This fight has 3 phases and 2 intermissions.
Some abilities are repeated in all the phases.
The 2 intermissions are very similar.
In heroic there is a new exclusive phase when the boss reaches 10%.
Merci à Dégno-KirinTor (EU) pour la traduction française.
Ragnaros is standing in a lava pit and cannot be moved.
Tanks must always be in melee range or he will blast the raid.
Spread your tanks apart to reduce damage from Burning Wound.
Melees should stay packed on each other to bait and avoid Sulfuras Smash.
Range must stay spread to avoid multiple hits from Wrath of Ragnaros.
EVERYONE
DODGE THE HAMMER
AND THE LAVA WAVES
Ragnaros smashes his hammer on the platform, shown as a fiery ground effect. Anyone in the area when it lands gets oneshot.
After the hammer hits the ground, 3 lava waves spawn and move out in 3 different directions, dealing high damage and leaving DoT.
RANGED
BAIT THE TRAPS
OUT OF MELEE
Ragnaros spawns a Magma Trap on a ranged players location, dealing damage and knocking back any players in the area it hits.
The trap will then persist for the whole fight, or until detonated. Make sure to bait the traps behind as having traps in melee can be difficult to manage.
When a player detonates a Magma Trap, he gets knocked into the raid and the raid takes a large amount of fire damage.
Detonate the trap with an immunity to avoid the damage and being knocked into the air.
In heroic, the detonation leaves a 45s stacking vulnerability on the whole raid increasing the damage of the next Magma Trap.
RANGED
SPREAD OUT
Ragnaros knockbacks and deals damage to all players within 55 yards roughly every 25 seconds.
Only melees should get hit by it.
Ragnaros knockbacks and deals damage to all players within 55 yards roughly every 25 seconds.
Only melees should get hit by it.
The boss applies a debuff on the tank, dealing ticking fire damage, it last 20 seconds and stacks infinitely.
Swap tank every 4-6 stacks.
When Ragnaros gets to 70% HP the first intermission begins.
Ragnaros slam his hammer on the ground and summons 8 elementals.
They fixate on the hammer ignoring players.
If an elemental reaches it, it explode and wipe the raid.
EVERYONE
CONTROL AND
KILL THE ADDS
Ragnaros' hammer hits the platform, dealing high damage to any player within 6 yards. This also summons 8 adds called Sons of Flame spread out in the arena.
They rush towards the hammer ignoring players and wipe the raid if any of them reaches it.
Spread out your raid, use controls, slows, and focus them down before they reach the hammer.
The Sons of Flame loose speed as they loose health, being completely slowed at 50% health.
When all the Sons of Flame are dead or after 45s the Phase 2 starts.
Ragnaros no longer kockbacks anyone so stacking up the whole raid in melee is encouraged during this phase.
EVERYONE
STACK UP IN MELEE
TO DODGE THE HIT
Similar to P1.
Ragnaros smashes his hammer on the platform, shown as a fiery ground effect. Anyone in the area when it lands gets oneshot.
After the hammer hits the ground, 3 lava waves spawn and move out in 3 different directions, dealing high damage and leaving DoT.
During this Phase 2 you want to be stacked up as a group, if all the raid is in melee the hammer will hit behind the raid.
If you do so, Sulfuras Smash can mostly be ignored for this phase.
EVERYONE
STACK UP FOR SEEDS
MOVE AND FOCUS AOE
ON THE ELEMENTALS
Ragnaros places seeds at the location of the raid, dealing damage to all allies within 6 yards.
The Molten Seeds explode after 10 seconds, dealing massive damage which decreases the further away the raid is.
These explosions spawn Molten Elementals, they fixate a random player and melee their target.
Stack up to place seeds at the same location, run away from the seeds and AoE down the elementals.
EVERYONE
MOVE OUT
OF THE FIRE
When Ragnaros gets to 40% HP the seconds intermission begins.
It is almost identical as the first one.
The only change is the addition of a new Add.
Lava Scions debuff players who will drop patches of fire.
EVERYONE
CONTROL AND
KILL THE ADDS
Similar to the first Intermission.
Ragnaros' hammer hits the platform, dealing high damage to any player within 6 yards. This also summons 8 adds called Sons of Flame spread out in the arena.
They rush towards the hammer ignoring players and wipe the raid if any of them reaches it.
Spread out your raid, use controls, slows, and focus them down before they reach the hammer.
The Sons of Flame loose speed as they loose health, being completely slowed at 50% health.
EVERYONE
QUICKLY MOVE OUT
WHEN DEBUFFED
The second intermission also spawns Lava Scions, which must be picked up and tanked.
They cast Blazing Heat on random players, which after 5 seconds will leave a trail of fire on the ground.
If Lava Scions or Sons of Flame touch this fire, they heal for 10% health per second.
When all the Sons of Flame are dead or after 45s the Phase 3 begins.
If Lava Scion are still alive they will continue to debuff players during the Phase 3.
EVERYONE
DODGE THE HAMMER
AND THE LAVA WAVES
Similar to P1 & P2.
Ragnaros smashes his hammer on the platform, shown as a fiery ground effect. Anyone in the area when it lands gets oneshot.
After the hammer hits the ground, 3 lava waves spawn and move out in 3 different directions, dealing high damage and leaving DoT.
EVERYONE
MOVE OUT
OF THE FIRE
IF FIXATED
KITE THE METEOR AND
HIT IT WHEN IT'S BUFFED
Ragnaros summons Living Meteors roughly every 50s. The location they land in is covered in fire, and anyone hit will take a large amount of damage.
Living Meteors fixate on random players, and must be kited as they oneshot anyone close.
While Living Meteors have the Combustible buff, any attack made will knock them back, which causes them to lose the buff for 5 seconds, and pick a new target to fixate.
Don't dps the meteors, focus on Ragnaros while kitting them.
This phase is exclusive to HC and starts when Ragnaros reaches 10% HP.
Phase 4 is very different from every other phases.
Allies will join the fight and help you deal with several mechanics.
Ragnaros emerges from his lava pit and can now be tanked around the arena.
EVERYONE
RESET YOUR STACKS
KILL THE METEOR
The Living Meteors from Phase 3 are still present and need to be kitted.
Cenarius creates a patch of ice on the ground. Any Living Meteors that touch this become stunned and take 15000% increased damage, destroying the Breadth of Frost.
The Breadth of Frost also gives immunity to Superheated, and resets Superheated stacks on players.
IF ASSIGNED
EXTINGUISH
THE FIRE
Ragnaros regularly covers random sections of the platform in Fire. This deals massive damage to any players in it, and it spreads until it fully covers the platform.
Malfurion Stormrage casts Cloudburst at the start of the phase, letting (1 player in 10m, 3 in 25m) pick up the Deluge buff by running into it.
Deluge gives immunity to Dreadflame and Superheated, and allows players to extinguish Dreadflame by running into them.
If assigned, you must keep the platform clear!
TANK
KITE THE BOSS
TO THE ROOTS
Ragnaros empowers his weapon roughly every 50 seconds, wiping the raid if he hits the tank.
Archdruid Hamuul Runetotem casts Entrapping Roots, which is a green ground effect.
If Ragnaros is dragged over this, he becomes rooted and can't move. Use this to avoid Empower Sulfuras.