Sra'thik Amber-Trappers cover a player in 5 stacks of Corrosive Resin for 30 sec, inflicting 30000 Nature damage every second per stack. Moving while afflicted by Corrosive Resin removes a stack of Corrosive Resin and creates a Corrosive Resin Pool at the player's location.





Corrosive Resin Pool : Corrosive Resin Pools inflict 70000 Nature damage every second to all players within the pool.



Zar'thik Battle-Mender :



Mending : Zar'thik Battle-Menders mend their allies, healing a group of the swarm for 25% of their maximum health.





Quickening : Zar'thik Battle-Menders quicken all of Mel'jarak's swarm, increasing all damage done and melee attack speed by 35% for 15 sec. This effect stacks.



Kor'thik Elite Blademaster :



Kor'thik Strike: Kor'thik Elite Blademasters focus a single player and strike them in unison, each inflicting 160000 Physical damage.

Amber-Shaper Un'sok

Eager to please his empress, Un'sok has produced several innovative concoctions. Yet this brilliant young alchemist's proximity to the mantid queen has allowed the sha's negative energies to take root in his mind. Now, Un'sok's overwhelming fear of failure drives him to create increasingly deadlier weapons.

Stage One: Worthy Test Subjects? :



Amber Scalpel : Un'sok carves the ground with a focused beam of pure amber energy. The beam inflicts 19000 to 21000 Nature damage every 0.25 sec. at the point of contact, and leaves behind Molten Amber residue. The residue inflicts 25437 to 29562 Fire damage every 1 sec. to players who touch it. Some of this residue congeals into Living Amber oozes.



Living Amber : Each of these animated amber oozes focuses mindlessly on a random player, emanating a Corrosive Aura that inflicts 1520 to 1680 Nature damage every 2 sec to all players. Each ooze Bursts in a shower of amber when destroyed, inficting 40950 to 50050 Nature damage to enemies within 8 yards and healing any other Living Amber within that radius for 0% of their maximum health. Each of these animated amber oozes focuses mindlessly on a random player, emanating a Corrosive Aura that inflicts 1520 to 1680 Nature damage every 2 sec to all players. Each ooze Bursts in a shower of amber when destroyed, inficting 40950 to 50050 Nature damage to enemies within 8 yards and healing any other Living Amber within that radius for 0% of their maximum health. In Heroic difficulty, dissolved Living Amber will reconstitute after 30 seconds. In Looking for Raid difficulty, destroying a Living Amber does not heal other nearby Living Amber.





Burning Amber : When a Living Amber is destroyed, it dissolves into a pool that deals 28675 to 33325 Fire damage every 1 sec to all enemies within 3 yards.



Parasitic Growth : Amber-Shaper Un'sok causes amber to grow within the body of a random target, inflicting 16250 Nature damage every 2 sec. This strain of amber absorbs healing energy, increasing the damage it inflicts to its host in direct proportion to any healing received. After 30 sec, the unstable parasite dissipates without a trace.



Reshape Life : Un'sok unleashes a torrent of amber at a player, transforming the target into a misshapen mass of flowing amber that is hostile to players and monsters alike.



Mutated Construct : While transformed, the player continuously expends Willpower to retain control over the twisted form, at the rate of 2 per second, beginning with a maximum of 100. When Willpower runs out, the player dies and the Mutated Construct continues to act, uncontrolled.





Amber Explosion : The amber encircling the mutated player compels the unleashing of a massive explosion, inflicting 120000 Nature damage to all players.







Amber Strike : The construct inflicts 237500 to 262500 Nature damage to the current hostile target and interrupts normal spellcasting, including attempts by other constructs, or by the Amber Monstrosity, to trigger an Amber Explosion. Amber Strike also destabilizes the target, increasing damage taken by 10% for 12 sec. This effect stacks.







Break Free : Once the physical form of the amber construct has been damaged to 20% of its remaining health, the player can break free with a great surge of will. The player then regains their natural form.







Consume Amber : A transformed player consumes a pool of Burning Amber left behind by a defeated Living Amber. The consumption restores 20 Willpower, but also bolsters the mutated form, increasing its current and maximum health by 4500000.







Struggle for Control : With a surge of will, the player expends 8 Willpower to force the mutated form to cease all action for 0 sec. This also increases the mutated form's damage taken by 100% for 5 sec.







Smash : Transformed players use this simple melee attack in lieu of their normal attack, inflicting 34000 to 46000 Physical damage to a target.



Destroy Will : When Un'sok deals melee damage to player who was transformed into a Mutated Construct, his control over amber causes the target's will to unravel, draining 40 Willpower.

Stage Two: Un'sok's Greatest Creation :

When Un'sok reaches 60% remaining health, he calls forth a massive Amber Monstrosity to fight beside him. Un'sok continues to attack with his full arsenal of abilities from Stage One.

Amber Monstrosity : Un'sok formed this towering behemoth entirely of flowing amber, and it stands as a triumph of Un'sok's research into creating life from the mantids' amber.



Amber Explosion : The Monstrosity releases a massive explosion of amber energy, inflicting 136500 to 143500 Nature damage to all players.





Massive Stomp : The Monstrosity stomps the ground forcefully, inflicting 90187 to 104812 Physical damage to all enemies within 15 yards and knocking them back.





Fling : The Monstrosity grabs its current target in one of its massive hands and hurls the hapless victim at a distant player, causing 75156 to 87343 Physical damage to targets within 0 yards of the point of impact and stunning them for 3 sec.





Destroy Will : When the Amber Monstrosity deals melee damage to player who was transformed into a Mutated Construct, its attunement to amber causes the target's will to unravel, draining 40 Willpower.



Amber Carapace : While the Amber Monstrosity lives, an Amber Carapace shields Amber-Shaper Un'sok. The Carapace reduces his damage taken by 99%.

Stage Three: Un'sok Unleashed :

Upon witnessing the destruction of his greatest creation, Un'sok channels power from the amber pools lining his chamber and prepares to make his final stand. Un'sok no longer uses Amber Scalpel, but now casts Reshape Life with greatly increased frequency.

Concentrated Mutation : Un'sok draws massive amounts of amber energy into his body, increasing his damage dealt by 50% and attack speed by 50%.



Volatile Amber : Un'sok's siphoning agitates the pools of amber around the room, causing them to periodically emit bursts of amber that fly through the air at high velocity. Each amber burst inflicts 27056 to 31443 Nature damage to any player it strikes. If a missile strikes a player while they are transformed into a Mutated Construct, it heals them for 20% of their health.



Amber Globule: Un'sok causes two spheres of destructive amber to form from the pools at the edges of the room, each of which fixates on a random player. If an Amber Globule comes into contact with its primary target, it explodes, dealing 600000 Nature damage to all players within 30 yards. If two Amber Globules touch each other, their energies will neutralize and dissipate harmlessly.

Grand Empress Shek'zeer

The ancient Klaxxi order has come to a mournful decision: the tainted grand empress Shek'zeer must be deposed. Traditionally, mantid rulers are displaced in their old age by a carefully chosen successor. However, Shek'zeer's intended replacement is still too young and weak to unseat her, leaving the Klaxxi with no choice but to kill the current empress. If action is not taken against her soon, all of Pandaria may crumble before the mantid's ravenous swarms.

Stage One: A Perilous Battle! :



Dissonance Field : The Empress creates a dissonance field which disrupts the sound associated with magic. The dissonance field absorbs nearby magical effects until it runs out of resonance. Once its resonance depletes, the field erupts in a Sonic Discharge.Players casting magical effects near the dissonance field also deplete it of resonance.



Sonic Discharge : The Sonic Discharge inflicts 139425 to 146575 Physical damage to all players, deals more damage to those standing within the dissonance field at the time of detonation.



Eyes of the Empress : The Empress gazes deeply into the eyes of her current target, inflicting the target with the Eyes of the Empress effect. This effect stacks up to 5 times. The Empress charms and transforms a player into a Servant of the Empress if the effect reaches maximum stacks.



Servant of the Empress : A player transformed and charmed by the Empress into her servant inflicts 200% more damage and 200% more healing, has 300% increased health, and becomes immune to crowd control effects and snares.



Dread Screech : Grand Empress Shek'zeer lets loose a Dread Screech at two random players, inflicting 29250 to 30750 Physical damage to each player and their nearby allies within 5 yards. In 25 Player raids, Shek'zeer looses a Dread Screech at five random players.



Cry of Terror : The Empress incites terror on a random player, causing them to inflict 29250 to 30750 Shadow damage to players every 2 sec.

Stage Two: The Empress Retreats! :

When the Empress runs of out sha energy, she retreats to her chrysalis and calls for her royal guard.

Band of Valor : Members of the Empress' Royal Guard inflict 30% more damage for every other member of the Royal Guard within 8 yards.



Set'thik Windblade :



Fixate : The Set'thik Windblade fixates on a random player for 30 sec.





Dispatch : The Set'thik Windblade periodically shoots blades at random players, inflicting 51460 to 57739 Physical damage.





Sonic Blade : The Set'thik Windblade slashes his current target with a sonic blade, dealing 150% weapon damage and interrupting spellcast.





Sticky Resin : The Set'thik Windblade coats the ground in a sticky resin which clings to players that pass through it, slowing their movement speed by 30% and inflicting 15000 Nature damage every 1 second. When resin comes into contact with other resin, it will slide off of the player and back onto the ground. Amassing enough amber resin into one area causes it to congeal and harden, forming an Amber Trap.





Amber Trap : Being encased in amber deals 5% of the encapsulated victim's health every 2 seconds.



Kor'thik Reaver :



Poison Bomb : The Kor'thik Reaver hurls poison bombs at random players, inflicting 97500 to 102500 Nature damage initially and 19500 to 20500 damage every 2 seconds to a random enemy.





Toxic Slime : The Kor'thik Reaver inflicts 63375 to 66625 Nature damage to players in a 0 yard cone in front of it.





Poison-Drenched Armor : The poison-drenched blades of the Kor'thik Reaver seeps into every pore of his current enemy target, causing them to erupt with a toxic substance. The fumes from this poison cause the attacks of nearby friendly players to occasionally deal additional 48750 to 51250 Nature damage.

Stage Three: Ultimate Corruption! :

At 30% remaining health, the Sha of Fear breaks the Empress' chrysalis and imbues her with a profound corruption.

Eyes of the Empress : The Empress gazes deeply into the eyes of her current target, inflicting the target with the Eyes of the Empress effect. This effect stacks up to 5 times. The Empress charms and transforms a player into a Servant of the Empress if the effect reaches maximum stacks.



Servant of the Empress : A player transformed and charmed by the Empress into her servant inflicts 200% more damage and 200% more healing, has 300% increased health, and becomes immune to crowd control effects and snares.



Sha Energy : Grand Empress Shek'zeer emits Sha Energy at two random players, inflicting 40000 Shadow damage. In 25 Player raids, Shek'zeer emits Sha Energy at five random players.



Calamity : The Empress inflicts Shadow damage to each player equal to 50% of their current health.



Consuming Terror : The Empress unleashes a Consuming Terror in a 0 yard cone in front of her, inflicting 126750 to 133250 Shadow damage and fearing players within the cone for 8 sec.



Visions of Demise : The Empress inflicts on two random players a vision of the their own demise. The vision reveals itself to the player after 4 sec., and they then suffer in fear and inflict 22181 to 23318 Shadow damage every 1 sec. to all players within 8 yards for 20 sec.



Heart of Fear: The Empress unleashes a swirling heart of dark energy, which targets 3 random players and inflicts Shadow damage in their direction. If a player stands between the heart and a targeted player, then they take the damage instead of the target.

Sha of Anger

The Sha of Anger, the physical manifestation of rage, has escaped from the Shado-pan Monastery in Kun-Lai Summit. Amid the brutal conflicts gripping Pandaria, the dark entity has grown ever more powerful. Recently, the sha has been seen wandering Kun-Lai, using negative energies to corrupt everything the being encounters.

Seethe : The Sha of Anger projects seething anger at his current target if no players stand within his melee attack range. Seethe inflicts 74000 to 86000 Shadow damage and increases Shadow damage taken by the player by 10% for 20 sec.

Endless Rage : The anger brought by the Alliance and Horde to Pandaria flows through the Sha of Anger, erupting forth as a shower of Sha energy. Each missile inflicts 92500 to 107500 Shadow damage to players within 3 yards of the impact point and summons forth an Ire and a cloud of Bitter Thoughts.

Ire : A manifestation of anger summoned by the Sha of Anger's Endless Rage.



Bitter Thoughts : The cloud of Bitter Thoughts prevents all players within 3 yards from either attacking or casting spells. The cloud persists for 1 min.

Stage One: Growing Anger :

The Sha of Anger's rage grows over 50 seconds.

Growing Anger : The Sha of Anger infects 3 players with angry thoughts. After 6 sec, infected players display Aggressive Behavior.



Aggressive Behavior : The affected player erupts with anger, causing the player and all allies within 5 yards to fall under the control of the Sha of Anger for 30 sec. Increases damage dealt by 200% and maximum health by 200%. Aggressive Behavior is removed if the player falls below 50% remaining health.

Stage Two: Unleashed Wrath :

Upon reaching 100 rage, the Sha of Anger unleashes its wrath upon its enemies. This phase lasts until the Sha of Anger's rage reaches 0.

Unleashed Wrath: The Sha of Anger unleashes pent-up rage for 25 sec. The Unleashed Wrath inflicts 55500 to 64500 Shadow damage to 10 random targets every 2 seconds.

Salyis's Warband

The ruthless saurok roam Pandaria, stealing what they can and harassing the island's other inhabitants. The most infamous of these reptilian pillagers are Chief Salyis and his warband. For years, the saurok commander and his raiders have stormed through the Valley of the Four Winds atop Galleon, a colossal and well-armed mushan that is more a moving fortress than a simple mount.

Fire Shot : Saurok Skirmishers riding on Galleon's back fire flaming crossbow bolts at random players, inflicting 15000 Fire damage.

Stomp : Galleon stomps the ground, inflicting 92500 to 107500 Physical damage to players within 100 yards and knocking them down for 3 sec.

Cannon Barrage : Chief Salyis orders his minions to fire off eight powerful cannon blasts. Each blast inflicts 600000 Fire damage to players within 10 yards and knocks them back.

Salyin Warmonger : Chief Salyis's Warmongers periodically jump down from Galleon's back to engage players.

Impaling Pull: The Warmonger uses an Impaling Pull to bring a distant target towards them and inflict 13875 to 16125 Physical damage.

Dungeons

Ook-Ook

Even for a hozen, Ook-Ook has a reputation for being uncouth and raucous. The monstrous creature and his cronies recently broke into the Stormstout Brewery and cracked open its precious beer casks to throw the greatest party of all time: the Ookfest.

Ground Pound : Ook-Ook pounds the ground every 1 sec. for 3 sec, inflicting 150000 Physical damage to all enemies within a 45-degree cone and stunning them for 2 sec.

Going Bananas : At 90%, 60%, and 30% health remaining, Ook-Ook goes bananas! This increases his attack speed by 15% and damage dealt by 15%. Stacks up to $106651U times.In addition, this causes a wave of Rolling Barrels.

Rolling Barrel : Ook-Ook's entourage periodically throw Rolling Barrels, which roll across the room until they hit a wall, player, or Ook-Ook himself. At 90%, 60% and 30% health remaining, the entourage throws more barrels.

Brew Explosion: Rolling Barrels inflict 200000 Physical damage to players on contact. If a player rides a barrel into Ook-Ook, they inflict 200000 Physical damage and increase damage taken by 10% for 15 sec. This effect stacks.

Hoptallus

Hoptallus is the bane of farmers throughout the Valley of the Four Winds-a virmen of mythic proportions that can consume entire fields of crops in a single night. Word has spread that the giant pest and his offspring have infested the brewery and begun devouring its stores of rice and barley.

Carrot Breath : Hoptallus slowly turns in a circle spewing vile carrot juices. The juices inflict 200000 Physical damage and knock back any targets within a 20-degree cone in front of Hoptallus.

Furlwind : Hoptallus spins in a rapid circle. Inflicts 84825 to 95175 damage every 1 sec. to surrounding units, but slows movement speed by 70%.

A Shrill Screech :

Hoptallus will periodically emit a shrill cry, calling for aid from Hoplings, Hoppers, and Boppers.

Hopling : The tiniest virmen, Hoplings do little more than hop around and bite things!



Hopper : The larger Hoppers carry a barrel of explosive brew in their mouths.



Explosive Brew : If a Hopper reaches its target, it hops madly then explodes. The explosion inflicts 150000 Fire damage to players within 10 yards and knocks them down.



Bopper : The large Boppers carry a heavy hammer.



Big Ol' Hammer : When Boppers die, they drop their Big Ol' Hammers. Players can pick up the Hammer to gain three charges of the Smash! ability.





Smash!: Slam the Big Ol' Hammer into the ground and knock up all nearby virmen, destroying all Hoppers and Hoplings within 6 yards and dealing heavy damage to Boppers.

Yan-Zhu the Uncasked

In a desperate attempt to save the family brewery, Uncle Gao set about concocting what he believed would be the ultimate ale, a full-bodied elixir of depthless flavor. Yet his bold experiment resulted in a bitter and extremely volatile alemental creature, dubbed Yan-Zhu the Uncasked.

Brew Bolt : If there are no players near Yan-Zhu, he will begin casting Brew Bolts. Inflicts 146250 to 153750 Frost damage and increases magic damage taken by the target by 10% for 6 sec. This effect stacks.

Brewmastery: Wheat :

Uncle Gao's crazy experiments grant Yan-Zhu one of two wheat brew abilities.

Bloat : Yan-Zhu infuses a random player with an excessive quantity of brew. This Bloat causes brew to gush from their ears for 30 sec, inflicting 100000 Frost damage and knocking back targets in a 10-degree cone on either side of the bloated player.



Blackout Brew : The heavy Blackout Brew inflicts 60000 Frost damage to all players and applies 3 stacks of Blackout Brew. Stacks can be removed by moving and jumping. If Blackout Brew reaches 10 stacks, the Brew stuns the player for 10 sec.

Brewmastery: Ale :

Uncle Gao's new fermentation procedures grant Yan-Zhu one of two ale brew abilities.

Bubble Shield : Yan-Zhu covers himself with 8 small bubbles. Each bubble grants Yan-Zhu 10% damage reduction. This effect stacks.



Yeasty Brew Alemental : Yan-Zhu summons forth Yeasty Brew Alementals to aid him.



Ferment : The Yeasty Brew Alemental fires a fermentation beam towards Yan-Zhu the Uncasked, but players may intercept the beam and receive its effect by standing between the two Alementals. The fermentation restores 5% of health and mana every 1 sec. to the affected target.





Brew Bolt : Yeasty Brew Alementals can cast a less powerful version of Brew Bolt, inflicting 43875 to 46125 Frost damage.

Brewmastery: Stout :

Uncle Gao has modified the family recipe, granting Yan-Zhu one of two stout brew abilities.

Carbonation : Yan-Zhu fills the room with Carbonation for 20 sec. The Carbonation inflicts 10000 Frost damage every 1 sec. to enemies that are close to the ground and prevents them from attacking or casting spells due to acute asphyxiation.In addition, Carbonation causes Fizzy Bubbles to spawn.



Fizzy Bubble : Clicking on a Fizzy Bubble grants a player the ability to fly for 20 sec.



Wall of Suds : Yan-Zhu periodically summons forth walls of sudsy brew. The onrushing brew inflicts 100000 Frost damage every 0.5 seconds to players that stand within the wall and stuns them for 5 sec.



Sudsy: The sudsy nature of Yan-Zhu grants players the ability to jump extra high.

Saboteur Kip'tilak

The mantid are no strangers to warfare, using technology to turn the tide of battle. The pandaren stand little chance against munitions experts such as Kip'tilak, who strike deep behind enemy lines and threaten to destroy the already weakening fortifications from within.

Throw Explosives : Saboteur Kip'tilak picks a random location in the room and throws a pack of Stable Munitions there.

Stable Munitions : These explosive materials will not explode unless detonated by another explosion.



Mantid Munition Explosion : When explosions from other Stable Munitions or Sabotage come into contact with Stable Munitions, they explode outward in the four cardinal directions inflicting 228000 to 252000 Fire damage to all players in their path.

Sabotage : Saboteur Kip'tilak attaches four explosives to the back of a random player. When Sabotage expires, the charges explode outward in the four cardinal directions inflicting 228000 to 252000 Fire damage to all players in their path. Sabotage inflicts 148500 to 181500 Fire damage to the victim when the explosion occurs.

World in Flames : When Saboteur Kip'tilak reaches 70% and 30% remaining health, he detonates all explosive charges currently in play.

Heroic Difficulty:

Gate of the Setting Sun is only available on Heroic Difficulty.

Striker Ga'dok

The strikers are an aerial component of the mantid empire's massive army. Among them are seasoned aces such as Ga'dok. Able to singlehandedly rain fiery devastation upon scores of enemies, Ga'dok and his minions seek to bring death from above to the gates' defenders.

Prey Time : Striker Ga'dok charges a nearby enemy and devours them, inflicting 45000 to 55000 Physical damage every 1 sec. for 5 sec.

Impaling Strike : Striker Ga'dok impales his current target, inflicting 50% of their total health as Physical damage.

Strafing Run : When Striker Ga'dok reaches 70% and 30% remaining health, he strafes the platform with fire bombs. The resulting flames inflict 76000 to 84000 Fire damage every 1 sec. to enemies caught within it.

Mantid Disruptor : These flying Mantid continuously bombard the platform with Acid Bombs.

Acid Bomb : Mantid Disruptors periodically bombard the location of a random player with an acid bomb, inflicting 42750 to 47250 Nature damage every 1 sec. to players standing within the 5 yard radius impact area.

Mantid Striker : Mantid Strikers attack players on the platform during Striker Ga'dok's strafe runs.

Heroic Difficulty:

Gate of the Setting Sun is only available on Heroic Difficulty.

Commander Ri'mok

Commander Ri'mok oversees the mantid ground forces relentlessly besieging the towering gates. Unimpressed by the defenders, Ri'mok calls upon countless reinforcements to vanquish those foolish enough to stand in his way.

Viscous Fluid : Commander Ri'mok periodically exudes a 6 yard radius area of viscous fluid at his location. Contact with the fluid increases Ri'mok's damage by 20% and reduces damage dealt by players standing in it by 20% every 1 sec. This effect stacks five times.

Frenzied Assault : Ri'mok unleashes a Frenzied Assault, inflicting 50% of his normal melee damage to all targets in a 9 yard long and 90 degree wide cone every 0.25 seconds for 6 sec.

Mantid Swarmer : Waves of reinforcements continuously scale the wall to aid Commander Ri'mok.

Mantid Saboteur : Mantid Saboteurs periodically join the battle.

Bombard : The Mantid Saboteur throws a volley of bombs around itself, inflicing 67500 to 82500 Fire damage to all enemies within 40 yards.

Heroic Difficulty:

Gate of the Setting Sun is only available on Heroic Difficulty.

Raigonn

This colossal mantid spearheads the assault against the gates. Acting as a living battering ram, Raigonn mercilessly hammers the pandaren defenses, seeking to decimate any and all obstacles barring the mantid's ruthless invasion of Pandaria.

Breaking the Siege :

Raigonn has burst through the outer gate, and wants to ram through the inner gate! He must be stopped by destroying his Vulnerability.

Impervious Carapace : Raigonn's Impervious Carapace reduces the damage dealt to Raigonn by 99% until players destroy his Vulnerability.



Vulnerability : Raigonn exposes his Vulnerability, allowing players to ride on his head and attack it! Destroying the Vulnerability also destroys Raigonn's Carapace.



Battering Headbutt : Raigonn charges towards the inner door and the impact of the Headbutt inflicts 243750 to 256250 Physical damage to enemies within 10 yards. Impacting the door also throws all enemies on Raigonn's Vulnerability to the ground.



Krik'thik Protectorate : Eight Krik'thik Protectorate join the fight from beyond the wall.



Hive Mind : When one of the Krik'thik Protectorate is reduced to 20% remaining health, it casts Hive Mind, increasing the attack speed of all nearby Krik'thik Protectorate by 100%.



Krik'thik Engulfer : Three Krik'thik Engulfer fly above, casting Engulfing Winds.



Engulfing Winds : Engulfing Winds creates a tornado at the targeted location that inflicts 48750 to 51250 Nature damage to enemies within 3 yards and an additional 39000 to 41000 Nature damage every 1 sec.



Krik'thik Swarm Bringer : A Krik'thik Swarm Bringer joins the battle, inflicting Screeching Swarm on enemies.



Screeching Swarm : Screeching Swarm absorbs 80000 healing and inflicts 25000 Shadow damage every 1 sec. The Swarm detaches from its host after 10 sec.The Swarm also inflicts 19500 to 20500 damage every 1 sec. to enemies within 20 yards.

The Cracked Carapace :



Broken Carapace : The broken Mantid Carapace increases Raigonn's damage taken by 300%.



Fixate : Raigonn fixates on a random player for 15 sec., and their movement speed increases by 75%.



Stomp : Raigonn stomps, inflicting 53625 to 56375 Physical damage to all nearby enemies. Each time he stomps, he gains an application of Frenzy, increasing his damage dealt by 25%.

Heroic Difficulty:

Gate of the Setting Sun is only available on Heroic Difficulty.

Houndmaster Braun

The quickest and surest way to detect the undead is by the scent of rot they carry, and even the most veteran soldier cannot match the olfactory sense of a hound. Houndmaster Braun has bred and trained a savage pack of canines to aid the crusaders in hunting down their foes--living and undead.

Piercing Throw : Houndmaster Braun throws one of his knives at a random enemy, inflicting 95000 to 105000 Physical damage and applying Bloody Mess to all enemies in the knife's path.

Death Blossom : Houndmaster Braun leaps onto a random enemy and whirls around, releasing a spray of knives at all targets within 5 yards, inflicting 95000 to 105000 Physical damage and applying Bloody Mess to the target and any of its nearby allies.

Bloody Mess : Houndmaster Braun's knife attacks inflict 14250 to 15750 damage to an enemy every 2 sec. for 10 sec. This effect stacks.Braun applies this effect to any target hit by Piercing Throw or Death Blossom.

Call Dog : Houndmaster Braun calls for an Obedient Hound to enter the fight at 90%, 80%, 70%, and 60% remaining health.

Obedient Hound : Trained by Houndmaster Braun, this large mastiff follows any order given to it by his master.

Bloody Rage: At 50% remaining health and unable to control his dogs, Houndmaster Braun begins to attack 50% faster and inflict 25% more damage.

Flameweaver Koegler

Flameweaver Koegler trains the Scarlet Crusade's more magically minded adepts in the subtle applications of the arcane. Fire is his specialty, and he has used his skills to burn the order's historical tomes, erasing the Crusade's past failures. Apart from books, Koegler's flames have rendered many--undead, students, and trespassers alike--into piles of smoking ash.

Book Burner : Flameweaver Kogler tries to light the books ablaze containing the Scarlet Crusade's past. Players may intercept the fiery bolt, which inflicts 73125 to 76875 Fire damage. If Koegler's attack succesfully hits the books, they begin to burn.

Burning Books : The Burning Books inflict 117000 to 123000 Fire damage every 5 sec to enemies within 15 yards for 30 sec.

Greater Dragon's Breath : Koegler unleashes a sweeping series of attacks that mimic the deadly fire breath of a Dragon. The Breath inflicts 146250 to 153750 Fire damage, an additional 48750 to 51250 Fire damage every 1 sec., and confuses the target for 5 sec.

Quickened Mind : Flameweaver Koegler casts this preparatory spell, making his next three spells cast nearly instantly.

Fireball Volley : Flameweaver Koegler unleashes a barrage of Fireballs, inflicting 219375 to 230625 Fire damage to all enemies within 35 yards.

Pyroblast: Flameweaver Koegler casts a huge Pyroblast at his current target, inflicting 117000 to 123000 Fire damage, then an additional 40000 Fire damage every 1 sec for 8 sec.

Gu Cloudstrike

Before the escape of the sha, Gu Cloudstrike was entrusted with training the elite Shado-Pan spellcasters. Now this formerly gentle and reserved pandaren revels in unleashing his astounding powers, with devastating consequences. He has asserted control over the mystical Azure Serpent, and his students are helpless in the wake of Cloudstrike's lethal attacks.

Stage One: Let Me Show You My Power! :

Gu Cloudstrike calls for the Azure Serpent to help him defeat the intruders.

Invoke Lightning : Gu Cloudstrike inflicts 85500 to 94500 Nature damage to a random player, inflicting an additional 118750 to 131250 Nature damage to all players within 5 yards of the target.



Static Field : The Azure Serpent creates a Static Field at the location of a random player, inflicting 285000 to 315000 Nature damage to all players within 10 yards of the point of impact. The Static Field then persists for 15 sec, inflicting an additional 166250 to 183750 Nature damage every 1 sec.

Stage Two: Charge Me With Your Power! :

Gu Cloudstrike enters a meditative state, becoming immune to all damage. The Azure Serpent moves in to attack.

Charging Soul : The Azure Serpent shields Gu Cloudstrike, making him immune to all damage.



Magnetic Shroud : The Azure Serpent casts a Magnetic Shroud onto every player. The Shroud absorbs 150000 healing cast on each player and inflicts 12500 Nature damage every 1 sec. The Shroud overloads when healing on a player exceeds its capacity, removing the Magnetic Shroud. The overload then heals all other players within 20 yards for 75000 healing divided by the number of players within range.



Lightning Breath : The Azure Serpent unleashes Lightning Breath within a 45 degree cone in front of him, inflicting 85500 to 94500 Nature damage every 0.5 sec. for 2 sec.

Stage Three: Do Not Fail Me! :

After the players defeat the Azure Serpent, Gu Cloudstrike rejoins the fight.

Overcharged Soul: Periodically inflicts Nature damage to nearby enemies, frequency proportional to missing health.

Master Snowdrift

Master Snowdrift recognizes that the battles between the Horde and the Alliance have contributed to the monastery's dire state. Heroes seeking this wary pandaren's loyalty must first best his students. Only those who prevail can face Snowdrift himself, a paragon of martial arts who has dedicated his life to attaining perfection of body and mind.

Stage 1: True Strength! :

Master Snowdrift begins combat by using his fists and feet.

Fists of Fury : Master Snowdrift strikes numerous times with his fists. The impact of his fists inflicts 108000 to 132000 Fire damage on any player in front of Master Snowdrift.



Tornado Kick : Master Snowdrift continuously spins and kicks out at all players within range. Tornado Kick inflicts 152000 to 168000 Physical damage and knocks back any player within the Tornado.

Stage 2: Spiritual Power! :

Master Snowdrift harnesses and unleashes his Chi energy at the players.

Ball of Fire : Master Snowdrift throws a Ball of Fire at the players, inflicting 202500 to 247500 Fire damage to all players in its path.

Stage 3: I Can Do So Much More! :

Master Snowdrift resorts to his grappling and countering techniques to take down the players.

Tornado Slam : Master Snowdrift chases down one player at random. If Master Snowdrift catches his target, he performs a Tornado Slam on them. The Tornado Slam inflicts 60% of the victim's maximum health as Physical damage on the player.



Parry Stance : Master Snowdrift momentarily assumes an entirely defensive posture. Any attacks made against Master Snowdrift miss and cause him to retaliate.



Quivering Palm : While in his Parry Stance, Master Snowdrift counters anyone attacking him in melee range with a Quivering Palm, inflicting 72000 to 88000 Physical damage and stunning them for 2 sec. Master Snowdrift then follows up the attack by using Unleash Vibrations.





Unleash Vibrations : Master Snowdrift unleashes the vibrations caused by his Quivering Palm attack, inflicting 95000 to 105000 Physical damage to the target.



Flying Kick: While in his Parry Stance, Master Snowdrift counters anyone attacking him outside melee range with a Flying Kick, inflicting 76000 to 84000 Physical damage.

Sha of Violence

Bloodthirsty, ruthless, and savage, the Sha of Violence is unfettered within the Shado-Pan Monastery. Feeding on the Horde and Alliance's brutality, the entity gleefully ravages the monks who struggle to impede the monstrous onslaught.

Disorienting Smash : The Sha smashes the target, inflicting 202500 to 247500 Shadow damage and causing it to wander confused for up to 4 sec. Any damage taken while confused removes the effect.

Smoke Blades : The Sha attacks nearby enemies in a smoky whirlwind, inflicting 25% weapon damage every 1 sec. and reducing the critical strike chance of affected targets by 100%. Abilities and spells used by the afflicted targets reduce the duration of this effect by 5 seconds. Afflicted targets gain Parting Smoke when this effect is removed.

Parting Smoke : The curtain of smoke parts, briefly revealing a weak point on the Sha of Violence. The player's next attack or spell used within 3 sec will critically strike for 100% more damage than usual.

Sha Spike : The Sha summons an erupting spike at the location of a random player, inflicting 25 Shadow damage and knocking targets back.

Enrage: The Sha enrages at low health, increasing its attack speed by 50% for 30 sec.

Taran Zhu

The Sha of Hatred has tainted Taran Zhu, the Shado-Pan's pragmatic and mighty leader. Once devoted to protecting his beloved home, Zhu now burns with seething hatred for all life, twisting his perception of everything--and everyone--around him.

Hatred :

The Sha of Hatred possessing Taran Zhu touches the minds of the players. Their hatred grows over time and further increases if any of Taran's attacks strike them. The Sha of Hatred afflicts the players that reach full hatred with Haze of Hate and they must Meditate to remove the effect.

Haze of Hate : Hatred overwhelms you. Although your Physical damage is increased by 20%, your chance to hit is reduced by 100% and your healing done is reduced by 75%.



Meditate : Meditate to clear your mind of the Haze of Hate. You cannot move or act while meditating.

Rising Hate : Taran Zhu projects Sha energy at several targets, inflicting 46250 to 53750 Shadow damage.

Ring of Malice : Taran Zhu surrounds himself with a ring of shadows for 15 sec. that inflicts 30000 damage every 0.5 sec. to enemies it touches. The Ring of Malice also reduces the caster's movement by 80%.

Sha Blast : Taran Zhu inflicts 152000 to 168000 Shadow damage to his current target, and knocking it back. Taran Zhu may only use this ability while Ring of Malice is active.

Summon Gripping Hatred : Taran Zhu summons a powerful manifestation of hatred near him that pulls players toward and poisons the ground beneath it.

Gripping Hatred :



Pool of Shadows : Shadows pool on the ground around the Gripping Hatred, inflicting 50000 Shadow damage every 1 sec. to nearby enemies.





Grip of Hate: The Gripping Hatred harnesses the unholy energy that surrounds and binds all matter, drawing enemy targets within 60 yards toward it.

Thalnos the Soulrender

Thalnos earned repute in the Scarlet Crusade for the brutal torture methods he used to "purify" new recruits. Ultimately, the sadistic mage contracted the plague of undeath and arose as a fearsome skeletal being. The vengeful Thalnos now prowls the monastery's graveyard, commanding apparitions and zombified creatures to attack anyone who trespasses on his unholy domain.

Raise Fallen Crusader : Thalnos raises the fallen soldiers of the Argent Crusade, summoning a Fallen Crusader every 1 sec for 5 sec.

Fallen Crusader : The bodies of Fallen Crusaders remain after being defeated.



Mind Rot : The melee attacks of a Fallen Crusader can inflict Mind Rot on their current target. The Mind Rot inflicts 975 to 1025 Shadow damage every 2 sec for 6 sec. This effect stacks.

Spirit Gale : Thalnos the Soulrender launches a spirit at the location of his current target. When the spirit reaches its target, a Spirit Gale forms. The Gale immediately inflicts 121875 to 128125 Shadow damage to players within 2 yards, then inflicts 43875 to 46125 Shadow damage every 1 sec. to enemies standing inside the effect.

Evict Soul : Thalnos the Soulrender rips the soul from a random player, inflicting 58500 to 61500 Shadow damage every 1 sec for 6 sec.Every time Evict Soul inflicts damage it creates an Evicted Soul of the target. Evicted Souls attack the closest friend of their target.

Evicted Soul : The Evicted Soul's attacks inflict 14625 to 15375 Shadow damage to enemies within 6 yards of his target.

Summon Empowering Spirit : Thalnos creates an Empowering Spirit near him.

Empowering Spirit : Empowering Spirits attempt to inhabit the body of the closest Fallen Crusader and create an Empowered Zombie.



Empowered Zombie: Empowered Zombies are powerful and not easily destroyed Undead.

Brother Korloff

Brother Korloff first learned of the monk's deadly arts from pandaren ambassadors as they journeyed through Azeroth. When the crusader demonstrated this martial style to his superiors, they unanimously ordered Korloff to train an entire generation of initiates in the ways of the monk.

Flying Kick : Brother Korloff performs a Flying Kick at a random player, inflicting 57000 to 63000 Fire damage and knocking the target back.

Blazing Fists : Brother Korloff begins to unleash a flurry of fiery blows, inflicting 40% of his normal melee damage as Fire damage to targets in front of him every 1 sec. for 6 sec.

Firestorm Kick : Brother Korloff performs a Firestorm Kick, inflicting 76000 to 84000 Fire damage to all players within 7 yards.

Rising Flame : Whenever Brother Korloff loses 10% of his total health, a Rising Flame burns within him and he inflicts 10% additional Fire damage. This effect stacks.

Scorched Earth: At 50% remaining health Brother Korloff burns brightly enough to leave a trail of fire as he moves. The Scorched Earth inflicts 73125 to 76875 Fire damage every 1 sec.

High Inquisitor Whitemane

At a young age, Sally Whitemane witnessed her family succumb to the horrific plague of und