Wrath of the Lich King · Tier 8 · Ulduar

Ulduar raid guide

14 boss-specific tactics, progression checklists and a documented change history from the original Wrath to Wrath Classic.

English10/25-player14 bossesNerf history

How to use this guide

Read the raid change history and the boss TL; DR before the detailed steps. Each card separates mandatory core tactics, role responsibilities and hard/heroic mechanics that change depending on the version.

The target version is level 80 Wrath. Classic level 60, Timewalking and the legacy scaling of later expansions do not change the tactics of this guide.

Ulduar in chronological Wrath progression

Ulduar's 14 bosses are connected by vehicles, branching progression and hard modes activated within the encounter. The guide explains normal and hard mode solutions in the same boss card.

For raid lead: First choose the 10- or 25-player version, review the normal, hard-mode, or heroic scope, and assign each boss-specific responsibility before the pull.

Ulduar: nerf and change history

The timeline separates intentional difficulty changes, release schedule, loot/catch-up changes, and actual bug fixes. Inaccurate pre/post figures are not filled with guesswork.

DateDocumented changeEffect
Patch 3.1 / 14/04/2009Ulduar was released as a raid with 14 bosses.Hard modes were activated with encounter functions, not with a separate difficulty menu.
Patches 3.1.1 to 3.1.3Several encounters were adjusted: among others, XT, Hodir, Mimiron, Vezax and Yogg received fixes and nerfs.Nerf history is boss specific and not one raid buff.
Wrath Classic 2023Ulduar was released with a strong pre-nerf base and increased item levels; XT hard mode health reduced while keeping the six minute berserk.The Classic change is not the same as the end state of 2009.
Wrath Classic 2024The Val'anyr fragments drop was increased as an end-of-season catch-up.The loot change did not change the combat difficulty of the encounter.

The boss card nerf sections use this raid level timeline and only raise differences relevant to the encounter.

Flame Leviathan

Encounter 1 / 14 · Ulduar

Flame Leviathan

Siege of Ulduar · Vehicle roles, pursuit kit and 0-4 tower hard mode.

10/25-playerLevel 80Siege of Ulduar
TL;DR: Vehicle roles, pursuit kite and 0–4 tower hard mode. Divide vehicles and passengers before departure Crystal Pursuit target and maintain pyrite DoT In Hard mode, prioritize tower area evasion and turret shutdown.

Raid priorities

  • Allocate vehicles and passengers before departure.
  • Crystal a Pursuit target and keep the pyrite DoT up.
  • In hard mode, dodging tower areas and turret shutdown are prioritized.
Before the pull
  • Replicates the tanking, healing and damage responsibilities of a Flame Leviathan encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Siege, Demolisher, Chopper, Turrets.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Siege Engine interruptoi Flame Ventsin
Siege Engine interrupts Flame Vents
Demolisher piles up pyrite and throws the passenger at the boss
Demolisher piles up pyrite and throws the passenger at the boss
Chopper drops tar and saves players
Chopper drops tar and saves players
Tornit lisäävät hard moden alue-efektejä
Turrets add hard mode area effects
Phase plan and tactic
Step 1
Allocate vehicles and passengers before departure.raid lead confirms success before the next target or phase change.
Step 2
Crystal a Pursuit target and keep the pyrite DoT up.raid lead confirms success before the next target or phase change.
Step 3
In hard mode, dodging tower areas and turret shutdown are prioritized.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Ignis the Furnace Master

Encounter 2 / 14 · Ulduar

Ignis the Furnace Master

The Colossal Forge · Scorch, Iron Construct chain and Slag Pot.

10/25-playerLevel 80The Colossal Forge
TL;DR: Scorch, Iron Construct chain and Slag Pot. The tank boss on the moving route Off-tank heats up one Construct at a time and takes the Riko Brittle-add with a big hit and heal Slag Pot into the water.

Raid priorities

  • Tank boss on a moving route.
  • Off-tank heats up one Construct at a time and takes it into the water.
  • Break the Brittle-add with a big hit and heal the Slag Pot.
Before the pull
  • Replicates the tanking, healing and damage responsibilities of an Ignis the Furnace Master encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Scorch, Kuuma, Flame, Slag.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Scorch leaves fire and
Scorch leaves fire and activates Construct
Kuuma Construct
A hot Construct is pulled into the water into Brittle and broken
Flame Jets interrupt and
Flame Jets interrupt and lock casters
Slag Pot
Slag Pot requires target heal
Phase plan and tactic
Step 1
Tank boss on a moving route.raid lead confirms success before the next target or phase change.
Step 2
Off-tank heats up one Construct at a time and takes it into the water.raid lead confirms success before the next target or phase change.
Step 3
Break the Brittle-add with a big hit and heal the Slag Pot.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Razorscale

Encounter 3 / 14 · Ulduar

Razorscale

The Colossal Forge · Harpoon grounds, add waves and permanent phase 2.

10/25-playerLevel 80The Colossal Forge
TL;DR: Harpoon grounds, add waves and permanent phase 2. Split tanks to Mole machine sides Focus Sentinel and interrupt Watchers Activate harpoons together and burn in ground phases In permanent phase replace tank with Fuse Armor.

Raid priorities

  • Distribute the tanks to the Mole machine sides.
  • Focus the Sentinel and interrupt the Watchers.
  • Activate the harpoons together and burn in the ground phases.
  • In the permanent phase, replace the tank with Fuse Armor.
Before the pull
  • Replicates the tanking, healing and damage responsibilities of a Razorscale encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Mole, Sentinel, Harpoons, 50.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Mole Machine
Mole Machine brings guard squads
Sentinel
Sentinel makes dangerous Whirlwind
Harpoonit vetävät Razorscalen maahan
Harpoons drag Razorscale to the ground
At 50%, the boss stays down and
At 50%, the boss stays down and stacks Fuse Armor
Phase plan and tactic
Step 1
Distribute the tanks to the Mole machine sides.raid lead confirms success before the next target or phase change.
Step 2
Focus the Sentinel and interrupt the Watchers.raid lead confirms success before the next target or phase change.
Step 3
Activate the harpoons together and burn in the ground phases.raid lead confirms success before the next target or phase change.
Step 4
In the permanent phase, replace the tank with Fuse Armor.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
XT-002 Deconstructor

Encounter 4 / 14 · Ulduar

XT-002 Deconstructor

Scrapyard · Tantrum, Light/Gravity Bomb and Heart hard mode.

10/25-playerLevel 80Scrapyard
TL;DR: Tantrum, Light/Gravity Bomb and Heart hard mode. Spread two debuff sides and name add control Use raid-cooldown for Tantrum Kill Scrapbots before the boss and use Boombots in Hard mode destroy Heart only if six minutes of damage is enough.

Raid priorities

  • Spread two debuff sides and name add control.
  • Use raid cooldown on Tantrum.
  • Kill the Scrapbots before the boss and take advantage of the Boombots.
  • In hard mode, destroy Heart only if six minutes of damage is enough.
Before the pull
  • Replicates the tanking, healing and damage responsibilities of an XT-002 Deconstructor encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Tympanic, Searing, Heart phase, Heartin.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Tympanic Tantrum
Tympanic Tantrum deals raid damage based on health percentage
Searing Light and Gravity Bomb
Searing Light and Gravity Bomb are exported to different pages
Heart-vaihe
The Heart stage brings scrapbots bombs and pummelers
Heartin tuhoaminen
Destroying the Heart activates the hard mod
Phase plan and tactic
Step 1
Spread two debuff sides and name add control.raid lead confirms success before the next target or phase change.
Step 2
Use raid cooldown on Tantrum.raid lead confirms success before the next target or phase change.
Step 3
Kill the Scrapbots before the boss and take advantage of the Boombots.raid lead confirms success before the next target or phase change.
Step 4
In hard mode, destroy Heart only if six minutes of damage is enough.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
The Assembly of Iron

Encounter 5 / 14 · Ulduar

The Assembly of Iron

The Antechamber · Kill order determines abilities and hard mode.

10/25-playerLevel 80The Antechamber
TL;DR: Kill order determines abilities and hard mode. Choose normal kill order Steelbreaker–Molgeim–Brundir or hard mode Steelbreaker last Dispel Fusion Punch immediately Use Rune of Power and exit Rune of Death Interrupt Brundir until he flies.

Raid priorities

  • Choose normal kill order Steelbreaker–Molgeim–Brundir or hard mode Steelbreaker last.
  • Dispel Fusion Punch immediately.
  • Use the Rune of Power and exit the Rune of Death.
  • Interrupt Brundir until he flies.
Before the pull
  • Replicates the tanking, healing and damage responsibilities of The Assembly of Iron encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Steelbreaker, Molgeimin, Brundir, Last.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Steelbreaker
Steelbreaker is tanked out of the raid for Fusion Punch
Molgeimin Rune of Power
Molgeim's Rune of Power increases damage
Brundir
Brundir requires Chain Lightning interrupts and Overload dodge
Viimeinen elävä jäsen saa Supercharge-kyvyt
Last member alive gains Supercharge abilities
Phase plan and tactic
Step 1
Choose normal kill order Steelbreaker–Molgeim–Brundir or hard mode Steelbreaker last.raid lead confirms success before the next target or phase change.
Step 2
Dispel Fusion Punch immediately.raid lead confirms success before the next target or phase change.
Step 3
Use the Rune of Power and exit the Rune of Death.raid lead confirms success before the next target or phase change.
Step 4
Interrupt Brundir until he flies.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Kologarn

Encounter 6 / 14 · Ulduar

Kologarn

The Shattered Walkway · Hand priority, eyebeams and rubble-adds.

10/25-playerLevel 80The Shattered Walkway
TL;DR: Hand priority, eyebeams and rubble-adds. Stand on platform as one raid but leave eyebeam path Focus right hand on each Grip Off-tank picks up Rubble and raid AoE kills Don't fall off bridge when boss dies.

Raid priorities

  • Stand on the platform as one raid but leave the eyebeam route.
  • Focus the right hand on each Grip.
  • Off-tank picks up Rubble and raid AoE kills.
  • Don't fall off the bridge when the boss is dead.
Before the pull
  • Recounts the tanking, healing and damage responsibilities of a Kologarn encounter for a 10- or 25-player lineup.
  • Mark movement and rally points for mechanics: Focused, Stone, Shockwave, Destroyed.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Focused Eyebeam
Focused Eyebeam follows two players
Stone Grip vangitsee pelaajia oikeaan käteen
Stone Grip traps players in the right hand
Shockwave
Shockwave comes from the left hand
A destroyed hand spawns Rubble-adds and damages the boss
A destroyed hand spawns Rubble-adds and damages the boss
Phase plan and tactic
Step 1
Stand on the platform as one raid but leave the eyebeam route.raid lead confirms success before the next target or phase change.
Step 2
Focus the right hand on each Grip.raid lead confirms success before the next target or phase change.
Step 3
Off-tank picks up Rubble and raid AoE kills.raid lead confirms success before the next target or phase change.
Step 4
Don't fall off the bridge when the boss is dead.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Auriaya

Encounter 7 / 14 · Ulduar

Auriaya

The Antechamber · Sentry-pull, fear-interrupt and Feral Defender.

10/25-playerLevel 80The Antechamber
TL;DR: Sentry-pull, fear-interrupt and Feral Defender. Do a LoS pull so that the tanks take the Sentrys Interrupt with fear ward/tremor and interrupt Blast Kill Defender at the agreed edge point or control it to the end.

Raid priorities

  • Do a LoS pull so that the tanks take the Sentry.
  • Interrupt with fear ward/tremor and interrupt Blast.
  • Kill Defender at the agreed edge point or control it to the end.
Before the pull
  • Repeats the tanking, healing and damage responsibilities of the Auriaya encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Sanctum, Terrifying, Sentinel, Feral.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Sanctum Sentryt pouncaavat tappavasti ilman hallittua pullia
Sanctum Sentry will pounce deadly without a controlled the pull
Terrifying Screech
Terrifying Screech feara raid
Sentinel Blast
Sentinel Blast is interrupted immediately after fear
Feral Defender
Feral Defender returns several times and leaves void zone
Phase plan and tactic
Step 1
Do a LoS pull so that the tanks take the Sentry.raid lead confirms success before the next target or phase change.
Step 2
Interrupt with fear ward/tremor and interrupt Blast.raid lead confirms success before the next target or phase change.
Step 3
Kill Defender at the agreed edge point or control it to the end.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Hodir

Encounter 8 / 14 · Ulduar

Hodir

The Keepers · NPC buffs, Flash Freeze and hard mode time limit.

10/25-playerLevel 80The Keepers
TL;DR: NPC buffs, Flash Freeze and hard mode time limit. Free all NPCs immediately Spread Storm Power on caster and melee groups and stand in Starlight Move lightly to Biting Cold Get on Snowdrift before Flash Freeze and free the frozen ones.

Raid priorities

  • Free all NPCs immediately.
  • Cast Storm Power on caster and melee squads and stand in Starlight.
  • Move lightly to Biting Cold.
  • Get on Snowdrift before Flash Freeze and free the frozen ones.
Before the pull
  • Repeats the tanking, healing and damage responsibilities of a Hodir encounter for a 10- or 25-player lineup.
  • Mark movement and rally points for mechanics: Biting, Toasty, Storm, Flash.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Biting Cold
Biting Cold stacks in place
Toasty Fire estää frozen-efektejä
Toasty Fire prevents frozen effects
Storm Power and Starlight are big damage buffs
Storm Power and Starlight are big damage buffs
Flash Freeze
Flash Freeze requires the snow spirit to ascend
Phase plan and tactic
Step 1
Free all NPCs immediately.raid lead confirms success before the next target or phase change.
Step 2
Cast Storm Power on caster and melee squads and stand in Starlight.raid lead confirms success before the next target or phase change.
Step 3
Move lightly to Biting Cold.raid lead confirms success before the next target or phase change.
Step 4
Get on Snowdrift before Flash Freeze and free the frozen ones.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Thorim

Encounter 9 / 14 · Ulduar

Thorim

The Keepers · Arena/gauntlet split and Sif hard mode.

10/25-playerLevel 80The Keepers
TL;DR: Arena/gauntlet division and Sif hard mode. Split a balanced arena and gauntlet team Gauntlet moves forward without stopping for hard mode In boss phase, change tank to Strike and move raid away from loaded side In hard mode avoid Blizzard and Frostbolt Volley as well.

Raid priorities

  • Split a balanced arena and gauntlet team.
  • The Gauntlet continues without stopping for hard mode.
  • In the boss stage, change the tank to Strike and move the raid away from the loaded page.
  • In hard mode, also dodge Blizzard and Frostbolt Volley.
Before the pull
  • Repeats the tanking, healing and damage responsibilities of a Thorim encounter for a 10- or 25-player lineup.
  • Mark movement and rally points for mechanics: Arena, Gauntlet, Unbalancing, Lightning, Swift.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Arena täyttyy jatkuvista addiaalloista
The arena is filled with continuous add waves
Gauntlet needs mini-bosses and moving lightning dodge
Gauntlet needs mini-bosses and moving lightning dodge
Unbalancing Strike
Unbalancing Strike requires a tank change
Lightning Charge
Lightning Charge makes the safe side important
Nopea gauntlet jättää Sifin mukaan hard modeen
Fast Gauntlet leaves Sif with hard mode
Phase plan and tactic
Step 1
Split a balanced arena and gauntlet team.raid lead confirms success before the next target or phase change.
Step 2
The Gauntlet continues without stopping for hard mode.raid lead confirms success before the next target or phase change.
Step 3
In the boss stage, change the tank to Strike and move the raid away from the loaded page.raid lead confirms success before the next target or phase change.
Step 4
In hard mode, also dodge Blizzard and Frostbolt Volley.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Freya

Encounter 10 / 14 · Ulduar

Freya

The Keepers · Three add waves, Attuned stacks and 0-3 Elder hard mode.

10/25-playerLevel 80The Keepers
TL;DR: Three add waves, Attuned stacks and 0-3 Elder hard mode. Identify the wave immediately and switch to the right solution Lashers are killed in a controlled and spread out manner Trio is leveled and killed within seconds Kill Healing tree always in Hard mode keep roots beams and ground effects in priority.

Raid priorities

  • Recognize the wave immediately and switch to the right solution.
  • Lashers are killed in a controlled and spread out manner.
  • The trio is leveled and killed within seconds.
  • Kill Healing tree always.
  • In hard mode, prioritize roots beams and ground effects.
Before the pull
  • Repeats the tanking, healing and damage responsibilities of a Freya encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Detonating, Ancient, Storm, Eonar's, Elders.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Detonating Lasherit räjähtävät kuollessaan
Detonating Lashers explode when killed
Ancient Conservator
Ancient Conservator requires mushroom protection
Storm Lasher Snaplasher and Water Spirit die at the same time
Storm Lasher Snaplasher and Water Spirit die at the same time
Eonar's Gift
Eonar's Gift heals boss
Elderit lisäävät hard mode -kykyjä
Elders increase hard mode abilities
Phase plan and tactic
Step 1
Recognize the wave immediately and switch to the right solution.raid lead confirms success before the next target or phase change.
Step 2
Lashers are killed in a controlled and spread out manner.raid lead confirms success before the next target or phase change.
Step 3
The trio is leveled and killed within seconds.raid lead confirms success before the next target or phase change.
Step 4
Kill Healing tree always.raid lead confirms success before the next target or phase change.
Step 5
In hard mode, prioritize roots beams and ground effects.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Mimiron

Encounter 11 / 14 · Ulduar

Mimiron

The Keepers · Four stages and Big Red Button hard mode.

10/25-playerLevel 80The Keepers
TL;DR: Four stages and Big Red Button hard mode. Place each phase in the center of the room and avoid mines Always follow the rocket marker and barrage direction Split damage and synchronize phase 4 in Firefighter direct the fire to a controlled path and extinguish with Frost Bomb.

Raid priorities

  • Place each stage in the center of the room and avoid the mines.
  • Always follow the rocket mark and barrage direction.
  • Split damage and sync step 4.
  • In Firefighter, direct the fire to a controlled path and put it out with a Frost Bomb.
Before the pull
  • Repeats the tanking, healing and damage responsibilities of a Mimiron encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Proximity, Rocket, Laser, Phase, Firefighter.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Proximity Mines ympäröivät tankkia
Proximity Mines surround the tank
Rocket Strike tappaa osumasta
Rocket Strike kills on hit
Laser Barrage kiertää laajassa kaaressa
Laser Barrage orbits in a wide arc
Step 4 combines the tank's torso and head, which must be killed almost at the same time
Step 4 combines the tank's torso and head, which must be killed almost at the same time
Firefighter täyttää huoneen leviävällä tulella
Firefighter fills room with spreading fire
Phase plan and tactic
Step 1
Place each stage in the center of the room and avoid the mines.raid lead confirms success before the next target or phase change.
Step 2
Always follow the rocket mark and barrage direction.raid lead confirms success before the next target or phase change.
Step 3
Divide the damage into parts and synchronize phase 4. raid lead confirms success before the next target or phase change.
Step 4
In Firefighter, direct the fire to a controlled path and put it out with a Frost Bomb.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
General Vezax

Encounter 12 / 14 · Ulduar

General Vezax

Descent into Madness · mana vapors, Shadow Crash and Saronite Animus.

10/25-playerLevel 80Descent into Madness
TL;DR: mana vapors, Shadow Crash and Saronite Animus. Ranged spreads but moves to Crash buff Mark target runs away from everyone Healers use Vapor in small doses In Hard mode save all vapors and kill Animus with raid cooldowns.

Raid priorities

  • Ranged spreads but moves to Crash buff.
  • The Mark target runs away from everyone.
  • Healers use Vapor in small doses.
  • In hard mode, save all vapors and kill Animus with raid cooldowns.
Before the pull
  • Replicates the tanking, healing and damage responsibilities of a General Vezax encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Normal, Saronite, Shadow, Mark, Kuuden.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Normaali mana regeneration on estetty
Normal mana regeneration is blocked
Saronite Vapor
Saronite Vapor grants mana at the cost of health
Shadow Crash
Shadow Crash creates a caster buff but reduces healing
Mark of the Faceless
Mark of the Faceless heals the boss
Kuuden vaporin säästäminen synnyttää Animuksen
Saving six vapor spawns Animus
Phase plan and tactic
Step 1
Ranged spreads but moves to Crash buff.raid lead confirms success before the next target or phase change.
Step 2
The Mark target runs away from everyone.raid lead confirms success before the next target or phase change.
Step 3
Healers use Vapor in small doses.raid lead confirms success before the next target or phase change.
Step 4
In hard mode, save all vapors and kill Animus with raid cooldowns.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Yogg-Saron

Encounter 13 / 14 · Ulduar

Yogg-Saron

Prison of Yogg-Saron · Sanity, portal groups and 0-4 Keeper difficulty.

10/25-playerLevel 80Prison of Yogg-Saron
TL;DR: Sanity, portal groups, and 0-4 Keeper difficulty. Control the Guardians in the middle and control the cloudspawns Split the portal group before the pull and exit in time Prioritize Crusher then Corruptor and Constrictor In the finale, turn your gaze from Gaze and kill Immortal Guardians to low health.

Raid priorities

  • Guide the Guardians into the center and control the cloudspawns.
  • Split the portal group before the pull and exit in time.
  • Prioritize Crusher then Corruptor and Constrictor.
  • In the final, turn your gaze from Gaze and kill the Immortal Guardians to low health.
Before the pull
  • Repeats the tanking, healing and damage responsibilities of the Yogg-Saron encounter for a 10- or 25-player lineup.
  • Mark movement and assembly points for mechanics: Guardians, Malady, Portal Squad, Induce, Phase.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Guardianit räjäytetään Saran vieressä vaiheessa 1
Guardians are blown up next to Sara in stage 1
Malady and the tentacles consume Sanity
Malady and the tentacles consume Sanity
A group of portals kill illusions and damage Brain
A group of portals kill illusions and damage Brain
Induce Madness tappaa aivoihin jäävät
Induce Madness kills
Vaihe 3
that remain in the brain Step 3 requires looking away from Lunatic Gaze
Phase plan and tactic
Step 1
Guide the Guardians into the center and control the cloudspawns.raid lead confirms success before the next target or phase change.
Step 2
Split the portal group before the pull and exit in time.raid lead confirms success before the next target or phase change.
Step 3
Prioritize Crusher then Corruptor and Constrictor.raid lead confirms success before the next target or phase change.
Step 4
In the final, turn your gaze from Gaze and kill the Immortal Guardians to low health.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter
Algalon the Observer

Encounter 14 / 14 · Ulduar

Algalon the Observer

Celestial Planetarium · Phase Punch tanks, collapsing stars and Big Bang.

10/25-playerLevel 80Celestial Planetarium
TL;DR: Phase Punch tanks, collapsing stars and Big Bang. Split two tanks and star kill rhythm Close Constellations to existing black holes Change tank before 5th Punch Move portal to each Big Bang and only leave agreed survivor out.

Raid priorities

  • Share two tanks and a stellar kill rhythm.
  • Close Constellations into existing black holes.
  • Change the tank before the fifth Punch.
  • Move to the portal to each Big Bang and leave only the agreed survivor out.
Before the pull
  • Recounts the tanking, healing and damage responsibilities of an Algalon the Observer encounter for a 10- or 25-player lineup.
  • Mark movement and gathering points for mechanics: Phase, Collapsing, Living, Cosmic, Big.
  • Name interrupt, dispel, crowd control and target swap responsibilities before the pull.
  • Save your raid and personal cooldowns for the most dangerous stage of the guide.
Mechanics reference
Phase Punch siirtää tankin viidellä pinolla toiseen ulottuvuuteen
Phase Punch moves the tank 5 stacks to another dimension
Collapsing Star spawns a black hole and raid damage
Collapsing Star spawns a black hole and raid damage
Living Constellation
The Living Constellation closes into the black hole
Cosmic Smash
Cosmic Smash requires dodge
Big Bang
Big Bang requires all but one immunity tank to black hole
Phase plan and tactic
Step 1
Share two tanks and a stellar kill rhythm.raid lead confirms success before the next target or phase change.
Step 2
Close Constellations into existing black holes.raid lead confirms success before the next target or phase change.
Step 3
Change the tank before the fifth Punch.raid lead confirms success before the next target or phase change.
Step 4
Move to the portal to each Big Bang and leave only the agreed survivor out.raid lead confirms success before the next target or phase change.
Role notes

Tanks

  • Keep the boss direction and adds away from the raid; switch when required by debuffs or phases.
  • Announce defensive and dangerous tank changes to healers in advance.

Healers

  • Share tank and raid-healing responsibilities and dispels before the pull.
  • Time your raid cooldowns for the largest foreseeable damage window, not overlapping.

Melee DPS

  • Keep the safety of the front and rear cones and change the add right from the call.
  • Don't sacrifice movement or soak mechanics for damage uptime.

Ranged DPS

  • Keep the required spread and take care of remote adds, Orbit or moving objects in priority.
  • Save abilities used while moving for mandatory transitions.

raid utility

  • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
  • Combat Resurrection is only used if the dead role is essential to the next mechanic.

Nerfs: what changed

  • The boss-specific history is read in conjunction with the Ulduar raid timeline; original Wrath and Wrath Classic are kept separate.
  • A separate confirmed number nerf is not claimed without a patch or hotfix source; bug fixes are marked as bug fixes.
  • Level squish, Timewalking and saltability changes from later add-ons are not part of the level 80 tactic.
Original WrathWrath ClassicSource delimiter

Sources and version limit

raid boss count, release structure and Classic availability have been checked from Blizzard's publications. Mechanics and original patch entries are cross-checked from the Warcraft Wiki encounter and patch history.

  1. Blizzard — Wrath Classic: Ulduar now live
    worldofwarcraft.blizzard.com/en-us/news/23897173/wrath-classic-unearth-the-secrets-of-ulduar-january-19
  2. Blizzard — Wrath Classic 2023 hotfix Archive
    worldofwarcraft.blizzard.com/en-gb/news/23892230/hotfixes-february-7-2023
  3. Warcraft Wiki — Patch 3.1.0
    warcraft.wiki.gg/wiki/Patch_3.1.0
  4. Warcraft Wiki — Ulduar
    warcraft.wiki.gg/wiki/Ulduar

Updated 19.08.2026. Legacy changes from later add-ons have been cut out.