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Siege of Orgrimmar

Siege of Orgrimmar

Raid GuideRetail

Boss abilities and loot tables from Blizzard's own journal, boss by boss.

The tensions stoked by Garrosh Hellscream's arrogance have reached a boiling point with the destruction unleashed upon the Vale of Eternal Blossoms. Leaders of the Alliance and Horde lay siege to Hellscream's capital in order to topple the ruthless Warchief once and for all!

Written notes for this instance are a later milestone. Everything on this page comes from Blizzard's journal data.

Expansion
Mists of Pandaria
Minimum Level
35
Modes
Raid Finder, Normal, Heroic, Mythic

Bosses

1. Immerseus

The ancient inhabitants of Pandaria recognized the vital importance of the lifegiving Pools of Power, building an underground system of aqueducts to safeguard the waters and nurture life in the Vale of Eternal Blossoms. The touch of corruption has animated and twisted these waters, and Immerseus stands as an unnatural embodiment of the Vale's sorrow.

Abilities

  • Overview

    Immerseus begins with 100 Corruption, displayed as a visible power bar, and the objective of the encounter is to cleanse him by reducing his Corruption level to 0. Each time Immerseus is reduced to zero health, he Splits into a mix of dark Sha Puddles and watery Contaminated Puddles. Following each Split, Immerseus reforms with reduced health and Corruption depending on how successful the raid was

  • Tears of the Vale

    As a water elemental, Immerseus attacks players directly.

  • Split

    Upon reaching zero health, Immerseus becomes unstable and bursts into a shower of Sha Puddles and Contaminated Puddles, which will attempt to reform in the pool at the center of the chamber. For each Sha Puddle killed and each Contaminated Puddle healed to full, Immerseus's Corruption is reduced by one.

Loot

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2. The Fallen Protectors

The Golden Lotus and Shado-Pan guardians of the Vale of Eternal Blossoms were caught in the epicenter of the devastating blast that scarred the Vale, and torn apart by the dark energies. Their spirits linger in the place they once protected, confused and tormented by their failure.

Abilities

  • Overview

    Players battle the brewmaster Rook Stonetoe, the rogue He Softfoot, and the priest Sun Tenderheart, as the three Fallen Protectors assault the raid simultaneously. At 66% and 33% health remaining, each Protector performs Desperate Measures, manifesting spirits of fallen allies to bring new and powerful attacks to bear against the raid until those spirits are defeated.

  • Bond of the Golden Lotus

    Rook Stonetoe, He Softfoot, and Sun Tenderheart share a spiritual bond, linking their fates to each other. Upon reaching 1 health, each of them will begin to cast Bond of the Golden Lotus if any of the other Protectors are still in combat, restoring 20% of maximum health upon completion. Bringing all three Protectors to 1 health simultaneously will restore clarity to their clouded minds.

  • Rook Stonetoe

    Upon reaching 66% or 33% health remaining, Rook Stonetoe manifests evil forms of his closest friends, making Embodied Misery, Embodied Sorrow, and Embodied Gloom. Once all three spirits are defeated, Rook Stonetoe resumes fighting players.

  • He Softfoot

    Upon reaching 66% or 33% health remaining, He Softfoot manifests a twisted spirit of his brother, creating Embodied Anguish, which fixates upon the raid member who has the Mark of Anguish. Once this spirit is defeated, He Softfoot resumes fighting players.

  • Sun Tenderheart

    Upon reaching 66% or 33% health remaining, Sun Tenderheart manifests an evil form of her protectors, making Embodied Despair and Embodied Desperation. Once both spirits are defeated, Sun Tenderheart resumes fighting players.

Loot

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3. Norushen

Some say that the mogu race was created in the image of this titanic construct, left deep beneath Pandaria to watch over and guard the continent's darkest and most dangerous secret.

Abilities

  • Overview

    Norushen seals all players inside a Quarantine Zone and extracts a portion of each player's corruption to form an Amalgam of Corruption. The object of the encounter is to destroy this creature. Players must reduce their personal level of Corruption in order to inflict full damage to the Amalgam. Players can accomplish this by interacting with the nodes of Purifying Light that active around the r

  • Norushen's Trial

    Norushen traps players in a Quarantine Zone and challenges them to face and overcome their own Corruption if they wish to proceed deeper into the vault.

  • Amalgam of Corruption

    The Amalgam slashes at its current tank target, inflicting 0 Physical damage.

  • Look Within

    Players can interact with Purifying Light to Look Within. Doing so transports the player to their own realm where they face a personal challenge based on their role. Successfully completing the challenge will return the player to the normal realm with zero Corruption. Players cannot Look Within while under the effects of Purified.

  • Unleashed Corruption

    Whenever players successfully defeat an element of corruption during the Test of Serenity it will be unleashed in the normal realm.

Loot

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4. Sha of Pride

The seventh sha, the Sha of Pride, was the final burden to which Emperor Shaohao clung, shrouding the land in mist and biding its time for millennia. When Garrosh awakened the Heart of Y'Shaarj, the force of his arrogance caused this dark energy to coalesce in the chamber where the Heart was unearthed.

Abilities

  • Overview

    Players gain 5 Pride when hit by any ability from the Sha of Pride or its minions, though Norushen periodically protects several players at a time from this effect. The Sha of Pride's abilities trigger increasingly dangerous effects on players the more Pride they have. When the Sha of Pride reaches 30% health remaining, it destroys Norushen, who purifies the raid of their Pride with his final a

  • Pride

    Players start the encounter with 0 points of Pride. Whenever hit by an ability from the Sha of Pride or one of its minions, players gain 5 Pride. As a player's Pride increases to 25, 50, 75 and 100, Swelling Pride will inflict additional effects on that player.

  • Gift of the Titans

    Norushen periodically grants players immunity to Pride for 20 sec. In addition, if all players with Gift of the Titans stand within 8 yards of each other, they gain Power of the Titans.

  • Swelling Pride

    When the Sha of Pride reaches 100 energy, it releases a wave of dark energy, inflicting 0 Shadow damage to all players, giving them 5 Pride. In addition, Swelling Pride will trigger a secondary effect on any player with 25 or more Pride.

  • Mark of Arrogance

    The Sha of Pride marks 2 players, inflicting 0 Shadow damage every 1 sec, for the remainder of the encounter. This effect stacks. This effect is only removed by single target dispels and gives the dispeller 5 Pride when removed.

  • Wounded Pride

    The Sha of Pride wounds his current target for 15 sec. Wounded players gain 5 Pride whenever they suffer melee damage from the Sha of Pride.

Loot

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5. Galakras

Warlord Zaela formed a close bond with Garrosh during events in the Twilight Highlands, and she and her Dragonmaw orcs have pledged loyalty to Garrosh's cause. Riding atop the fearsome Galakras, a direct descendant of the cataclysmic progenitor of all dragonkind, Zaela oversees the naval defense of Orgrimmar.

Abilities

  • Overview

    Players assault fortified towers as waves of Kor'kron troops rush forth to repel them, and Warlord Zaela circles overhead on her fearsome proto-drake, Galakras. Meanwhile, allied demolitionists work to breach the doors to the nearby guard towers, allowing a strike team to enter the tower and capture it. Once both towers have been captured, the anti-air guns atop each may be used to bring Galakras…

  • Stage One: Bring Her Down!

    Warlord Zaela sends her finest Dragonmaw soldiers to battle. Two guardians keep watch over the Towers above, protecting the Anti-Air turrets. Defeating these guardians will give players access to the Anti-Air turrets. Two well-timed Anti-Air turret shots will send Galakras spiraling towards the ground.

  • Stage Two: Galakras, The Last of His Progeny

    Galakras spews the raw Flames of Galakrond at a random player. Each player through which it passes will suffer 0 Fire damage every 1 second. However, each player it passes through will decrease the severity of the flames, reducing the damage it deals to subsequent players. When the ball of flame reaches its final destination it will erupt, inflicting 0 Fire damage to all players. This damage is

Loot

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6. Galakras

Warlord Zaela formed a close bond with Garrosh during events in the Twilight Highlands, and she and her Dragonmaw orcs have pledged loyalty to Garrosh's cause. Riding atop the fearsome Galakras, a direct descendant of the cataclysmic progenitor of all dragonkind, Zaela oversees the naval defense of Orgrimmar.

Abilities

  • Overview

    Players assault fortified towers as waves of Kor'kron troops rush forth to repel them, and Warlord Zaela circles overhead on her fearsome proto-drake, Galakras. Meanwhile, allied demolitionists work to breach the doors to the nearby guard towers, allowing a strike team to enter the tower and capture it. Once both towers have been captured, the anti-air guns atop each may be used to bring Galakras…

  • Stage One: Bring Her Down!

    Warlord Zaela sends her finest Dragonmaw soldiers to battle. Two guardians keep watch over the Towers above, protecting the Anti-Air turrets. Defeating these guardians will give players access to the Anti-Air turrets. Two well-timed Anti-Air turret shots will send Galakras spiraling towards the ground.

  • Stage Two: Galakras, The Last of His Progeny

    Galakras spews the raw Flames of Galakrond at a random player. Each player through which it passes will suffer 0 Fire damage every 1 second. However, each player it passes through will decrease the severity of the flames, reducing the damage it deals to subsequent players. When the ball of flame reaches its final destination it will erupt, inflicting 0 Fire damage to all players. This damage is

Loot

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7. Iron Juggernaut

This mechanical terror, designed nearly as much for intimidation as destruction, is the centerpiece of Garrosh's siege weaponry. Crafted in the image of the mighty Kor'kron war scorpion, the Iron Juggernaut guards the gates of Orgrimmar, crushing any who would rise up to challenge Garrosh's True Horde.

Abilities

  • Overview

    The Iron Juggernaut gathers energy as it assaults players with an array of cannons, lasers, and explosive attacks. Upon reaching full energy, the Juggernaut engages its Siege Mode, digging its claws into the ground and becoming sessile while employing new countermeasures. The Juggernaut cycles between these two phases until defeated.

  • Pressing the Attack: Assault Mode

    The Iron Juggernaut is freely mobile while in Assault mode.

  • Breaking the Defense: Siege Mode

    The Iron Juggernaut plants itself in its current position, boring deep into the ground. It will no longer focus on a single target.

Loot

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8. Kor'kron Dark Shaman

Haromm and Kardris trained thousands of shaman to whisper reverently to the elements to requisition their aid. The army of Garrosh, however, does not ask - they take what they desire in the name of the True Horde. Dark Shamanism forces the elements into servitude, twisting them into burned-out ash, corrupted waters, and toxic air.

Abilities

  • Overview

    Haromm and Kardris begin the encounter fighting alongside their vicious war wolves. The two powerful Dark Shaman share health, and they drop corrupted totems that grant them each different abilities as they sustain damage.

  • Spirit Link

    Damage dealt is shared between Earthbreaker Haromm and Wavebinder Kardris.

  • Bloodlust

    When the Dark Shaman reach 25% health remaining, they will go into a blood frenzy, increasing all damage dealt by 25% and haste by 25%.

  • Darkfang and Bloodclaw

    The riding wolves of the Dark Shaman, Darkfang and Bloodclaw will viciously defend their masters.

  • Totems

    The Dark Shaman will drop Totems during the fight that grant them new abilities.

  • Earthbreaker Haromm

    Strikes a player with frost-lined weapons, inflicting 0 Frost damage and causing the player to take 25% additional damage from Froststorm Strike for 30 sec. This effect stacks.

Loot

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9. General Nazgrim

Once a grunt in service of the former warchief, Thrall, General Nazgrim rose quickly through the ranks after overwhelming victories in Grizzly Hills and the sunken city of Vashj'ir. Fiercely loyal to the Horde and bound by a rigorous code of honor and duty, Nazgrim will hold the line for his warchief until his dying breath.

Abilities

  • Overview

    General Nazgrim is a powerful warrior who builds Rage by damaging players with various abilities, and periodically spends that Rage to unleash powerful attacks. Throughout the encounter, mixed groups of three Kor'kron troops at a time stream in to assist their General.

  • Sundering Blow

    A powerful strike inflicts 0 Physical damage and sunders the target's armor, reducing armor by 10% for 30 sec. Generates 6 Rage plus 6 additional Rage per stack of Sundering Blow on the target.

  • Bonecracker

    Fling a heavy mace at a player to crack their bones, reducing maximum health by 10% and causing the player to bleed for 0 Physical damage every 1 sec for 30 sec.

  • Execute

    Executes a player for 0 Physical damage. This attack pierces immunities and cannot be dodged, blocked, or parried.

  • Stances

    General Nazgrim will take on various stances during the battle.

  • Rage

    Several of General Nazgrim's abilities require Rage to use. General Nazgrim will gain Rage from various abilities used during the battle. General Nazgrim prefers to use the ability with the highest Rage cost.

Loot

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10. Malkorok

Malkorok has been Garrosh's most loyal and trusted lieutenant throughout the Pandaria campaign. When the Warchief needed a volunteer to infuse with the power of Y'Shaarj, it was only natural that Malkorok would offer without hesitation.

Abilities

  • Overview

    Malkorok's platform begins covered with a dark miasma that absorbs all healing done to players, converting it into an absorption shield instead. Malkorok strikes the ground with a large cone smash three times in sequence, and then causes the same three areas struck to erupt simultaneously with dark energy. Malkorok draws in the miasma, entering a Blood Rage and empowering his melee attacks but a

  • Ancient Miasma

    An Ancient Miasma fills the room, absorbing all healing received but creating an Ancient Barrier that absorbs damage equal to the amount of healing absorbed, up to a cap of 100% of maximum health. In addition, the Miasma inflicts 0 Shadow damage every 2 sec.

  • Endless Rage

    Malkorok gains Rage over time whenever he is not in a Blood Rage. When Malkorok reaches 100 Rage, he absorbs the Ancient Miasma and enters a Blood Rage.

  • Might of the Kor'kron

    Malkorok faces a random player and unleashes a devastating overhead attack, inflicting 0 Physical damage to all players within a 40 yard cone in front of him.

Loot

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11. Spoils of Pandaria

When Garrosh gazed across Pandaria, he saw untapped power. During the course of his campaign, Garrosh has plundered weapons, treasures, and artifacts of the pandaren, the mogu, and the mantid. They are kept in a warehouse deep within his underground base, guarded by a mysterious security system that appears to be of Titan origins.

Abilities

  • Overview

    Players trigger the self-destruct mechanism in a Kor'kron treasure storage. Breaking open crates and defeating the enemies contained inside releases Titan Energy that charges manual override levers that are used to shut down the defense system before it destroys the storeroom and everyone trapped inside. Two of the four quadrants of the room are accessible initially, and the other half is unloc

  • Massive Crate of Goods

    These massive crates of goods carry monstrous war-torn creatures. A large amount of Titan Energy powers them, but it may take considerable effort to defeat them.

  • Stout Crate of Goods

    These hefty crates of goods carry seasoned enemies. A medium amount of Titan Energy fuels their animation and caution should be taken to defeat them.

  • Lightweight Crate of Goods

    These small crates of goods carry front-line enemy forces. A small amount of Titan Energy fuels their creation and can be defeated with fewer players.

  • Crate of Pandaren Relics

    These small crates of goods carry rare artifacts of Pandaren origin. Titan Energy does not fuel their animation, instead they are guarded by powerful Pandaren spirits.

  • Unstable Spark

    In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 0 Nature damage to all nearby enemies.

Loot

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12. Thok the Bloodthirsty

When the Isle of Giants was discovered off the coast of Pandaria, teeming with primal devilsaurs, Garrosh sent troops to capture some of the most fearsome specimens, hoping to subjugate them and use them as beasts of war. Countless orcish beastmasters have fallen to Thok's jaws as they struggle to tame him, yet the creature's thirst for blood remains unslaked.

Abilities

  • Overview

    Thok alternates between two modes. When initially engaged, he performs Deafening Screech with increasing frequency, dealing heavy raidwide damage. When he detects a clump of seriously injured players, Thok enters a Blood Frenzy, during which he pursues random targets, instantly devouring any players that cross his path. During Blood Frenzy, he moves faster and faster; defeating a Kor'kron Jailer a…

  • Stage 1: A Cry in the Darkness

    Thok's bellowing roar inflicts 0 Physical damage in a frontal cone. The roar incites terror in players' hearts, causing them to take 25% more damage per stack.

  • Stage 2: Frenzy for Blood!

    The excessive scent of blood sends Thok into a frenzy for blood!

  • Prisoners of War

    Garrosh has taken prisoners during his Pandaria campaign, and they remain trapped in cages alongside the beasts, hoping for freedom.

Loot

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13. Siegecrafter Blackfuse

Helix Blackfuse was the only goblin with the combination of engineering prowess, professionalism, and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. A mercenary at heart, Blackfuse's love for his creations (and the gold they fetch) has forever linked his fate with that of his patron and Warchief.

Abilities

  • Overview

    The fight against Blackfuse unfolds amidst a weapons manufacturing assembly line. Each time the conveyor belts activate, three disassembled weapons of various types roll out, and players may access the assembly line by jumping into nearby pipes, to destroy one of the three. The remaining two will be activated and assault the raid until they slide out of view.

  • Siegecrafter Blackfuse

    Siegecrafter Blackfuse launches a magnetized sawblade at a random player. The sawblade will hover in place until it is removed by an Activated Electromagnet.

  • Automated Shredders

    Siegecrafter Blackfuse will periodically call in Automated Shredders to join the fight.

  • The Assembly Line

    Periodically, Siegecrafter Blackfuse will initiate fabrication of a set of weapons on the assembly line in his workshop. Disassembled weapons are brought in via conveyor belts along the northwest side of his room. They then pass through an assembly machine on the northeast wall of his room. Finally, they emerge completed on conveyor belts along the southeast wall of his room, where they attack p

Loot

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14. Paragons of the Klaxxi

The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient master to the iron halls beneath Orgrimmar.

Abilities

  • Overview

    Three Klaxxi Paragons join the fight at the beginning of the encounter, while the remaining six observe the action from perches above. Each time a Klaxxi Paragon is defeated, any other active Paragons heal to full and the next Klaxxi Paragon leaps down to join the fight. The encounter ends when all nine have been defeated.

  • Paragons of the Klaxxi

    Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.

  • Skeer the Bloodseeker

    The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.

  • Rik'kal the Dissector

    Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.

  • Hisek the Swarmkeeper

    Hisek the Swarmkeeper fires a shot at several random players for Physical damage.

  • Ka'roz the Locust

    Ka'roz charges around the raid toward random targets. All players caught in his path are afflicted by Whirling.

Loot

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15. Garrosh Hellscream

Garrosh, son of Grommash Hellscream, first learned of his father's heroism when Thrall encountered the young orc in Outland. The seeds of pride were planted. Garrosh spearheaded Horde victories in Northrend and, as Warchief, consolidated Horde power amidst the chaos of the Cataclysm. But his visions of orc supremacy by any means have brought the armies of the world crashing down upon Orgrimmar...…

Abilities

  • Overview

    Garrosh calls in Kor'kron soldiers, while Siege Engineers try to activate Iron Stars that crush players and orcs in their path. When Garrosh reaches 10% health, he draws upon the Heart to heal himself. Garrosh periodically pulls all players into the Realm of Y'Shaarj, where they must interrupt his efforts to draw power from the Heart. When reaching 10% health a second time, Garrosh fully drai

  • Stage One: The True Horde

    Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal, brings his might to bear upon any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 10% health remaining.

  • Intermission: Realm of Y'Shaarj

    Periodically the call of Y'Shaarj will transport Garrosh and the players into the Realm of Y'Shaarj for 1.0 min. Garrosh will heal for 10% of his total health and begin to Absorb Energy from the Heart of Y'Shaarj until players have defeated all Minions of Y'Shaarj inside the realm and interrupt Garrosh.

  • Stage Two: Power of Y'Shaarj

    After absorbing the Power of Y'Shaarj, Garrosh will heal to full health as Y'Shaarj's blood grants Garrosh new powers.

  • Stage Three: MY WORLD

    Upon reaching 10% health a second time, Garrosh will absorb the remaining power of Y'Shaarj, gaining full energy, healing and empowering all of his abilities.

Loot

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Data from patch 12.1.0. Game data provided by Blizzard Entertainment through the Battle.net API.