How to Kill Warlord Zul'jin - World of Warcraft

You will need the following raid composition in ordertheir healing potions and bandages as much as
to kill Warlord Zul'jin: 1 tank, 3-4 healers, and 5-6 DPS.possible during this phase. Healers and DPS casters
A successful Zul'Jin encounter is completed in fiveshould switch to heavy-damage or heavy-healing
different phases: Human, Eagle, Dragonhawk, Lynx,spells during this phase since the Electrical Storm will
and Bear. Each phase is triggered at 20% healthdamage them equally regardless of the spell-type
intervals, and each interval wipes the aggro-slatethat is cast.
clear. This fight is extraordinarily long. If you lose aAvoiding the tornadoes is the key to surviving this
player too soon you will most likely fail.phase. Remember, Zul'jin won't do anything but sit
Phase 1 Abilities:there and allow you to DPS him. The Tornadoes and
Grievous Throw: This is identical to the abilityElectrical Storm damage are your enemies during this
performed by Rokmar The Crackler from Slave Pensphase.
(2nd boss), which is a DOT that can only bePhase 4 - Lynx Form. When Zul'jin hits 40% health,
removed by healing the targeted player to maximumhe will move to the center of the platform and begin
health at which point the DOT is removed.the Lynx Form phase. His two abilities during this
Whirlwind: This needs to be avoided by your meleephase: Claw Charge and Lynx Rush.
class as it can do significant damage. If your meleeClaw Charge: This is a random attack that will
players cannot successfully avoid the Whirlwind, haveperform 10 consecutive, 1,000 point damage attacks
them remain away from Zul'jin during the Humanto the targeted player. Armor does not curb any
Phase.amount of damage; cloth or armor wearers will get
During this phase, the tank should keep Zul'jin facinghit for the same amount of health. Each attack
away from the rest of the party while the meleeplaces a debuff that increases damage taken by 150.
DPS stands directly behind Zul'jin.It is estimated between 14,000 to 16,000 points of
The primary danger of Phase 1 is a combineddamage will be done to the target of Claw Charge in
Grievous Throw and Whirlwind performed on a meleeabout 8 seconds. Your healers must be fast if you
character. Avoid that combination and you shouldwish to keep the targeted player alive!
survive this phase without issue. Additionally, raidLynx Rush: Zul'jiin will charge 6-7 people and place a
members should avoid placing DOTs on him when heDOT on them. This DOT will cause 8,000 points of
gets near 80% health.damage to each player over a period of 10 seconds.
Phase 2 - Bear Form. When Zul'jin reaches 80%Needless to say, a player who gets the combo of
health he will move to the center of his platform andLynx Rush and Claw Charge is going to require
shape shift into a Bear. His two abilities during thisexcessive healing if they are to survive.
phase are: Creeping Paralysis and Overpower.During this entire phase, it is recommended that the
Creeping Paralysis: Similar to Repentance cast byentire raid stand next to each other and as close as
Maiden of Virtue in Karazhan, Creeping Paralysis willpossible to Zul'jin. This will maximize the effectiveness
paralyze the entire party for a period ofof chain heal spells and allow your melee DPS to
approximately twenty seconds. However, unlikecontinue DPS on him throughout the phase. This is a
Repentance, Creeping Paralysis does not getvery tough portion of the fight for healers. They
removed when the player takes damage. When themust be quick to select their targets and cast heals
twenty seconds are completely, players will takeor players will die in a matter of seconds.
5,000 points of damage. A Priest or Paladin mustPhase 5 - Dragonhawk form. When Zul'jin hits 20%
dispel themselves and then immediately dispel thehealth, he will begin the fifth and final phase of this
main tank otherwise the tank will be unable to dodge,encounter. His abilities during this phase: Flame Whirl,
block, or parry, and that could result in a wipe.Flame Columns, and Flame Breath.
Overpower: This is the same as a WarriorsFlame Whirl: This is an AOE fire attack that causes
Overpower: an instant attack that deals damage to1,000 points of damage to raid members. In addition
an enemy that successfully dodges. Zul'jin'sto the fire damage, Flame Whirl places a stackable
Overpower inflicts 5,000 points of damage whendebuff that increases fire damage taken by 50%
performed.(the next Flame Whirl will inflict 1,500 points of
Near the end of Phase 2, it is recommended that youdamage and so on).
place as many DOTs onto Zul'jin as you possible can.Flame Columns: This is very similar to the Void Zones
Phase 3 - Eagle Form. At 60% Zul'jin will again movecast by Grand Warlock Nethekurse - the first boss in
to the center of his area and shape shift into EagleShattered Halls. The fire columns will cause 1,000
Form. During this phase, Zul'jin will remain stationary inpoints of damage to any raid member who comes
Eagle Form and do nothing. His two abilities during thisinto contact with them. If your raid is paying
phase are Electrical Storm and Tornadoes.attention, these are not much of an issue; just move
Electrical Storm: This will do 1,250 points of damageaway from them.
to any player who casts a spell throughout theFlame Breath: The last of his abilities during the final
duration of this phase.phase is Flame Breath, which is a directional AOE
Tornadoes: These will slowly chase players and oftenattack that inflicts approximately 1,500 points of
switch to a new player target throughout the fight.damage to anyone in its path.
Tornadoes will do 1,000 points of damage andThe debuff caused by Flame Whirl potentially makes
perform a knock-back for any player who comesColumn of Fire and Flame Breath extremely
into contact with one. Because of the Electrical Stormdangerous, especially when the debuff has been
damage caused to spell casters, all players should usestacked three or four times.