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Black Temple — Raid Guide

by Fouren
Updated
45 minutes readmin
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Black Temple

Originally the temple was called Karabor and served as a sanctuary for the draenei. After the temple's clergy were slain by fel-corrupted orcs, the warlocks of the Shadow Council seized the sanctuary and gave it a new name — the Black Temple. Later, Illidan Stormrage cast out the temple's ruler — the pit lord Magtheridon — and took the throne, turning the temple into his own palace.

Bosses

  • High Warlord Naj'entus.
  • Supremus.
  • Shade of Akama.
  • Teron Gorefiend.
  • Gurtogg Bloodboil.
  • Reliquary of Souls.
  • Mother Shahraz.
  • Illidari Council.
  • Illidan Stormrage.

How to Get into the Black Temple

The raid entrance is located in the Shadowmoon Valley, at the eastern wall of the temple. There is no main gate here — a crack in the wall leads inside, through which you can reach the Karabor Sewers. Once you obtain the Game iconMedallion of Karabor, you will be able to teleport straight to the entrance.

Черный Храм
/way 71 46 Black Temple raid entrance

To enter the raid, you must complete a long attunement quest chain: be level 70, join either the Aldor or the Scryers, gain access to Arcatraz, and be attuned to the Battle for Mount Hyjal, Serpentshrine Cavern, and Tempest Keep.

Item Levels and Loot

The raid's bosses drop gear of varying item level: the further you progress through the raid, the higher the item level of the loot. The Black Temple also drops Tier 6 tokens for the shoulder, leg, and chest slots, and the final boss drops the legendary Warglaives of Azzinoth.

Черный Храм
Loot Source Item Level
Bosses and trash 141
Tier 6 tokens 146
Illidan Stormrage 151

Tier 6 tokens come in three types: Protector (warrior, hunter, shaman), Vanquisher (rogue, mage, druid), and Conqueror (paladin, priest, warlock).

High Warlord Naj'entus

Верховный полководец Надж'ентус — Черный храм

High Warlord Naj'entus — the naga leader who guards the flooded Karabor Sewers — is the first obstacle on the way into the Black Temple. He impales his foes with bone spines, shields himself with churning water, and unleashes icy waves upon the raid, keeping uninvited guests from pushing deeper into the temple.

Below we break down each of the boss's abilities in detail.

Fight Overview

The fight is single-phase, with no intermediate phases or breaks. The main mechanic is the Game iconTidal Shield: periodically Naj'entus makes himself invulnerable and begins restoring 1% of his maximum health every 2 sec. The shield can only be removed by throwing a Game iconNaj'entus Spine — an item that players obtain by freeing their allies from Game iconImpaling Spine.

Destroying the shield triggers Game iconTidal Burst — heavy frost magic damage to the entire raid. That is why the raid must be at full health before the shield is broken: any player with low health will die instantly. Because of this, everyone should stack extra stamina before the fight — aim for no less than 10,000 health.

The rest of the time the boss pelts the raid with Game iconNeedle Spine, so the group must stay spread out. After 8 minutes Game iconBerserk activates, and the fight almost inevitably ends in a wipe.

Main Boss Abilities

  • Game iconNeedle Spine (Healer) Naj'entus launches a spine at a random raid member. On impact, Game iconNeedle Spine Explosion triggers, dealing damage to everyone within 6 yards of the target. This is constant background damage to the raid throughout the fight.
  • Game iconImpaling Spine (Important) Naj'entus impales a random player (other than the main tank), dealing heavy damage instantly and periodic damage for its full duration, while also stunning the target. A large spine appears next to the victim: another player must run over and click on it to free their ally and receive a Game iconNaj'entus Spine in their bag.
  • Game iconTidal Shield (Important) Naj'entus surrounds himself with a shield, becoming immune to all attacks and restoring 1% of his maximum health every 2 sec. The shield is destroyed only by using a Game iconNaj'entus Spine from your inventory — with a throw range of 25 yards.
  • Game iconTidal Burst (Deadly) When the Game iconTidal Shield is destroyed, a wave sweeps across the area, dealing heavy frost magic damage to the entire raid. Break the shield only when the raid is fully healed.
  • Game iconBerserk (Deadly) 8 minutes after the fight begins, Naj'entus enrages and wipes the raid very quickly. This is effectively an enrage timer: the boss must be killed before it hits.

Naj'entus Fight Strategy

  • Tanks Keep Naj'entus in place and face him away from the raid. The main tank never receives Game iconImpaling Spine, so your primary job is to hold threat steadily and survive the boss's regular hits while the raid deals with the spines.
  • Healers This fight is primarily on you. Before the Game iconTidal Shield is broken, the raid must be fully healed — otherwise Game iconTidal Burst will kill anyone who isn't at full health. At the same time, you have to cover the constant damage from Game iconNeedle Spine and quickly top off players affected by Game iconImpaling Spine.
  • DPS Spread out farther than 6 yards from one another so that Game iconNeedle Spine Explosion doesn't catch your neighbors. Free your allies from Game iconImpaling Spine as quickly as possible and keep your Game iconNaj'entus Spines ready: as soon as Game iconTidal Shield appears, wait for the healers' call and break it — every second the shield is up returns 0.5% health to the boss.

Loot

Item Equipment Slot
Game iconSlippers of the Seacaller Cloth armor: feet
Game iconGuise of the Tidal Lurker Leather armor: head
Game iconMantle of Darkness Leather armor: shoulders
Game iconHelm of Soothing Currents Mail armor: head
Game iconFists of Mukoa Mail armor: hands
Game iconBoots of Oceanic Fury Mail armor: feet
Game iconEternium Shell Bracers Plate armor: wrists
Game iconPearl Inlaid Boots Plate armor: feet
Game iconTide-Stomper's Greaves Plate armor: feet
Game iconThe Maelstrom's Fury Dagger
Game iconRising Tide One-handed axe
Game iconHalberd of Desolation Two-handed polearm
Game iconRing of Calming Waves Finger
Game iconRing of Captured Storms Finger

Supremus

Супремус — Черный храм

Supremus — a colossal Abyssal demon set to guard the inner courtyard of the Black Temple. He drives his molten fists into the stone, raising waves of liquid fire from beneath the ground, and when he flies into a frenzy he abandons everything and chases random players across the whole courtyard, leaving erupting volcanoes in his wake.

Below we break down each of the fight's abilities in detail.

Fight Overview

The fight consists of two phases that alternate roughly once a minute and repeat until the boss dies. The raid needs at least two tanks.

In the first phase, Supremus stands calmly in place, but every few seconds he uses Game iconHateful Strike: the ability picks the three players with the highest threat in melee range and hits whichever of them has the most current health, excluding the main tank. That is exactly why a second tank is needed — a "strike soaker." At the same time, every 8 sec. Game iconMolten Punch triggers, spawning Game iconMolten Flame at the boss's feet — blue tongues of fire that crawl toward a random player.

In the second phase the boss becomes empowered, starts moving more slowly and dealing enormous melee damage, but is no longer controllable: he uses Game iconFixate and chases random players, changing target roughly every 10 sec. If the victim is standing right next to him, Supremus first knocks them back with Game iconCharge. Meanwhile, Game iconVolcanic Geysers erupt all over the area.

When returning from the second phase to the first, threat is completely reset, so the tanks have to build it up again. After 15 minutes Game iconBerserk activates.

Main Boss Abilities

  • Game iconHateful Strike (Tank) In the first phase Supremus frequently uses Hateful Strike. The ability checks the three players with the highest threat in melee range and hits whichever has the most current health, while never picking the main tank. The raid absolutely needs a second tank for these strikes.
  • Game iconMolten Punch (Important) Every 8 sec. Supremus slams his fist into the ground, spawning a source of Game iconMolten Flame at his feet.
  • Game iconMolten Flame A patch of blue flame that crawls toward a randomly chosen player, growing as it goes. It pursues the target for about 10 sec., then remains in place for about another 10 sec. and disappears. Those standing in the flame take damage every second.
  • Game iconFixate (Deadly) In the second phase Supremus picks a random player and chases only them, completely ignoring threat. A melee hit from the empowered boss almost certainly kills any player, so the chosen target must run. The target changes roughly every 10 sec.
  • Game iconCharge If a player is standing right next to the boss when Game iconFixate selects a target, Supremus first knocks them far away and only then begins the chase.
  • Game iconVolcanic Geyser (Important) In the second phase, volcanoes erupt at random spots across the area, dealing fire damage to everyone nearby. Each geyser disappears after about 20 sec. While fleeing from the boss, it's important not to run into a fresh volcano.
  • Game iconBerserk (Deadly) 15 minutes after the fight begins, Supremus enrages and kills the raid. This is the fight's enrage timer.

Supremus Fight Strategy

  • Tanks You need at least two tanks: the main tank holds the boss, and the second takes Game iconHateful Strike. The "strike tank" must have more health than any melee DPS, otherwise the ability will go to a DPS and kill them. In the first phase, move the boss slightly to lead him away from Game iconMolten Flame. On the transition from the second phase to the first, threat resets — pick the boss up as quickly as possible, but don't move in too close beforehand, or you risk catching Game iconFixate and dying.
  • Healers In the first phase the main load is the tank under Game iconHateful Strike and players caught by Game iconMolten Flame. In the second phase the raid spreads out heavily across the area — position yourself in advance so you keep the fleeing players within healing range while staying out of the Game iconVolcanic Geysers.
  • DPS In the first phase, stand in compact groups and move out of Game iconMolten Flame. In the second phase you can freely attack the boss and only run when Game iconFixate selects you specifically — use the entire courtyard for this and go around the Game iconVolcanic Geysers.

Loot

Item Equipment Slot
Game iconWaistwrap of Infinity Cloth armor: waist
Game iconNether Shadow Tunic Leather armor: chest
Game iconWraps of Precise Flight Mail armor: wrists
Game iconBands of the Coming Storm Mail armor: wrists
Game iconNaturalist's Preserving Cinch Mail armor: waist
Game iconPauldrons of Abyssal Fury Plate armor: shoulders
Game iconThe Brutalizer One-handed axe
Game iconSyphon of the Nathrezim One-handed mace
Game iconLegionkiller Crossbow
Game iconFelstone Bulwark Shield
Game iconIdol of the White Stag Relic: idol
Game iconChoker of Endless Nightmares Neck
Game iconBand of the Abyssal Lord Finger

Shade of Akama

Тень Акамы — Черный храм

Shade of Akama — the dark half of the soul of Akama, chieftain of the Broken, torn out of him and held captive within the temple by Illidan. As long as six spellbinders of the Ashtongue clan sustain it with a ritual, the Shade remains motionless — but the moment they are killed, it rushes at the real Akama to consume him for good.

Below we break down each of the fight's abilities in detail.

Fight Overview

This is a fight not so much against a boss as against waves of minions: players never tank the Shade of Akama itself at any point in the fight.

The first phase is a race against time. The raid must kill the six Ashtongue Channelers as quickly as possible; they continuously maintain the ritual around the Shade and do not attack players at all. While this race is underway, Ashtongue Elementalists, Ashtongue Spiritbinders, and Ashtongue Rogues emerge from the left and right passages in groups of three, and Ashtongue Defenders arrive separately from them. Usually a tank is assigned to each passage, a third picks up the defenders, and any extra enemies are kept under control — for example, with Game iconPolymorph.

The main danger of the phase is the Ashtongue Spiritbinder: its Game iconChain Heal can set your progress on the channelers back.

The second phase begins when the last channeler falls: the Shade is freed, moves through the hall toward the real Akama, and engages him in combat. Akama tanks his own Shade. Now it's a race in the opposite direction — to kill the Shade before it kills Akama, or the fight resets. After the Shade dies, all remaining minions vanish.

Main Boss Abilities

Shade of Akama Fight Strategy

  • Tanks For tanks this is a fight against the minions — the boss itself isn't tanked at all. Split into teams by passage: a tank on the left and right plus a separate tank on the Ashtongue Defenders. Quickly taunting the first target in each wave makes life much easier, and the rest should be crowd-controlled right away. There's no need to tank the Ashtongue Channelers in the center — they don't attack.
  • Healers Stay away from the Ashtongue Defenders with their Game iconShield Bash and remove Game iconDebilitating Poison from the DPS. In the second phase, make sure raid damage doesn't distract you from the main goal — Akama doesn't need to be healed, but there isn't much time to kill the Shade.
  • DPS In the first phase, all priority goes to the Ashtongue Channelers, and among the minions, kill the Ashtongue Spiritbinders first, interrupting their Game iconChain Heal. Keep the rest under Game iconPolymorph and other crowd-control effects. As soon as the Shade becomes vulnerable, pour everything into it, including Game iconBloodlust.

Loot

Item Equipment Slot
Game iconAmice of Brilliant Light Cloth armor: shoulders
Game iconFocused Mana Bindings Cloth armor: wrists
Game iconWristbands of Divine Influence Cloth armor: wrists
Game iconKilt of Immortal Nature Leather armor: legs
Game iconShadow-Walker's Cord Leather armor: waist
Game iconShoulders of the Hidden Predator Mail armor: shoulders
Game iconSpiritwalker Gauntlets Mail armor: hands
Game iconFlashfire Girdle Mail armor: waist
Game iconThe Seeker's Wristguards Plate armor: wrists
Game iconGrips of Silent Justice Plate armor: hands
Game iconPraetorian's Legguards Plate armor: legs
Game iconMyrmidon's Treads Plate armor: feet
Game iconBlind-Seers Icon Off hand
Game iconRing of Deceitful Intent Finger

Teron Gorefiend

Терон Кровожад — Черный храм

Teron Gorefiend — the first death knight of Draenor, whose soul was implanted into the body of a fallen Horde knight. Resurrected within the walls of the Black Temple, he kills players one by one, turning them into vengeful spirits, and sends creatures of darkness into the raid that only the dead themselves can stop.

Below we break down each of the fight's abilities in detail.

Fight Overview

The fight is single-phase and requires just one tank, but it has a unique guaranteed-death mechanic — Game iconShadow of Death.

Teron is held where he stands, while the whole raid moves as far back into the hall as possible and stacks tightly: the boss has no dangerous area damage, but a tight formation strengthens Game iconChain Heal and Game iconCircle of Healing. The distance is needed so that dead players have more time to finish off their constructs.

Background damage comes from three abilities: Game iconSummon Doom Blossom conjures a purple cloud that pelts the raid with shadow magic; Game iconIncinerate applies a strong periodic fire damage effect to a random player that should be dispelled; and Game iconCrushing Shadows increases the shadow magic damage the target takes.

The main thing, though, is Game iconShadow of Death: once every 30 sec. the effect lands on a random player (other than the main tank) and kills them after 55 sec. The player turns into a Game iconSpirit of Redemption and gains a set of special abilities, while four Shadowy Constructs appear nearby and head toward the living players. Only spirits can interact with them. By moving to the far corner of the hall in advance, the spirit has time to destroy all four before they reach the raid.

Main Boss Abilities

  • Game iconShadow of Death (Deadly) The fight's main mechanic. Once every 30 sec. it is applied to a random player other than the main tank and kills them after 55 sec. At the moment of death, four Shadowy Constructs appear, and the player themselves turns into a Game iconSpirit of Redemption with a new set of abilities.
  • Game iconSummon Doom Blossom Teron conjures a floating purple cloud that pelts random raid members with shadow bolts.
  • Game iconIncinerate (Healer) Selects a random raid member, deals fire damage instantly, and applies a very strong periodic damage effect. It's a magic effect — a quick dispel removes the most painful part.
  • Game iconCrushing Shadows (Important) Applied to random players and increases the shadow magic damage they take, making the doom blossom's barrage truly dangerous.

Spirit of Redemption Abilities

Teron Gorefiend Fight Strategy

  • Tanks The boss needs only one tank — other tanks are better off entering the fight as a DPS or healer. Teron doesn't need to be moved or turned in any special way: just hold threat and reduce incoming damage. The top threat target never receives Game iconShadow of Death.
  • Healers Stand close together so that Game iconChain Heal and Game iconCircle of Healing work at full strength. Quickly dispel Game iconIncinerate and pay especially close attention to players under Game iconCrushing Shadows.
  • DPS When you receive Game iconShadow of Death, ask a warlock to cast Game iconSoulstone Resurrection on you, and 15–20 sec. before the effect expires, run off to the far corner of the hall. In spirit form, open with a combo of Game iconSpirit Volley + Game iconSpirit Chains, then cast Game iconSpirit Lance once on each construct, starting with the farthest one, and repeat the combo on cooldown. Use Game iconSpirit Strike and Game iconSpirit Shield only after all the constructs are destroyed.

Loot

Item Equipment Slot
Game iconCowl of Benevolence Cloth armor: head
Game iconRobe of the Shadow Council Cloth armor: chest
Game iconInsidious Bands Leather armor: wrists
Game iconBotanist's Gloves of Growth Leather armor: hands
Game iconSoftstep Boots of Tracking Mail armor: feet
Game iconGauntlets of Enforcement Plate armor: hands
Game iconGirdle of Lordaeron's Fallen Plate armor: waist
Game iconSoul Cleaver Two-handed axe
Game iconRifle of the Stoic Guardian Gun
Game iconTwisted Blades of Zarak Thrown weapon
Game iconShadowmoon Destroyer's Drape Back
Game iconTotem of Ancestral Guidance Relic: totem

Gurtogg Bloodboil

Гуртогг Кипящая Кровь — Черный храм

Gurtogg Bloodboil — a mutated fel orc, an overseer of monstrous strength within the Black Temple. He tears tanks apart with acidic wounds, boils the blood in the veins of those who keep their distance, and then picks a single victim, pours fel power into them, and unleashes all his fury upon them.

Below we break down each of the fight's abilities in detail.

This is a fight with very high damage to both tanks and the raid — some hybrids may need to enter as healers.

Fight Overview

The fight consists of two phases that alternate until the boss dies. After 10 minutes berserk activates.

The first phase lasts 90 sec. With every hit, Gurtogg applies Game iconAcidic Wound to the target — a stacking effect lasting 60 sec., so the tanks have to swap. Usually three tanks are used: the third is needed as a safety net, because Game iconBewildering Strike disorients the current tank and itself forces a swap. In front of himself the boss hits with Game iconFel Arcing Smash and Game iconFel-Acid Breath, so he is always turned away from the raid.

The main raid mechanic of the phase is Game iconBloodboil: every 10 sec. the ability hits the five players farthest from the boss and applies a stacking periodic damage effect. That's why the ranged and healers split into three groups of five: the current group moves a bit farther than the rest, takes Game iconBloodboil on themselves, and returns to the main formation, and over the next 10 sec. another group does the same.

The second phase begins when Gurtogg applies Game iconFel Rage to a random player. The boss switches only to them and hits with increased damage, ramping up with Game iconFury, while Game iconFel Geyser erupts beneath the victim's feet. Everyone else gets Game iconInsignificance and generates no threat at all — this is the best window for all your damage cooldowns. The phase lasts 30 sec., and the key is not to let the bearer of Game iconFel Rage die: the boss's buffs will not fall off, and he will instantly tear apart the rest of the raid.

Main Boss Abilities

  • Game iconAcidic Wound (Tank) Applied to the target of any of Gurtogg's melee attacks. A stacking effect that deals periodic damage and reduces armor, lasting 60 sec. It's precisely because of this that a tank rotation is needed.
  • Game iconBloodboil (Important) Used once every 10 sec. in the first phase on five targets at once — the five players farthest from the boss are selected. It applies a stacking effect that deals periodic physical damage over 24 sec.
  • Game iconFel-Acid Breath (Tank) A cone in front of the boss: it deals nature damage instantly and then periodic damage to everyone hit.
  • Game iconBewildering Strike (Tank) Used periodically in the first phase on the top threat target and disorients them for 8 sec. The boss ignores the disoriented target, causing a forced tank swap.
  • Game iconFel Arcing Smash (Healer) Used roughly every 10 sec. in both phases. Deals increased melee damage to everyone in the cone in front of the boss and reduces the healing they receive by 50% for 4 sec.
  • Game iconFel Rage (Deadly) Applied to a random player after 90 sec. of the first phase and begins the second. It sharply increases the target's maximum health and armor, the damage they take by 300%, and the healing they receive by 100%. At the same time Gurtogg's own damage grows by 85%, and he gains the stacking haste buff Game iconFury. Throughout this time the boss attacks only the bearer of the effect.
  • Game iconFel Geyser (Important) Erupts from the ground at the spot where the bearer of Game iconFel Rage is standing, knocking back other players and dealing nature damage.
  • Game iconInsignificance Applied at the same time as Game iconFel Rage to everyone except its bearer, reducing the threat they generate by 100%.

Gurtogg Fight Strategy

  • Tanks You need three tanks to comfortably rotate the stacks of Game iconAcidic Wound: two can swap with each other, but a third is necessary as a safety net in case of Game iconBewildering Strike. Damage to tanks is very high, and the boss must always be kept turned away from the raid so that Game iconFel Arcing Smash and Game iconFel-Acid Breath hit only the tanks.
  • Healers This is one of the raid's toughest fights for healing. In the first phase, keep the group rotation going under Game iconBloodboil and don't forget about tanks with high stacks of Game iconAcidic Wound. In the second phase, all attention goes to the bearer of Game iconFel Rage; Game iconBlessing of Protection on them makes them immune to the boss's attacks and, at the same time, does not make Gurtogg switch targets.
  • DPS Split into three groups of five and take turns moving the farthest away to take Game iconBloodboil on yourselves. Before the transition to the second phase, spread out slightly. During Game iconFel Rage, move away from its bearer to avoid Game iconFel Geyser, and pour on all your damage — Game iconInsignificance completely removes threat.

Loot

Item Equipment Slot
Game iconBlood-Cursed Shoulderpads Cloth armor: shoulders
Game iconGarments of Temperance Cloth armor: chest
Game iconBelt of Primal Majesty Leather armor: waist
Game iconVest of Mounting Assault Mail armor: chest
Game iconLeggings of Divine Retribution Plate armor: legs
Game iconGirdle of Stability Plate armor: waist
Game iconGirdle of Mighty Resolve Plate armor: waist
Game iconMessenger of Fate Dagger
Game iconStaff of Immaculate Recovery Two-handed staff
Game iconWand of Prismatic Focus Wand
Game iconShroud of Forgiveness Back
Game iconUnstoppable Aggressor's Ring Finger
Game iconShadowmoon Insignia Trinket

Reliquary of the Lost

Реликварий Потерянных — Черный храм

Reliquary of the Lost (commonly known as the Reliquary of Souls) — an ancient sarcophagus in which three incarnations of a fallen soul are imprisoned: the Essence of Suffering, the Essence of Desire, and the Essence of Anger. The raid must fight each of them in turn, and each imposes its own rules of battle.

Below we break down each of the fight's abilities in detail.

Fight Overview

The fight consists of three sequential phases — one for each essence. Between phases there is a short respite in which the raid's health and mana are fully restored, so healers don't need to spare their mana.

First phase — Essence of Suffering. Because of the Game iconAura of Suffering, healing in the raid is completely disabled. Every 5 sec. the boss uses Game iconFixate and always picks the player standing closest to it — so the raid itself decides who takes the hit and spreads the damage out in turn. Roughly every 45 sec. the boss enters Game iconFrenzy: it's convenient to soak this with a rogue using Game iconEvasion or a hunter using Game iconDeterrence. Game iconSoul Drain must be dispelled quickly. This essence has zero armor, so armor-reduction effects are useless.

Second phase — Essence of Desire. The Game iconAura of Desire doubles healing, gradually lowers the maximum mana pool and, most importantly, reflects 50% of the damage dealt to the boss back onto the DPS. Every 5 sec. the boss casts Game iconSpirit Shock, and it must be interrupted every time. Periodically a Game iconRune Shield appears, under which interrupting is impossible — it must be removed immediately with a dispel or Game iconSpellsteal. Game iconDeaden doubles the damage taken by the tank, but a warrior can reflect it with Game iconSpell Reflection, doubling the damage dealt to the boss itself.

Third phase — Essence of Anger. The Game iconAura of Anger gradually ramps up raid damage while simultaneously boosting the players' own damage. Each taunt triggers Game iconSeethe, and random players receive Game iconSpite. The tank is hit by Game iconSoul Scream, which burns mana and rage in a cone in front of the boss.

Main Boss Abilities

Essence of Suffering

  • Game iconAura of Suffering (Deadly) A first-phase aura affecting the whole raid: it reduces healing, health regeneration, and armor by 100%, and the defense skill by 500. Healing in this phase is impossible at all.
  • Game iconFixate (Important) Every 5 sec. the boss selects a new target — it always becomes the player standing closest to it. This is exactly how the raid controls who takes the damage.
  • Game iconFrenzy (Tank) Roughly 45 sec. after the fight begins, it increases the Essence of Suffering's attack speed and damage for 15 sec.
  • Game iconSoul Drain (Healer) Applied to random players, it burns mana and deals periodic damage. It's a magic effect — dispel it quickly.

Essence of Desire

  • Game iconAura of Desire (Important) A second-phase aura: it doubles all healing, gradually reduces the maximum mana pool, and makes the DPS take damage equal to 50% of what they deal to the boss.
  • Game iconSpirit Shock (Deadly) Deals enormous damage and disorients the main tank. It is cast every 5 sec. and must be interrupted every time without exception.
  • Game iconRune Shield (Important) A shield that absorbs damage and makes the boss's spells uninterruptible. Remove it with a dispel or Game iconSpellsteal immediately.
  • Game iconDeaden (Tank) An effect on the main tank that doubles all damage they take for 10 sec. A warrior can reflect it with Game iconSpell Reflection — then the damage taken by the boss itself is doubled.

Essence of Anger

  • Game iconAura of Anger (Healer) A third-phase aura: it deals increasing periodic shadow magic damage to the entire raid while simultaneously and gradually boosting the damage dealt by players.
  • Game iconSeethe (Important) Triggers whenever the boss is taunted. It applies to the whole raid, except the one taunting, an effect granting +200% to generated threat for 10 sec., and to the boss a buff of +100% attack speed, which can be removed with a hunter's Game iconTranquilizing Shot.
  • Game iconSpite (Healer) Selects a random player and makes them immune to damage for 6 sec., but when it ends it deals heavy nature damage to them.
  • Game iconSoul Scream (Tank) A cone in front of the boss that burns mana and rage. Tanks should approach it with low resources to take less damage.

Reliquary of the Lost Fight Strategy

  • Tanks In the first phase there is no healing at all — evasion and rotation are what save you: every 5 sec. the boss hits whoever is standing closest, so "tanking" is distributed among several players. In the second phase a warrior tank is highly desirable for Game iconSpell Reflection against Game iconDeaden. In the third phase there must be only one tank: any extra taunt triggers Game iconSeethe. Before Game iconSoul Scream, keep your resource at a minimum.
  • Healers In the first phase healing is useless — pour on damage without sparing mana, and only watch for dispelling Game iconSoul Drain. In the second phase the DPS take half the damage they deal, so healing flows in a constant stream across the whole group. In the third — increasing damage from the Game iconAura of Anger and spikes from Game iconSpite.
  • DPS In the first phase, control your distance: the one closest to the boss is whoever should currently take Game iconFixate. In the second phase, set up an interrupt rotation for Game iconSpirit Shock with two players, keep Game iconCurse of Tongues on the boss, and watch out for the reflected damage. In the third phase, watch your threat carefully under Game iconSeethe — sometimes it's better to simply stop attacking — and drink a Game iconMajor Nature Protection Potion in advance before the Game iconSpite spikes.

Loot

Item Equipment Slot
Game iconGloves of Unfailing Faith Cloth armor: hands
Game iconElunite Empowered Bracers Leather armor: wrists
Game iconGrips of Damnation Leather armor: hands
Game iconNaturewarden's Treads Leather armor: feet
Game iconThe Wavemender's Mantle Mail armor: shoulders
Game iconBoneweave Girdle Mail armor: waist
Game iconCrown of Empowered Fate Plate armor: head
Game iconDreadboots of the Legion Plate armor: feet
Game iconTorch of the Damned Two-handed mace
Game iconNaaru-Blessed Life Rod Wand
Game iconTouch of Inspiration Off hand
Game iconPendant of Titans Neck
Game iconTranslucent Spellthread Necklace Neck

Mother Shahraz

Матушка Шахраз — Черный храм

Mother Shahraz — the haughty shivarra mistress, the seventh boss of the Black Temple, accessible only after the first six have fallen. She cleaves tanks with her blades, laces the hall with beams of shadow magic, and binds players to one another with deadly bonds.

Below we break down each of the fight's abilities in detail.

Fight Overview

Mechanically the fight is simple, but it is the raid's biggest test of shadow magic damage. Most raids equip shadow resistance gear here — aim for about 174 points from gear plus 70 from Game iconPrayer of Shadow Protection. The Game iconMedallion of Karabor (+40), Game iconEnchant Cloak - Greater Shadow Resistance (+15), Game iconFlask of Chromatic Wonder (+35), and Game iconArcanum of Shadow Warding (+20) all help.

The raid needs three tanks to split Game iconSaber Lash among themselves — it can't be survived alone or by two. The strike has a pleasant side effect: players hit by it become immune to the beams and to Game iconFatal Attraction, so tanks don't need shadow resistance.

Throughout the fight Shahraz strikes the raid with beams — Game iconSinful Beam, Game iconSinister Beam, Game iconVile Beam, and Game iconWicked Beam — each of which hits a random player and jumps to neighbors. Ranged and healers stand by the walls or behind a statue to negate the knockback from Game iconSinister Beam, and keep their distance from the boss because of Game iconInterrupting Shriek.

The only truly difficult mechanic is Game iconFatal Attraction: it teleports three random players to a single point and binds them with beams. The bond can be broken by running 25 yards apart from one another.

You should also watch the prismatic auras separately — Game iconPrismatic Aura: Shadow, Game iconPrismatic Aura: Arcane, Game iconPrismatic Aura: Fire, Game iconPrismatic Aura: Nature, Game iconPrismatic Aura: Frost, and Game iconPrismatic Aura: Holy: each reduces damage from one school and boosts the rest, and they change over the course of the fight.

Main Boss Abilities

  • Game iconSaber Lash (Tank) A devastating attack whose damage is split among all targets in front of the boss — which is why three tanks are needed. Players hit by it gain an effect making them immune to the beams and to Game iconFatal Attraction.
  • Game iconFatal Attraction (Deadly) Teleports three random players to a single random point in the hall and binds them with purple beams. As long as a beam holds, each takes shadow magic damage per second. The bond breaks when the players move at least 25 yards apart.
  • Game iconInterrupting Shriek (Important) Silences all players within 18 yards of the boss for 10 sec. Casters and healers must not stand close.
  • Game iconSinful Beam (Healer) Hits a random player and jumps to those nearby, catching up to 10 people. Deals heavy shadow magic damage to each.
  • Game iconSinister Beam (Important) A beam that hits up to 10 players: it deals shadow magic damage and knocks them back.
  • Game iconVile Beam (Healer) A beam that hits up to 10 players and applies periodic damage — shadow magic damage every 2 sec. for 8 sec.
  • Game iconWicked Beam A beam that hits up to 10 players and burns part of each one's mana.
  • Prismatic auras (Important) Six alternating effects: Game iconPrismatic Aura: Shadow, Game iconPrismatic Aura: Arcane, Game iconPrismatic Aura: Fire, Game iconPrismatic Aura: Nature, Game iconPrismatic Aura: Frost, and Game iconPrismatic Aura: Holy. Each reduces the damage dealt by one school and increases the damage of the rest.

Mother Shahraz Fight Strategy

  • Tanks You need three tanks to split Game iconSaber Lash — without extra targets in front of the boss it kills a tank in one hit. Tanks don't need shadow resistance: the effect from Game iconSaber Lash itself makes them immune to the beams.
  • Healers Stay farther than 18 yards from the boss because of Game iconInterrupting Shriek and position yourself so that Game iconSinister Beam doesn't knock you into a dangerous spot. The main load is the constant beam damage and spikes from Game iconFatal Attraction.
  • DPS Equip shadow resistance gear. React instantly to Game iconFatal Attraction and run apart in different directions — Game iconRocket Boots Xtreme or Game iconRocket Boots Xtreme Lite help break the bond almost instantly. If you deal damage with different schools, watch the prismatic auras from the list above and switch to the school whose damage is currently boosted.

Loot

Item Equipment Slot
Game iconPauldrons of the Forgotten Protector Tier 6 token: shoulders (warrior, hunter, shaman)
Game iconPauldrons of the Forgotten Vanquisher Tier 6 token: shoulders (rogue, mage, druid)
Game iconPauldrons of the Forgotten Conqueror Tier 6 token: shoulders (paladin, priest, warlock)
Game iconLeggings of Devastation Cloth armor: legs
Game iconShadowmaster's Boots Leather armor: feet
Game iconHeartshatter Breastplate Plate armor: chest
Game iconBlade of Savagery One-handed sword
Game iconTome of the Lightbringer Relic: libram
Game iconNadina's Pendant of Purity Neck

Illidari Council

Совет иллидари — Черный храм

Illidari Council — four of Illidan's closest lieutenants, the raid's penultimate trial: the mage High Nethermancer Zerevor, the paladin Gathios the Shatterer, the rogue Veras Darkshadow, and the priestess Lady Malande. All four fight at the same time and share a common health pool.

Below we break down each of the fight's abilities in detail.

Fight Overview

All members of the council share a common health pool, and all four remain in the fight until the end — so the raid must simultaneously handle four different sets of mechanics.

High Nethermancer Zerevor is tanked by a mage: the player uses Game iconSpellsteal to steal the ultra-powerful Game iconDampen Magic that the boss casts on himself, and holds him at range. If someone gets in close, Zerevor will start casting Game iconArcane Explosion. He strikes the raid with Game iconFlamestrike and Game iconBlizzard — you must move out of these zones immediately.

Gathios the Shatterer is the main target for damage. He is led away from the others so that Game iconDevotion Aura and Game iconChromatic Resistance Aura don't buff his allies. He grants them Game iconBlessing of Protection and Game iconBlessing of Spell Warding, and hits the tank with seals and judgments while constantly placing Game iconConsecration underfoot.

Veras Darkshadow goes into Game iconVanish roughly once a minute for 30 sec., spreading Game iconDeadly Poison across the raid, after which Game iconEnvenom triggers. When he comes out of stealth, he must be picked up by a tank instantly.

Lady Malande is the most important member of the council. Her Game iconCircle of Healing fully restores the entire council's health and must be interrupted every time. Since Gathios regularly covers her with blessings, she is assigned both physical and magical interrupts. Periodically she puts a Game iconReflective Shield on herself.

Main Boss Abilities

High Nethermancer Zerevor

  • Game iconDampen Magic (Important) An ultra-powerful version of dampen magic that Zerevor casts on himself: it reduces the magic damage he takes by 75%, but gives −500 to healing received. A mage can steal this buff with Game iconSpellsteal and tank the boss safely.
  • Game iconArcane Explosion (Important) Area damage that Zerevor uses if someone gets too close: heavy arcane magic damage to everyone within 10 yards.
  • Game iconArcane Bolt (Tank) His main ranged attack when no melee players are nearby: very high arcane magic damage, with a 2 sec. cast time.
  • Game iconFlamestrike A large fire zone in a random spot: damage instantly within 8 yards and then periodic damage over 12 sec.
  • Game iconBlizzard A zone that deals periodic damage to everyone standing in it.

Gathios the Shatterer

Veras Darkshadow

  • Game iconVanish (Important) Roughly once a minute Veras goes into stealth for 30 sec. and, the whole time, spreads Game iconDeadly Poison across the raid.
  • Game iconDeadly Poison (Healer) Applied to random players while Veras is stealthed: high periodic nature damage over 4 sec.
  • Game iconEnvenom (Healer) Triggers when Game iconDeadly Poison ends, instantly dealing heavy nature damage to the target.

Lady Malande

  • Game iconCircle of Healing (Deadly) Restores a huge amount of health to all council members. Because of the shared health pool, every uninterrupted cast sets the raid far back — interrupting is mandatory.
  • Game iconDivine Wrath Periodic holy magic damage on a single target: damage instantly and then periodic damage over 8 sec. Interrupting it is desirable.
  • Game iconEmpowered Smite A single-target spell dealing high holy magic damage. It can be interrupted.
  • Game iconReflective Shield (Important) A shield that absorbs damage and returns half of what it absorbs to attackers. While it's up, Malande must be attacked carefully.

Illidari Council Fight Strategy

Loot

Item Equipment Slot
Game iconLeggings of the Forgotten Protector Tier 6 token: legs (warrior, hunter, shaman)
Game iconLeggings of the Forgotten Vanquisher Tier 6 token: legs (rogue, mage, druid)
Game iconLeggings of the Forgotten Conqueror Tier 6 token: legs (paladin, priest, warlock)
Game iconBelt of Divine Guidance Cloth armor: waist
Game iconVeil of Turning Leaves Leather armor: shoulders
Game iconForest Prowler's Helm Mail armor: head
Game iconHelm of the Illidari Shatterer Plate armor: head
Game iconCloak of the Illidari Council Back
Game iconMadness of the Betrayer Trinket

Illidan Stormrage

Иллидан Ярость Бури — Черный храм

Illidan Stormrage, the Betrayer, is the final boss of the Black Temple and the lord of all Outland. He cleaves the raid with the Warglaives of Azzinoth, soars into the air and scorches the hall with beams from his eyes, transforms into a colossal demon and summons shadow minions — and only with the help of Maiev Shadowsong can he be subdued.

Below we break down each of the fight's abilities in detail.

Illidan drops the legendary Warglaives of Azzinoth and chest Tier 6 tokens for all classes, and all his loot is 10 item levels above the rest of the raid.

Fight Overview

The fight consists of five phases and requires four different tanks: one "regular" tank with physical mitigation (warrior or paladin), two with maximum fire resistance (warrior, paladin, or druid), and one warlock with maximum shadow resistance.

Phase 1 takes place on the ground. Illidan is held by the tank with physical mitigation: it's important to have a combined 100% of block, dodge, and parry so as not to take Game iconShear, which shaves off 60% of maximum health. The boss leaps up and slams down with Game iconFlame Crash, leaving blue flame, hits with a cone of Game iconDraw Soul (noticeably healing for each target hit), and applies Game iconParasitic Shadowfiend to random players. The phase ends at 65% health.

Phase 2 — Illidan takes flight and hurls down both glaives, from which two Flames of Azzinoth are born. Each is held by a fire-resistance tank, who does not stray far from "their" glaive, otherwise the Flame gains Game iconUncaged Wrath. From above, Illidan hits with Game iconFireball, Game iconDark Barrage, and Game iconEye Blast. The phase ends when both Flames are killed.

Phase 3 repeats the first, but Game iconAgonizing Flames is added — the raid must spread out. After a minute, phase 4 begins.

Phase 4 — Illidan transforms into a demon. He is tanked by the warlock with shadow resistance, standing far from both the boss and the raid: Game iconAura of Dread burns everyone within 15 yards, and Game iconShadow Blast hits everyone within 20 yards of the tank. The boss showers the raid with Game iconFlame Burst and uses Game iconSummon Shadow Demons. After 60 sec. he returns to the third phase's mechanics, and phases 3 and 4 alternate until 30% health.

Phase 5 begins at 30%: Maiev Shadowsong comes to the rescue, placing shadow traps, and Illidan gains the ability to fall into a Game iconFrenzy. The best time to drag the boss into a trap is precisely during his frenzy.

Main Boss Abilities

  • Game iconShear (Tank) Used on the top threat target and reduces their maximum health by 60% for 7 sec. If the attack is blocked, dodged, parried, or missed, the effect is not applied — so the tank needs 100% avoidance.
  • Game iconFlame Crash (Important) Illidan leaps up and slams down, dealing area damage and leaving a lingering blue flame on the ground that deals fire damage every 2 sec. The boss must be moved slightly aside each time.
  • Game iconDraw Soul (Tank) A cone in front of the boss: heavy shadow magic damage to everyone hit, while Illidan heals noticeably for each target hit. Keep the boss turned away from the raid and be sure to apply a healing-reduction effect to him.
  • Game iconParasitic Shadowfiend (Important) Applied to random players: periodic shadow magic damage over 10 sec. When it ends, two Parasitic Shadowfiends appear at the player's feet, running to other players and reinfecting them.
  • Game iconFireball (Healer) In the second phase, hits a random player: fire damage to them and everyone within 10 yards.
  • Game iconDark Barrage (Healer) In the second phase, selects a random player and deals very high periodic shadow magic damage over 10 sec.
  • Game iconEye Blast (Deadly) Two beams that deal enormous damage to everyone in their line and leave a lingering blue flame — heavy periodic fire damage to those standing in it.
  • Game iconUncaged Wrath (Deadly) If a Flame of Azzinoth is led too far from the glaive it's bound to, it gains +500% damage and +200% movement speed.
  • Game iconFlame Blast (Tank) A cone of fire in front of the Flame of Azzinoth — turn it away from the raid.
  • Game iconBlaze (Important) Green fire that the Flame of Azzinoth leaves behind as it moves. Extremely painful — tanks have to slowly walk the Flame around the area.
  • Game iconAgonizing Flames (Important) In the third and fifth phases, hits a random player: fire damage to them and everyone within 5 yards, plus a 60 sec. effect dealing periodic damage to the target and everyone around them. The raid must stay spread out.
  • Game iconAura of Dread (Deadly) In demon form, deals periodic shadow magic damage to everyone within 15 yards and increases the shadow magic damage they take by 30%. Everyone, including the tank, must stay farther than 15 yards.
  • Game iconShadow Blast (Tank) In demon form, constantly used on the warlock tank: enormous shadow magic damage to them and everyone within 20 yards of them.
  • Game iconFlame Burst (Important) In demon form, hits all raid players at once: fire damage to each, and each one hit deals the same amount to everyone within 5 yards of them.
  • Game iconSummon Shadow Demons (Deadly) Summons four Shadow Demons at Illidan's feet. Each picks a random player, stuns them, and moves toward them; if a demon reaches its target, that player dies instantly and the demon selects a new victim.
  • Game iconFrenzy (Deadly) In the fifth phase, Illidan periodically enrages: +50% damage dealt and +30% attack speed for 20 sec.

Illidan Fight Strategy

  • Tanks You need four tanks: a "regular" one with physical mitigation, two with maximum fire resistance, and one warlock with shadow resistance. In the first and third phases, the physical-mitigation tank slightly repositions the boss after each Game iconFlame Crash and keeps him turned away from the raid because of Game iconDraw Soul. In the second phase, the fire tanks slowly walk the Flame of Azzinoth, moving out of Game iconBlaze but not straying from the glaive so as not to trigger Game iconUncaged Wrath. In the fourth phase, the warlock stands far from both the boss and the raid because of Game iconShadow Blast.
  • Healers In the second phase the main load is the two fire tanks and players under Game iconDark Barrage, who need focused healing to survive. In the third and fifth phases Game iconAgonizing Flames is added, and in the fourth — Game iconFlame Burst on the whole raid.
  • DPS Be sure to apply a healing-reduction effect to the boss against Game iconDraw Soul — a rogue's Game iconWound Poison, a warrior's Game iconMortal Strike, or a hunter's Game iconAimed Shot all work (they don't stack, one is enough). Ranged are responsible for destroying the Parasitic Shadowfiends — it's convenient to place an Game iconIce Trap off to the side in advance and spawn the parasites there. In the second phase all damage goes into the Flame of Azzinoth. The Shadow Demons are easiest to take down with a mage's Game iconImproved Blizzard or a warlock's pre-prepared Game iconSeed of Corruption.

Loot

Item Equipment Slot
Game iconChestguard of the Forgotten Protector Tier 6 token: chest (warrior, hunter, shaman)
Game iconChestguard of the Forgotten Vanquisher Tier 6 token: chest (rogue, mage, druid)
Game iconChestguard of the Forgotten Conqueror Tier 6 token: chest (paladin, priest, warlock)
Game iconCowl of the Illidari High Lord Cloth armor: head
Game iconCursed Vision of Sargeras Leather armor: head
Game iconFaceplate of the Impenetrable Plate armor: head
Game iconWarglaive of Azzinoth Legendary one-handed sword: main hand
Game iconWarglaive of Azzinoth Legendary one-handed sword: off hand
Game iconShard of Azzinoth Dagger
Game iconCrystal Spire of Karabor One-handed mace
Game iconZhar'doom, Greatstaff of the Devourer Two-handed staff
Game iconBlack Bow of the Betrayer Bow
Game iconBulwark of Azzinoth Shield
Game iconShroud of the Highborne Back
Game iconStormrage Signet Ring Finger
Game iconMemento of Tyrande Trinket
Game iconThe Skull of Gul'dan Trinket

Author

Fouren

Fouren

Fouren has been playing World of Warcraft for over 15 years. He is an active player with 12 Cutting Edge achievements under his belt, and has reached the top 1% and 0.1% multiple times on various classes. His main classes are healers, particularly Holy Paladin.

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