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    Wrath of the Lich King · Tier 8 · Ulduar

    Ulduar raid guide

    Tactics for all 14 encounters, progression checklists and a documented change history from original Wrath to Wrath Classic.

    English10/25-player14 bossesNerf history

    How to use this guide

    Read the change history and boss summaries before the detailed instructions. Boss cards cover core tactics and role assignments, with version-specific difficulty differences where applicable.

    This guide covers level 80 Wrath. Level 60 Classic, Timewalking and legacy scaling from later expansions are outside its scope.

    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: Choose the 10- or 25-player version and any difficulty options available for this raid, then assign encounter responsibilities before pulling.

    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 · April 14, 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.

    Each boss’s nerf section refers to this raid-wide timeline and highlights only changes relevant to that encounter.

    Flame Leviathan

    Encounter 1 / 14 · Ulduar

    Flame Leviathan

    Siege of Ulduar · Vehicle roles, pursuit kiting and 0–4 active towers.

    10/25-playerLevel 80Siege of Ulduar
    TL;DR: Assign vehicles and passengers before moving out. The pursued vehicle kites while Demolishers maintain Pyrite damage-over-time stacks. In hard mode, avoid tower hazards and coordinate turret shutdowns.

    Raid priorities

    • Assign vehicles and passengers before moving out.
    • The pursued vehicle kites while Demolishers maintain Pyrite damage-over-time stacks.
    • In hard mode, avoid tower hazards and coordinate turret shutdowns.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Flame Leviathan in a 10- or 25-player group.
    • Assign drivers, passengers, interrupts, Pyrite collection and player rescue.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Siege Engine
    Interrupt Flame Vents.
    Demolisher
    Maintain Pyrite stacks and launch assigned passengers onto the boss.
    Chopper
    Drop tar and rescue players.
    Hard-mode towers
    Active towers add area hazards.
    Phase plan and tactic
    Vehicle assignments
    Assign vehicles and passengers before moving out.
    Pursuit and Pyrite
    The pursued vehicle kites while Demolishers maintain Pyrite damage-over-time stacks.
    Towers and shutdowns
    In hard mode, avoid tower hazards and coordinate turret shutdowns.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Move Ignis along the agreed tanking route. The off-tank heats one active Construct at a time, then moves it into water. Shatter Brittle Constructs with a large hit and heal players in Slag Pot.

    Raid priorities

    • Move Ignis along the agreed tanking route.
    • The off-tank heats one active Construct at a time, then moves it into water.
    • Shatter Brittle Constructs with a large hit and heal players in Slag Pot.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Ignis the Furnace Master in a 10- or 25-player group.
    • Mark Scorch placement, the Construct route to water and Slag Pot healing assignments.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Activate Construct and Scorch
    Activate Construct brings an Iron Construct to life. Scorch leaves fire that heats active Constructs.
    Molten and Brittle
    Move a heated Construct into water to make it Brittle, then shatter it.
    Flame Jets
    Stop casting before Flame Jets to avoid an interrupt and spell lockout.
    Slag Pot
    The trapped player needs focused healing.
    Phase plan and tactic
    Tank movement
    Move Ignis along the agreed tanking route.
    Heat and cool Constructs
    The off-tank heats one active Construct at a time, then moves it into water.
    Shatter and heal
    Shatter Brittle Constructs with a large hit and heal players in Slag Pot.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Assign tanks to cover the Mole Machine spawn areas. Prioritize Sentinels and interrupt Watchers. Coordinate harpoons and focus Razorscale during ground windows. Once she stays grounded, swap tanks to manage Fuse Armor.

    Raid priorities

    • Assign tanks to cover the Mole Machine spawn areas.
    • Prioritize Sentinels and interrupt Watchers.
    • Coordinate harpoons and focus Razorscale during ground windows.
    • Once she stays grounded, swap tanks to manage Fuse Armor.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Razorscale in a 10- or 25-player group.
    • Assign add-spawn coverage, harpoon users and tank swaps for the final ground phase.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Mole Machines
    Mole Machines bring groups of adds.
    Sentinels
    Sentinels use a dangerous Whirlwind.
    Harpoons
    Harpoons pull Razorscale down to the ground.
    Permanent ground phase
    At 50 percent health, Razorscale stays grounded and applies stacking Fuse Armor.
    Phase plan and tactic
    Cover add spawns
    Assign tanks to cover the Mole Machine spawn areas.
    Control dangerous adds
    Prioritize Sentinels and interrupt Watchers.
    Use ground windows
    Coordinate harpoons and focus Razorscale during ground windows.
    Final ground phase
    Once she stays grounded, swap tanks to manage Fuse Armor.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Assign separate drop areas for Searing Light and Gravity Bomb, plus add-control roles. Use a raid defensive for Tympanic Tantrum. Kill Scrapbots before they reach XT-002 and use Boombot explosions against adds. Destroy the Heart only when deliberately choosing hard mode and ready for its damage requirement.

    Raid priorities

    • Assign separate drop areas for Searing Light and Gravity Bomb, plus add-control roles.
    • Use a raid defensive for Tympanic Tantrum.
    • Kill Scrapbots before they reach XT-002 and use Boombot explosions against adds.
    • Destroy the Heart only when deliberately choosing hard mode and ready for its damage requirement.
    Before the pull
    • Review the tanking, healing and damage responsibilities for XT-002 Deconstructor in a 10- or 25-player group.
    • Mark separate debuff positions and assign add control and Tantrum cooldowns.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Tympanic Tantrum
    Tantrum deals raid damage based on maximum health.
    Searing Light and Gravity Bomb
    Move the two debuffs to their separate assigned sides.
    Heart phase
    Scrapbots, Boombots and Pummellers arrive during the exposed-heart phase.
    Destroying the Heart
    Destroying the Heart activates hard mode.
    Phase plan and tactic
    Position debuffs
    Assign separate drop areas for Searing Light and Gravity Bomb, plus add-control roles.
    Heal Tantrum
    Use a raid defensive for Tympanic Tantrum.
    Control adds
    Kill Scrapbots before they reach XT-002 and use Boombot explosions against adds.
    Choose hard mode
    Destroy the Heart only when deliberately choosing hard mode and ready for its damage requirement.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Choose the normal order Steelbreaker, Molgeim, then Brundir, or leave Steelbreaker last for hard mode. Remove Fusion Punch immediately. Use Rune of Power for damage and leave Rune of Death. Interrupt Brundir’s casts and avoid his dangerous abilities.

    Raid priorities

    • Choose the normal order Steelbreaker, Molgeim, then Brundir, or leave Steelbreaker last for hard mode.
    • Remove Fusion Punch immediately.
    • Use Rune of Power for damage and leave Rune of Death.
    • Interrupt Brundir’s casts and avoid his dangerous abilities.
    Before the pull
    • Review the tanking, healing and damage responsibilities for The Assembly of Iron in a 10- or 25-player group.
    • Agree on kill order, Fusion Punch removal, interrupts and rune positioning.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Steelbreaker
    Tank Steelbreaker away from the raid and prepare to remove Fusion Punch.
    Rune of Power
    Molgeim’s rune increases damage.
    Brundir
    Interrupt Chain Lightning and move away from Overload.
    Supercharge
    The surviving council members gain power as others die. The last survivor determines the final mechanics.
    Phase plan and tactic
    Choose kill order
    Choose the normal order Steelbreaker, Molgeim, then Brundir, or leave Steelbreaker last for hard mode.
    Handle Fusion Punch
    Remove Fusion Punch immediately.
    Use and avoid runes
    Use Rune of Power for damage and leave Rune of Death.
    Control Brundir
    Interrupt Brundir’s casts and avoid his dangerous abilities.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Kologarn

    Encounter 6 / 14 · Ulduar

    Kologarn

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

    10/25-playerLevel 80The Shattered Walkway
    TL;DR: Keep the raid on the platform while leaving a clear escape route for Eyebeam targets. Damage the right arm to free players caught by Stone Grip. The off-tank collects Rubble for controlled area damage. Stay safely on the platform when Kologarn dies.

    Raid priorities

    • Keep the raid on the platform while leaving a clear escape route for Eyebeam targets.
    • Damage the right arm to free players caught by Stone Grip.
    • The off-tank collects Rubble for controlled area damage.
    • Stay safely on the platform when Kologarn dies.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Kologarn in a 10- or 25-player group.
    • Mark Eyebeam escape routes and assign right-arm damage and Rubble tanking.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Focused Eyebeam
    Move the following beams away from other players.
    Stone Grip
    The right arm traps players. Damage it to release them.
    Shockwave
    The left arm deals raid-wide damage.
    Destroyed arms
    Destroying an arm damages Kologarn and spawns Rubble adds.
    Phase plan and tactic
    Leave beam routes
    Keep the raid on the platform while leaving a clear escape route for Eyebeam targets.
    Free gripped players
    Damage the right arm to free players caught by Stone Grip.
    Clear Rubble
    The off-tank collects Rubble for controlled area damage.
    Finish safely
    Stay safely on the platform when Kologarn dies.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Auriaya

    Encounter 7 / 14 · Ulduar

    Auriaya

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

    10/25-playerLevel 80The Antechamber
    TL;DR: Use a controlled line-of-sight pull so the tanks receive the Sentries. Protect the assigned interrupters with Fear Ward or Tremor Totem and interrupt Sentinel Blast. Kill the Feral Defender at the agreed edge location or keep it controlled.

    Raid priorities

    • Use a controlled line-of-sight pull so the tanks receive the Sentries.
    • Protect the assigned interrupters with Fear Ward or Tremor Totem and interrupt Sentinel Blast.
    • Kill the Feral Defender at the agreed edge location or keep it controlled.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Auriaya in a 10- or 25-player group.
    • Plan the line-of-sight pull, fear protection, interrupts and Defender drop location.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Sanctum Sentries
    An uncontrolled pull can cause lethal pounces.
    Terrifying Screech
    The screech fears the raid.
    Sentinel Blast
    Interrupt this cast immediately after the fear.
    Feral Defender
    The Defender revives several times and leaves a void zone when killed.
    Phase plan and tactic
    Control the pull
    Use a controlled line-of-sight pull so the tanks receive the Sentries.
    Fear and interrupt
    Protect the assigned interrupters with Fear Ward or Tremor Totem and interrupt Sentinel Blast.
    Manage the Defender
    Kill the Feral Defender at the agreed edge location or keep it controlled.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Hodir

    Encounter 8 / 14 · Ulduar

    Hodir

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

    10/25-playerLevel 80The Keepers
    TL;DR: Free the friendly NPCs immediately. Share Storm Power with damage groups and make use of Starlight. Move regularly to manage Biting Cold. Stand on a snowdrift before Flash Freeze finishes, then free anyone who was frozen.

    Raid priorities

    • Free the friendly NPCs immediately.
    • Share Storm Power with damage groups and make use of Starlight.
    • Move regularly to manage Biting Cold.
    • Stand on a snowdrift before Flash Freeze finishes, then free anyone who was frozen.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Hodir in a 10- or 25-player group.
    • Assign NPC release, Storm Power sharing and movement to snowdrifts.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Biting Cold
    Biting Cold stacks while you stand still.
    Toasty Fire
    Fire provides protection from cold effects, but does not replace snowdrift cover for Flash Freeze.
    Storm Power and Starlight
    These NPC buffs greatly increase damage.
    Flash Freeze
    Use a snowdrift to avoid being frozen.
    Phase plan and tactic
    Free NPCs
    Free the friendly NPCs immediately.
    Use their buffs
    Share Storm Power with damage groups and make use of Starlight.
    Keep moving
    Move regularly to manage Biting Cold.
    Survive Flash Freeze
    Stand on a snowdrift before Flash Freeze finishes, then free anyone who was frozen.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Thorim

    Encounter 9 / 14 · Ulduar

    Thorim

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

    10/25-playerLevel 80The Keepers
    TL;DR: Split into balanced arena and gauntlet teams. Clear the gauntlet quickly if attempting hard mode. Once Thorim joins, swap tanks for Unbalancing Strike and avoid the charged side. In hard mode, handle Sif’s Blizzard and Frostbolt Volley as well.

    Raid priorities

    • Split into balanced arena and gauntlet teams.
    • Clear the gauntlet quickly if attempting hard mode.
    • Once Thorim joins, swap tanks for Unbalancing Strike and avoid the charged side.
    • In hard mode, handle Sif’s Blizzard and Frostbolt Volley as well.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Thorim in a 10- or 25-player group.
    • Assign arena and gauntlet groups, tank swaps and safe movement from charged sides.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Arena waves
    Continuous add waves enter the arena.
    Gauntlet
    Defeat the mini-bosses while avoiding lightning hazards.
    Unbalancing Strike
    Swap tanks after the strike.
    Lightning Charge
    Move away from the charged direction.
    Sif and hard mode
    Reaching Thorim quickly keeps Sif in the fight.
    Phase plan and tactic
    Split the teams
    Split into balanced arena and gauntlet teams.
    Clear the gauntlet
    Clear the gauntlet quickly if attempting hard mode.
    Fight Thorim
    Once Thorim joins, swap tanks for Unbalancing Strike and avoid the charged side.
    Handle Sif
    In hard mode, handle Sif’s Blizzard and Frostbolt Volley as well.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Identify each add wave and use the matching plan. Kill Detonating Lashers at a controlled pace while keeping their explosions safe. Balance the trio’s health and kill all three within seconds of one another. Kill Eonar’s Gift promptly to prevent healing. In hard mode, prioritize roots, beams and ground hazards.

    Raid priorities

    • Identify each add wave and use the matching plan.
    • Kill Detonating Lashers at a controlled pace while keeping their explosions safe.
    • Balance the trio’s health and kill all three within seconds of one another.
    • Kill Eonar’s Gift promptly to prevent healing.
    • In hard mode, prioritize roots, beams and ground hazards.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Freya in a 10- or 25-player group.
    • Assign wave-specific targets, trio kill timing and immediate Eonar’s Gift damage.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Detonating Lashers
    Lashers explode on death.
    Ancient Conservator
    Use mushroom protection to handle the Conservator.
    Elemental trio
    Kill Storm Lasher, Snaplasher and Ancient Water Spirit almost simultaneously.
    Eonar’s Gift
    This tree heals Freya if left alive.
    Elders
    Leaving elders alive adds hard-mode abilities.
    Phase plan and tactic
    Identify the wave
    Identify each add wave and use the matching plan.
    Control Lasher deaths
    Kill Detonating Lashers at a controlled pace while keeping their explosions safe.
    Synchronize the trio
    Balance the trio’s health and kill all three within seconds of one another.
    Destroy healing trees
    Kill Eonar’s Gift promptly to prevent healing.
    Hard-mode hazards
    In hard mode, prioritize roots, beams and ground hazards.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    Mimiron

    Encounter 11 / 14 · Ulduar

    Mimiron

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

    10/25-playerLevel 80The Keepers
    TL;DR: Position the encounter carefully and stay clear of mines. Watch rocket markers and the direction of Laser Barrage. Balance damage across all three parts and finish them almost simultaneously in phase 4. In Firefighter mode, guide spreading flames along the agreed route and stay clear when Frost Bomb clears fire.

    Raid priorities

    • Position the encounter carefully and stay clear of mines.
    • Watch rocket markers and the direction of Laser Barrage.
    • Balance damage across all three parts and finish them almost simultaneously in phase 4.
    • In Firefighter mode, guide spreading flames along the agreed route and stay clear when Frost Bomb clears fire.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Mimiron in a 10- or 25-player group.
    • Agree on safe movement, rocket calls, phase-4 target balance and the Firefighter route.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Proximity Mines
    Mines surround the ground unit. Avoid them when moving.
    Rocket Strike
    Leave rocket markers immediately; a hit is lethal.
    Laser Barrage
    The barrage sweeps through a wide arc.
    Combined phase
    The ground unit, torso and head must be destroyed almost simultaneously in phase 4.
    Firefighter
    Spreading flames progressively fill the room.
    Phase plan and tactic
    Position and avoid mines
    Position the encounter carefully and stay clear of mines.
    Rockets and barrage
    Watch rocket markers and the direction of Laser Barrage.
    Synchronize the final phase
    Balance damage across all three parts and finish them almost simultaneously in phase 4.
    Manage Firefighter flames
    In Firefighter mode, guide spreading flames along the agreed route and stay clear when Frost Bomb clears fire.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Spread ranged players, avoid Shadow Crash impacts and use the pools for spell damage. Players with Mark of the Faceless move away from everyone else. On normal mode, use Saronite Vapor carefully in short intervals to recover mana. For hard mode, leave all vapors alive and use raid cooldowns while killing the Saronite Animus.

    Raid priorities

    • Spread ranged players, avoid Shadow Crash impacts and use the pools for spell damage.
    • Players with Mark of the Faceless move away from everyone else.
    • On normal mode, use Saronite Vapor carefully in short intervals to recover mana.
    • For hard mode, leave all vapors alive and use raid cooldowns while killing the Saronite Animus.
    Before the pull
    • Review the tanking, healing and damage responsibilities for General Vezax in a 10- or 25-player group.
    • Plan ranged spacing, Mark escape routes and whether vapors will be used or preserved.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Mana regeneration
    Normal mana regeneration is blocked.
    Saronite Vapor
    Vapor restores mana at the cost of health.
    Shadow Crash
    The resulting area boosts offensive spellcasting but reduces healing.
    Mark of the Faceless
    Keep the marked player away from others to prevent healing Vezax.
    Saronite Animus
    Leaving six vapors alive causes the Animus to spawn.
    Phase plan and tactic
    Shadow Crash positioning
    Spread ranged players, avoid Shadow Crash impacts and use the pools for spell damage.
    Separate Mark targets
    Players with Mark of the Faceless move away from everyone else.
    Normal-mode mana
    On normal mode, use Saronite Vapor carefully in short intervals to recover mana.
    Hard-mode Animus
    For hard mode, leave all vapors alive and use raid cooldowns while killing the Saronite Animus.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Bring Guardians to Sara and avoid unnecessary cloud spawns. Assign the portal team before pulling and leave the brain room in time. Follow the agreed Crusher, Corruptor and Constrictor priorities, freeing trapped players promptly. In the final phase, turn away from Lunatic Gaze and reduce Immortal Guardians to low health.

    Raid priorities

    • Bring Guardians to Sara and avoid unnecessary cloud spawns.
    • Assign the portal team before pulling and leave the brain room in time.
    • Follow the agreed Crusher, Corruptor and Constrictor priorities, freeing trapped players promptly.
    • In the final phase, turn away from Lunatic Gaze and reduce Immortal Guardians to low health.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Yogg-Saron in a 10- or 25-player group.
    • Assign portal players, exit timing, tentacle priorities and Guardian control.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Guardians and Sara
    Kill Guardians beside Sara so their explosions damage her in phase 1.
    Sanity
    Malady and tentacle mechanics threaten Sanity.
    Portal team
    Defeat the illusions, then damage the brain.
    Induce Madness
    Leave before the cast finishes. It reduces Sanity to zero and causes permanent mind control.
    Lunatic Gaze
    Turn away from Yogg-Saron during Lunatic Gaze in phase 3.
    Phase plan and tactic
    Control Guardian spawns
    Bring Guardians to Sara and avoid unnecessary cloud spawns.
    Complete the portal cycle
    Assign the portal team before pulling and leave the brain room in time.
    Handle tentacles
    Follow the agreed Crusher, Corruptor and Constrictor priorities, freeing trapped players promptly.
    Final phase
    In the final phase, turn away from Lunatic Gaze and reduce Immortal Guardians to low health.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope
    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: Assign two tanks and a controlled Collapsing Star kill schedule. Guide Living Constellations into existing black holes to close them. Swap tanks before the fifth Phase Punch. Enter a black hole for each Big Bang except for the assigned survivor, who needs a proven survival plan using damage reduction or another working method.

    Raid priorities

    • Assign two tanks and a controlled Collapsing Star kill schedule.
    • Guide Living Constellations into existing black holes to close them.
    • Swap tanks before the fifth Phase Punch.
    • Enter a black hole for each Big Bang except for the assigned survivor, who needs a proven survival plan using damage reduction or another working method.
    Before the pull
    • Review the tanking, healing and damage responsibilities for Algalon the Observer in a 10- or 25-player group.
    • Assign star timing, tank swaps, black-hole control and a verified Big Bang survival plan.
    • Assign interrupts, dispels, crowd control and target swaps before the pull.
    • Save raid and personal cooldowns for the encounter’s most dangerous phase.
    Mechanics reference
    Phase Punch
    At five stacks, the tank shifts into another dimension.
    Collapsing Stars
    A dying star damages the raid and creates a black hole.
    Living Constellations
    Guiding a Constellation into a black hole closes that hole.
    Cosmic Smash
    Move away from the marked impact area.
    Big Bang
    All but the assigned survivor enter black holes. Big Bang bypasses Divine Shield, Ice Block and Hand of Protection; ordinary immunity is not a safe survival plan.
    Phase plan and tactic
    Assign tanks and stars
    Assign two tanks and a controlled Collapsing Star kill schedule.
    Control black holes
    Guide Living Constellations into existing black holes to close them.
    Swap tanks
    Swap tanks before the fifth Phase Punch.
    Survive Big Bang
    Enter a black hole for each Big Bang except for the assigned survivor, who needs a proven survival plan using damage reduction or another working method.
    Role notes

    Tanks

    • Face the boss and adds away from the raid; swap tanks when required by debuffs or phase changes.
    • Tell healers in advance when you will use defensive cooldowns or make a dangerous tank swap.

    Healers

    • Assign tank healing, raid healing and dispels before the pull.
    • Plan raid cooldowns for the largest predictable damage window and avoid unnecessary overlap.

    Melee DPS

    • Stay clear of frontal and rear attacks, and switch to adds as soon as they are called.
    • Don't sacrifice movement or soak mechanics for damage uptime.

    Ranged DPS

    • Maintain the required spacing and prioritize distant adds, orbs or moving targets.
    • Save abilities used while moving for mandatory transitions.

    Raid utility

    • Agree on interrupt, purge, stun, slow and immunity rotations depending on the encounter.
    • Use a combat resurrection only when the fallen player’s role is essential for 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.
    • Numerical nerfs are only presented as confirmed when supported by patch or hotfix notes. Bug fixes are identified separately.
    • Level squishes, Timewalking and changes to soloing from later expansions are outside the scope of these level 80 tactics.
    Original WrathWrath ClassicSource scope

    Sources and version scope

    Boss counts, release structure and Classic availability have been checked against Blizzard’s publications. Mechanics and original patch changes are cross-checked against Warcraft Wiki encounter guides and patch histories.

    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 August 2026. Legacy changes from later expansions are excluded.

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