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Siege of Orgrimmar

General Nazgrim

Boss #8
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Strategy Guide

FIGHT OVERVIEW
  • Every 15 sec, Nazgrim will use the most expensive Rage-spending ability he can afford.

  • Try to keep the Rage as low as possible by avoiding mechanics and stop DPS on the boss during Defensive Stance.

  • Kill the adds with the following priority: Warbanner > Warshaman > Arcweaver > Assassin/Ironblade

Heroic Changes
  • Nazgrim also calls Snipers to his aid. These should be killed as the lowest priority alongside the Assassins and Ironblades.

  • Every 18~ sec, Execute will be cast on the tank.

General Abilities

Nazgrim has three stances. These last one minute each.

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Battle Stance
Stances

Nazgrim will cycle through 3 different stances in the following order:

1. Battle Stance - Nazgrim will generate 1 Rage per sec.

2. Berserker Stance - increases Nazgrim's damage done/taken by 25% and Rage generation by 100%

3. Defensive Stance - reduces Nazgrim's damage taken by 10% and grants 2 Rage when hit (capped at once per sec). The raid should avoid hitting Nazgrim during this.

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Bonecracker
Raid Damage

Applies a 30-second bleed to random players, dealing small Physical damage every second and reducing maximum health by 10%.

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Battle Stance
Stances

Nazgrim will cycle through 3 different stances in the following order:

1. Battle Stance - Nazgrim will generate 1 Rage per sec.

2. Berserker Stance - increases Nazgrim's damage done/taken by 25% and Rage generation by 100%

3. Defensive Stance - reduces Nazgrim's damage taken by 10% and grants 2 Rage when hit (capped at once per sec). The raid should avoid hitting Nazgrim during this.

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Bonecracker
Raid Damage

Applies a 30-second bleed to random players, dealing small Physical damage every second and reducing maximum health by 10%.

Rage Abilities

Watch Nazgrim's rage. He always casts the most expensive ability he can afford.

EVERYONE

SPREAD

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Heroic Shockwave
30 Rage

Nazgrim leaps to a random player’s location, dealing heavy Physical damage within 10 yards on impact and creating Aftershock.


Aftershock are lines of fire that erupt from the impact, dealing massive Fire damage to all players in them and generating 3 Rage for each struck.


This ability costs 30 Rage.

DPS

FOCUS BANNER

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Kor'kron Banner
50 Rage

Summons an attackable Banner that doesn’t attack but causes all add attacks to grant Nazgrim 3 Rage per hit until killed.


This costs 50 Rage and should be killed ASAP.

HEALERS

HEAL

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War Song
70 Rage

Deals Physical damage equal to 65% of each player’s maximum health raid-wide.


Use healing cooldowns and ensure the raid is topped before it lands.


This costs 70 Rage.

EVERYONE

DON'T GET HIT

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Ravager
100 Rage

Nazgrim throws a spinning weapon at a random player’s location that persists for the rest of the fight, dealing massive Physical damage within 6 yards and granting Nazgrim 5 Rage each time it hits a player.


This costs 100 Rage.

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Cooling Off

Nazgrim has a 15-second cooldown on Rage abilities.

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Cooling Off

Nazgrim has a 15-second cooldown on Rage abilities.

Kor'kron Forces

Nazgrim summons adds throughout the fight.


Kill Priority: Warbanner > Warshaman > Arcweaver > Assassin/Ironblade/Snipers.

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Empowered Chain Heal
Kor'kron Warshaman

Warshamans will attempt to heal through Empowered Chain Heal and Healing Tide Totem.


Empowered Chain Heal will attempt to heal an ally for 10% health, jumping to 4 other targets and increasing by healing 50% on each jump. This can be prevented with stuns or interrupts.


The Healing Tide Totem will heal all allies for 30% health every 3 seconds, so it should be focused and killed.


The Warshaman should be dragged away from the totem on spawn.


They also have an Earth Shield, which starts at 9 stacks and decreases on hits. This can be dispelled.

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Ironstorm
Kor'kron Ironblade

Ironblades should be picked up by the off-tank and kept to the side as they continually cast Ironstorm.


This deals large Physical damage to all players within 6 yards but can be interrupted by stuns.


Once they reach 50%, they will use Last Stand to grant themselves a 25% max-health buff.

HEROIC ONLY
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Hunter's Mark
Kor'kron Sniper

Snipers will fixate on a non-tank player, marking them with Hunter's Mark.


The Snipers will Shoot and Multi-Shot their fixated target.


While Shoot is just a single-target ability, Multi-Shot will fire a 40-yard frontal cone of moderate Physical damage aimed at the fixated.


The fixated player should run to face the Sniper away from the rest of the raid to prevent excess damage.

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Arcane Shock
Kor'kron Arcweaver

Arcweavers will blink around the room using Unstable Blink.


They have two casts that are both interruptable: Arcane Shock and Magistrike.


Arcane Shock will deal moderate Arcane damage to a target and give themself a stacking buff that increases Arcane damage by 25% for 10 seconds.


Magistrike deals moderate Arcane damage and will leave a DoT that pulses low damage. This can be dispelled.

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Assassin's Mark
Kor'kron Assassin

Assassins will strike a player in the raid from Stealth, marked by the Assassin's Mark debuff.

These can be flared out of stealth by a hunter.


When an Assassin reaches a player, they will melee for moderate Physical damage.


The real danger comes if the Assassin manages to attack from behind, in which case it will use Backstab, dealing lethal Physical damage.


These can and should be slowed, stunned, and killed while the targeted player kites.

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Empowered Chain Heal
Kor'kron Warshaman

Warshamans will attempt to heal through Empowered Chain Heal and Healing Tide Totem.


Empowered Chain Heal will attempt to heal an ally for 10% health, jumping to 4 other targets and increasing by healing 50% on each jump. This can be prevented with stuns or interrupts.


The Healing Tide Totem will heal all allies for 30% health every 3 seconds, so it should be focused and killed.


The Warshaman should be dragged away from the totem on spawn.


They also have an Earth Shield, which starts at 9 stacks and decreases on hits. This can be dispelled.

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Arcane Shock
Kor'kron Arcweaver

Arcweavers will blink around the room using Unstable Blink.


They have two casts that are both interruptable: Arcane Shock and Magistrike.


Arcane Shock will deal moderate Arcane damage to a target and give themself a stacking buff that increases Arcane damage by 25% for 10 seconds.


Magistrike deals moderate Arcane damage and will leave a DoT that pulses low damage. This can be dispelled.

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Ironstorm
Kor'kron Ironblade

Ironblades should be picked up by the off-tank and kept to the side as they continually cast Ironstorm.


This deals large Physical damage to all players within 6 yards but can be interrupted by stuns.


Once they reach 50%, they will use Last Stand to grant themselves a 25% max-health buff.

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Assassin's Mark
Kor'kron Assassin

Assassins will strike a player in the raid from Stealth, marked by the Assassin's Mark debuff.

These can be flared out of stealth by a hunter.


When an Assassin reaches a player, they will melee for moderate Physical damage.


The real danger comes if the Assassin manages to attack from behind, in which case it will use Backstab, dealing lethal Physical damage.


These can and should be slowed, stunned, and killed while the targeted player kites.

HEROIC ONLY
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Hunter's Mark
Kor'kron Sniper

Snipers will fixate on a non-tank player, marking them with Hunter's Mark.


The Snipers will Shoot and Multi-Shot their fixated target.


While Shoot is just a single-target ability, Multi-Shot will fire a 40-yard frontal cone of moderate Physical damage aimed at the fixated.


The fixated player should run to face the Sniper away from the rest of the raid to prevent excess damage.

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General Nazgrim
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