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Highmaul

Highmaul

Raid GuideRetail

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

Highmaul is the seat of power for the Gorian Empire, the ogre civilization that ruled Draenor for generations, until the arrival of the draenei. A massive city that belies the ogre reputation for brutish stupidity, Highmaul is full of bustling markets, wealthy nobles, and the roar of the Coliseum crowd echoing through the streets of the slums. Visible from everywhere within the city's walls, Imperator Mar'gok's citadel casts a long shadow, a reminder of his watchful eye and iron grip.

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

Expansion
Warlords of Draenor
Minimum Level
40
Modes
Raid Finder, Normal, Heroic, Mythic

Bosses

1. Kargath Bladefist

Kargath Bladefist, Warlord of the Shattered Hand, honed his brutal skills as a slave in the ogres' gladiatorial games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired "champions." Fueled by rage, Kargath tore off his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he returns to the arena to teach y…

Abilities

  • Overview

    Kargath's Berserker Rush cannot be stopped until he either kills his target, or finds something else to take his anger out on. As the fight progresses, Iron Bombers and Drunken Bileslingers rain destruction from the arena stands. Players can dispatch these creatures after being tossed into the crowd by Kargath's Chain Hurl.

  • Roar of the Crowd

    Favor gained by performing well is tracked by Roar of the Crowd. As the raid's favor increases, they gain Crowd Favorite buffs that increase the raid's damage done.

  • Kargath Bladefist
  • Drunken Bileslinger

    Drunken Bileslingers appear in the stands and throw Mauling Brew into the arena.

  • Iron Bomber

    Iron Bombers appear in the stands and hurl Iron Bombs into the raid.

  • Iron Grunt

    A seemingly endless throng of rowdy orcs.

Loot

Showing the first 20 of 21 items. Open The Boss Page

2. The Butcher

Born in the fetid Underbelly of Highmaul, this ogre may have once had a proper name, but it is long forgotten. Abused and beaten from his earliest days, the hardship only strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his days.

Abilities

  • Overview

    The Butcher attacks relentlessly, hacking at his foes with his dual implements of destruction. His main abilities seek to target large clumps of enemies, and positioning is key to handling and overcoming his attacks.

  • Heavy Handed

    All of the Butcher's standard auto attacks trigger a second attack on the next closest target within 5 yards. If no target is found, the primary target is struck again.

  • The Cleaver
  • The Tenderizer
  • Meat Hook
  • Cleave

Loot

Showing the first 20 of 21 items. Open The Boss Page

3. Tectus

An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintain control over this imposing force of nature.

Abilities

  • Overview

    Tectus cannot be killed by traditional means. He builds energy, channeling Tectonic Upheaval whenever he reaches 100. Depleting Tectus's health before the end of Upheaval shatters it into two Shards of Tectus; otherwise, Tectus heals and resumes gaining energy. Each Shard splits into four Motes of Tectus when shattered. Players must kill all eight Motes to defeat Tectus.

  • Tectus, The Living Mountain

    Tectus begins the battle fully formed, able to inflict full damage.

  • Shard of Tectus

    When shattered, the remnants of Tectus will form two Shards of Tectus. Shards of Tectus share Tectus' abilities, but individually deal less damage.

  • Mote of Tectus

    When shattered, the remnants of each Shard of Tectus will form four Motes of Tectus. Motes of Tectus do not need to be shattered. Players are victorious over Tectus after they have killed all of the Motes of Tectus.

  • Night-Twisted Pale

    While Tectus is fully formed, Night-Twisted Pale will attempt to enter the fight, empowering Tectus and attacking players.

Loot

Showing the first 20 of 23 items. Open The Boss Page

4. Brackenspore

The Iron Horde juggernaut moored in the waters beside Highmaul drew the attention of Brackenspore, ancient walker of the deep. The aquatic giant spreads fungal growth and moss in his wake, and is driven by primal instinct to eradicate any traces of civilization on Draenor.

Abilities

  • Overview

    Brackenspore emerges from the infested waters beneath the cliffs of Highmaul, spreading fungal growth that will engulf the beach if left unchecked. Players must use available Flamethrowers to keep Creeping Moss in check, while defeating hostile fungi that Brackenspore creates in his wake.

  • Creeping Moss
  • Creeping Moss
  • Rot
  • Necrotic Breath
  • Infesting Spores

Loot

5. Twin Ogron

Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar'gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.

Abilities

  • Overview

    The Twin Ogron combat players while performing attacks at specific energy thresholds. At 33 energy, an Ogron uses his special weapon attack. At 66 energy, an Ogron performs a large shout. Finally, at 100 energy, an Ogron performs a large, raid-wide attack. As the distance between the Ogron increases, their haste increases and casting time additionally decreases, reducing the amount of time playe

  • Pol
  • Phemos
  • Warming Up

Loot

6. Ko'ragh

Ko'ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, and was left with a near-complete immunity to all magic. Rumors abound regarding his connection to the Imperator, with some wondering why Ko'ragh would remain subservient to a sorcerer despite his unique gifts.

Abilities

  • Overview

    Ko'ragh is protected by a Nullification Barrier that absorbs all magic damage taken. When the barrier is removed, he activates a rune that recharges it. While recharging, one player may also absorb some of the rune's energy and receive a Nullification Barrier. As the fight progresses, an increasing amount of Overflowing Energy orbs spill from the rune and float to the ground, exploding when they

  • Nullification Barrier

    When the Ko'ragh's Nullification Barrier is removed, he begins to recharge. After 20 sec, the barrier is restored.

  • Suppression Field
  • Volatile Anomalies

    While the Rune of Nullification is active, 3 Volatile Anomalies spawn every 8 sec.

  • Expel Magic
  • Overflowing Energy

Loot

Showing the first 20 of 22 items. Open The Boss Page

7. Imperator Mar'gok

As the grand Imperator of Highmaul, Mar'gok is descended from a long line of sorcerers who have ruled the Gorian Empire. Equal parts cunning and brutality, Mar'gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor.

Abilities

  • Overview

    Imperator Mar'gok assaults players with destructive Arcane magic and summons Arcane Aberrations to fight for him. When Imperator Mar'gok reaches 85%, 55% and 25% health remaining, he activates one of the runestones in his throne room, augmenting his abilities with additional effects. The runestones activated at 55% and 25% must be awakened from their dormant state. As they charge, guards arri

  • Stage One: Might of the Crown

    Imperator Mar'gok summons an Arcane Aberration.

  • Stage Two: Rune of Displacement

    When Imperator Mar'gok reaches 85% health remaining, he activates the Rune of Displacement.

  • Intermission: Dormant Runestones

    When Imperator Mar'gok reaches 55% health remaining, he begins to awaken the Rune of Fortification. The rune charges for 1 minute before releasing its power.

  • Stage Three: Rune of Fortification

    In addition to Arcane Wrath's normal effect, the jump range of Arcane Wrath is only decreased by 25% with each jump.

  • Intermission: Lineage of Power

    When Imperator Mar'gok reaches 25% health remaining, he begins to awaken the Rune of Replication. The rune charges for 1 minute before releasing its power.

Loot

Showing the first 20 of 23 items. Open The Boss Page

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