World of Warcraft: The Burning Crusade Classic · Serpentshrine Cavern

Serpentshrine Cavern raid notes

Fast raid notes for the six SSC bosses: what happens, what usually kills people and what changed after the nerfs.

EnglishRaid lead notesRole callsNerf notes included

How to use this during raid

Open the current boss and read the TL;DR and raid priorities first. The rest is ordered as pre-pull, tactics, roles, mechanic reference and nerf notes.

Post-nerf here mainly means the original TBC 2.4.3-style state that Blizzard used as the reference point for the TBC Classic SSC/TK post-nerf pass. It does not mean the Wrath 3.0.2 blanket nerf.

How to read the nerf notes

SSC did not become easier through one single change. In original TBC the first major wave was Patch 2.1.0, while later 2.2.0 and 2.4.0 changes affected loot, badges, tokens and access. In TBC Classic, SSC first opened in a pre-2.1-style state, then moved to the Original TBC 2.4.3 post-nerf state on 14 December 2021.

For raid lead: The core tactics usually stay the same, but post-nerf gives the raid more room for mistakes. Adds die faster, tank spikes are less brutal and Vashj RNG/MC chaos punishes the raid less.
Hydross the Unstable

Encounter 1 / 6 · Serpentshrine Cavern

Hydross the Unstable

Two-resist-tank transition fight

Frost / Nature ResistThreat resetAdds on every transition
TL;DR: Move Hydross between the Frost and Nature sides at roughly the 100% Mark stack. Stop all damage before the transition, let the correctly geared resist tank pick up the boss and adds, kill the four elementals and then return to the boss.

Raid priorities

  • Swap sides around the 100% Mark stack; do not panic-swap too early.
  • All damage stops during the transition, including pets and totems.
  • The correct resist tank must pick up Hydross and all four adds immediately after the swap.
Before the pull
  • Bring two real tanks: one Frost Resistance tank and one Nature Resistance tank.
  • Assign who tanks each form and who catches the transition adds.
  • Make sure the raid understands the line Hydross crosses: inside the beams is Frost, outside the beams is Nature.
  • During the Frost phase, players spread at least 8 yards for Water Tomb.
Mechanics reference
Mark of Hydross
Stacking Frost damage taken debuff: 10%, 25%, 50%, 100%, 250%, 500%. Usually transition at 100%.
Water Tomb
Random Frost-phase stun and DoT. It chains to players within 8 yards, so spreading is mandatory.
Mark of Corruption
Stacking Nature damage taken debuff with the same steps as Mark of Hydross.
Vile Sludge
Nature-phase DoT that reduces the target's damage and healing received by 50%. It does not chain like Water Tomb.
Summon Water Elemental
Every form swap spawns four adds. The correct resist tank needs to pick them up quickly.
Phase plan and tactic
Pull
Start cleanly from the correct side. Kill the Tainted Water Elementals that come with the pull and avoid aggroing the adds on the left side.
Frost phase
The raid spreads out. The Frost tank keeps Hydross inside the beams. Move out no later than the 100% Mark of Hydross stack.
Transition
All damage stops, including pets and Searing Totems. The tank moves Hydross across the line. The opposite resist tank picks up the boss and the adds.
Nature phase
Positioning is a little looser, but Mark of Corruption ramps in the same way. Kill adds first, go back to the boss, then move him back at 100%.
Role notes

Tanks

  • Watch the Mark stack and start the move at 100%.
  • Do not move too early or too late: too many transitions stretch the fight, too high a Mark kills the tank.
  • Keep the adds controlled. Backup off-tanks and Banish can save a messy transition.

Melee

  • Stop damage completely during transitions.
  • Kill adds before returning to the boss.
  • In the Frost phase, spread as much as your melee role allows.

Ranged

  • Stop damage completely during transitions.
  • Focus the adds down immediately after each form swap.
  • Hunters can use Misdirection to stabilize the transition.

Healers

  • Save cooldowns for transitions; boss plus four adds creates a heavy tank damage spike.
  • Spot heal players hit by Water Tomb.
  • Nature-phase raid damage is usually lighter than Frost-phase raid damage.

Nerfs: what changed

  • Crushing Blow was removed in original TBC by hotfix, reducing sudden tank deaths.
  • Patch 2.1.0 reduced Hydross' melee damage, add HP and slightly reduced the boss HP.
  • Vile Sludge no longer hit pets in the post-nerf state.
  • In raid terms: the basic strategy stays the same, but transitions and tank survival are much more forgiving post-nerf.
  • In TBC Classic, SSC/TK moved as a whole to the Original TBC 2.4.3 post-nerf state on 14 December 2021.
Blizzard hotfix archivePatch 2.1.0TBC Classic 2.4.3 post-nerf hotfix
The Lurker Below

Encounter 2 / 6 · Serpentshrine Cavern

The Lurker Below

Fishable platform boss with Spout dodges and submerge adds

Fishing 300+Spout dodgeSubmerge adds
TL;DR: Clear the platforms, boil the water, fish the boss up and keep the raid spread. Jump into the water to dodge Spout, climb back up, and during submerge control the Ambushers on small platforms while the main platform kills Guardians first.

Raid priorities

  • Spreading reduces Geyser knockback chains.
  • Dodge Spout early: jump into the water, let the beam pass and climb back up.
  • During submerge, small platforms control Ambushers while the main platform kills Guardians.
Before the pull
  • Clear the platforms before the boss so the water below boils and the Coilfang Frenzy fish die.
  • One player with 300+ Fishing fishes the boss up.
  • Place hunters, warlocks and mages on small platforms to control Ambushers.
  • Do not spam jump in the water: Scalding Water deals damage underwater and when you land in it.
Mechanics reference
Geyser
Random 10-yard AoE and knockback. Players need to stay spread.
Whirl
Physical damage and a short knockback to players in melee range.
Spout
A rotating water beam from the boss' mouth. Most players dodge by jumping into the water; melee can move around behind the boss.
Water Bolt
Casts if nobody is in melee range. In practice it is an anti-exploit one-shot.
Phase plan and tactic
Phase 1
The tank stands on the edge of the main platform, usually not in the water. The raid spreads and deals damage. After Geyser, climb back up.
Spout
Keep dealing damage until Spout turns toward you. Jump into the water, let the beam pass and get back up immediately.
Submerge
Coilfang Ambushers spawn on small platforms and should be CC'd. Coilfang Guardians come to the main platform and are tanked and focused down.
Emerge
After one minute Lurker resurfaces and usually does Whirl -> Spout -> Whirl. Players on the main platform must be ready to jump.
Role notes

Tanks

  • The main tank keeps the boss on the edge and Intercepts back after Whirl.
  • Off-tanks pick up Guardians during submerge.
  • Dodge Spout like everyone else; do not jump-spam in the water.

Melee

  • Stay spread on the main platform for Geyser.
  • During submerge, kill Guardians before Ambushers.
  • Spout can be dodged by moving behind the boss if you are confident with the movement.

Ranged

  • Players on small platforms CC the Ambushers.
  • Focus Guardians once Ambushers are controlled.
  • Dodge Spout by jumping into the water.

Healers

  • Spot heal players hit by Geyser.
  • Watch add-phase raid damage if Guardians are still alive when the boss resurfaces.
  • Keep an eye on players climbing back from the water, but do not get caught by Spout yourself.

Nerfs: what changed

  • Patch 2.1.0 reduced Scalding Water damage, but increased Coilfang Frenzy melee damage.
  • Several hotfixes fixed Lurker spawn, reset and submerge behavior as well as Geyser knockback issues.
  • A later patch added small ramps to the center platform, making it easier to climb back up.
  • In raid terms: the core tactic does not change, but water, knockback and bug-related wipe risks are lower.
  • Community observations have discussed Classic post-nerf HP changes, but Blizzard did not publish exact Lurker-specific numbers.
Patch 2.1.0The Lurker Below patch historyTBC Classic post-nerf hotfix
Leotheras the Blind

Encounter 3 / 6 · Serpentshrine Cavern

Leotheras the Blind

Human/Demon cycle, threat wipes and personal Inner Demons

Warlock Fire Resist tankThreat wipeInner Demon
TL;DR: Clear the room, run out of Whirlwind, give the tank time after every threat wipe and kill your own Inner Demon immediately. The Demon form is usually tanked by a Fire Resistance warlock. At 15%, burn the Human form while the Demon form stays tanked.

Raid priorities

  • After Whirlwind and form swaps, threat resets: DPS waits for the tank.
  • The Demon form belongs to the Fire Resistance warlock, not to a random caster.
  • Kill your Inner Demon immediately. It is always your first priority.
Before the pull
  • Clear the room trash because Whirlwind needs a lot of space.
  • The recommended Demon tank is a warlock in Fire Resistance gear spamming Searing Pain.
  • Make sure the raid understands that threat resets after Whirlwind and after form swaps.
  • Every player must be able to kill their own Inner Demon quickly.
Mechanics reference
Whirlwind
Human form only. Leotheras spins toward random players, dealing heavy damage and a bleed DoT.
Chaos Blast
Demon-form Fire damage on the highest threat target. This is why the warlock tank uses Fire Resistance.
Insidious Whisper
Targets up to five players and spawns Inner Demons. If a player does not kill their demon, they are mind controlled and the raid must kill them.
Split Shadow of Leotheras
At 15%, the boss splits into Human and Demon forms. Both need to be tanked, but the raid kills the Human form.
Phase plan and tactic
Phase 1: Human
The tank picks up the boss and the raid deals damage. During Whirlwind everyone runs away; ranged can keep damaging if the boss is safely away.
After Whirlwind
Threat wipes. All DPS pauses briefly; hunters can Misdirect to the main tank.
Phase 2: Demon
The warlock tank picks up the boss with Searing Pain. Everyone else waits for threat before dealing damage.
Inner Demon
If you get a demon, stop everything else and kill it. Tanks may need to swap off their shield and use offensive cooldowns.
Phase 3: Split
At 15%, use major cooldowns on the Human form. The warlock tank holds the Demon while healers support them.
Role notes

Tanks

  • Threat resets after Whirlwind and form swaps. DPS must wait.
  • If a tank gets Inner Demon, use an aggressive weapon or offensive set to kill it.
  • In the split phase, make sure both Human and Demon forms are controlled.

Melee

  • Run out of Whirlwind immediately.
  • Do not open on Demon form before the warlock tank has threat.
  • Kill Inner Demon before anything else.

Ranged

  • You can damage during Whirlwind if you are safely far away.
  • Wait for Demon-form threat.
  • Inner Demon is always priority number one.

Healers

  • Whirlwind bleed needs raid healing if several players get clipped.
  • Be careful with large heals during transitions because the threat wipe can send the boss to a healer.
  • In the split phase, some healers are assigned to the warlock tank.

Nerfs: what changed

  • Patch 2.1.0 greatly reduced the radius of Chaos Blast, letting melee play the Demon form more safely.
  • The Whirlwind phase duration before metamorphosis was shortened.
  • Leotheras' HP was reduced.
  • Inner Demons were made easier to kill and less dangerous.
  • In raid terms: melee gets more uptime, the fight is shorter and Inner Demon failures from healers or protection tanks are less likely.
Patch 2.1.0Leotheras patch historyTBC Classic 2.4.3 post-nerf hotfix
Fathom-Lord Karathress

Encounter 4 / 6 · Serpentshrine Cavern

Fathom-Lord Karathress

Council fight: three guards first, Karathress last

Kill orderInterruptsSpitfire Totem
TL;DR: Split tanks and healers across four enemies. Kill the guards before the boss, usually Tidalvess -> Sharkkis -> Caribdis -> Karathress. Every Spitfire Totem dies immediately. Caribdis' Healing Wave must be interrupted quickly.

Raid priorities

  • Spitfire Totem dies immediately. Do not leave it for cleave.
  • Keep one kill order for the whole raid: Tidalvess -> Sharkkis -> Caribdis -> Karathress.
  • Caribdis' Healing Wave must be interrupted fast.
Before the pull
  • Assign four tank spots: Karathress, Tidalvess, Sharkkis/pets and Caribdis away from the raid.
  • The Caribdis group needs fast interrupts.
  • Make it clear that Spitfire Totem is an immediate target swap.
  • Recommended kill order: Tidalvess -> Sharkkis -> Caribdis -> Karathress.
Mechanics reference
Cataclysmic Bolt
Karathress hits a random player for 50% of maximum health and briefly stuns them.
Sear Nova
Fire damage in melee range.
Blessing of the Tides
If Karathress reaches 75% HP while guards are alive, he gains a huge haste buff based on the living guards.
Spitfire Totem
A dangerous totem gained through Tidalvess. It kills the raid quickly if it is not focused.
Healing Wave
Caribdis heals the other bosses. The cast is fast and must be interrupted.
Tidal Surge
Caribdis freezes players in a 10-yard area. Spreading reduces chains.
Phase plan and tactic
Pull and positioning
Caribdis is taken far away with a dedicated tank, healer and interrupt team. The main tank builds threat on Karathress. The raid starts on Tidalvess.
Tidalvess
Kill quickly. Every Spitfire Totem is an instant target swap.
Sharkkis
The Sharkkis tank also picks up summoned pet adds. Cleave them down, but respect Fathom Lurker's Spore Explosion.
Caribdis
Once Tidalvess and Sharkkis are dead, the whole raid moves to Caribdis. Spread for Tidal Surge and interrupt Healing Wave.
Karathress
Finish the boss. The main tank should have plenty of threat after building it through the whole encounter.
Role notes

Tanks

  • Main tank holds Karathress; off-tanks hold the guards. A druid or paladin fits Sharkkis and pets well.
  • Save defensives for The Beast Within.
  • The Caribdis tank keeps her away from the raid.

Melee

  • Spitfire Totem is always first.
  • If you are assigned to Caribdis interrupts, stop the cast fast.
  • Stay behind mobs, especially around Caribdis and Elite-style cleaves.

Ranged

  • Spitfire Totem is always first.
  • Help with Caribdis interrupts when needed; Curse of Tongues and Mind-numbing Poison help.
  • Stay spread for Tidal Surge.

Healers

  • Healing assignments are mandatory because three to four tanks are taking damage.
  • Caribdis group healers need to stay spread for Tidal Surge.
  • Be ready for spot healing after Cataclysmic Bolt.

Nerfs: what changed

  • Karathress does not have the same level of documented boss-specific TBC mechanic nerfs as Hydross, Leotheras, Morogrim or Vashj.
  • One documented 2007 change concerned creature pack respawns tied to the encounter after the boss died.
  • TBC Classic pre-nerf notes mentioned Fathom Lurker Banish immunity.
  • In raid terms: Karathress is more of an execution check than a version-dependent fight. Kill order, interrupts and Spitfire Totem decide the pull.
  • From a loot perspective Karathress benefited from later token/drop changes, but the fight itself changed little compared with other SSC bosses.
Warcraft Wiki — KarathressTBC Classic pre-nerf not-a-bug listPatch 2.4.0 / token changes
Morogrim Tidewalker

Encounter 5 / 6 · Serpentshrine Cavern

Morogrim Tidewalker

Murloc waves, healer threat and the Water Globule finish

Murloc tanksWatery GraveWater Globules
TL;DR: The main tank keeps Morogrim faced away from the raid. Earthquake calls two waves of six murlocs, which off-tanks gather before AoE starts. Healers must not over-heal immediately after Earthquake, because murloc healer threat can wipe the raid. At 25%, move the boss away from Globules and burn him down.

Raid priorities

  • After Earthquake, DPS and healers wait until murloc tanks have threat.
  • Slow and stack murloc waves before heavy AoE.
  • At 25%, move the boss away from Globules and use all cooldowns to finish.
Before the pull
  • Place murloc tanks and CC/slow players near hallways or waterfalls before the pull.
  • Hunter Frost Traps, mage Rank 1 Blizzard and Sappers help with snap threat and slows.
  • The main tank tanks the boss near a pillar or wall, facing away from the raid.
  • Healers must understand not to spam raid heals after Earthquake until murloc tanks have threat.
Mechanics reference
Tidal Wave
Frost cone in front of the boss plus a melee attack speed debuff. Keep the boss faced away from the raid.
Watery Grave
Four random players are teleported to the waterfalls, stunned and dropped for fall damage.
Earthquake
Raid damage within 50 yards and two Tidewalker Lurker murloc waves from both entrances.
Summon Water Globule
At 25%, slow blue globules spawn from the waterfalls, fixate players and explode on contact.
Phase plan and tactic
Phase 1
Tank the boss away from the raid. The raid stands behind and deals damage. Heal Watery Grave targets quickly.
Earthquake -> murlocs
When Earthquake hits, murloc tanks gather the adds. DPS and healers wait for threat before big AoE or raid healing.
AoE phase
Once threat is secure, warlocks with Seed of Corruption and raid AoE kill the murlocs. Frost Trap and Blizzard keep waves stacked and slowed.
25% Globules
The main tank moves Morogrim into a room corner away from Globules. Use Bloodlust/Heroism and major cooldowns before the room fills with clouds.
Role notes

Tanks

  • Murloc tanks carry the hardest job. Get snap threat before the raid uses AoE.
  • The main tank keeps Tidal Wave away from the raid.
  • In phase 3, move the boss away from Water Globules.

Melee

  • Do not touch Tidewalker Lurkers before the tank has threat.
  • Bandage after Earthquake if possible.
  • Avoid Globules in the final phase.

Ranged

  • Do not AoE the murloc wave too early.
  • Hunters and mages slow waves with Frost Trap and Rank 1 Blizzard.
  • Use cooldowns after 25% to burn the boss.

Healers

  • Assign 1-2 healers to Watery Grave targets; druid HoTs work well.
  • After Earthquake, wait briefly before broad raid healing so healer threat does not pull murloc aggro.
  • Keep murloc tanks alive while they gather both waves.

Nerfs: what changed

  • Patch 2.1.0 made Earthquake ignore line of sight, removing LoS cheese.
  • Morogrim was moved to a more central position in the room.
  • Tidewalker Lurkers no longer called nearby creatures for help.
  • The TBC Classic post-nerf pass on 14 December 2021 changed Tidewalker Lurker add HP to post-nerf values; Blizzard did not publish exact boss-specific numbers.
  • In raid terms: pre-nerf Morogrim tests add tanks, healer threat and AoE discipline. Post-nerf, the murloc phase is much lighter.
Patch 2.1.0Blizzard Raid Adjustments DiscussionTBC Classic 2.4.3 post-nerf hotfix
Lady Vashj

Encounter 6 / 6 · Serpentshrine Cavern

Lady Vashj

SSC finale: core passing, add control and a phase 3 DPS race

3 phasesTainted CoreStatic ChargeSporebats
TL;DR: Phase 1: spread and push Vashj to 70%. Phase 2: handle add assignments, kill Tainted Elementals, pass Tainted Cores to the generators and disable all four Shield Generators. Phase 3: clear remaining adds, give the main tank threat, use every cooldown and kill the boss before poison clouds cover the platform.

Raid priorities

  • Static Charge can also land on the tank. If it does, melee moves away from the tank or to the opposite side of the boss depending on the raid's agreed plan.
  • On other players, Static Charge is moved out of the raid immediately.
  • In phase 2, the Tainted Elemental and Tainted Core chain is the raid's most important job.
  • Phase 3 starts with a threat reset: clear adds, give the main tank a moment, then send all cooldowns into the boss.
Before the pull
  • The raid spreads before the pull so Static Charge and phase 2 add assignments work cleanly.
  • Assign phase 2 roles: ranged on Striders, melee on Elites, hunters on Enchanted Elementals and a dedicated core-passing team for Tainted Cores.
  • Define the Tainted Core chain: who loots, who receives on stairs and who stands at each Shield Generator.
  • Split healers between tanks, the core group and raid healing. Mana has to last the whole fight.
Mechanics reference
Static Charge
Random debuff dealing Nature damage to players within 5 yards. It can also hit the tank: melee reacts and leaves room around the tank. Other targets run out immediately.
Shock Blast
Nature damage and a 5-second stun on the highest threat target. Grounding Totem can prevent it.
Entangle
Roots and damages players within 15 yards. It is not dispellable, but can be removed by effects like Blessing of Freedom, Cloak of Shadows, shapeshift or PvP trinket.
Forked Lightning
Phase 2 frontal cone from Vashj. Avoid it by staying out of the cone line.
Tainted Core
Dropped by Tainted Elementals. The player carrying it is rooted and must throw it to another player until it reaches a Shield Generator.
Toxic Spores
Phase 3 sporebats leave poison clouds on the ground. Over time the platform fills up.
Phase plan and tactic
Phase 1: 100% -> 70%
Spread around the room. Move Static Charge out. Use only short cooldowns; save long cooldowns for phase 3.
Phase 2: Shield Generators
Vashj activates her shield and four generators. Adds continue until all four generators are shut down with Tainted Cores.
Phase 2: Add assignments
Melee kills Coilfang Elites from behind. Ranged kill or kite Coilfang Striders; melee does not go near Striders because of Panic fear. Hunters cover Enchanted Elementals so they do not buff Vashj.
Phase 2: Tainted Core
Tainted Elementals despawn quickly, so they must die immediately. The Core is moved by throwing it player to player toward a generator. If the Core holder dies, the Core disappears.
Phase 3: 50% -> 0%
When the shield drops, threat resets. Kill remaining adds, give the main tank threat, then use Bloodlust/Heroism and major cooldowns. You can kill early sporebats, but the end is a DPS race against poison clouds.
Role notes

Tanks

  • Misdirection on the pull helps open harder.
  • Static Charge can hit the tank. Keep Vashj controlled and give melee space to react.
  • Phase 2 off-tanks keep Coilfang Elites away from the raid and faced away from melee DPS.
  • In the pre-nerf Persuasion version, tanks can taunt mind-controlled players.
  • The main tank stands close to Vashj as the fourth generator shuts down, because proximity threat starts phase 3.

Melee

  • Move Static Charge out of the melee pack immediately.
  • If the tank gets Static Charge, move away from the tank or to the opposite side of the boss according to the raid plan.
  • In phase 2, stay behind Elites and do not go near Striders.
  • Save major cooldowns for the start of phase 3.

Ranged

  • Move Static Charge out of the ranged/healer group immediately.
  • In phase 2, focus Coilfang Striders; switch to Elites only if no Strider is alive.
  • Hunters spread out to cover Enchanted Elementals.

Healers

  • Spread healers around the room because damage happens everywhere.
  • Mana is a fight-long resource: use potions and runes early enough.
  • Deaths in the core group during phase 2 are extremely expensive.

Nerfs: what changed

  • Patch 2.1.0 removed Lady Vashj's Persuasion ability from the post-nerf version. This is the largest single nerf.
  • Toxic Spores no longer dealt impact damage when they landed.
  • Greyheart Technicians were made easier and less damaging.
  • Coilfang Priestesses became Polymorphable and their Holy Fire damage was reduced.
  • Tainted Core roots the carrier, so the Core must be passed from player to player toward the Shield Generator.
  • Patch 2.4.0 allowed access to Vashj without killing all previous SSC bosses first; in Classic, the matching shortcut arrived with the post-nerf pass.
  • In raid terms: pre-nerf Vashj is a coordination and RNG wall. Post-nerf shifts the fight more toward clean execution and a DPS race.
Patch 2.1.0Patch 2.4.0Blizzard TBC Classic post-nerf discussionWowhead TBC Classic nerf notes

Sources and research limits

The source pass prioritised official Blizzard hotfix and forum posts, Wowhead bluepost archives and Warcraft Wiki / Wowpedia patch and boss histories. For some Classic post-nerf values Blizzard did not publish boss-specific HP or damage numbers; those points are marked as uncertain or community observations in the guide.

  1. Blizzard Forums — Reminder: Tier 5 raid tuning coming next week
    https://eu.forums.blizzard.com/en/wow/t/reminder-tier-5-raid-tuning-coming-next-week/330755/37
  2. Blizzard Forums — Raid Adjustments Discussion
    https://us.forums.blizzard.com/en/wow/t/raid-adjustments-discussion/1130422
  3. Blizzard Forums — Burning Crusade Classic hotfixes
    https://eu.forums.blizzard.com/en/wow/t/burning-crusade-classic-hotfixes-%E2%80%93-updated-16-august/286333
  4. Wowhead — Tier 5 raids ‘Not a Bug’ list / pre-nerf recreation
    https://www.wowhead.com/tbc/news/tier-5-raids-not-a-bug-list-ability-tuning-re-creates-pre-nerf-versions-of-324196
  5. Wowhead — Nerfs to Phase 2 bosses scheduled for Dec 14
    https://www.wowhead.com/tbc/news/nerfs-to-phase-2-bosses-scheduled-for-week-of-december-14-for-burning-crusade-324979
  6. Wowhead — SSC/TK attunements and boss nerfs
    https://www.wowhead.com/tbc/news/serpentshrine-cavern-and-tempest-keep-attunements-removed-next-week-with-boss-325265
  7. Wowpedia / Warcraft Wiki — Patch 2.1.0
    https://wowpedia.fandom.com/wiki/Patch_2.1.0
  8. Wowpedia / Warcraft Wiki — Patch 2.2.0
    https://wowpedia.fandom.com/wiki/Patch_2.2.0
  9. Wowpedia / Warcraft Wiki — Patch 2.4.0
    https://wowpedia.fandom.com/wiki/Patch_2.4.0
  10. Warcraft Wiki — Hydross the Unstable
    https://warcraft.wiki.gg/wiki/Hydross_the_Unstable
  11. Wowpedia / Warcraft Wiki — The Lurker Below
    https://wowpedia.fandom.com/wiki/The_Lurker_Below
  12. Wowpedia / Warcraft Wiki — Leotheras the Blind
    https://wowpedia.fandom.com/wiki/Leotheras_the_Blind
  13. Warcraft Wiki — Fathom-Lord Karathress
    https://warcraft.wiki.gg/wiki/Fathom-Lord_Karathress
  14. Wowpedia / Warcraft Wiki — Morogrim Tidewalker
    https://wowpedia.fandom.com/wiki/Morogrim_Tidewalker
  15. Wowpedia / Warcraft Wiki — Lady Vashj tactics
    https://wowpedia.fandom.com/wiki/Lady_Vashj_(tactics)